1 // ================================
2 // Deathtypes, reworked by Samual
3 // ================================
6 DEATHTYPE(DEATH_AUTOTEAMCHANGE, DEATH_SELF_AUTOTEAMCHANGE, NO_MSG, DEATH_SPECIAL_START) \
7 DEATHTYPE(DEATH_BUFF_VENGEANCE, NO_MSG, DEATH_MURDER_VENGEANCE, NORMAL_POS) \
8 DEATHTYPE(DEATH_CAMP, DEATH_SELF_CAMP, NO_MSG, NORMAL_POS) \
9 DEATHTYPE(DEATH_CHEAT, DEATH_SELF_CHEAT, DEATH_MURDER_CHEAT, NORMAL_POS) \
10 DEATHTYPE(DEATH_CUSTOM, DEATH_SELF_CUSTOM, NO_MSG, NORMAL_POS) \
11 DEATHTYPE(DEATH_DROWN, DEATH_SELF_DROWN, DEATH_MURDER_DROWN, NORMAL_POS) \
12 DEATHTYPE(DEATH_FALL, DEATH_SELF_FALL, DEATH_MURDER_FALL, NORMAL_POS) \
13 DEATHTYPE(DEATH_FIRE, DEATH_SELF_FIRE, DEATH_MURDER_FIRE, NORMAL_POS) \
14 DEATHTYPE(DEATH_GENERIC, DEATH_SELF_GENERIC, NO_MSG, NORMAL_POS) \
15 DEATHTYPE(DEATH_HURTTRIGGER, DEATH_SELF_VOID, DEATH_MURDER_VOID, NORMAL_POS) \
16 DEATHTYPE(DEATH_KILL, DEATH_SELF_SUICIDE, NO_MSG, NORMAL_POS) \
17 DEATHTYPE(DEATH_LAVA, DEATH_SELF_LAVA, DEATH_MURDER_LAVA, NORMAL_POS) \
18 DEATHTYPE(DEATH_MIRRORDAMAGE, DEATH_SELF_BETRAYAL, NO_MSG, NORMAL_POS) \
19 DEATHTYPE(DEATH_MONSTER_MAGE, DEATH_SELF_MON_MAGE, DEATH_MURDER_MONSTER, DEATH_MONSTER_FIRST) \
20 DEATHTYPE(DEATH_MONSTER_SHAMBLER_CLAW, DEATH_SELF_MON_SHAMBLER_CLAW, DEATH_MURDER_MONSTER, NORMAL_POS) \
21 DEATHTYPE(DEATH_MONSTER_SHAMBLER_SMASH, DEATH_SELF_MON_SHAMBLER_SMASH, DEATH_MURDER_MONSTER, NORMAL_POS) \
22 DEATHTYPE(DEATH_MONSTER_SHAMBLER_ZAP, DEATH_SELF_MON_SHAMBLER_ZAP, DEATH_MURDER_MONSTER, NORMAL_POS) \
23 DEATHTYPE(DEATH_MONSTER_SPIDER, DEATH_SELF_MON_SPIDER, DEATH_MURDER_MONSTER, NORMAL_POS) \
24 DEATHTYPE(DEATH_MONSTER_WYVERN, DEATH_SELF_MON_WYVERN, DEATH_MURDER_MONSTER, NORMAL_POS) \
25 DEATHTYPE(DEATH_MONSTER_ZOMBIE_JUMP, DEATH_SELF_MON_ZOMBIE_JUMP, DEATH_MURDER_MONSTER, NORMAL_POS) \
26 DEATHTYPE(DEATH_MONSTER_ZOMBIE_MELEE, DEATH_SELF_MON_ZOMBIE_MELEE, DEATH_MURDER_MONSTER, DEATH_MONSTER_LAST) \
27 DEATHTYPE(DEATH_NADE, DEATH_SELF_NADE, DEATH_MURDER_NADE, NORMAL_POS) \
28 DEATHTYPE(DEATH_NADE_NAPALM, DEATH_SELF_NADE_NAPALM, DEATH_MURDER_NADE_NAPALM, NORMAL_POS) \
29 DEATHTYPE(DEATH_NADE_ICE, DEATH_SELF_NADE_ICE, DEATH_MURDER_NADE_ICE, NORMAL_POS) \
30 DEATHTYPE(DEATH_NADE_ICE_FREEZE, DEATH_SELF_NADE_ICE_FREEZE, DEATH_MURDER_NADE_ICE_FREEZE, NORMAL_POS) \
31 DEATHTYPE(DEATH_NADE_HEAL, DEATH_SELF_NADE_HEAL, DEATH_MURDER_NADE_HEAL, NORMAL_POS) \
32 DEATHTYPE(DEATH_NOAMMO, DEATH_SELF_NOAMMO, NO_MSG, NORMAL_POS) \
33 DEATHTYPE(DEATH_ROT, DEATH_SELF_ROT, NO_MSG, NORMAL_POS) \
34 DEATHTYPE(DEATH_SHOOTING_STAR, DEATH_SELF_SHOOTING_STAR, DEATH_MURDER_SHOOTING_STAR, NORMAL_POS) \
35 DEATHTYPE(DEATH_SLIME, DEATH_SELF_SLIME, DEATH_MURDER_SLIME, NORMAL_POS) \
36 DEATHTYPE(DEATH_SWAMP, DEATH_SELF_SWAMP, DEATH_MURDER_SWAMP, NORMAL_POS) \
37 DEATHTYPE(DEATH_TEAMCHANGE, DEATH_SELF_TEAMCHANGE, NO_MSG, NORMAL_POS) \
38 DEATHTYPE(DEATH_TELEFRAG, NO_MSG, DEATH_MURDER_TELEFRAG, NORMAL_POS) \
39 DEATHTYPE(DEATH_TOUCHEXPLODE, DEATH_SELF_TOUCHEXPLODE, DEATH_MURDER_TOUCHEXPLODE, NORMAL_POS) \
40 DEATHTYPE(DEATH_TURRET, DEATH_SELF_TURRET, NO_MSG, DEATH_TURRET_FIRST) \
41 DEATHTYPE(DEATH_TURRET_EWHEEL, DEATH_SELF_TURRET_EWHEEL, NO_MSG, NORMAL_POS) \
42 DEATHTYPE(DEATH_TURRET_FLAC, DEATH_SELF_TURRET_FLAC, NO_MSG, NORMAL_POS) \
43 DEATHTYPE(DEATH_TURRET_HELLION, DEATH_SELF_TURRET_HELLION, NO_MSG, NORMAL_POS) \
44 DEATHTYPE(DEATH_TURRET_HK, DEATH_SELF_TURRET_HK, NO_MSG, NORMAL_POS) \
45 DEATHTYPE(DEATH_TURRET_MACHINEGUN, DEATH_SELF_TURRET_MACHINEGUN, NO_MSG, NORMAL_POS) \
46 DEATHTYPE(DEATH_TURRET_MLRS, DEATH_SELF_TURRET_MLRS, NO_MSG, NORMAL_POS) \
47 DEATHTYPE(DEATH_TURRET_PHASER, DEATH_SELF_TURRET_PHASER, NO_MSG, NORMAL_POS) \
48 DEATHTYPE(DEATH_TURRET_PLASMA, DEATH_SELF_TURRET_PLASMA, NO_MSG, NORMAL_POS) \
49 DEATHTYPE(DEATH_TURRET_TESLA, DEATH_SELF_TURRET_TESLA, NO_MSG, NORMAL_POS) \
50 DEATHTYPE(DEATH_TURRET_WALK_GUN, DEATH_SELF_TURRET_WALK_GUN, NO_MSG, NORMAL_POS) \
51 DEATHTYPE(DEATH_TURRET_WALK_MELEE, DEATH_SELF_TURRET_WALK_MELEE, NO_MSG, NORMAL_POS) \
52 DEATHTYPE(DEATH_TURRET_WALK_ROCKET, DEATH_SELF_TURRET_WALK_ROCKET, NO_MSG, DEATH_TURRET_LAST) \
53 DEATHTYPE(DEATH_VH_BUMB_DEATH, DEATH_SELF_VH_BUMB_DEATH, DEATH_MURDER_VH_BUMB_DEATH, DEATH_VHFIRST) \
54 DEATHTYPE(DEATH_VH_BUMB_GUN, NO_MSG, DEATH_MURDER_VH_BUMB_GUN, NORMAL_POS) \
55 DEATHTYPE(DEATH_VH_CRUSH, DEATH_SELF_VH_CRUSH, DEATH_MURDER_VH_CRUSH, NORMAL_POS) \
56 DEATHTYPE(DEATH_VH_RAPT_BOMB, DEATH_SELF_VH_RAPT_BOMB, DEATH_MURDER_VH_RAPT_BOMB, NORMAL_POS) \
57 DEATHTYPE(DEATH_VH_RAPT_CANNON, NO_MSG, DEATH_MURDER_VH_RAPT_CANNON, NORMAL_POS) \
58 DEATHTYPE(DEATH_VH_RAPT_DEATH, DEATH_SELF_VH_RAPT_DEATH, DEATH_MURDER_VH_RAPT_DEATH, NORMAL_POS) \
59 DEATHTYPE(DEATH_VH_RAPT_FRAGMENT, DEATH_SELF_VH_RAPT_BOMB, DEATH_MURDER_VH_RAPT_BOMB, NORMAL_POS) \
60 DEATHTYPE(DEATH_VH_SPID_DEATH, DEATH_SELF_VH_SPID_DEATH, DEATH_MURDER_VH_SPID_DEATH, NORMAL_POS) \
61 DEATHTYPE(DEATH_VH_SPID_MINIGUN, NO_MSG, DEATH_MURDER_VH_SPID_MINIGUN, NORMAL_POS) \
62 DEATHTYPE(DEATH_VH_SPID_ROCKET, DEATH_SELF_VH_SPID_ROCKET, DEATH_MURDER_VH_SPID_ROCKET, NORMAL_POS) \
63 DEATHTYPE(DEATH_VH_WAKI_DEATH, DEATH_SELF_VH_WAKI_DEATH, DEATH_MURDER_VH_WAKI_DEATH, NORMAL_POS) \
64 DEATHTYPE(DEATH_VH_WAKI_GUN, NO_MSG, DEATH_MURDER_VH_WAKI_GUN, NORMAL_POS) \
65 DEATHTYPE(DEATH_VH_WAKI_ROCKET, DEATH_SELF_VH_WAKI_ROCKET, DEATH_MURDER_VH_WAKI_ROCKET, DEATH_VHLAST) \
66 DEATHTYPE(DEATH_WEAPON, NO_MSG, NO_MSG, NORMAL_POS)
68 #define DT_FIRST 10000
69 #define DT_MAX 128 // limit of recursive functions with ACCUMULATE_FUNCTION
72 entity deathtypes[DT_MAX];
73 .entity death_msgself;
74 .entity death_msgmurder;
76 #define DEATHTYPE(name,msg_death,msg_death_by,position) \
79 void RegisterDeathtype_##name() \
81 SET_FIRST_OR_LAST(position, DT_FIRST, DT_COUNT) \
82 SET_FIELD_COUNT(name, DT_FIRST, DT_COUNT) \
83 CHECK_MAX_COUNT(name, DT_MAX, DT_COUNT, "deathtypes") \
85 entity deathent = spawn(); \
86 deathtypes[(name - DT_FIRST)] = deathent; \
87 deathent.classname = "deathtype"; \
88 deathent.nent_name = #name; \
89 if (msg_death != NO_MSG) \
90 deathent.death_msgself = msg_multi_notifs[msg_death - 1]; \
91 if (msg_death_by != NO_MSG) \
92 deathent.death_msgmurder = msg_multi_notifs[msg_death_by - 1]; \
94 ACCUMULATE_FUNCTION(RegisterDeathtypes, RegisterDeathtype_##name);
99 #define DEATH_ISSPECIAL(t) ((t) >= DEATH_SPECIAL_START)
100 #define DEATH_ISVEHICLE(t) ((t) >= DEATH_VHFIRST && (t) <= DEATH_VHLAST)
101 #define DEATH_ISTURRET(t) ((t) >= DEATH_TURRET_FIRST && (t) <= DEATH_TURRET_LAST)
102 #define DEATH_ISMONSTER(t) ((t) >= DEATH_MONSTER_FIRST && (t) <= DEATH_MONSTER_LAST)
103 #define DEATH_WEAPONOFWEAPONDEATH(t) ((t) & DEATH_WEAPONMASK)
104 #define DEATH_ISWEAPON(t,w) (!DEATH_ISSPECIAL(t) && DEATH_WEAPONOFWEAPONDEATH(t) == (w))
105 #define DEATH_WEAPONOF(t) (DEATH_ISSPECIAL(t) ? 0 : DEATH_WEAPONOFWEAPONDEATH(t))
106 #define WEP_VALID(w) ((w) >= WEP_FIRST && (w) <= WEP_LAST)
108 string Deathtype_Name(float deathtype)
110 if(DEATH_ISSPECIAL(deathtype))
112 entity deathent = deathtypes[(deathtype - DT_FIRST)];
113 if (!deathent) { backtrace("Deathtype_Name: Could not find deathtype entity!\n"); return ""; }
114 return deathent.nent_name;
116 else { return ftos(deathtype); }
119 const float DEATH_WEAPONMASK = 0xFF;
120 const float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
121 const float HITTYPE_SECONDARY = 0x100;
122 const float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage
123 const float HITTYPE_BOUNCE = 0x400;
124 const float HITTYPE_RESERVED2 = 0x800;
125 const float HITTYPE_RESERVED = 0x1000; // unused yet