X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fplayer.qc;h=408f44b6404f190de1433d39fee266b1430d7da9;hb=be1aeb5b7ce833a6f6f9da0c4c00ba99f2dea7b8;hp=ab4b8edc38d1556435adf7c8aea56b006ad284e6;hpb=ffee9d9f70a2c50db199e3f9f5e4808dd3d6d84a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/player.qc b/qcsrc/server/player.qc index ab4b8edc3..408f44b64 100644 --- a/qcsrc/server/player.qc +++ b/qcsrc/server/player.qc @@ -4,6 +4,7 @@ #include "bot/api.qh" #include "cheats.qh" #include "g_damage.qh" +#include "handicap.qh" #include "g_subs.qh" #include "miscfunctions.qh" #include "portals.qh" @@ -166,15 +167,12 @@ void player_anim(entity this) 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; @@ -222,7 +220,7 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da void calculate_player_respawn_time(entity this) { - if(g_ca) + if(MUTATOR_CALLHOOK(CalculateRespawnTime, this)) return; float gametype_setting_tmp; @@ -306,7 +304,7 @@ void calculate_player_respawn_time(entity this) 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; @@ -486,7 +484,6 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, 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)) @@ -516,7 +513,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(this.alivetime) { - PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); + PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); this.alivetime = 0; } @@ -537,7 +534,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, { delete(this.killindicator); this.killindicator = NULL; - if(CS(this).killindicator_teamchange) + if(this.killindicator_teamchange) defer_ClientKill_Now_TeamChange = true; if(this.classname == "body") @@ -550,13 +547,14 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // 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); if(w != WEP_Null && accuracy_isgooddamage(attacker, this)) CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1; + this.respawn_time = 0; MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage); damage = M_ARGV(4, float); excess = max(0, damage - take - save); @@ -565,9 +563,9 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, 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); } @@ -585,6 +583,9 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body")) return; + if (!this.respawn_time) // can be set in the mutator hook PlayerDies + calculate_player_respawn_time(this); + // when we get here, player actually dies Unfreeze(this); // remove any icy remains @@ -620,23 +621,16 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release - // when to allow respawn - calculate_player_respawn_time(this); - this.death_time = time; if (random() < 0.5) 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); @@ -651,7 +645,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, 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 @@ -679,66 +673,12 @@ bool MoveToTeam(entity client, int team_colour, int type) { 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: