#include "bot/api.qh"
#include "g_hook.qh"
#include <server/mutators/_mod.qh>
+#include "teamplay.qh"
#include "scores.qh"
#include "spawnpoints.qh"
#include "../common/state.qh"
GameRules_scoring_add_team(player, SCORE, f);
}
-void GiveFrags (entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
+void GiveFrags(entity attacker, entity targ, float f, int deathtype, .entity weaponentity)
{
// TODO route through PlayerScores instead
if(game_stopped) return;
UpdateFrags(attacker, f);
}
-.entity kh_next;
-
string AppendItemcodes(string s, entity player)
{
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
s = strcat(s, "S");
if(time < player.invincible_finished)
s = strcat(s, "I");
- if(player.flagcarried != NULL)
- s = strcat(s, "F");
if(PHYS_INPUT_BUTTON_CHAT(player))
s = strcat(s, "T");
- if(player.kh_next)
- s = strcat(s, "K");
+ // TODO: include these codes as a flag on the item itself
+ MUTATOR_CALLHOOK(LogDeath_AppendItemCodes, player, s);
+ s = M_ARGV(1, string);
return s;
}
if(deathtype == DEATH_FIRE.m_id)
{
Send_Notification(NOTIF_ONE, attacker, MSG_CHOICE, CHOICE_FRAG_FIRE, targ.netname, kill_count_to_attacker, (IS_BOT_CLIENT(targ) ? -1 : CS(targ).ping));
- Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, GetResourceAmount(attacker, RESOURCE_HEALTH), GetResourceAmount(attacker, RESOURCE_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
+ Send_Notification(NOTIF_ONE, targ, MSG_CHOICE, CHOICE_FRAGGED_FIRE, attacker.netname, kill_count_to_target, GetResource(attacker, RES_HEALTH), GetResource(attacker, RES_ARMOR), (IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping));
return true;
}
// these 2 macros are spread over multiple files
#define SPREE_ITEM(counta,countb,center,normal,gentle) \
case counta: \
- { \
Send_Notification(NOTIF_ONE, attacker, MSG_ANNCE, ANNCE_KILLSTREAK_##countb); \
- if (!warmup_stage)\
- {\
+ if (!warmup_stage) \
PlayerStats_GameReport_Event_Player(attacker, PLAYERSTATS_ACHIEVEMENT_KILL_SPREE_##counta, 1); \
- }\
- break; \
- }
+ break;
+
switch(CS(attacker).killcount)
{
KILL_SPREE_LIST
CHOICE_TYPEFRAGGED,
attacker.netname,
kill_count_to_target,
- GetResourceAmount(attacker, RESOURCE_HEALTH),
- GetResourceAmount(attacker, RESOURCE_ARMOR),
+ GetResource(attacker, RES_HEALTH),
+ GetResource(attacker, RES_ARMOR),
(IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
);
}
CHOICE_FRAGGED,
attacker.netname,
kill_count_to_target,
- GetResourceAmount(attacker, RESOURCE_HEALTH),
- GetResourceAmount(attacker, RESOURCE_ARMOR),
+ GetResource(attacker, RES_HEALTH),
+ GetResource(attacker, RES_ARMOR),
(IS_BOT_CLIENT(attacker) ? -1 : CS(attacker).ping)
);
}
this.nextthink = time;
}
-void Freeze (entity targ, float revivespeed, float frozen_type, float show_waypoint)
+void Freeze(entity targ, float revivespeed, int frozen_type, bool show_waypoint)
{
- if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // only specified entities can be freezed
+ if(!IS_PLAYER(targ) && !IS_MONSTER(targ)) // TODO: only specified entities can be freezed
return;
if(STAT(FROZEN, targ))
float targ_maxhealth = ((IS_MONSTER(targ)) ? targ.max_health : start_health);
STAT(FROZEN, targ) = frozen_type;
- STAT(REVIVE_PROGRESS, targ) = ((frozen_type == 3) ? 1 : 0);
- SetResourceAmount(targ, RESOURCE_HEALTH, ((frozen_type == 3) ? targ_maxhealth : 1));
+ STAT(REVIVE_PROGRESS, targ) = ((frozen_type == FROZEN_TEMP_DYING) ? 1 : 0);
+ SetResource(targ, RES_HEALTH, ((frozen_type == FROZEN_TEMP_DYING) ? targ_maxhealth : 1));
targ.revive_speed = revivespeed;
if(targ.bot_attack)
IL_REMOVE(g_bot_targets, targ);
});
// add waypoint
- if(show_waypoint)
+ if(MUTATOR_CALLHOOK(Freeze, targ, revivespeed, frozen_type) || show_waypoint)
WaypointSprite_Spawn(WP_Frozen, 0, 0, targ, '0 0 64', NULL, targ.team, targ, waypointsprite_attached, true, RADARICON_WAYPOINT);
}
-void Unfreeze (entity targ)
+void Unfreeze(entity targ, bool reset_health)
{
if(!STAT(FROZEN, targ))
return;
- if(STAT(FROZEN, targ) && STAT(FROZEN, targ) != 3) // only reset health if target was frozen
- {
- SetResourceAmount(targ, RESOURCE_HEALTH, ((IS_PLAYER(targ)) ? start_health : targ.max_health));
- targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
- }
+ if (reset_health && STAT(FROZEN, targ) != FROZEN_TEMP_DYING)
+ SetResource(targ, RES_HEALTH, ((IS_PLAYER(targ)) ? start_health : targ.max_health));
+
+ targ.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
STAT(FROZEN, targ) = 0;
STAT(REVIVE_PROGRESS, targ) = 0;
if(targ.iceblock)
delete(targ.iceblock);
targ.iceblock = NULL;
+
+ MUTATOR_CALLHOOK(Unfreeze, targ);
}
-void Damage (entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+void Damage(entity targ, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
float complainteamdamage = 0;
float mirrordamage = 0;
// These are ALWAYS lethal
// No damage modification here
// Instead, prepare the victim for his death...
- SetResourceAmountExplicit(targ, RESOURCE_ARMOR, 0);
+ SetResourceExplicit(targ, RES_ARMOR, 0);
targ.spawnshieldtime = 0;
- SetResourceAmountExplicit(targ, RESOURCE_HEALTH, 0.9); // this is < 1
+ SetResourceExplicit(targ, RES_HEALTH, 0.9); // this is < 1
targ.flags -= targ.flags & FL_GODMODE;
damage = 100000;
}
if(autocvar_g_mirrordamage_virtual)
{
- vector v = healtharmor_applydamage(GetResourceAmount(attacker, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
+ vector v = healtharmor_applydamage(GetResource(attacker, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
attacker.dmg_take += v.x;
attacker.dmg_save += v.y;
attacker.dmg_inflictor = inflictor;
if(autocvar_g_friendlyfire_virtual)
{
- vector v = healtharmor_applydamage(GetResourceAmount(targ, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ vector v = healtharmor_applydamage(GetResource(targ, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
targ.dmg_take += v.x;
targ.dmg_save += v.y;
targ.dmg_inflictor = inflictor;
}
}
- if(STAT(FROZEN, targ))
- if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id)
+ if(deathtype != DEATH_HURTTRIGGER.m_id && deathtype != DEATH_TEAMCHANGE.m_id && deathtype != DEATH_AUTOTEAMCHANGE.m_id && STAT(FROZEN, targ))
{
- if(autocvar_g_frozen_revive_falldamage > 0)
- if(deathtype == DEATH_FALL.m_id)
- if(damage >= autocvar_g_frozen_revive_falldamage)
+ if(autocvar_g_frozen_revive_falldamage > 0 && deathtype == DEATH_FALL.m_id && damage >= autocvar_g_frozen_revive_falldamage)
{
- Unfreeze(targ);
- SetResourceAmount(targ, RESOURCE_HEALTH, autocvar_g_frozen_revive_falldamage_health);
+ Unfreeze(targ, false);
+ SetResource(targ, RES_HEALTH, autocvar_g_frozen_revive_falldamage_health);
Send_Effect(EFFECT_ICEORGLASS, targ.origin, '0 0 0', 3);
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_FREEZETAG_REVIVED_FALL, targ.netname);
Send_Notification(NOTIF_ONE, targ, MSG_CENTER, CENTER_FREEZETAG_REVIVE_SELF);
force *= autocvar_g_frozen_force;
}
- if(STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
+ if(IS_PLAYER(targ) && STAT(FROZEN, targ) && deathtype == DEATH_HURTTRIGGER.m_id && !autocvar_g_frozen_damage_trigger)
{
Send_Effect(EFFECT_TELEPORT, targ.origin, '0 0 0', 1);
}
else if(IS_PLAYER(attacker))
{
- if(deathtype != DEATH_FIRE.m_id)
+ // if enemy gets frozen in this frame and receives other damage don't
+ // play the typehitsound e.g. when hit by multiple bullets of the shotgun
+ if (deathtype != DEATH_FIRE.m_id && (!STAT(FROZEN, victim) || time > victim.freeze_time))
{
attacker.typehitsound += 1;
}
}
float RadiusDamageForSource (entity inflictor, vector inflictororigin, vector inflictorvelocity, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe,
- float inflictorselfdamage, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
+ float inflictorselfdamage, float forceintensity, float forcezscale, int deathtype, .entity weaponentity, entity directhitentity)
// Returns total damage applies to creatures
{
entity targ;
force = force * (finaldmg / coredamage) * forceintensity;
hitloc = nearest;
- if(deathtype & WEP_BLASTER.m_id)
- force *= WEP_CVAR_BOTH(blaster, !(deathtype & HITTYPE_SECONDARY), force_zscale);
+ // apply special scaling along the z axis if set
+ // NOTE: 0 value is not allowed for compatibility, in the case of weapon cvars not being set
+ if(forcezscale)
+ force.z *= forcezscale;
if(targ != directhitentity)
{
}
if(targ == directhitentity || DEATH_ISSPECIAL(deathtype))
- Damage (targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
+ Damage(targ, inflictor, attacker, finaldmg, deathtype, weaponentity, nearest, force);
else
- Damage (targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
+ Damage(targ, inflictor, attacker, finaldmg, deathtype | HITTYPE_SPLASH, weaponentity, nearest, force);
}
}
}
RadiusDamage_running = 0;
if(!DEATH_ISSPECIAL(deathtype))
- accuracy_add(attacker, DEATH_WEAPONOF(deathtype).m_id, 0, min(coredamage, stat_damagedone));
+ accuracy_add(attacker, DEATH_WEAPONOF(deathtype), 0, min(coredamage, stat_damagedone));
return total_damage_to_creatures;
}
-float RadiusDamage (entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
+float RadiusDamage(entity inflictor, entity attacker, float coredamage, float edgedamage, float rad, entity cantbe, entity mustbe, float forceintensity, int deathtype, .entity weaponentity, entity directhitentity)
{
- return RadiusDamageForSource (inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad, cantbe, mustbe, false, forceintensity, deathtype, weaponentity, directhitentity);
+ return RadiusDamageForSource(inflictor, (inflictor.origin + (inflictor.mins + inflictor.maxs) * 0.5), inflictor.velocity, attacker, coredamage, edgedamage, rad,
+ cantbe, mustbe, false, forceintensity, 1, deathtype, weaponentity, directhitentity);
}
bool Heal(entity targ, entity inflictor, float amount, float limit)
{
- if(game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR) || STAT(FROZEN, targ))
+ if(game_stopped || (IS_CLIENT(targ) && CS(targ).killcount == FRAGS_SPECTATOR) || STAT(FROZEN, targ) || IS_DEAD(targ))
return false;
bool healed = false;
healed = targ.event_heal(targ, inflictor, amount, limit);
// TODO: additional handling? what if the healing kills them? should this abort if healing would do so etc
// TODO: healing fx!
+ // TODO: armor healing?
return healed;
}
}
}
if(accuracy_isgooddamage(o, e))
- accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, max(0, totaldamage - mindamage));
+ accuracy_add(o, DEATH_WEAPONOF(dt), 0, max(0, totaldamage - mindamage));
return max(0, totaldamage - mindamage); // can never be negative, but to make sure
}
else
e.fire_owner = o;
e.fire_hitsound = false;
if(accuracy_isgooddamage(o, e))
- accuracy_add(o, DEATH_WEAPONOF(dt).m_id, 0, d);
+ accuracy_add(o, DEATH_WEAPONOF(dt), 0, d);
return d;
}
}
}
e.fire_hitsound = true;
- if(!IS_INDEPENDENT_PLAYER(e))
- if(!STAT(FROZEN, e))
- FOREACH_CLIENT(IS_PLAYER(it) && it != e, {
- if(!IS_DEAD(it))
- if(!IS_INDEPENDENT_PLAYER(it))
+ if(!IS_INDEPENDENT_PLAYER(e) && !STAT(FROZEN, e))
+ {
+ IL_EACH(g_damagedbycontents, it.damagedbycontents && it != e,
+ {
+ if(!IS_DEAD(it) && it.takedamage && !IS_INDEPENDENT_PLAYER(it))
if(boxesoverlap(e.absmin, e.absmax, it.absmin, it.absmax))
{
t = autocvar_g_balance_firetransfer_time * (e.fire_endtime - time);
Fire_AddDamage(it, o, d, t, DEATH_FIRE.m_id);
}
});
+ }
}
void Fire_ApplyEffect(entity e)