1 #include "clientkill.qh"
3 #include <common/csqcmodel_settings.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/mapobjects/triggers.qh>
6 #include <common/notifications/all.qh>
7 #include <common/stats.qh>
8 #include <common/stats.qh>
9 #include <common/vehicles/sv_vehicles.qh>
10 #include <common/weapons/_all.qh>
11 #include <server/client.qh>
12 #include <server/damage.qh>
13 #include <server/mutators/_mod.qh>
14 #include <server/player.qh>
15 #include <server/teamplay.qh>
17 void ClientKill_Now_TeamChange(entity this)
19 if (this.killindicator_teamchange == -1)
21 TeamBalance_JoinBestTeam(this);
23 else if (this.killindicator_teamchange == -2)
26 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
27 PutObserverInServer(this);
31 Player_SetTeamIndexChecked(this, Team_TeamToIndex(
32 this.killindicator_teamchange));
34 this.killindicator_teamchange = 0;
37 void ClientKill_Now(entity this)
41 vehicles_exit(this.vehicle, VHEF_RELEASE);
42 if (!this.killindicator_teamchange)
44 this.vehicle_health = -1;
45 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
49 if (this.killindicator && !wasfreed(this.killindicator))
50 delete(this.killindicator);
52 this.killindicator = NULL;
54 if (this.killindicator_teamchange)
55 ClientKill_Now_TeamChange(this);
57 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
59 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
62 // now I am sure the player IS dead
64 void KillIndicator_Think(entity this)
66 if (game_stopped || (this.owner.alpha < 0 && !this.owner.vehicle))
68 this.owner.killindicator = NULL;
75 ClientKill_Now(this.owner);
79 // count == 1 means that it's silent
83 setmodel(this, MDL_NUM(this.cnt));
84 if (IS_REAL_CLIENT(this.owner))
87 Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt));
90 this.nextthink = time + 1;
96 .float clientkill_nexttime;
97 void ClientKill_TeamChange(entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
102 float killtime = autocvar_g_balance_kill_delay;
104 if (MUTATOR_CALLHOOK(ClientKill, this, killtime))
106 killtime = M_ARGV(1, float);
108 this.killindicator_teamchange = targetteam;
110 // this.killindicator.count == 1 means that the kill indicator was spawned by ClientKill_Silent
111 if(killtime <= 0 && this.killindicator && this.killindicator.count == 1)
113 ClientKill_Now(this); // allow instant kill in this case
117 if (!this.killindicator)
121 killtime = max(killtime, this.clientkill_nexttime - time);
122 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
125 if (killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
127 ClientKill_Now(this);
131 float starttime = max(time, clientkilltime);
133 this.killindicator = new(killindicator);
134 this.killindicator.owner = this;
135 this.killindicator.scale = 0.5;
136 setattachment(this.killindicator, this, "");
137 setorigin(this.killindicator, '0 0 52');
138 setthink(this.killindicator, KillIndicator_Think);
139 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
140 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
141 this.killindicator.cnt = ceil(killtime);
142 this.killindicator.count = bound(0, ceil(killtime), 10);
143 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
145 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST) && !it.killindicator,
147 it.killindicator = new(killindicator);
148 it.killindicator.owner = it;
149 it.killindicator.scale = 0.5;
150 setattachment(it.killindicator, it, "");
151 setorigin(it.killindicator, '0 0 52');
152 setthink(it.killindicator, KillIndicator_Think);
153 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
154 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
155 it.killindicator.cnt = ceil(killtime);
160 if (this.killindicator)
163 if (targetteam == 0) // just die
165 this.killindicator.colormod = '0 0 0';
166 notif = CENTER_TEAMCHANGE_SUICIDE;
168 else if (targetteam == -1) // auto
170 this.killindicator.colormod = '0 1 0';
171 notif = CENTER_TEAMCHANGE_AUTO;
173 else if (targetteam == -2) // spectate
175 this.killindicator.colormod = '0.5 0.5 0.5';
176 notif = CENTER_TEAMCHANGE_SPECTATE;
180 this.killindicator.colormod = Team_ColorRGB(targetteam);
181 notif = APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE);
183 if (IS_REAL_CLIENT(this) && this.killindicator.cnt > 0)
184 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, notif, this.killindicator.cnt);
189 void ClientKill_Silent(entity this, float _delay)
191 this.killindicator = new(killindicator);
192 this.killindicator.owner = this;
193 setthink(this.killindicator, KillIndicator_Think);
194 this.killindicator.nextthink = time + (this.lip) * 0.05;
195 this.killindicator.cnt = ceil(_delay);
196 this.killindicator.count = 1; // this is used to indicate that it should be silent
200 // Called when a client types 'kill' in the console
201 void ClientKill(entity this)
203 if (game_stopped || this.player_blocked || STAT(FROZEN, this))
206 ClientKill_TeamChange(this, 0);