Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
}
-#define DAMAGE_CENTERPRINT_SPACER NEWLINES
-
float checkrules_firstblood;
float yoda;
float IsDifferentTeam(entity a, entity b)
{
- if(teams_matter)
+ if(teamplay)
{
if(a.team == b.team)
return 0;
// NOTE: f=0 means still count as a (positive) kill, but count no frags for it
void W_SwitchWeapon_Force(entity e, float w);
-void GiveFrags (entity attacker, entity targ, float f)
+void GiveFrags (entity attacker, entity targ, float f, float deathtype)
{
float w;
{
// teamkill
PlayerScore_Add(attacker, SP_KILLS, -1); // or maybe add a teamkills field?
- PlayerStats_Event(attacker, PLAYERSTATS_KILLS, -1);
}
}
else
{
// regular frag
PlayerScore_Add(attacker, SP_KILLS, 1);
- PlayerStats_Event(attacker, PLAYERSTATS_KILLS, 1);
+ if(targ.playerid)
+ PlayerStats_Event(attacker, sprintf("kills-%d", targ.playerid), 1);
}
PlayerScore_Add(targ, SP_DEATHS, 1);
if(g_arena || g_ca)
- if(cvar("g_arena_roundbased"))
+ if(autocvar_g_arena_roundbased)
return;
if(targ != attacker) // not for suicides
if(g_weaponarena_random)
{
- // after a frag, choose another random weapon set
- if(inWarmupStage)
- w = warmup_start_weapons;
- else
- w = start_weapons;
+ // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
+ float culprit;
+ culprit = DEATH_WEAPONOF(deathtype);
+ if(!culprit || !(attacker.weapons & W_WeaponBit(culprit)))
+ culprit = attacker.weapon;
- attacker.weapons = randombits(w - (w & W_WeaponBit(attacker.weapon)), g_weaponarena_random, TRUE);
- if(attacker.weapons < 0)
+ if(g_weaponarena_random_with_laser && culprit == WEPBIT_LASER)
+ {
+ // no exchange
+ }
+ else
{
- // error from randombits: no weapon available
- // this means we can just give ALL weapons
- attacker.weapons = w;
+ if(inWarmupStage)
+ w = warmup_start_weapons;
+ else
+ w = start_weapons;
+
+ // all others (including the culprit): remove
+ w &~= attacker.weapons;
+
+ // among the remaining ones, choose one by random
+ w = randombits(w, 1, FALSE);
+ if(w)
+ {
+ attacker.weapons |= w;
+ attacker.weapons &~= W_WeaponBit(culprit);
+ }
}
+
+ // after a frag, choose another random weapon set
if not(attacker.weapons & W_WeaponBit(attacker.weapon))
W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
}
{
if(!lms_next_place)
lms_next_place = player_count;
+ else
+ lms_next_place = min(lms_next_place, player_count);
PlayerScore_Add(targ, SP_LMS_RANK, lms_next_place); // won't ever spawn again
--lms_next_place;
}
UpdateFrags(attacker, f);
}
+string Obituary_ExtraFragInfo(entity player) // Extra fragmessage information
+{
+ string health_output;
+ string ping_output;
+ string handicap_output;
+ string output;
+
+ // health/armor of attacker (person who killed you)
+ if(autocvar_sv_fraginfo_stats && (player.health >= 1))
+ if((autocvar_sv_fraginfo_stats == 2) || !inWarmupStage)
+ health_output = strcat("^7(Health ^1", ftos(rint(player.health)), "^7 / Armor ^2", ftos(rint(player.armorvalue)), "^7)");
+
+ // ping display
+ if(autocvar_sv_fraginfo_ping)
+ ping_output = ((clienttype(player) == CLIENTTYPE_BOT) ? "^2Bot" : strcat("Ping ", ((player.ping >= 150) ? "^1" : "^2"), ftos(player.ping), "ms"));
+
+ // handicap display
+ if(autocvar_sv_fraginfo_handicap)
+ {
+ if(autocvar_sv_fraginfo_handicap == 2)
+ handicap_output = strcat(output, strcat("Handicap ^2", ((player.cvar_cl_handicap <= 1) ? "Off" : ftos(player.cvar_cl_handicap))));
+ else if(player.cvar_cl_handicap) // with _handicap 1, only show this if there actually is a handicap enabled.
+ handicap_output = strcat("Handicap ^2", ftos(player.cvar_cl_handicap));
+ }
+
+ // format the string
+ output = strcat(health_output, (health_output ? " ^7(" : ((ping_output || handicap_output) ? "^7(" : "")),
+ ping_output, ((ping_output && handicap_output) ? "^7 / " : ""),
+ handicap_output, ((ping_output || handicap_output) ? "^7)" : ""));
+
+ // add new line to the beginning if there is a message
+ if(output) { output = strcat("\n", output); }
+
+ return output;
+}
+
string AppendItemcodes(string s, entity player)
{
float w;
void LogDeath(string mode, float deathtype, entity killer, entity killed)
{
string s;
- if(!cvar("sv_eventlog"))
+ if(!autocvar_sv_eventlog)
return;
s = strcat(":kill:", mode);
s = strcat(s, ":", ftos(killer.playerid));
void Send_KillNotification (string s1, string s2, string s3, float msg, float type)
{
WriteByte(MSG_ALL, SVC_TEMPENTITY);
- WriteByte(MSG_ALL, TE_CSQC_NOTIFY);
- WriteByte(MSG_ALL, CSQC_KILLNOTIFY);
+ WriteByte(MSG_ALL, TE_CSQC_KILLNOTIFY);
WriteString(MSG_ALL, s1);
WriteString(MSG_ALL, s2);
WriteString(MSG_ALL, s3);
}
// Function is used to send a generic centerprint whose content CSQC gets to decide (gentle version or not in the below cases)
-void Send_CSQC_Centerprint(entity e, string s1, string s2, float msg, float type)
+void Send_CSQC_KillCenterprint(entity e, string s1, string s2, float msg, float type)
{
if (clienttype(e) == CLIENTTYPE_REAL)
{
msg_entity = e;
WRITESPECTATABLE_MSG_ONE({
WriteByte(MSG_ONE, SVC_TEMPENTITY);
- WriteByte(MSG_ONE, TE_CSQC_NOTIFY);
- WriteByte(MSG_ONE, CSQC_CENTERPRINT);
+ WriteByte(MSG_ONE, TE_CSQC_KILLCENTERPRINT);
WriteString(MSG_ONE, s1);
WriteString(MSG_ONE, s2);
WriteShort(MSG_ONE, msg);
string s, a, msg;
float w, type;
- if (targ.classname == "player" || targ.classname == "corpse")
+ if (targ.classname == "player")
{
- if (targ.classname == "corpse")
- s = "A corpse";
- else
- s = targ.netname;
-
+ s = targ.netname;
a = attacker.netname;
if (targ == attacker) // suicides
{
if (deathtype == DEATH_TEAMCHANGE || deathtype == DEATH_AUTOTEAMCHANGE)
msg = ColoredTeamName(targ.team); // TODO: check if needed?
- Send_CSQC_Centerprint(targ, msg, "", deathtype, MSG_SUICIDE);
+ if(!g_cts) // no "killed your own dumb self" message in CTS
+ Send_CSQC_KillCenterprint(targ, msg, "", deathtype, MSG_SUICIDE);
if(deathtype != DEATH_TEAMCHANGE && deathtype != DEATH_QUIET)
{
LogDeath("suicide", deathtype, targ, targ);
- GiveFrags(attacker, targ, -1);
+ GiveFrags(attacker, targ, -1, deathtype);
}
if (targ.killcount > 2)
msg = ftos(targ.killcount);
- if(teams_matter && deathtype == DEATH_MIRRORDAMAGE)
+ if(teamplay && deathtype == DEATH_MIRRORDAMAGE)
{
if(attacker.team == COLOR_TEAM1)
deathtype = KILL_TEAM_RED;
Send_KillNotification(s, msg, ftos(w), deathtype, MSG_SUICIDE);
}
- else if (attacker.classname == "player" || attacker.classname == "gib")
+ else if (attacker.classname == "player")
{
- if(teams_matter && attacker.team == targ.team)
+ if(!IsDifferentTeam(attacker, targ))
{
if(attacker.team == COLOR_TEAM1)
type = KILL_TEAM_RED;
else
type = KILL_TEAM_BLUE;
- GiveFrags(attacker, targ, -1);
+ GiveFrags(attacker, targ, -1, deathtype);
- Send_CSQC_Centerprint(attacker, s, "", type, MSG_KILL);
+ Send_CSQC_KillCenterprint(attacker, s, "", type, MSG_KILL);
if (targ.killcount > 2) {
msg = ftos(targ.killcount);
checkrules_firstblood = TRUE;
Send_KillNotification(a, "", "", KILL_FIRST_BLOOD, MSG_KILL);
// TODO: make these print a newline if they dont
- Send_CSQC_Centerprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
- Send_CSQC_Centerprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
+ Send_CSQC_KillCenterprint(attacker, "", "", KILL_FIRST_BLOOD, MSG_KILL);
+ Send_CSQC_KillCenterprint(targ, "", "", KILL_FIRST_VICTIM, MSG_KILL);
+ PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_FIRSTBLOOD, 1);
+ PlayerStats_Event(targ, PLAYERSTATS_ACHIEVEMENT_FIRSTVICTIM, 1);
}
- if((cvar("sv_fragmessage_information_typefrag")) && (targ.BUTTON_CHAT)) {
- Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_TYPEFRAG, MSG_KILL);
- Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_TYPEFRAGGED, MSG_KILL);
+ if((autocvar_sv_fraginfo_typefrag) && (targ.BUTTON_CHAT)) {
+ Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_TYPEFRAG, MSG_KILL);
+ Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_TYPEFRAGGED, MSG_KILL);
} else {
- Send_CSQC_Centerprint(attacker, s, GetAdvancedDeathReports(targ), KILL_FRAG, MSG_KILL);
- Send_CSQC_Centerprint(targ, a, GetAdvancedDeathReports(attacker), KILL_FRAGGED, MSG_KILL);
+ Send_CSQC_KillCenterprint(attacker, s, Obituary_ExtraFragInfo(targ), KILL_FRAG, MSG_KILL);
+ Send_CSQC_KillCenterprint(targ, a, Obituary_ExtraFragInfo(attacker), KILL_FRAGGED, MSG_KILL);
}
attacker.taunt_soundtime = time + 1;
{
UpdateFrags(attacker, ctf_score_value("score_kill"));
PlayerScore_Add(attacker, SP_CTF_FCKILLS, 1);
- GiveFrags(attacker, targ, 0); // for logging
+ GiveFrags(attacker, targ, 0, deathtype); // for logging
}
else
- GiveFrags(attacker, targ, 1);
+ GiveFrags(attacker, targ, 1, deathtype);
if (targ.killcount > 2) {
Send_KillNotification(s, ftos(targ.killcount), a, KILL_END_SPREE, MSG_SPREE);
{
Send_KillNotification(a, "", "", KILL_SPREE_3, MSG_SPREE);
AnnounceTo(attacker, "03kills");
+ PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_3, 1);
}
else if (attacker.killcount == 5)
{
Send_KillNotification(a, "", "", KILL_SPREE_5, MSG_SPREE);
AnnounceTo(attacker, "05kills");
+ PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_5, 1);
}
else if (attacker.killcount == 10)
{
Send_KillNotification(a, "", "", KILL_SPREE_10, MSG_SPREE);
AnnounceTo(attacker, "10kills");
+ PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_10, 1);
}
else if (attacker.killcount == 15)
{
Send_KillNotification(a, "", "", KILL_SPREE_15, MSG_SPREE);
AnnounceTo(attacker, "15kills");
+ PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_15, 1);
}
else if (attacker.killcount == 20)
{
Send_KillNotification(a, "", "", KILL_SPREE_20, MSG_SPREE);
AnnounceTo(attacker, "20kills");
+ PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_20, 1);
}
else if (attacker.killcount == 25)
{
Send_KillNotification(a, "", "", KILL_SPREE_25, MSG_SPREE);
AnnounceTo(attacker, "25kills");
+ PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_25, 1);
}
else if (attacker.killcount == 30)
{
Send_KillNotification(a, "", "", KILL_SPREE_30, MSG_SPREE);
AnnounceTo(attacker, "30kills");
+ PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_30, 1);
}
LogDeath("frag", deathtype, attacker, targ);
}
}
else
{
- Send_CSQC_Centerprint(targ, "", "", deathtype, MSG_KILL_ACTION);
+ Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
msg = inflictor.message;
else if (deathtype == DEATH_CUSTOM)
if(strstrofs(msg, "%", 0) < 0)
msg = strcat("%s ", msg);
- GiveFrags(targ, targ, -1);
+ GiveFrags(targ, targ, -1, deathtype);
if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
AnnounceTo(targ, "botlike");
+ PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
}
Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
entity damage_targ;
entity damage_inflictor;
entity damage_attacker;
-.float prevhitsound;
void Damage (entity targ, entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
if (gameover || targ.killcount == -666)
return;
- local entity oldself;
+ entity oldself;
oldself = self;
self = targ;
damage_targ = targ;
}
else
{
+ /*
+ skill based bot damage? gtfo. (tZork)
if (targ.classname == "player")
if (attacker.classname == "player")
if (!targ.isbot)
if (attacker.isbot)
damage = damage * bound(0.1, (skill + 5) * 0.1, 1);
-
+ */
+
// nullify damage if teamplay is on
if(deathtype != DEATH_TELEFRAG)
if(attacker.classname == "player")
damage = 0;
force = '0 0 0';
}
- else if(attacker.team == targ.team)
+ else if(!IsDifferentTeam(attacker, targ))
{
- if(autocvar_teamplay == 1)
+ if(autocvar_teamplay_mode == 1)
damage = 0;
else if(attacker != targ)
{
- if(autocvar_teamplay == 3)
+ if(autocvar_teamplay_mode == 3)
damage = 0;
- else if(autocvar_teamplay == 4)
+ else if(autocvar_teamplay_mode == 4)
{
if(targ.classname == "player" && targ.deadflag == DEAD_NO)
{
- teamdamage0 = max(attacker.dmg_team, cvar("g_teamdamage_threshold"));
+ teamdamage0 = max(attacker.dmg_team, autocvar_g_teamdamage_threshold);
attacker.dmg_team = attacker.dmg_team + damage;
if(attacker.dmg_team > teamdamage0 && !g_ca)
- mirrordamage = cvar("g_mirrordamage") * (attacker.dmg_team - teamdamage0);
- mirrorforce = cvar("g_mirrordamage") * vlen(force);
+ mirrordamage = autocvar_g_mirrordamage * (attacker.dmg_team - teamdamage0);
+ mirrorforce = autocvar_g_mirrordamage * vlen(force);
if(g_minstagib)
{
- if(cvar("g_friendlyfire") == 0)
+ if(autocvar_g_friendlyfire == 0)
damage = 0;
}
else if(g_ca)
damage = 0;
else
- damage = cvar("g_friendlyfire") * damage;
+ damage = autocvar_g_friendlyfire * damage;
// mirrordamage will be used LATER
+
+ if(autocvar_g_mirrordamage_virtual)
+ {
+ vector v;
+ v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
+ attacker.dmg_take += v_x;
+ attacker.dmg_save += v_y;
+ attacker.dmg_inflictor = inflictor;
+ mirrordamage = 0;
+ mirrorforce = 0;
+ }
+
+ if(autocvar_g_friendlyfire_virtual)
+ {
+ vector v;
+ v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ targ.dmg_take += v_x;
+ targ.dmg_save += v_y;
+ targ.dmg_inflictor = inflictor;
+ damage = 0;
+ if(!autocvar_g_friendlyfire_virtual_force)
+ force = '0 0 0';
+ }
}
else
damage = 0;
if(attacker.classname == "player")
if(attacker != targ)
{
- targ.lms_traveled_distance = cvar("g_lms_campcheck_distance");
- attacker.lms_traveled_distance = cvar("g_lms_campcheck_distance");
+ targ.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
+ attacker.lms_traveled_distance = autocvar_g_lms_campcheck_distance;
}
if(targ.classname == "player")
if (targ.armorvalue && (deathtype == WEP_MINSTANEX) && damage)
{
targ.armorvalue -= 1;
- centerprint(targ, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(targ.armorvalue)));
+ centerprint(targ, strcat("^3Remaining extra lives: ",ftos(targ.armorvalue)));
damage = 0;
targ.hitsound += 1;
attacker.hitsound += 1; // TODO change this to a future specific hitsound for armor hit
if (DEATH_ISWEAPON(deathtype, WEP_LASER))
{
damage = 0;
+ mirrordamage = 0;
if (targ != attacker)
{
if ((targ.health >= 1) && (targ.classname == "player"))
- centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "Secondary fire inflicts no damage!"));
- damage = 0;
- mirrordamage = 0;
+ centerprint(attacker, "Secondary fire inflicts no damage!");
force = '0 0 0';
// keep mirrorforce
attacker = targ;
{
if(targ == attacker)
{
- damage = damage * cvar("g_balance_powerup_strength_selfdamage");
- force = force * cvar("g_balance_powerup_strength_selfforce");
+ damage = damage * autocvar_g_balance_powerup_strength_selfdamage;
+ force = force * autocvar_g_balance_powerup_strength_selfforce;
}
else
{
- damage = damage * cvar("g_balance_powerup_strength_damage");
- force = force * cvar("g_balance_powerup_strength_force");
+ damage = damage * autocvar_g_balance_powerup_strength_damage;
+ force = force * autocvar_g_balance_powerup_strength_force;
}
}
// apply invincibility multiplier
if (targ.items & IT_INVINCIBLE && !g_minstagib)
- damage = damage * cvar("g_balance_powerup_invincible_takedamage");
+ damage = damage * autocvar_g_balance_powerup_invincible_takedamage;
if (targ == attacker)
{
- if(g_ca || (g_cts && !cvar("g_cts_selfdamage")))
+ if(g_ca || (g_cts && !autocvar_g_cts_selfdamage))
damage = 0;
else
- damage = damage * cvar("g_balance_selfdamagepercent"); // Partial damage if the attacker hits himself
+ damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
}
// CTF: reduce damage/force
if(targ == attacker)
if(targ.flagcarried)
{
- damage = damage * cvar("g_ctf_flagcarrier_selfdamage");
- force = force * cvar("g_ctf_flagcarrier_selfforce");
+ damage = damage * autocvar_g_ctf_flagcarrier_selfdamage;
+ force = force * autocvar_g_ctf_flagcarrier_selfforce;
}
if(g_runematch)
{
if(attacker.runes & CURSE_WEAK) // have both curse & rune
{
- damage = damage * cvar("g_balance_rune_strength_combo_damage");
- force = force * cvar("g_balance_rune_strength_combo_force");
+ damage = damage * autocvar_g_balance_rune_strength_combo_damage;
+ force = force * autocvar_g_balance_rune_strength_combo_force;
}
else
{
- damage = damage * cvar("g_balance_rune_strength_damage");
- force = force * cvar("g_balance_rune_strength_force");
+ damage = damage * autocvar_g_balance_rune_strength_damage;
+ force = force * autocvar_g_balance_rune_strength_force;
}
}
else if (attacker.runes & CURSE_WEAK)
{
- damage = damage * cvar("g_balance_curse_weak_damage");
- force = force * cvar("g_balance_curse_weak_force");
+ damage = damage * autocvar_g_balance_curse_weak_damage;
+ force = force * autocvar_g_balance_curse_weak_force;
}
// apply defense rune
if (targ.runes & RUNE_DEFENSE)
{
if (targ.runes & CURSE_VULNER) // have both curse & rune
- damage = damage * cvar("g_balance_rune_defense_combo_takedamage");
+ damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
else
- damage = damage * cvar("g_balance_rune_defense_takedamage");
+ damage = damage * autocvar_g_balance_rune_defense_takedamage;
}
else if (targ.runes & CURSE_VULNER)
- damage = damage * cvar("g_balance_curse_vulner_takedamage");
+ damage = damage * autocvar_g_balance_curse_vulner_takedamage;
}
// count the damage
if(targ.takedamage == DAMAGE_AIM)
if(targ != attacker)
{
- if(targ.classname == "player")
+ if(damage_headshotbonus > 0)
{
- // HEAD SHOT:
- // find height of hit on player axis
- // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
- vector headmins, headmaxs, org;
- org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
- headmins = org + GetHeadshotMins(targ);
- headmaxs = org + GetHeadshotMaxs(targ);
- if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
+ if(targ.classname == "player")
+ {
+ // HEAD SHOT:
+ // find height of hit on player axis
+ // if above view_ofs and below maxs, and also in the middle half of the bbox, it is head shot
+ vector headmins, headmaxs, org;
+ org = antilag_takebackorigin(targ, time - ANTILAG_LATENCY(attacker));
+ headmins = org + GetHeadshotMins(targ);
+ headmaxs = org + GetHeadshotMaxs(targ);
+ if(trace_hits_box(railgun_start, railgun_end, headmins, headmaxs))
+ {
+ deathtype |= HITTYPE_HEADSHOT;
+ }
+ }
+ else if(targ.classname == "turret_head")
{
deathtype |= HITTYPE_HEADSHOT;
}
+ if(deathtype & HITTYPE_HEADSHOT)
+ damage *= 1 + damage_headshotbonus;
}
- else if(targ.classname == "turret_head")
- {
- deathtype |= HITTYPE_HEADSHOT;
- }
- if(deathtype & HITTYPE_HEADSHOT)
- damage *= 1 + damage_headshotbonus;
- if(targ.classname == "player")
+ entity victim;
+ if((targ.vehicle_flags & VHF_ISVEHICLE) && targ.owner)
+ victim = targ.owner;
+ else
+ victim = targ;
+
+ if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
{
- if(IsDifferentTeam(targ, attacker))
+ if(IsDifferentTeam(victim, attacker))
{
if(damage > 0)
{
- if(attacker.weapon != WEP_ELECTRO && attacker.weapon != WEP_LASER || ((attacker.weapon == WEP_ELECTRO && cvar("g_balance_electro_lightning") || attacker.weapon == WEP_LASER) && attacker.prevhitsound + cvar("sv_hitsound_antispam_time") < time))
+ if(deathtype != DEATH_FIRE)
{
- if(targ.BUTTON_CHAT)
+ if(victim.BUTTON_CHAT)
attacker.typehitsound += 1;
else
attacker.hitsound += 1;
- attacker.prevhitsound = time;
}
damage_goodhits += 1;
if not(DEATH_ISSPECIAL(deathtype))
{
+ if(targ.classname == "player") // don't do this for vehicles
if(!g_minstagib)
- if(IsFlying(targ))
+ if(IsFlying(victim))
yoda = 1;
if(g_minstagib)
- if(targ.items & IT_STRENGTH)
+ if(victim.items & IT_STRENGTH)
yoda = 1;
if(deathtype & HITTYPE_HEADSHOT)
headshot = 1;
}
if(g_ca)
- PlayerScore_Add(attacker, SP_SCORE, damage * cvar("g_ca_damage2score_multiplier"));
+ PlayerScore_Add(attacker, SP_SCORE, damage * autocvar_g_ca_damage2score_multiplier);
}
}
else
{
if(deathtype != DEATH_FIRE)
+ {
attacker.typehitsound += 1;
+ }
if(mirrordamage > 0)
if(time > attacker.teamkill_complain)
{
if (vlen(force))
if (self.classname != "player" || time >= self.spawnshieldtime || g_midair)
{
- self.velocity = self.velocity + self.damageforcescale * force;
+ self.velocity = self.velocity + damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
self.flags &~= FL_ONGROUND;
UpdateCSQCProjectile(self);
}
// apply vampire rune
if (attacker.runes & CURSE_EMPATHY) // have the curse too
{
- //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb");
+ //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
attacker.health = bound(
- cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 40
- attacker.health + damage * cvar("g_balance_rune_vampire_combo_absorb"),
- cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
+ autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
+ attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
+ autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
}
else
{
- //attacker.health = attacker.health + damage * cvar("g_balance_rune_vampire_absorb");
+ //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
attacker.health = bound(
attacker.health, // LA: was 3, but changed so that you can't lose health
// empathy won't let you gain health in the same way...
- attacker.health + damage * cvar("g_balance_rune_vampire_absorb"),
- cvar("g_balance_rune_vampire_maxhealth")); // LA: was 1000, now 500
+ attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
+ autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
}
}
// apply empathy curse
else if (attacker.runes & CURSE_EMPATHY)
{
attacker.health = bound(
- cvar("g_balance_curse_empathy_minhealth"), // LA: was 3, now 20
- attacker.health + damage * cvar("g_balance_curse_empathy_takedamage"),
+ autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
+ attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
attacker.health);
}
}
{
attacker = attacker_save;
if(g_minstagib)
- if(mirrordamage > 0)
+ if(mirrordamage > 0)
+ {
+ // just lose extra LIVES, don't kill the player for mirror damage
+ if(attacker.armorvalue > 0)
{
- // just lose extra LIVES, don't kill the player for mirror damage
- if(attacker.armorvalue > 0)
- {
- attacker.armorvalue = attacker.armorvalue - 1;
- centerprint(attacker, strcat(DAMAGE_CENTERPRINT_SPACER, "^3Remaining extra lives: ",ftos(attacker.armorvalue)));
- attacker.hitsound += 1;
- }
- mirrordamage = 0;
+ attacker.armorvalue = attacker.armorvalue - 1;
+ centerprint(attacker, strcat("^3Remaining extra lives: ",ftos(attacker.armorvalue)));
+ attacker.hitsound += 1;
}
+ mirrordamage = 0;
+ }
+
force = normalize(attacker.origin + attacker.view_ofs - hitloc) * mirrorforce;
Damage(attacker, inflictor, attacker, mirrordamage, DEATH_MIRRORDAMAGE, attacker.origin, force);
}
RadiusDamage_running = 1;
- tfloordmg = cvar("g_throughfloor_damage");
- tfloorforce = cvar("g_throughfloor_force");
+ tfloordmg = autocvar_g_throughfloor_damage;
+ tfloorforce = autocvar_g_throughfloor_force;
blastorigin = (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5);
total_damage_to_creatures = 0;
finaldmg = coredamage * power + edgedamage * (1 - power);
if (finaldmg > 0)
{
- local float a;
- local float c;
- local float hits;
- local float total;
- local float hitratio;
- local vector hitloc;
- local vector myblastorigin;
+ float a;
+ float c;
+ float hits;
+ float total;
+ float hitratio;
+ vector hitloc;
+ vector myblastorigin;
myblastorigin = WarpZone_TransformOrigin(targ, blastorigin);
center = targ.origin + (targ.mins + targ.maxs) * 0.5;
// if it's a player, use the view origin as reference
// laser force adjustments :P
if(DEATH_WEAPONOF(deathtype) == WEP_LASER)
{
- vector vel;
-
- float force_zscale;
- float force_velocitybiasramp;
- float force_velocitybias;
-
- force_velocitybiasramp = cvar("sv_maxspeed");
- if(deathtype & HITTYPE_SECONDARY)
- {
- force_zscale = cvar("g_balance_laser_secondary_force_zscale");
- force_velocitybias = cvar("g_balance_laser_secondary_force_velocitybias");
- }
- else
- {
- force_zscale = cvar("g_balance_laser_primary_force_zscale");
- force_velocitybias = cvar("g_balance_laser_primary_force_velocitybias");
- }
-
- vel = targ.velocity;
- vel_z = 0;
- vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
- force =
- vlen(force)
- *
- normalize(normalize(force) + vel);
-
- force_z *= force_zscale;
+ if (targ == attacker)
+ {
+ vector vel;
+
+ float force_zscale;
+ float force_velocitybiasramp;
+ float force_velocitybias;
+
+ force_velocitybiasramp = autocvar_sv_maxspeed;
+ if(deathtype & HITTYPE_SECONDARY)
+ {
+ force_zscale = autocvar_g_balance_laser_secondary_force_zscale;
+ force_velocitybias = autocvar_g_balance_laser_secondary_force_velocitybias;
+ }
+ else
+ {
+ force_zscale = autocvar_g_balance_laser_primary_force_zscale;
+ force_velocitybias = autocvar_g_balance_laser_primary_force_velocitybias;
+ }
+
+ vel = targ.velocity;
+ vel_z = 0;
+ vel = normalize(vel) * bound(0, vlen(vel) / force_velocitybiasramp, 1) * force_velocitybias;
+ force =
+ vlen(force)
+ *
+ normalize(normalize(force) + vel);
+
+ force_z *= force_zscale;
+ }
+ else
+ {
+ if(deathtype & HITTYPE_SECONDARY)
+ {
+ force *= autocvar_g_balance_laser_secondary_force_other_scale;
+ }
+ else
+ {
+ force *= autocvar_g_balance_laser_primary_force_other_scale;
+ }
+ }
}
//if (targ == attacker)
if(e.watertype != CONTENT_LAVA)
e.fire_endtime = 0;
+ // ice stops fire
+ if(e.freezetag_frozen)
+ e.fire_endtime = 0;
+
t = min(frametime, e.fire_endtime - time);
d = e.fire_damagepersec * t;
if not(IS_INDEPENDENT_PLAYER(other))
if(boxesoverlap(e.absmin, e.absmax, other.absmin, other.absmax))
{
- t = cvar("g_balance_firetransfer_time") * (e.fire_endtime - time);
- d = cvar("g_balance_firetransfer_damage") * e.fire_damagepersec * t;
+ t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
+ d = autocvar_g_balance_firetransfer_damage * e.fire_damagepersec * t;
Fire_AddDamage(other, o, d, t, DEATH_FIRE);
}
}