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1 #include "sv_rocketminsta.qh"
2
3 #include <common/deathtypes/all.qh>
4 #include <server/round_handler.qh>
5
6 REGISTER_MUTATOR(rm, autocvar_g_instagib);
7
8 MUTATOR_HOOKFUNCTION(rm, Damage_Calculate)
9 {
10         // we do it this way, so rm can be toggled during the match
11         if(!autocvar_g_rm) { return; }
12
13         entity frag_attacker = M_ARGV(1, entity);
14         entity frag_target = M_ARGV(2, entity);
15         float frag_deathtype = M_ARGV(3, float);
16         float frag_damage = M_ARGV(4, float);
17
18         if(DEATH_ISWEAPON(frag_deathtype, WEP_DEVASTATOR))
19         if(frag_attacker == frag_target || frag_target.classname == "nade")
20                 frag_damage = 0;
21
22         if(autocvar_g_rm_laser)
23         if(DEATH_ISWEAPON(frag_deathtype, WEP_ELECTRO))
24         if(frag_attacker == frag_target || (round_handler_IsActive() && !round_handler_IsRoundStarted()))
25                 frag_damage = 0;
26
27         M_ARGV(4, float) = frag_damage;
28 }
29
30 MUTATOR_HOOKFUNCTION(rm, PlayerDies)
31 {
32         // we do it this way, so rm can be toggled during the match
33         if(!autocvar_g_rm) { return; }
34
35         float frag_deathtype = M_ARGV(3, float);
36
37         if(DEATH_ISWEAPON(frag_deathtype, WEP_DEVASTATOR) || DEATH_ISWEAPON(frag_deathtype, WEP_ELECTRO))
38                 M_ARGV(4, float) = 1000; // always gib if it was a vaporizer death
39 }