#include "player.qh"
+#include <common/effects/all.qh>
#include "bot/api.qh"
#include "cheats.qh"
#include "g_damage.qh"
clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
set_movetype(clone, this.move_movetype);
clone.solid = this.solid;
- clone.ballistics_density = this.ballistics_density;
clone.takedamage = this.takedamage;
setcefc(clone, getcefc(this));
clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
//clone.weapon = this.weapon;
setorigin(clone, this.origin);
setsize(clone, this.mins, this.maxs);
- clone.prevorigin = this.origin;
clone.reset = SUB_Remove;
clone._ps = this._ps;
float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
if (teamplay)
{
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
if(it.team == this.team)
++pcount;
- ));
+ });
if (sdelay_small_count == 0)
sdelay_small_count = 1;
if (sdelay_large_count == 0)
}
else
{
- FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
++pcount;
- ));
+ });
if (sdelay_small_count == 0)
{
- if (g_cts)
+ if (IS_INDEPENDENT_PLAYER(this))
{
// Players play independently. No point in requiring enemies.
sdelay_small_count = 1;
}
if (sdelay_large_count == 0)
{
- if (g_cts)
+ if (IS_INDEPENDENT_PLAYER(this))
{
// Players play independently. No point in requiring enemies.
sdelay_large_count = 1;
{
float take, save, dh, da;
vector v;
- float valid_damage_for_weaponstats;
float excess;
dh = max(this.health, 0);
bool abot = (IS_BOT_CLIENT(attacker));
bool vbot = (IS_BOT_CLIENT(this));
- valid_damage_for_weaponstats = 0;
+ bool valid_damage_for_weaponstats = false;
Weapon awep = WEP_Null;
.entity weaponentity = weaponentities[0]; // TODO: unhardcode
awep = attacker.(weaponentity).m_weapon;
else
awep = DEATH_WEAPONOF(deathtype);
- valid_damage_for_weaponstats = 1;
+ valid_damage_for_weaponstats = true;
}
dh = dh - max(this.health, 0);
{
WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
}
- if (damage)
- {
- MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
- }
+
+ MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
if (this.health < 1)
{
{
delete(this.killindicator);
this.killindicator = NULL;
- if(this.killindicator_teamchange)
+ if(CS(this).killindicator_teamchange)
defer_ClientKill_Now_TeamChange = true;
if(this.classname == "body")
// increment frag counter for used weapon type
Weapon w = DEATH_WEAPONOF(deathtype);
if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
- attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
+ CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
- excess = M_ARGV(4, float);
+ damage = M_ARGV(4, float);
+ excess = max(0, damage - take - save);
- Weapon wep = this.(weaponentity).m_weapon;
+ //Weapon wep = this.(weaponentity).m_weapon;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
.entity went = weaponentities[slot];
+ if(!this.(weaponentity))
+ continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
+ Weapon wep = this.(weaponentity).m_weapon;
wep.wr_playerdeath(wep, this, went);
}
set_movetype(this, MOVETYPE_TOSS);
// shootable corpse
this.solid = SOLID_CORPSE;
- this.ballistics_density = autocvar_g_ballistics_density_corpse;
+ PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
// don't stick to the floor
UNSET_ONGROUND(this);
// dying animation
this.deadflag = DEAD_DYING;
+ STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
+
// when to allow respawn
calculate_player_respawn_time(this);
}
// reset fields the weapons may use just in case
- FOREACH(Weapons, it != WEP_Null, LAMBDA(
- it.wr_resetplayer(it, this);
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ if(this.classname != "body")
+ {
+ FOREACH(Weapons, it != WEP_Null,
{
- ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
- }
- ));
+ it.wr_resetplayer(it, this);
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
+ }
+ });
+ }
+ MUTATOR_CALLHOOK(PlayerDied, this);
}
}
if (server_is_dedicated) print(input);
}
+void PrintToChat(entity player, string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ sprint(player, text);
+}
+
+void DebugPrintToChat(entity player, string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChat(player, text);
+ }
+}
+
+void PrintToChatAll(string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ bprint(text);
+}
+
+void DebugPrintToChatAll(string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChatAll(text);
+ }
+}
+
+void PrintToChatTeam(int teamnum, string text)
+{
+ text = strcat("\{1}^7", text, "\n");
+ FOREACH_CLIENT(IS_REAL_CLIENT(it),
+ {
+ if (it.team == teamnum)
+ {
+ sprint(it, text);
+ }
+ });
+}
+
+void DebugPrintToChatTeam(int teamnum, string text)
+{
+ if (autocvar_developer)
+ {
+ PrintToChatTeam(teamnum, text);
+ }
+}
+
/**
* message "": do not say, just test flood control
* return value:
if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
- msgin = formatmessage(source, msgin);
+ if(source)
+ msgin = formatmessage(source, msgin);
string colorstr;
if (!IS_PLAYER(source))
// FLOOD CONTROL
int flood = 0;
var .float flood_field = floodcontrol_chat;
- if(floodcontrol)
+ if(floodcontrol && source)
{
float flood_spl;
float flood_burst;
sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
int ret;
- if(source.muted)
+ if(source && CS(source).muted)
{
// always fake the message
ret = -1;
centerprint(privatesay, cmsgstr);
}
}
- else if ( teamsay && source.active_minigame )
+ 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 && it.active_minigame == source.active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
+ 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
{