X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fplayer.qc;h=af6b520749f3b157434d443bc056690f32602b33;hb=15a474a8dd9705bfb43f00cbef66f4ab49e76aa8;hp=26fc9e659204d7bf6305a5d2483bf1b2b4ba9819;hpb=ac7aeb0215b2f4efd7564de1ff9298dd2cf02125;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/player.qc b/qcsrc/server/player.qc index 26fc9e659..af6b52074 100644 --- a/qcsrc/server/player.qc +++ b/qcsrc/server/player.qc @@ -167,7 +167,7 @@ void player_anim(entity this) animdecide_setimplicitstate(this, IS_ONGROUND(this)); } -void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { float take, save; vector v; @@ -307,7 +307,7 @@ void calculate_player_respawn_time(entity this) this.respawn_flags = this.respawn_flags | RESPAWN_FORCE; } -void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { float take, save, dh, da; vector v; @@ -487,7 +487,6 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, 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)) @@ -551,7 +550,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // print an obituary message if(this.classname != "body") - Obituary (attacker, inflictor, this, deathtype); + Obituary (attacker, inflictor, this, deathtype, weaponentity); // increment frag counter for used weapon type Weapon w = DEATH_WEAPONOF(deathtype); @@ -567,9 +566,9 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity went = weaponentities[slot]; - if(!this.(weaponentity)) + if(!this.(went)) 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; + Weapon wep = this.(went).m_weapon; wep.wr_playerdeath(wep, this, went); } @@ -638,7 +637,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // set damage function to corpse damage this.event_damage = PlayerCorpseDamage; // call the corpse damage function just in case it wants to gib - this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force); + this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force); // set up to fade out later SUB_SetFade (this, time + 6 + random (), 1); @@ -653,7 +652,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") { // remove corpse // clones don't run any animation code any more, so we must gib them when they die :( - PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force); + PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, weaponentity, hitloc, force); } // reset fields the weapons may use just in case @@ -681,7 +680,7 @@ bool MoveToTeam(entity client, int team_colour, int type) { return false; } - Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player + Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, DMG_NOWEP, client.origin, '0 0 0'); // kill the player lockteams = lockteams_backup; // restore the team lock LogTeamchange(client.playerid, client.team, type); return true;