WriteByte(MSG_ALL, type);
}
-// TODO: writespectatable?
// Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
void Send_CSQC_Centerprint(entity e, string s1, string s2, float msg, float type)
{
if (clienttype(e) == CLIENTTYPE_REAL)
{
msg_entity = e;
- WriteByte(MSG_ONE, SVC_TEMPENTITY);
- WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
- WriteByte(MSG_ONE, CSQC_CENTERPRINT);
- WriteString(MSG_ONE, s1);
- WriteString(MSG_ONE, s2);
- WriteShort(MSG_ONE, msg);
- WriteByte(MSG_ONE, type);
+ WRITESPECTATABLE_MSG_ONE({
+ WriteByte(MSG_ONE, SVC_TEMPENTITY);
+ WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
+ WriteByte(MSG_ONE, CSQC_CENTERPRINT);
+ WriteString(MSG_ONE, s1);
+ WriteString(MSG_ONE, s2);
+ WriteShort(MSG_ONE, msg);
+ WriteByte(MSG_ONE, type);
+ });
}
}
attacker.taunt_soundtime = time + 1;
// TODO: fix this?
- if (deathtype == DEATH_CUSTOM)
- msg = strcat(deathmessage, " by ^1", msg);
- else if (deathtype == DEATH_HURTTRIGGER && inflictor.message2 != "")
- {
- msg = ftos(strstrofs(inflictor.message2, "#", 0));
- }
- Send_KillNotification(s, a, msg, deathtype, MSG_KILL);
+ if (deathtype == DEATH_CUSTOM)
+ msg = deathmessage;
+ else
+ msg = inflictor.message2;
+
+ if(strstrofs(msg, "%", 0) < 0)
+ msg = strcat("%s ", msg, " by %s");
+
+ Send_KillNotification(a, s, msg, deathtype, MSG_KILL);
if(g_ctf && targ.flagcarried)
{
if (attacker.killcount > 2) {
Send_KillNotification(a, ftos(attacker.killcount), "", KILL_SPREE, MSG_SPREE);
}
-
- LogDeath("frag", deathtype, attacker, targ);
-
- if (attacker.killcount == 3)
+ else if (attacker.killcount == 3)
{
Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
AnnounceTo(attacker, "03kills");
Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
AnnounceTo(attacker, "30kills");
}
+ LogDeath("frag", deathtype, attacker, targ);
}
}
else
msg = inflictor.message;
else if (deathtype == DEATH_CUSTOM)
msg = deathmessage;
+ if(strstrofs(msg, "%", 0) < 0)
+ msg = strcat("%s ", msg);
GiveFrags(targ, targ, -1);
if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
entity damage_targ;
entity damage_inflictor;
entity damage_attacker;
+.float prevhitsound;
void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
{
if(damage > 0)
{
- if(targ.BUTTON_CHAT)
- attacker.typehitsound += 1;
- else
- attacker.hitsound += 1;
+ if(attacker.weapon != WEP_ELECTRO && attacker.weapon != WEP_LASER || ((attacker.weapon == WEP_ELECTRO && cvar("g_balance_electro_lightning") || attacker.weapon == WEP_LASER) && attacker.prevhitsound + cvar("sv_hitsound_antispam_time") < time))
+ {
+ if(targ.BUTTON_CHAT)
+ attacker.typehitsound += 1;
+ else
+ attacker.hitsound += 1;
+ attacker.prevhitsound = time;
+ }
damage_goodhits += 1;
damage_gooddamage += damage;