X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_player.qc;h=fe0951e8713f18e7d3c17096fd45a8c310c0c678;hp=1b770121e8a8904b18ffe87312d271a8a885d741;hb=17fda31b950847aaf5aa267dfa7c0a1e7456c401;hpb=6bb4f10f1ed0f3d39e18c03a3db1dd7c8c74f14d diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index 1b770121e8..fe0951e871 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -4,12 +4,12 @@ #include "cheats.qh" #include "g_damage.qh" #include "g_subs.qh" -#include "g_violence.qh" #include "miscfunctions.qh" #include "portals.qh" #include "teamplay.qh" #include "weapons/throwing.qh" #include "command/common.qh" +#include "../common/anim.qh" #include "../common/animdecide.qh" #include "../common/csqcmodel_settings.qh" #include "../common/deathtypes/all.qh" @@ -26,7 +26,15 @@ #include "../common/animdecide.qh" -void CopyBody_Think(void) +void Drop_Special_Items(entity player) +{ + // called when the player has become stuck or frozen + // so objective items aren't stuck with the player + + MUTATOR_CALLHOOK(DropSpecialItems, player); +} + +void CopyBody_Think() {SELFPARAM(); if(self.CopyBody_nextthink && time > self.CopyBody_nextthink) { @@ -40,92 +48,79 @@ void CopyBody_Think(void) CSQCMODEL_AUTOUPDATE(self); self.nextthink = time; } -void CopyBody(float keepvelocity) -{SELFPARAM(); - if (self.effects & EF_NODRAW) +void CopyBody(entity this, float keepvelocity) +{ + if (this.effects & EF_NODRAW) return; - setself(spawn()); - self.enemy = this; - self.lip = this.lip; - self.colormap = this.colormap; - self.iscreature = this.iscreature; - self.teleportable = this.teleportable; - self.damagedbycontents = this.damagedbycontents; - self.angles = this.angles; - self.v_angle = this.v_angle; - self.avelocity = this.avelocity; - self.classname = "body"; - self.damageforcescale = this.damageforcescale; - self.effects = this.effects; - self.glowmod = this.glowmod; - self.event_damage = this.event_damage; - self.anim_state = this.anim_state; - self.anim_time = this.anim_time; - self.anim_lower_action = this.anim_lower_action; - self.anim_lower_time = this.anim_lower_time; - self.anim_upper_action = this.anim_upper_action; - self.anim_upper_time = this.anim_upper_time; - self.anim_implicit_state = this.anim_implicit_state; - self.anim_implicit_time = this.anim_implicit_time; - self.anim_lower_implicit_action = this.anim_lower_implicit_action; - self.anim_lower_implicit_time = this.anim_lower_implicit_time; - self.anim_upper_implicit_action = this.anim_upper_implicit_action; - self.anim_upper_implicit_time = this.anim_upper_implicit_time; - self.dphitcontentsmask = this.dphitcontentsmask; - self.death_time = this.death_time; - self.pain_finished = this.pain_finished; - self.health = this.health; - self.armorvalue = this.armorvalue; - self.armortype = this.armortype; - self.model = this.model; - self.modelindex = this.modelindex; - self.skin = this.skin; - self.species = this.species; - self.movetype = this.movetype; - self.solid = this.solid; - self.ballistics_density = this.ballistics_density; - self.takedamage = this.takedamage; - self.customizeentityforclient = this.customizeentityforclient; - self.uncustomizeentityforclient = this.uncustomizeentityforclient; - self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set; + entity clone = new(body); + clone.enemy = this; + clone.lip = this.lip; + clone.colormap = this.colormap; + clone.iscreature = this.iscreature; + clone.teleportable = this.teleportable; + clone.damagedbycontents = this.damagedbycontents; + clone.angles = this.angles; + clone.v_angle = this.v_angle; + clone.avelocity = this.avelocity; + clone.damageforcescale = this.damageforcescale; + clone.effects = this.effects; + clone.glowmod = this.glowmod; + clone.event_damage = this.event_damage; + clone.anim_state = this.anim_state; + clone.anim_time = this.anim_time; + clone.anim_lower_action = this.anim_lower_action; + clone.anim_lower_time = this.anim_lower_time; + clone.anim_upper_action = this.anim_upper_action; + clone.anim_upper_time = this.anim_upper_time; + clone.anim_implicit_state = this.anim_implicit_state; + clone.anim_implicit_time = this.anim_implicit_time; + clone.anim_lower_implicit_action = this.anim_lower_implicit_action; + clone.anim_lower_implicit_time = this.anim_lower_implicit_time; + clone.anim_upper_implicit_action = this.anim_upper_implicit_action; + clone.anim_upper_implicit_time = this.anim_upper_implicit_time; + clone.dphitcontentsmask = this.dphitcontentsmask; + clone.death_time = this.death_time; + clone.pain_finished = this.pain_finished; + clone.health = this.health; + clone.armorvalue = this.armorvalue; + clone.armortype = this.armortype; + clone.model = this.model; + clone.modelindex = this.modelindex; + clone.skin = this.skin; + clone.species = this.species; + clone.movetype = this.movetype; + clone.solid = this.solid; + clone.ballistics_density = this.ballistics_density; + clone.takedamage = this.takedamage; + clone.customizeentityforclient = this.customizeentityforclient; + clone.uncustomizeentityforclient = this.uncustomizeentityforclient; + clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set; if (keepvelocity == 1) - self.velocity = this.velocity; - self.oldvelocity = self.velocity; - self.alpha = this.alpha; - self.fade_time = this.fade_time; - self.fade_rate = this.fade_rate; - //self.weapon = this.weapon; - setorigin(self, this.origin); - setsize(self, this.mins, this.maxs); - self.prevorigin = this.origin; - self.reset = SUB_Remove; - - Drag_MoveDrag(this, self); - - if(self.colormap <= maxclients && self.colormap > 0) - self.colormap = 1024 + this.clientcolors; - - CSQCMODEL_AUTOINIT(self); - self.CopyBody_nextthink = this.nextthink; - self.CopyBody_think = this.think; - self.nextthink = time; - self.think = CopyBody_Think; + clone.velocity = this.velocity; + clone.oldvelocity = clone.velocity; + clone.alpha = this.alpha; + clone.fade_time = this.fade_time; + clone.fade_rate = this.fade_rate; + //clone.weapon = this.weapon; + setorigin(clone, this.origin); + setsize(clone, this.mins, this.maxs); + clone.prevorigin = this.origin; + clone.reset = SUB_Remove; + clone._ps = this._ps; + + Drag_MoveDrag(this, clone); + + if(clone.colormap <= maxclients && clone.colormap > 0) + clone.colormap = 1024 + this.clientcolors; + + CSQCMODEL_AUTOINIT(clone); + clone.CopyBody_nextthink = this.nextthink; + clone.CopyBody_think = this.think; + clone.nextthink = time; + clone.think = CopyBody_Think; // "bake" the current animation frame for clones (they don't get clientside animation) - animdecide_load_if_needed(self); - animdecide_setframes(self, false, frame, frame1time, frame2, frame2time); - - setself(this); -} - -float player_getspecies() -{SELFPARAM(); - float s; - get_model_parameters(self.model, self.skin); - s = get_model_parameters_species; - get_model_parameters(string_null, 0); - if(s < 0) - return SPECIES_HUMAN; - return s; + animdecide_load_if_needed(clone); + animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time); } void player_setupanimsformodel() @@ -135,10 +130,10 @@ void player_setupanimsformodel() animdecide_setstate(self, 0, false); } -void player_anim (void) +void player_anim () {SELFPARAM(); int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); - if(self.deadflag) { + if(IS_DEAD(self)) { if (!deadbits) { // Decide on which death animation to use. if(random() < 0.5) @@ -151,77 +146,70 @@ void player_anim (void) deadbits = 0; } int animbits = deadbits; - if(self.frozen) + if(STAT(FROZEN, self)) animbits |= ANIMSTATE_FROZEN; if(self.movetype == MOVETYPE_FOLLOW) animbits |= ANIMSTATE_FOLLOW; if(self.crouch) animbits |= ANIMSTATE_DUCK; animdecide_setstate(self, animbits, false); - animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND)); - - if (self.weaponentity) - { - updateanim(self.weaponentity); - if (!self.weaponentity.animstate_override) - setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false); - } + animdecide_setimplicitstate(self, IS_ONGROUND(self)); } -void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); +void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ float take, save; vector v; - Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); + Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); // damage resistance (ignore most of the damage from a bullet or similar) damage = max(damage - 5, 1); - v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); + v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) - sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); else if (take > 30) - sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); else if (take > 10) - sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); } if (take > 50) - Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker); + Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker); if (take > 100) - Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker); + Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); - self.armorvalue = self.armorvalue - save; - self.health = self.health - take; + this.armorvalue = this.armorvalue - save; + this.health = this.health - take; // pause regeneration for 5 seconds - self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); + this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); - self.dmg_save = self.dmg_save + save;//max(save - 10, 0); - self.dmg_take = self.dmg_take + take;//max(take - 10, 0); - self.dmg_inflictor = inflictor; + this.dmg_save = this.dmg_save + save;//max(save - 10, 0); + this.dmg_take = this.dmg_take + take;//max(take - 10, 0); + this.dmg_inflictor = inflictor; - if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0) + if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0) { // don't use any animations as a gib - self.frame = 0; + this.frame = 0; // view just above the floor - self.view_ofs = '0 0 4'; + this.view_ofs = '0 0 4'; - Violence_GibSplash(self, 1, 1, attacker); - self.alpha = -1; - self.solid = SOLID_NOT; // restore later - self.takedamage = DAMAGE_NO; // restore later - self.damagedbycontents = false; + Violence_GibSplash(this, 1, 1, attacker); + this.alpha = -1; + this.solid = SOLID_NOT; // restore later + this.takedamage = DAMAGE_NO; // restore later + this.damagedbycontents = false; } } -void calculate_player_respawn_time() -{SELFPARAM(); +void calculate_player_respawn_time(entity this) +{ if(g_ca) return; @@ -234,13 +222,12 @@ void calculate_player_respawn_time() float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves); float pcount = 1; // Include myself whether or not team is already set right and I'm a "player". - entity pl; if (teamplay) { - FOR_EACH_PLAYER(pl) - if (pl != self) - if (pl.team == self.team) - ++pcount; + FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA( + if(it.team == this.team) + ++pcount; + )); if (sdelay_small_count == 0) sdelay_small_count = 1; if (sdelay_large_count == 0) @@ -248,9 +235,9 @@ void calculate_player_respawn_time() } else { - FOR_EACH_PLAYER(pl) - if (pl != self) - ++pcount; + FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA( + ++pcount; + )); if (sdelay_small_count == 0) { if (g_cts) @@ -289,39 +276,38 @@ void calculate_player_respawn_time() sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count); if(waves) - self.respawn_time = ceil((time + sdelay) / waves) * waves; + this.respawn_time = ceil((time + sdelay) / waves) * waves; else - self.respawn_time = time + sdelay; + this.respawn_time = time + sdelay; if(sdelay < sdelay_max) - self.respawn_time_max = time + sdelay_max; + this.respawn_time_max = time + sdelay_max; else - self.respawn_time_max = self.respawn_time; + this.respawn_time_max = this.respawn_time; - if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75)) - self.respawn_countdown = 10; // first number to count down from is 10 + if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75)) + this.respawn_countdown = 10; // first number to count down from is 10 else - self.respawn_countdown = -1; // do not count down + this.respawn_countdown = -1; // do not count down if(autocvar_g_forced_respawn) - self.respawn_flags = self.respawn_flags | RESPAWN_FORCE; + this.respawn_flags = this.respawn_flags | RESPAWN_FORCE; } -void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); +void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ float take, save, dh, da; - int j; vector v; float valid_damage_for_weaponstats; float excess; - dh = max(self.health, 0); - da = max(self.armorvalue, 0); + dh = max(this.health, 0); + da = max(this.armorvalue, 0); if(!DEATH_ISSPECIAL(deathtype)) { - damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0)); - if(self != attacker) + damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0)); + if(this != attacker) damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0)); } @@ -331,20 +317,20 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp vector ear1, ear2; vector d; float f; - ear1 = self.origin; - ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8 + ear1 = this.origin; + ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8 ear2 = ear1; - makevectors(self.angles); + makevectors(this.angles); ear1 += v_right * -10; ear2 += v_right * +10; - d = inflictor.origin - self.origin; + d = inflictor.origin - this.origin; if (d) f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right! else f = 0; // Assum ecenter. force = v_right * vlen(force); - Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker); - Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker); + Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker); + Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker); if(f > 0) { hitloc = ear1; @@ -357,134 +343,150 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp } } else - Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); + Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); + v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; - if(attacker == self) + if(attacker == this) { - // don't reset pushltime for self damage as it may be an attempt to + // don't reset pushltime for this damage as it may be an attempt to // escape a lava pit or similar - //self.pushltime = 0; - self.istypefrag = 0; + //this.pushltime = 0; + this.istypefrag = 0; } else if(IS_PLAYER(attacker)) { - self.pusher = attacker; - self.pushltime = time + autocvar_g_maxpushtime; - self.istypefrag = self.BUTTON_CHAT; + this.pusher = attacker; + this.pushltime = time + autocvar_g_maxpushtime; + this.istypefrag = this.BUTTON_CHAT; } - else if(time < self.pushltime) + else if(time < this.pushltime) { - attacker = self.pusher; - self.pushltime = max(self.pushltime, time + 0.6); + attacker = this.pusher; + this.pushltime = max(this.pushltime, time + 0.6); } else { - self.pushltime = 0; - self.istypefrag = 0; + this.pushltime = 0; + this.istypefrag = 0; + } + + if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1) + { + vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage); + take = v.x; + save = v.y; } frag_damage = damage; - MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save); - take = bound(0, damage_take, self.health); - save = bound(0, damage_save, self.armorvalue); + MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save); + take = bound(0, damage_take, this.health); + save = bound(0, damage_save, this.armorvalue); excess = max(0, damage - take - save); if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) - sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); else if (take > 30) - sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); else if (take > 10) - sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them? + sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them? } if (take > 50) - Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker); + Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker); if (take > 100) - Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker); + Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); - if (time >= self.spawnshieldtime) + if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1) { - if (!(self.flags & FL_GODMODE)) + if (!(this.flags & FL_GODMODE)) { - self.armorvalue = self.armorvalue - save; - self.health = self.health - take; + this.armorvalue = this.armorvalue - save; + this.health = this.health - take; // pause regeneration for 5 seconds if(take) - self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); + this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); - if (time > self.pain_finished) //Don't switch pain sequences like crazy + if (time > this.pain_finished) //Don't switch pain sequences like crazy { - self.pain_finished = time + 0.5; //Supajoe + this.pain_finished = time + 0.5; //Supajoe if(autocvar_sv_gentle < 1) { - if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models + if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models { - if (!self.animstate_override) + if (!this.animstate_override) { if (random() > 0.5) - animdecide_setaction(self, ANIMACTION_PAIN1, true); + animdecide_setaction(this, ANIMACTION_PAIN1, true); else - animdecide_setaction(self, ANIMACTION_PAIN2, true); + animdecide_setaction(this, ANIMACTION_PAIN2, true); } } if(sound_allowed(MSG_BROADCAST, attacker)) - if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser - if(self.health > 1) + if((this.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != this) // WEAPONTODO: create separate limit for pain notification with laser + if(this.health > 1) // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two { if(deathtype == DEATH_FALL.m_id) - PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND); - else if(self.health > 75) // TODO make a "gentle" version? - PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND); - else if(self.health > 50) - PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND); - else if(self.health > 25) - PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND); + PlayerSound(this, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND); + else if(this.health > 75) // TODO make a "gentle" version? + PlayerSound(this, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND); + else if(this.health > 50) + PlayerSound(this, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND); + else if(this.health > 25) + PlayerSound(this, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND); else - PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND); + PlayerSound(this, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND); } } } // throw off bot aim temporarily float shake; - if(IS_BOT_CLIENT(self) && self.health >= 1) + if(IS_BOT_CLIENT(this) && this.health >= 1) { shake = damage * 5 / (bound(0,skill,100) + 1); - self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake; - self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake; - self.v_angle_x = bound(-90, self.v_angle.x, 90); + this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake; + this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake; + this.v_angle_x = bound(-90, this.v_angle.x, 90); } } else - self.max_armorvalue += (save + take); + this.max_armorvalue += (save + take); + } + this.dmg_save = this.dmg_save + save;//max(save - 10, 0); + this.dmg_take = this.dmg_take + take;//max(take - 10, 0); + this.dmg_inflictor = inflictor; + + if (this != attacker) { + float realdmg = damage - excess; + if (IS_PLAYER(attacker)) { + PlayerScore_Add(attacker, SP_DMG, realdmg); + } + if (IS_PLAYER(this)) { + PlayerScore_Add(this, SP_DMGTAKEN, realdmg); + } } - self.dmg_save = self.dmg_save + save;//max(save - 10, 0); - self.dmg_take = self.dmg_take + take;//max(take - 10, 0); - self.dmg_inflictor = inflictor; - float abot, vbot; - abot = (IS_BOT_CLIENT(attacker)); - vbot = (IS_BOT_CLIENT(self)); + bool abot = (IS_BOT_CLIENT(attacker)); + bool vbot = (IS_BOT_CLIENT(this)); valid_damage_for_weaponstats = 0; Weapon awep = WEP_Null; - if(vbot || IS_REAL_CLIENT(self)) + if(vbot || IS_REAL_CLIENT(this)) if(abot || IS_REAL_CLIENT(attacker)) - if(attacker && self != attacker) - if(DIFF_TEAM(self, attacker)) + if(attacker && this != attacker) + if(DIFF_TEAM(this, attacker)) { if(DEATH_ISSPECIAL(deathtype)) - awep = get_weaponinfo(attacker.weapon); + awep = PS(attacker).m_weapon; else awep = DEATH_WEAPONOF(deathtype); valid_damage_for_weaponstats = 1; @@ -492,165 +494,178 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp if(valid_damage_for_weaponstats) { - dh = dh - max(self.health, 0); - da = da - max(self.armorvalue, 0); - WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da); - MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc); + dh = dh - max(this.health, 0); + da = da - max(this.armorvalue, 0); + WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da); + MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype); } - if (self.health < 1) + if (this.health < 1) { float defer_ClientKill_Now_TeamChange; defer_ClientKill_Now_TeamChange = false; - if(self.alivetime) + if(this.alivetime) { - PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime); - self.alivetime = 0; + PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); + this.alivetime = 0; } if(valid_damage_for_weaponstats) - WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot); + WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot); if(autocvar_sv_gentle < 1) // TODO make a "gentle" version? if(sound_allowed(MSG_BROADCAST, attacker)) { if(deathtype == DEATH_DROWN.m_id) - PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND); + PlayerSound(this, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND); else - PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND); + PlayerSound(this, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND); } // get rid of kill indicator - if(self.killindicator) + if(this.killindicator) { - remove(self.killindicator); - self.killindicator = world; - if(self.killindicator_teamchange) + remove(this.killindicator); + this.killindicator = world; + if(this.killindicator_teamchange) defer_ClientKill_Now_TeamChange = true; - if(self.classname == "body") + if(this.classname == "body") if(deathtype == DEATH_KILL.m_id) { // for the lemmings fans, a small harmless explosion - Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1); + Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1); } } // print an obituary message - if(self.classname != "body") - Obituary (attacker, inflictor, self, deathtype); + if(this.classname != "body") + Obituary (attacker, inflictor, this, deathtype); // increment frag counter for used weapon type Weapon w = DEATH_WEAPONOF(deathtype); if(w != WEP_Null) - if(accuracy_isgooddamage(attacker, self)) + if(accuracy_isgooddamage(attacker, this)) attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1; - MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype); + MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype); excess = frag_damage; - Weapon wep = get_weaponinfo(self.weapon); - wep.wr_playerdeath(wep); + Weapon wep = PS(this).m_weapon; + WITH(entity, self, this, wep.wr_playerdeath(wep)); - RemoveGrapplingHook(self); + RemoveGrapplingHook(this); - Portal_ClearAllLater(self); + Portal_ClearAllLater(this); - self.fixangle = true; + this.fixangle = true; if(defer_ClientKill_Now_TeamChange) - ClientKill_Now_TeamChange(); // can turn player into spectator + ClientKill_Now_TeamChange(this); // can turn player into spectator // player could have been miraculously resuscitated ;) // e.g. players in freezetag get frozen, they don't really die - if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body")) + if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body")) return; // when we get here, player actually dies - Unfreeze(self); // remove any icy remains - self.health = 0; // Unfreeze resets health, so we need to set it back + Unfreeze(this); // remove any icy remains + this.health = 0; // Unfreeze resets health, so we need to set it back // clear waypoints - WaypointSprite_PlayerDead(); + WaypointSprite_PlayerDead(this); // throw a weapon - SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon); + SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id); // become fully visible - self.alpha = default_player_alpha; + this.alpha = default_player_alpha; // make the corpse upright (not tilted) - self.angles_x = 0; - self.angles_z = 0; + this.angles_x = 0; + this.angles_z = 0; // don't spin - self.avelocity = '0 0 0'; + this.avelocity = '0 0 0'; // view from the floor - self.view_ofs = '0 0 -8'; + this.view_ofs = '0 0 -8'; // toss the corpse - self.movetype = MOVETYPE_TOSS; + this.movetype = MOVETYPE_TOSS; // shootable corpse - self.solid = SOLID_CORPSE; - self.ballistics_density = autocvar_g_ballistics_density_corpse; + this.solid = SOLID_CORPSE; + this.ballistics_density = autocvar_g_ballistics_density_corpse; // don't stick to the floor - self.flags &= ~FL_ONGROUND; + UNSET_ONGROUND(this); // dying animation - self.deadflag = DEAD_DYING; + this.deadflag = DEAD_DYING; // when to allow respawn - calculate_player_respawn_time(); + calculate_player_respawn_time(this); - self.death_time = time; + this.death_time = time; if (random() < 0.5) - animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true); + animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true); else - animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true); - if (self.maxs.z > 5) + animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true); + if (this.maxs.z > 5) { - self.maxs_z = 5; - setsize(self, self.mins, self.maxs); + this.maxs_z = 5; + setsize(this, this.mins, this.maxs); } // set damage function to corpse damage - self.event_damage = PlayerCorpseDamage; + this.event_damage = PlayerCorpseDamage; // call the corpse damage function just in case it wants to gib - self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force); + this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force); // set up to fade out later - SUB_SetFade (self, time + 6 + random (), 1); + SUB_SetFade (this, time + 6 + random (), 1); // reset body think wrapper broken by SUB_SetFade - if(self.classname == "body" && self.think != CopyBody_Think) { - self.CopyBody_think = self.think; - self.CopyBody_nextthink = self.nextthink; - self.think = CopyBody_Think; - self.nextthink = time; + if(this.classname == "body" && this.think != CopyBody_Think) { + this.CopyBody_think = this.think; + this.CopyBody_nextthink = this.nextthink; + this.think = CopyBody_Think; + this.nextthink = time; } - if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") { + if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") { // remove corpse // clones don't run any animation code any more, so we must gib them when they die :( - PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force); + PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force); } // reset fields the weapons may use just in case - for (j = WEP_FIRST; j <= WEP_LAST; ++j) - { - Weapon w = get_weaponinfo(j); - w.wr_resetplayer(w); - ATTACK_FINISHED_FOR(self, j) = 0; - } + FOREACH(Weapons, it != WEP_Null, LAMBDA( + WITH(entity, self, this, it.wr_resetplayer(it)); + for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) + { + ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0; + } + )); } } -float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol) -// message "": do not say, just test flood control -// return value: -// 1 = accept -// 0 = reject -// -1 = fake accept +void MoveToTeam(entity client, int team_colour, int type) +{ + int lockteams_backup = lockteams; // backup any team lock + lockteams = 0; // disable locked teams + TeamchangeFrags(client); // move the players frags + SetPlayerColors(client, team_colour - 1); // set the players colour + Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player + lockteams = lockteams_backup; // restore the team lock + LogTeamchange(client.playerid, client.team, type); +} + +/** + * message "": do not say, just test flood control + * return value: + * 1 = accept + * 0 = reject + * -1 = fake accept + */ +int Say(entity source, float teamsay, entity privatesay, string msgin, bool floodcontrol) { string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix; float flood; var .float flood_field; - entity head; float ret; string privatemsgprefix = string_null; float privatemsgprefixlen = 0; @@ -895,10 +910,7 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too - FOR_EACH_REALCLIENT(head) - if(head != source) - if(head.active_minigame == source.active_minigame) - sprint(head, msgstr); + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, LAMBDA(sprint(it, msgstr))); } else if(teamsay > 0) // team message, only sent to team mates { @@ -906,29 +918,23 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f dedicated_print(msgstr); // send to server console too if(sourcecmsgstr != "") centerprint(source, sourcecmsgstr); - FOR_EACH_REALPLAYER(head) if(head.team == source.team) - if(head != source) - { - sprint(head, msgstr); - if(cmsgstr != "") - centerprint(head, cmsgstr); - } + FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, LAMBDA( + sprint(it, msgstr); + if(cmsgstr != "") + centerprint(it, cmsgstr); + )); } else if(teamsay < 0) // spectator message, only sent to spectators { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too - FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head)) - if(head != source) - sprint(head, msgstr); + FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr))); } else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too - FOR_EACH_REALCLIENT(head) - if(head != source) - sprint(head, msgstr); + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr))); } else bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too. @@ -936,348 +942,3 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f return ret; } - -float GetVoiceMessageVoiceType(string type) -{ - if(type == "taunt") - return VOICETYPE_TAUNT; - if(type == "teamshoot") - return VOICETYPE_LASTATTACKER; - return VOICETYPE_TEAMRADIO; -} - -.string GetVoiceMessageSampleField(string type) -{ - GetPlayerSoundSampleField_notFound = 0; - switch(type) - { -#define _VOICEMSG(m) case #m: return playersound_##m; - ALLVOICEMSGS -#undef _VOICEMSG - } - GetPlayerSoundSampleField_notFound = 1; - return playersound_taunt; -} - -.string GetPlayerSoundSampleField(string type) -{ - GetPlayerSoundSampleField_notFound = 0; - switch(type) - { -#define _VOICEMSG(m) case #m: return playersound_##m; - ALLPLAYERSOUNDS -#undef _VOICEMSG - } - GetPlayerSoundSampleField_notFound = 1; - return playersound_taunt; -} - -void PrecacheGlobalSound(string samplestring) -{ - float n, i; - tokenize_console(samplestring); - n = stof(argv(1)); - if(n > 0) - { - for(i = 1; i <= n; ++i) - precache_sound(strcat(argv(0), ftos(i), ".wav")); - } - else - { - precache_sound(strcat(argv(0), ".wav")); - } -} - -void PrecachePlayerSounds(string f) -{ - int fh = fopen(f, FILE_READ); - if (fh < 0) - return; - for (string s; (s = fgets(fh)); ) - { - int n = tokenize_console(s); - if (n != 3) - { - if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s); - continue; - } - PrecacheGlobalSound(strcat(argv(1), " ", argv(2))); - } - fclose(fh); - - if (!allvoicesamples) - { -#define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m); - ALLVOICEMSGS -#undef _VOICEMSG - allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1)); - } -} - -void ClearPlayerSounds() -{SELFPARAM(); -#define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; } - ALLPLAYERSOUNDS - ALLVOICEMSGS -#undef _VOICEMSG -} - -float LoadPlayerSounds(string f, float first) -{SELFPARAM(); - float fh; - string s; - var .string field; - fh = fopen(f, FILE_READ); - if(fh < 0) - { - LOG_TRACE("Player sound file not found: ", f, "\n"); - return 0; - } - while((s = fgets(fh))) - { - if(tokenize_console(s) != 3) - continue; - field = GetPlayerSoundSampleField(argv(0)); - if(GetPlayerSoundSampleField_notFound) - field = GetVoiceMessageSampleField(argv(0)); - if(GetPlayerSoundSampleField_notFound) - continue; - if (self.(field)) - strunzone(self.(field)); - self.(field) = strzone(strcat(argv(1), " ", argv(2))); - } - fclose(fh); - return 1; -} - -void UpdatePlayerSounds() -{SELFPARAM(); - if(self.modelindex == self.modelindex_for_playersound) - if(self.skin == self.skin_for_playersound) - return; - self.modelindex_for_playersound = self.modelindex; - self.skin_for_playersound = self.skin; - ClearPlayerSounds(); - LoadPlayerSounds("sound/player/default.sounds", 1); - if(!autocvar_g_debug_defaultsounds) - if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0)) - LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0); -} - -void FakeGlobalSound(string sample, float chan, float voicetype) -{SELFPARAM(); - float n; - float tauntrand; - - if(sample == "") - return; - - tokenize_console(sample); - n = stof(argv(1)); - if(n > 0) - sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization - else - sample = strcat(argv(0), ".wav"); // randomization - - switch(voicetype) - { - case VOICETYPE_LASTATTACKER_ONLY: - break; - case VOICETYPE_LASTATTACKER: - if(self.pusher) - { - msg_entity = self; - if(IS_REAL_CLIENT(msg_entity)) - soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE); - } - break; - case VOICETYPE_TEAMRADIO: - msg_entity = self; - if(msg_entity.cvar_cl_voice_directional == 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN); - else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); - break; - case VOICETYPE_AUTOTAUNT: - if(!sv_autotaunt) - break; - if(!sv_taunt) - break; - if(autocvar_sv_gentle) - break; - tauntrand = random(); - msg_entity = self; - if (tauntrand < msg_entity.cvar_cl_autotaunt) - { - if (msg_entity.cvar_cl_voice_directional >= 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); - else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); - } - break; - case VOICETYPE_TAUNT: - if(IS_PLAYER(self)) - if(self.deadflag == DEAD_NO) - animdecide_setaction(self, ANIMACTION_TAUNT, true); - if(!sv_taunt) - break; - if(autocvar_sv_gentle) - break; - msg_entity = self; - if (msg_entity.cvar_cl_voice_directional >= 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); - else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); - break; - case VOICETYPE_PLAYERSOUND: - msg_entity = self; - soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM); - break; - default: - backtrace("Invalid voice type!"); - break; - } -} - -void GlobalSound(string sample, float chan, float voicetype) -{SELFPARAM(); - float n; - float tauntrand; - - if(sample == "") - return; - - tokenize_console(sample); - n = stof(argv(1)); - if(n > 0) - sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization - else - sample = strcat(argv(0), ".wav"); // randomization - - switch(voicetype) - { - case VOICETYPE_LASTATTACKER_ONLY: - if(self.pusher) - { - msg_entity = self.pusher; - if(IS_REAL_CLIENT(msg_entity)) - { - if(msg_entity.cvar_cl_voice_directional == 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN); - else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); - } - } - break; - case VOICETYPE_LASTATTACKER: - if(self.pusher) - { - msg_entity = self.pusher; - if(IS_REAL_CLIENT(msg_entity)) - { - if(msg_entity.cvar_cl_voice_directional == 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN); - else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); - } - msg_entity = self; - if(IS_REAL_CLIENT(msg_entity)) - soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE); - } - break; - case VOICETYPE_TEAMRADIO: - FOR_EACH_REALCLIENT(msg_entity) - if(!teamplay || msg_entity.team == self.team) - { - if(msg_entity.cvar_cl_voice_directional == 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN); - else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); - } - break; - case VOICETYPE_AUTOTAUNT: - if(!sv_autotaunt) - break; - if(!sv_taunt) - break; - if(autocvar_sv_gentle) - break; - tauntrand = random(); - FOR_EACH_REALCLIENT(msg_entity) - if (tauntrand < msg_entity.cvar_cl_autotaunt) - { - if (msg_entity.cvar_cl_voice_directional >= 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); - else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); - } - break; - case VOICETYPE_TAUNT: - if(IS_PLAYER(self)) - if(self.deadflag == DEAD_NO) - animdecide_setaction(self, ANIMACTION_TAUNT, true); - if(!sv_taunt) - break; - if(autocvar_sv_gentle) - break; - FOR_EACH_REALCLIENT(msg_entity) - { - if (msg_entity.cvar_cl_voice_directional >= 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); - else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); - } - break; - case VOICETYPE_PLAYERSOUND: - _sound(self, chan, sample, VOL_BASE, ATTEN_NORM); - break; - default: - backtrace("Invalid voice type!"); - break; - } -} - -void PlayerSound(.string samplefield, float chan, float voicetype) -{SELFPARAM(); - GlobalSound(self.(samplefield), chan, voicetype); -} - -void VoiceMessage(string type, string msg) -{SELFPARAM(); - float voicetype, ownteam; - float flood; - var .string sample = GetVoiceMessageSampleField(type); - - if(GetPlayerSoundSampleField_notFound) - { - sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n")); - return; - } - - voicetype = GetVoiceMessageVoiceType(type); - ownteam = (voicetype == VOICETYPE_TEAMRADIO); - - flood = Say(self, ownteam, world, msg, 1); - - if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0) - FakeGlobalSound(self.(sample), CH_VOICE, voicetype); - else if (flood > 0) - GlobalSound(self.(sample), CH_VOICE, voicetype); -} - -void MoveToTeam(entity client, float team_colour, float type) -{ - float lockteams_backup; - - lockteams_backup = lockteams; // backup any team lock - - lockteams = 0; // disable locked teams - - TeamchangeFrags(client); // move the players frags - SetPlayerColors(client, team_colour - 1); // set the players colour - Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player - - lockteams = lockteams_backup; // restore the team lock - - LogTeamchange(client.playerid, client.team, type); -}