X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fplayer.qc;h=9d9281c0e9eb079298e25f4e08010298a9599aa8;hp=82f661a44cc330c58cc35e750a0a82293922683a;hb=b945d959784e5b249c66aea4f3326d8ae048f1cd;hpb=f934b2c5771b8d509fb1114b4dd89d74776f248d diff --git a/qcsrc/server/player.qc b/qcsrc/server/player.qc index 82f661a44..9d9281c0e 100644 --- a/qcsrc/server/player.qc +++ b/qcsrc/server/player.qc @@ -4,6 +4,7 @@ #include "bot/api.qh" #include "cheats.qh" #include "g_damage.qh" +#include "handicap.qh" #include "g_subs.qh" #include "miscfunctions.qh" #include "portals.qh" @@ -172,9 +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; @@ -317,9 +315,11 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(!DEATH_ISSPECIAL(deathtype)) { - damage *= bound(1.0, CS(this).cvar_cl_handicap, 10.0); - if(this != attacker && IS_PLAYER(attacker)) - damage /= bound(1.0, CS(attacker).cvar_cl_handicap, 10.0); + damage *= Handicap_GetTotalHandicap(this); + if (this != attacker && IS_PLAYER(attacker)) + { + damage /= Handicap_GetTotalHandicap(attacker); + } } if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1) @@ -472,10 +472,10 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if (this != attacker) { float realdmg = damage - excess; if (IS_PLAYER(attacker)) { - PlayerScore_Add(attacker, SP_DMG, realdmg); + GameRules_scoring_add(attacker, DMG, realdmg); } if (IS_PLAYER(this)) { - PlayerScore_Add(this, SP_DMGTAKEN, realdmg); + GameRules_scoring_add(this, DMGTAKEN, realdmg); } } @@ -514,7 +514,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(this.alivetime) { - PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); + PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); this.alivetime = 0; } @@ -535,7 +535,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, { delete(this.killindicator); this.killindicator = NULL; - if(CS(this).killindicator_teamchange) + if(this.killindicator_teamchange) defer_ClientKill_Now_TeamChange = true; if(this.classname == "body") @@ -555,6 +555,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(w != WEP_Null && accuracy_isgooddamage(attacker, this)) CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1; + this.respawn_time = 0; MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage); damage = M_ARGV(4, float); excess = max(0, damage - take - save); @@ -583,6 +584,9 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body")) return; + if (!this.respawn_time) // can be set in the mutator hook PlayerDies + calculate_player_respawn_time(this); + // when we get here, player actually dies Unfreeze(this); // remove any icy remains @@ -618,19 +622,21 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release - // when to allow respawn - calculate_player_respawn_time(this); - this.death_time = time; if (random() < 0.5) 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 @@ -649,7 +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 @@ -668,15 +674,19 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, } } -void MoveToTeam(entity client, int team_colour, int type) +bool MoveToTeam(entity client, int team_colour, int type) { int lockteams_backup = lockteams; // backup any team lock lockteams = 0; // disable locked teams TeamchangeFrags(client); // move the players frags - SetPlayerColors(client, team_colour - 1); // set the players colour + if (!SetPlayerTeamSimple(client, team_colour)) + { + return false; + } Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player lockteams = lockteams_backup; // restore the team lock LogTeamchange(client.playerid, client.team, type); + return true; } /** print(), but only print if the server is not local */