else
{
self = oldself;
- if(g_runematch)
- {
- f = RunematchHandleFrags(attacker, targ, f);
- }
- else if(g_lms)
+ if(g_lms)
{
// remove a life
float tl;
s = strcat(s, "T");
if(player.kh_next)
s = strcat(s, "K");
- if(player.runes)
- s = strcat(s, "|", ftos(player.runes));
return s;
}
if(targ.killcount) { targ.killcount = 0; }
}
+void Ice_Think()
+{
+ setorigin(self, self.owner.origin - '0 0 16');
+ self.nextthink = time;
+}
+
+void Freeze (entity targ, float freeze_time, float frozen_type, .float revive_flag)
+{
+ float monster = (targ.flags & FL_MONSTER);
+ float player = (targ.flags & FL_CLIENT);
+
+ if(!player && !monster) // only specified entities can be freezed
+ return;
+
+ if(targ.frozen)
+ return;
+
+ targ.frozen = frozen_type;
+ targ.revive_flag = 0;
+ targ.health = 1;
+ targ.revive_speed = freeze_time;
+
+ entity ice;
+ ice = spawn();
+ ice.owner = targ;
+ ice.classname = "ice";
+ ice.scale = targ.scale;
+ ice.think = Ice_Think;
+ ice.nextthink = time;
+ ice.frame = floor(random() * 21); // ice model has 20 different looking frames
+ setmodel(ice, "models/ice/ice.md3");
+
+ entity oldself;
+ oldself = self;
+ self = ice;
+ Ice_Think();
+ self = oldself;
+
+ RemoveGrapplingHook(targ);
+}
+
+void Unfreeze (entity targ, .float revive_flag)
+{
+ targ.frozen = 0;
+ targ.revive_flag = 0;
+ targ.health = ((targ.classname == STR_PLAYER) ? autocvar_g_balance_health_start : targ.max_health);
+
+ // remove the ice block
+ entity ice;
+ for(ice = world; (ice = find(ice, classname, "ice")); ) if(ice.owner == targ)
+ {
+ remove(ice);
+ break;
+ }
+}
+
// these are updated by each Damage call for use in button triggering and such
entity damage_targ;
entity damage_inflictor;
mirrorforce *= g_weaponforcefactor;
}
+ if(targ.frozen && attacker.monsterid != MONSTER_SPIDER && deathtype != DEATH_HURTTRIGGER)
+ {
+ damage = 0;
+ force *= 0.2;
+ }
+
// should this be changed at all? If so, in what way?
frag_attacker = attacker;
frag_target = targ;
damage = damage * autocvar_g_balance_selfdamagepercent; // Partial damage if the attacker hits himself
}
- if(g_runematch)
- {
- // apply strength rune
- if (attacker.runes & RUNE_STRENGTH)
- {
- if(attacker.runes & CURSE_WEAK) // have both curse & rune
- {
- damage = damage * autocvar_g_balance_rune_strength_combo_damage;
- force = force * autocvar_g_balance_rune_strength_combo_force;
- }
- else
- {
- damage = damage * autocvar_g_balance_rune_strength_damage;
- force = force * autocvar_g_balance_rune_strength_force;
- }
- }
- else if (attacker.runes & CURSE_WEAK)
- {
- damage = damage * autocvar_g_balance_curse_weak_damage;
- force = force * autocvar_g_balance_curse_weak_force;
- }
-
- // apply defense rune
- if (targ.runes & RUNE_DEFENSE)
- {
- if (targ.runes & CURSE_VULNER) // have both curse & rune
- damage = damage * autocvar_g_balance_rune_defense_combo_takedamage;
- else
- damage = damage * autocvar_g_balance_rune_defense_takedamage;
- }
- else if (targ.runes & CURSE_VULNER)
- damage = damage * autocvar_g_balance_curse_vulner_takedamage;
- }
-
// count the damage
if(attacker)
if(!targ.deadflag)
else
victim = targ;
- if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET)
+ if(victim.classname == "player" || victim.turrcaps_flags & TFL_TURRCAPS_ISTURRET || victim.flags & FL_MONSTER)
{
if(IsDifferentTeam(victim, attacker))
{
self.event_damage (inflictor, attacker, damage, deathtype, hitloc, force);
self = oldself;
- if(targ.classname == "player" && attacker.classname == "player" && attacker != targ && attacker.health > 2)
- {
- if(g_runematch)
- {
- if (attacker.runes & RUNE_VAMPIRE)
- {
- // apply vampire rune
- if (attacker.runes & CURSE_EMPATHY) // have the curse too
- {
- //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb;
- attacker.health = bound(
- autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 40
- attacker.health + damage * autocvar_g_balance_rune_vampire_combo_absorb,
- autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
- }
- else
- {
- //attacker.health = attacker.health + damage * autocvar_g_balance_rune_vampire_absorb;
- attacker.health = bound(
- attacker.health, // LA: was 3, but changed so that you can't lose health
- // empathy won't let you gain health in the same way...
- attacker.health + damage * autocvar_g_balance_rune_vampire_absorb,
- autocvar_g_balance_rune_vampire_maxhealth); // LA: was 1000, now 500
- }
- }
- // apply empathy curse
- else if (attacker.runes & CURSE_EMPATHY)
- {
- attacker.health = bound(
- autocvar_g_balance_curse_empathy_minhealth, // LA: was 3, now 20
- attacker.health + damage * autocvar_g_balance_curse_empathy_takedamage,
- attacker.health);
- }
- }
- }
-
// apply mirror damage if any
if(mirrordamage > 0 || mirrorforce > 0)
{
e.fire_endtime = 0;
// ice stops fire
- if(e.freezetag_frozen)
+ if(e.frozen)
e.fire_endtime = 0;
t = min(frametime, e.fire_endtime - time);