#include "g_damage.qh"
+#include <common/effects/all.qh>
#include "bot/api.qh"
#include "g_hook.qh"
#include "mutators/_mod.qh"
void UpdateFrags(entity player, int f)
{
- PlayerTeamScore_AddScore(player, f);
+ GameRules_scoring_add_team(player, SCORE, f);
}
void GiveFrags (entity attacker, entity targ, float f, int deathtype)
if(targ == attacker)
{
// suicide
- PlayerScore_Add(attacker, SP_SUICIDES, 1);
+ GameRules_scoring_add(attacker, SUICIDES, 1);
}
else
{
// teamkill
- PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
+ GameRules_scoring_add(attacker, KILLS, -1); // or maybe add a teamkills field?
}
}
else
{
// regular frag
- PlayerScore_Add(attacker, SP_KILLS, 1);
+ GameRules_scoring_add(attacker, KILLS, 1);
if(targ.playerid)
PS_GR_P_ADDVAL(attacker, sprintf("kills-%d", targ.playerid), 1);
}
- PlayerScore_Add(targ, SP_DEATHS, 1);
+ GameRules_scoring_add(targ, DEATHS, 1);
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
LogDeath("accident", deathtype, targ, targ);
GiveFrags(targ, targ, -1, deathtype);
- if(PlayerScore_Add(targ, SP_SCORE, 0) == -5)
+ if(GameRules_scoring_add(targ, SCORE, 0) == -5)
{
Send_Notification(NOTIF_ONE, targ, MSG_ANNCE, ANNCE_ACHIEVEMENT_BOTLIKE);
PS_GR_P_ADDVAL(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
setorigin(targ, spot.origin + '0 0 1' * (1 - targ.mins.z - 24));
// don't reset back to last position, even if new position is stuck in solid
targ.oldorigin = targ.origin;
- targ.prevorigin = targ.origin;
Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
}
force = force * a;
if(autocvar_g_throughfloor_debug)
- LOG_INFOF(" D=%f F=%f\n", finaldmg, vlen(force));
+ LOG_INFOF(" D=%f F=%f", finaldmg, vlen(force));
}
//if (targ == attacker)
if(!IS_INDEPENDENT_PLAYER(e))
if(!STAT(FROZEN, e))
- FOREACH_CLIENT(IS_PLAYER(it) && it != e, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != e, {
if(!IS_DEAD(it))
if(!IS_INDEPENDENT_PLAYER(it))
if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
}
- ));
+ });
}
void Fire_ApplyEffect(entity e)