File: g_combat.c

package info (click to toggle)
iortcw 1.51.c%2Bdfsg1-7
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 25,304 kB
  • sloc: ansic: 457,326; cpp: 6,507; makefile: 4,737; sh: 1,292; asm: 1,176; xml: 31
file content (1590 lines) | stat: -rw-r--r-- 42,858 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
/*
===========================================================================

Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”).  

RTCW SP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

RTCW SP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with RTCW SP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

/*
 * name:		g_combat.c
 *
 * desc:
 *
*/

#include "g_local.h"

/*
============
AddScore

Adds score to both the client and his team
============
*/
void AddScore( gentity_t *ent, int score ) {
	if ( !ent->client ) {
		return;
	}
	// no scoring during pre-match warmup
	if ( level.warmupTime ) {
		return;
	}

	// Ridah, no scoring during single player
	// DHM - Nerve :: fix typo
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		return;
	}
	// done.


	ent->client->ps.persistant[PERS_SCORE] += score;
	if ( g_gametype.integer == GT_TEAM ) {
		level.teamScores[ ent->client->ps.persistant[PERS_TEAM] ] += score;
	}
	CalculateRanks();
}



extern qboolean G_ThrowChair( gentity_t *ent, vec3_t dir, qboolean force );

/*
=================
TossClientItems

Toss the weapon and powerups for the killed player
=================
*/
void TossClientItems( gentity_t *self ) {
	gitem_t     *item;
	vec3_t forward;
	int weapon;
	float angle;
	int i;
	gentity_t   *drop = 0;

	// drop the weapon if not a gauntlet or machinegun
	weapon = self->s.weapon;

	switch ( self->aiCharacter ) {
	case AICHAR_ZOMBIE:
	case AICHAR_WARZOMBIE:
	case AICHAR_LOPER:
		return;         //----(SA)	removed DK's special case
	default:
		break;
	}

	AngleVectors( self->r.currentAngles, forward, NULL, NULL );

	G_ThrowChair( self, forward, qtrue ); // drop chair if you're holding one  //----(SA)	added

	// make a special check to see if they are changing to a new
	// weapon that isn't the mg or gauntlet.  Without this, a client
	// can pick up a weapon, be killed, and not drop the weapon because
	// their weapon change hasn't completed yet and they are still holding the MG.

// (SA) always drop what you were switching to
	if ( 1 ) {
//	if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
		if ( self->client->ps.weaponstate == WEAPON_DROPPING || self->client->ps.weaponstate == WEAPON_DROPPING_TORELOAD ) {
			weapon = self->client->pers.cmd.weapon;
		}
		if ( !( COM_BitCheck( self->client->ps.weapons, weapon ) ) ) {
			weapon = WP_NONE;
		}
	}

//----(SA)	added
	if ( weapon == WP_SNOOPERSCOPE ) {
		weapon = WP_GARAND;
	}
	if ( weapon == WP_FG42SCOPE ) {
		weapon = WP_FG42;
	}
	if ( weapon == WP_AKIMBO ) { //----(SA)	added
		weapon = WP_COLT;
	}
//----(SA)	end


	if ( weapon > WP_NONE && weapon < WP_MONSTER_ATTACK1 && self->client->ps.ammo[ BG_FindAmmoForWeapon( weapon )] ) {
		// find the item type for this weapon
		item = BG_FindItemForWeapon( weapon );
		// spawn the item

		// Rafael
		if ( !( self->client->ps.persistant[PERS_HWEAPON_USE] ) ) {
			drop = Drop_Item( self, item, 0, qfalse );
		}
	}

	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {  // dropped items stay forever in SP
		if ( drop ) {
			drop->nextthink = 0;
		}
	}

	if ( g_gametype.integer != GT_TEAM ) {  // drop all the powerups if not in teamplay
		angle = 45;
		for ( i = 1 ; i < PW_NUM_POWERUPS ; i++ ) {
			if ( self->client->ps.powerups[ i ] > level.time ) {
				item = BG_FindItemForPowerup( i );
				if ( !item ) {
					continue;
				}
				drop = Drop_Item( self, item, angle, qfalse );
				// decide how many seconds it has left
				drop->count = ( self->client->ps.powerups[ i ] - level.time ) / 1000;
				if ( drop->count < 1 ) {
					drop->count = 1;
				}
				drop->nextthink = 0;    // stay forever
				angle += 45;
			}
		}
	}
}


/*
==================
LookAtKiller
==================
*/
void LookAtKiller( gentity_t *self, gentity_t *inflictor, gentity_t *attacker ) {
	vec3_t dir;

	if ( attacker && attacker != self ) {
		VectorSubtract( attacker->s.pos.trBase, self->s.pos.trBase, dir );
	} else if ( inflictor && inflictor != self ) {
		VectorSubtract( inflictor->s.pos.trBase, self->s.pos.trBase, dir );
	} else {
		self->client->ps.stats[STAT_DEAD_YAW] = self->s.angles[YAW];
		return;
	}

	self->client->ps.stats[STAT_DEAD_YAW] = vectoyaw( dir );
}


/*
==============
GibHead
==============
*/
void GibHead( gentity_t *self, int killer ) {
	G_AddEvent( self, EV_GIB_HEAD, killer );
}

/*
==================
GibEntity
==================
*/
void GibEntity( gentity_t *self, int killer ) {
	gentity_t *other = &g_entities[killer];
	vec3_t dir;

	VectorClear( dir );
	if ( other->inuse ) {
		if ( other->client ) {
			VectorSubtract( self->r.currentOrigin, other->r.currentOrigin, dir );
			VectorNormalize( dir );
		} else if ( !VectorCompare( other->s.pos.trDelta, vec3_origin ) ) {
			VectorNormalize2( other->s.pos.trDelta, dir );
		}
	}

	G_AddEvent( self, EV_GIB_PLAYER, DirToByte( dir ) );
	self->takedamage = qfalse;
	self->s.eType = ET_INVISIBLE;
	self->r.contents = 0;
}

/*
==================
body_die
==================
*/
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	if ( self->health > GIB_HEALTH ) {
		return;
	}
	if ( !g_blood.integer ) {
		self->health = GIB_HEALTH + 1;
		return;
	}
	if ( self->aiCharacter == AICHAR_HEINRICH || self->aiCharacter == AICHAR_HELGA || self->aiCharacter == AICHAR_SUPERSOLDIER || self->aiCharacter == AICHAR_PROTOSOLDIER ) {
		if ( self->health <= GIB_HEALTH ) {
			self->health = -1;
			return;
		}
	}

	GibEntity( self, 0 );
}


// these are just for logging, the client prints its own messages
char    *modNames[] = {
	"MOD_UNKNOWN",
	"MOD_SHOTGUN",
	"MOD_GAUNTLET",
	"MOD_MACHINEGUN",
	"MOD_GRENADE",
	"MOD_GRENADE_SPLASH",
	"MOD_ROCKET",
	"MOD_ROCKET_SPLASH",
	"MOD_RAILGUN",
	"MOD_LIGHTNING",
	"MOD_BFG",
	"MOD_BFG_SPLASH",
	"MOD_KNIFE",
	"MOD_KNIFE2",
	"MOD_KNIFE_STEALTH",
	"MOD_LUGER",
	"MOD_COLT",
	"MOD_MP40",
	"MOD_THOMPSON",
	"MOD_STEN",
	"MOD_MAUSER",
	"MOD_SNIPERRIFLE",
	"MOD_GARAND",
	"MOD_SNOOPERSCOPE",
	"MOD_SILENCER", //----(SA)
	"MOD_AKIMBO",    //----(SA)
	"MOD_BAR",   //----(SA)
	"MOD_FG42",
	"MOD_FG42SCOPE",
	"MOD_PANZERFAUST",
	"MOD_ROCKET_LAUNCHER",
	"MOD_GRENADE_LAUNCHER",
	"MOD_VENOM",
	"MOD_VENOM_FULL",
	"MOD_FLAMETHROWER",
	"MOD_TESLA",
	"MOD_SPEARGUN",
	"MOD_SPEARGUN_CO2",
	"MOD_GRENADE_PINEAPPLE",
	"MOD_CROSS",
	"MOD_MORTAR",
	"MOD_MORTAR_SPLASH",
	"MOD_KICKED",
	"MOD_GRABBER",
	"MOD_DYNAMITE",
	"MOD_DYNAMITE_SPLASH",
	"MOD_AIRSTRIKE", // JPW NERVE
	"MOD_WATER",
	"MOD_SLIME",
	"MOD_LAVA",
	"MOD_CRUSH",
	"MOD_TELEFRAG",
	"MOD_FALLING",
	"MOD_SUICIDE",
	"MOD_TARGET_LASER",
	"MOD_TRIGGER_HURT",
	"MOD_GRAPPLE",
	"MOD_EXPLOSIVE",
	"MOD_POISONGAS",
	"MOD_ZOMBIESPIT",
	"MOD_ZOMBIESPIT_SPLASH",
	"MOD_ZOMBIESPIRIT",
	"MOD_ZOMBIESPIRIT_SPLASH",
	"MOD_LOPER_LEAP",
	"MOD_LOPER_GROUND",
	"MOD_LOPER_HIT",
// JPW NERVE
	"MOD_LT_ARTILLERY",
	"MOD_LT_AIRSTRIKE",
	"MOD_ENGINEER",  // not sure if we'll use
	"MOD_MEDIC",     // these like this or not
// jpw
	"MOD_BAT"
};

/*
==================
player_die
==================
*/
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
	gentity_t   *ent;
	int anim;
	int contents = 0;
	int killer;
	int i;
	char        *killerName, *obit;
	qboolean nogib = qtrue;
	gitem_t     *item = NULL; // JPW NERVE for flag drop
	vec3_t launchvel;      // JPW NERVE
	gentity_t   *flag; // JPW NERVE

	if ( self->client->ps.pm_type == PM_DEAD ) {
		return;
	}

	if ( level.intermissiontime ) {
		return;
	}

//----(SA) commented out as we have no hook
//	if (self->client && self->client->hook)
//		Weapon_HookFree(self->client->hook);

	self->client->ps.pm_type = PM_DEAD;

	if ( attacker ) {
		killer = attacker->s.number;
		if ( attacker->client ) {
			killerName = attacker->client->pers.netname;
		} else {
			killerName = "<non-client>";
		}
	} else {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( killer < 0 || killer >= MAX_CLIENTS ) {
		killer = ENTITYNUM_WORLD;
		killerName = "<world>";
	}

	if ( meansOfDeath < 0 || meansOfDeath >= ARRAY_LEN( modNames ) ) {
		obit = "<bad obituary>";
	} else {
		obit = modNames[ meansOfDeath ];
	}

	G_LogPrintf( "Kill: %i %i %i: %s killed %s by %s\n",
				 killer, self->s.number, meansOfDeath, killerName,
				 self->client->pers.netname, obit );

	// broadcast the death event to everyone
	ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
	ent->s.eventParm = meansOfDeath;
	ent->s.otherEntityNum = self->s.number;
	ent->s.otherEntityNum2 = killer;
	ent->r.svFlags = SVF_BROADCAST; // send to everyone

	self->enemy = attacker;

	self->client->ps.persistant[PERS_KILLED]++;

	if ( attacker && attacker->client ) {
		if ( attacker == self || OnSameTeam( self, attacker ) ) {
			AddScore( attacker, -1 );
		} else {
			AddScore( attacker, 1 );

			// Ridah, not in single player
			if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
				// done.
				if ( meansOfDeath == MOD_GAUNTLET ) {
					attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
					attacker->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET;
					attacker->client->ps.persistant[PERS_REWARD_COUNT]++;

					// add the sprite over the player's head
//					attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT /*| EF_AWARD_GAUNTLET*/ );
					//attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
					attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;

					// also play humiliation on target
					self->client->ps.persistant[PERS_REWARD] = REWARD_GAUNTLET;
					self->client->ps.persistant[PERS_REWARD_COUNT]++;
				}

				// check for two kills in a short amount of time
				// if this is close enough to the last kill, give a reward sound
				if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
					attacker->client->ps.persistant[PERS_REWARD_COUNT]++;
					attacker->client->ps.persistant[PERS_REWARD] = REWARD_EXCELLENT;
					attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;

					// add the sprite over the player's head
//					attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT /*| EF_AWARD_GAUNTLET*/ );
//					attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
					attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
				}
				// Ridah
			}
			// done.
			attacker->client->lastKillTime = level.time;
		}
	} else {
		AddScore( self, -1 );
	}

	// Add team bonuses
	Team_FragBonuses( self, inflictor, attacker );

	// if client is in a nodrop area, don't drop anything
// JPW NERVE new drop behavior
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {   // only drop here in single player; in multiplayer, drop @ limbo
		contents = trap_PointContents( self->r.currentOrigin, -1 );
		if ( !( contents & CONTENTS_NODROP ) ) {
			TossClientItems( self );
		}
	}

	// drop flag regardless
	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
		if ( self->client->ps.powerups[PW_REDFLAG] ) {
			item = BG_FindItem( "Red Flag" );
		}
		if ( self->client->ps.powerups[PW_BLUEFLAG] ) {
			item = BG_FindItem( "Blue Flag" );
		}
		launchvel[0] = crandom() * 20;
		launchvel[1] = crandom() * 20;
		launchvel[2] = 10 + random() * 10;
		if ( item ) {
			flag = LaunchItem( item,self->r.currentOrigin,launchvel );
			flag->s.modelindex2 = self->s.otherEntityNum2; // JPW NERVE FIXME set player->otherentitynum2 with old modelindex2 from flag and restore here
		}
	}
// jpw

	Cmd_Score_f( self );        // show scores
	// send updated scores to any clients that are following this one,
	// or they would get stale scoreboards
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		gclient_t   *client;

		client = &level.clients[i];
		if ( client->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
			continue;
		}
		if ( client->sess.spectatorClient == self->s.number ) {
			Cmd_Score_f( g_entities + i );
		}
	}

	self->takedamage = qtrue;   // can still be gibbed

	self->s.powerups = 0;
// JPW NERVE -- only corpse in SP; in MP, need CONTENTS_BODY so medic can operate
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		self->r.contents = CONTENTS_CORPSE;
		self->s.weapon = WP_NONE;
	} else {
		self->client->limboDropWeapon = self->s.weapon; // store this so it can be dropped in limbo
	}
// jpw
	self->s.angles[0] = 0;
	self->s.angles[2] = 0;
	LookAtKiller( self, inflictor, attacker );

	VectorCopy( self->s.angles, self->client->ps.viewangles );

	self->s.loopSound = 0;

	self->r.maxs[2] = -8;

	// don't allow respawn until the death anim is done
	// g_forcerespawn may force spawning at some later time
	self->client->respawnTime = level.time + 1700;

	// remove powerups
	memset( self->client->ps.powerups, 0, sizeof( self->client->ps.powerups ) );

	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		trap_SendServerCommand( -1, "mu_play sound/music/l_failed_1.wav 0\n" );
		trap_SetConfigstring( CS_MUSIC_QUEUE, "" );  // clear queue so it'll be quiet after hit
		trap_SendServerCommand( -1, "cp missionfail0" );
	}


	// never gib in a nodrop
	contents = trap_PointContents( self->r.currentOrigin, -1 );

	if ( self->health <= GIB_HEALTH && !( contents & CONTENTS_NODROP ) && g_blood.integer ) {
//		if(self->client->ps.eFlags & EF_HEADSHOT)
//		{
//			GibHead(self, killer);
//		}
//		else	// gib death
//		{
		GibEntity( self, killer );
		nogib = qfalse;
//		}
	}

	if ( nogib ) {
		// normal death
		static int i;

		switch ( i ) {
		case 0:
			anim = BOTH_DEATH1;
			break;
		case 1:
			anim = BOTH_DEATH2;
			break;
		case 2:
		default:
			anim = BOTH_DEATH3;
			break;
		}

		// for the no-blood option, we need to prevent the health
		// from going to gib level
		if ( self->health <= GIB_HEALTH ) {
			self->health = GIB_HEALTH + 1;
		}

// JPW NERVE for medic
		self->client->medicHealAmt = 0;
// jpw

		self->client->ps.legsAnim =
			( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
		self->client->ps.torsoAnim =
			( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;

		G_AddEvent( self, EV_DEATH1 + 1, killer );

		// the body can still be gibbed
		self->die = body_die;

		// globally cycle through the different death animations
		i = ( i + 1 ) % 3;
	}

	trap_LinkEntity( self );

	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		AICast_ScriptEvent( AICast_GetCastState( self->s.number ), "death", "" );
	}
}


/*
================
CheckArmor
================
*/
int CheckArmor( gentity_t *ent, int damage, int dflags ) {
	gclient_t   *client;
	int save;
	int count;

	if ( !damage ) {
		return 0;
	}

	client = ent->client;

	if ( !client ) {
		return 0;
	}

	if ( dflags & DAMAGE_NO_ARMOR ) {
		return 0;
	}

	// armor
	count = client->ps.stats[STAT_ARMOR];
	save = ceil( damage * ARMOR_PROTECTION );
	if ( save >= count ) {
		save = count;
	}

	if ( !save ) {
		return 0;
	}

	client->ps.stats[STAT_ARMOR] -= save;

	return save;
}


/*
==============
IsHeadShotWeapon
==============
*/
qboolean IsHeadShotWeapon( int mod, gentity_t *targ, gentity_t *attacker ) {
	// distance rejection
	if ( DistanceSquared( targ->r.currentOrigin, attacker->r.currentOrigin )  >  ( g_headshotMaxDist.integer * g_headshotMaxDist.integer ) ) {
		return qfalse;
	}

	if ( attacker->aiCharacter ) {
		// ai's are always allowed headshots from these weapons
		if ( mod == MOD_SNIPERRIFLE ||
			 mod == MOD_SNOOPERSCOPE ) {
			return qtrue;
		}

		if ( g_gameskill.integer != GSKILL_MAX ) {
			// ai's allowed headshots in skill==GSKILL_MAX
			return qfalse;
		}
	}

	switch ( targ->aiCharacter ) {
		// get out quick for ai's that don't take headshots
	case AICHAR_ZOMBIE:
	case AICHAR_WARZOMBIE:
	case AICHAR_HELGA:      // boss1 (beast)
	case AICHAR_LOPER:
	case AICHAR_VENOM:      //----(SA)	added
		return qfalse;
	default:
		break;
	}

	switch ( mod ) {
		// players are allowed headshots from these weapons
	case MOD_LUGER:
	case MOD_COLT:
	case MOD_AKIMBO:
	case MOD_MP40:
	case MOD_THOMPSON:
	case MOD_STEN:
	case MOD_BAR:
	case MOD_FG42:
	case MOD_MAUSER:
	case MOD_GARAND:
	case MOD_SILENCER:
	case MOD_FG42SCOPE:
	case MOD_SNOOPERSCOPE:
	case MOD_SNIPERRIFLE:
		return qtrue;
	}

	return qfalse;
}


/*
==============
IsHeadShot
==============
*/
qboolean IsHeadShot( gentity_t *targ, gentity_t *attacker, vec3_t dir, vec3_t point, int mod ) {
	gentity_t   *head;
	trace_t tr;
	vec3_t start, end;
	gentity_t   *traceEnt;
	orientation_t or;

	qboolean head_shot_weapon = qfalse;

	// not a player or critter so bail
	if ( !( targ->client ) ) {
		return qfalse;
	}

	if ( targ->health <= 0 ) {
		return qfalse;
	}

	head_shot_weapon = IsHeadShotWeapon( mod, targ, attacker );

	if ( head_shot_weapon ) {
		head = G_Spawn();

		G_SetOrigin( head, targ->r.currentOrigin );

		// RF, if there is a valid tag_head for this entity, then use that
		if ( ( targ->r.svFlags & SVF_CASTAI ) && trap_GetTag( targ->s.number, "tag_head", &or ) ) {
			VectorCopy( or.origin, head->r.currentOrigin );
			VectorMA( head->r.currentOrigin, 6, or.axis[2], head->r.currentOrigin );    // tag is at base of neck
		} else if ( targ->client->ps.pm_flags & PMF_DUCKED ) { // closer fake offset for 'head' box when crouching
			head->r.currentOrigin[2] += targ->client->ps.crouchViewHeight + 8; // JPW NERVE 16 is kludge to get head height to match up
		}
		//else if(targ->client->ps.legsAnim == LEGS_IDLE && targ->aiCharacter == AICHAR_SOLDIER)	// standing with legs bent (about a head shorter than other leg poses)
		//	head->r.currentOrigin[2] += targ->client->ps.viewheight;
		else {
			head->r.currentOrigin[2] += targ->client->ps.viewheight; // JPW NERVE pulled this	// 6 is fudged "head height" value

		}
		VectorCopy( head->r.currentOrigin, head->s.origin );
		VectorCopy( targ->r.currentAngles, head->s.angles );
		VectorCopy( head->s.angles, head->s.apos.trBase );
		VectorCopy( head->s.angles, head->s.apos.trDelta );
		VectorSet( head->r.mins, -6, -6, -6 ); // JPW NERVE changed this z from -12 to -6 for crouching, also removed standing offset
		VectorSet( head->r.maxs, 6, 6, 6 ); // changed this z from 0 to 6
		head->clipmask = CONTENTS_SOLID;
		head->r.contents = CONTENTS_SOLID;

		trap_LinkEntity( head );

		// trace another shot see if we hit the head
		VectorCopy( point, start );
		VectorMA( start, 64, dir, end );
		trap_Trace( &tr, start, NULL, NULL, end, targ->s.number, MASK_SHOT );

		traceEnt = &g_entities[ tr.entityNum ];

		if ( g_debugBullets.integer >= 3 ) {   // show hit player head bb
			gentity_t *tent;
			vec3_t b1, b2;
			VectorCopy( head->r.currentOrigin, b1 );
			VectorCopy( head->r.currentOrigin, b2 );
			VectorAdd( b1, head->r.mins, b1 );
			VectorAdd( b2, head->r.maxs, b2 );
			tent = G_TempEntity( b1, EV_RAILTRAIL );
			VectorCopy( b2, tent->s.origin2 );
			tent->s.dmgFlags = 1;

			// show headshot trace
			// end the headshot trace at the head box if it hits
			if ( tr.fraction != 1 ) {
				VectorMA( start, ( tr.fraction * 64 ), dir, end );
			}
			tent = G_TempEntity( start, EV_RAILTRAIL );
			VectorCopy( end, tent->s.origin2 );
			tent->s.dmgFlags = 0;
		}

		G_FreeEntity( head );

		if ( traceEnt == head ) {
			return qtrue;
		}
	}

	return qfalse;
}





/*
==============
G_ArmorDamage
	brokeparts is how many should be broken off now
	curbroke is how many are broken
	the difference is how many to pop off this time
==============
*/
void G_ArmorDamage( gentity_t *targ ) {
	int brokeparts, curbroke;
	int numParts;
	int dmgbits = 16;   // 32/2;
	int i;

	if ( !targ->client ) {
		return;
	}

	if ( targ->s.aiChar == AICHAR_PROTOSOLDIER ) {
		numParts = 9;
	} else if ( targ->s.aiChar == AICHAR_SUPERSOLDIER ) {
		numParts = 14;
	} else if ( targ->s.aiChar == AICHAR_HEINRICH ) {
		numParts = 20;
	} else {
		return;
	}

	if ( numParts > dmgbits ) {
		numParts = dmgbits; // lock this down so it doesn't overwrite any bits that it shouldn't.  TODO: fix this


	}
	// determined here (on server) by location of hit and existing armor, you're updating here so
	// the client knows which pieces are still in place, and by difference with previous state, which
	// pieces to play an effect where the part is blown off.
	// Need to do it here so we have info on where the hit registered (head, torso, legs or if we go with more detail; arm, leg, chest, codpiece, etc)

	// ... Ick, just discovered that the refined hit detection ("hit nearest to which tag") is clientside...

	// For now, I'll randomly pick a part that hasn't been cleared.  This might end up looking okay, and we won't need the refined hits.
	//	however, we still have control on the server-side of which parts come off, regardless of what shceme is used.

	brokeparts = (int)( ( 1 - ( (float)( targ->health ) / (float)( targ->client->ps.stats[STAT_MAX_HEALTH] ) ) ) * numParts );

	// RF, remove flame protection after enough parts gone
	if ( AICast_NoFlameDamage( targ->s.number ) && ( (float)brokeparts / (float)numParts >= 5.0 / 6.0 ) ) { // figure from DM
		AICast_SetFlameDamage( targ->s.number, qfalse );
	}

	if ( brokeparts && ( ( targ->s.dmgFlags & ( ( 1 << numParts ) - 1 ) ) != ( 1 << numParts ) - 1 ) ) {   // there are still parts left to clear

		// how many are removed already?
		curbroke = 0;
		for ( i = 0; i < numParts; i++ ) {
			if ( targ->s.dmgFlags & ( 1 << i ) ) {
				curbroke++;
			}
		}

		// need to remove more
		if ( brokeparts - curbroke >= 1 && curbroke < numParts ) {
			for ( i = 0; i < ( brokeparts - curbroke ); i++ ) {
				int remove = rand() % ( numParts );

				if ( !( ( targ->s.dmgFlags & ( ( 1 << numParts ) - 1 ) ) != ( 1 << numParts ) - 1 ) ) { // no parts are available any more
					break;
				}

				// FIXME: lose the 'while' loop.  Still should be safe though, since the check above verifies that it will eventually find a valid part
				while ( targ->s.dmgFlags & ( 1 << remove ) ) {
					remove = rand() % ( numParts );
				}

				targ->s.dmgFlags |= ( 1 << remove );    // turn off 'undamaged' part
				if ( (int)( random() + 0.5 ) ) {                       // choose one of two possible replacements
					targ->s.dmgFlags |= ( 1 << ( numParts + remove ) );
				}
			}
		}
	}
}
/*
============
G_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 for knockback
point		point at which the damage is being inflicted, used for headshots
damage		amount of damage being inflicted
knockback	force to be applied against targ as a result of the damage

inflictor, attacker, dir, and point can be NULL for environmental effects

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_NO_KNOCKBACK		do not affect velocity, just view angles
	DAMAGE_NO_PROTECTION	kills godmode, armor, everything
============
*/

void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker,
			   vec3_t dir, vec3_t point, int damage, int dflags, int mod ) {
	gclient_t   *client;
	int take;
	int asave;
	int knockback;

	if ( !targ->takedamage ) {
		return;
	}

//----(SA)	added
	if ( g_gametype.integer == GT_SINGLE_PLAYER && !targ->aiCharacter && targ->client && targ->client->cameraPortal ) {
		// get out of damage in sp if in cutscene.
		return;
	}
//----(SA)	end

//	if (reloading || saveGamePending) {	// map transition is happening, don't do anything
	if ( g_reloading.integer || saveGamePending ) {
		return;
	}

	// the intermission has already been qualified for, so don't
	// allow any extra scoring
	if ( level.intermissionQueued ) {
		return;
	}

	// RF, track pain for player
	// This is used by AI to determine how long it has been since their enemy was injured

	if ( attacker ) { // (SA) whoops, for falling damage there's no attacker
		if ( targ->client && attacker->client && !( targ->r.svFlags & SVF_CASTAI ) && ( attacker->r.svFlags & SVF_CASTAI ) ) {
			AICast_RegisterPain( targ->s.number );
		}
	}

	if ( ( g_gametype.integer == GT_SINGLE_PLAYER ) && !( targ->r.svFlags & SVF_CASTAI ) ) { // the player
		switch ( mod )
		{
		case MOD_GRENADE:
		case MOD_GRENADE_SPLASH:
		case MOD_ROCKET:
		case MOD_ROCKET_SPLASH:
			// Rafael - had to change this since the
			// we added a new lvl of diff
			if ( g_gameskill.integer == GSKILL_EASY ) {
				damage *= 0.25;
			} else if ( g_gameskill.integer == GSKILL_MEDIUM ) {
				damage *= 0.75;
			} else if ( g_gameskill.integer == GSKILL_HARD ) {
				damage *= 0.9;
			} else {
				damage *= 0.9;
			}
		default:
			break;
		}
	}

	if ( !inflictor ) {
		inflictor = &g_entities[ENTITYNUM_WORLD];
	}
	if ( !attacker ) {
		attacker = &g_entities[ENTITYNUM_WORLD];
	}

	// shootable doors / buttons don't actually have any health
	if ( targ->s.eType == ET_MOVER && !( targ->aiName ) && !( targ->isProp ) && !targ->scriptName ) {
		if ( targ->use && targ->moverState == MOVER_POS1 ) {
			targ->use( targ, inflictor, attacker );
		}
		return;
	}

	if ( targ->s.eType == ET_MOVER && targ->aiName && !( targ->isProp ) && !targ->scriptName ) {
		switch ( mod ) {
		case MOD_GRENADE:
		case MOD_GRENADE_SPLASH:
		case MOD_ROCKET:
		case MOD_ROCKET_SPLASH:
			break;
		default:
			return; // no damage from other weapons
		}
	} else if ( targ->s.eType == ET_EXPLOSIVE )   {
		// 32 Explosive
		// 64 Dynamite only
		if ( ( targ->spawnflags & 32 ) || ( targ->spawnflags & 64 ) ) {
			switch ( mod ) {
			case MOD_GRENADE:
			case MOD_GRENADE_SPLASH:
			case MOD_ROCKET:
			case MOD_ROCKET_SPLASH:
			case MOD_AIRSTRIKE:
			case MOD_GRENADE_PINEAPPLE:
			case MOD_MORTAR:
			case MOD_MORTAR_SPLASH:
			case MOD_EXPLOSIVE:
				if ( targ->spawnflags & 64 ) {
					return;
				}

				break;

			case MOD_DYNAMITE:
			case MOD_DYNAMITE_SPLASH:
				break;

			default:
				return;
			}
		}
	}

	// reduce damage by the attacker's handicap value
	// unless they are rocket jumping

	// Ridah, not in single player (skill levels?)
// JPW NERVE pulled this from multiplayer too
/*
	if (g_gametype.integer != GT_SINGLE_PLAYER)
	// done.
	if ( attacker->client && attacker != targ ) {
		damage = damage * attacker->client->ps.stats[STAT_MAX_HEALTH] / 100;
	}
*/
// jpw

	// Ridah, Cast AI's don't hurt other Cast AI's as much
	if ( ( attacker->r.svFlags & SVF_CASTAI ) && ( targ->r.svFlags & SVF_CASTAI ) ) {
		if ( !AICast_AIDamageOK( AICast_GetCastState( targ->s.number ), AICast_GetCastState( attacker->s.number ) ) ) {
			return;
		}
		damage = (int)( ceil( (float)damage * 0.5 ) );
	}
	// done.

	client = targ->client;

	if ( client ) {
		if ( client->noclip ) {
			return;
		}
	}

	if ( !dir ) {
		dflags |= DAMAGE_NO_KNOCKBACK;
	} else {
		VectorNormalize( dir );
	}

	knockback = damage;

//	if ( knockback > 200 )
//		knockback = 200;
	if ( knockback > 60 ) { // /way/ lessened for SP.  keeps dynamite-jumping potential down
		knockback = 60;
	}

	if ( targ->flags & FL_NO_KNOCKBACK ) {
		knockback = 0;
	}
	if ( dflags & DAMAGE_NO_KNOCKBACK ) {
		knockback = 0;
	}

	// figure momentum add, even if the damage won't be taken
	if ( knockback && targ->client ) {
		vec3_t kvel;
		float mass;

		mass = 200;

		if ( mod == MOD_LIGHTNING && !( ( level.time + targ->s.number * 50 ) % 400 ) ) {
			knockback = 60;
			dir[2] = 0.3;
		}

		VectorScale( dir, g_knockback.value * (float)knockback / mass, kvel );
		VectorAdd( targ->client->ps.velocity, kvel, targ->client->ps.velocity );

		if ( targ == attacker && !(  mod != MOD_ROCKET &&
									 mod != MOD_ROCKET_SPLASH &&
									 mod != MOD_GRENADE &&
									 mod != MOD_GRENADE_SPLASH &&
									 mod != MOD_DYNAMITE ) ) {
			targ->client->ps.velocity[2] *= 0.25;
		}

		// set the timer so that the other client can't cancel
		// out the movement immediately
		if ( !targ->client->ps.pm_time ) {
			int t;

			t = knockback * 2;
			if ( t < 50 ) {
				t = 50;
			}
			if ( t > 200 ) {
				t = 200;
			}
			targ->client->ps.pm_time = t;
			targ->client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
		}
	}

	// check for completely getting out of the damage
	if ( !( dflags & DAMAGE_NO_PROTECTION ) ) {

		// if TF_NO_FRIENDLY_FIRE is set, don't do damage to the target
		// if the attacker was on the same team
		if ( targ != attacker && OnSameTeam( targ, attacker )  ) {
			if ( !g_friendlyFire.integer ) {
				return;
			}
		}

		// check for godmode
		if ( targ->flags & FL_GODMODE ) {
			return;
		}

		// RF, warzombie defense position is basically godmode for the time being
		if ( targ->flags & FL_DEFENSE_GUARD ) {
			return;
		}

		// check for invulnerability // (SA) moved from below so DAMAGE_NO_PROTECTION will still work
		if ( client && client->ps.powerups[PW_INVULNERABLE] ) { //----(SA)	added
			return;
		}

	}

	// battlesuit protects from all radius damage (but takes knockback)
	// and protects 50% against all damage
	if ( client && client->ps.powerups[PW_BATTLESUIT] ) {
		G_AddEvent( targ, EV_POWERUP_BATTLESUIT, 0 );
		if ( dflags & DAMAGE_RADIUS ) {
			return;
		}
		damage *= 0.5;
	}

	// Ridah, don't play these in single player
	if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
		// done.
		// add to the attacker's hit counter
		if ( attacker->client && client && targ != attacker && targ->health > 0 ) {
			if ( OnSameTeam( targ, attacker ) ) {
				attacker->client->ps.persistant[PERS_HITS] -= damage;
			} else {
				attacker->client->ps.persistant[PERS_HITS] += damage;
			}
		}
	}

	// always give half damage if hurting self
	// calculated after knockback, so rocket jumping works
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {     // JPW NERVE -- removed from multiplayer -- plays havoc with pfaust & demolition balancing

		qboolean dynamite = (qboolean)( mod == MOD_DYNAMITE || mod == MOD_DYNAMITE_SPLASH );

		if ( targ == attacker ) {
			if ( !dynamite ) {
				damage *= 0.5;
			}
		}

		if ( dynamite && targ->aiCharacter == AICHAR_HELGA ) {
			//helga gets special dynamite damage
			damage *= 0.5;
		}

	}

	if ( damage < 1 ) {
		damage = 1;
	}
	take = damage;

	// save some from armor
	asave = CheckArmor( targ, take, dflags );
	take -= asave;


	if ( IsHeadShot( targ, attacker, dir, point, mod ) ) {
		// JPW NERVE -- different headshot behavior in multiplayer
		if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
			if ( take * 2 < 50 ) { // head shots, all weapons, do minimum 50 points damage
				take = 50;
			} else {
				take *= 2; // sniper rifles can do full-kill (and knock into limbo)
			}
			if ( !( targ->client->ps.eFlags & EF_HEADSHOT ) ) {  // only toss hat on first headshot
				G_AddEvent( targ, EV_LOSE_HAT, DirToByte( dir ) );
			}
		} // jpw
		else {
			// by default, a headshot means damage x2
			take *= 2;

			// RF, allow headshot damage multiplier (helmets, etc)
			// yes, headshotDamageScale of 0 gives no damage, thats because
			// the bullet hit the head which is fully protected.
			take *= targ->headshotDamageScale;

			// player only code
			if ( !attacker->aiCharacter ) {
				// (SA) id reqests one-shot kills for head shots on common humanoids

				// (SA) except pistols.
				// first pistol head shot does normal 2x damage and flings hat, second gets kill
				//			if((mod != MOD_LUGER && mod != MOD_COLT ) || (targ->client->ps.eFlags & EF_HEADSHOT))	{	// (SA) DM requests removing double shot pistol head shots (3/19)

				// (SA) removed BG for DM.

				if ( !( dflags & DAMAGE_PASSTHRU ) ) {     // ignore headshot 2x damage and snooper-instant-death if the bullet passed through something.  just do reg damage.
					switch ( targ->aiCharacter ) {
					case AICHAR_BLACKGUARD:
						if ( !( targ->client->ps.eFlags & EF_HEADSHOT ) ) { // only obliterate him after he's lost his helmet
							break;
						}
					case AICHAR_SOLDIER:
					case AICHAR_AMERICAN:
					case AICHAR_ELITEGUARD:
					case AICHAR_PARTISAN:
					case AICHAR_CIVILIAN:
						take = 200;
						break;
					default:
						break;
					}
				}

				if ( !( targ->client->ps.eFlags & EF_HEADSHOT ) ) {  // only toss hat on first headshot
					G_AddEvent( targ, EV_LOSE_HAT, DirToByte( dir ) );
				}
			}
		} // JPW

		// shared by both player and ai
		targ->client->ps.eFlags |= EF_HEADSHOT;

	} else {    // non headshot

		if ( !( dflags & DAMAGE_PASSTHRU ) ) {     // ignore headshot 2x damage and snooper-instant-death if the bullet passed through something.  just do reg damage.
			// snooper kills these types in one shot with any contact
			if ( ( mod == MOD_SNOOPERSCOPE || mod == MOD_GARAND ) && !( attacker->aiCharacter ) ) {
				switch ( targ->aiCharacter ) {
				case AICHAR_SOLDIER:
				case AICHAR_AMERICAN:
				case AICHAR_ELITEGUARD:
				case AICHAR_BLACKGUARD:
				case AICHAR_PARTISAN:
				case AICHAR_CIVILIAN:
					take = 200;
					break;
				default:
					break;
				}
			}
		}
	}


	if ( g_debugDamage.integer ) {
		G_Printf( "client:%i health:%i damage:%i armor:%i\n", targ->s.number,
				  targ->health, take, asave );
	}

	// 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 ) {
		if ( attacker ) {
			client->ps.persistant[PERS_ATTACKER] = attacker->s.number;
		} else {
			client->ps.persistant[PERS_ATTACKER] = ENTITYNUM_WORLD;
		}
		client->damage_armor += asave;
		client->damage_blood += take;
		client->damage_knockback += knockback;

		if ( dir ) {
			VectorCopy( dir, client->damage_from );
			client->damage_fromWorld = qfalse;
		} else {
			VectorCopy( targ->r.currentOrigin, client->damage_from );
			client->damage_fromWorld = qtrue;
		}
	}

	// See if it's the player hurting the emeny flag carrier
	Team_CheckHurtCarrier( targ, attacker );

	if ( targ->client ) {
		// set the last client who damaged the target
		targ->client->lasthurt_client = attacker->s.number;
		targ->client->lasthurt_mod = mod;
	}

	// do the damage
	if ( take ) {
		targ->health = targ->health - take;

		// Ridah, can't gib with bullet weapons (except VENOM)
		if ( targ->client ) {
			if ( mod != MOD_VENOM && attacker == inflictor && targ->health <= GIB_HEALTH ) {
				if ( targ->aiCharacter != AICHAR_ZOMBIE ) { // zombie needs to be able to gib so we can kill him (although he doesn't actually GIB, he just dies)
					targ->health = GIB_HEALTH + 1;
				}
			}
		}

		//G_Printf("health at: %d\n", targ->health);
		if ( targ->health <= 0 ) {
			if ( client ) {
				targ->flags |= FL_NO_KNOCKBACK;
			}

			if ( targ->health < -999 ) {
				targ->health = -999;
			}

			targ->enemy = attacker;
			if ( targ->die ) { // Ridah, mg42 doesn't have die func (FIXME)
				targ->die( targ, inflictor, attacker, take, mod );
			}

			// if we freed ourselves in death function
			if ( !targ->inuse ) {
				return;
			}

			// RF, entity scripting
			if ( targ->s.number >= MAX_CLIENTS && targ->health <= 0 ) { // might have revived itself in death function
				G_Script_ScriptEvent( targ, "death", "" );
			}

		} else if ( targ->pain ) {
			if ( dir ) {  // Ridah, had to add this to fix NULL dir crash
				VectorCopy( dir, targ->rotate );
				VectorCopy( point, targ->pos3 ); // this will pass loc of hit
			} else {
				VectorClear( targ->rotate );
				VectorClear( targ->pos3 );
			}

			targ->pain( targ, attacker, take, point );
		}

		G_ArmorDamage( targ );    //----(SA)	moved out to separate routine

		// Ridah, this needs to be done last, incase the health is altered in one of the event calls
		if ( targ->client ) {
			targ->client->ps.stats[STAT_HEALTH] = targ->health;
		}
	}

}


/*
============
CanDamage

Returns qtrue if the inflictor can directly damage the target.  Used for
explosions and melee attacks.
============
*/
qboolean CanDamage( gentity_t *targ, vec3_t origin ) {
	vec3_t dest;
	trace_t tr;
	vec3_t midpoint;
	vec3_t	offsetmins = {-15, -15, -15};
	vec3_t	offsetmaxs = {15, 15, 15};

	// use the midpoint of the bounds instead of the origin, because
	// bmodels may have their origin is 0,0,0
	VectorAdd( targ->r.absmin, targ->r.absmax, midpoint );
	VectorScale( midpoint, 0.5, midpoint );

	VectorCopy(midpoint, dest);
	trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);

	if ( tr.fraction == 1.0 ) {
		return qtrue;
	}



	if ( &g_entities[tr.entityNum] == targ ) {
		return qtrue;
	}

	// this should probably check in the plane of projection,
	// rather than in world coordinate
	VectorCopy(midpoint, dest);
	dest[0] += offsetmaxs[0];
	dest[1] += offsetmaxs[1];
	dest[2] += offsetmaxs[2];
	trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);

	if (tr.fraction == 1.0)
		return qtrue;

	VectorCopy(midpoint, dest);
	dest[0] += offsetmaxs[0];
	dest[1] += offsetmins[1];
	dest[2] += offsetmaxs[2];
	trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);

	if ( tr.fraction == 1.0 ) {
		return qtrue;
	}

	VectorCopy(midpoint, dest);
	dest[0] += offsetmins[0];
	dest[1] += offsetmaxs[1];
	dest[2] += offsetmaxs[2];
	trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);

	if ( tr.fraction == 1.0 ) {
		return qtrue;
	}

	VectorCopy(midpoint, dest);
	dest[0] += offsetmins[0];
	dest[1] += offsetmins[1];
	dest[2] += offsetmaxs[2];
	trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);

	if ( tr.fraction == 1.0 ) {
		return qtrue;
	}

	VectorCopy(midpoint, dest);
	dest[0] += offsetmaxs[0];
	dest[1] += offsetmaxs[1];
	dest[2] += offsetmins[2];
	trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);

	if ( tr.fraction == 1.0 ) {
		return qtrue;
	}

	VectorCopy(midpoint, dest);
	dest[0] += offsetmaxs[0];
	dest[1] += offsetmins[1];
	dest[2] += offsetmins[2];
	trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);

	if (tr.fraction == 1.0)
		return qtrue;

	VectorCopy(midpoint, dest);
	dest[0] += offsetmins[0];
	dest[1] += offsetmaxs[1];
	dest[2] += offsetmins[2];
	trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);

	if (tr.fraction == 1.0)
		return qtrue;

	VectorCopy(midpoint, dest);
	dest[0] += offsetmins[0];
	dest[1] += offsetmins[1];
	dest[2] += offsetmins[2];
	trap_Trace(&tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID);

	if (tr.fraction == 1.0)
		return qtrue;

	return qfalse;
}


/*
============
G_RadiusDamage
============
*/
qboolean G_RadiusDamage( vec3_t origin, gentity_t *attacker, float damage, float radius,
						 gentity_t *ignore, int mod ) {
	float points, dist;
	gentity_t   *ent;
	int entityList[MAX_GENTITIES];
	int numListedEntities;
	vec3_t mins, maxs;
	vec3_t v;
	vec3_t dir;
	int i, e;
	qboolean hitClient = qfalse;
// JPW NERVE
	float boxradius;
	vec3_t dest;
	trace_t tr;
	vec3_t midpoint;
// jpw


	if ( radius < 1 ) {
		radius = 1;
	}

	boxradius = 1.41421356 * radius; // radius * sqrt(2) for bounding box enlargement --
	// bounding box was checking against radius / sqrt(2) if collision is along box plane
	for ( i = 0 ; i < 3 ; i++ ) {
		mins[i] = origin[i] - boxradius; // JPW NERVE
		maxs[i] = origin[i] + boxradius; // JPW NERVE
	}

	numListedEntities = trap_EntitiesInBox( mins, maxs, entityList, MAX_GENTITIES );

	for ( e = 0 ; e < numListedEntities ; e++ ) {
		ent = &g_entities[entityList[ e ]];

		if ( ent == ignore ) {
			continue;
		}
		if ( !ent->takedamage ) {
			continue;
		}

/* JPW NERVE -- we can put this back if we need to, but it kinna sucks for human-sized bboxes
		// find the distance from the edge of the bounding box
		for ( i = 0 ; i < 3 ; i++ ) {
			if ( origin[i] < ent->r.absmin[i] ) {
				v[i] = ent->r.absmin[i] - origin[i];
			} else if ( origin[i] > ent->r.absmax[i] ) {
				v[i] = origin[i] - ent->r.absmax[i];
			} else {
				v[i] = 0;
			}
		}
*/
// JPW NERVE
		if ( !ent->r.bmodel ) {
			VectorSubtract( ent->r.currentOrigin,origin,v ); // JPW NERVE simpler centroid check that doesn't have box alignment weirdness
		} else {
			for ( i = 0 ; i < 3 ; i++ ) {
				if ( origin[i] < ent->r.absmin[i] ) {
					v[i] = ent->r.absmin[i] - origin[i];
				} else if ( origin[i] > ent->r.absmax[i] ) {
					v[i] = origin[i] - ent->r.absmax[i];
				} else {
					v[i] = 0;
				}
			}
		}
// jpw
		dist = VectorLength( v );

		if ( dist >= radius ) {
			continue;
		}

		points = damage * ( 1.0 - dist / radius );

// JPW NERVE -- different radiusdmg behavior for MP -- big explosions should do less damage (over less distance) through failed traces
		if ( CanDamage( ent, origin ) ) {
			if ( LogAccuracyHit( ent, attacker ) ) {
				hitClient = qtrue;
			}
			VectorSubtract( ent->r.currentOrigin, origin, dir );
			// push the center of mass higher than the origin so players
			// get knocked into the air more
			dir[2] += 24;

			G_Damage( ent, NULL, attacker, dir, origin, (int)points, DAMAGE_RADIUS, mod );
		}
// JPW NERVE --  MP weapons should do 1/8 damage through walls over 1/8th distance
		else {
			if ( g_gametype.integer != GT_SINGLE_PLAYER ) {
				VectorAdd( ent->r.absmin, ent->r.absmax, midpoint );
				VectorScale( midpoint, 0.5, midpoint );
				VectorCopy( midpoint, dest );

				trap_Trace( &tr, origin, vec3_origin, vec3_origin, dest, ENTITYNUM_NONE, MASK_SOLID );
				if ( tr.fraction < 1.0 ) {
					VectorSubtract( dest,origin,dest );
					dist = VectorLength( dest );
					if ( dist < radius * 0.2f ) { // closer than 1/4 dist
						if ( LogAccuracyHit( ent, attacker ) ) {
							hitClient = qtrue;
						}
						VectorSubtract( ent->r.currentOrigin, origin, dir );
						dir[2] += 24;
						G_Damage( ent, NULL, attacker, dir, origin, (int)( points * 0.1f ), DAMAGE_RADIUS, mod );
					}
				}
			}
		}
// jpw
	}
	return hitClient;
}