-.entity accuracy;
-.float accuracy_frags[WEP_MAXCOUNT];
-
-float weaponstats_buffer;
-
-void WeaponStats_Init()
-{
- if(autocvar_sv_weaponstats_file != "")
- weaponstats_buffer = buf_create();
- else
- weaponstats_buffer = -1;
-}
-
-#define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
-
-void WeaponStats_ready(entity fh, entity pass, float status)
-{
- float i, j, n, ibot, jbot, idx;
- vector v;
- string prefix, s;
- switch(status)
- {
- case URL_READY_CANWRITE:
- // we can write
- prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
- url_fputs(fh, "#begin statsfile\n");
- url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
-#ifdef WATERMARK
- url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
-#endif
- url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
- url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
- n = tokenizebyseparator(cvar_purechanges, "\n");
- for(i = 0; i < n; ++i)
- url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
- for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
- for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
- {
- idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
- v = stov(bufstr_get(weaponstats_buffer, idx));
- if(v != '0 0 0')
- {
- //vector is: kills hits damage
- url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
- url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
- }
- }
- url_fputs(fh, "#end\n\n");
- url_fclose(fh);
- break;
- case URL_READY_CANREAD:
- // url_fclose is processing, we got a response for writing the data
- // this must come from HTTP
- print("Got response from weapon stats server:\n");
- while((s = url_fgets(fh)))
- print(" ", s, "\n");
- print("End of response.\n");
- url_fclose(fh);
- break;
- case URL_READY_CLOSED:
- // url_fclose has finished
- print("Weapon stats written\n");
- buf_del(weaponstats_buffer);
- weaponstats_buffer = -1;
- break;
- case URL_READY_ERROR:
- default:
- print("Weapon stats writing failed: ", ftos(status), "\n");
- buf_del(weaponstats_buffer);
- weaponstats_buffer = -1;
- break;
- }
-}
-
-void WeaponStats_Shutdown()
-{
- if(weaponstats_buffer < 0)
- return;
- if(autocvar_sv_weaponstats_file != "")
- {
- url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
- }
- else
- {
- buf_del(weaponstats_buffer);
- weaponstats_buffer = -1;
- }
-}
-
-void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
-{
- float idx;
- if(weaponstats_buffer < 0)
- return;
- if(awep < WEP_FIRST || vwep < WEP_FIRST)
- return;
- if(awep > WEP_LAST || vwep > WEP_LAST)
- return;
- idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
- bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
-}
-void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
-{
- if(damage < 0)
- error("negative damage?");
- WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
-}
-void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
-{
- WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
-}
-
-// changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
-// merged player_run and player_stand to player_anim
-// added death animations to player_anim
-// can now spawn thrown weapons from anywhere, not just from players
-// thrown weapons now fade out after 20 seconds
-// created PlayerGib function
-// PlayerDie no longer uses hitloc or damage
-// PlayerDie now supports dying animations as well as gibbing
-// cleaned up PlayerDie a lot
-// added CopyBody
-
.entity pusher;
.float pushltime;
.float istypefrag;
void player_anim (void)
{
float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
- if(self.deadflag && !deadbits)
- if(random() < 0.5)
- deadbits = ANIMSTATE_DEAD1;
- else
- deadbits = ANIMSTATE_DEAD2;
+ if(self.deadflag) {
+ if (!deadbits) {
+ // Decide on which death animation to use.
+ if(random() < 0.5)
+ deadbits = ANIMSTATE_DEAD1;
+ else
+ deadbits = ANIMSTATE_DEAD2;
+ }
+ } else {
+ // Clear a previous death animation.
+ deadbits = 0;
+ }
float animbits = deadbits;
- if(self.freezetag_frozen)
+ if(self.frozen)
animbits |= ANIMSTATE_FROZEN;
if(self.crouch)
animbits |= ANIMSTATE_DUCK;
}
}
-void SpawnThrownWeapon (vector org, float w)
-{
- if(self.weapons & WepSet_FromWeapon(self.weapon))
- if(W_IsWeaponThrowable(self.weapon))
- W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
-}
-
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
float take, save;
void calculate_player_respawn_time()
{
+ if(g_ca)
+ return;
+
float gametype_setting_tmp;
float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
else
self.respawn_countdown = -1; // do not count down
- if(g_cts || autocvar_g_forced_respawn)
+ if(autocvar_g_forced_respawn)
self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
}
self.health = self.health - take;
// pause regeneration for 5 seconds
if(take)
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
if (time > self.pain_finished) //Don't switch pain sequences like crazy
{
}
if(sound_allowed(MSG_BROADCAST, attacker))
- if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
+ if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
if(self.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
}
}
+ }
- // throw off bot aim temporarily
- float shake;
+ // throw off bot aim temporarily
+ float shake;
+ if(IS_BOT_CLIENT(self) && self.health >= 1)
+ {
shake = damage * 5 / (bound(0,skill,100) + 1);
self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
+ self.v_angle_x = bound(-90, self.v_angle_x, 90);
}
}
else
if(self.alivetime)
{
- PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
+ PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
self.alivetime = 0;
}
// print an obituary message
Obituary (attacker, inflictor, self, deathtype);
- race_PreDie();
// increment frag counter for used weapon type
float w;
frag_deathtype = deathtype;
MUTATOR_CALLHOOK(PlayerDies);
- weapon_action(self.weapon, WR_PLAYERDEATH);
+ WEP_ACTION(self.weapon, WR_PLAYERDEATH);
RemoveGrapplingHook(self);
// when we get here, player actually dies
+ Unfreeze(self); // remove any icy remains
+ self.health = 0; // Unfreeze resets health, so we need to set it back
+
// clear waypoints
WaypointSprite_PlayerDead();
// throw a weapon
self.flags &= ~FL_ONGROUND;
// dying animation
self.deadflag = DEAD_DYING;
+
// when to allow respawn
calculate_player_respawn_time();
// reset fields the weapons may use just in case
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- weapon_action(j, WR_RESETPLAYER);
+ WEP_ACTION(j, WR_RESETPLAYER);
ATTACK_FINISHED_FOR(self, j) = 0;
}
}
// 0 = reject
// -1 = fake accept
{
- string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
+ string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
float flood;
var .float flood_field;
entity head;
else
namestr = source.netname;
+ if(strdecolorize(namestr) == namestr)
+ colorprefix = "^3";
+ else
+ colorprefix = "^7";
+
if(msgin != "")
{
if(privatesay)
{
- msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
+ msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
privatemsgprefixlen = strlen(msgstr);
msgstr = strcat(msgstr, msgin);
- cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
+ cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
if(autocvar_g_chat_teamcolors)
privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
else
}
else if(teamsay)
{
- msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
- cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
+ msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
+ cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
}
else
{
- msgstr = strcat("\{1}", namestr, "^7: ", msgin);
+ msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
cmsgstr = "";
}
msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
flood = Say(self, ownteam, world, msg, 1);
- if (flood > 0)
- GlobalSound(self.sample, CH_VOICE, voicetype);
- else if (flood < 0)
+ if(IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
FakeGlobalSound(self.sample, CH_VOICE, voicetype);
+ else if (flood > 0)
+ GlobalSound(self.sample, CH_VOICE, voicetype);
}
void MoveToTeam(entity client, float team_colour, float type)