f52cb75bb007c1ba62bbeb8b689d40c5b39b9a2c
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
1 #include "player.qh"
2
3 #include <common/effects/all.qh>
4 #include "bot/api.qh"
5 #include "cheats.qh"
6 #include "clientkill.qh"
7 #include "g_damage.qh"
8 #include "handicap.qh"
9 #include "miscfunctions.qh"
10 #include "portals.qh"
11 #include "teamplay.qh"
12 #include "weapons/throwing.qh"
13 #include "command/common.qh"
14 #include "../common/state.qh"
15 #include "../common/anim.qh"
16 #include "../common/animdecide.qh"
17 #include "../common/csqcmodel_settings.qh"
18 #include "../common/gamemodes/sv_rules.qh"
19 #include "../common/deathtypes/all.qh"
20 #include "../common/mapobjects/subs.qh"
21 #include "../common/playerstats.qh"
22 #include "../lib/csqcmodel/sv_model.qh"
23
24 #include "../common/minigames/sv_minigames.qh"
25
26 #include <common/gamemodes/_mod.qh>
27
28 #include "../common/physics/player.qh"
29 #include "../common/effects/qc/_mod.qh"
30 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
31 #include "../common/mapobjects/_mod.qh"
32 #include "../common/wepent.qh"
33
34 #include "weapons/weaponstats.qh"
35
36 #include "../common/animdecide.qh"
37
38 void Drop_Special_Items(entity player)
39 {
40         // called when the player has become stuck or frozen
41         // so objective items aren't stuck with the player
42
43         MUTATOR_CALLHOOK(DropSpecialItems, player);
44 }
45
46 void CopyBody_Think(entity this)
47 {
48         if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
49         {
50                 this.CopyBody_think(this);
51                 if(wasfreed(this))
52                         return;
53                 this.CopyBody_nextthink = this.nextthink;
54                 this.CopyBody_think = getthink(this);
55                 setthink(this, CopyBody_Think);
56         }
57         CSQCMODEL_AUTOUPDATE(this);
58         this.nextthink = time;
59 }
60 void CopyBody(entity this, float keepvelocity)
61 {
62         if (this.effects & EF_NODRAW)
63                 return;
64         entity clone = new(body);
65         clone.enemy = this;
66         clone.lip = this.lip;
67         clone.colormap = this.colormap;
68         clone.iscreature = this.iscreature;
69         clone.teleportable = this.teleportable;
70         clone.damagedbycontents = this.damagedbycontents;
71         if(clone.damagedbycontents)
72                 IL_PUSH(g_damagedbycontents, clone);
73         clone.angles = this.angles;
74         clone.v_angle = this.v_angle;
75         clone.avelocity = this.avelocity;
76         clone.damageforcescale = this.damageforcescale;
77         clone.effects = this.effects;
78         clone.glowmod = this.glowmod;
79         clone.event_damage = this.event_damage;
80         clone.event_heal = this.event_heal;
81         clone.anim_state = this.anim_state;
82         clone.anim_time = this.anim_time;
83         clone.anim_lower_action = this.anim_lower_action;
84         clone.anim_lower_time = this.anim_lower_time;
85         clone.anim_upper_action = this.anim_upper_action;
86         clone.anim_upper_time = this.anim_upper_time;
87         clone.anim_implicit_state = this.anim_implicit_state;
88         clone.anim_implicit_time = this.anim_implicit_time;
89         clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
90         clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
91         clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
92         clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
93         clone.dphitcontentsmask = this.dphitcontentsmask;
94         clone.death_time = this.death_time;
95         clone.pain_finished = this.pain_finished;
96         SetResourceExplicit(clone, RES_HEALTH, GetResource(this, RES_HEALTH));
97         SetResourceExplicit(clone, RES_ARMOR, GetResource(this, RES_ARMOR));
98         clone.armortype = this.armortype;
99         clone.model = this.model;
100         clone.modelindex = this.modelindex;
101         clone.skin = this.skin;
102         clone.species = this.species;
103         clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
104         set_movetype(clone, this.move_movetype);
105         clone.solid = this.solid;
106         clone.takedamage = this.takedamage;
107         setcefc(clone, getcefc(this));
108         clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
109         clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
110         if (keepvelocity == 1)
111                 clone.velocity = this.velocity;
112         clone.oldvelocity = clone.velocity;
113         clone.alpha = this.alpha;
114         clone.fade_time = this.fade_time;
115         clone.fade_rate = this.fade_rate;
116         //clone.weapon = this.weapon;
117         setorigin(clone, this.origin);
118         setsize(clone, this.mins, this.maxs);
119         clone.reset = SUB_Remove;
120         clone._ps = this._ps;
121
122         Drag_MoveDrag(this, clone);
123
124         if(clone.colormap <= maxclients && clone.colormap > 0)
125                 clone.colormap = 1024 + this.clientcolors;
126
127         CSQCMODEL_AUTOINIT(clone);
128         clone.CopyBody_nextthink = this.nextthink;
129         clone.CopyBody_think = getthink(this);
130         clone.nextthink = time;
131         setthink(clone, CopyBody_Think);
132         // "bake" the current animation frame for clones (they don't get clientside animation)
133         animdecide_load_if_needed(clone);
134         animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
135
136         IL_PUSH(g_clones, clone);
137
138         MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
139 }
140
141 void player_setupanimsformodel(entity this)
142 {
143         // load animation info
144         animdecide_load_if_needed(this);
145         animdecide_setstate(this, 0, false);
146 }
147
148 void player_anim(entity this)
149 {
150         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
151         if(IS_DEAD(this)) {
152                 if (!deadbits) {
153                         // Decide on which death animation to use.
154                         if(random() < 0.5)
155                                 deadbits = ANIMSTATE_DEAD1;
156                         else
157                                 deadbits = ANIMSTATE_DEAD2;
158                 }
159         } else {
160                 // Clear a previous death animation.
161                 deadbits = 0;
162         }
163         int animbits = deadbits;
164         if(STAT(FROZEN, this))
165                 animbits |= ANIMSTATE_FROZEN;
166         if(this.move_movetype == MOVETYPE_FOLLOW)
167                 animbits |= ANIMSTATE_FOLLOW;
168         if(this.crouch)
169                 animbits |= ANIMSTATE_DUCK;
170         animdecide_setstate(this, animbits, false);
171         animdecide_setimplicitstate(this, IS_ONGROUND(this));
172 }
173
174 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
175 {
176         float take, save;
177         vector v;
178         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
179
180         v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
181         take = v.x;
182         save = v.y;
183
184         if(sound_allowed(MSG_BROADCAST, attacker))
185         {
186                 if (save > 10)
187                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
188                 else if (take > 30)
189                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
190                 else if (take > 10)
191                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
192         }
193
194         if (take > 50)
195                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
196         if (take > 100)
197                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
198
199         TakeResource(this, RES_ARMOR, save);
200         TakeResource(this, RES_HEALTH, take);
201         // pause regeneration for 5 seconds
202         this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
203
204         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
205         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
206         this.dmg_inflictor = inflictor;
207
208         if (GetResource(this, RES_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0)
209         {
210                 // don't use any animations as a gib
211                 this.frame = 0;
212                 // view just above the floor
213                 this.view_ofs = '0 0 4';
214
215                 Violence_GibSplash(this, 1, 1, attacker);
216                 this.alpha = -1;
217                 this.solid = SOLID_NOT; // restore later
218                 this.takedamage = DAMAGE_NO; // restore later
219                 if(this.damagedbycontents)
220                         IL_REMOVE(g_damagedbycontents, this);
221                 this.damagedbycontents = false;
222         }
223 }
224
225 void calculate_player_respawn_time(entity this)
226 {
227         if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
228                 return;
229
230         float gametype_setting_tmp;
231         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
232         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
233         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
234         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
235         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
236         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
237
238         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
239         if (teamplay)
240         {
241                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
242                         if(it.team == this.team)
243                                 ++pcount;
244                 });
245                 if (sdelay_small_count == 0)
246                         sdelay_small_count = 1;
247                 if (sdelay_large_count == 0)
248                         sdelay_large_count = 1;
249         }
250         else
251         {
252                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
253                         ++pcount;
254                 });
255                 if (sdelay_small_count == 0)
256                 {
257                         if (IS_INDEPENDENT_PLAYER(this))
258                         {
259                                 // Players play independently. No point in requiring enemies.
260                                 sdelay_small_count = 1;
261                         }
262                         else
263                         {
264                                 // Players play AGAINST each other. Enemies required.
265                                 sdelay_small_count = 2;
266                         }
267                 }
268                 if (sdelay_large_count == 0)
269                 {
270                         if (IS_INDEPENDENT_PLAYER(this))
271                         {
272                                 // Players play independently. No point in requiring enemies.
273                                 sdelay_large_count = 1;
274                         }
275                         else
276                         {
277                                 // Players play AGAINST each other. Enemies required.
278                                 sdelay_large_count = 2;
279                         }
280                 }
281         }
282
283         float sdelay;
284
285         if (pcount <= sdelay_small_count)
286                 sdelay = sdelay_small;
287         else if (pcount >= sdelay_large_count)
288                 sdelay = sdelay_large;
289         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
290                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
291
292         if(waves)
293                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
294         else
295                 this.respawn_time = time + sdelay;
296
297         if(sdelay < sdelay_max)
298                 this.respawn_time_max = time + sdelay_max;
299         else
300                 this.respawn_time_max = this.respawn_time;
301
302         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
303                 this.respawn_countdown = 10; // first number to count down from is 10
304         else
305                 this.respawn_countdown = -1; // do not count down
306
307         if(autocvar_g_forced_respawn)
308                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
309 }
310
311 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
312 {
313         vector v;
314         float dh = max(GetResource(this, RES_HEALTH), 0);
315         float da = max(GetResource(this, RES_ARMOR), 0);
316         float take = 0, save = 0;
317
318         if (damage)
319         {
320                 if(!DEATH_ISSPECIAL(deathtype))
321                 {
322                         damage *= Handicap_GetTotalHandicap(this);
323                         if (this != attacker && IS_PLAYER(attacker))
324                         {
325                                 damage /= Handicap_GetTotalHandicap(attacker);
326                         }
327                 }
328
329                 if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
330                         damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
331
332                 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
333                 {
334                         // tuba causes blood to come out of the ears
335                         vector ear1, ear2;
336                         vector d;
337                         float f;
338                         ear1 = this.origin;
339                         ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
340                         ear2 = ear1;
341                         makevectors(this.angles);
342                         ear1 += v_right * -10;
343                         ear2 += v_right * +10;
344                         d = inflictor.origin - this.origin;
345                         if (d)
346                                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
347                         else
348                                 f = 0;  // Assum ecenter.
349                         force = v_right * vlen(force);
350                         Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
351                         Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
352                         if(f > 0)
353                         {
354                                 hitloc = ear1;
355                                 force = force * -1;
356                         }
357                         else
358                         {
359                                 hitloc = ear2;
360                                 // force is already good
361                         }
362                 }
363                 else
364                         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
365
366                 v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
367                 take = v.x;
368                 save = v.y;
369         }
370
371         if(attacker == this)
372         {
373                 // don't reset pushltime for this damage as it may be an attempt to
374                 // escape a lava pit or similar
375                 //this.pushltime = 0;
376                 this.istypefrag = 0;
377         }
378         else if(IS_PLAYER(attacker))
379         {
380                 this.pusher = attacker;
381                 this.pushltime = time + autocvar_g_maxpushtime;
382                 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
383         }
384         else if(time < this.pushltime)
385         {
386                 attacker = this.pusher;
387                 this.pushltime = max(this.pushltime, time + 0.6);
388         }
389         else
390         {
391                 this.pushltime = 0;
392                 this.istypefrag = 0;
393         }
394
395         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
396         take = bound(0, M_ARGV(4, float), GetResource(this, RES_HEALTH));
397         save = bound(0, M_ARGV(5, float), GetResource(this, RES_ARMOR));
398         float excess = max(0, damage - take - save);
399
400         if(sound_allowed(MSG_BROADCAST, attacker))
401         {
402                 if (save > 10)
403                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
404                 else if (take > 30)
405                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
406                 else if (take > 10)
407                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
408         }
409
410         if (take > 50)
411                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
412         if (take > 100)
413                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
414
415         if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
416         {
417                 if (!(this.flags & FL_GODMODE))
418                 {
419                         TakeResource(this, RES_ARMOR, save);
420                         TakeResource(this, RES_HEALTH, take);
421                         // pause regeneration for 5 seconds
422                         if(take)
423                                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
424
425                         if (time > this.pain_finished)          //Don't switch pain sequences like crazy
426                         {
427                                 this.pain_finished = time + 0.5;        //Supajoe
428
429                                 if(autocvar_sv_gentle < 1) {
430                                         if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
431                                         {
432                                                 if (!this.animstate_override)
433                                                 {
434                                                         if (random() > 0.5)
435                                                                 animdecide_setaction(this, ANIMACTION_PAIN1, true);
436                                                         else
437                                                                 animdecide_setaction(this, ANIMACTION_PAIN2, true);
438                                                 }
439                                         }
440                                         float myhp = GetResource(this, RES_HEALTH);
441                                         if(myhp > 1)
442                                         if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
443                                         if(sound_allowed(MSG_BROADCAST, attacker))
444                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
445                                         {
446                                                 if(deathtype == DEATH_FALL.m_id)
447                                                         PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
448                                                 else if(myhp > 75)
449                                                         PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
450                                                 else if(myhp > 50)
451                                                         PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
452                                                 else if(myhp > 25)
453                                                         PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
454                                                 else
455                                                         PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
456                                         }
457                                 }
458                         }
459
460                         // throw off bot aim temporarily
461                         float shake;
462                         if(IS_BOT_CLIENT(this) && GetResource(this, RES_HEALTH) >= 1)
463                         {
464                                 shake = damage * 5 / (bound(0,skill,100) + 1);
465                                 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
466                                 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
467                                 this.v_angle_x = bound(-90, this.v_angle.x, 90);
468                         }
469
470                         if (this != attacker) {
471                                 float realdmg = damage - excess;
472                                 if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) {
473                                         GameRules_scoring_add(attacker, DMG, realdmg);
474                                 }
475                                 if (IS_PLAYER(this)) {
476                                         GameRules_scoring_add(this, DMGTAKEN, realdmg);
477                                 }
478                         }
479                 }
480                 else
481                         this.max_armorvalue += (save + take);
482         }
483         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
484         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
485         this.dmg_inflictor = inflictor;
486
487         bool abot = (IS_BOT_CLIENT(attacker));
488         bool vbot = (IS_BOT_CLIENT(this));
489
490         bool valid_damage_for_weaponstats = false;
491         Weapon awep = WEP_Null;
492
493         if(vbot || IS_REAL_CLIENT(this))
494         if(abot || IS_REAL_CLIENT(attacker))
495         if(attacker && this != attacker)
496         if(DIFF_TEAM(this, attacker))
497         {
498                 if(DEATH_ISSPECIAL(deathtype))
499                         awep = attacker.(weaponentity).m_weapon;
500                 else
501                         awep = DEATH_WEAPONOF(deathtype);
502                 valid_damage_for_weaponstats = true;
503         }
504
505         dh = dh - max(GetResource(this, RES_HEALTH), 0);
506         da = da - max(GetResource(this, RES_ARMOR), 0);
507         if(valid_damage_for_weaponstats)
508         {
509                 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
510         }
511
512         MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
513
514         if (GetResource(this, RES_HEALTH) < 1)
515         {
516                 float defer_ClientKill_Now_TeamChange;
517                 defer_ClientKill_Now_TeamChange = false;
518
519                 if(this.alivetime)
520                 {
521                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
522                         this.alivetime = 0;
523                 }
524
525                 if(valid_damage_for_weaponstats)
526                         WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
527
528                 if(autocvar_sv_gentle < 1)
529                 if(sound_allowed(MSG_BROADCAST, attacker))
530                 {
531                         if(deathtype == DEATH_DROWN.m_id)
532                                 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
533                         else
534                                 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
535                 }
536
537                 // get rid of kill indicator
538                 if(this.killindicator)
539                 {
540                         delete(this.killindicator);
541                         this.killindicator = NULL;
542                         if(this.killindicator_teamchange)
543                                 defer_ClientKill_Now_TeamChange = true;
544
545                         if(this.classname == "body")
546                         if(deathtype == DEATH_KILL.m_id)
547                         {
548                                 // for the lemmings fans, a small harmless explosion
549                                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
550                         }
551                 }
552
553                 // print an obituary message
554                 if(this.classname != "body")
555                         Obituary (attacker, inflictor, this, deathtype, weaponentity);
556
557                 // increment frag counter for used weapon type
558                 Weapon w = DEATH_WEAPONOF(deathtype);
559                 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
560                         CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
561
562                 this.respawn_time = 0;
563                 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
564                 damage = M_ARGV(4, float);
565                 excess = max(0, damage - take - save);
566
567                 //Weapon wep = this.(weaponentity).m_weapon;
568                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
569                 {
570                         .entity went = weaponentities[slot];
571                         if(!this.(went))
572                                 continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
573                         Weapon wep = this.(went).m_weapon;
574                         wep.wr_playerdeath(wep, this, went);
575                 }
576
577                 RemoveGrapplingHooks(this);
578
579                 Portal_ClearAllLater(this);
580
581                 this.fixangle = true;
582
583                 if(defer_ClientKill_Now_TeamChange)
584                         ClientKill_Now_TeamChange(this); // can turn player into spectator
585
586                 // player could have been miraculously resuscitated ;)
587                 // e.g. players in freezetag get frozen, they don't really die
588                 if(GetResource(this, RES_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
589                         return;
590
591                 if (!this.respawn_time) // can be set in the mutator hook PlayerDies
592                         calculate_player_respawn_time(this);
593
594                 // when we get here, player actually dies
595
596                 Unfreeze(this, false); // remove any icy remains
597
598                 // clear waypoints
599                 WaypointSprite_PlayerDead(this);
600                 // throw a weapon
601                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
602                 {
603                         .entity went = weaponentities[slot];
604                         SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
605                 }
606
607                 // become fully visible
608                 this.alpha = default_player_alpha;
609                 // make the corpse upright (not tilted)
610                 this.angles_x = 0;
611                 this.angles_z = 0;
612                 // don't spin
613                 this.avelocity = '0 0 0';
614                 // view from the floor
615                 this.view_ofs = '0 0 -8';
616                 // toss the corpse
617                 set_movetype(this, MOVETYPE_TOSS);
618                 // shootable corpse
619                 this.solid = SOLID_CORPSE;
620                 PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
621                 // don't stick to the floor
622                 UNSET_ONGROUND(this);
623                 // dying animation
624                 this.deadflag = DEAD_DYING;
625
626                 STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
627
628                 this.death_time = time;
629                 if (random() < 0.5)
630                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
631                 else
632                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
633
634                 // set damage function to corpse damage
635                 this.event_damage = PlayerCorpseDamage;
636                 this.event_heal = func_null;
637                 // call the corpse damage function just in case it wants to gib
638                 this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force);
639
640                 // set up to fade out later
641                 SUB_SetFade (this, time + 6 + random (), 1);
642                 // reset body think wrapper broken by SUB_SetFade
643                 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
644                         this.CopyBody_think = getthink(this);
645                         this.CopyBody_nextthink = this.nextthink;
646                         setthink(this, CopyBody_Think);
647                         this.nextthink = time;
648                 }
649
650                 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
651                         // remove corpse
652                         // clones don't run any animation code any more, so we must gib them when they die :(
653                         this.event_damage(this, inflictor, attacker, autocvar_sv_gibhealth + 1, deathtype, weaponentity, hitloc, force);
654                 }
655
656                 // reset fields the weapons may use just in case
657                 if(this.classname != "body")
658                 {
659                         FOREACH(Weapons, it != WEP_Null,
660                         {
661                                 it.wr_resetplayer(it, this);
662                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
663                                 {
664                                         ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
665                                 }
666                         });
667                 }
668                 MUTATOR_CALLHOOK(PlayerDied, this);
669         }
670 }
671
672 bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
673 {
674         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= limit)
675                 return false;
676
677         GiveResourceWithLimit(targ, RES_HEALTH, amount, limit);
678         return true;
679 }