#include "mutators/all.qh"
#include "scores.qh"
#include "spawnpoints.qh"
-#include "t_items.qh"
+#include "../common/t_items.qh"
#include "../common/vehicles/all.qh"
#include "../common/items/all.qc"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
-#include "../common/buffs/all.qh"
#include "../common/constants.qh"
#include "../common/deathtypes/all.qh"
#include "../common/notifications.qh"
-#include "../common/movetypes/movetypes.qh"
+#include "../common/physics/movetypes/movetypes.qh"
#include "../common/playerstats.qh"
#include "../common/teams.qh"
#include "../common/util.qh"
{
// after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
Weapon culprit = DEATH_WEAPONOF(deathtype);
- if(!culprit)
- culprit = get_weaponinfo(attacker.weapon);
- else if(!(attacker.weapons & WepSet_FromWeapon(culprit.m_id)))
- culprit = get_weaponinfo(attacker.weapon);
+ if(!culprit) culprit = PS(attacker).m_weapon;
+ else if(!(attacker.weapons & (culprit.m_wepset))) culprit = PS(attacker).m_weapon;
if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
{
// all others (including the culprit): remove
GiveFrags_randomweapons.weapons &= ~attacker.weapons;
- GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit.m_id);
+ GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
// among the remaining ones, choose one by random
W_RandomWeapons(GiveFrags_randomweapons, 1);
if(GiveFrags_randomweapons.weapons)
{
attacker.weapons |= GiveFrags_randomweapons.weapons;
- attacker.weapons &= ~WepSet_FromWeapon(culprit.m_id);
+ attacker.weapons &= ~(culprit.m_wepset);
}
}
// after a frag, choose another random weapon set
- if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
+ if (!(attacker.weapons & WepSet_FromWeapon(PS(attacker).m_weapon)))
W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
}
string AppendItemcodes(string s, entity player)
{
- float w;
- w = player.weapon;
+ int w = PS(player).m_weapon.m_id;
//if(w == 0)
// w = player.switchweapon;
if(w == 0)
return false;
}
+.int buffs = _STAT(BUFFS); // TODO: remove
+
void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
{
// Sanity check
RemoveGrapplingHook(targ);
- entity head;
- FOR_EACH_PLAYER(head)
- if(head.hook.aiment == targ)
- RemoveGrapplingHook(head);
+ FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
// add waypoint
if(show_waypoint)
if(targ.frozen && targ.frozen != 3) // only reset health if target was frozen
targ.health = ((IS_PLAYER(targ)) ? start_health : targ.max_health);
- entity head;
targ.frozen = 0;
targ.revive_progress = 0;
targ.revival_time = time;
WaypointSprite_Kill(targ.waypointsprite_attached);
- FOR_EACH_PLAYER(head)
- if(head.hook.aiment == targ)
- RemoveGrapplingHook(head);
+ FOREACH_CLIENT(IS_PLAYER(it) && it.hook.aiment == targ, LAMBDA(RemoveGrapplingHook(it)));
// remove the ice block
if(targ.iceblock)
damage = 0;
else if(autocvar_teamplay_mode == 4)
{
- if(IS_PLAYER(targ) && targ.deadflag == DEAD_NO)
+ if(IS_PLAYER(targ) && !IS_DEAD(targ))
{
attacker.dmg_team = attacker.dmg_team + damage;
complainteamdamage = attacker.dmg_team - autocvar_g_teamdamage_threshold;
farcent.origin = hitloc;
farcent.forcetype = FORCETYPE_FORCEATPOS;
farcent.nextthink = time + 0.1;
- farcent.think = SUB_Remove;
+ farcent.think = SUB_Remove_self;
}
else
{
self.velocity = self.velocity + farce;
self.move_velocity = self.velocity;
}
- self.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(self);
self.move_flags &= ~FL_ONGROUND;
UpdateCSQCProjectile(self);
}
}
e.fire_hitsound = true;
- if (!IS_INDEPENDENT_PLAYER(e))
+ if(!IS_INDEPENDENT_PLAYER(e))
if(!e.frozen)
- FOR_EACH_PLAYER(other) if(e != other)
- {
- if(IS_PLAYER(other))
- if(other.deadflag == DEAD_NO)
- if (!IS_INDEPENDENT_PLAYER(other))
- if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
- {
- t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
- d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
- Fire_AddDamage(other, o, d, t, DEATH_FIRE.m_id);
- }
- }
+ FOREACH_CLIENT(IS_PLAYER(it) && it != e, LAMBDA(
+ if(!IS_DEAD(it))
+ if(!IS_INDEPENDENT_PLAYER(it))
+ if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
+ {
+ t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
+ d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
+ Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
+ }
+ ));
}
void Fire_ApplyEffect(entity e)