animdecide_setimplicitstate(this, IS_ONGROUND(this));
}
-void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
float take, save;
vector v;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
- // damage resistance (ignore most of the damage from a bullet or similar)
- damage = max(damage - 5, 1);
-
v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v.x;
save = v.y;
void calculate_player_respawn_time(entity this)
{
- if(g_ca)
+ if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
return;
float gametype_setting_tmp;
this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
}
-void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
float take, save, dh, da;
vector v;
bool valid_damage_for_weaponstats = false;
Weapon awep = WEP_Null;
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
if(vbot || IS_REAL_CLIENT(this))
if(abot || IS_REAL_CLIENT(attacker))
// print an obituary message
if(this.classname != "body")
- Obituary (attacker, inflictor, this, deathtype);
+ Obituary (attacker, inflictor, this, deathtype, weaponentity);
// increment frag counter for used weapon type
Weapon w = DEATH_WEAPONOF(deathtype);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity went = weaponentities[slot];
- if(!this.(weaponentity))
+ if(!this.(went))
continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
- Weapon wep = this.(weaponentity).m_weapon;
+ Weapon wep = this.(went).m_weapon;
wep.wr_playerdeath(wep, this, went);
}
animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
else
animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
- if (this.maxs.z > 5)
- {
- this.maxs_z = 5;
- setsize(this, this.mins, this.maxs);
- }
+
// set damage function to corpse damage
this.event_damage = PlayerCorpseDamage;
// call the corpse damage function just in case it wants to gib
- this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
+ this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force);
// set up to fade out later
SUB_SetFade (this, time + 6 + random (), 1);
if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
// remove corpse
// clones don't run any animation code any more, so we must gib them when they die :(
- PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
+ this.event_damage(this, inflictor, attacker, autocvar_sv_gibhealth + 1, deathtype, weaponentity, hitloc, force);
}
// reset fields the weapons may use just in case
{
return false;
}
- Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
+ Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, DMG_NOWEP, client.origin, '0 0 0'); // kill the player
lockteams = lockteams_backup; // restore the team lock
LogTeamchange(client.playerid, client.team, type);
return true;
}
-/** print(), but only print if the server is not local */
-void dedicated_print(string input)
-{
- if (server_is_dedicated) print(input);
-}
-
-void PrintToChat(entity player, string text)
-{
- text = strcat("\{1}^7", text, "\n");
- sprint(player, text);
-}
-
-void DebugPrintToChat(entity player, string text)
-{
- if (autocvar_developer)
- {
- PrintToChat(player, text);
- }
-}
-
-void PrintToChatAll(string text)
-{
- text = strcat("\{1}^7", text, "\n");
- bprint(text);
-}
-
-void DebugPrintToChatAll(string text)
-{
- if (autocvar_developer)
- {
- PrintToChatAll(text);
- }
-}
-
-void PrintToChatTeam(int teamnum, string text)
-{
- text = strcat("\{1}^7", text, "\n");
- FOREACH_CLIENT(IS_REAL_CLIENT(it),
- {
- if (it.team == teamnum)
- {
- sprint(it, text);
- }
- });
-}
-
-void DebugPrintToChatTeam(int teamnum, string text)
-{
- if (autocvar_developer)
- {
- PrintToChatTeam(teamnum, text);
- }
-}
-
/**
* message "": do not say, just test flood control
* return value: