]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/g_damage.qc
Weapons: require explicit `Weapons_from` call
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / g_damage.qc
index b005da47a24e48e7a5b70eaa7cd143273eb03f30..0e23d0828bcab192ddcb421af3834058b8ede882 100644 (file)
@@ -2,7 +2,7 @@
 
 #include "bot/bot.qh"
 #include "g_hook.qh"
-#include "mutators/mutators_include.qh"
+#include "mutators/all.qh"
 #include "scores.qh"
 #include "spawnpoints.qh"
 #include "t_items.qh"
@@ -12,7 +12,6 @@
 #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);
@@ -101,10 +61,8 @@ void GiveFrags (entity attacker, entity targ, float f, int deathtype)
        {
                // 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?
                {
@@ -114,8 +72,7 @@ void GiveFrags (entity attacker, entity targ, float f, int deathtype)
                {
                        if(!GiveFrags_randomweapons)
                        {
-                               GiveFrags_randomweapons = spawn();
-                               GiveFrags_randomweapons.classname = "GiveFrags_randomweapons";
+                               GiveFrags_randomweapons = new(GiveFrags_randomweapons);
                        }
 
                        if(warmup_stage)
@@ -125,7 +82,7 @@ void GiveFrags (entity attacker, entity targ, float f, int deathtype)
 
                        // 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);
@@ -133,13 +90,13 @@ void GiveFrags (entity attacker, entity targ, float f, int deathtype)
                        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!)
@@ -204,7 +161,7 @@ void Obituary_SpecialDeath(
 {
        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)
@@ -302,6 +259,8 @@ float Obituary_WeaponDeath(
        return false;
 }
 
+.int buffs = _STAT(BUFFS); // TODO: remove
+
 void Obituary(entity attacker, entity inflictor, entity targ, int deathtype)
 {
        // Sanity check
@@ -563,10 +522,8 @@ void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypo
        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;
@@ -582,6 +539,7 @@ void Freeze (entity targ, float freeze_time, float frozen_type, float show_waypo
 
        RemoveGrapplingHook(targ);
 
+       entity head;
        FOR_EACH_PLAYER(head)
        if(head.hook.aiment == targ)
                RemoveGrapplingHook(head);
@@ -626,7 +584,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
        mirrordamage = 0;
        mirrorforce = 0;
 
-       if (gameover || targ.killcount == -666)
+       if (gameover || targ.killcount == FRAGS_SPECTATOR)
                return;
 
        setself(targ);
@@ -748,22 +706,22 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
                if(targ.frozen)
                if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
                {
-                       if(autocvar_g_freezetag_revive_falldamage > 0)
+                       if(autocvar_g_frozen_revive_falldamage > 0)
                        if(deathtype == DEATH_FALL.m_id)
-                       if(damage >= autocvar_g_freezetag_revive_falldamage)
+                       if(damage >= autocvar_g_frozen_revive_falldamage)
                        {
                                Unfreeze(targ);
-                               targ.health = autocvar_g_freezetag_revive_falldamage_health;
+                               targ.health = autocvar_g_frozen_revive_falldamage_health;
                                Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
                                Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
                                Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
                        }
 
                        damage = 0;
-                       force *= autocvar_g_freezetag_frozen_force;
+                       force *= autocvar_g_frozen_force;
                }
 
-               if(targ.frozen && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_freezetag_frozen_damage_trigger)
+               if(targ.frozen && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
                {
                        Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
 
@@ -889,9 +847,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
                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)
@@ -899,7 +855,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
                        farcent.origin = hitloc;
                        farcent.forcetype = FORCETYPE_FORCEATPOS;
                        farcent.nextthink = time + 0.1;
-                       farcent.think = SUB_Remove;
+                       farcent.think = SUB_Remove_self;
                }
                else
                {
@@ -1140,8 +1096,7 @@ float Fire_AddDamage(entity e, entity o, float d, float t, float dt)
                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;