#include "weapons/selection.qh"
#include "../common/buffs/all.qh"
#include "../common/constants.qh"
-#include "../common/deathtypes.qh"
+#include "../common/deathtypes/all.qh"
#include "../common/notifications.qh"
#include "../common/movetypes/movetypes.qh"
#include "../common/playerstats.qh"
if(g_weaponarena_random)
{
// after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
- float culprit;
- culprit = DEATH_WEAPONOF(deathtype);
+ Weapon culprit = DEATH_WEAPONOF(deathtype);
if(!culprit)
- culprit = attacker.weapon;
- else if(!(attacker.weapons & WepSet_FromWeapon(culprit)))
- culprit = attacker.weapon;
+ culprit = get_weaponinfo(attacker.weapon);
+ else if(!(attacker.weapons & WepSet_FromWeapon(culprit.m_id)))
+ culprit = get_weaponinfo(attacker.weapon);
- if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER.m_id) // WEAPONTODO: Shouldn't this be in a mutator?
+ if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
{
// no exchange
}
// all others (including the culprit): remove
GiveFrags_randomweapons.weapons &= ~attacker.weapons;
- GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit);
+ GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit.m_id);
// among the remaining ones, choose one by random
W_RandomWeapons(GiveFrags_randomweapons, 1);
if(GiveFrags_randomweapons.weapons)
{
attacker.weapons |= GiveFrags_randomweapons.weapons;
- attacker.weapons &= ~WepSet_FromWeapon(culprit);
+ attacker.weapons &= ~WepSet_FromWeapon(culprit.m_id);
}
}
{
if(DEATH_ISSPECIAL(deathtype))
{
- entity deathent = deathtypes[(deathtype - DT_FIRST)];
+ entity deathent = Deathtypes[deathtype - DT_FIRST];
if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
if(murder)
string s1, string s2, string s3,
float f1, float f2)
{
- float death_weapon = DEATH_WEAPONOF(deathtype);
- if(death_weapon)
+ Weapon death_weapon = DEATH_WEAPONOF(deathtype);
+ if (death_weapon != WEP_Null)
{
w_deathtype = deathtype;
- Weapon w = get_weaponinfo(death_weapon);
- int death_message = ((murder) ? w.wr_killmessage : w.wr_suicidemessage)(w);
+ int death_message = ((murder) ? death_weapon.wr_killmessage(death_weapon) : death_weapon.wr_suicidemessage(death_weapon));
w_deathtype = false;
if (death_message)
{
if(DEATH_ISSPECIAL(deathtype))
{
- if(deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
+ if(deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
{
Obituary_SpecialDeath(targ, false, deathtype, targ.netname, deathlocation, "", targ.team, 0, 0);
}
else
{
- switch(deathtype)
+ switch(DEATH_ENT(deathtype))
{
case DEATH_MIRRORDAMAGE:
{
}
float f3 = 0;
- if(deathtype == DEATH_BUFF)
+ if(deathtype == DEATH_BUFF.m_id)
f3 = attacker.buffs;
if (!Obituary_WeaponDeath(targ, true, deathtype, targ.netname, attacker.netname, deathlocation, targ.killcount, kill_count_to_attacker))
// =============
else
{
- switch(deathtype)
+ switch(DEATH_ENT(deathtype))
{
// For now, we're just forcing HURTTRIGGER to behave as "DEATH_VOID" and giving it no special options...
// Later on you will only be able to make custom messages using DEATH_CUSTOM,
RemoveGrapplingHook(targ); // STOP THAT, you parasite!
// special rule: gravity bomb does not hit team mates (other than for disconnecting the hook)
- if(DEATH_ISWEAPON(deathtype, WEP_HOOK.m_id) || DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_HOOK) || DEATH_ISWEAPON(deathtype, WEP_TUBA))
{
if(IS_PLAYER(targ))
if(SAME_TEAM(targ, attacker))
}
}
- if(deathtype == DEATH_KILL || deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
+ if(deathtype == DEATH_KILL.m_id || deathtype == DEATH_TEAMCHANGE.m_id || deathtype == DEATH_AUTOTEAMCHANGE.m_id)
{
// exit the vehicle before killing (fixes a crash)
if(IS_PLAYER(targ) && targ.vehicle)
targ.flags -= targ.flags & FL_GODMODE;
damage = 100000;
}
- else if(deathtype == DEATH_MIRRORDAMAGE || deathtype == DEATH_NOAMMO)
+ else if(deathtype == DEATH_MIRRORDAMAGE.m_id || deathtype == DEATH_NOAMMO.m_id)
{
// no processing
}
else
{
// nullify damage if teamplay is on
- if(deathtype != DEATH_TELEFRAG)
+ if(deathtype != DEATH_TELEFRAG.m_id)
if(IS_PLAYER(attacker))
{
if(IS_PLAYER(targ) && targ != attacker && (IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(targ)))
force = frag_force;
if(targ.frozen)
- if(deathtype != DEATH_HURTTRIGGER && deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_AUTOTEAMCHANGE)
+ if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
{
if(autocvar_g_freezetag_revive_falldamage > 0)
- if(deathtype == DEATH_FALL)
+ if(deathtype == DEATH_FALL.m_id)
if(damage >= autocvar_g_freezetag_revive_falldamage)
{
Unfreeze(targ);
force *= autocvar_g_freezetag_frozen_force;
}
- if(targ.frozen && deathtype == DEATH_HURTTRIGGER && !autocvar_g_freezetag_frozen_damage_trigger)
+ if(targ.frozen && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_freezetag_frozen_damage_trigger)
{
Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
// count the damage
if(attacker)
if(!targ.deadflag)
- if(deathtype != DEATH_BUFF)
+ if(deathtype != DEATH_BUFF.m_id)
if(targ.takedamage == DAMAGE_AIM)
if(targ != attacker)
{
{
if(damage > 0)
{
- if(deathtype != DEATH_FIRE)
+ if(deathtype != DEATH_FIRE.m_id)
{
if(victim.BUTTON_CHAT)
attacker.typehitsound += 1;
}
else
{
- if(deathtype != DEATH_FIRE)
+ if(deathtype != DEATH_FIRE.m_id)
{
attacker.typehitsound += 1;
}
attacker = attacker_save;
force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
- Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
+ Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE.m_id, attacker.origin, force);
}
}
total_damage_to_creatures = 0;
if(deathtype != (WEP_HOOK.m_id | HITTYPE_SECONDARY | HITTYPE_BOUNCE)) // only send gravity bomb damage once
- if(DEATH_WEAPONOF(deathtype) != WEP_TUBA.m_id) // do not send tuba damage (bandwidth hog)
+ if(DEATH_WEAPONOF(deathtype) != WEP_TUBA) // do not send tuba damage (bandwidth hog)
{
force = inflictorvelocity;
if(vlen(force) == 0)
RadiusDamage_running = 0;
if(!DEATH_ISSPECIAL(deathtype))
- accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
+ accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
return total_damage_to_creatures;
}
}
}
if(accuracy_isgooddamage(o, e))
- accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
+ accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
return max(0, totaldamage - mindamage); // can never be negative, but to make sure
}
else
e.fire_owner = o;
e.fire_hitsound = false;
if(accuracy_isgooddamage(o, e))
- accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
+ accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
return d;
}
}
{
t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
- Fire_AddDamage(other, o, d, t, DEATH_FIRE);
+ Fire_AddDamage(other, o, d, t, DEATH_FIRE.m_id);
}
}
}