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251 lines
7.1 KiB
251 lines
7.1 KiB
8 years ago
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/***
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*
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* Copyright (c) 1996-2002,, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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===== quake_player.cpp ========================================================
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Quake Classic player functionality.
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "gamerules.h"
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#include "hltv.h"
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extern entvars_t *g_pevLastInflictor;
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extern int gmsgStatusText;
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extern int gmsgStatusValue;
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extern DLL_GLOBAL Vector g_vecAttackDir;
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/*************************************
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STATUS BAR
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/*************************************/
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// Initialise the player's status bar
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void CBasePlayer::InitStatusBar()
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{
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m_flStatusBarDisappearDelay = 0;
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m_SbarString1[0] = m_SbarString0[0] = 0;
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}
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void CBasePlayer::UpdateStatusBar()
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{
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int newSBarState[ SBAR_END ];
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memset( newSBarState, 0, sizeof(newSBarState) );
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// Find an ID Target
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TraceResult tr;
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UTIL_MakeVectors( pev->v_angle + pev->punchangle );
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Vector vecSrc = EyePosition();
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Vector vecEnd = vecSrc + (gpGlobals->v_forward * MAX_ID_RANGE);
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UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, edict(), &tr);
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if (tr.flFraction != 1.0)
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{
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if ( !FNullEnt( tr.pHit ) )
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{
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CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
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if ( pEntity->Classify() == CLASS_PLAYER )
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{
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newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() );
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newSBarState[ SBAR_ID_TARGETTEAM ] = FALSE;
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m_flStatusBarDisappearDelay = gpGlobals->time + 1.0;
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}
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}
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else if ( m_flStatusBarDisappearDelay > gpGlobals->time )
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{
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// hold the values for a short amount of time after viewing the object
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newSBarState[ SBAR_ID_TARGETNAME ] = m_izSBarState[ SBAR_ID_TARGETNAME ];
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newSBarState[ SBAR_ID_TARGETHEALTH ] = m_izSBarState[ SBAR_ID_TARGETHEALTH ];
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newSBarState[ SBAR_ID_TARGETARMOR ] = m_izSBarState[ SBAR_ID_TARGETARMOR ];
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newSBarState[ SBAR_ID_TARGETTEAM ] = m_izSBarState[ SBAR_ID_TARGETTEAM ];
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}
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}
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// Check values and send if they don't match
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for (int i = 1; i < SBAR_END; i++)
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{
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if ( newSBarState[i] != m_izSBarState[i] )
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{
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MESSAGE_BEGIN( MSG_ONE, gmsgStatusValue, NULL, pev );
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WRITE_BYTE( i );
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WRITE_SHORT( newSBarState[i] );
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MESSAGE_END();
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m_izSBarState[i] = newSBarState[i];
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Player has taken some damage. This is now using the Quake functionality.
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//-----------------------------------------------------------------------------
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int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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if ( (pev->takedamage == DAMAGE_NO) || (IsAlive() == FALSE) )
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return 0;
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//We are wearing the suit and we want to be hurt by lava or slime
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if ( m_iQuakeItems & IT_SUIT )
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{
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if ( bitsDamageType & DMG_BURN || bitsDamageType & DMG_ACID )
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return 0;
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}
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CBaseEntity *pAttacker = CBaseEntity::Instance(pevAttacker);
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// keep track of amount of damage last sustained
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m_lastDamageAmount = flDamage;
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// check for quad damage powerup on the attacker
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if (pAttacker->IsPlayer())
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{
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if ( ((CBasePlayer*)pAttacker)->m_flSuperDamageFinished > gpGlobals->time )
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{
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if (gpGlobals->deathmatch == 4)
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flDamage *= 8;
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else
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flDamage *= 4;
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}
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}
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// team play damage avoidance
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if ( g_pGameRules->PlayerRelationship( this, pAttacker ) == GR_TEAMMATE )
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{
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// Teamplay 3 you can still hurt yourself
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if ( CVAR_GET_FLOAT( "mp_teamplay" ) == 3 && pAttacker != this )
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return 0;
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// Teamplay 1 can't hurt any teammates, including yourself
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if ( CVAR_GET_FLOAT( "mp_teamplay" ) == 1 )
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return 0;
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// Teamplay 2 you can still hurt teammates
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}
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// save damage based on the target's armor level
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float flSave = ceil(pev->armortype * flDamage);
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if (flSave >= pev->armorvalue)
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{
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flSave = pev->armorvalue;
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pev->armortype = 0; // lost all armor
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m_iQuakeItems &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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}
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pev->armorvalue -= flSave;
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float flTake = ceil(flDamage - flSave);
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// add to the damage total for clients, which will be sent as a single message at the end of the frame
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pev->dmg_take = pev->dmg_take + flTake;
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pev->dmg_inflictor = ENT(pevInflictor);
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Vector vecTemp;
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if ( pevAttacker == pevInflictor )
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{
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vecTemp = pevAttacker->origin - ( VecBModelOrigin(pev) );
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}
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else
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// an actual missile was involved.
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{
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vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) );
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}
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// this global is still used for glass and other non-monster killables, along with decals.
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g_vecAttackDir = vecTemp.Normalize();
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// figure momentum add
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if ( (pevInflictor) && (pev->movetype == MOVETYPE_WALK) && !( FBitSet (bitsDamageType, DMG_BURN) ) && !( FBitSet (bitsDamageType, DMG_ACID) ) )
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{
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Vector vecPush = (pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5).Normalize();
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// Set kickback for smaller weapons
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// Read: only if it's not yourself doing the damage
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if ( (flDamage < 60) && pAttacker->IsPlayer() && (pAttacker != this) )
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pev->velocity = pev->velocity + vecPush * flDamage * 11;
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else
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{
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// Otherwise, these rules apply to rockets and grenades
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// for blast velocity
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if ( pAttacker == this )
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{
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if ( m_iQuakeWeapon != IT_LIGHTNING )
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pev->velocity = pev->velocity + vecPush * flDamage * 8;
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}
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else
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pev->velocity = pev->velocity + vecPush * flDamage * 8;
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}
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// Rocket Jump modifiers
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int iRocketJumpModifier = (int)CVAR_GET_FLOAT("rj");
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if ( (iRocketJumpModifier > 1) && (pAttacker == this) && m_iQuakeWeapon == ( IT_ROCKET_LAUNCHER | IT_GRENADE_LAUNCHER ) )
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pev->velocity = pev->velocity + vecPush * flDamage * iRocketJumpModifier;
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}
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// check for godmode or invincibility
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if (pev->flags & FL_GODMODE)
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return 0;
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if (m_flInvincibleFinished > gpGlobals->time)
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{
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if (m_fInvincSound < gpGlobals->time)
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{
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EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
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m_fInvincSound = gpGlobals->time + 2;
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}
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return 0;
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}
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// do the damage
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pev->health -= (int)flTake;
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// tell director about it
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MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
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WRITE_BYTE ( 9 ); // command length in bytes
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WRITE_BYTE ( DRC_CMD_EVENT ); // take damage event
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WRITE_SHORT( ENTINDEX(this->edict()) ); // index number of primary entity
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WRITE_SHORT( ENTINDEX(ENT(pevInflictor)) ); // index number of secondary entity
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WRITE_LONG( 5 ); // eventflags (priority and flags)
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MESSAGE_END();
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// react to the damage
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m_bitsDamageType |= bitsDamageType; // Save this so we can report it to the client
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m_bitsHUDDamage = -1; // make sure the damage bits get resent
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if ( pev->health <= 0 )
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{
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g_pevLastInflictor = pevInflictor;
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Killed( pevAttacker, GIB_NORMAL );
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g_pevLastInflictor = NULL;
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return 0;
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}
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// play pain sound
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Pain( pAttacker );
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return flTake;
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}
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