clone.dphitcontentsmask = this.dphitcontentsmask;
clone.death_time = this.death_time;
clone.pain_finished = this.pain_finished;
- SetResourceAmountExplicit(clone, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH));
- SetResourceAmountExplicit(clone, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR));
+ SetResourceExplicit(clone, RES_HEALTH, GetResource(this, RES_HEALTH));
+ SetResourceExplicit(clone, RES_ARMOR, GetResource(this, RES_ARMOR));
clone.armortype = this.armortype;
clone.model = this.model;
clone.modelindex = this.modelindex;
vector v;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
- v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v.x;
save = v.y;
if (take > 100)
Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
- TakeResource(this, RESOURCE_ARMOR, save);
- TakeResource(this, RESOURCE_HEALTH, take);
+ TakeResource(this, RES_ARMOR, save);
+ TakeResource(this, RES_HEALTH, take);
// pause regeneration for 5 seconds
this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
this.dmg_inflictor = inflictor;
- if (GetResourceAmount(this, RESOURCE_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0)
+ if (GetResource(this, RES_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0)
{
// don't use any animations as a gib
this.frame = 0;
void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- float take, save, dh, da;
vector v;
- float excess;
+ float dh = max(GetResource(this, RES_HEALTH), 0);
+ float da = max(GetResource(this, RES_ARMOR), 0);
+ float take = 0, save = 0;
- dh = max(GetResourceAmount(this, RESOURCE_HEALTH), 0);
- da = max(GetResourceAmount(this, RESOURCE_ARMOR), 0);
-
- if(!DEATH_ISSPECIAL(deathtype))
+ if (damage)
{
- damage *= Handicap_GetTotalHandicap(this);
- if (this != attacker && IS_PLAYER(attacker))
+ if(!DEATH_ISSPECIAL(deathtype))
{
- damage /= Handicap_GetTotalHandicap(attacker);
+ damage *= Handicap_GetTotalHandicap(this);
+ if (this != attacker && IS_PLAYER(attacker))
+ {
+ damage /= Handicap_GetTotalHandicap(attacker);
+ }
}
- }
- if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
- damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
+ if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
+ damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
- if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
- {
- // tuba causes blood to come out of the ears
- vector ear1, ear2;
- vector d;
- float f;
- ear1 = this.origin;
- ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
- ear2 = ear1;
- makevectors(this.angles);
- ear1 += v_right * -10;
- ear2 += v_right * +10;
- d = inflictor.origin - this.origin;
- if (d)
- f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
- else
- f = 0; // Assum ecenter.
- force = v_right * vlen(force);
- Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
- Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
- if(f > 0)
+ if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears
{
- hitloc = ear1;
- force = force * -1;
+ vector ear1, ear2;
+ vector d;
+ float f;
+ ear1 = this.origin;
+ ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
+ ear2 = ear1;
+ makevectors(this.angles);
+ ear1 += v_right * -10;
+ ear2 += v_right * +10;
+ d = inflictor.origin - this.origin;
+ if (d)
+ f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
+ else
+ f = 0; // Assum ecenter.
+ force = v_right * vlen(force);
+ Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
+ Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
+ if(f > 0)
+ {
+ hitloc = ear1;
+ force = force * -1;
+ }
+ else
+ {
+ hitloc = ear2;
+ // force is already good
+ }
}
else
- {
- hitloc = ear2;
- // force is already good
- }
- }
- else
- Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
+ Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
- v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
- take = v.x;
- save = v.y;
+ v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ take = v.x;
+ save = v.y;
+ }
if(attacker == this)
{
- // don't reset pushltime for this damage as it may be an attempt to
+ // don't reset pushltime for self damage as it may be an attempt to
// escape a lava pit or similar
//this.pushltime = 0;
this.istypefrag = 0;
}
MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
- take = bound(0, M_ARGV(4, float), GetResourceAmount(this, RESOURCE_HEALTH));
- save = bound(0, M_ARGV(5, float), GetResourceAmount(this, RESOURCE_ARMOR));
- excess = max(0, damage - take - save);
+ take = bound(0, M_ARGV(4, float), GetResource(this, RES_HEALTH));
+ save = bound(0, M_ARGV(5, float), GetResource(this, RES_ARMOR));
+ float excess = max(0, damage - take - save);
if(sound_allowed(MSG_BROADCAST, attacker))
{
- if (save > 10)
+ if (save > 10 && (dh - take) > 0) // don't play armor sound if the attack is fatal
sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
else if (take > 30)
sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
{
if (!(this.flags & FL_GODMODE))
{
- TakeResource(this, RESOURCE_ARMOR, save);
- TakeResource(this, RESOURCE_HEALTH, take);
+ TakeResource(this, RES_ARMOR, save);
+ TakeResource(this, RES_HEALTH, take);
// pause regeneration for 5 seconds
if(take)
this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
animdecide_setaction(this, ANIMACTION_PAIN2, true);
}
}
- float myhp = GetResourceAmount(this, RESOURCE_HEALTH);
+ float myhp = GetResource(this, RES_HEALTH);
if(myhp > 1)
if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
if(sound_allowed(MSG_BROADCAST, attacker))
// throw off bot aim temporarily
float shake;
- if(IS_BOT_CLIENT(this) && GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
+ if(IS_BOT_CLIENT(this) && GetResource(this, RES_HEALTH) >= 1)
{
shake = damage * 5 / (bound(0,skill,100) + 1);
this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
this.v_angle_x = bound(-90, this.v_angle.x, 90);
}
- if (this != attacker) {
- float realdmg = damage - excess;
- if (IS_PLAYER(attacker) && !SAME_TEAM(attacker, this)) {
+ float realdmg = damage - excess;
+ if (this != attacker && realdmg)
+ if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
+ {
+ if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) {
GameRules_scoring_add(attacker, DMG, realdmg);
}
if (IS_PLAYER(this)) {
bool valid_damage_for_weaponstats = false;
Weapon awep = WEP_Null;
+ if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
if(vbot || IS_REAL_CLIENT(this))
if(abot || IS_REAL_CLIENT(attacker))
if(attacker && this != attacker)
valid_damage_for_weaponstats = true;
}
- dh = dh - max(GetResourceAmount(this, RESOURCE_HEALTH), 0);
- da = da - max(GetResourceAmount(this, RESOURCE_ARMOR), 0);
+ dh = dh - max(GetResource(this, RES_HEALTH), 0);
+ da = da - max(GetResource(this, RES_ARMOR), 0);
if(valid_damage_for_weaponstats)
{
WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
- if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
+ if (GetResource(this, RES_HEALTH) < 1)
{
float defer_ClientKill_Now_TeamChange;
defer_ClientKill_Now_TeamChange = false;
// print an obituary message
if(this.classname != "body")
- Obituary (attacker, inflictor, this, deathtype, weaponentity);
+ Obituary(attacker, inflictor, this, deathtype, weaponentity);
// increment frag counter for used weapon type
Weapon w = DEATH_WEAPONOF(deathtype);
// player could have been miraculously resuscitated ;)
// e.g. players in freezetag get frozen, they don't really die
- if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
+ if(GetResource(this, RES_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
return;
if (!this.respawn_time) // can be set in the mutator hook PlayerDies
// when we get here, player actually dies
- Unfreeze(this); // remove any icy remains
- SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0); // Unfreeze resets health, so we need to set it back
+ Unfreeze(this, false); // remove any icy remains
// clear waypoints
WaypointSprite_PlayerDead(this);
this.avelocity = '0 0 0';
// view from the floor
this.view_ofs = '0 0 -8';
- // toss the corpse
- set_movetype(this, MOVETYPE_TOSS);
+ if(this.move_movetype == MOVETYPE_NOCLIP)
+ {
+ // don't toss the corpse in this case, it can get stuck in solid (causing low fps)
+ // or fall indefinitely into the void if out of the map
+ this.velocity = '0 0 0';
+ }
+ else
+ {
+ // toss the corpse
+ set_movetype(this, MOVETYPE_TOSS);
+ }
// shootable corpse
this.solid = SOLID_CORPSE;
PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
{
- if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= limit)
+ if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= limit)
return false;
- GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, limit);
+ GiveResourceWithLimit(targ, RES_HEALTH, amount, limit);
return true;
}
-
-/**
- * message "": do not say, just test flood control
- * return value:
- * 1 = accept
- * 0 = reject
- * -1 = fake accept
- */
-int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
-{
- if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
- msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
-
- if (source)
- msgin = formatmessage(source, msgin);
-
- string colorstr;
- if (!(IS_PLAYER(source) || source.caplayer))
- colorstr = "^0"; // black for spectators
- else if(teamplay)
- colorstr = Team_ColorCode(source.team);
- else
- {
- colorstr = "";
- teamsay = false;
- }
-
- if(game_stopped)
- teamsay = false;
-
- if (!source) {
- colorstr = "";
- teamsay = false;
- }
-
- if(msgin != "")
- msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
-
- /*
- * using bprint solves this... me stupid
- // how can we prevent the message from appearing in a listen server?
- // for now, just give "say" back and only handle say_team
- if(!teamsay)
- {
- clientcommand(source, strcat("say ", msgin));
- return;
- }
- */
-
- string namestr = "";
- if (source)
- namestr = playername(source, autocvar_g_chat_teamcolors);
-
- string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
-
- string msgstr = "", cmsgstr = "";
- string privatemsgprefix = string_null;
- int privatemsgprefixlen = 0;
- if (msgin != "")
- {
- if(privatesay)
- {
- msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
- privatemsgprefixlen = strlen(msgstr);
- msgstr = strcat(msgstr, msgin);
- cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
- privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
- }
- else if(teamsay)
- {
- if(strstrofs(msgin, "/me", 0) >= 0)
- {
- //msgin = strreplace("/me", "", msgin);
- //msgin = substring(msgin, 3, strlen(msgin));
- msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
- msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
- }
- else
- msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
- cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
- }
- else
- {
- if(strstrofs(msgin, "/me", 0) >= 0)
- {
- //msgin = strreplace("/me", "", msgin);
- //msgin = substring(msgin, 3, strlen(msgin));
- msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
- msgstr = strcat("\{1}^4* ", "^7", msgin);
- }
- else {
- msgstr = "\{1}";
- msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
- msgstr = strcat(msgstr, msgin);
- }
- cmsgstr = "";
- }
- msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
- }
-
- string fullmsgstr = msgstr;
- string fullcmsgstr = cmsgstr;
-
- // FLOOD CONTROL
- int flood = 0;
- var .float flood_field = floodcontrol_chat;
- if(floodcontrol && source)
- {
- float flood_spl;
- float flood_burst;
- float flood_lmax;
- float lines;
- if(privatesay)
- {
- flood_spl = autocvar_g_chat_flood_spl_tell;
- flood_burst = autocvar_g_chat_flood_burst_tell;
- flood_lmax = autocvar_g_chat_flood_lmax_tell;
- flood_field = floodcontrol_chattell;
- }
- else if(teamsay)
- {
- flood_spl = autocvar_g_chat_flood_spl_team;
- flood_burst = autocvar_g_chat_flood_burst_team;
- flood_lmax = autocvar_g_chat_flood_lmax_team;
- flood_field = floodcontrol_chatteam;
- }
- else
- {
- flood_spl = autocvar_g_chat_flood_spl;
- flood_burst = autocvar_g_chat_flood_burst;
- flood_lmax = autocvar_g_chat_flood_lmax;
- flood_field = floodcontrol_chat;
- }
- flood_burst = max(0, flood_burst - 1);
- // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
-
- // do flood control for the default line size
- if(msgstr != "")
- {
- getWrappedLine_remaining = msgstr;
- msgstr = "";
- lines = 0;
- while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
- {
- msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
- ++lines;
- }
- msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
-
- if(getWrappedLine_remaining != "")
- {
- msgstr = strcat(msgstr, "\n");
- flood = 2;
- }
-
- if (time >= source.(flood_field))
- {
- source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
- }
- else
- {
- flood = 1;
- msgstr = fullmsgstr;
- }
- }
- else
- {
- if (time >= source.(flood_field))
- source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
- else
- flood = 1;
- }
-
- if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
- source.(flood_field) = flood = 0;
- }
-
- string sourcemsgstr, sourcecmsgstr;
- if(flood == 2) // cannot happen for empty msgstr
- {
- if(autocvar_g_chat_flood_notify_flooder)
- {
- sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
- sourcecmsgstr = "";
- }
- else
- {
- sourcemsgstr = fullmsgstr;
- sourcecmsgstr = fullcmsgstr;
- }
- cmsgstr = "";
- }
- else
- {
- sourcemsgstr = msgstr;
- sourcecmsgstr = cmsgstr;
- }
-
- if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer))
- {
- if (!game_stopped)
- if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
- teamsay = -1; // spectators
- }
-
- if(flood)
- LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
-
- // build sourcemsgstr by cutting off a prefix and replacing it by the other one
- if(privatesay)
- sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
-
- int ret;
- if(source && CS(source).muted)
- {
- // always fake the message
- ret = -1;
- }
- else if(flood == 1)
- {
- if (autocvar_g_chat_flood_notify_flooder)
- {
- sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
- ret = 0;
- }
- else
- ret = -1;
- }
- else
- {
- ret = 1;
- }
-
- if (privatesay && source && !(IS_PLAYER(source) || source.caplayer))
- {
- if (!game_stopped)
- if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
- ret = -1; // just hide the message completely
- }
-
- MUTATOR_CALLHOOK(ChatMessage, source, ret);
- ret = M_ARGV(1, int);
-
- if(sourcemsgstr != "" && ret != 0)
- {
- if(ret < 0) // faked message, because the player is muted
- {
- sprint(source, sourcemsgstr);
- if(sourcecmsgstr != "" && !privatesay)
- centerprint(source, sourcecmsgstr);
- }
- else if(privatesay) // private message, between 2 people only
- {
- sprint(source, sourcemsgstr);
- if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
- if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
- {
- sprint(privatesay, msgstr);
- if(cmsgstr != "")
- centerprint(privatesay, cmsgstr);
- }
- }
- else if ( teamsay && CS(source).active_minigame )
- {
- sprint(source, sourcemsgstr);
- dedicated_print(msgstr); // send to server console too
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
- sprint(it, msgstr);
- });
- }
- else if(teamsay > 0) // team message, only sent to team mates
- {
- sprint(source, sourcemsgstr);
- dedicated_print(msgstr); // send to server console too
- if(sourcecmsgstr != "")
- centerprint(source, sourcecmsgstr);
- FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
- sprint(it, msgstr);
- if(cmsgstr != "")
- centerprint(it, cmsgstr);
- });
- }
- else if(teamsay < 0) // spectator message, only sent to spectators
- {
- sprint(source, sourcemsgstr);
- dedicated_print(msgstr); // send to server console too
- FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
- sprint(it, msgstr);
- });
- }
- else
- {
- if (source) {
- sprint(source, sourcemsgstr);
- dedicated_print(msgstr); // send to server console too
- MX_Say(strcat(playername(source, true), "^7: ", msgin));
- }
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
- sprint(it, msgstr);
- });
- }
- }
-
- return ret;
-}