#include "player.qh"
+#include <common/effects/all.qh>
#include "bot/api.qh"
#include "cheats.qh"
#include "g_damage.qh"
+#include "handicap.qh"
#include "g_subs.qh"
#include "miscfunctions.qh"
#include "portals.qh"
#include "../common/minigames/sv_minigames.qh"
#include "../common/physics/player.qh"
-#include "../common/effects/qc/all.qh"
+#include "../common/effects/qc/_mod.qh"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
#include "../common/triggers/include.qh"
#include "../common/wepent.qh"
clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
set_movetype(clone, this.move_movetype);
clone.solid = this.solid;
- clone.ballistics_density = this.ballistics_density;
clone.takedamage = this.takedamage;
setcefc(clone, getcefc(this));
clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
//clone.weapon = this.weapon;
setorigin(clone, this.origin);
setsize(clone, this.mins, this.maxs);
- clone.prevorigin = this.origin;
clone.reset = SUB_Remove;
clone._ps = this._ps;
float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
if (teamplay)
{
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
if(it.team == this.team)
++pcount;
- ));
+ });
if (sdelay_small_count == 0)
sdelay_small_count = 1;
if (sdelay_large_count == 0)
}
else
{
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
++pcount;
- ));
+ });
if (sdelay_small_count == 0)
{
if (IS_INDEPENDENT_PLAYER(this))
{
float take, save, dh, da;
vector v;
- float valid_damage_for_weaponstats;
float excess;
dh = max(this.health, 0);
if(!DEATH_ISSPECIAL(deathtype))
{
- damage *= bound(1.0, this.cvar_cl_handicap, 10.0);
- if(this != attacker)
- damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0);
+ damage *= Handicap_GetTotalHandicap(this);
+ if (this != attacker && IS_PLAYER(attacker))
+ {
+ damage /= Handicap_GetTotalHandicap(attacker);
+ }
}
if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
if (this != attacker) {
float realdmg = damage - excess;
if (IS_PLAYER(attacker)) {
- PlayerScore_Add(attacker, SP_DMG, realdmg);
+ GameRules_scoring_add(attacker, DMG, realdmg);
}
if (IS_PLAYER(this)) {
- PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
+ GameRules_scoring_add(this, DMGTAKEN, realdmg);
}
}
bool abot = (IS_BOT_CLIENT(attacker));
bool vbot = (IS_BOT_CLIENT(this));
- valid_damage_for_weaponstats = 0;
+ bool valid_damage_for_weaponstats = false;
Weapon awep = WEP_Null;
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
awep = attacker.(weaponentity).m_weapon;
else
awep = DEATH_WEAPONOF(deathtype);
- valid_damage_for_weaponstats = 1;
+ valid_damage_for_weaponstats = true;
}
dh = dh - max(this.health, 0);
{
delete(this.killindicator);
this.killindicator = NULL;
- if(this.killindicator_teamchange)
+ if(CS(this).killindicator_teamchange)
defer_ClientKill_Now_TeamChange = true;
if(this.classname == "body")
// increment frag counter for used weapon type
Weapon w = DEATH_WEAPONOF(deathtype);
if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
- attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
+ CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
- excess = M_ARGV(4, float);
+ damage = M_ARGV(4, float);
+ excess = max(0, damage - take - save);
- Weapon wep = this.(weaponentity).m_weapon;
+ //Weapon wep = this.(weaponentity).m_weapon;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity went = weaponentities[slot];
+ if(!this.(weaponentity))
+ continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
+ Weapon wep = this.(weaponentity).m_weapon;
wep.wr_playerdeath(wep, this, went);
}
set_movetype(this, MOVETYPE_TOSS);
// shootable corpse
this.solid = SOLID_CORPSE;
- this.ballistics_density = autocvar_g_ballistics_density_corpse;
+ PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
// don't stick to the floor
UNSET_ONGROUND(this);
// dying animation
this.deadflag = DEAD_DYING;
+ STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
+
// when to allow respawn
calculate_player_respawn_time(this);
}
// reset fields the weapons may use just in case
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
- it.wr_resetplayer(it, this);
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ if(this.classname != "body")
+ {
+ FOREACH(Weapons, it != WEP_Null,
{
- ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
- }
- ));
+ it.wr_resetplayer(it, this);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
+ }
+ });
+ }
MUTATOR_CALLHOOK(PlayerDied, this);
}
}
-void MoveToTeam(entity client, int team_colour, int type)
+bool MoveToTeam(entity client, int team_colour, int type)
{
int lockteams_backup = lockteams; // backup any team lock
lockteams = 0; // disable locked teams
TeamchangeFrags(client); // move the players frags
- SetPlayerColors(client, team_colour - 1); // set the players colour
+ if (!SetPlayerTeamSimple(client, team_colour))
+ {
+ return false;
+ }
Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
lockteams = lockteams_backup; // restore the team lock
LogTeamchange(client.playerid, client.team, type);
+ return true;
}
/** print(), but only print if the server is not local */
if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
- msgin = formatmessage(source, msgin);
+ if(source)
+ msgin = formatmessage(source, msgin);
string colorstr;
if (!IS_PLAYER(source))
// FLOOD CONTROL
int flood = 0;
var .float flood_field = floodcontrol_chat;
- if(floodcontrol)
+ if(floodcontrol && source)
{
float flood_spl;
float flood_burst;
}
if(flood)
- LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.\n");
+ LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
// build sourcemsgstr by cutting off a prefix and replacing it by the other one
if(privatesay)
sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
int ret;
- if(source.muted)
+ if(source && CS(source).muted)
{
// always fake the message
ret = -1;
centerprint(privatesay, cmsgstr);
}
}
- else if ( teamsay && source.active_minigame )
+ else if ( teamsay && CS(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 && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
}
else if(teamsay > 0) // team message, only sent to team mates
{