]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/player.qc
Merge branch 'bones_was_here/805' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
index fa0818283aa55273a42b60e7bbd215e75d856b99..ad3ba94e4a21d18c9aa7c293a1c68cfa9a04edeb 100644 (file)
@@ -2,7 +2,6 @@
 
 #include <common/anim.qh>
 #include <common/animdecide.qh>
-#include <common/animdecide.qh>
 #include <common/csqcmodel_settings.qh>
 #include <common/deathtypes/all.qh>
 #include <common/effects/all.qh>
@@ -13,6 +12,7 @@
 #include <common/mapobjects/subs.qh>
 #include <common/mapobjects/teleporters.qh>
 #include <common/minigames/sv_minigames.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
 #include <common/mutators/mutator/waypoints/waypointsprites.qh>
 #include <common/physics/player.qh>
 #include <common/playerstats.qh>
@@ -229,8 +229,8 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da
 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        vector v;
-       float dh = max(GetResource(this, RES_HEALTH), 0);
-       float da = max(GetResource(this, RES_ARMOR), 0);
+       float initial_health = max(GetResource(this, RES_HEALTH), 0);
+       float initial_armor = max(GetResource(this, RES_ARMOR), 0);
        float take = 0, save = 0;
 
        if (damage)
@@ -244,8 +244,13 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                        }
                }
 
-               if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
-                       damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
+               if (STAT(FROZEN, this))
+               {
+                       if (!ITEM_DAMAGE_NEEDKILL(deathtype))
+                               damage = 0;
+               }
+               else if (StatusEffects_active(STATUSEFFECT_SpawnShield, this) && autocvar_g_spawnshield_blockdamage < 1)
+                       damage *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1);
 
                if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears
                {
@@ -316,7 +321,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
        if(sound_allowed(MSG_BROADCAST, attacker))
        {
-               if (save > 10 && (dh - take) > 0) // don't play armor sound if the attack is fatal
+               if (save > 10 && (initial_health - take) > 0) // don't play armor sound if the attack is fatal
                        sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
                else if (take > 30)
                        sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
@@ -329,7 +334,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        if (take > 100)
                Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
 
-       if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
+       if (!StatusEffects_active(STATUSEFFECT_SpawnShield, this) || autocvar_g_spawnshield_blockdamage < 1)
        {
                if (!(this.flags & FL_GODMODE))
                {
@@ -339,7 +344,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                        if(take)
                                this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
 
-                       if (time > this.pain_finished)          //Don't switch pain sequences like crazy
+                       if (time > this.pain_finished && !STAT(FROZEN, this)) // Don't switch pain sequences like crazy
                        {
                                this.pain_finished = time + 0.5;        //Supajoe
 
@@ -383,18 +388,6 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                                this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
                                this.v_angle_x = bound(-90, this.v_angle.x, 90);
                        }
-
-                       float realdmg = damage - excess;
-                       if (this != attacker && realdmg)
-                       if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
-                       {
-                               if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) {
-                                       GameRules_scoring_add(attacker, DMG, realdmg);
-                               }
-                               if (IS_PLAYER(this)) {
-                                       GameRules_scoring_add(this, DMGTAKEN, realdmg);
-                               }
-                       }
                }
                else
                        this.max_armorvalue += (save + take);
@@ -413,7 +406,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        if(vbot || IS_REAL_CLIENT(this))
        if(abot || IS_REAL_CLIENT(attacker))
        if(attacker && this != attacker)
-       if(DIFF_TEAM(this, attacker))
+       if (DIFF_TEAM(this, attacker) && (!STAT(FROZEN, this) || this.freeze_time > time))
        {
                if(DEATH_ISSPECIAL(deathtype))
                        awep = attacker.(weaponentity).m_weapon;
@@ -422,19 +415,31 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                valid_damage_for_weaponstats = true;
        }
 
-       dh = dh - max(GetResource(this, RES_HEALTH), 0);
-       da = da - max(GetResource(this, RES_ARMOR), 0);
+       float dh = initial_health - max(GetResource(this, RES_HEALTH), 0); // health difference
+       float da = initial_armor - max(GetResource(this, RES_ARMOR), 0); // armor difference
        if(valid_damage_for_weaponstats)
        {
                WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
        }
 
-       MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
+       bool forbid_logging_damage = MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
+
+       if ((dh || da) && !forbid_logging_damage)
+       {
+               float realdmg = damage - excess;
+               if ((this != attacker || deathtype == DEATH_KILL.m_id) && realdmg && !STAT(FROZEN, this)
+                       && (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime))
+               {
+                       if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this) && deathtype != DEATH_KILL.m_id)
+                               GameRules_scoring_add(attacker, DMG, realdmg);
+                       if (IS_PLAYER(this))
+                               GameRules_scoring_add(this, DMGTAKEN, realdmg);
+               }
+       }
 
        if (GetResource(this, RES_HEALTH) < 1)
        {
-               float defer_ClientKill_Now_TeamChange;
-               defer_ClientKill_Now_TeamChange = false;
+               bool defer_ClientKill_Now_TeamChange = false;
 
                if(this.alivetime)
                {
@@ -554,7 +559,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                // don't play teleportation sounds
                this.teleportable = TELEPORT_SIMPLE;
 
-               STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
+               STAT(AIR_FINISHED, this) = 0;
 
                this.death_time = time;
                if (random() < 0.5)