+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include "../dpdefs/progsdefs.qc"
+ #include "../dpdefs/dpextensions.qc"
+ #include "sys-post.qh"
+ #include "../common/constants.qh"
+ #include "../common/teams.qh"
+ #include "../common/util.qh"
+ #include "../common/animdecide.qh"
+ #include "../common/weapons/weapons.qh"
+ #include "weapons/accuracy.qh"
+ #include "t_items.qh"
+ #include "autocvars.qh"
+ #include "constants.qh"
+ #include "defs.qh"
+ #include "../common/deathtypes.qh"
+ #include "mutators/mutators_include.qh"
+ #include "../common/mapinfo.qh"
+ #include "command/common.qh"
+ #include "../csqcmodellib/sv_model.qh"
+ #include "cheats.qh"
+ #include "../common/playerstats.qh"
+ #include "portals.qh"
+#endif
+
.entity pusher;
.float pushltime;
.float istypefrag;
self.nextthink = time;
self.think = CopyBody_Think;
// "bake" the current animation frame for clones (they don't get clientside animation)
- animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
+ animdecide_load_if_needed(self);
+ animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
self = oldself;
}
void player_setupanimsformodel()
{
// load animation info
- animdecide_init(self);
- animdecide_setstate(self, 0, FALSE);
+ animdecide_load_if_needed(self);
+ animdecide_setstate(self, 0, false);
}
void player_anim (void)
{
float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
- if(self.deadflag && !deadbits)
- if(random() < 0.5)
- deadbits = ANIMSTATE_DEAD1;
- else
- deadbits = ANIMSTATE_DEAD2;
+ if(self.deadflag) {
+ if (!deadbits) {
+ // Decide on which death animation to use.
+ if(random() < 0.5)
+ deadbits = ANIMSTATE_DEAD1;
+ else
+ deadbits = ANIMSTATE_DEAD2;
+ }
+ } else {
+ // Clear a previous death animation.
+ deadbits = 0;
+ }
float animbits = deadbits;
if(self.frozen)
animbits |= ANIMSTATE_FROZEN;
if(self.crouch)
animbits |= ANIMSTATE_DUCK;
- animdecide_setstate(self, animbits, FALSE);
+ 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);
+ setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
}
}
damage = max(damage - 5, 1);
v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
- take = v_x;
- save = v_y;
+ take = v.x;
+ save = v.y;
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (take > 100)
Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
- if (!(self.flags & FL_GODMODE))
- {
- self.armorvalue = self.armorvalue - save;
- self.health = self.health - take;
- // pause regeneration for 5 seconds
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
- }
+ self.armorvalue = self.armorvalue - save;
+ self.health = self.health - take;
+ // pause regeneration for 5 seconds
+ self.pauseregen_finished = max(self.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;
self.alpha = -1;
self.solid = SOLID_NOT; // restore later
self.takedamage = DAMAGE_NO; // restore later
- self.damagedbycontents = FALSE;
+ self.damagedbycontents = false;
}
}
void calculate_player_respawn_time()
{
+ if(g_ca)
+ return;
+
float gametype_setting_tmp;
float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
vector d;
float f;
ear1 = self.origin;
- ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
+ ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
ear2 = ear1;
makevectors(self.angles);
ear1 += v_right * -10;
v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
- take = v_x;
- save = v_y;
+ take = v.x;
+ save = v.y;
if(attacker == self)
{
self.health = self.health - take;
// pause regeneration for 5 seconds
if(take)
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
if (time > self.pain_finished) //Don't switch pain sequences like crazy
{
if (!self.animstate_override)
{
if (random() > 0.5)
- animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
+ animdecide_setaction(self, ANIMACTION_PAIN1, true);
else
- animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
+ animdecide_setaction(self, ANIMACTION_PAIN2, true);
}
}
if(sound_allowed(MSG_BROADCAST, attacker))
- if(!DEATH_ISWEAPON(deathtype, WEP_BLASTER) || attacker != self || self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) // WEAPONTODO: create separate limit for pain notification with laser
+ if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
if(self.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
}
}
+ }
- // throw off bot aim temporarily
- float shake;
+ // throw off bot aim temporarily
+ float shake;
+ if(IS_BOT_CLIENT(self) && self.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 = 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);
}
}
else
if (self.health < 1)
{
float defer_ClientKill_Now_TeamChange;
- defer_ClientKill_Now_TeamChange = FALSE;
+ defer_ClientKill_Now_TeamChange = false;
if(self.alivetime)
{
- PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
+ PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
self.alivetime = 0;
}
remove(self.killindicator);
self.killindicator = world;
if(self.killindicator_teamchange)
- defer_ClientKill_Now_TeamChange = TRUE;
+ defer_ClientKill_Now_TeamChange = true;
if(self.classname == "body")
if(deathtype == DEATH_KILL)
}
// print an obituary message
- Obituary (attacker, inflictor, self, deathtype);
+ if(self.classname != "body")
+ Obituary (attacker, inflictor, self, deathtype);
// increment frag counter for used weapon type
float w;
Portal_ClearAllLater(self);
- self.fixangle = TRUE;
+ self.fixangle = true;
if(defer_ClientKill_Now_TeamChange)
ClientKill_Now_TeamChange(); // 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))
+ if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
return;
// when we get here, player actually dies
self.flags &= ~FL_ONGROUND;
// dying animation
self.deadflag = DEAD_DYING;
+
// when to allow respawn
calculate_player_respawn_time();
self.death_time = time;
if (random() < 0.5)
- animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
+ animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
else
- animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
- if (self.maxs_z > 5)
+ animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
+ if (self.maxs.z > 5)
{
self.maxs_z = 5;
setsize(self, self.mins, self.maxs);
self.event_damage = PlayerCorpseDamage;
// call the corpse damage function just in case it wants to gib
self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
+
// set up to fade out later
SUB_SetFade (self, 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(autocvar_sv_gentle > 0 || autocvar_ekg) {
+ if(autocvar_sv_gentle > 0 || autocvar_ekg || self.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);
}
else
{
colorstr = "";
- teamsay = FALSE;
+ teamsay = false;
}
if(intermission_running)
- teamsay = FALSE;
+ teamsay = false;
if(msgin != "")
msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
case VOICETYPE_TAUNT:
if(IS_PLAYER(self))
if(self.deadflag == DEAD_NO)
- animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
+ animdecide_setaction(self, ANIMACTION_TAUNT, true);
if(!sv_taunt)
break;
if(autocvar_sv_gentle)
case VOICETYPE_TAUNT:
if(IS_PLAYER(self))
if(self.deadflag == DEAD_NO)
- animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
+ animdecide_setaction(self, ANIMACTION_TAUNT, true);
if(!sv_taunt)
break;
if(autocvar_sv_gentle)
flood = Say(self, ownteam, world, msg, 1);
- if (flood > 0)
- GlobalSound(self.sample, CH_VOICE, voicetype);
- else if (flood < 0)
+ 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)