X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fg_damage.qc;h=cc0c71be5d56e32a1ad721a1e8fe1a9726645a43;hb=68bea9632f5a193d608cf7aab9f6c38ae882ce0d;hp=efefed1dc74f2451892ea7a184cf446f55d75511;hpb=3366966e825c0f7f3a75c934469cb30dc6a88b3c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/g_damage.qc b/qcsrc/server/g_damage.qc index efefed1dc..cc0c71be5 100644 --- a/qcsrc/server/g_damage.qc +++ b/qcsrc/server/g_damage.qc @@ -3,7 +3,7 @@ #include #include "bot/api.qh" #include "g_hook.qh" -#include "mutators/_mod.qh" +#include #include "scores.qh" #include "spawnpoints.qh" #include "../common/state.qh" @@ -13,6 +13,8 @@ #include "../common/vehicles/all.qh" #include "../common/items/_mod.qh" #include "../common/mutators/mutator/waypoints/waypointsprites.qh" +#include "../common/mutators/mutator/instagib/sv_instagib.qh" +#include "../common/mutators/mutator/buffs/buffs.qh" #include "weapons/accuracy.qh" #include "weapons/csqcprojectile.qh" #include "weapons/selection.qh" @@ -23,6 +25,7 @@ #include "../common/playerstats.qh" #include "../common/teams.qh" #include "../common/util.qh" +#include #include #include "../lib/csqcmodel/sv_model.qh" #include "../lib/warpzone/common.qh" @@ -60,51 +63,8 @@ void GiveFrags (entity attacker, entity targ, float f, int deathtype, .entity we GameRules_scoring_add(targ, DEATHS, 1); - if(targ != attacker) // not for suicides - if(g_weaponarena_random) - { - // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon - Weapon culprit = DEATH_WEAPONOF(deathtype); - if(!culprit) culprit = attacker.(weaponentity).m_weapon; - else if(!(STAT(WEAPONS, attacker) & (culprit.m_wepset))) culprit = attacker.(weaponentity).m_weapon; - - if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator? - { - // no exchange - } - else - { - if(!GiveFrags_randomweapons) - { - GiveFrags_randomweapons = new(GiveFrags_randomweapons); - } - - if(warmup_stage) - STAT(WEAPONS, GiveFrags_randomweapons) = WARMUP_START_WEAPONS; - else - STAT(WEAPONS, GiveFrags_randomweapons) = start_weapons; - - // all others (including the culprit): remove - STAT(WEAPONS, GiveFrags_randomweapons) &= ~STAT(WEAPONS, attacker); - STAT(WEAPONS, GiveFrags_randomweapons) &= ~(culprit.m_wepset); - - // among the remaining ones, choose one by random - STAT(WEAPONS, GiveFrags_randomweapons) = W_RandomWeapons(GiveFrags_randomweapons, STAT(WEAPONS, GiveFrags_randomweapons), 1); - - if(STAT(WEAPONS, GiveFrags_randomweapons)) - { - STAT(WEAPONS, attacker) |= STAT(WEAPONS, GiveFrags_randomweapons); - STAT(WEAPONS, attacker) &= ~(culprit.m_wepset); - } - } - - // after a frag, choose another random weapon set - if (!(STAT(WEAPONS, attacker) & WepSet_FromWeapon(attacker.(weaponentity).m_weapon))) - W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker, weaponentity), weaponentity); - } - // FIXME fix the mess this is (we have REAL points now!) - if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f)) + if(MUTATOR_CALLHOOK(GiveFragsForKill, attacker, targ, f, deathtype, attacker.(weaponentity))) f = M_ARGV(2, float); attacker.totalfrags += f; @@ -262,7 +222,6 @@ bool frag_centermessage_override(entity attacker, entity targ, int deathtype, in return MUTATOR_CALLHOOK(FragCenterMessage, attacker, targ, deathtype, kill_count_to_attacker, kill_count_to_target); } -entity buff_FirstFromFlags(int _buffs); void Obituary(entity attacker, entity inflictor, entity targ, int deathtype, .entity weaponentity) { // Sanity check @@ -634,9 +593,9 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d // These are ALWAYS lethal // No damage modification here // Instead, prepare the victim for his death... - SetResourceAmount(targ, RESOURCE_ARMOR, 0); + SetResourceAmountExplicit(targ, RESOURCE_ARMOR, 0); targ.spawnshieldtime = 0; - SetResourceAmount(targ, RESOURCE_HEALTH, 0.9); // this is < 1 + SetResourceAmountExplicit(targ, RESOURCE_HEALTH, 0.9); // this is < 1 targ.flags -= targ.flags & FL_GODMODE; damage = 100000; } @@ -677,7 +636,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d if(autocvar_g_mirrordamage_virtual) { - vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage); + vector v = healtharmor_applydamage(GetResourceAmount(attacker, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage); attacker.dmg_take += v.x; attacker.dmg_save += v.y; attacker.dmg_inflictor = inflictor; @@ -687,7 +646,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d if(autocvar_g_friendlyfire_virtual) { - vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); + vector v = healtharmor_applydamage(GetResourceAmount(targ, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); targ.dmg_take += v.x; targ.dmg_save += v.y; targ.dmg_inflictor = inflictor; @@ -779,7 +738,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d } } - if(!autocvar_g_instagib) + if(!MUTATOR_IS_ENABLED(mutator_instagib)) { // apply strength multiplier if (attacker.items & ITEM_Strength.m_itemid) @@ -1102,6 +1061,20 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity); } +bool Heal(entity targ, entity inflictor, float amount, float limit) +{ + if(game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR) || STAT(FROZEN, targ) || IS_DEAD(targ)) + return false; + + bool healed = false; + if(targ.event_heal) + healed = targ.event_heal(targ, inflictor, amount, limit); + // TODO: additional handling? what if the healing kills them? should this abort if healing would do so etc + // TODO: healing fx! + // TODO: armor healing? + return healed; +} + float Fire_IsBurning(entity e) { return (time < e.fire_endtime);