#include "cl_player.qh"
-#include "_all.qh"
#include "bot/bot.qh"
#include "cheats.qh"
#include "g_damage.qh"
#include "g_subs.qh"
-#include "g_violence.qh"
#include "miscfunctions.qh"
#include "portals.qh"
#include "teamplay.qh"
#include "weapons/throwing.qh"
#include "command/common.qh"
+#include "../common/anim.qh"
#include "../common/animdecide.qh"
#include "../common/csqcmodel_settings.qh"
-#include "../common/deathtypes.qh"
+#include "../common/deathtypes/all.qh"
#include "../common/triggers/subs.qh"
#include "../common/playerstats.qh"
-#include "../csqcmodellib/sv_model.qh"
+#include "../lib/csqcmodel/sv_model.qh"
#include "../common/minigames/sv_minigames.qh"
+#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+#include "../common/triggers/include.qh"
+
#include "weapons/weaponstats.qh"
#include "../common/animdecide.qh"
-void CopyBody_Think(void)
+void Drop_Special_Items(entity player)
+{
+ // called when the player has become stuck or frozen
+ // so objective items aren't stuck with the player
+
+ MUTATOR_CALLHOOK(DropSpecialItems, player);
+}
+
+void CopyBody_Think()
{SELFPARAM();
if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
{
}
void CopyBody(float keepvelocity)
{SELFPARAM();
- entity oldself;
if (self.effects & EF_NODRAW)
return;
- oldself = self;
- self = spawn();
- self.enemy = oldself;
- self.lip = oldself.lip;
- self.colormap = oldself.colormap;
- self.iscreature = oldself.iscreature;
- self.teleportable = oldself.teleportable;
- self.damagedbycontents = oldself.damagedbycontents;
- self.angles = oldself.angles;
- self.v_angle = oldself.v_angle;
- self.avelocity = oldself.avelocity;
- self.classname = "body";
- self.damageforcescale = oldself.damageforcescale;
- self.effects = oldself.effects;
- self.glowmod = oldself.glowmod;
- self.event_damage = oldself.event_damage;
- self.anim_state = oldself.anim_state;
- self.anim_time = oldself.anim_time;
- self.anim_lower_action = oldself.anim_lower_action;
- self.anim_lower_time = oldself.anim_lower_time;
- self.anim_upper_action = oldself.anim_upper_action;
- self.anim_upper_time = oldself.anim_upper_time;
- self.anim_implicit_state = oldself.anim_implicit_state;
- self.anim_implicit_time = oldself.anim_implicit_time;
- self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
- self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
- self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
- self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
- self.dphitcontentsmask = oldself.dphitcontentsmask;
- self.death_time = oldself.death_time;
- self.pain_finished = oldself.pain_finished;
- self.health = oldself.health;
- self.armorvalue = oldself.armorvalue;
- self.armortype = oldself.armortype;
- self.model = oldself.model;
- self.modelindex = oldself.modelindex;
- self.skin = oldself.skin;
- self.species = oldself.species;
- self.movetype = oldself.movetype;
- self.solid = oldself.solid;
- self.ballistics_density = oldself.ballistics_density;
- self.takedamage = oldself.takedamage;
- self.customizeentityforclient = oldself.customizeentityforclient;
- self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
- self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
+ setself(new(body));
+ self.enemy = this;
+ self.lip = this.lip;
+ self.colormap = this.colormap;
+ self.iscreature = this.iscreature;
+ self.teleportable = this.teleportable;
+ self.damagedbycontents = this.damagedbycontents;
+ self.angles = this.angles;
+ self.v_angle = this.v_angle;
+ self.avelocity = this.avelocity;
+ self.damageforcescale = this.damageforcescale;
+ self.effects = this.effects;
+ self.glowmod = this.glowmod;
+ self.event_damage = this.event_damage;
+ self.anim_state = this.anim_state;
+ self.anim_time = this.anim_time;
+ self.anim_lower_action = this.anim_lower_action;
+ self.anim_lower_time = this.anim_lower_time;
+ self.anim_upper_action = this.anim_upper_action;
+ self.anim_upper_time = this.anim_upper_time;
+ self.anim_implicit_state = this.anim_implicit_state;
+ self.anim_implicit_time = this.anim_implicit_time;
+ self.anim_lower_implicit_action = this.anim_lower_implicit_action;
+ self.anim_lower_implicit_time = this.anim_lower_implicit_time;
+ self.anim_upper_implicit_action = this.anim_upper_implicit_action;
+ self.anim_upper_implicit_time = this.anim_upper_implicit_time;
+ self.dphitcontentsmask = this.dphitcontentsmask;
+ self.death_time = this.death_time;
+ self.pain_finished = this.pain_finished;
+ self.health = this.health;
+ self.armorvalue = this.armorvalue;
+ self.armortype = this.armortype;
+ self.model = this.model;
+ self.modelindex = this.modelindex;
+ self.skin = this.skin;
+ self.species = this.species;
+ self.movetype = this.movetype;
+ self.solid = this.solid;
+ self.ballistics_density = this.ballistics_density;
+ self.takedamage = this.takedamage;
+ self.customizeentityforclient = this.customizeentityforclient;
+ self.uncustomizeentityforclient = this.uncustomizeentityforclient;
+ self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
if (keepvelocity == 1)
- self.velocity = oldself.velocity;
+ self.velocity = this.velocity;
self.oldvelocity = self.velocity;
- self.alpha = oldself.alpha;
- self.fade_time = oldself.fade_time;
- self.fade_rate = oldself.fade_rate;
- //self.weapon = oldself.weapon;
- setorigin(self, oldself.origin);
- setsize(self, oldself.mins, oldself.maxs);
- self.prevorigin = oldself.origin;
+ self.alpha = this.alpha;
+ self.fade_time = this.fade_time;
+ self.fade_rate = this.fade_rate;
+ //self.weapon = this.weapon;
+ setorigin(self, this.origin);
+ setsize(self, this.mins, this.maxs);
+ self.prevorigin = this.origin;
self.reset = SUB_Remove;
- Drag_MoveDrag(oldself, self);
+ Drag_MoveDrag(this, self);
if(self.colormap <= maxclients && self.colormap > 0)
- self.colormap = 1024 + oldself.clientcolors;
+ self.colormap = 1024 + this.clientcolors;
CSQCMODEL_AUTOINIT(self);
- self.CopyBody_nextthink = oldself.nextthink;
- self.CopyBody_think = oldself.think;
+ self.CopyBody_nextthink = this.nextthink;
+ self.CopyBody_think = this.think;
self.nextthink = time;
self.think = CopyBody_Think;
// "bake" the current animation frame for clones (they don't get clientside animation)
animdecide_load_if_needed(self);
animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
- self = oldself;
+ setself(this);
}
float player_getspecies()
animdecide_setstate(self, 0, false);
}
-void player_anim (void)
+void player_anim ()
{SELFPARAM();
int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
if(self.deadflag) {
animbits |= ANIMSTATE_DUCK;
animdecide_setstate(self, animbits, false);
animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
-
- if (self.weaponentity)
- {
- updateanim(self.weaponentity);
- if (!self.weaponentity.animstate_override)
- setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
- }
}
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
}
if (take > 50)
damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
}
- if(DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
{
// tuba causes blood to come out of the ears
vector ear1, ear2;
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
+ sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
}
if (take > 50)
}
if(sound_allowed(MSG_BROADCAST, attacker))
- if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
+ if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
if(self.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
- if(deathtype == DEATH_FALL)
+ if(deathtype == DEATH_FALL.m_id)
PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 75) // TODO make a "gentle" version?
PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
self.dmg_inflictor = inflictor;
- float abot, vbot, awep;
- abot = (IS_BOT_CLIENT(attacker));
- vbot = (IS_BOT_CLIENT(self));
+ if (self != attacker) {
+ float realdmg = damage - excess;
+ if (IS_PLAYER(attacker)) {
+ PlayerScore_Add(attacker, SP_DMG, realdmg);
+ }
+ if (IS_PLAYER(self)) {
+ PlayerScore_Add(self, SP_DMGTAKEN, realdmg);
+ }
+ }
+
+ bool abot = (IS_BOT_CLIENT(attacker));
+ bool vbot = (IS_BOT_CLIENT(self));
valid_damage_for_weaponstats = 0;
- awep = 0;
+ Weapon awep = WEP_Null;
if(vbot || IS_REAL_CLIENT(self))
if(abot || IS_REAL_CLIENT(attacker))
if(DIFF_TEAM(self, attacker))
{
if(DEATH_ISSPECIAL(deathtype))
- awep = attacker.weapon;
+ awep = get_weaponinfo(attacker.weapon);
else
awep = DEATH_WEAPONOF(deathtype);
valid_damage_for_weaponstats = 1;
{
dh = dh - max(self.health, 0);
da = da - max(self.armorvalue, 0);
- WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
- MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc);
+ WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
+ MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
}
if (self.health < 1)
}
if(valid_damage_for_weaponstats)
- WeaponStats_LogKill(awep, abot, self.weapon, vbot);
+ WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
if(sound_allowed(MSG_BROADCAST, attacker))
{
- if(deathtype == DEATH_DROWN)
+ if(deathtype == DEATH_DROWN.m_id)
PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
else
PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
defer_ClientKill_Now_TeamChange = true;
if(self.classname == "body")
- if(deathtype == DEATH_KILL)
+ if(deathtype == DEATH_KILL.m_id)
{
// for the lemmings fans, a small harmless explosion
Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
Obituary (attacker, inflictor, self, deathtype);
// increment frag counter for used weapon type
- int w = DEATH_WEAPONOF(deathtype);
- if(WEP_VALID(w))
+ Weapon w = DEATH_WEAPONOF(deathtype);
+ if(w != WEP_Null)
if(accuracy_isgooddamage(attacker, self))
- attacker.accuracy.(accuracy_frags[w-1]) += 1;
+ attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
+ excess = frag_damage;
- WEP_ACTION(self.weapon, WR_PLAYERDEATH);
+ Weapon wep = get_weaponinfo(self.weapon);
+ wep.wr_playerdeath(wep);
RemoveGrapplingHook(self);
// reset fields the weapons may use just in case
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- WEP_ACTION(j, WR_RESETPLAYER);
- ATTACK_FINISHED_FOR(self, j) = 0;
+ Weapon w = get_weaponinfo(j);
+ w.wr_resetplayer(w);
+ for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ ATTACK_FINISHED_FOR(self, j, slot) = 0;
+ }
}
}
}
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOR_EACH_REALCLIENT(head)
+ FOR_EACH_REALCLIENT(head)
if(head != source)
if(head.active_minigame == source.active_minigame)
sprint(head, msgstr);
void PrecachePlayerSounds(string f)
{
- float fh;
- string s;
- fh = fopen(f, FILE_READ);
- if(fh < 0)
+ int fh = fopen(f, FILE_READ);
+ if (fh < 0)
return;
- while((s = fgets(fh)))
+ for (string s; (s = fgets(fh)); )
{
- if(tokenize_console(s) != 3)
+ int n = tokenize_console(s);
+ if (n != 3)
{
- LOG_TRACE("Invalid sound info line: ", s, "\n");
+ if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
continue;
}
PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
}
break;
case VOICETYPE_PLAYERSOUND:
- sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
+ _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
break;
default:
backtrace("Invalid voice type!");
void VoiceMessage(string type, string msg)
{SELFPARAM();
- var .string sample;
float voicetype, ownteam;
float flood;
- sample = GetVoiceMessageSampleField(type);
+ var .string sample = GetVoiceMessageSampleField(type);
if(GetPlayerSoundSampleField_notFound)
{
TeamchangeFrags(client); // move the players frags
SetPlayerColors(client, team_colour - 1); // set the players colour
- Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
+ Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
lockteams = lockteams_backup; // restore the team lock