DEATHTYPE(DEATH_KILL, DEATH_SELF_SUICIDE, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_LAVA, DEATH_SELF_LAVA, DEATH_MURDER_LAVA, NORMAL_POS) \
DEATHTYPE(DEATH_MIRRORDAMAGE, DEATH_SELF_BETRAYAL, NO_MSG, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_CERBERUS_BITE, DEATH_SELF_MON_CERBERUS_BITE, DEATH_MURDER_MONSTER, DEATH_MONSTER_FIRST) \
- DEATHTYPE(DEATH_MONSTER_CERBERUS_JUMP, DEATH_SELF_MON_CERBERUS_JUMP, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_ANIMUS, DEATH_SELF_MON_ANIMUS, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_STINGRAY, DEATH_SELF_MON_STINGRAY, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_KNIGHT_CRUSH, DEATH_SELF_MON_KNIGHT_CRUSH, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_KNIGHT_FBALL, DEATH_SELF_MON_KNIGHT_FBALL, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_KNIGHT_INFERNO, DEATH_SELF_MON_KNIGHT_INFERNO, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_KNIGHT_MELEE, DEATH_SELF_MON_KNIGHT_MELEE, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_KNIGHT_SPIKE, DEATH_SELF_MON_KNIGHT_SPIKE, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_BRUISER, DEATH_SELF_MON_BRUISER, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_BRUTE_BLADE, DEATH_SELF_MON_BRUTE_BLADE, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_BRUTE_GRENADE, DEATH_SELF_MON_BRUTE_GRENADE, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_BRUTE_UZI, DEATH_SELF_MON_BRUTE_UZI, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_MAGE, DEATH_SELF_MON_MAGE, DEATH_MURDER_MONSTER, NORMAL_POS) \
+ DEATHTYPE(DEATH_MONSTER_MAGE, DEATH_SELF_MON_MAGE, DEATH_MURDER_MONSTER, DEATH_MONSTER_FIRST) \
DEATHTYPE(DEATH_MONSTER_SHAMBLER_CLAW, DEATH_SELF_MON_SHAMBLER_CLAW, DEATH_MURDER_MONSTER, NORMAL_POS) \
DEATHTYPE(DEATH_MONSTER_SHAMBLER_SMASH, DEATH_SELF_MON_SHAMBLER_SMASH, DEATH_MURDER_MONSTER, NORMAL_POS) \
DEATHTYPE(DEATH_MONSTER_SHAMBLER_ZAP, DEATH_SELF_MON_SHAMBLER_ZAP, DEATH_MURDER_MONSTER, NORMAL_POS) \
DEATHTYPE(DEATH_MONSTER_SPIDER, DEATH_SELF_MON_SPIDER, DEATH_MURDER_MONSTER, NORMAL_POS) \
DEATHTYPE(DEATH_MONSTER_SPIDER_FIRE, DEATH_SELF_MON_SPIDER_FIRE, DEATH_MURDER_MONSTER, NORMAL_POS) \
- DEATHTYPE(DEATH_MONSTER_SLIME, DEATH_SELF_MON_SLIME, DEATH_MURDER_MONSTER, NORMAL_POS) \
DEATHTYPE(DEATH_MONSTER_WYVERN, DEATH_SELF_MON_WYVERN, DEATH_MURDER_MONSTER, NORMAL_POS) \
DEATHTYPE(DEATH_MONSTER_ZOMBIE_JUMP, DEATH_SELF_MON_ZOMBIE_JUMP, DEATH_MURDER_MONSTER, NORMAL_POS) \
DEATHTYPE(DEATH_MONSTER_ZOMBIE_MELEE, DEATH_SELF_MON_ZOMBIE_MELEE, DEATH_MURDER_MONSTER, DEATH_MONSTER_LAST) \
+ DEATHTYPE(DEATH_NADE, DEATH_SELF_NADE, DEATH_MURDER_NADE, NORMAL_POS) \
DEATHTYPE(DEATH_NOAMMO, DEATH_SELF_NOAMMO, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_ROT, DEATH_SELF_ROT, NO_MSG, NORMAL_POS) \
DEATHTYPE(DEATH_SHOOTING_STAR, DEATH_SELF_SHOOTING_STAR, DEATH_MURDER_SHOOTING_STAR, NORMAL_POS) \
deathtypes[(name - DT_FIRST)] = deathent; \
deathent.classname = "deathtype"; \
deathent.nent_name = #name; \
- #if (msg_death != NO_MSG) \
+ if (msg_death != NO_MSG) \
deathent.death_msgself = msg_multi_notifs[msg_death - 1]; \
- #endif \
- #if (msg_death_by != NO_MSG) \
+ if (msg_death_by != NO_MSG) \
deathent.death_msgmurder = msg_multi_notifs[msg_death_by - 1]; \
- #endif \
} \
- ACCUMULATE_FUNCTION(RegisterDeathtypes, RegisterDeathtype_##name)
+ ACCUMULATE_FUNCTION(RegisterDeathtypes, RegisterDeathtype_##name);
DEATHTYPES
#undef DEATHTYPE
else { return ftos(deathtype); }
}
-float DEATH_WEAPONMASK = 0xFF;
-float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
-float HITTYPE_SECONDARY = 0x100;
-float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage
-float HITTYPE_BOUNCE = 0x400;
-float HITTYPE_RESERVED2 = 0x800;
-float HITTYPE_RESERVED = 0x1000; // unused yet
+const float DEATH_WEAPONMASK = 0xFF;
+const float DEATH_HITTYPEMASK = 0x1F00; // which is WAY below 10000 used for normal deaths
+const float HITTYPE_SECONDARY = 0x100;
+const float HITTYPE_SPLASH = 0x200; // automatically set by RadiusDamage
+const float HITTYPE_BOUNCE = 0x400;
+const float HITTYPE_RESERVED2 = 0x800;
+const float HITTYPE_RESERVED = 0x1000; // unused yet