#include "cheats.qh"
#include "g_damage.qh"
#include "handicap.qh"
-#include "g_subs.qh"
#include "miscfunctions.qh"
#include "portals.qh"
#include "teamplay.qh"
#include "../common/anim.qh"
#include "../common/animdecide.qh"
#include "../common/csqcmodel_settings.qh"
+#include "../common/gamemodes/sv_rules.qh"
#include "../common/deathtypes/all.qh"
-#include "../common/triggers/subs.qh"
+#include "../common/mapobjects/subs.qh"
#include "../common/playerstats.qh"
#include "../lib/csqcmodel/sv_model.qh"
#include "../common/physics/player.qh"
#include "../common/effects/qc/_mod.qh"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
-#include "../common/triggers/include.qh"
+#include "../common/mapobjects/_mod.qh"
#include "../common/wepent.qh"
#include "weapons/weaponstats.qh"
clone.effects = this.effects;
clone.glowmod = this.glowmod;
clone.event_damage = this.event_damage;
+ clone.event_heal = this.event_heal;
clone.anim_state = this.anim_state;
clone.anim_time = this.anim_time;
clone.anim_lower_action = this.anim_lower_action;
clone.dphitcontentsmask = this.dphitcontentsmask;
clone.death_time = this.death_time;
clone.pain_finished = this.pain_finished;
- clone.health = this.health;
- clone.armorvalue = this.armorvalue;
+ SetResourceAmountExplicit(clone, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH));
+ SetResourceAmountExplicit(clone, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR));
clone.armortype = this.armortype;
clone.model = this.model;
clone.modelindex = this.modelindex;
vector v;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
- v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v.x;
save = v.y;
if (take > 100)
Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
- this.armorvalue = this.armorvalue - save;
- this.health = this.health - take;
+ TakeResource(this, RESOURCE_ARMOR, save);
+ TakeResource(this, RESOURCE_HEALTH, take);
// pause regeneration for 5 seconds
this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
this.dmg_inflictor = inflictor;
- if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
+ if (GetResourceAmount(this, RESOURCE_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0)
{
// don't use any animations as a gib
this.frame = 0;
vector v;
float excess;
- dh = max(this.health, 0);
- da = max(this.armorvalue, 0);
+ dh = max(GetResourceAmount(this, RESOURCE_HEALTH), 0);
+ da = max(GetResourceAmount(this, RESOURCE_ARMOR), 0);
if(!DEATH_ISSPECIAL(deathtype))
{
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
- v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v.x;
save = v.y;
}
MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
- take = bound(0, M_ARGV(4, float), this.health);
- save = bound(0, M_ARGV(5, float), this.armorvalue);
+ take = bound(0, M_ARGV(4, float), GetResourceAmount(this, RESOURCE_HEALTH));
+ save = bound(0, M_ARGV(5, float), GetResourceAmount(this, RESOURCE_ARMOR));
excess = max(0, damage - take - save);
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (!(this.flags & FL_GODMODE))
{
- this.armorvalue = this.armorvalue - save;
- this.health = this.health - take;
+ TakeResource(this, RESOURCE_ARMOR, save);
+ TakeResource(this, RESOURCE_HEALTH, take);
// pause regeneration for 5 seconds
if(take)
this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
animdecide_setaction(this, ANIMACTION_PAIN2, true);
}
}
-
+ float myhp = GetResourceAmount(this, RESOURCE_HEALTH);
+ if(myhp > 1)
+ if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
if(sound_allowed(MSG_BROADCAST, attacker))
- if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
- if(this.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
if(deathtype == DEATH_FALL.m_id)
PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
- else if(this.health > 75)
+ else if(myhp > 75)
PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
- else if(this.health > 50)
+ else if(myhp > 50)
PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
- else if(this.health > 25)
+ else if(myhp > 25)
PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
else
PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
// throw off bot aim temporarily
float shake;
- if(IS_BOT_CLIENT(this) && this.health >= 1)
+ if(IS_BOT_CLIENT(this) && GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
{
shake = damage * 5 / (bound(0,skill,100) + 1);
this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
this.v_angle_x = bound(-90, this.v_angle.x, 90);
}
+
+ if (this != attacker) {
+ float realdmg = damage - excess;
+ if (IS_PLAYER(attacker)) {
+ GameRules_scoring_add(attacker, DMG, realdmg);
+ }
+ if (IS_PLAYER(this)) {
+ GameRules_scoring_add(this, DMGTAKEN, realdmg);
+ }
+ }
}
else
this.max_armorvalue += (save + take);
this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
this.dmg_inflictor = inflictor;
- if (this != attacker) {
- float realdmg = damage - excess;
- if (IS_PLAYER(attacker)) {
- GameRules_scoring_add(attacker, DMG, realdmg);
- }
- if (IS_PLAYER(this)) {
- GameRules_scoring_add(this, DMGTAKEN, realdmg);
- }
- }
-
bool abot = (IS_BOT_CLIENT(attacker));
bool vbot = (IS_BOT_CLIENT(this));
valid_damage_for_weaponstats = true;
}
- dh = dh - max(this.health, 0);
- da = da - max(this.armorvalue, 0);
+ dh = dh - max(GetResourceAmount(this, RESOURCE_HEALTH), 0);
+ da = da - max(GetResourceAmount(this, RESOURCE_ARMOR), 0);
if(valid_damage_for_weaponstats)
{
WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
- if (this.health < 1)
+ if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
{
float defer_ClientKill_Now_TeamChange;
defer_ClientKill_Now_TeamChange = false;
// player could have been miraculously resuscitated ;)
// e.g. players in freezetag get frozen, they don't really die
- if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
+ if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
return;
if (!this.respawn_time) // can be set in the mutator hook PlayerDies
// when we get here, player actually dies
Unfreeze(this); // remove any icy remains
- this.health = 0; // Unfreeze resets health, so we need to set it back
+ SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0); // Unfreeze resets health, so we need to set it back
// clear waypoints
WaypointSprite_PlayerDead(this);
// set damage function to corpse damage
this.event_damage = PlayerCorpseDamage;
+ this.event_heal = func_null;
// call the corpse damage function just in case it wants to gib
this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force);
}
}
-bool MoveToTeam(entity client, int team_colour, int type)
+bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
{
- int lockteams_backup = lockteams; // backup any team lock
- lockteams = 0; // disable locked teams
- TeamchangeFrags(client); // move the players frags
- if (!SetPlayerTeamSimple(client, team_colour))
- {
+ if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= limit)
return false;
- }
- 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);
+
+ GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, limit);
return true;
}