#include "g_hook.qh"
#include "g_damage.qh"
#include "g_world.qh"
+#include "spawnpoints.qh"
+#include <server/gamelog.qh>
#include "bot/api.qh"
#include <server/mutators/_mod.qh>
#include "weapons/csqcprojectile.qh"
+#include <server/weapons/common.qh>
#include <server/compat/quake3.qh>
#include "../common/constants.qh"
void CreatureFrame_hotliquids(entity this)
{
- if (this.dmgtime >= time)
+ if (this.contents_damagetime >= time)
{
return;
}
- this.dmgtime = time + autocvar_g_balance_contents_damagerate;
+ this.contents_damagetime = time + autocvar_g_balance_contents_damagerate;
if (this.flags & FL_PROJECTILE)
{
}
else
{
- if (this.watertype == CONTENT_LAVA)
+ if (STAT(FROZEN, this))
+ {
+ if (this.watertype == CONTENT_LAVA)
+ Damage(this, NULL, NULL, 10000, DEATH_LAVA.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ else if (this.watertype == CONTENT_SLIME)
+ Damage(this, NULL, NULL, 10000, DEATH_SLIME.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ }
+ else if (this.watertype == CONTENT_LAVA)
{
if (this.watersound_finished < time)
{
if (!(this.flags & FL_INWATER))
{
this.flags |= FL_INWATER;
- this.dmgtime = 0;
+ this.contents_damagetime = 0;
}
CreatureFrame_hotliquids(this);
- if (!this.air_finished)
- this.air_finished = time + autocvar_g_balance_contents_drowndelay;
}
else
{
{
// play leave water sound
this.flags &= ~FL_INWATER;
- this.dmgtime = 0;
+ this.contents_damagetime = 0;
}
- this.air_finished = 0;
}
}