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Work more on Obituary notifications/deathtypes
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1 // Deathtypes (weapon deathtypes are the IT_* constants below)
2 // NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
3 #define DT_FIRST 10000
4 #define DT_MAX 1024 // limit of recursive functions with ACCUMULATE_FUNCTION
5 float DT_COUNT;
6
7 #define DT_MATCH(a,b) if(min(DT_MAX, a) == b)
8
9 #define DEATHTYPE(name,msg_info,msg_center,position) \
10         float name; \
11         float position; \
12         void RegisterDeathtype_##name() \
13         { \
14                 SET_FIRST_OR_LAST(position, DT_FIRST, DT_COUNT) \
15                 SET_FIELD_COUNT(name, DT_FIRST, DT_COUNT) \
16                 CHECK_MAX_COUNT(name, DT_MAX, DT_COUNT, "deathtypes") \
17         } \
18         ACCUMULATE_FUNCTION(RegisterDeathtypes, RegisterDeathtype_##name)
19
20 #define DEATHTYPES \
21         DEATHTYPE(DEATH_FALL, FALSE, FALSE, DEATH_SPECIAL_START) \
22         DEATHTYPE(DEATH_TELEFRAG, FALSE, FALSE, NORMAL_POS) \
23         DEATHTYPE(DEATH_DROWN, FALSE, FALSE, NORMAL_POS) \
24         DEATHTYPE(DEATH_HURTTRIGGER, FALSE, FALSE, NORMAL_POS) \
25         DEATHTYPE(DEATH_LAVA, FALSE, FALSE, NORMAL_POS) \
26         DEATHTYPE(DEATH_SLIME, FALSE, FALSE, NORMAL_POS) \
27         DEATHTYPE(DEATH_KILL, FALSE, FALSE, NORMAL_POS) \
28         DEATHTYPE(DEATH_NOAMMO, FALSE, FALSE, NORMAL_POS) \
29         DEATHTYPE(DEATH_SWAMP, FALSE, FALSE, NORMAL_POS) \
30         DEATHTYPE(DEATH_TEAMCHANGE, FALSE, FALSE, NORMAL_POS) \
31         DEATHTYPE(DEATH_AUTOTEAMCHANGE, FALSE, FALSE, NORMAL_POS) \
32         DEATHTYPE(DEATH_CAMP, FALSE, FALSE, NORMAL_POS) \
33         DEATHTYPE(DEATH_SHOOTING_STAR, FALSE, FALSE, NORMAL_POS) \
34         DEATHTYPE(DEATH_ROT, FALSE, FALSE, NORMAL_POS) \
35         DEATHTYPE(DEATH_MIRRORDAMAGE, FALSE, FALSE, NORMAL_POS) \
36         DEATHTYPE(DEATH_TOUCHEXPLODE, FALSE, FALSE, NORMAL_POS) \
37         DEATHTYPE(DEATH_CHEAT, FALSE, FALSE, NORMAL_POS) \
38         DEATHTYPE(DEATH_FIRE, FALSE, FALSE, NORMAL_POS) \
39         DEATHTYPE(DEATH_VHCRUSH, FALSE, FALSE, DEATH_VHFIRST) \
40         DEATHTYPE(DEATH_SBMINIGUN, FALSE, FALSE, NORMAL_POS) \
41         DEATHTYPE(DEATH_SBROCKET, FALSE, FALSE, NORMAL_POS) \
42         DEATHTYPE(DEATH_SBBLOWUP, FALSE, FALSE, NORMAL_POS) \
43         DEATHTYPE(DEATH_WAKIGUN, FALSE, FALSE, NORMAL_POS) \
44         DEATHTYPE(DEATH_WAKIROCKET, FALSE, FALSE, NORMAL_POS) \
45         DEATHTYPE(DEATH_WAKIBLOWUP, FALSE, FALSE, NORMAL_POS) \
46         DEATHTYPE(DEATH_RAPTOR_CANNON, FALSE, FALSE, NORMAL_POS) \
47         DEATHTYPE(DEATH_RAPTOR_BOMB, FALSE, FALSE, NORMAL_POS) \
48         DEATHTYPE(DEATH_RAPTOR_BOMB_SPLIT, FALSE, FALSE, NORMAL_POS) \
49         DEATHTYPE(DEATH_RAPTOR_DEATH, FALSE, FALSE, NORMAL_POS) \
50         DEATHTYPE(DEATH_BUMB_GUN, FALSE, FALSE, NORMAL_POS) \
51         DEATHTYPE(DEATH_BUMB_RAY, FALSE, FALSE, NORMAL_POS) \
52         DEATHTYPE(DEATH_BUMB_RAY_HEAL, FALSE, FALSE, NORMAL_POS) \
53         DEATHTYPE(DEATH_BUMB_DEATH, FALSE, FALSE, DEATH_VHLAST) \
54         DEATHTYPE(DEATH_TURRET, FALSE, FALSE, DEATH_TURRET_FIRST) \
55         DEATHTYPE(DEATH_TURRET_EWHEEL, FALSE, FALSE, NORMAL_POS) \
56         DEATHTYPE(DEATH_TURRET_FLAC, FALSE, FALSE, NORMAL_POS) \
57         DEATHTYPE(DEATH_TURRET_MACHINEGUN, FALSE, FALSE, NORMAL_POS) \
58         DEATHTYPE(DEATH_TURRET_WALKER_GUN, FALSE, FALSE, NORMAL_POS) \
59         DEATHTYPE(DEATH_TURRET_WALKER_MEELE, FALSE, FALSE, NORMAL_POS) \
60         DEATHTYPE(DEATH_TURRET_WALKER_ROCKET, FALSE, FALSE, NORMAL_POS) \
61         DEATHTYPE(DEATH_TURRET_HELLION, FALSE, FALSE, NORMAL_POS) \
62         DEATHTYPE(DEATH_TURRET_HK, FALSE, FALSE, NORMAL_POS) \
63         DEATHTYPE(DEATH_TURRET_MLRS, FALSE, FALSE, NORMAL_POS) \
64         DEATHTYPE(DEATH_TURRET_PLASMA, FALSE, FALSE, NORMAL_POS) \
65         DEATHTYPE(DEATH_TURRET_PHASER, FALSE, FALSE, NORMAL_POS) \
66         DEATHTYPE(DEATH_TURRET_TESLA, FALSE, FALSE, DEATH_TURRET_LAST) \
67         DEATHTYPE(DEATH_GENERIC, FALSE, FALSE, NORMAL_POS) \
68         DEATHTYPE(DEATH_WEAPON, FALSE, FALSE, NORMAL_POS) \
69         DEATHTYPE(DEATH_CUSTOM, FALSE, FALSE, NORMAL_POS) \
70         #undef DEATHTYPE
71
72 DEATHTYPES
73
74 #define DEATH_ISSPECIAL(t)                              ((t) >= DEATH_SPECIAL_START)
75 #define DEATH_ISVEHICLE(t)                              ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST)
76 #define DEATH_ISTURRET(t)                               ((t) >= DEATH_TURRET_FIRST && (t) <= DEATH_TURRET_LAST)
77 #define DEATH_WEAPONOFWEAPONDEATH(t)    ((t) & DEATH_WEAPONMASK)
78 #define DEATH_ISWEAPON(t,w)                             (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
79 #define DEATH_WEAPONOF(t)                               (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
80 #define WEP_VALID(w)                                    ((w) >= WEP_FIRST && (w) <= WEP_LAST)
81
82 float DEATH_WEAPONMASK = 0xFF;
83 float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
84 float HITTYPE_SECONDARY = 0x100;
85 float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage
86 float HITTYPE_BOUNCE = 0x400;
87 float HITTYPE_HEADSHOT = 0x800; // automatically set by Damage (if headshotbonus is set)
88 float HITTYPE_RESERVED = 0x1000; // unused yet
89
90 // macros to access these
91
92 // CSQC centerprint/notify message types
93 float MSG_SUICIDE = 0;
94 float MSG_KILL = 1;
95 float MSG_SPREE = 2;
96 float MSG_KILL_ACTION = 3;
97 float MSG_KILL_ACTION_SPREE = 4;
98 float MSG_INFO = 5;
99 float MSG_KA = 6;
100 float MSG_RACE = 10;
101
102 float KILL_TEAM_RED = 12001;
103 float KILL_TEAM_BLUE = 12002;
104 float KILL_TEAM_SPREE = 12003;
105 float KILL_FIRST_BLOOD = 12004;
106 float KILL_FIRST_VICTIM = 12005;
107 float KILL_TYPEFRAG = 12006;
108 float KILL_TYPEFRAGGED = 12007;
109 float KILL_FRAG = 12008;
110 float KILL_FRAGGED = 12009;
111 float KILL_SPREE = 12010;
112 float KILL_END_SPREE = 12011;
113 float KILL_SPREE_3 = 12012;
114 float KILL_SPREE_5 = 12013;
115 float KILL_SPREE_10 = 12014;
116 float KILL_SPREE_15 = 12015;
117 float KILL_SPREE_20 = 12016;
118 float KILL_SPREE_25 = 12017;
119 float KILL_SPREE_30 = 12018;
120
121
122
123 // this shit has got to go
124 float INFO_GOTFLAG = 13001;
125 float INFO_PICKUPFLAG = 13002;
126 float INFO_LOSTFLAG = 13003;
127 float INFO_RETURNFLAG = 13004;
128 float INFO_CAPTUREFLAG = 13005;
129
130 float KA_PICKUPBALL = 14001;
131 float KA_DROPBALL = 14002;
132
133 float RACE_SERVER_RECORD = 15001;
134 float RACE_NEW_TIME = 15002;
135 float RACE_NEW_RANK = 15003;
136 float RACE_FAIL = 15004;
137
138         /*print("Obituary_Notification(): ", ftos(deathtype), ".\n");
139         switch(deathtype)
140         {
141                 // suicide
142                 case DEATH_AUTOTEAMCHANGE:
143                 case DEATH_CAMP:
144                 case DEATH_NOAMMO:
145                 case DEATH_ROT:
146                 case DEATH_TEAMCHANGE:
147                 
148                 case KILL_TEAM_SUICIDE_RED:
149                 case KILL_TEAM_SUICIDE_BLUE:
150
151                 // murder
152                 case KILL_TEAM_FRAG_RED:
153                 case KILL_TEAM_FRAG_BLUE:
154
155                 case KILL_FIRST_BLOOD:
156                 case KILL_FIRST_VICTIM:
157                 
158                 case KILL_FRAG:
159                 case KILL_TYPEFRAG:
160                 case KILL_FRAGGED:
161                 case KILL_TYPEFRAGGED:
162
163                 // accident
164                 case WATCH_STEP: 
165                 
166                 case DEATH_QUIET: break;
167
168                 // ideally we should have ALL deathtypes listed here
169                 default:
170                         backtrace(strcat("Unhandled deathtype: ", ftos(deathtype), ". Please notify Samual!\n"));
171                         break;
172         }*/