-.entity pusher;
-.float pushltime;
-.float istypefrag;
+#include "cl_player.qh"
+#include "g_triggers.qh"
+#include "g_violence.qh"
+#include "miscfunctions.qh"
+
+#include "weapons/weaponstats.qh"
-.float CopyBody_nextthink;
-.void(void) CopyBody_think;
void CopyBody_Think(void)
{
if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
self.think = CopyBody_Think;
// "bake" the current animation frame for clones (they don't get clientside animation)
animdecide_load_if_needed(self);
- animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
+ animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
self = oldself;
}
{
// load animation info
animdecide_load_if_needed(self);
- animdecide_setstate(self, 0, FALSE);
+ animdecide_setstate(self, 0, false);
}
void player_anim (void)
{
- float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+ int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
if(self.deadflag) {
if (!deadbits) {
// Decide on which death animation to use.
// Clear a previous death animation.
deadbits = 0;
}
- float animbits = deadbits;
+ int 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))
{
self.alpha = -1;
self.solid = SOLID_NOT; // restore later
self.takedamage = DAMAGE_NO; // restore later
- self.damagedbycontents = FALSE;
+ self.damagedbycontents = false;
}
}
-// g_<gametype>_str:
-// If 0, default is used.
-// If <0, 0 is used.
-// Otherwise, g_str (default value) is used.
-// For consistency, negative values there are mapped to zero too.
-#define GAMETYPE_DEFAULTED_SETTING(str) \
- ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
- (gametype_setting_tmp < 0) ? 0 : \
- (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
- gametype_setting_tmp)
-
-
void calculate_player_respawn_time()
{
if(g_ca)
self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
}
-void ClientKill_Now_TeamChange();
-
-void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
- float take, save, dh, da, j;
+ float take, save, dh, da;
+ int j;
vector v;
float valid_damage_for_weaponstats;
float excess;
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)
{
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(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 = bound(-90, self.v_angle_x, 90);
+ 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)
{
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)
Obituary (attacker, inflictor, self, deathtype);
// increment frag counter for used weapon type
- float w;
- w = DEATH_WEAPONOF(deathtype);
+ int w = DEATH_WEAPONOF(deathtype);
if(WEP_VALID(w))
if(accuracy_isgooddamage(attacker, self))
attacker.accuracy.(accuracy_frags[w-1]) += 1;
Portal_ClearAllLater(self);
- self.fixangle = TRUE;
+ self.fixangle = true;
if(defer_ClientKill_Now_TeamChange)
ClientKill_Now_TeamChange(); // can turn player into spectator
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);
}
}
-.float muted; // to be used by prvm_edictset server playernumber muted 1
float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
// message "": do not say, just test flood control
// return value:
else
{
colorstr = "";
- teamsay = FALSE;
+ teamsay = false;
}
if(intermission_running)
- teamsay = FALSE;
+ teamsay = false;
if(msgin != "")
msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
return VOICETYPE_TEAMRADIO;
}
-string allvoicesamples;
.string GetVoiceMessageSampleField(string type)
{
GetPlayerSoundSampleField_notFound = 0;
return 1;
}
-.float modelindex_for_playersound;
-.float skin_for_playersound;
void UpdatePlayerSounds()
{
if(self.modelindex == self.modelindex_for_playersound)
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)