1 // Deathtypes (weapon deathtypes are the IT_* constants below)
2 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
4 #define DT_MAX 1024 // limit of recursive functions with ACCUMULATE_FUNCTION
7 entity deathtypes[DT_MAX];
9 .entity death_msgmurder;
11 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
14 void RegisterDeathtype_##name() \
16 SET_FIRST_OR_LAST(position, DT_FIRST, DT_COUNT) \
17 SET_FIELD_COUNT(name, DT_FIRST, DT_COUNT) \
18 CHECK_MAX_COUNT(name, DT_MAX, DT_COUNT, "deathtypes") \
20 entity deathent = spawn(); \
21 deathtypes[name - 1] = deathent; \
22 #if (msg_death != NO_MSG) \
23 deathent.death_msgself = msg_multi_notifs[msg_death - 1]; \
25 #if (msg_death_by != NO_MSG) \
26 deathent.death_msgmurder = msg_multi_notifs[msg_death_by - 1]; \
29 ACCUMULATE_FUNCTION(RegisterDeathtypes, RegisterDeathtype_##name)
32 DEATHTYPE(DEATH_AUTOTEAMCHANGE, DEATH_SELF_AUTOTEAMCHANGE, NO_MSG, DEATH_SPECIAL_START) \
33 DEATHTYPE(DEATH_CAMP, DEATH_SELF_CAMP, NO_MSG, NORMAL_POS) \
34 DEATHTYPE(DEATH_CHEAT, DEATH_SELF_CHEAT, DEATH_MURDER_CHEAT, NORMAL_POS) \
35 DEATHTYPE(DEATH_CUSTOM, DEATH_SELF_CUSTOM, NO_MSG, NORMAL_POS) \
36 DEATHTYPE(DEATH_DROWN, DEATH_SELF_DROWN, DEATH_MURDER_DROWN, NORMAL_POS) \
37 DEATHTYPE(DEATH_FALL, DEATH_SELF_FALL, DEATH_MURDER_FALL, NORMAL_POS) \
38 DEATHTYPE(DEATH_FIRE, DEATH_SELF_FIRE, DEATH_MURDER_FIRE, NORMAL_POS) \
39 DEATHTYPE(DEATH_GENERIC, DEATH_SELF_GENERIC, NO_MSG, NORMAL_POS) \
40 DEATHTYPE(DEATH_HURTTRIGGER, DEATH_SELF_VOID, DEATH_MURDER_VOID, NORMAL_POS) \
41 DEATHTYPE(DEATH_KILL, DEATH_SELF_SUICIDE, NO_MSG, NORMAL_POS) \
42 DEATHTYPE(DEATH_LAVA, DEATH_SELF_LAVA, DEATH_MURDER_LAVA, NORMAL_POS) \
43 DEATHTYPE(DEATH_MIRRORDAMAGE, DEATH_SELF_BETRAYAL, NO_MSG, NORMAL_POS) \
44 DEATHTYPE(DEATH_NOAMMO, DEATH_SELF_NOAMMO, NO_MSG, NORMAL_POS) \
45 DEATHTYPE(DEATH_ROT, DEATH_SELF_ROT, NO_MSG, NORMAL_POS) \
46 DEATHTYPE(DEATH_SHOOTING_STAR, DEATH_SELF_SHOOTING_STAR, DEATH_MURDER_SHOOTING_STAR, NORMAL_POS) \
47 DEATHTYPE(DEATH_SLIME, DEATH_SELF_SLIME, DEATH_MURDER_SLIME, NORMAL_POS) \
48 DEATHTYPE(DEATH_SWAMP, DEATH_SELF_SWAMP, DEATH_MURDER_SWAMP, NORMAL_POS) \
49 DEATHTYPE(DEATH_TEAMCHANGE, DEATH_SELF_TEAMCHANGE, NO_MSG, NORMAL_POS) \
50 DEATHTYPE(DEATH_TELEFRAG, NO_MSG, DEATH_MURDER_TELEFRAG, NORMAL_POS) \
51 DEATHTYPE(DEATH_TOUCHEXPLODE, DEATH_SELF_TOUCHEXPLODE, DEATH_MURDER_TOUCHEXPLODE, NORMAL_POS) \
52 DEATHTYPE(DEATH_TURRET, DEATH_SELF_TURRET, NO_MSG, DEATH_TURRET_FIRST) \
53 DEATHTYPE(DEATH_TURRET_EWHEEL, DEATH_SELF_TURRET_EWHEEL, NO_MSG, NORMAL_POS) \
54 DEATHTYPE(DEATH_TURRET_FLAC, DEATH_SELF_TURRET_FLAC, NO_MSG, NORMAL_POS) \
55 DEATHTYPE(DEATH_TURRET_HELLION, DEATH_SELF_TURRET_HELLION, NO_MSG, NORMAL_POS) \
56 DEATHTYPE(DEATH_TURRET_HK, DEATH_SELF_TURRET_HK, NO_MSG, NORMAL_POS) \
57 DEATHTYPE(DEATH_TURRET_MACHINEGUN, DEATH_SELF_TURRET_MACHINEGUN, NO_MSG, NORMAL_POS) \
58 DEATHTYPE(DEATH_TURRET_MLRS, DEATH_SELF_TURRET_MLRS, NO_MSG, NORMAL_POS) \
59 DEATHTYPE(DEATH_TURRET_PHASER, DEATH_SELF_TURRET_PHASER, NO_MSG, NORMAL_POS) \
60 DEATHTYPE(DEATH_TURRET_PLASMA, DEATH_SELF_TURRET_PLASMA, NO_MSG, NORMAL_POS) \
61 DEATHTYPE(DEATH_TURRET_TESLA, DEATH_SELF_TURRET_TESLA, NO_MSG, NORMAL_POS) \
62 DEATHTYPE(DEATH_TURRET_WALK_GUN, DEATH_SELF_TURRET_WALK_GUN, NO_MSG, NORMAL_POS) \
63 DEATHTYPE(DEATH_TURRET_WALK_MEELE, DEATH_SELF_TURRET_WALK_MEELE, NO_MSG, NORMAL_POS) \
64 DEATHTYPE(DEATH_TURRET_WALK_ROCKET, DEATH_SELF_TURRET_WALK_ROCKET, NO_MSG, DEATH_TURRET_LAST) \
65 DEATHTYPE(DEATH_VH_BUMB_DEATH, DEATH_SELF_VH_BUMB_DEATH, DEATH_MURDER_VH_BUMB_DEATH, DEATH_VHFIRST) \
66 DEATHTYPE(DEATH_VH_BUMB_GUN, NO_MSG, DEATH_MURDER_VH_BUMB_GUN, NORMAL_POS) \
67 DEATHTYPE(DEATH_VH_CRUSH, DEATH_SELF_VH_CRUSH, DEATH_MURDER_VH_CRUSH, NORMAL_POS) \
68 DEATHTYPE(DEATH_VH_RAPT_BOMB, DEATH_SELF_VH_RAPT_BOMB, DEATH_MURDER_VH_RAPT_BOMB, NORMAL_POS) \
69 DEATHTYPE(DEATH_VH_RAPT_CANNON, NO_MSG, DEATH_MURDER_VH_RAPT_CANNON, NORMAL_POS) \
70 DEATHTYPE(DEATH_VH_RAPT_DEATH, DEATH_SELF_VH_RAPT_DEATH, DEATH_MURDER_VH_RAPT_DEATH, NORMAL_POS) \
71 DEATHTYPE(DEATH_VH_RAPT_FRAGMENT, DEATH_SELF_VH_RAPT_BOMB, DEATH_MURDER_VH_RAPT_BOMB, NORMAL_POS) \
72 DEATHTYPE(DEATH_VH_SPID_DEATH, DEATH_SELF_VH_SPID_DEATH, DEATH_MURDER_VH_SPID_DEATH, NORMAL_POS) \
73 DEATHTYPE(DEATH_VH_SPID_MINIGUN, NO_MSG, DEATH_MURDER_VH_SPID_MINIGUN, NORMAL_POS) \
74 DEATHTYPE(DEATH_VH_SPID_ROCKET, DEATH_SELF_VH_SPID_ROCKET, DEATH_MURDER_VH_SPID_ROCKET, NORMAL_POS) \
75 DEATHTYPE(DEATH_VH_WAKI_DEATH, DEATH_SELF_VH_WAKI_DEATH, DEATH_MURDER_VH_WAKI_DEATH, NORMAL_POS) \
76 DEATHTYPE(DEATH_VH_WAKI_GUN, NO_MSG, DEATH_MURDER_VH_WAKI_GUN, NORMAL_POS) \
77 DEATHTYPE(DEATH_VH_WAKI_ROCKET, DEATH_SELF_VH_WAKI_ROCKET, DEATH_MURDER_VH_WAKI_ROCKET, DEATH_VHLAST) \
78 DEATHTYPE(DEATH_WEAPON, NO_MSG, NO_MSG, NORMAL_POS)
83 #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
84 #define DEATH_ISVEHICLE(t) ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST)
85 #define DEATH_ISTURRET(t) ((t) >= DEATH_TURRET_FIRST && (t) <= DEATH_TURRET_LAST)
86 #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
87 #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
88 #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
89 #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
91 string Deathtype_Name(float deathtype)
93 if(DEATH_ISSPECIAL(deathtype))
95 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
96 { if(deathtype == max(0, name)) return VAR_TO_TEXT(name); }
104 float DEATH_WEAPONMASK = 0xFF;
105 float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
106 float HITTYPE_SECONDARY = 0x100;
107 float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage
108 float HITTYPE_BOUNCE = 0x400;
109 float HITTYPE_RESERVED2 = 0x800;
110 float HITTYPE_RESERVED = 0x1000; // unused yet