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495 lines
19 KiB
495 lines
19 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "takedamageinfo.h"
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#include "ammodef.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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ConVar phys_pushscale( "phys_pushscale", "1", FCVAR_REPLICATED );
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BEGIN_SIMPLE_DATADESC( CTakeDamageInfo )
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DEFINE_FIELD( m_vecDamageForce, FIELD_VECTOR ),
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DEFINE_FIELD( m_vecDamagePosition, FIELD_POSITION_VECTOR),
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DEFINE_FIELD( m_vecReportedPosition, FIELD_POSITION_VECTOR),
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DEFINE_FIELD( m_hInflictor, FIELD_EHANDLE),
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DEFINE_FIELD( m_hAttacker, FIELD_EHANDLE),
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DEFINE_FIELD( m_hWeapon, FIELD_EHANDLE),
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DEFINE_FIELD( m_flDamage, FIELD_FLOAT),
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DEFINE_FIELD( m_flMaxDamage, FIELD_FLOAT),
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DEFINE_FIELD( m_flBaseDamage, FIELD_FLOAT ),
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DEFINE_FIELD( m_bitsDamageType, FIELD_INTEGER),
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DEFINE_FIELD( m_iDamageCustom, FIELD_INTEGER),
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DEFINE_FIELD( m_iDamageStats, FIELD_INTEGER),
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DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER),
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DEFINE_FIELD( m_iDamagedOtherPlayers, FIELD_INTEGER),
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END_DATADESC()
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void CTakeDamageInfo::Init( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, const Vector &reportedPosition, float flDamage, int bitsDamageType, int iCustomDamage )
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{
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m_hInflictor = pInflictor;
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if ( pAttacker )
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{
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m_hAttacker = pAttacker;
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}
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else
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{
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m_hAttacker = pInflictor;
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}
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m_hWeapon = pWeapon;
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m_flDamage = flDamage;
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m_flBaseDamage = BASEDAMAGE_NOT_SPECIFIED;
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m_bitsDamageType = bitsDamageType;
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m_iDamageCustom = iCustomDamage;
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m_flMaxDamage = flDamage;
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m_vecDamageForce = damageForce;
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m_vecDamagePosition = damagePosition;
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m_vecReportedPosition = reportedPosition;
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m_iAmmoType = -1;
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m_iDamagedOtherPlayers = 0;
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m_iPlayerPenetrationCount = 0;
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m_flDamageBonus = 0.f;
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m_bForceFriendlyFire = false;
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}
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CTakeDamageInfo::CTakeDamageInfo()
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{
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Init( NULL, NULL, NULL, vec3_origin, vec3_origin, vec3_origin, 0, 0, 0 );
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}
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CTakeDamageInfo::CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType, int iKillType )
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{
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Set( pInflictor, pAttacker, flDamage, bitsDamageType, iKillType );
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}
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CTakeDamageInfo::CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType )
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{
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Set( pInflictor, pAttacker, pWeapon, flDamage, bitsDamageType, iKillType );
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}
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CTakeDamageInfo::CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType, Vector *reportedPosition )
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{
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Set( pInflictor, pAttacker, damageForce, damagePosition, flDamage, bitsDamageType, iKillType, reportedPosition );
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}
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CTakeDamageInfo::CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType, Vector *reportedPosition )
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{
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Set( pInflictor, pAttacker, pWeapon, damageForce, damagePosition, flDamage, bitsDamageType, iKillType, reportedPosition );
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}
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void CTakeDamageInfo::Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType, int iKillType )
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{
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Init( pInflictor, pAttacker, NULL, vec3_origin, vec3_origin, vec3_origin, flDamage, bitsDamageType, iKillType );
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}
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void CTakeDamageInfo::Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType )
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{
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Init( pInflictor, pAttacker, pWeapon, vec3_origin, vec3_origin, vec3_origin, flDamage, bitsDamageType, iKillType );
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}
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void CTakeDamageInfo::Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType, Vector *reportedPosition )
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{
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Set( pInflictor, pAttacker, NULL, damageForce, damagePosition, flDamage, bitsDamageType, iKillType, reportedPosition );
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}
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void CTakeDamageInfo::Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType, Vector *reportedPosition )
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{
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Vector vecReported = vec3_origin;
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if ( reportedPosition )
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{
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vecReported = *reportedPosition;
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}
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Init( pInflictor, pAttacker, pWeapon, damageForce, damagePosition, vecReported, flDamage, bitsDamageType, iKillType );
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}
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//-----------------------------------------------------------------------------
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// Squirrel the damage value away as BaseDamage, which will later be used to
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// calculate damage force.
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//-----------------------------------------------------------------------------
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void CTakeDamageInfo::AdjustPlayerDamageInflictedForSkillLevel()
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{
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#ifndef CLIENT_DLL
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CopyDamageToBaseDamage();
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SetDamage( g_pGameRules->AdjustPlayerDamageInflicted(GetDamage()) );
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#endif
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CTakeDamageInfo::AdjustPlayerDamageTakenForSkillLevel()
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{
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#ifndef CLIENT_DLL
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CopyDamageToBaseDamage();
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g_pGameRules->AdjustPlayerDamageTaken(this);
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: get the name of the ammo that caused damage
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// Note: returns the ammo name, or the classname of the object, or the model name in the case of physgun ammo.
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//-----------------------------------------------------------------------------
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const char *CTakeDamageInfo::GetAmmoName() const
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{
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const char *pszAmmoType;
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if ( m_iAmmoType >= 0 )
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{
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pszAmmoType = GetAmmoDef()->GetAmmoOfIndex( m_iAmmoType )->pName;
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}
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// no ammoType, so get the ammo name from the inflictor
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else if ( m_hInflictor != NULL )
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{
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pszAmmoType = m_hInflictor->GetClassname();
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// check for physgun ammo. unfortunate that this is in game_shared.
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if ( Q_strcmp( pszAmmoType, "prop_physics" ) == 0 )
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{
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pszAmmoType = STRING( m_hInflictor->GetModelName() );
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}
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}
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else
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{
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pszAmmoType = "Unknown";
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}
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return pszAmmoType;
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}
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// -------------------------------------------------------------------------------------------------- //
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// MultiDamage
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// Collects multiple small damages into a single damage
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// -------------------------------------------------------------------------------------------------- //
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BEGIN_SIMPLE_DATADESC_( CMultiDamage, CTakeDamageInfo )
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DEFINE_FIELD( m_hTarget, FIELD_EHANDLE),
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END_DATADESC()
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CMultiDamage g_MultiDamage;
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CMultiDamage::CMultiDamage()
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{
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m_hTarget = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CMultiDamage::Init( CBaseEntity *pTarget, CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, const Vector &reportedPosition, float flDamage, int bitsDamageType, int iKillType )
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{
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m_hTarget = pTarget;
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BaseClass::Init( pInflictor, pAttacker, pWeapon, damageForce, damagePosition, reportedPosition, flDamage, bitsDamageType, iKillType );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Resets the global multi damage accumulator
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//-----------------------------------------------------------------------------
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void ClearMultiDamage( void )
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{
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g_MultiDamage.Init( NULL, NULL, NULL, NULL, vec3_origin, vec3_origin, vec3_origin, 0, 0, 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: inflicts contents of global multi damage register on gMultiDamage.pEntity
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//-----------------------------------------------------------------------------
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void ApplyMultiDamage( void )
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{
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Vector vecSpot1;//where blood comes from
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Vector vecDir;//direction blood should go
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trace_t tr;
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if ( !g_MultiDamage.GetTarget() )
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return;
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#ifndef CLIENT_DLL
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const CBaseEntity *host = te->GetSuppressHost();
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te->SetSuppressHost( NULL );
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g_MultiDamage.GetTarget()->TakeDamage( g_MultiDamage );
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te->SetSuppressHost( (CBaseEntity*)host );
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#endif
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// Damage is done, clear it out
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ClearMultiDamage();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add damage to the existing multidamage, and apply if it won't fit
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//-----------------------------------------------------------------------------
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void AddMultiDamage( const CTakeDamageInfo &info, CBaseEntity *pEntity )
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{
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if ( !pEntity )
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return;
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if ( pEntity != g_MultiDamage.GetTarget() )
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{
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ApplyMultiDamage();
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g_MultiDamage.Init( pEntity, info.GetInflictor(), info.GetAttacker(), info.GetWeapon(), vec3_origin, vec3_origin, vec3_origin, 0.0, info.GetDamageType(), info.GetDamageCustom() );
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}
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g_MultiDamage.AddDamageType( info.GetDamageType() );
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g_MultiDamage.SetDamage( g_MultiDamage.GetDamage() + info.GetDamage() );
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g_MultiDamage.SetDamageForce( g_MultiDamage.GetDamageForce() + info.GetDamageForce() );
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g_MultiDamage.SetDamagePosition( info.GetDamagePosition() );
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g_MultiDamage.SetReportedPosition( info.GetReportedPosition() );
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g_MultiDamage.SetMaxDamage( MAX( g_MultiDamage.GetMaxDamage(), info.GetDamage() ) );
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g_MultiDamage.SetAmmoType( info.GetAmmoType() );
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if ( g_MultiDamage.GetPlayerPenetrationCount() == 0 )
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{
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g_MultiDamage.SetPlayerPenetrationCount( info.GetPlayerPenetrationCount() );
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}
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bool bHasPhysicsForceDamage = !g_pGameRules->Damage_NoPhysicsForce( info.GetDamageType() );
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if ( bHasPhysicsForceDamage && g_MultiDamage.GetDamageType() != DMG_GENERIC )
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{
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// If you hit this assert, you've called TakeDamage with a damage type that requires a physics damage
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// force & position without specifying one or both of them. Decide whether your damage that's causing
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// this is something you believe should impart physics force on the receiver. If it is, you need to
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// setup the damage force & position inside the CTakeDamageInfo (Utility functions for this are in
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// takedamageinfo.cpp. If you think the damage shouldn't cause force (unlikely!) then you can set the
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// damage type to DMG_GENERIC, or | DMG_CRUSH if you need to preserve the damage type for purposes of HUD display.
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if ( g_MultiDamage.GetDamageForce() == vec3_origin || g_MultiDamage.GetDamagePosition() == vec3_origin )
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{
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static int warningCount = 0;
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if ( ++warningCount < 10 )
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{
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if ( g_MultiDamage.GetDamageForce() == vec3_origin )
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{
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Warning( "AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin\n" );
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}
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if ( g_MultiDamage.GetDamagePosition() == vec3_origin)
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{
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Warning( "AddMultiDamage: g_MultiDamage.GetDamagePosition() == vec3_origin\n" );
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}
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}
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}
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}
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}
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//============================================================================================================
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// Utility functions for physics damage force calculation
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//============================================================================================================
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//-----------------------------------------------------------------------------
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// Purpose: Returns an impulse scale required to push an object.
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// Input : flTargetMass - Mass of the target object, in kg
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// flDesiredSpeed - Desired speed of the target, in inches/sec.
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//-----------------------------------------------------------------------------
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float ImpulseScale( float flTargetMass, float flDesiredSpeed )
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{
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return (flTargetMass * flDesiredSpeed);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fill out a takedamageinfo with a damage force for an explosive
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//-----------------------------------------------------------------------------
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void CalculateExplosiveDamageForce( CTakeDamageInfo *info, const Vector &vecDir, const Vector &vecForceOrigin, float flScale )
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{
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info->SetDamagePosition( vecForceOrigin );
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float flClampForce = ImpulseScale( 75, 400 );
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// Calculate an impulse large enough to push a 75kg man 4 in/sec per point of damage
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float flForceScale = info->GetBaseDamage() * ImpulseScale( 75, 4 );
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if( flForceScale > flClampForce )
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flForceScale = flClampForce;
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// Fudge blast forces a little bit, so that each
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// victim gets a slightly different trajectory.
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// This simulates features that usually vary from
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// person-to-person variables such as bodyweight,
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// which are all indentical for characters using the same model.
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flForceScale *= random->RandomFloat( 0.85, 1.15 );
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// Calculate the vector and stuff it into the takedamageinfo
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Vector vecForce = vecDir;
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VectorNormalize( vecForce );
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vecForce *= flForceScale;
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vecForce *= phys_pushscale.GetFloat();
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vecForce *= flScale;
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info->SetDamageForce( vecForce );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fill out a takedamageinfo with a damage force for a bullet impact
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//-----------------------------------------------------------------------------
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void CalculateBulletDamageForce( CTakeDamageInfo *info, int iBulletType, const Vector &vecBulletDir, const Vector &vecForceOrigin, float flScale )
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{
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info->SetDamagePosition( vecForceOrigin );
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Vector vecForce = vecBulletDir;
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VectorNormalize( vecForce );
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vecForce *= GetAmmoDef()->DamageForce( iBulletType );
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vecForce *= phys_pushscale.GetFloat();
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vecForce *= flScale;
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info->SetDamageForce( vecForce );
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Assert(vecForce!=vec3_origin);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Fill out a takedamageinfo with a damage force for a melee impact
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//-----------------------------------------------------------------------------
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void CalculateMeleeDamageForce( CTakeDamageInfo *info, const Vector &vecMeleeDir, const Vector &vecForceOrigin, float flScale )
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{
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info->SetDamagePosition( vecForceOrigin );
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// Calculate an impulse large enough to push a 75kg man 4 in/sec per point of damage
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float flForceScale = info->GetBaseDamage() * ImpulseScale( 75, 4 );
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Vector vecForce = vecMeleeDir;
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VectorNormalize( vecForce );
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vecForce *= flForceScale;
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vecForce *= phys_pushscale.GetFloat();
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vecForce *= flScale;
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info->SetDamageForce( vecForce );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Try and guess the physics force to use.
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// This shouldn't be used for any damage where the damage force is unknown.
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// i.e. only use it for mapmaker specified damages.
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//-----------------------------------------------------------------------------
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void GuessDamageForce( CTakeDamageInfo *info, const Vector &vecForceDir, const Vector &vecForceOrigin, float flScale )
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{
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if ( info->GetDamageType() & DMG_BULLET )
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{
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CalculateBulletDamageForce( info, GetAmmoDef()->Index("SMG1"), vecForceDir, vecForceOrigin, flScale );
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}
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else if ( info->GetDamageType() & DMG_BLAST )
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{
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CalculateExplosiveDamageForce( info, vecForceDir, vecForceOrigin, flScale );
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}
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else
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{
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CalculateMeleeDamageForce( info, vecForceDir, vecForceOrigin, flScale );
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}
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}
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// Debug functions for printing out damage types
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// This table maps the DMG_* defines to their strings such that
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// for DMG_XXX = i << x then table[i] = string for DMG_XXX
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static const char * const s_DamageTypeToStrTable[] =
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{
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"GENERIC",
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"CRUSH",
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"BULLET",
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|
"SLASH",
|
||
|
"BURN",
|
||
|
"VEHICLE",
|
||
|
"FALL",
|
||
|
"BLAST",
|
||
|
"CLUB",
|
||
|
"SHOCK",
|
||
|
"SONIC",
|
||
|
"ENERGYBEAM",
|
||
|
"PREVENT_PHYSICS_FORCE",
|
||
|
"NEVERGIB",
|
||
|
"ALWAYSGIB",
|
||
|
"DROWN",
|
||
|
"PARALYZE",
|
||
|
"NERVEGAS",
|
||
|
"POISON",
|
||
|
"RADIATION",
|
||
|
"DROWNRECOVER",
|
||
|
"ACID",
|
||
|
"SLOWBURN",
|
||
|
"REMOVENORAGDOLL",
|
||
|
"PHYSGUN",
|
||
|
"PLASMA",
|
||
|
"AIRBOAT",
|
||
|
"DISSOLVE",
|
||
|
"BLAST_SURFACE",
|
||
|
"DIRECT",
|
||
|
"BUCKSHOT"
|
||
|
};
|
||
|
#define DAMAGE_TYPE_STR_TABLE_ENTRIES 31 // number of entries in table above
|
||
|
|
||
|
void CTakeDamageInfo::DebugGetDamageTypeString(unsigned int damageType, char *outbuf, int outbuflength )
|
||
|
{
|
||
|
Assert(outbuflength > 0);
|
||
|
|
||
|
// we need to use snprintf to actually copy out the strings here because that's the only function that returns
|
||
|
// how much text was output
|
||
|
if ( damageType == 0 )
|
||
|
{
|
||
|
int charsWrit = Q_snprintf(outbuf, outbuflength, "%s", s_DamageTypeToStrTable[0]);
|
||
|
|
||
|
outbuflength -= charsWrit;
|
||
|
outbuf += charsWrit; // advance the output pointer (now it sits on the null terminator)
|
||
|
}
|
||
|
|
||
|
// loop through the other entries in the table
|
||
|
for (int i = 0;
|
||
|
outbuflength > 0 && i < (DAMAGE_TYPE_STR_TABLE_ENTRIES - 1);
|
||
|
++i )
|
||
|
{
|
||
|
if ( damageType & (1 << i) )
|
||
|
{
|
||
|
// this bit was set. Print the corresponding entry from the table
|
||
|
// (the index is +1 because entry 1 in the table corresponds to 1 << 0)
|
||
|
int charsWrit = Q_snprintf(outbuf, outbuflength, "%s ", s_DamageTypeToStrTable[i + 1]);
|
||
|
|
||
|
outbuflength -= charsWrit; // reduce the chars left
|
||
|
outbuf += charsWrit; // advance the output pointer (now it sits on the null terminator)
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
// instant damage
|
||
|
|
||
|
#define DMG_GENERIC 0 // generic damage was done
|
||
|
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object.
|
||
|
// NOTE: It's assumed crush damage is occurring as a result of physics collision, so no extra physics force is generated by crush damage.
|
||
|
// DON'T use DMG_CRUSH when damaging entities unless it's the result of a physics collision. You probably want DMG_CLUB instead.
|
||
|
#define DMG_BULLET (1 << 1) // shot
|
||
|
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
|
||
|
#define DMG_BURN (1 << 3) // heat burned
|
||
|
#define DMG_VEHICLE (1 << 4) // hit by a vehicle
|
||
|
#define DMG_FALL (1 << 5) // fell too far
|
||
|
#define DMG_BLAST (1 << 6) // explosive blast damage
|
||
|
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
|
||
|
#define DMG_SHOCK (1 << 8) // electric shock
|
||
|
#define DMG_SONIC (1 << 9) // sound pulse shockwave
|
||
|
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
|
||
|
#define DMG_PREVENT_PHYSICS_FORCE (1 << 11) // Prevent a physics force
|
||
|
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
|
||
|
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
|
||
|
#define DMG_DROWN (1 << 14) // Drowning
|
||
|
|
||
|
|
||
|
#define DMG_PARALYZE (1 << 15) // slows affected creature down
|
||
|
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
|
||
|
#define DMG_POISON (1 << 17) // blood poisoning - heals over time like drowning damage
|
||
|
#define DMG_RADIATION (1 << 18) // radiation exposure
|
||
|
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
|
||
|
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
|
||
|
#define DMG_SLOWBURN (1 << 21) // in an oven
|
||
|
|
||
|
#define DMG_REMOVENORAGDOLL (1<<22) // with this bit OR'd in, no ragdoll will be created, and the target will be quietly removed.
|
||
|
// use this to kill an entity that you've already got a server-side ragdoll for
|
||
|
|
||
|
#define DMG_PHYSGUN (1<<23) // Hit by manipulator. Usually doesn't do any damage.
|
||
|
#define DMG_PLASMA (1<<24) // Shot by Cremator
|
||
|
#define DMG_AIRBOAT (1<<25) // Hit by the airboat's gun
|
||
|
|
||
|
#define DMG_DISSOLVE (1<<26) // Dissolving!
|
||
|
#define DMG_BLAST_SURFACE (1<<27) // A blast on the surface of water that cannot harm things underwater
|
||
|
#define DMG_DIRECT (1<<28)
|
||
|
#define DMG_BUCKSHOT (1<<29) // not quite a bullet. Little, rounder, different.
|
||
|
*/
|