#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
-#include "../common/buffs/all.qh"
#include "../common/constants.qh"
#include "../common/deathtypes/all.qh"
#include "../common/notifications.qh"
#include "../lib/csqcmodel/sv_model.qh"
#include "../lib/warpzone/common.qh"
-bool Damage_DamageInfo_SendEntity(entity this, entity to, int sf)
-{
- WriteByte(MSG_ENTITY, ENT_CLIENT_DAMAGEINFO);
- WriteShort(MSG_ENTITY, self.projectiledeathtype);
- WriteCoord(MSG_ENTITY, floor(self.origin.x));
- WriteCoord(MSG_ENTITY, floor(self.origin.y));
- WriteCoord(MSG_ENTITY, floor(self.origin.z));
- WriteByte(MSG_ENTITY, bound(1, self.dmg, 255));
- WriteByte(MSG_ENTITY, bound(0, self.dmg_radius, 255));
- WriteByte(MSG_ENTITY, bound(1, self.dmg_edge, 255));
- WriteShort(MSG_ENTITY, self.oldorigin.x);
- WriteByte(MSG_ENTITY, self.species);
- return true;
-}
-
-void Damage_DamageInfo(vector org, float coredamage, float edgedamage, float rad, vector force, int deathtype, float bloodtype, entity dmgowner)
-{
- // TODO maybe call this from non-edgedamage too?
- // TODO maybe make the client do the particle effects for the weapons and the impact sounds using this info?
-
- entity e;
-
- if(!sound_allowed(MSG_BROADCAST, dmgowner))
- deathtype |= 0x8000;
-
- e = spawn();
- setorigin(e, org);
- e.projectiledeathtype = deathtype;
- e.dmg = coredamage;
- e.dmg_edge = edgedamage;
- e.dmg_radius = rad;
- e.dmg_force = vlen(force);
- e.velocity = force;
- e.oldorigin_x = compressShortVector(e.velocity);
- e.species = bloodtype;
-
- Net_LinkEntity(e, false, 0.2, Damage_DamageInfo_SendEntity);
-}
-
void UpdateFrags(entity player, float f)
{
PlayerTeamScore_AddScore(player, f);
{
// after a frag, exchange the current weapon (or the culprit, if detectable) by a new random weapon
Weapon culprit = DEATH_WEAPONOF(deathtype);
- if(!culprit)
- culprit = get_weaponinfo(attacker.weapon);
- else if(!(attacker.weapons & WepSet_FromWeapon(culprit.m_id)))
- culprit = get_weaponinfo(attacker.weapon);
+ if(!culprit) culprit = Weapons_from(attacker.weapon);
+ else if(!(attacker.weapons & (culprit.m_wepset))) culprit = Weapons_from(attacker.weapon);
if(g_weaponarena_random_with_blaster && culprit == WEP_BLASTER) // WEAPONTODO: Shouldn't this be in a mutator?
{
{
if(!GiveFrags_randomweapons)
{
- GiveFrags_randomweapons = spawn();
- GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
+ GiveFrags_randomweapons = new(GiveFrags_randomweapons);
}
if(warmup_stage)
// all others (including the culprit): remove
GiveFrags_randomweapons.weapons &= ~attacker.weapons;
- GiveFrags_randomweapons.weapons &= ~WepSet_FromWeapon(culprit.m_id);
+ GiveFrags_randomweapons.weapons &= ~(culprit.m_wepset);
// among the remaining ones, choose one by random
W_RandomWeapons(GiveFrags_randomweapons, 1);
if(GiveFrags_randomweapons.weapons)
{
attacker.weapons |= GiveFrags_randomweapons.weapons;
- attacker.weapons &= ~WepSet_FromWeapon(culprit.m_id);
+ attacker.weapons &= ~(culprit.m_wepset);
}
}
// after a frag, choose another random weapon set
- if (!(attacker.weapons & WepSet_FromWeapon(attacker.weapon)))
- W_SwitchWeapon_Force(attacker, w_getbestweapon(attacker));
+ if (!(attacker.weapons & WepSet_FromWeapon(Weapons_from(attacker.weapon))))
+ W_SwitchWeapon_Force(attacker, Weapons_from(w_getbestweapon(attacker)));
}
// FIXME fix the mess this is (we have REAL points now!)
{
if(DEATH_ISSPECIAL(deathtype))
{
- entity deathent = Deathtypes[deathtype - DT_FIRST];
+ entity deathent = Deathtypes_from(deathtype - DT_FIRST);
if (!deathent) { backtrace("Obituary_SpecialDeath: Could not find deathtype entity!\n"); return; }
if(murder)
return false;
}
+.int buffs = _STAT(BUFFS); // TODO: remove
+
void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
{
// Sanity check
targ.revive_speed = freeze_time;
self.bot_attack = false;
- entity ice, head;
- ice = spawn();
+ entity ice = new(ice);
ice.owner = targ;
- ice.classname = "ice";
ice.scale = targ.scale;
ice.think = Ice_Think;
ice.nextthink = time;
RemoveGrapplingHook(targ);
+ entity head;
FOR_EACH_PLAYER(head)
if(head.hook.aiment == targ)
RemoveGrapplingHook(head);
vector farce = damage_explosion_calcpush(self.damageforcescale * force, self.velocity, autocvar_g_balance_damagepush_speedfactor);
if(self.movetype == MOVETYPE_PHYSICS)
{
- entity farcent;
- farcent = spawn();
- farcent.classname = "farce";
+ entity farcent = new(farce);
farcent.enemy = self;
farcent.movedir = farce * 10;
if(self.mass)
farcent.origin = hitloc;
farcent.forcetype = FORCETYPE_FORCEATPOS;
farcent.nextthink = time + 0.1;
- farcent.think = SUB_Remove;
+ farcent.think = SUB_Remove_self;
}
else
{
if(!e.fire_burner)
{
// print("adding a fire burner to ", e.classname, "\n");
- e.fire_burner = spawn();
- e.fire_burner.classname = "fireburner";
+ e.fire_burner = new(fireburner);
e.fire_burner.think = fireburner_think;
e.fire_burner.nextthink = time;
e.fire_burner.owner = e;