#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"
));
if (sdelay_small_count == 0)
{
- if (g_cts)
+ if (IS_INDEPENDENT_PLAYER(this))
{
// Players play independently. No point in requiring enemies.
sdelay_small_count = 1;
}
if (sdelay_large_count == 0)
{
- if (g_cts)
+ if (IS_INDEPENDENT_PLAYER(this))
{
// Players play independently. No point in requiring enemies.
sdelay_large_count = 1;
{
float take, save, dh, da;
vector v;
- float valid_damage_for_weaponstats;
float excess;
dh = max(this.health, 0);
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
{
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
if(vbot || IS_REAL_CLIENT(this))
if(abot || IS_REAL_CLIENT(attacker))
if(DIFF_TEAM(this, attacker))
{
if(DEATH_ISSPECIAL(deathtype))
- awep = PS(attacker).m_weapon;
+ 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);
da = da - max(this.armorvalue, 0);
if(valid_damage_for_weaponstats)
{
- WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da);
- }
- if (damage)
- {
- MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
+ WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
}
+ MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
+
if (this.health < 1)
{
float defer_ClientKill_Now_TeamChange;
}
if(valid_damage_for_weaponstats)
- WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot);
+ WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
if(autocvar_sv_gentle < 1)
if(sound_allowed(MSG_BROADCAST, attacker))
{
delete(this.killindicator);
this.killindicator = NULL;
- if(this.killindicator_teamchange)
+ if(CS(this).killindicator_teamchange)
defer_ClientKill_Now_TeamChange = true;
if(this.classname == "body")
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 = PS(this).m_weapon;
- /*for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ //Weapon wep = this.(weaponentity).m_weapon;
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
- .entity weaponentity = weaponentities[slot];
- wep.wr_playerdeath(wep, this, weaponentity);
- }*/
- .entity weaponentity = weaponentities[0]; // TODO: unhardcode
- wep.wr_playerdeath(wep, this, weaponentity);
+ .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);
+ }
- RemoveGrapplingHook(this);
+ RemoveGrapplingHooks(this);
Portal_ClearAllLater(this);
// clear waypoints
WaypointSprite_PlayerDead(this);
// throw a weapon
- SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ .entity went = weaponentities[slot];
+ SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
+ }
// become fully visible
this.alpha = default_player_alpha;
}
// 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);
}
}
if (server_is_dedicated) print(input);
}
+void PrintToChat(entity player, string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ sprint(player, text);
+}
+
+void DebugPrintToChat(entity player, string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChat(player, text);
+ }
+}
+
+void PrintToChatAll(string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ bprint(text);
+}
+
+void DebugPrintToChatAll(string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChatAll(text);
+ }
+}
+
+void PrintToChatTeam(int teamnum, string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ if (it.team == teamnum)
+ {
+ sprint(it, text);
+ }
+ });
+}
+
+void DebugPrintToChatTeam(int teamnum, string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChatTeam(teamnum, text);
+ }
+}
+
/**
* message "": do not say, just test flood control
* return value:
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))
teamsay = false;
}
- if(intermission_running)
+ if(game_stopped)
teamsay = false;
if (!source) {
string namestr = "";
if (source)
- namestr = autocvar_g_chat_teamcolors ? playername(source) : source.netname;
+ namestr = playername(source, autocvar_g_chat_teamcolors);
string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
privatemsgprefixlen = strlen(msgstr);
msgstr = strcat(msgstr, msgin);
cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
- if(autocvar_g_chat_teamcolors)
- privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
- else
- privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
+ privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
}
else if(teamsay)
{
// FLOOD CONTROL
int flood = 0;
var .float flood_field = floodcontrol_chat;
- if(floodcontrol)
+ if(floodcontrol && source)
{
float flood_spl;
float flood_burst;
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)
- LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
+ LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.\n");
// 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;
ret = 1;
}
+ if (privatesay && source && !IS_PLAYER(source))
+ {
+ if (!game_stopped)
+ if ((privatesay && !IS_PLAYER(privatesay)) || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
+ ret = -1; // just hide the message completely
+ }
+
+ 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 )
+ 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, 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
{
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
{
if (source) {
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- MX_Say(strcat(playername(source), "^7: ", msgin));
+ MX_Say(strcat(playername(source, true), "^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));
}
}