CSQCProjectile(fountain, true, PROJECTILE_NAPALM_FOUNTAIN, true);
}
-void nade_ice_freeze(entity freezefield, entity frost_target, float freeze_time)
+void nade_ice_freeze(entity freezefield, entity frost_target, float freezetime)
{
frost_target.frozen_by = freezefield.realowner;
Send_Effect(EFFECT_ELECTRO_IMPACT, frost_target.origin, '0 0 0', 1);
- Freeze(frost_target, 1/freeze_time, 3, false);
+ Freeze(frost_target, 1 / freezetime, 3, false);
Drop_Special_Items(frost_target);
}
weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
- W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), WEP_HAGAR.m_id | HITTYPE_SECONDARY);
+ shots = actor.(weaponentity).hagar_load;
+ W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, WEP_HAGAR.m_id | HITTYPE_SECONDARY);
Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
forward = v_forward;
right = v_right;
up = v_up;
- shots = actor.(weaponentity).hagar_load;
missile = NULL;
for(counter = 0; counter < shots; ++counter)
{
}
if (IS_PLAYER(this)) {
+ if(this.death_time == time && IS_DEAD(this))
+ {
+ this.maxs.z = 5;
+ setsize(this, this.mins, this.maxs);
+ }
DrownPlayer(this);
UpdateChatBubble(this);
if (CS(this).impulse) ImpulseCommands(this);
.float revival_time; // time at which player was last revived
.float revive_speed; // NOTE: multiplier (anything above 1 is instaheal)
+.float freeze_time;
.entity iceblock;
.entity frozen_by; // for ice fields
this.nextthink = time;
}
-void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypoint)
+void Freeze (entity targ, float revivespeed, float frozen_type, float show_waypoint)
{
if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
return;
STAT(FROZEN, targ) = frozen_type;
STAT(REVIVE_PROGRESS, targ) = ((frozen_type == 3) ? 1 : 0);
SetResourceAmount(targ, RESOURCE_HEALTH, ((frozen_type == 3) ? targ_maxhealth : 1));
- targ.revive_speed = freeze_time;
+ targ.revive_speed = revivespeed;
if(targ.bot_attack)
IL_REMOVE(g_bot_targets, targ);
targ.bot_attack = false;
+ targ.freeze_time = time;
entity ice = new(ice);
ice.owner = targ;
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;
animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
else
animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
+
+ /* // postpone resize until frame end so that dead player can still
+ // properly get hit by all the projectiles fired in this frame (shotgun)
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
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, weaponentity, 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
int mutator_check = MUTATOR_CALLHOOK(AccuracyTargetValid, attacker, targ);
if (warmup_stage) return false;
- if (IS_DEAD(targ)) return false;
- if (STAT(FROZEN, targ)) return false;
+ if (IS_DEAD(targ) && time > targ.death_time) return false;
+ if (STAT(FROZEN, targ) && time > targ.freeze_time) return false;
if (SAME_TEAM(attacker, targ)) return false;
if (mutator_check == MUT_ACCADD_INVALID) return true;
yoda = 0;
MUTATOR_CALLHOOK(FireBullet_Hit, this, hit, start, end, damage, this.(weaponentity));
damage = M_ARGV(4, float);
- float g = accuracy_isgooddamage(this, hit);
+ bool gooddamage = accuracy_isgooddamage(this, hit);
Damage(hit, this, this, damage * solid_penetration_left, dtype, weaponentity, start, force * dir * solid_penetration_left);
// calculate hits for ballistic weapons
- if(g)
+ if(gooddamage)
{
// do not exceed 100%
float added_damage = min(damage - total_damage, damage * solid_penetration_left);