X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fplayer.qc;h=3755da96386ed98e6b10f9a754185a7f6b487951;hp=4d59943b682dfb89a81d68e274100e2b1f1d0a86;hb=69eda62d02bc02ff50547bad514af3f7ce487413;hpb=ec98f5c9d50f267779fed871c9eb094a52064219 diff --git a/qcsrc/server/player.qc b/qcsrc/server/player.qc index 4d59943b68..3755da9638 100644 --- a/qcsrc/server/player.qc +++ b/qcsrc/server/player.qc @@ -74,6 +74,7 @@ void CopyBody(entity this, float keepvelocity) clone.effects = this.effects; clone.glowmod = this.glowmod; clone.event_damage = this.event_damage; + clone.event_heal = this.event_heal; clone.anim_state = this.anim_state; clone.anim_time = this.anim_time; clone.anim_lower_action = this.anim_lower_action; @@ -89,8 +90,8 @@ void CopyBody(entity this, float keepvelocity) clone.dphitcontentsmask = this.dphitcontentsmask; clone.death_time = this.death_time; clone.pain_finished = this.pain_finished; - clone.health = this.health; - clone.armorvalue = this.armorvalue; + SetResourceAmountExplicit(clone, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH)); + SetResourceAmountExplicit(clone, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR)); clone.armortype = this.armortype; clone.model = this.model; clone.modelindex = this.modelindex; @@ -173,7 +174,7 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da vector v; Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); + v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; @@ -192,8 +193,8 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); - this.armorvalue = this.armorvalue - save; - this.health = this.health - take; + TakeResource(this, RESOURCE_ARMOR, save); + TakeResource(this, RESOURCE_HEALTH, take); // pause regeneration for 5 seconds this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); @@ -201,7 +202,7 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da this.dmg_take = this.dmg_take + take;//max(take - 10, 0); this.dmg_inflictor = inflictor; - if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0) + if (GetResourceAmount(this, RESOURCE_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0) { // don't use any animations as a gib this.frame = 0; @@ -310,8 +311,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, vector v; float excess; - dh = max(this.health, 0); - da = max(this.armorvalue, 0); + dh = max(GetResourceAmount(this, RESOURCE_HEALTH), 0); + da = max(GetResourceAmount(this, RESOURCE_ARMOR), 0); if(!DEATH_ISSPECIAL(deathtype)) { @@ -359,7 +360,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, else Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); + v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; @@ -388,8 +389,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, } MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage); - take = bound(0, M_ARGV(4, float), this.health); - save = bound(0, M_ARGV(5, float), this.armorvalue); + take = bound(0, M_ARGV(4, float), GetResourceAmount(this, RESOURCE_HEALTH)); + save = bound(0, M_ARGV(5, float), GetResourceAmount(this, RESOURCE_ARMOR)); excess = max(0, damage - take - save); if(sound_allowed(MSG_BROADCAST, attacker)) @@ -411,8 +412,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, { if (!(this.flags & FL_GODMODE)) { - this.armorvalue = this.armorvalue - save; - this.health = this.health - take; + TakeResource(this, RESOURCE_ARMOR, save); + TakeResource(this, RESOURCE_HEALTH, take); // pause regeneration for 5 seconds if(take) this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); @@ -432,19 +433,19 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, animdecide_setaction(this, ANIMACTION_PAIN2, true); } } - + float myhp = GetResourceAmount(this, RESOURCE_HEALTH); + if(myhp > 1) + if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this) if(sound_allowed(MSG_BROADCAST, attacker)) - if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this) - 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(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); - else if(this.health > 75) + else if(myhp > 75) PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); - else if(this.health > 50) + else if(myhp > 50) PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); - else if(this.health > 25) + else if(myhp > 25) PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); else PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); @@ -454,13 +455,23 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // throw off bot aim temporarily float shake; - if(IS_BOT_CLIENT(this) && this.health >= 1) + if(IS_BOT_CLIENT(this) && GetResourceAmount(this, RESOURCE_HEALTH) >= 1) { shake = damage * 5 / (bound(0,skill,100) + 1); 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); } + + if (this != attacker) { + float realdmg = damage - excess; + if (IS_PLAYER(attacker)) { + GameRules_scoring_add(attacker, DMG, realdmg); + } + if (IS_PLAYER(this)) { + GameRules_scoring_add(this, DMGTAKEN, realdmg); + } + } } else this.max_armorvalue += (save + take); @@ -469,16 +480,6 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, 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)) { - GameRules_scoring_add(attacker, DMG, realdmg); - } - if (IS_PLAYER(this)) { - GameRules_scoring_add(this, DMGTAKEN, realdmg); - } - } - bool abot = (IS_BOT_CLIENT(attacker)); bool vbot = (IS_BOT_CLIENT(this)); @@ -497,8 +498,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, valid_damage_for_weaponstats = true; } - dh = dh - max(this.health, 0); - da = da - max(this.armorvalue, 0); + dh = dh - max(GetResourceAmount(this, RESOURCE_HEALTH), 0); + da = da - max(GetResourceAmount(this, RESOURCE_ARMOR), 0); if(valid_damage_for_weaponstats) { WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da); @@ -506,7 +507,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage); - if (this.health < 1) + if (GetResourceAmount(this, RESOURCE_HEALTH) < 1) { float defer_ClientKill_Now_TeamChange; defer_ClientKill_Now_TeamChange = false; @@ -580,7 +581,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // player could have been miraculously resuscitated ;) // e.g. players in freezetag get frozen, they don't really die - if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body")) + if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body")) return; if (!this.respawn_time) // can be set in the mutator hook PlayerDies @@ -589,7 +590,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // when we get here, player actually dies Unfreeze(this); // remove any icy remains - this.health = 0; // Unfreeze resets health, so we need to set it back + SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0); // Unfreeze resets health, so we need to set it back // clear waypoints WaypointSprite_PlayerDead(this); @@ -629,6 +630,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // set damage function to corpse damage this.event_damage = PlayerCorpseDamage; + this.event_heal = func_null; // call the corpse damage function just in case it wants to gib this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force); @@ -664,18 +666,12 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, } } -bool MoveToTeam(entity client, int team_colour, int type) +bool PlayerHeal(entity targ, entity inflictor, float amount, float limit) { - int lockteams_backup = lockteams; // backup any team lock - lockteams = 0; // disable locked teams - TeamchangeFrags(client); // move the players frags - if (!SetPlayerTeamSimple(client, team_colour)) - { + if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= limit) return false; - } - Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, DMG_NOWEP, client.origin, '0 0 0'); // kill the player - lockteams = lockteams_backup; // restore the team lock - LogTeamchange(client.playerid, client.team, type); + + GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, limit); return true; }