]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/player.qc
Merge branch 'master' into terencehill/accuracy_shotgun
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
index 26fc9e659204d7bf6305a5d2483bf1b2b4ba9819..9d9281c0e9eb079298e25f4e08010298a9599aa8 100644 (file)
@@ -173,9 +173,6 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da
        vector v;
        Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
 
-       // damage resistance (ignore most of the damage from a bullet or similar)
-       damage = max(damage - 5, 1);
-
        v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
        take = v.x;
        save = v.y;
@@ -630,11 +627,16 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                        animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
                else
                        animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
+
+               /* // postpone resize until frame end so that dead player can still
+               // properly get hit by all the projectiles fired in this frame (shotgun)
                if (this.maxs.z > 5)
                {
                        this.maxs_z = 5;
                        setsize(this, this.mins, this.maxs);
                }
+               */
+
                // set damage function to corpse damage
                this.event_damage = PlayerCorpseDamage;
                // call the corpse damage function just in case it wants to gib
@@ -653,7 +655,7 @@ 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);
+                       this.event_damage(this, inflictor, attacker, autocvar_sv_gibhealth + 1, deathtype, hitloc, force);
                }
 
                // reset fields the weapons may use just in case