else
deadbits = ANIMSTATE_DEAD2;
float animbits = deadbits;
- if(self.freezetag_frozen)
+ if(self.frozen)
animbits |= ANIMSTATE_FROZEN;
if(self.crouch)
animbits |= ANIMSTATE_DUCK;
}
}
+// g_<gametype>_str:
+// If 0, default is used.
+// If <0, 0 is used.
+// Otherwise, g_str (default value) is used.
+// For consistency, negative values there are mapped to zero too.
+#define GAMETYPE_DEFAULTED_SETTING(str) \
+ ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
+ (gametype_setting_tmp < 0) ? 0 : \
+ (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
+ gametype_setting_tmp)
+
+
+void calculate_player_respawn_time()
+{
+ 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".
+ entity pl;
+ if (teamplay)
+ {
+ FOR_EACH_PLAYER(pl)
+ if (pl != self)
+ if (pl.team == self.team)
+ ++pcount;
+ if (sdelay_small_count == 0)
+ sdelay_small_count = 1;
+ if (sdelay_large_count == 0)
+ sdelay_large_count = 1;
+ }
+ else
+ {
+ FOR_EACH_PLAYER(pl)
+ if (pl != self)
+ ++pcount;
+ if (sdelay_small_count == 0)
+ {
+ if (g_cts)
+ {
+ // 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 (g_cts)
+ {
+ // 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)
+ self.respawn_time = ceil((time + sdelay) / waves) * waves;
+ else
+ self.respawn_time = time + sdelay;
+
+ if(sdelay < sdelay_max)
+ self.respawn_time_max = time + sdelay_max;
+ else
+ self.respawn_time_max = self.respawn_time;
+
+ if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
+ self.respawn_countdown = 10; // first number to count down from is 10
+ else
+ self.respawn_countdown = -1; // do not count down
+
+ if(autocvar_g_forced_respawn)
+ self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
+}
+
void ClientKill_Now_TeamChange();
void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
{
- float take, save, waves, sdelay, dh, da, j;
+ float take, save, dh, da, j;
vector v;
float valid_damage_for_weaponstats;
float excess;
// print an obituary message
Obituary (attacker, inflictor, self, deathtype);
- race_PreDie();
// increment frag counter for used weapon type
float w;
Portal_ClearAllLater(self);
- if(IS_REAL_CLIENT(self))
- {
- self.fixangle = TRUE;
- //msg_entity = self;
- //WriteByte (MSG_ONE, SVC_SETANGLE);
- //WriteAngle (MSG_ONE, self.v_angle_x);
- //WriteAngle (MSG_ONE, self.v_angle_y);
- //WriteAngle (MSG_ONE, 80);
- }
+ self.fixangle = TRUE;
if(defer_ClientKill_Now_TeamChange)
ClientKill_Now_TeamChange(); // can turn player into spectator
// 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
// dying animation
self.deadflag = DEAD_DYING;
// when to allow respawn
- sdelay = 0;
- waves = 0;
- sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
- if(!sdelay)
- {
- if(g_cts)
- sdelay = 0; // no respawn delay in CTS
- else
- sdelay = autocvar_g_respawn_delay;
- }
- waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
- if(!waves)
- waves = autocvar_g_respawn_waves;
- if(waves)
- self.respawn_time = ceil((time + sdelay) / waves) * waves;
- else
- self.respawn_time = time + sdelay;
- if(autocvar_g_respawn_delay_max > sdelay)
- self.respawn_time_max = time + autocvar_g_respawn_delay_max;
- else
- self.respawn_time_max = self.respawn_time;
- if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
- self.respawn_countdown = 10; // first number to count down from is 10
- else
- self.respawn_countdown = -1; // do not count down
-
- if(g_cts || autocvar_g_forced_respawn)
- self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
+ calculate_player_respawn_time();
self.death_time = time;
if (random() < 0.5)