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"));
+ 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"));
self.anim_lower_time = oldself.anim_lower_time;
self.anim_upper_action = oldself.anim_upper_action;
self.anim_upper_time = oldself.anim_upper_time;
+ self.anim_implicit_state = oldself.anim_implicit_state;
+ self.anim_implicit_time = oldself.anim_implicit_time;
+ self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
+ self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
+ self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
+ self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
self.dphitcontentsmask = oldself.dphitcontentsmask;
self.death_time = oldself.death_time;
self.pain_finished = oldself.pain_finished;
self.nextthink = time;
self.think = CopyBody_Think;
// "bake" the current animation frame for clones (they don't get clientside animation)
- animdecide_setframes(self, self.flags, FALSE, frame, frame1time, frame2, frame2time);
+ animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
self = oldself;
}
if(self.crouch)
animbits |= ANIMSTATE_DUCK;
animdecide_setstate(self, animbits, FALSE);
+ animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
+
+#ifndef NO_LEGACY_NETWORKING
+ if(!self.iscsqcmodel)
+ animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
+#endif
if (self.weaponentity)
{
}
void ClientKill_Now_TeamChange();
-void freezetag_CheckWinner();
void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
float valid_damage_for_weaponstats;
float excess;
- if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
- return;
-
dh = max(self.health, 0);
da = max(self.armorvalue, 0);
take = damage;
}
+ if(attacker == self)
+ {
+ // don't reset pushltime for self damage as it may be an attempt to
+ // escape a lava pit or similar
+ //self.pushltime = 0;
+ self.istypefrag = 0;
+ }
+ else if(attacker.classname == "player")
+ {
+ self.pusher = attacker;
+ self.pushltime = time + autocvar_g_maxpushtime;
+ self.istypefrag = self.BUTTON_CHAT;
+ }
+ else if(time < self.pushltime)
+ {
+ attacker = self.pusher;
+ self.pushltime = max(self.pushltime, time + 0.6);
+ }
+ else
+ {
+ self.pushltime = 0;
+ self.istypefrag = 0;
+ }
+
frag_inflictor = inflictor;
frag_attacker = attacker;
frag_target = self;
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
self.dmg_inflictor = inflictor;
- if(attacker == self)
- {
- // don't reset pushltime for self damage as it may be an attempt to
- // escape a lava pit or similar
- //self.pushltime = 0;
- self.istypefrag = 0;
- }
- else if(attacker.classname == "player")
- {
- self.pusher = attacker;
- self.pushltime = time + autocvar_g_maxpushtime;
- self.istypefrag = self.BUTTON_CHAT;
- }
- else if(time < self.pushltime)
- {
- attacker = self.pusher;
- self.pushltime = max(self.pushltime, time + 0.6);
- }
- else
- {
- self.pushltime = 0;
- self.istypefrag = 0;
- }
+ if(g_ca && self != attacker && attacker.classname == "player")
+ PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
float abot, vbot, awep;
abot = (clienttype(attacker) == CLIENTTYPE_BOT);
}
}
- if(!g_freezetag)
- {
- // become fully visible
- self.alpha = default_player_alpha;
- // throw a weapon
- SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
- }
-
// print an obituary message
Obituary (attacker, inflictor, self, deathtype);
race_PreDie();
if(accuracy_isgooddamage(attacker, self))
attacker.accuracy.(accuracy_frags[w-1]) += 1;
- if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
- {
- PutClientInServer();
- count_alive_players(); // re-count players
- freezetag_CheckWinner();
- return;
- }
-
frag_attacker = attacker;
frag_inflictor = inflictor;
frag_target = self;
+ frag_deathtype = deathtype;
MUTATOR_CALLHOOK(PlayerDies);
+
weapon_action(self.weapon, WR_PLAYERDEATH);
RemoveGrapplingHook(self);
//WriteAngle (MSG_ONE, 80);
}
- if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
- ClientKill_Now_TeamChange();
-
- if(g_arena)
- Spawnqueue_Unmark(self);
+ if(defer_ClientKill_Now_TeamChange)
+ ClientKill_Now_TeamChange(); // can turn player into spectator
- if(g_freezetag)
+ // player could have been miraculously resuscitated ;)
+ // e.g. players in freezetag get frozen, they don't really die
+ if(self.health >= 1 || self.classname != "player")
return;
// when we get here, player actually dies
- // clear waypoints (do this AFTER FreezeTag)
+
+ // clear waypoints
WaypointSprite_PlayerDead();
+ // throw a weapon
+ SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
+ // become fully visible
+ self.alpha = default_player_alpha;
// make the corpse upright (not tilted)
self.angles_x = 0;
self.angles_z = 0;