self.enemy = oldself;
self.lip = oldself.lip;
self.colormap = oldself.colormap;
+ self.glowmod = oldself.glowmod;
self.iscreature = oldself.iscreature;
self.angles = oldself.angles;
self.avelocity = oldself.avelocity;
self.movetype = oldself.movetype;
self.nextthink = oldself.nextthink;
self.solid = oldself.solid;
+ self.ballistics_density = oldself.ballistics_density;
self.takedamage = oldself.takedamage;
self.think = oldself.think;
self.customizeentityforclient = oldself.customizeentityforclient;
float player_getspecies()
{
- local float glob, i, j, fh, len, s, sk;
- local string fn, l;
- local float tokens;
-
- s = -1;
-
- glob = search_begin("models/player/*.txt", TRUE, TRUE);
- if(glob < 0)
- return s;
- for(j = 0; j <= 1; ++j)
- {
- for(i = 0; i < search_getsize(glob); ++i)
- {
- fn = search_getfilename(glob, i);
- fh = fopen(fn, FILE_READ);
- if(fh < 0)
- continue;
- fgets(fh); fgets(fh);
- sk = stof(fgets(fh));
- if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test
- if(fgets(fh) == self.model)
- {
- tokens = tokenizebyseparator(fn, ".");
- UpdatePlayerSounds(argv(0));
-
- l = fgets(fh);
- len = tokenize_console(l);
- if (len != 2)
- goto nospecies;
- if (argv(0) != "species")
- goto nospecies;
- switch(argv(1))
- {
- case "human": s = SPECIES_HUMAN; break;
- case "alien": s = SPECIES_ALIEN; break;
- case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
- case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
- case "robot_solid": s = SPECIES_ROBOT_SOLID; break;
- case "animal": s = SPECIES_ANIMAL; break;
- case "reserved": s = SPECIES_RESERVED; break;
- }
- }
-:nospecies
- fclose(fh);
- }
- if (s >= 0)
- break;
- }
- search_end(glob);
-
- if (s < 0)
- s = SPECIES_HUMAN;
-
+ float s;
+ get_model_parameters(self.playermodel, self.skinindex);
+ s = get_model_parameters_species;
+ get_model_parameters(string_null, 0);
+ if(s < 0)
+ return SPECIES_HUMAN;
return s;
}
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
self.dmg_inflictor = inflictor;
- if (self.health <= -75 && self.modelindex != 0)
+ if (self.health <= -100 && self.modelindex != 0)
{
// don't use any animations as a gib
self.frame = 0;
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
- if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
+ if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
return;
if (!g_minstagib)
take = damage;
}
+ frag_inflictor = inflictor;
+ frag_attacker = attacker;
+ frag_target = self;
+ damage_take = take;
+ damage_save = save;
+ damage_force = force;
+ MUTATOR_CALLHOOK(PlayerDamage);
+ take = bound(0, damage_take, self.health);
+ save = bound(0, damage_save, self.armorvalue);
+
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
if(sound_allowed(MSG_BROADCAST, attacker))
if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
+ 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
{
- if(self.health > 75) // TODO make a "gentle" version?
+ if(deathtype == DEATH_FALL)
+ PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ else if(self.health > 75) // TODO make a "gentle" version?
PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 50)
PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 25)
PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
- else if(self.health > 1)
+ else
PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
}
}
frag_attacker = attacker;
frag_inflictor = inflictor;
+ frag_target = self;
MUTATOR_CALLHOOK(PlayerDies);
if(self.flagcarried)
self.movetype = MOVETYPE_TOSS;
// shootable corpse
self.solid = SOLID_CORPSE;
+ self.ballistics_density = cvar("g_ballistics_density_corpse");
// don't stick to the floor
self.flags &~= FL_ONGROUND;
// dying animation
// call the corpse damage function just in case it wants to gib
self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
// set up to fade out later
- SUB_SetFade (self, time + 12 + random () * 4, 1);
-
- // remove laserdot
- if(self.weaponentity)
- if(self.weaponentity.lasertarget)
- remove(self.weaponentity.lasertarget);
+ SUB_SetFade (self, time + 6 + random (), 1);
if(clienttype(self) == CLIENTTYPE_REAL)
{
{
string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
float flood, privatemsgprefixlen;
+ var .float flood_field;
entity head;
float ret;
float flood_spl;
float flood_burst;
float flood_lmax;
- var .float flood_field;
float lines;
if(privatesay)
{
else
flood = 1;
}
- }
- if (timeoutStatus == 2) //when game is paused, no flood protection
- source.flood_field = flood = 0;
+ if (timeoutStatus == 2) //when game is paused, no flood protection
+ source.flood_field = flood = 0;
+ }
if(flood == 2) // cannot happen for empty msgstr
{
var .string field;
fh = fopen(f, FILE_READ);
if(fh < 0)
+ {
+ dprint("Player sound file not found: ", f, "\n");
return;
+ }
while((s = fgets(fh)))
{
if(tokenize_console(s) != 3)
}
.float modelindex_for_playersound;
-void UpdatePlayerSounds(string filename)
+.float skinindex_for_playersound;
+void UpdatePlayerSounds()
{
if(self.modelindex == self.modelindex_for_playersound)
+ if(self.skinindex == self.skinindex_for_playersound)
return;
self.modelindex_for_playersound = self.modelindex;
+ self.skinindex_for_playersound = self.skinindex;
ClearPlayerSounds();
LoadPlayerSounds("sound/player/default.sounds", 1);
- if(filename != "")
- LoadPlayerSounds(strcat(filename, ".sounds"), 0);
- else
- LoadPlayerSounds(strcat(self.model, ".sounds"), 0); // backwards compatibility
+ LoadPlayerSounds(get_model_datafilename(self.playermodel, self.skinindex, "sounds"), 0);
}
void FakeGlobalSound(string sample, float chan, float voicetype)