]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_damage.qc
remove even more evil
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
index bd4426c3aaa68e30ad4705208bf04fbcb2d81b42..59da8e086f3e148131bf13480ca22cd180230808 100644 (file)
@@ -14,10 +14,11 @@ float Damage_DamageInfo_SendEntity(entity to, float sf)
        WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
        WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
        WriteShort(MSG_ENTITY, self.oldorigin_x);
+       WriteByte(MSG_ENTITY, self.species);
        return TRUE;
 }
 
-void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, entity dmgowner)
+void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, float deathtype, float bloodtype, entity dmgowner)
 {
        // TODO maybe call this from non-edgedamage too?
        // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
@@ -35,8 +36,8 @@ void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad
        e.dmg_radius = rad;
        e.dmg_force = vlen(force);
        e.velocity = force;
-
        e.oldorigin_x = compressShortVector(e.velocity);
+       e.species = bloodtype;
 
        Net_LinkEntity(e, FALSE, 0.2, Damage_DamageInfo_SendEntity);
 }
@@ -100,10 +101,9 @@ void UpdateFrags(entity player, float f)
 
 // NOTE: f=0 means still count as a (positive) kill, but count no frags for it
 void W_SwitchWeapon_Force(entity e, float w);
+entity GiveFrags_randomweapons;
 void GiveFrags (entity attacker, entity targ, float f, float deathtype)
 {
-       float w;
-
        // TODO route through PlayerScores instead
        if(gameover) return;
 
@@ -140,34 +140,42 @@ void GiveFrags (entity attacker, entity targ, float f, float deathtype)
                // after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
                float culprit;
                culprit = DEATH_WEAPONOF(deathtype);
-               if(!culprit || !(attacker.weapons & W_WeaponBit(culprit)))
+               if(!culprit || !WEPSET_CONTAINS_EW(attacker, culprit))
                        culprit = attacker.weapon;
 
-               if(g_weaponarena_random_with_laser && culprit == WEPBIT_LASER)
+               if(g_weaponarena_random_with_laser && culprit == WEP_LASER)
                {
                        // no exchange
                }
                else
                {
+                       if(!GiveFrags_randomweapons)
+                       {
+                               GiveFrags_randomweapons = spawn();
+                               GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
+                       }
+
                        if(inWarmupStage)
-                               w = warmup_start_weapons;
+                               WEPSET_COPY_EA(GiveFrags_randomweapons, warmup_start_weapons);
                        else
-                               w = start_weapons;
+                               WEPSET_COPY_EA(GiveFrags_randomweapons, start_weapons);
 
                        // all others (including the culprit): remove
-                       w &~= attacker.weapons;
+                       WEPSET_ANDNOT_EE(GiveFrags_randomweapons, attacker);
+                       WEPSET_ANDNOT_EW(GiveFrags_randomweapons, culprit);
 
                        // among the remaining ones, choose one by random
-                       w = randombits(w, 1, FALSE);
-                       if(w)
+                       W_RandomWeapons(GiveFrags_randomweapons, 1);
+
+                       if(!WEPSET_EMPTY_E(GiveFrags_randomweapons))
                        {
-                               attacker.weapons |= w;
-                               attacker.weapons &~= W_WeaponBit(culprit);
+                               WEPSET_OR_EE(attacker, GiveFrags_randomweapons);
+                               WEPSET_ANDNOT_EW(attacker, culprit);
                        }
                }
 
                // after a frag, choose another random weapon set
-               if not(attacker.weapons & W_WeaponBit(attacker.weapon))
+               if not(WEPSET_CONTAINS_EW(attacker, attacker.weapon))
                        W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
        }
 
@@ -996,9 +1004,9 @@ float RadiusDamage (entity inflictor, entity attacker, float coredamage, float e
                else
                        force = normalize(force);
                if(forceintensity >= 0)
-                       Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, attacker);
+                       Damage_DamageInfo(blastorigin, coredamage, edgedamage, rad, forceintensity * force, deathtype, 0, attacker);
                else
-                       Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, attacker);
+                       Damage_DamageInfo(blastorigin, coredamage, edgedamage, -rad, (-forceintensity) * force, deathtype, 0, attacker);
        }
 
        stat_damagedone = 0;