#include <common/effects/all.qh>
#include "bot/api.qh"
#include "cheats.qh"
+#include "client.qh"
#include "clientkill.qh"
#include "g_damage.qh"
+#include "g_world.qh"
#include "handicap.qh"
#include "miscfunctions.qh"
#include "portals.qh"
#include "teamplay.qh"
+#include <server/sv_main.qh>
+#include "weapons/common.qh"
#include "weapons/throwing.qh"
#include "command/common.qh"
+#include "command/vote.qh"
#include "../common/state.qh"
#include "../common/anim.qh"
#include "../common/animdecide.qh"
#include "../common/gamemodes/sv_rules.qh"
#include "../common/deathtypes/all.qh"
#include "../common/mapobjects/subs.qh"
+#include <common/mapobjects/teleporters.qh>
#include "../common/playerstats.qh"
#include "../lib/csqcmodel/sv_model.qh"
#include "../common/wepent.qh"
#include "weapons/weaponstats.qh"
+#include <server/weapons/weaponsystem.qh>
#include "../common/animdecide.qh"
animbits |= ANIMSTATE_FROZEN;
if(this.move_movetype == MOVETYPE_FOLLOW)
animbits |= ANIMSTATE_FOLLOW;
- if(this.crouch)
+ if(IS_DUCKED(this))
animbits |= ANIMSTATE_DUCK;
animdecide_setstate(this, animbits, false);
animdecide_setimplicitstate(this, IS_ONGROUND(this));
}
}
-void calculate_player_respawn_time(entity this)
-{
- if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
- return;
-
- float gametype_setting_tmp;
- float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
- float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
- float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
- float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
- float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
- float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
-
- float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
- if (teamplay)
- {
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
- if(it.team == this.team)
- ++pcount;
- });
- if (sdelay_small_count == 0)
- sdelay_small_count = 1;
- if (sdelay_large_count == 0)
- sdelay_large_count = 1;
- }
- else
- {
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
- ++pcount;
- });
- if (sdelay_small_count == 0)
- {
- if (IS_INDEPENDENT_PLAYER(this))
- {
- // Players play independently. No point in requiring enemies.
- sdelay_small_count = 1;
- }
- else
- {
- // Players play AGAINST each other. Enemies required.
- sdelay_small_count = 2;
- }
- }
- if (sdelay_large_count == 0)
- {
- if (IS_INDEPENDENT_PLAYER(this))
- {
- // Players play independently. No point in requiring enemies.
- sdelay_large_count = 1;
- }
- else
- {
- // Players play AGAINST each other. Enemies required.
- sdelay_large_count = 2;
- }
- }
- }
-
- float sdelay;
-
- if (pcount <= sdelay_small_count)
- sdelay = sdelay_small;
- else if (pcount >= sdelay_large_count)
- sdelay = sdelay_large;
- else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
- sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
-
- if(waves)
- this.respawn_time = ceil((time + sdelay) / waves) * waves;
- else
- this.respawn_time = time + sdelay;
-
- if(sdelay < sdelay_max)
- this.respawn_time_max = time + sdelay_max;
- else
- this.respawn_time_max = this.respawn_time;
-
- if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
- this.respawn_countdown = 10; // first number to count down from is 10
- else
- this.respawn_countdown = -1; // do not count down
-
- if(autocvar_g_forced_respawn)
- this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
-}
-
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
vector v;
if(attacker == this)
{
- // don't reset pushltime for this damage as it may be an attempt to
+ // don't reset pushltime for self damage as it may be an attempt to
// escape a lava pit or similar
//this.pushltime = 0;
this.istypefrag = 0;
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);
bool valid_damage_for_weaponstats = false;
Weapon awep = WEP_Null;
+ if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
if(vbot || IS_REAL_CLIENT(this))
if(abot || IS_REAL_CLIENT(attacker))
if(attacker && this != attacker)
this.avelocity = '0 0 0';
// view from the floor
this.view_ofs = '0 0 -8';
- // toss the corpse
- set_movetype(this, MOVETYPE_TOSS);
+ if(this.move_movetype == MOVETYPE_NOCLIP)
+ {
+ // don't toss the corpse in this case, it can get stuck in solid (causing low fps)
+ // or fall indefinitely into the void if out of the map
+ this.velocity = '0 0 0';
+ }
+ else
+ {
+ // toss the corpse
+ set_movetype(this, MOVETYPE_TOSS);
+ }
// shootable corpse
this.solid = SOLID_CORPSE;
PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;