1 #include "clientkill.qh"
3 #include <common/mapobjects/triggers.qh>
4 #include <common/notifications/all.qh>
5 #include <common/stats.qh>
6 #include <common/stats.qh>
7 #include <common/vehicles/sv_vehicles.qh>
8 #include <common/weapons/_all.qh>
9 #include <server/client.qh>
10 #include <server/damage.qh>
11 #include <server/mutators/_mod.qh>
12 #include <server/player.qh>
13 #include <server/teamplay.qh>
15 void ClientKill_Now_TeamChange(entity this)
17 if (this.killindicator_teamchange == -1)
19 TeamBalance_JoinBestTeam(this);
21 else if (this.killindicator_teamchange == -2)
24 Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
25 PutObserverInServer(this);
29 Player_SetTeamIndexChecked(this, Team_TeamToIndex(
30 this.killindicator_teamchange));
32 this.killindicator_teamchange = 0;
35 void ClientKill_Now(entity this)
39 vehicles_exit(this.vehicle, VHEF_RELEASE);
40 if (!this.killindicator_teamchange)
42 this.vehicle_health = -1;
43 Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
47 if (this.killindicator && !wasfreed(this.killindicator))
48 delete(this.killindicator);
50 this.killindicator = NULL;
52 if (this.killindicator_teamchange)
53 ClientKill_Now_TeamChange(this);
55 if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
57 Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
60 // now I am sure the player IS dead
62 void KillIndicator_Think(entity this)
64 if (game_stopped || (this.owner.alpha < 0 && !this.owner.vehicle))
66 this.owner.killindicator = NULL;
73 ClientKill_Now(this.owner);
77 // count == 1 means that it's silent
81 setmodel(this, MDL_NUM(this.cnt));
82 if (IS_REAL_CLIENT(this.owner))
85 Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt));
88 this.nextthink = time + 1;
94 .float clientkill_nexttime;
95 void ClientKill_TeamChange(entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
100 float killtime = autocvar_g_balance_kill_delay;
102 if (MUTATOR_CALLHOOK(ClientKill, this, killtime))
104 killtime = M_ARGV(1, float);
106 this.killindicator_teamchange = targetteam;
108 // this.killindicator.count == 1 means that the kill indicator was spawned by ClientKill_Silent
109 if(killtime <= 0 && this.killindicator && this.killindicator.count == 1)
111 ClientKill_Now(this); // allow instant kill in this case
115 if (!this.killindicator)
119 killtime = max(killtime, this.clientkill_nexttime - time);
120 this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
123 if (killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
125 ClientKill_Now(this);
129 float starttime = max(time, clientkilltime);
131 this.killindicator = spawn();
132 this.killindicator.owner = this;
133 this.killindicator.scale = 0.5;
134 setattachment(this.killindicator, this, "");
135 setorigin(this.killindicator, '0 0 52');
136 setthink(this.killindicator, KillIndicator_Think);
137 this.killindicator.nextthink = starttime + (this.lip) * 0.05;
138 clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
139 this.killindicator.cnt = ceil(killtime);
140 this.killindicator.count = bound(0, ceil(killtime), 10);
141 //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
143 IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST) && !it.killindicator,
145 it.killindicator = spawn();
146 it.killindicator.owner = it;
147 it.killindicator.scale = 0.5;
148 setattachment(it.killindicator, it, "");
149 setorigin(it.killindicator, '0 0 52');
150 setthink(it.killindicator, KillIndicator_Think);
151 it.killindicator.nextthink = starttime + (it.lip) * 0.05;
152 //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
153 it.killindicator.cnt = ceil(killtime);
158 if (this.killindicator)
161 if (targetteam == 0) // just die
163 this.killindicator.colormod = '0 0 0';
164 notif = CENTER_TEAMCHANGE_SUICIDE;
166 else if (targetteam == -1) // auto
168 this.killindicator.colormod = '0 1 0';
169 notif = CENTER_TEAMCHANGE_AUTO;
171 else if (targetteam == -2) // spectate
173 this.killindicator.colormod = '0.5 0.5 0.5';
174 notif = CENTER_TEAMCHANGE_SPECTATE;
178 this.killindicator.colormod = Team_ColorRGB(targetteam);
179 notif = APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE);
181 if (IS_REAL_CLIENT(this) && this.killindicator.cnt > 0)
182 Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, notif, this.killindicator.cnt);
187 void ClientKill_Silent(entity this, float _delay)
189 this.killindicator = spawn();
190 this.killindicator.owner = this;
191 setthink(this.killindicator, KillIndicator_Think);
192 this.killindicator.nextthink = time + (this.lip) * 0.05;
193 this.killindicator.cnt = ceil(_delay);
194 this.killindicator.count = 1; // this is used to indicate that it should be silent
198 // Called when a client types 'kill' in the console
199 void ClientKill(entity this)
201 if (game_stopped || this.player_blocked || STAT(FROZEN, this))
204 ClientKill_TeamChange(this, 0);