#include "../common/effects/qc/all.qh"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
#include "../common/triggers/include.qh"
+#include "../common/wepent.qh"
#include "weapons/weaponstats.qh"
clone.iscreature = this.iscreature;
clone.teleportable = this.teleportable;
clone.damagedbycontents = this.damagedbycontents;
+ if(clone.damagedbycontents)
+ IL_PUSH(g_damagedbycontents, clone);
clone.angles = this.angles;
clone.v_angle = this.v_angle;
clone.avelocity = this.avelocity;
this.alpha = -1;
this.solid = SOLID_NOT; // restore later
this.takedamage = DAMAGE_NO; // restore later
+ if(this.damagedbycontents)
+ IL_REMOVE(g_damagedbycontents, this);
this.damagedbycontents = false;
}
}
if(!DEATH_ISSPECIAL(deathtype))
{
- damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
+ damage *= bound(1.0, this.cvar_cl_handicap, 10.0);
if(this != attacker)
- damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
+ damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0);
}
+ if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
+ damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
+
if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
{
// tuba causes blood to come out of the ears
else
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
-
v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v.x;
save = v.y;
this.istypefrag = 0;
}
- if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
- {
- vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
- take = v.x;
- save = v.y;
- }
-
MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
take = bound(0, M_ARGV(4, float), this.health);
save = bound(0, M_ARGV(5, float), this.armorvalue);
}
if(sound_allowed(MSG_BROADCAST, attacker))
- if((this.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != this) // WEAPONTODO: create separate limit for pain notification with laser
+ if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
if(this.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
{
WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
}
- if (dh + da)
+ if (damage)
{
- MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
+ MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
}
if (this.health < 1)
Weapon wep = this.(weaponentity).m_weapon;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- .entity wepent = weaponentities[slot];
- wep.wr_playerdeath(wep, this, wepent);
+ .entity went = weaponentities[slot];
+ wep.wr_playerdeath(wep, this, went);
}
RemoveGrapplingHooks(this);
// throw a weapon
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- .entity wepent = weaponentities[slot];
- SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(wepent).m_switchweapon.m_id, wepent);
+ .entity went = weaponentities[slot];
+ SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
}
// become fully visible
teamsay = false;
}
- if(intermission_running)
+ if(game_stopped)
teamsay = false;
if (!source) {
if (!privatesay && source && !IS_PLAYER(source))
{
- if (!intermission_running)
- if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
- teamsay = -1; // spectators
+ if (!game_stopped)
+ if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
+ teamsay = -1; // spectators
}
if(flood)
ret = 1;
}
+ MUTATOR_CALLHOOK(ChatMessage, source, ret);
+ ret = M_ARGV(1, int);
+
if(sourcemsgstr != "" && ret != 0)
{
if(ret < 0) // faked message, because the player is muted
else if(privatesay) // private message, between 2 people only
{
sprint(source, sourcemsgstr);
- sprint(privatesay, msgstr);
if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
- if(cmsgstr != "")
- centerprint(privatesay, cmsgstr);
+ if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
+ {
+ sprint(privatesay, msgstr);
+ if(cmsgstr != "")
+ centerprint(privatesay, cmsgstr);
+ }
}
else if ( teamsay && source.active_minigame )
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, sprint(it, msgstr));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
}
else if(teamsay > 0) // team message, only sent to team mates
{
dedicated_print(msgstr); // send to server console too
if(sourcecmsgstr != "")
centerprint(source, sourcecmsgstr);
- FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, {
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
sprint(it, msgstr);
if(cmsgstr != "")
centerprint(it, cmsgstr);
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
+ FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
}
else
{
dedicated_print(msgstr); // send to server console too
MX_Say(strcat(playername(source), "^7: ", msgin));
}
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
}
}