]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Merge branch 'terencehill/ca_arena_freezetag_bugfixes' into terencehill/arena_gamemode
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 3e560bd2452a71020d339d7ed22830a76b212ec8..e564c3ac4f9e3f590be53b2d995d1dba807255d7 100644 (file)
@@ -26,7 +26,7 @@ void WeaponStats_ready(entity fh, entity pass, float status)
                        url_fputs(fh, "#begin statsfile\n");
                        url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
 #ifdef WATERMARK
-                       url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
+                       url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
 #endif
                        url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
                        url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
@@ -431,7 +431,6 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float
 }
 
 void ClientKill_Now_TeamChange();
-void freezetag_CheckWinner();
 
 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
 {
@@ -440,9 +439,6 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
        float valid_damage_for_weaponstats;
        float excess;
 
-       if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
-               return;
-
        dh = max(self.health, 0);
        da = max(self.armorvalue, 0);
 
@@ -496,6 +492,30 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                take = damage;
        }
 
+       if(attacker == self)
+       {
+               // don't reset pushltime for self damage as it may be an attempt to
+               // escape a lava pit or similar
+               //self.pushltime = 0;
+               self.istypefrag = 0;
+       }
+       else if(attacker.classname == "player")
+       {
+               self.pusher = attacker;
+               self.pushltime = time + autocvar_g_maxpushtime;
+               self.istypefrag = self.BUTTON_CHAT;
+       }
+       else if(time < self.pushltime)
+       {
+               attacker = self.pusher;
+               self.pushltime = max(self.pushltime, time + 0.6);
+       }
+       else
+       {
+               self.pushltime = 0;
+               self.istypefrag = 0;
+       }
+
        frag_inflictor = inflictor;
        frag_attacker = attacker;
        frag_target = self;
@@ -580,29 +600,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
        self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
        self.dmg_inflictor = inflictor;
 
-       if(attacker == self)
-       {
-               // don't reset pushltime for self damage as it may be an attempt to
-               // escape a lava pit or similar
-               //self.pushltime = 0;
-               self.istypefrag = 0;
-       }
-       else if(attacker.classname == "player")
-       {
-               self.pusher = attacker;
-               self.pushltime = time + autocvar_g_maxpushtime;
-               self.istypefrag = self.BUTTON_CHAT;
-       }
-       else if(time < self.pushltime)
-       {
-               attacker = self.pusher;
-               self.pushltime = max(self.pushltime, time + 0.6);
-       }
-       else
-       {
-               self.pushltime = 0;
-               self.istypefrag = 0;
-       }
+       if(g_ca && self != attacker && attacker.classname == "player")
+               PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
 
        float abot, vbot, awep;
        abot = (clienttype(attacker) == CLIENTTYPE_BOT);
@@ -669,14 +668,6 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                        }
                }
 
-               if(!g_freezetag)
-               {
-                       // become fully visible
-                       self.alpha = default_player_alpha;
-                       // throw a weapon
-                       SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
-               }
-
                // print an obituary message
                Obituary (attacker, inflictor, self, deathtype);
                race_PreDie();
@@ -689,18 +680,12 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
        if(accuracy_isgooddamage(attacker, self))
         attacker.accuracy.(accuracy_frags[w-1]) += 1;
 
-               if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
-               {
-                       PutClientInServer();
-                       count_alive_players(); // re-count players
-                       freezetag_CheckWinner();
-                       return;
-               }
-
                frag_attacker = attacker;
                frag_inflictor = inflictor;
                frag_target = self;
+               frag_deathtype = deathtype;
                MUTATOR_CALLHOOK(PlayerDies);
+
                weapon_action(self.weapon, WR_PLAYERDEATH);
 
                RemoveGrapplingHook(self);
@@ -718,19 +703,23 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht
                        //WriteAngle (MSG_ONE, 80);
                }
 
-               if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
-                       ClientKill_Now_TeamChange();
-
-               if(g_arena)
-                       Spawnqueue_Unmark(self);
+               if(defer_ClientKill_Now_TeamChange)
+                       ClientKill_Now_TeamChange(); // can turn player into spectator
 
-               if(g_freezetag)
+               // player could have been miraculously resuscitated ;)
+               // e.g. players in freezetag get frozen, they don't really die
+               if(self.health >= 1 || self.classname != "player")
                        return;
 
                // when we get here, player actually dies
-               // clear waypoints (do this AFTER FreezeTag)
+
+               // clear waypoints
                WaypointSprite_PlayerDead();
+               // throw a weapon
+               SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
 
+               // become fully visible
+               self.alpha = default_player_alpha;
                // make the corpse upright (not tilted)
                self.angles_x = 0;
                self.angles_z = 0;