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=ab4b8edc38d1556435adf7c8aea56b006ad284e6;hb=b945d959784e5b249c66aea4f3326d8ae048f1cd;hpb=ffee9d9f70a2c50db199e3f9f5e4808dd3d6d84a diff --git a/qcsrc/server/player.qc b/qcsrc/server/player.qc index ab4b8edc3..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; @@ -516,7 +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; } @@ -537,7 +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") @@ -557,6 +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); @@ -585,6 +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 @@ -620,19 +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 @@ -651,7 +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