// g_combat.c #include "g_local.h" //ERASER START #include "bot_procs.h"//ERASER ///Q2 Camera Begin #include "camclient.h" ///Q2 Camera End //ERASER END //WF34 START extern ctfgame_t ctfgame; void VectorUnrotate(vec3_t in, vec3_t angles, vec3_t out); //WF34 END /* ============ CanDamage Returns true if the inflictor can directly damage the target. Used for explosions and melee attacks. ============ */ qboolean CanDamage (edict_t *targ, edict_t *inflictor) { vec3_t dest; trace_t trace; // bmodels need special checking because their origin is 0,0,0 if (targ->movetype == MOVETYPE_PUSH) { VectorAdd (targ->absmin, targ->absmax, dest); VectorScale (dest, 0.5, dest); trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; if (trace.ent == targ) return true; return false; } trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, targ->s.origin, inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; VectorCopy (targ->s.origin, dest); dest[0] += 15.0; dest[1] += 15.0; trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; VectorCopy (targ->s.origin, dest); dest[0] += 15.0; dest[1] -= 15.0; trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; VectorCopy (targ->s.origin, dest); dest[0] -= 15.0; dest[1] += 15.0; trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; VectorCopy (targ->s.origin, dest); dest[0] -= 15.0; dest[1] -= 15.0; trace = gi.trace (inflictor->s.origin, vec3_origin, vec3_origin, dest, inflictor, MASK_SOLID); if (trace.fraction == 1.0) return true; return false; } /* ============ Killed ============ */ void Killed (edict_t *targ, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { if (targ->health < -999) targ->health = -999; targ->enemy = attacker; if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) { // targ->svflags |= SVF_DEADMONSTER; // now treat as a different content type if (!(targ->monsterinfo.aiflags & AI_GOOD_GUY)) { level.killed_monsters++; if (coop->value && attacker->client) { attacker->client->resp.score++; botDebugPrint("scored\n");} // medics won't heal monsters that they kill themselves if (strcmp(attacker->classname, "monster_medic") == 0) targ->owner = attacker; } } if (targ->movetype == MOVETYPE_PUSH || targ->movetype == MOVETYPE_STOP || targ->movetype == MOVETYPE_NONE) { // doors, triggers, etc targ->die (targ, inflictor, attacker, damage, point); return; } if ((targ->svflags & SVF_MONSTER) && (targ->deadflag != DEAD_DEAD)) { targ->touch = NULL; monster_death_use (targ); } //ERASER START ///Q2 Camera Begin PlayerDied(targ); ///Q2 Camera End //ERASER END targ->die (targ, inflictor, attacker, damage, point); } /* ================ SpawnDamage ================ */ void SpawnDamage (int type, vec3_t origin, vec3_t normal, int damage) { if (damage > 255) damage = 255; gi.WriteByte (svc_temp_entity); gi.WriteByte (type); // gi.WriteByte (damage); gi.WritePosition (origin); gi.WriteDir (normal); gi.multicast (origin, MULTICAST_PVS); } /* ============ T_Damage targ entity that is being damaged inflictor entity that is causing the damage attacker entity that caused the inflictor to damage targ example: targ=monster, inflictor=rocket, attacker=player dir direction of the attack point point at which the damage is being inflicted normal normal vector from that point damage amount of damage being inflicted knockback force to be applied against targ as a result of the damage dflags these flags are used to control how T_Damage works DAMAGE_RADIUS damage was indirect (from a nearby explosion) DAMAGE_NO_ARMOR armor does not protect from this damage DAMAGE_ENERGY damage is from an energy based weapon DAMAGE_NO_KNOCKBACK do not affect velocity, just view angles DAMAGE_BULLET damage is from a bullet (used for ricochets) DAMAGE_NO_PROTECTION kills godmode, armor, everything ============ */ static int CheckPowerArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int dflags) { gclient_t *client; int save; int power_armor_type; int index; int damagePerCell; int pa_te_type; int power; int power_used; if (!damage) return 0; client = ent->client; if (dflags & DAMAGE_NO_ARMOR) return 0; if (client) { power_armor_type = PowerArmorType (ent); if (power_armor_type != POWER_ARMOR_NONE) { index = ITEM_INDEX(FindItem("Cells")); power = client->pers.inventory[index]; } } else if (ent->svflags & SVF_MONSTER) { power_armor_type = ent->monsterinfo.power_armor_type; power = ent->monsterinfo.power_armor_power; } else return 0; if (power_armor_type == POWER_ARMOR_NONE) return 0; if (!power) return 0; if (power_armor_type == POWER_ARMOR_SCREEN) { vec3_t vec; float dot; vec3_t forward; // only works if damage point is in front AngleVectors (ent->s.angles, forward, NULL, NULL); VectorSubtract (point, ent->s.origin, vec); VectorNormalize (vec); dot = DotProduct (vec, forward); if (dot <= 0.3) return 0; damagePerCell = 1; pa_te_type = TE_SCREEN_SPARKS; damage = damage / 3; } else { damagePerCell = 1; // power armor is weaker in CTF pa_te_type = TE_SHIELD_SPARKS; damage = (2 * damage) / 3; } save = power * damagePerCell; if (!save) return 0; if (save > damage) save = damage; SpawnDamage (pa_te_type, point, normal, save); ent->powerarmor_time = level.time + 0.2; power_used = save / damagePerCell; if (client) client->pers.inventory[index] -= power_used; else ent->monsterinfo.power_armor_power -= power_used; return save; } static int CheckArmor (edict_t *ent, vec3_t point, vec3_t normal, int damage, int te_sparks, int dflags) { gclient_t *client; int save; int index; gitem_t *armor; if (!damage) return 0; client = ent->client; if (!client) return 0; if (dflags & DAMAGE_NO_ARMOR) return 0; index = ArmorIndex (ent); if (!index) return 0; armor = GetItemByIndex (index); if (dflags & DAMAGE_ENERGY) save = ceil(((gitem_armor_t *)armor->info)->energy_protection*damage); else save = ceil(((gitem_armor_t *)armor->info)->normal_protection*damage); if (save >= client->pers.inventory[index]) save = client->pers.inventory[index]; if (!save) return 0; client->pers.inventory[index] -= save; SpawnDamage (te_sparks, point, normal, save); return save; } void M_ReactToDamage (edict_t *targ, edict_t *attacker) { botDebugPrint("M_reactTo\n"); if (!(attacker->client) && !(attacker->svflags & SVF_MONSTER)) return; 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 (targ->monsterinfo.aiflags & AI_GOOD_GUY) { if (attacker->client || (attacker->monsterinfo.aiflags & AI_GOOD_GUY)) 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) { targ->monsterinfo.aiflags &= ~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 && targ->enemy->client) { if (visible(targ, targ->enemy)) { targ->oldenemy = attacker; return; } targ->oldenemy = targ->enemy; } targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) { botDebugPrint("!aiflags &&&&&&"); 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 & (FL_FLY|FL_SWIM)) == (attacker->flags & (FL_FLY|FL_SWIM))) && (strcmp (targ->classname, attacker->classname) != 0) && (strcmp(attacker->classname, "monster_tank") != 0) && (strcmp(attacker->classname, "monster_supertank") != 0) && (strcmp(attacker->classname, "monster_makron") != 0) && (strcmp(attacker->classname, "monster_jorg") != 0) ) { if (targ->enemy && targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) FoundTarget (targ); } // if they *meant* to shoot us, then shoot back else if (attacker->enemy == targ) { if (targ->enemy && targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) FoundTarget (targ); } // otherwise get mad at whoever they are mad at (help our buddy) unless it is us! else if (attacker->enemy && attacker->enemy != targ) { if (targ->enemy && targ->enemy->client) targ->oldenemy = targ->enemy; targ->enemy = attacker->enemy; if (!(targ->monsterinfo.aiflags & AI_DUCKED)) FoundTarget (targ); } } qboolean CheckTeamDamage (edict_t *targ, edict_t *attacker) { //ZOID if (ctf->value && targ->client && attacker->client) if (targ->client->resp.ctf_team == attacker->client->resp.ctf_team && targ != attacker) return true; //ZOID //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; } //WF34 S JR Stuff for artieral blood spray code void Calc_Offset1(edict_t *self,vec3_t point,vec3_t normal) { vec3_t forward; vec3_t pos1,pos2; // int i; VectorSubtract(point, self->s.origin, forward); VectorUnrotate(forward, self->s.angles, pos1); AngleVectors(normal, forward, NULL, NULL); VectorMA(point, 64, forward, forward); VectorSubtract(forward, self->s.origin, forward); VectorUnrotate(forward, self->s.angles, pos2); /*///34 used this for(i=0;i<3;i++) { self->client->blood1_pos1[i] = pos1[i]; self->client->blood1_pos2[i] = pos2[i]; } */ } void Calc_Offset2(edict_t *self,vec3_t point,vec3_t normal) { vec3_t forward; vec3_t pos1,pos2; // int i; VectorSubtract(point, self->s.origin, forward); VectorUnrotate(forward, self->s.angles, pos1); AngleVectors(normal, forward, NULL, NULL); VectorMA(point, 64, forward, forward); VectorSubtract(forward, self->s.origin, forward); VectorUnrotate(forward, self->s.angles, pos2); /*//34 used this for(i=0;i<3;i++) { self->client->blood2_pos1[i] = pos1[i]; self->client->blood2_pos2[i] = pos2[i]; } */ } void Calc_Offset3(edict_t *self,vec3_t point,vec3_t normal) { vec3_t forward; vec3_t pos1,pos2; // int i; VectorSubtract(point, self->s.origin, forward); VectorUnrotate(forward, self->s.angles, pos1); AngleVectors(normal, forward, NULL, NULL); VectorMA(point, 64, forward, forward); VectorSubtract(forward, self->s.origin, forward); VectorUnrotate(forward, self->s.angles, pos2); /*//34 used this for(i=0;i<3;i++) { self->client->sblood1_pos1[i] = pos1[i]; self->client->sblood1_pos2[i] = pos2[i]; } */ } void Calc_Offset4(edict_t *self,vec3_t point,vec3_t normal) { vec3_t forward; vec3_t pos1,pos2; // int i; VectorSubtract(point, self->s.origin, forward); VectorUnrotate(forward, self->s.angles, pos1); AngleVectors(normal, forward, NULL, NULL); VectorMA(point, 64, forward, forward); VectorSubtract(forward, self->s.origin, forward); VectorUnrotate(forward, self->s.angles, pos2); /*//34 used this for(i=0;i<3;i++) { self->client->sblood2_pos1[i] = pos1[i]; self->client->sblood2_pos2[i] = pos2[i]; } */ } //WF34 E JR end //Gregg This should fix some problems if it screws other stuff up uncomment this t_damage and recomment the next one void T_Damage (edict_t *targ, edict_t *inflictor, edict_t *attacker, vec3_t dir, vec3_t point, vec3_t normal, int damage, int knockback, int dflags, int mod) { gclient_t *client; int take; int save; int asave; int psave; int te_sparks; float factor;//WF34 int delta;//WF34 // float i;//WF34 //WF34 START if (wfdebug) { gi.dprintf("T_Damage: dmg = %d\n", damage); if (targ) gi.dprintf("Target=%s\n ",targ->classname); if (targ) gi.dprintf("Targets health=%i\n ",targ->health); if (targ && targ->creator) gi.dprintf("Targets owner=%s \n",targ->creator->classname); if (targ && targ->creator) gi.dprintf("Target owner health=%i \n",targ->creator->health); if (inflictor) gi.dprintf("Inflictor=%s \n",inflictor->classname); if (attacker) gi.dprintf("Attacker=%s \n",attacker->classname); gi.dprintf(",mod = %d\n", mod); } //WF34 END //WF24 S //Don't allow negative damage if (damage < 0) { damage = -damage; } //WF24 E if (!targ->takedamage) return; //ERASER START if (!attacker) return; if (level.intermissiontime) return; //acrid 3/99 attackers with a freeze gun in inventory cant damage // frozen targ if(targ->frozen && attacker->client && attacker->client->pers.inventory[ITEM_INDEX(FindItem("Freezer"))]) return; //ERASER END // friendly fire avoidance // if enabled you can't hurt teammates (but you can hurt yourself) // knockback still occurs if ((targ != attacker) && ((deathmatch->value && ((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS))) || coop->value)) { //If these are both clients, see if they are on the same team if (OnSameTeam (targ, attacker)) { if (((int)(dmflags->value) & DF_NO_FRIENDLY_FIRE)) damage = 0; else mod |= MOD_FRIENDLY_FIRE; } } //WF24 S See if the entity allows team damage if ((targ->noteamdamage == true) && (attacker->wf_team == targ->wf_team)) { //If this is an created entity (like sentry gun), allow //the creator to damage the entity. Teammates can't. if (targ->creator != attacker) damage = 0; } //WF24 E meansOfDeath = mod; // easy mode takes half damage if (skill->value == 0 && deathmatch->value == 0 && targ->client) { damage *= 0.5; if (!damage) damage = 1; } client = targ->client; if (dflags & DAMAGE_BULLET) te_sparks = TE_BULLET_SPARKS; else te_sparks = TE_SPARKS; VectorNormalize(dir); //WF24 S bonus damage for suprising a monster if (!(dflags & DAMAGE_RADIUS) && (targ->svflags & SVF_MONSTER) && (attacker->client) && (!targ->enemy) && (targ->health > 0)) damage *= 2; //WF24 E //ZOID //strength tech damage = CTFApplyStrength(attacker, damage); //ZOID if (targ->flags & FL_NO_KNOCKBACK) knockback = 0; // figure momentum add if (!(dflags & DAMAGE_NO_KNOCKBACK)) { if ((knockback) && (targ->movetype != MOVETYPE_NONE) && (targ->movetype != MOVETYPE_BOUNCE) && (targ->movetype != MOVETYPE_PUSH) && (targ->movetype != MOVETYPE_STOP)) { vec3_t kvel; float mass; if (targ->mass < 50) mass = 50; else mass = targ->mass; if (targ->client && attacker == targ) VectorScale (dir, 1600.0 * (float)knockback / mass, kvel); // the rocket jump hack... else VectorScale (dir, 500.0 * (float)knockback / mass, kvel); VectorAdd (targ->velocity, kvel, targ->velocity); } } take = damage; save = 0; // check for godmode if ( (targ->flags & FL_GODMODE) && !(dflags & DAMAGE_NO_PROTECTION) ) { take = 0; save = damage; SpawnDamage (te_sparks, point, normal, save); } // check for invincibility if ((client && client->invincible_framenum > level.framenum ) && !(dflags & DAMAGE_NO_PROTECTION)) { if (targ->pain_debounce_time < level.time) { gi.sound(targ, CHAN_ITEM, gi.soundindex("items/protect4.wav"), 1, ATTN_NORM, 0); targ->pain_debounce_time = level.time + 2; } take = 0; save = damage; } //WF24 S if (targ->client) //Make sure it's a client before we check protecttime { //If client has spawn protect and the means of death is *not* MOD_TELEFRAG, return //If the mod type is MOD_TELEFRAG, and the means of death *is* MOD_TELEFRAG, //we've gotten here because both the telefragger and telefragge have spawn protection //If both have spawn protection, we kill the telefraggee anyway if (K2_IsProtected(targ) && mod != MOD_TELEFRAG && mod != MOD_REVERSE_TELEFRAG) { gi.sound(targ,CHAN_ITEM,gi.soundindex("items/protect3.wav"),1, ATTN_NORM, 0); return; } } //WF24 E //ZOID //team armor protect//ERASER ADDED ATTACKER if (ctf->value && targ->client && attacker && attacker->client && targ->client->resp.ctf_team == attacker->client->resp.ctf_team && targ != attacker && ((int)dmflags->value & DF_ARMOR_PROTECT)) { psave = asave = 0; } else if (mod != WEAPON_ARMORDART) //ignore armor for this one { //ZOID psave = CheckPowerArmor (targ, point, normal, take, dflags); take -= psave; asave = CheckArmor (targ, point, normal, take, te_sparks, dflags); take -= asave; } else//WF24 S { psave = asave = 0; }//WF24 E //treat cheat/powerup savings the same as armor asave += save; //ZOID //resistance tech take = CTFApplyResistance(targ, take); //ZOID // team damage avoidance if (!(dflags & DAMAGE_NO_PROTECTION) && CheckTeamDamage (targ, attacker) ) return; //ZOID CTFCheckHurtCarrier(targ, attacker); //ZOID //WF24 S if (take < 0) { take = -take; } //WF24 E // do the damage if (take) { if ((targ->svflags & SVF_MONSTER) || (client)) SpawnDamage (TE_BLOOD, point, normal, take); else SpawnDamage (te_sparks, point, normal, take); //Artieral Blood spray code JR 9/25/98 /* if(targ->client) { //A large hit somewhere maybe if(take>50) { //Check to seee if the first major blood spot is free if(targ->client->blood1_amount=0) { i=random(); //Did they hit a major blood vessel if(i>0.45) { //Yes they did!!! =-) //Set it up here for the spraying VectorCopy(point,targ->client->blood1_point); VectorCopy(normal,targ->client->blood1_normal); Calc_Offset1(targ,targ->client->blood1_point,targ->client->blood1_normal); targ->client->blood1_amount=(take-20-take%5); } } //Check to see if the second major blood spot is free //if it isn't there won't be any blood pouring out //most likely they are dead anyways unless they had //a lot of health. Also for lag reasons else if(targ->client->blood2_amount=0) { i=random(); //Chances are a little harder if(i>0.3333) { //Oh my gosh its another hit targ->client->blood2_amount=(take-20-take%5); VectorCopy(point,targ->client->blood2_point); VectorCopy(normal,targ->client->blood2_normal); Calc_Offset2(targ,targ->client->blood2_point,targ->client->blood2_normal); } } } //For the smaller blood vessels I guess //The amount sprayed out is half the amount of a major hit //per spray for the equal amount number else if(take>25) { //is the first small blood point being used if(targ->client->sblood1_amount=0) { //It isn't time to see if they are lucky i=random(); if(i>0.15) { //Yes they are targ->client->sblood1_amount=(take-10-take%5); VectorCopy(point,targ->client->sblood1_point); VectorCopy(normal,targ->client->sblood1_normal); Calc_Offset3(targ,targ->client->sblood1_point,targ->client->sblood1_normal); } } //checking the second blood point else if(targ->client->sblood2_amount=0) { //Random numbers blah blah blah... i=random(); if(i>0.1) { //Imagine if all the blood spots are taken //How gruesome targ->client->sblood2_amount=(take-10-take%5); VectorCopy(point,targ->client->sblood2_point); VectorCopy(normal,targ->client->sblood2_normal); Calc_Offset4(targ,targ->client->sblood2_point,targ->client->sblood2_normal); } } } } */ //end artieral blood spray code JR 9/25/98 //WF34 ++TeT start team balancing code if (((int)wfflags->value & WF_AUTO_TEAM_BALANCE) && ((ctfgame.team1 > 2) || (ctfgame.team2 > 2))) { if (targ->wf_team == CTF_TEAM1) { delta = (ctfgame.team1 - ctfgame.team2); } else { delta = (ctfgame.team2 - ctfgame.team1); } // never let them take less then 20% if (delta < -8) { delta = -8; } factor = (10.0 + (float)delta) / 10.0; take = (float)take * factor; } //WF34 E --TeT end team balancing code targ->health = targ->health - take; if (targ->health <= 0) { if ((targ->svflags & SVF_MONSTER) || (client)) targ->flags |= FL_NO_KNOCKBACK; Killed (targ, inflictor, attacker, take, point); return; } } if ((targ->svflags & SVF_MONSTER) && (!targ->bot_client))//ERASER ADDED && TBC { M_ReactToDamage (targ, attacker); if (!(targ->monsterinfo.aiflags & AI_DUCKED) && (take)) { targ->pain (targ, attacker, knockback, take); // nightmare mode monsters don't go into pain frames often if (skill->value == 3) targ->pain_debounce_time = level.time + 5; } } else if (client) { if (!(targ->flags & FL_GODMODE) && (take)) targ->pain (targ, attacker, knockback, take); } else if (take) { if (targ->pain) targ->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) { client->damage_parmor += psave; client->damage_armor += asave; client->damage_blood += take; client->damage_knockback += knockback; VectorCopy (point, client->damage_from); } } /* ============ T_RadiusDamage ============ */ void T_RadiusDamage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int mod) { float points; edict_t *ent = NULL; edict_t *prev_ent = NULL;//WF34 vec3_t v; vec3_t dir; int i = 0;//WF34 if (wfdebug) { gi.dprintf("T_RadiusDamage: dmg = %d; inflictor = %s\n", (int)damage, inflictor->classname); } while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL) { ++i;//WF34 if (ent == ignore) continue; if (!ent->takedamage) continue; VectorAdd (ent->mins, ent->maxs, v); VectorMA (ent->s.origin, 0.5, v, v); VectorSubtract (inflictor->s.origin, v, v); points = damage - 0.5 * VectorLength (v); if (ent == attacker) points = points * 0.5; if (points > 0) { if (CanDamage (ent, inflictor)) { VectorSubtract (ent->s.origin, inflictor->s.origin, dir); if (wfdebug) { gi.dprintf("Calling t_damage. Damage = %d, Points = %d, vlen = %d\n", (int)damage, (int)points, (int) VectorLength (v)); } T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, (int)points, DAMAGE_RADIUS, mod); //ERASER START, don't drop jump nodes if rocket jumping if (ent->jump_ent && ent->client && !ent->bot_client && ent->velocity[2] > 0) { G_FreeEdict(ent->jump_ent); ent->jump_ent = NULL; } //ERASER END } } prev_ent = ent;//WF34 } } /* =========================================================== T_Radius2Damage - modified to include kickback flags =========================================================== */ void T_Radius2Damage (edict_t *inflictor, edict_t *attacker, float damage, edict_t *ignore, float radius, int kickback, int mod) { float points; edict_t *ent = NULL; edict_t *prev_ent = NULL;//WF34 vec3_t v; vec3_t dir; int i = 0;//WF34 if (wfdebug) { gi.dprintf("T_RadiusDamage: dmg = %d\n", (int)damage); } while ((ent = findradius(ent, inflictor->s.origin, radius)) != NULL) { ++i;//WF34 if (ent == ignore) continue; if (!ent->takedamage) continue; VectorAdd (ent->mins, ent->maxs, v); VectorMA (ent->s.origin, 0.5, v, v); VectorSubtract (inflictor->s.origin, v, v); points = damage - 0.5 * VectorLength (v); if (ent == attacker) points = points * 0.5; if (points > 0) { if (CanDamage (ent, inflictor)) { VectorSubtract (ent->s.origin, inflictor->s.origin, dir); if (wfdebug) gi.dprintf("Calling t_damage. Damage = %d, Points = %d, vlen = %d\n", (int)damage, (int)points, (int) VectorLength (v)); T_Damage (ent, inflictor, attacker, dir, inflictor->s.origin, vec3_origin, (int)points, kickback, DAMAGE_RADIUS, mod); //ERASER START, don't drop jump nodes if rocket jumping if (ent->jump_ent && ent->client && !ent->bot_client && ent->velocity[2] > 0) { G_FreeEdict(ent->jump_ent); ent->jump_ent = NULL; } //ERASER END } } prev_ent = ent;//WF34 } }