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/round_handler.qh>
16 #include <server/teamplay.qh>
18 void ClientKill_Now_TeamChange(entity this)
20 if (this.killindicator_teamchange == -1)
22 TeamBalance_JoinBestTeam(this);
24 else if (this.killindicator_teamchange == -2)
27 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
32 this.team_selected = false;
33 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_QUEUE, this.netname);
34 SetPlayerTeam(this, -1, TEAM_CHANGE_SPECTATOR);
38 PutObserverInServer(this, false, true);
39 if (!TeamBalance_QueuedPlayersTagIn(this))
40 if (autocvar_g_balance_teams_remove)
41 TeamBalance_RemoveExcessPlayers(this);
46 Player_SetTeamIndexChecked(this, Team_TeamToIndex(
47 this.killindicator_teamchange));
49 this.killindicator_teamchange = 0;
52 void ClientKill_Now(entity this)
56 vehicles_exit(this.vehicle, VHEF_RELEASE);
57 if (!this.killindicator_teamchange)
59 this.vehicle_health = -1;
60 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
64 if (this.killindicator && !wasfreed(this.killindicator))
65 delete(this.killindicator);
67 this.killindicator = NULL;
69 if (this.killindicator_teamchange)
70 ClientKill_Now_TeamChange(this);
72 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
74 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
77 // now I am sure the player IS dead
79 void KillIndicator_Think(entity this)
81 if (game_stopped || (this.owner.alpha < 0 && !this.owner.vehicle))
83 this.owner.killindicator = NULL;
90 ClientKill_Now(this.owner);
94 // count == 1 means that it's silent
98 setmodel(this, MDL_NUM(this.cnt));
99 if (IS_REAL_CLIENT(this.owner))
102 Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt));
105 this.nextthink = time + 1;
110 float clientkilltime;
111 .float clientkill_nexttime;
112 void ClientKill_TeamChange(entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
117 float killtime = autocvar_g_balance_kill_delay;
119 if (MUTATOR_CALLHOOK(ClientKill, this, killtime))
121 killtime = M_ARGV(1, float);
123 if(round_handler_IsActive() && !round_handler_IsRoundStarted())
124 killtime = min(killtime, 1);
126 this.killindicator_teamchange = targetteam;
128 // this.killindicator.count == 1 means that the kill indicator was spawned by ClientKill_Silent
129 if(killtime <= 0 && this.killindicator && this.killindicator.count == 1)
131 ClientKill_Now(this); // allow instant kill in this case
135 if (!this.killindicator)
139 killtime = max(killtime, this.clientkill_nexttime - time);
140 float antispam_delay = autocvar_g_balance_kill_antispam;
141 if(round_handler_IsActive() && !round_handler_IsRoundStarted())
142 antispam_delay = min(antispam_delay, 2);
143 this.clientkill_nexttime = time + killtime + antispam_delay;
146 if (killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
148 ClientKill_Now(this);
152 float starttime = max(time, clientkilltime);
154 this.killindicator = new(killindicator);
155 this.killindicator.owner = this;
156 this.killindicator.scale = 0.5;
157 setattachment(this.killindicator, this, "");
158 setorigin(this.killindicator, '0 0 52');
159 setthink(this.killindicator, KillIndicator_Think);
160 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
161 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
162 this.killindicator.cnt = ceil(killtime);
163 this.killindicator.count = bound(0, ceil(killtime), 10);
164 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
166 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST) && !it.killindicator,
168 it.killindicator = new(killindicator);
169 it.killindicator.owner = it;
170 it.killindicator.scale = 0.5;
171 setattachment(it.killindicator, it, "");
172 setorigin(it.killindicator, '0 0 52');
173 setthink(it.killindicator, KillIndicator_Think);
174 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
175 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
176 it.killindicator.cnt = ceil(killtime);
181 if (this.killindicator)
184 if (targetteam == 0) // just die
186 this.killindicator.colormod = '0 0 0';
187 notif = CENTER_TEAMCHANGE_SUICIDE;
189 else if (targetteam == -1) // auto
191 this.killindicator.colormod = '0 1 0';
192 notif = CENTER_TEAMCHANGE_AUTO;
194 else if (targetteam == -2) // spectate
196 this.killindicator.colormod = '0.5 0.5 0.5';
197 notif = CENTER_TEAMCHANGE_SPECTATE;
201 this.killindicator.colormod = Team_ColorRGB(targetteam);
202 notif = APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE);
204 if (IS_REAL_CLIENT(this) && this.killindicator.cnt > 0)
205 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, notif, this.killindicator.cnt);
210 void ClientKill_Silent(entity this, float _delay)
212 this.killindicator = new(killindicator);
213 this.killindicator.owner = this;
214 setthink(this.killindicator, KillIndicator_Think);
215 this.killindicator.nextthink = time + (this.lip) * 0.05;
216 this.killindicator.cnt = ceil(_delay);
217 this.killindicator.count = 1; // this is used to indicate that it should be silent
221 // Called when a client types 'kill' in the console
222 void ClientKill(entity this)
224 if (game_stopped || this.player_blocked || STAT(FROZEN, this))
227 ClientKill_TeamChange(this, 0);