📄 gamecombat.java
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if (attacker == targ || attacker == targ.enemy) return; // if we are a good guy monster and our attacker is a player // or another good guy, do not get mad at them if (0 != (targ.monsterinfo.aiflags & Defines.AI_GOOD_GUY)) { if (attacker.client != null || (attacker.monsterinfo.aiflags & Defines.AI_GOOD_GUY) != 0) return; } // we now know that we are not both good guys // if attacker is a client, get mad at them because he's good and we're // not if (attacker.client != null) { targ.monsterinfo.aiflags &= ~Defines.AI_SOUND_TARGET; // this can only happen in coop (both new and old enemies are // clients) // only switch if can't see the current enemy if (targ.enemy != null && targ.enemy.client != null) { if (GameUtil.visible(targ, targ.enemy)) { targ.oldenemy = attacker; return; } targ.oldenemy = targ.enemy; } targ.enemy = attacker; if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED)) GameUtil.FoundTarget(targ); return; } // it's the same base (walk/swim/fly) type and a different classname and // it's not a tank // (they spray too much), get mad at them if (((targ.flags & (Defines.FL_FLY | Defines.FL_SWIM)) == (attacker.flags & (Defines.FL_FLY | Defines.FL_SWIM))) && (!(targ.classname.equals(attacker.classname))) && (!(attacker.classname.equals("monster_tank"))) && (!(attacker.classname.equals("monster_supertank"))) && (!(attacker.classname.equals("monster_makron"))) && (!(attacker.classname.equals("monster_jorg")))) { if (targ.enemy != null && targ.enemy.client != null) targ.oldenemy = targ.enemy; targ.enemy = attacker; if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED)) GameUtil.FoundTarget(targ); } // if they *meant* to shoot us, then shoot back else if (attacker.enemy == targ) { if (targ.enemy != null && targ.enemy.client != null) targ.oldenemy = targ.enemy; targ.enemy = attacker; if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED)) GameUtil.FoundTarget(targ); } // otherwise get mad at whoever they are mad at (help our buddy) unless // it is us! else if (attacker.enemy != null && attacker.enemy != targ) { if (targ.enemy != null && targ.enemy.client != null) targ.oldenemy = targ.enemy; targ.enemy = attacker.enemy; if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED)) GameUtil.FoundTarget(targ); } } static boolean CheckTeamDamage(edict_t targ, edict_t attacker) { //FIXME make the next line real and uncomment this block // if ((ability to damage a teammate == OFF) && (targ's team == // attacker's team)) return false; } /** * T_RadiusDamage. */ static void T_RadiusDamage(edict_t inflictor, edict_t attacker, float damage, edict_t ignore, float radius, int mod) { float points; EdictIterator edictit = null; float[] v = { 0, 0, 0 }; float[] dir = { 0, 0, 0 }; while ((edictit = GameBase.findradius(edictit, inflictor.s.origin, radius)) != null) { edict_t ent = edictit.o; if (ent == ignore) continue; if (ent.takedamage == 0) continue; Math3D.VectorAdd(ent.mins, ent.maxs, v); Math3D.VectorMA(ent.s.origin, 0.5f, v, v); Math3D.VectorSubtract(inflictor.s.origin, v, v); points = damage - 0.5f * Math3D.VectorLength(v); if (ent == attacker) points = points * 0.5f; if (points > 0) { if (CanDamage(ent, inflictor)) { Math3D.VectorSubtract(ent.s.origin, inflictor.s.origin, dir); T_Damage(ent, inflictor, attacker, dir, inflictor.s.origin, Globals.vec3_origin, (int) points, (int) points, Defines.DAMAGE_RADIUS, mod); } } } } public static void T_Damage(edict_t targ, edict_t inflictor, edict_t attacker, float[] dir, float[] point, float[] normal, int damage, int knockback, int dflags, int mod) { gclient_t client; int take; int save; int asave; int psave; int te_sparks; if (targ.takedamage == 0) return; // friendly fire avoidance // if enabled you can't hurt teammates (but you can hurt yourself) // knockback still occurs if ((targ != attacker) && ((GameBase.deathmatch.value != 0 && 0 != ((int) (GameBase.dmflags.value) & (Defines.DF_MODELTEAMS | Defines.DF_SKINTEAMS))) || GameBase.coop.value != 0)) { if (GameUtil.OnSameTeam(targ, attacker)) { if (((int) (GameBase.dmflags.value) & Defines.DF_NO_FRIENDLY_FIRE) != 0) damage = 0; else mod |= Defines.MOD_FRIENDLY_FIRE; } } GameBase.meansOfDeath = mod; // easy mode takes half damage if (GameBase.skill.value == 0 && GameBase.deathmatch.value == 0 && targ.client != null) { damage *= 0.5; if (damage == 0) damage = 1; } client = targ.client; if ((dflags & Defines.DAMAGE_BULLET) != 0) te_sparks = Defines.TE_BULLET_SPARKS; else te_sparks = Defines.TE_SPARKS; Math3D.VectorNormalize(dir); // bonus damage for suprising a monster if (0 == (dflags & Defines.DAMAGE_RADIUS) && (targ.svflags & Defines.SVF_MONSTER) != 0 && (attacker.client != null) && (targ.enemy == null) && (targ.health > 0)) damage *= 2; if ((targ.flags & Defines.FL_NO_KNOCKBACK) != 0) knockback = 0; // figure momentum add if (0 == (dflags & Defines.DAMAGE_NO_KNOCKBACK)) { if ((knockback != 0) && (targ.movetype != Defines.MOVETYPE_NONE) && (targ.movetype != Defines.MOVETYPE_BOUNCE) && (targ.movetype != Defines.MOVETYPE_PUSH) && (targ.movetype != Defines.MOVETYPE_STOP)) { float[] kvel = { 0, 0, 0 }; float mass; if (targ.mass < 50) mass = 50; else mass = targ.mass; if (targ.client != null && attacker == targ) Math3D.VectorScale(dir, 1600.0f * (float) knockback / mass, kvel); // the rocket jump hack... else Math3D.VectorScale(dir, 500.0f * (float) knockback / mass, kvel); Math3D.VectorAdd(targ.velocity, kvel, targ.velocity); } } take = damage; save = 0; // check for godmode if ((targ.flags & Defines.FL_GODMODE) != 0 && 0 == (dflags & Defines.DAMAGE_NO_PROTECTION)) { take = 0; save = damage; SpawnDamage(te_sparks, point, normal, save); } // check for invincibility if ((client != null && client.invincible_framenum > GameBase.level.framenum) && 0 == (dflags & Defines.DAMAGE_NO_PROTECTION)) { if (targ.pain_debounce_time < GameBase.level.time) { GameBase.gi.sound(targ, Defines.CHAN_ITEM, GameBase.gi .soundindex("items/protect4.wav"), 1, Defines.ATTN_NORM, 0); targ.pain_debounce_time = GameBase.level.time + 2; } take = 0; save = damage; } psave = CheckPowerArmor(targ, point, normal, take, dflags); take -= psave; asave = CheckArmor(targ, point, normal, take, te_sparks, dflags); take -= asave; // treat cheat/powerup savings the same as armor asave += save; // team damage avoidance if (0 == (dflags & Defines.DAMAGE_NO_PROTECTION) && CheckTeamDamage(targ, attacker)) return; // do the damage if (take != 0) { if (0 != (targ.svflags & Defines.SVF_MONSTER) || (client != null)) SpawnDamage(Defines.TE_BLOOD, point, normal, take); else SpawnDamage(te_sparks, point, normal, take); targ.health = targ.health - take; if (targ.health <= 0) { if ((targ.svflags & Defines.SVF_MONSTER) != 0 || (client != null)) targ.flags |= Defines.FL_NO_KNOCKBACK; Killed(targ, inflictor, attacker, take, point); return; } } if ((targ.svflags & Defines.SVF_MONSTER) != 0) { M_ReactToDamage(targ, attacker); if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED) && (take != 0)) { targ.pain.pain(targ, attacker, knockback, take); // nightmare mode monsters don't go into pain frames often if (GameBase.skill.value == 3) targ.pain_debounce_time = GameBase.level.time + 5; } } else if (client != null) { if (((targ.flags & Defines.FL_GODMODE) == 0) && (take != 0)) targ.pain.pain(targ, attacker, knockback, take); } else if (take != 0) { if (targ.pain != null) targ.pain.pain(targ, attacker, knockback, take); } // add to the damage inflicted on a player this frame // the total will be turned into screen blends and view angle kicks // at the end of the frame if (client != null) { client.damage_parmor += psave; client.damage_armor += asave; client.damage_blood += take; client.damage_knockback += knockback; Math3D.VectorCopy(point, client.damage_from); } }}
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