#include "../weapons/all.qh"
#include "../../server/autocvars.qh"
#include "../../server/defs.qh"
- #include "../deathtypes.qh"
+ #include "../deathtypes/all.qh"
#include "../../server/mutators/mutators_include.qh"
#include "../../server/steerlib.qh"
#include "../turrets/sv_turrets.qh"
Unfreeze(self);
self.health = 0;
if(self.event_damage)
- self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE, self.origin, '0 0 0');
+ self.event_damage(self, self.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, self.origin, '0 0 0');
}
else if ( self.revive_progress <= 0 )
{
self.last_trace = time + 0.4;
- Damage (self, world, world, 2, DEATH_DROWN, self.origin, '0 0 0');
+ Damage (self, world, world, 2, DEATH_DROWN.m_id, self.origin, '0 0 0');
self.angles = '90 90 0';
if(random() < 0.5)
{
void Monster_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{SELFPARAM();
- if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL && !ITEM_DAMAGE_NEEDKILL(deathtype))
+ if((self.spawnflags & MONSTERFLAG_INVINCIBLE) && deathtype != DEATH_KILL.m_id && !ITEM_DAMAGE_NEEDKILL(deathtype))
return;
- if(self.frozen && deathtype != DEATH_KILL && deathtype != DEATH_NADE_ICE_FREEZE)
+ if(self.frozen && deathtype != DEATH_KILL.m_id && deathtype != DEATH_NADE_ICE_FREEZE.m_id)
return;
- //if(time < self.pain_finished && deathtype != DEATH_KILL)
+ //if(time < self.pain_finished && deathtype != DEATH_KILL.m_id)
//return;
- if(time < self.spawnshieldtime && deathtype != DEATH_KILL)
+ if(time < self.spawnshieldtime && deathtype != DEATH_KILL.m_id)
return;
- if(deathtype == DEATH_FALL && self.draggedby != world)
+ if(deathtype == DEATH_FALL.m_id && self.draggedby != world)
return;
vector v;
self.dmg_time = time;
- if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN)
+ if(sound_allowed(MSG_BROADCAST, attacker) && deathtype != DEATH_DROWN.m_id)
spamsound (self, CH_PAIN, SND(BODYIMPACT1), VOL_BASE, ATTEN_NORM); // FIXME: PLACEHOLDER
self.velocity += force * self.damageforcescale;
- if(deathtype != DEATH_DROWN && take)
+ if(deathtype != DEATH_DROWN.m_id && take)
{
Violence_GibSplash_At(hitloc, force, 2, bound(0, take, 200) / 16, self, attacker);
if (take > 50)
if(self.health <= 0)
{
- if(deathtype == DEATH_KILL)
+ if(deathtype == DEATH_KILL.m_id)
self.candrop = false; // killed by mobkill command
// TODO: fix this?
SUB_UseTargets();
self.target2 = self.oldtarget2; // reset to original target on death, incase we respawn
- Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL));
+ Monster_Dead(attacker, (self.health <= -100 || deathtype == DEATH_KILL.m_id));
WaypointSprite_Kill(self.sprite);
frag_target = self;
MUTATOR_CALLHOOK(MonsterDies, attacker);
- if(self.health <= -100 || deathtype == DEATH_KILL) // check if we're already gibbed
+ if(self.health <= -100 || deathtype == DEATH_KILL.m_id) // check if we're already gibbed
{
Violence_GibSplash(self, 1, 0.5, attacker);
if(self.monster_lifetime)
if(time >= self.monster_lifetime)
{
- Damage(self, self, self, self.health + self.max_health, DEATH_KILL, self.origin, self.origin);
+ Damage(self, self, self, self.health + self.max_health, DEATH_KILL.m_id, self.origin, self.origin);
return;
}