#include <common/anim.qh>
#include <common/animdecide.qh>
-#include <common/animdecide.qh>
#include <common/csqcmodel_settings.qh>
#include <common/deathtypes/all.qh>
#include <common/effects/all.qh>
}
}
- if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
+ if (STAT(FROZEN, this))
+ {
+ if (!ITEM_DAMAGE_NEEDKILL(deathtype))
+ damage = 0;
+ }
+ else if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears
if(take)
this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
- if (time > this.pain_finished) //Don't switch pain sequences like crazy
+ if (time > this.pain_finished && !STAT(FROZEN, this)) // Don't switch pain sequences like crazy
{
this.pain_finished = time + 0.5; //Supajoe
}
float realdmg = damage - excess;
- if (this != attacker && realdmg)
- if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
+ if (this != attacker && realdmg && !STAT(FROZEN, this)
+ && (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime))
{
if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) {
GameRules_scoring_add(attacker, DMG, realdmg);
if(vbot || IS_REAL_CLIENT(this))
if(abot || IS_REAL_CLIENT(attacker))
if(attacker && this != attacker)
- if(DIFF_TEAM(this, attacker))
+ if (DIFF_TEAM(this, attacker) && (!STAT(FROZEN, this) || this.freeze_time > time))
{
if(DEATH_ISSPECIAL(deathtype))
awep = attacker.(weaponentity).m_weapon;
valid_damage_for_weaponstats = true;
}
- dh = dh - max(GetResource(this, RES_HEALTH), 0);
- da = da - max(GetResource(this, RES_ARMOR), 0);
+ dh -= max(GetResource(this, RES_HEALTH), 0); // health difference
+ da -= max(GetResource(this, RES_ARMOR), 0); // armor difference
if(valid_damage_for_weaponstats)
{
WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
UNSET_ONGROUND(this);
// dying animation
this.deadflag = DEAD_DYING;
+ // don't play teleportation sounds
+ this.teleportable = TELEPORT_SIMPLE;
+
+ STAT(STRENGTH_FINISHED, this) = 0;
+ STAT(INVINCIBLE_FINISHED, this) = 0;
+ STAT(SUPERWEAPONS_FINISHED, this) = 0;
+ STAT(AIR_FINISHED, this) = 0;
STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release