self.iscreature = oldself.iscreature;
self.angles = oldself.angles;
self.avelocity = oldself.avelocity;
self.iscreature = oldself.iscreature;
self.angles = oldself.angles;
self.avelocity = oldself.avelocity;
self.movetype = oldself.movetype;
self.nextthink = oldself.nextthink;
self.solid = oldself.solid;
self.movetype = oldself.movetype;
self.nextthink = oldself.nextthink;
self.solid = oldself.solid;
self.takedamage = oldself.takedamage;
self.think = oldself.think;
self.customizeentityforclient = oldself.customizeentityforclient;
self.takedamage = oldself.takedamage;
self.think = oldself.think;
self.customizeentityforclient = oldself.customizeentityforclient;
- if(get_model_parameters_species >= 0)
- {
- get_model_parameters(string_null, 0);
- return get_model_parameters_species;
- }
+ s = get_model_parameters_species;
void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
+ frag_inflictor = inflictor;
+ frag_attacker = attacker;
+ frag_target = self;
+ damage_take = take;
+ damage_save = save;
+ damage_force = force;
+ MUTATOR_CALLHOOK(PlayerDamage);
+ take = bound(0, damage_take, self.health);
+ save = bound(0, damage_save, self.armorvalue);
+
if(sound_allowed(MSG_BROADCAST, attacker))
if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
if(sound_allowed(MSG_BROADCAST, attacker))
if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
- if(self.health > 75) // TODO make a "gentle" version?
+ if(deathtype == DEATH_FALL)
+ PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ else if(self.health > 75) // TODO make a "gentle" version?
PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 50)
PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 25)
PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 50)
PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 25)
PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
if(valid_damage_for_weaponstats)
WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
if(valid_damage_for_weaponstats)
WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
- // become fully visible
- self.alpha = 1;
- // clear selected player display
- ClearSelectedPlayer();
- // throw a weapon
- SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
+ if(!g_freezetag)
+ {
+ // become fully visible
+ self.alpha = 1;
+ // clear selected player display
+ ClearSelectedPlayer();
+ // throw a weapon
+ SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
+ }
+
// print an obituary message
Obituary (attacker, inflictor, self, deathtype);
race_PreDie();
DropAllRunes(self);
// print an obituary message
Obituary (attacker, inflictor, self, deathtype);
race_PreDie();
DropAllRunes(self);
frag_attacker = attacker;
frag_inflictor = inflictor;
frag_target = self;
MUTATOR_CALLHOOK(PlayerDies);
frag_attacker = attacker;
frag_inflictor = inflictor;
frag_target = self;
MUTATOR_CALLHOOK(PlayerDies);
// call the corpse damage function just in case it wants to gib
self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
// set up to fade out later
// call the corpse damage function just in case it wants to gib
self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
// set up to fade out later
- SUB_SetFade (self, time + 12 + random () * 4, 1);
-
- // remove laserdot
- if(self.weaponentity)
- if(self.weaponentity.lasertarget)
- remove(self.weaponentity.lasertarget);
+ SUB_SetFade (self, time + 6 + random (), 1);
{
string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
float flood, privatemsgprefixlen;
{
string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
float flood, privatemsgprefixlen;
- if (timeoutStatus == 2) //when game is paused, no flood protection
- source.flood_field = flood = 0;
+ if (timeoutStatus == 2) //when game is paused, no flood protection
+ source.flood_field = flood = 0;
+ }