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Weapon_Lib.pas
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Weapon_Lib.pas
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unit weapon_lib;
{$DEFINE NFKMODE}
//{$DEFINE DEBUG_LOG}
(***************************************)
(* TFK Weapon library version 1.0.1.9*)
(***************************************)
(* Created by Neoff *)
(* mail : [email protected] *)
(* site:http://timeforkill.mirgames.ru *)
(***************************************)
interface
uses
Graph_Lib,
Type_Lib,
ObjAnim_Lib,
MapObj_Lib,
ObjSound_Lib,
ItemObj_Lib,
Constants_Lib,
Real_Lib,
Particle_Lib,
Player_Lib,
NET_Lib,
NET_Server_Lib,
Log_Lib;
var
PLASMA_SPLASH_RADIUS : integer = 10;
PLASMA_SPLASH_DMG : integer = 10;
PLASMA_PUSH : single = 1.5;
PLASMA_collisions : word = 0;
explosion_push : single = 3.0;
MACHINE_DANGLE : single = 3;
SHOTGUN_DANGLE : single = 20;
SHOTGUN_BULLETS : integer = 11;
SHAFT_LEN : single = 200; //äëèíà øëåéôà øàôòà
//(c) ÓÊÐÀÄÅÍÎ Ó 3d[power]à
GRENADE_LIVETIME : integer = 100;
GRENADE_GRAVITY : single = 0.05;
GRENADE_INERTX1 : single = 1.003;
GRENADE_INERTX2 : single = 1.07;
GRENADE_INERTY : single = 1.025;
procedure Weapon_Init;
procedure Weapon_InitSound;
procedure WeaponCreate;
procedure WeaponUpdate;
procedure WeaponDispose;
//ÑÒÐÅËÜÁÀ
procedure Shot_Draw(pl: TPlayer);
procedure Shot(pl: TPlayer);
procedure Shot_bullet(pl: TPlayer);
function shot_gauntlet(pl: TPlayer): boolean;
function shot_plasma(pl: TPlayer): boolean;
procedure BrokeItem(Player: TObject; itemid:integer);
//ôóíêöèÿ âîçâðàùàåò ïðè÷èíåííûé óùåðá ÄÐÓÃÈÌ èãðîêàì
function Explosion(x, y: integer; damage: integer; weapon: byte; player_uid: integer; push: single = -1): integer;
//ðåñòàðò õèòîâ.
procedure HIT_RESTART;
//ôóíêöèè âîçâðàùàþò ïðè÷èíåííûé óùåðá
function HitPlayer(damage, defender_UID, attacker_UID: integer; wpn: integer): integer;
function HitPlayerP(damage:integer; defender, attacker: TPlayer; wpn: integer; nohitsound: boolean=false): integer;
procedure HitApply(H: THit; nohitsound: boolean=false);
function hit_nextuid: integer;
//ïî ðàññòîÿíèþ è îðóæèþ äà¸ò damage
function weapon_Dmg(weapon: word; s: integer): integer;
//ÃÐÀÔÈÊÀ È ÇÂÓÊ ÑÂßÇÀÍÍÛÅ Ñ ÂÛÑÒÐÅËÀÌÈ È ÎÐÓÆÈÅÌ.
var
CrosshairFrame : TObjTex;
BalloonFrame : TObjTex;
RailTypeFrame : TObjTex;
NoAmmoSound : TSound;
DefWeapon : TWeaponObj;
ExplosionSound : TSound;
RewardsFrame : TObjTex;
Humiliation_snd : TSound;
Excellent_snd : TSound;
Impressive_snd : TSound;
implementation
uses Engine_Reg, Func_Lib, Math_Lib, Map_Lib, Stat_Lib, Math, HUD_LIB,
TFKEntries, Phys_Lib;
const
HITMAXUID = 65535;
var
Gauntlet : TWeaponObj;
HitSound : TSound;
PlasmaExpSound : TSound;
lasthituid : integer;
function hit_NextUID: integer;
begin
lasthituid := (lasthituid + 1) mod HITMAXUID;
Result := lasthituid;
end;
procedure HIT_RESTART;
var
i: integer;
begin
lasthituid := 1;
for i:=0 to Map.pl_count-1 do
Map.player[i].lasthitid:=0;
end;
procedure Weapon_Init;
var
i: byte;
begin
phys_register('ammo_respawn', @AMMO_WAIT, VT_WORD);
for i:=0 to WPN_Count-1 do
begin
if i>1 then
begin
phys_register('weapon_'+WPN_NAMES[i]+'_respawn', @WPN_WAIT[i], VT_WORD);
phys_register('weapon_'+WPN_NAMES[i]+'_defammo', @DEF_AMMO[i], VT_WORD);
end;
if i>0 then
phys_register('weapon_'+WPN_NAMES[i]+'_ammobox', @AMMO_BOX[i], VT_WORD);
end;
phys_register('weapon_machine_dangle', @MACHINE_DANGLE, VT_FLOAT);
phys_register('weapon_shotgun_dangle', @SHOTGUN_DANGLE, VT_FLOAT);
phys_register('weapon_shotgun_bullets', @SHOTGUN_BULLETS, VT_INTEGER);
for i:=0 to WPN_Count-1 do
begin
phys_register('weapon_'+WPN_NAMES[i]+'_damage', @WPN_DAMAGE[i], VT_WORD);
phys_register('weapon_'+WPN_NAMES[i]+'_push', @WPN_PUSH[i], VT_FLOAT);
phys_register('weapon_'+WPN_NAMES[i]+'_output', @WPN_PUSH2[i], VT_FLOAT);
if i in T_WPN_SPLASH then
phys_register('weapon_'+WPN_NAMES[i]+'_splash', @WPN_SPLASH[i], VT_WORD);
if i in T_WPN_REAL then
phys_register('weapon_'+WPN_NAMES[i]+'_speed', @WPN_SPEED[i], VT_FLOAT);
end;
phys_register('weapon_shaft_length', @SHAFT_LEN, VT_FLOAT);
phys_register('weapon_plasma_splash_dmg', @PLASMA_SPLASH_DMG, VT_FLOAT);
phys_register('weapon_plasma_splash_radius', @PLASMA_SPLASH_RADIUS, VT_FLOAT);
phys_register('weapon_plasma_splash_push', @PLASMA_PUSH, VT_FLOAT);
phys_register('weapon_grenade_gravity', @GRENADE_GRAVITY, VT_FLOAT);
phys_register('weapon_grenade_collision', @GRENADE_INERTX2, VT_FLOAT);
phys_register('weapon_grenade_inert_x', @GRENADE_INERTX1, VT_FLOAT);
phys_register('weapon_grenade_inert_y', @GRENADE_INERTY, VT_FLOAT);
phys_register('weapon_grenade_livetime', @GRENADE_LIVETIME, VT_INTEGER);
phys_register('powerup_firstrespawn_lo', @PowerUp_StartWait_Lo, VT_WORD);
phys_register('powerup_firstrespawn_hi', @PowerUp_StartWait_Hi, VT_WORD);
phys_register('powerup_respawn_lo', @PowerUp_Wait_Lo, VT_WORD);
phys_register('powerup_respawn_hi', @PowerUp_Wait_hi, VT_WORD);
phys_register('health_respawn_5', @health5wait, VT_WORD);
phys_register('health_respawn_25', @health25wait, VT_WORD);
phys_register('health_respawn_50', @health50wait, VT_WORD);
phys_register('health_respawn_100', @health100wait, VT_WORD);
phys_register('armor_respawn_5', @shardwait, VT_WORD);
// phys_register('armor_respawn_25', @health25wait, VT_WORD);
phys_register('armor_respawn_50', @armor50wait, VT_WORD);
phys_register('armor_respawn_100', @armor100wait, VT_WORD);
// phys_register('weapon_plasma_collisions', @plasma_collisions, VT_WORD);
end;
procedure Weapon_InitSound;
begin
HitSound := TSound.Create('sound\hit.wav', false, true);
Humiliation_snd := TSound.Create('sound\stats\humiliation.wav', false);
Excellent_snd := TSound.Create('sound\stats\excellent.wav', false);
Impressive_snd := TSound.Create('sound\stats\impressive.wav', false);
NoAmmoSound := TSound.Create('sound\weapons\noammo.wav', false);
ExplosionSound := TSound.Create('sound\weapons\exp.wav', false);
PlasmaExpSound := TSound.Create('sound\weapons\plasma_exp.wav', false);
end;
procedure WeaponCreate;
var
struct : TMapObjStruct;
i : integer;
begin
struct.ObjType := otWeapon;
struct.weaponID := 0;
Gauntlet := TWeaponObj.Create(struct);
if gametype=GT_RAIL then
struct.weaponID := WPN_RAILGUN
else struct.weaponID := WPN_MACHINEGUN;
DefWeapon := TWeaponObj.Create(struct);
CrosshairFrame := TObjTex.Create('textures\sprites\crosshair', 1, 0, 3, true, false, @clblack);
RailTypeFrame := TObjTex.Create('textures\sprites\railtype', 1, 0, 3, false, false, @clblack);
BalloonFrame := TObjTex.Create('textures\sprites\balloon', 1, 0, 1, true, false, @clblack);
RewardsFrame := TObjTex.Create('textures\sprites\rewards', 1, 0, 1, true, false, @clblack);
i := CrosshairFrame.FrameCount - 1;
if i < 0 then i := 0;
if i > High(WORD) then i := High(WORD);
Console_CmdRegEx('cg_crosshair_type', @cg_crosshair_type, VT_WORD, 0, i, true);
i := RailTypeFrame.FrameCount - 1;
if i < 0 then i := 0;
if i > High(WORD) then i := High(WORD);
railtype_high:=i;
Weapon_InitSound;
end;
procedure WeaponDispose;
begin
end;
procedure WeaponUpdate;
begin
end;
// XProger: â ÷åñòü êîãî å¸ òàê íàçâàëè? ;)
procedure Shot_Draw(pl: TPlayer);
var
sx, sy : integer;
ang : single;
weapon : Byte;
c, s : single;
len : WORD;
Size : TPoint2f;
Color : TRGBA;
begin
weapon := pl.cur_wpn;
len := WPN_LEN[weapon];
ang := pl.AbsAngle * deg2rad;
c := cos(ang);
s := sin(ang);
sx := trunc(pl.shotpos.X + c * len);
sy := trunc(pl.shotpos.Y + s * len);
if weapon in [WPN_SHOTGUN, WPN_MACHINEGUN] then
if r_shell then
Particle_Add(TP_Shell.Create(Point2f(sx - c*(len div 2), sy - s*(len div 2)), pl.dpos, weapon));
if weapon = WPN_SHOTGUN then
begin
if r_shell then
Particle_Add(TP_Shell.Create(Point2f(sx - c*(len div 2), sy - s*(len div 2)), pl.dpos, weapon));
if r_smoke then
Particle_Add(TP_Smoke.Create(Point2f(sx, sy)));
end;
if weapon in [WPN_SHOTGUN, WPN_MACHINEGUN, WPN_GRENADE, WPN_BFG] then
if r_weapon_fire then
Particle_Add(TP_Flash.Create(Point2f(sx, sy), weapon));
Size := Point2f(48, 48);
if r_weapon_light then
begin
case weapon of
WPN_MACHINEGUN, WPN_SHOTGUN :
Color := RGBA(255, 255, 0, 128);
WPN_PLASMA : Color := RGBA(128, 128, 255, 128);
else
Exit;
end;
Particle_Add(TP_Light_2.Create(Point2f(sx, sy), Size, Color, 1));
end;
end;
procedure Shot_bullet(pl: TPlayer);
var
sx, sy : integer;
s, ang, a : single;
weapon : byte;
hp : TPlayer;
p : TPoint2f;
n, i : integer;
hited : boolean;
begin
a := pl.AbsAngle*deg2rad;
weapon := pl.cur_wpn;
if weapon > WPN_SHOTGUN then
weapon := WPN_MACHINEGUN;
sx := trunc(pl.shotpos.X + cos(a) * WPN_LEN[weapon]);
sy := trunc(pl.shotpos.Y + sin(a) * WPN_LEN[weapon]);
if weapon = WPN_MACHINEGUN then
n := 1
else
n := SHOTGUN_BULLETS;
hited := false;
for i := 0 to n - 1 do
begin
if weapon = WPN_MACHINEGUN then
ang := a + MACHINE_DANGLE*(random*deg2rad - deg2rad/2)
else
ang := a + SHOTGUN_DANGLE * (i/n - 0.5) * deg2rad;//*(random*deg2rad - deg2rad/2);
s := Map.TraceVector(sx, sy, ang);
hp := Map.TracePlayers(sx, sy, ang, s, pl.UID);
p.X := sx + s * cos(ang);
p.Y := sy + s * sin(ang);
if r_bubble then
Particle_TraceBubbles(Point2f(sx, sy), p);
if r_bullet_trace > 0 then
Particle_Add(TP_BulletTrace.Create(Point2f(sx, sy), p));
Map.ShootActivation(sx, sy, ang, s, WeaponObjs[weapon], weapon_dmg(weapon, trunc(s)) * pl.Quad);
RealObj_TraceDeads(sx, sy, ang, s, WPN_DAMAGE[weapon]* pl.Quad);
if (hp = nil) and cg_marks then
Particle_Add(TP_Mark.Create(p, weapon));
if hp <> nil then
begin
Stat_Hit(weapon, pl.UID);
hitplayerP(weapon_dmg(weapon, trunc(s)) * pl.Quad, hp, pl, pl.cur_wpn, true);
hp.Push(p.X, p.Y, WPN_PUSH[weapon] * pl.Quad);
Particle_Blood(p.X, p.Y);
hited := true;
end;
Particle_Add(TP_Explosion.Create(p, weapon));
end;
if hited and (pl.playertype and C_PLAYER_P1>0) and (NET.Type_<>NT_CLIENT) then
HitSound.Play;
end;
procedure Shot(pl: TPlayer);
var
struct : TRealObjStruct;
Obj : TRealObj;
particle: TParticle;
d, d1, ang : single;
hp : TPlayer;
q, i, x, y, dmg : integer;
weapon : integer;
dpos : TPoint2f;
s, c : single;
begin
weapon := pl.cur_wpn;
ang := pl.AbsAngle * deg2rad;
s := sin(ang);
c := cos(ang);
x := trunc(pl.shotpos.X + c * WPN_LEN[weapon]);
y := trunc(pl.shotpos.Y + s * WPN_LEN[weapon]);
dpos := NULLPOINT;
q := pl.Quad;
if WeaponObjs[weapon] = nil then
Exit;
FillChar(struct, sizeof(struct), 0);
struct.X := X;
struct.Y := Y;
struct.angle := ang;
struct.playerUID := pl.UID;
struct.ItemID := weapon;
if weapon in T_WPN_REAL then
begin
if Map.IsClientGame then Exit;
d := WPN_Speed[weapon];
struct.dx := dpos.X + d * c;
struct.dy := dpos.Y + d * s;
case weapon of
WPN_GRENADE :
begin
struct.ItemID := WPN_GRENADE;
Obj := RealObj_Add(TGrenadeShot.Create(struct));
end;
WPN_ROCKET :
begin
struct.ItemID := WPN_ROCKET;
Obj := RealObj_Add(TRocketObj.Create(struct));
end
else
Obj := RealObj_Add(TShotObj.Create(struct));
end;
if NET.Type_ = NT_SERVER then
net_server.ShotObjCreate(Obj);
if Net.Type_<>NT_CLIENT then
Map.Demo.RecShotObjCreate(Obj);
end
else
if weapon = WPN_RAILGUN then
begin
//à âîò òåïåðü ïðîâåðêà ïîïàäàíèÿ â èãðîêà:
hp := nil;
with Map do
begin
d := tracevector(x, y, ang);
struct.dx := d * c;
struct.dy := d * s;
ShootActivation(x, y, ang, d, WeaponObjs[WPN_Railgun], WPN_DAMAGE[weapon] * q);
RealObj_TraceDeads(x, y, ang, d, WPN_DAMAGE[weapon] * q);
//ÏÎÑËÅ ÒÀÊÎÉ ÏÐÎÂÅÐÊÈ ÍÈÊÀÊÀß ÐÅËÜÑÀ ÑÊÂÎÇÜ ÈÃÐÎÊÀ ÍÅ ÏÎÐÀÍÈÂ ÅÃÎ ÍÅ ÏÐÎÉÄÅÒ!!!
for i := 0 to Players - 1 do
begin
d1 := d;
if (Player[i].UID <> pl.UID) and (not player[i].dead) and
RectVectorIntersect(player[i].frect, x, y, ang, d1) then
begin
if gametype=GT_RAIL then
dmg:=500
else dmg:=WPN_DAMAGE[WPN_RAILGUN] * q;
hp:=pl;
hitplayerP(dmg, player[i], pl, weapon);
with struct do
begin
Particle_Blood(x + d1 * c, y + d1 * s);
player[i].Push(x + d1 * c, y + d1 * s, WPN_PUSH[WPN_RAILGUN]);
end;
end;
end;
end;
if hp <> nil then
begin
Stat_Hit(weapon, pl.UID);
// IMPRESSIVE
pl.lastrail := pl.lastrail + 1;
if pl.lastrail = 3 then
begin
Impressive_snd.Play(X, Y);
Stat_Impressive(pl.UID);
pl.rewards_ticker[2] := REWARDS_TIME;
pl.lastrail := 0;
end;
end else pl.lastrail := 0;
Obj:=RealObj_Add(TRailShot.Create(struct));
if r_enemy_rail and (pl.playertype and C_PLAYER_LOCAL=0) then
begin
Obj.SetColor(r_enemy_rail_color);
Obj.tag:=r_enemy_rail_type;
end else
begin
Obj.SetColor(pl.railcolor);
Obj.tag:=pl.railtype;
end;
if cg_marks then
with struct do
begin
particle:=Particle_Add(TP_Mark.Create(Point2f(x + dx, y + dy), WPN_RAILGUN));
TP_Mark(particle).color:=RGBA(Obj.Color.R, Obj.Color.G, Obj.Color.B, 255);
end;
end
else
if weapon = WPN_SHAFT then
with Map do
begin
if pl.shaft <> nil then
begin
struct := pl.shaft.Struct;
end
else
begin
pl.shaft := TShaftShot(RealObj_Add(TShaftShot.Create(struct)));
//pl.shaft.Update;
struct := pl.shaft.Struct;
end;
hp := TPlayer(pl.shaft.hplayer);
if hp <> nil then
with pl, shaft do
begin
HitPlayer(WPN_DAMAGE[weapon] * q, hp.UID, pl.UID, weapon);
Stat_Hit(WPN_SHAFT, UID);
with struct do
begin
hp.Push(x + dx, y + dy, WPN_PUSH[WPN_SHAFT]);
Particle_Blood(x + dx, y + dy);
end;
end;
end;
{$IFDEF DEBUG_LOG}
Log('{'+IntToStr(HUD_GetTime)+'}SHOT '+IntToStr(weapon));
{$ENDIF}
end;
function shot_gauntlet(pl: TPlayer): boolean;
var
i : integer;
sp : TPoint2f;
ang : single;
begin
Result:=false;
ang := pl.AbsAngle * deg2rad;
sp.X := pl.shotpos.X + WPN_LEN[WPN_GAUNTLET] * cos(ang);
sp.Y := pl.shotpos.Y + WPN_LEN[WPN_GAUNTLET] * sin(ang);
Map.ActivatePoint(round(sp.x), round(sp.y), weaponobjs[WPN_GAUNTLET], WPN_DAMAGE[WPN_GAUNTLET] * pl.Quad div 5);
with Map do
for i := 0 to Players - 1 do
with Player[i] do
if not dead and (UID <> pl.UID) and
PointInRect(trunc(sp.X), trunc(sp.Y),
Rect(fRect.X - 6, fRect.Y - 4, fRect.Width + 12, fRect.Height + 4)) then
begin
Result := true;
HitPlayerP(WPN_DAMAGE[WPN_GAUNTLET] * pl.Quad, player[i], pl, pl.cur_wpn);
Stat_Hit(WPN_GAUNTLET, pl.UID);
Particle_Blood(sp.X, sp.Y);
WeaponObjs[WPN_GAUNTLET].FIREsound2.Play(pl.Pos.X, pl.Pos.Y);
if Player[i].Health <= 0 then
begin
// Ýòî äîëæåí ñëûøàòü îäèíàêîãî êàæäûé
Humiliation_snd.Play(sndPos.X, sndPos.Y);
Stat_Humiliation(pl.UID);
pl.rewards_ticker[0] := REWARDS_TIME;
end;
end;
end;
function shot_plasma(pl: TPlayer): boolean;
var
struct : TRealObjStruct;
ro : TRealObj;
c, s : single;
begin
Result := true;
FillChar(struct, sizeof(struct), 0);
with struct do
begin
angle := pl.AbsAngle * deg2rad;
c := cos(angle);
s := sin(angle);
x := pl.shotpos.X + c * WPN_LEN[WPN_PLASMA];
y := pl.shotpos.Y + s * WPN_LEN[WPN_PLASMA];
dx := WPN_SPEED[WPN_PLASMA]*c;
dy := WPN_SPEED[WPN_PLASMA]*s;
objtype := otShot;
playerUID := pl.UID;
ItemID := WPN_PLASMA;
if signf(Map.TraceVector(x, y, angle) - PLASMA_SPLASH_RADIUS) <= 0 then
begin
HitPlayerP(PLASMA_SPLASH_DMG, pl, pl, WPN_PLASMA);
pl.Push2(x, y + dy, PLASMA_PUSH * pl.Quad);
end;
if Map.IsClientGame then Exit;
ro := TShotObj.Create(struct);
RealObj_Add(ro);
if NET.Type_ = NT_SERVER then
net_server.ShotObjCreate(ro);
Map.Demo.RecShotObjCreate(ro);
end;
end;
procedure BrokeItem(Player: TObject; itemid:integer);
begin
RealObj_Add(TFreeObj.Create(player, itemid));
end;
function Explosion(x, y: integer; damage: integer; weapon: byte; player_uid: integer; push: single = -1): integer;
var
i, s1 : integer;
radius : integer;
ang : single;
s, s0, dx, dy: single;
begin
radius := WPN_SPLASH[weapon];
if push = -1 then
s := EXPLOSION_PUSH
else
s := push;
//çäåñü åùå splash ðîæäàåòñÿ... äîïîëíèòåëüíûé óðîí îò îðóæèÿ.
Result := 0;
with Map do
begin
ShootActivation(x, y, 0, radius, weaponobjs[weapon], damage div 3);
ShootActivation(x, y, Pi/4, radius, weaponobjs[weapon], damage div 3);
ShootActivation(x, y, Pi/2, radius, weaponobjs[weapon], damage div 3);
ShootActivation(x, y, 3*Pi/4, radius, weaponobjs[weapon], damage div 3);
ShootActivation(x, y, Pi, radius, weaponobjs[weapon], damage div 3);
ShootActivation(x, y, -3*Pi/4, radius, weaponobjs[weapon], damage div 3);
ShootActivation(x, y, -Pi/2, radius, weaponobjs[weapon], damage div 3);
ShootActivation(x, y, -Pi/4, radius, weaponobjs[weapon], damage div 3);
if radius>0 then
for i := 0 to Players - 1 do
if not Player[i].dead then
begin
s1 := trunc(sqrt(sqr(x - trunc(player[i].Pos.X)) +
sqr(y - trunc(player[i].Pos.Y))));
s0 := PointToRect(x, y, Player[i].fRect);
if s1 < radius then
begin
if s1 > radius div 3 then
if s1 < 2 * radius div 3 then
damage := damage * (2 * radius - s1 * 3 + 40) div 100
else
damage := damage * ((radius - s1) * 60 div radius + 20) div 100;
dx := player[i].Pos.X - x;
dy := player[i].Pos.Y - y;
ang := arctan2(dy, dx + 0.00001);
RectVectorIntersect(Player[i].fRect, x, y, ang, s0);
Particle_Blood(x + s0*cos(ang), y + s0*sin(ang));
HitPlayer(damage, player[i].UID, player_UID, weapon);
Inc(Result, damage);
player[i].Push2(x, y, s);
end;
end;
end;
if weapon in [WPN_ROCKET, WPN_GRENADE, WPN_PLASMA, WPN_BFG] then
begin
if ((weapon = WPN_ROCKET) and s_exp_rocket) or
((weapon = WPN_GRENADE) and s_exp_grenade) or
((weapon = WPN_PLASMA) and s_exp_plasma) or
((weapon = WPN_BFG) and s_exp_bfg) then
if weapon = WPN_PLASMA then
PlasmaExpSound.Play(X, Y)
else
ExplosionSound.Play(X, Y);
if ((weapon = WPN_ROCKET) and r_exp_rocket) or
((weapon = WPN_GRENADE) and r_exp_grenade) or
((weapon = WPN_PLASMA) and r_exp_plasma) or
((weapon = WPN_BFG) and r_exp_bfg) then
Particle_Add(TP_Explosion.Create(Point2f(x, y), weapon));
end;
end;
function HitPlayer(damage, defender_UID, attacker_UID: integer; wpn: integer): integer;
var
pl1, pl2 : TPlayer;
begin
with Map do
begin
pl1:=PlayerByUID(defender_UID);
pl2:=PlayerByUID(attacker_UID);
end;
if pl1 <> nil then
Result := HitPlayerP(damage, pl1, pl2, wpn)
else
Result := 0;
end;
function HitPlayerP(damage: integer; defender, attacker: TPlayer; wpn: integer; nohitsound: boolean=false): integer;
var
uid_: integer;
H : THit;
begin
if attacker <> nil then
uid_ := attacker.UID
else
begin
uid_ := -1;
nohitsound:=true;
end;
Result:=0;
if (defender.health>0) then
begin
defender.hit_weapon:=wpn;
if not Map.IsClientGame then
with defender do
begin
H.v_uid := defender.uid;
H.a_uid := uid_;
if (
(friendly_fire or (attacker=nil) or (attacker=defender) or (attacker.team<>defender.team) or (attacker.team=0))
) then
H.damage := Hit(damage, uid_)
else H.damage:=0;
Result := H.damage;
H.health := byte_Health;
H.armor := armor;
H.hitid := hit_NextUID;
if (Result > 0) then
begin
if NET.Type_ = NT_SERVER then
net_server.PlayerHit(h);
HitApply(H, nohitsound);
end;
end;
end
end;
procedure HitApply(H: THit; nohitsound: boolean);
var
pl, pl2: TPlayer;
begin
with Map do
if pl_find(H.v_uid, C_PLAYER_ALL) then
begin
pl:=pl_current;
if (pl_current.lasthitid<H.hitid) then
begin
if pl_find(H.a_uid, C_PLAYER_ALL) then
pl.Hit(H.damage, H.a_uid);
pl.byte_Health := H.health;
pl.Armor := H.armor;
pl.lasthitid := H.hitid;
end else nohitsound:=true;
pl2:=nil;
if pl_find(H.a_uid, C_PLAYER_ALL) then
begin
pl2:=pl_current;
if pl2.playertype and C_PLAYER_P1=0 then
nohitsound:=true;
end else nohitsound:=true;
if MIN_HEALTH+h.health<=0 then
begin
if (pl2=nil) or (H.a_uid = ShortInt(H.v_uid)) or (H.a_uid = -1) then
begin
Stat_Suicide(H.v_uid);
if (pl2.playertype in [C_PLAYER_P1, C_PLAYER_P2]) then
Particle_Add(TP_Frag.Create(Point2f(pl.pos.x, pl.pos.y), -1));
end
else if (gametype and GT_TEAMS>0) and (pl.team=pl2.team) then
begin
Stat_MinusFrag(H.a_uid);
if (pl2.playertype in [C_PLAYER_P1, C_PLAYER_P2]) then
Particle_Add(TP_Frag.Create(Point2f(pl.pos.x, pl.pos.y), -1));
end
else
begin
Stat_Frag(H.a_uid);
Map.pl_stat_check_excellent(H.a_uid);
if (pl2.playertype in [C_PLAYER_P1, C_PLAYER_P2]) then
Particle_Add(TP_Frag.Create(Point2f(pl.pos.x, pl.pos.y), 1));
end;
Log_Kill(H.v_UID, H.a_UID, pl.hit_weapon);
end;
Stat_HitDamage(H.damage, H.v_uid, H.a_uid);
if not nohitsound then
HitSound.Play;
Map.Demo.RecHit(H);
end;
end;
function weapon_Dmg(weapon: word; s: integer): integer;
begin
Result := 0;
case weapon of
WPN_GAUNTLET : if s < 50 then Result := 35;
WPN_SHAFT : if s <= SHAFT_LEN then Result := 3;
else
Result := WPN_DAMAGE[weapon];
end;
end;
end.