From 2c44927f71f57c3e857c68952487f69a62ee98bf Mon Sep 17 00:00:00 2001 From: Samual Lenks Date: Sat, 8 Sep 2012 22:20:47 -0400 Subject: [PATCH] Don't linkexplode if hitting a friendly (less accidental selfdamage) --- qcsrc/server/w_crylink.qc | 32 ++++++++++++++++++++++++++++++-- 1 file changed, 30 insertions(+), 2 deletions(-) diff --git a/qcsrc/server/w_crylink.qc b/qcsrc/server/w_crylink.qc index 1ce463827..595b1e5c0 100644 --- a/qcsrc/server/w_crylink.qc +++ b/qcsrc/server/w_crylink.qc @@ -225,6 +225,28 @@ void W_Crylink_LinkJoinEffect_Think() remove(self); } +float W_Crylink_Touch_WouldHitFriendly(entity projectile, float rad) +{ + entity head = WarpZone_FindRadius((projectile.origin + (projectile.mins + projectile.maxs) * 0.5), rad + MAX_DAMAGEEXTRARADIUS, FALSE); + float hit_friendly; + float hit_enemy; + + while(head) + { + if((head.takedamage != DAMAGE_NO) && (head.deadflag == DEAD_NO)) + { + if(IsDifferentTeam(head, projectile.realowner)) + ++hit_enemy; + else + ++hit_friendly; + } + + head = head.chain; + } + + return (hit_enemy ? FALSE : hit_friendly); +} + // NO bounce protection, as bounces are limited! void W_Crylink_Touch (void) { @@ -242,7 +264,10 @@ void W_Crylink_Touch (void) f = autocvar_g_balance_crylink_primary_bouncedamagefactor; if(a) f *= a; - if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_primary_linkexplode) + + float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other); + + if(totaldamage && ((autocvar_g_balance_crylink_primary_linkexplode == 2) || ((autocvar_g_balance_crylink_primary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_primary_radius)))) { if(self == self.realowner.crylink_lastgroup) self.realowner.crylink_lastgroup = world; @@ -283,7 +308,10 @@ void W_Crylink_Touch2 (void) f = autocvar_g_balance_crylink_secondary_bouncedamagefactor; if(a) f *= a; - if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_secondary_linkexplode) + + float totaldamage = RadiusDamage(self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other); + + if(totaldamage && ((autocvar_g_balance_crylink_secondary_linkexplode == 2) || ((autocvar_g_balance_crylink_secondary_linkexplode == 1) && !W_Crylink_Touch_WouldHitFriendly(self, autocvar_g_balance_crylink_secondary_radius)))) { if(self == self.realowner.crylink_lastgroup) self.realowner.crylink_lastgroup = world; -- 2.39.2