-// Deathtypes (weapon deathtypes are the IT_* constants below)
-// NOTE: when adding death types, please add an explanation to Docs/spamlog.txt too.
-#define DT_FIRST 10000
-#define DT_MAX 1024 // limit of recursive functions with ACCUMULATE_FUNCTION
-float DT_COUNT;
-
-entity deathtypes[DT_MAX];
-.entity death_msgself;
-.entity death_msgmurder;
-
-#define DEATHTYPE(name,msg_death,msg_death_by,position) \
- float name; \
- float position; \
- void RegisterDeathtype_##name() \
- { \
- SET_FIRST_OR_LAST(position, DT_FIRST, DT_COUNT) \
- SET_FIELD_COUNT(name, DT_FIRST, DT_COUNT) \
- CHECK_MAX_COUNT(name, DT_MAX, DT_COUNT, "deathtypes") \
- \
- entity deathent = spawn(); \
- deathtypes[name - 1] = deathent; \
- #if (msg_death != NO_MSG) \
- deathent.death_msgself = msg_multi_notifs[msg_death - 1]; \
- #endif \
- #if (msg_death_by != NO_MSG) \
- deathent.death_msgmurder = msg_multi_notifs[msg_death_by - 1]; \
- #endif \
- } \
- ACCUMULATE_FUNCTION(RegisterDeathtypes, RegisterDeathtype_##name)
+// ================================
+// Deathtypes, reworked by Samual
+// ================================
#define DEATHTYPES \
DEATHTYPE(DEATH_AUTOTEAMCHANGE, DEATH_SELF_AUTOTEAMCHANGE, NO_MSG, DEATH_SPECIAL_START) \
DEATHTYPE(DEATH_KILL, DEATH_SELF_SUICIDE, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_LAVA, DEATH_SELF_LAVA, DEATH_MURDER_LAVA, NORMAL_POS) \
DEATHTYPE(DEATH_MIRRORDAMAGE, DEATH_SELF_BETRAYAL, NO_MSG, NORMAL_POS) \
+ DEATHTYPE(DEATH_NADE, DEATH_SELF_NADE, DEATH_MURDER_NADE, NORMAL_POS) \
DEATHTYPE(DEATH_NOAMMO, DEATH_SELF_NOAMMO, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_ROT, DEATH_SELF_ROT, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_SHOOTING_STAR, DEATH_SELF_SHOOTING_STAR, DEATH_MURDER_SHOOTING_STAR, NORMAL_POS) \
DEATHTYPE(DEATH_VH_WAKI_ROCKET, DEATH_SELF_VH_WAKI_ROCKET, DEATH_MURDER_VH_WAKI_ROCKET, DEATH_VHLAST) \
DEATHTYPE(DEATH_WEAPON, NO_MSG, NO_MSG, NORMAL_POS)
+#define DT_FIRST 10000
+#define DT_MAX 128 // limit of recursive functions with ACCUMULATE_FUNCTION
+float DT_COUNT;
+
+entity deathtypes[DT_MAX];
+.entity death_msgself;
+.entity death_msgmurder;
+
+#define DEATHTYPE(name,msg_death,msg_death_by,position) \
+ float name; \
+ float position; \
+ void RegisterDeathtype_##name() \
+ { \
+ SET_FIRST_OR_LAST(position, DT_FIRST, DT_COUNT) \
+ SET_FIELD_COUNT(name, DT_FIRST, DT_COUNT) \
+ CHECK_MAX_COUNT(name, DT_MAX, DT_COUNT, "deathtypes") \
+ \
+ entity deathent = spawn(); \
+ deathtypes[(name - DT_FIRST)] = deathent; \
+ deathent.classname = "deathtype"; \
+ deathent.nent_name = #name; \
+ if (msg_death != NO_MSG) \
+ deathent.death_msgself = msg_multi_notifs[msg_death - 1]; \
+ if (msg_death_by != NO_MSG) \
+ deathent.death_msgmurder = msg_multi_notifs[msg_death_by - 1]; \
+ } \
+ ACCUMULATE_FUNCTION(RegisterDeathtypes, RegisterDeathtype_##name);
+
DEATHTYPES
#undef DEATHTYPE
{
if(DEATH_ISSPECIAL(deathtype))
{
- #define DEATHTYPE(name,msg_death,msg_death_by,position) \
- { if(deathtype == max(0, name)) return VAR_TO_TEXT(name); }
-
- DEATHTYPES
- #undef DEATHTYPE
+ entity deathent = deathtypes[(deathtype - DT_FIRST)];
+ if not(deathent) { backtrace("Deathtype_Name: Could not find deathtype entity!\n"); return ""; }
+ return deathent.nent_name;
}
- return "foobar";
+ else { return ftos(deathtype); }
}
-float DEATH_WEAPONMASK = 0xFF;
-float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
-float HITTYPE_SECONDARY = 0x100;
-float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage
-float HITTYPE_BOUNCE = 0x400;
-float HITTYPE_RESERVED2 = 0x800;
-float HITTYPE_RESERVED = 0x1000; // unused yet
+const float DEATH_WEAPONMASK = 0xFF;
+const float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
+const float HITTYPE_SECONDARY = 0x100;
+const float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage
+const float HITTYPE_BOUNCE = 0x400;
+const float HITTYPE_RESERVED2 = 0x800;
+const float HITTYPE_RESERVED = 0x1000; // unused yet