set g_lms_dynamic_respawn_delay 1 "increase player respawn delay based on the number of lives less than the leader (NOTE: delay doesn't increase when only 2 players are left alive)"
set g_lms_dynamic_respawn_delay_base 2 "base player respawn delay"
set g_lms_dynamic_respawn_delay_increase 3 "increase base player respawn delay by this amount of time for each life less than the leader"
+set g_lms_dynamic_vampire 1 "attackers receive a fraction of health removed from enemies based on the number of lives less than the enemy"
+set g_lms_dynamic_vampire_factor_base 0.1 "base vampire factor"
+set g_lms_dynamic_vampire_factor_increase 0.1 "increase vampire factor by this fraction for each life less than the enemy"
+set g_lms_dynamic_vampire_factor_max 0.5 "max vampire factor"
+set g_lms_dynamic_vampire_min_lives_diff 2 "number of lives the attacker must have less than the enemy to receive the base fraction of health"
// =========
float autocvar_g_lms_dynamic_respawn_delay;
float autocvar_g_lms_dynamic_respawn_delay_base;
float autocvar_g_lms_dynamic_respawn_delay_increase;
+bool autocvar_g_lms_dynamic_vampire;
+float autocvar_g_lms_dynamic_vampire_factor_base;
+float autocvar_g_lms_dynamic_vampire_factor_increase;
+float autocvar_g_lms_dynamic_vampire_factor_max;
+int autocvar_g_lms_dynamic_vampire_min_lives_diff;
.float lms_wp_time;
return true;
}
+MUTATOR_HOOKFUNCTION(lms, Damage_Calculate)
+{
+ if (!autocvar_g_lms_dynamic_vampire)
+ return;
+
+ entity frag_attacker = M_ARGV(1, entity);
+ entity frag_target = M_ARGV(2, entity);
+ float frag_damage = M_ARGV(4, float);
+
+ if (IS_PLAYER(frag_attacker) && !IS_DEAD(frag_target) && frag_attacker != frag_target)
+ {
+ float vampire_factor = 0;
+
+ int frag_attacker_lives = GameRules_scoring_add(frag_attacker, LMS_LIVES, 0);
+ int frag_target_lives = GameRules_scoring_add(frag_target, LMS_LIVES, 0);
+ int diff = frag_target_lives - frag_attacker_lives - autocvar_g_lms_dynamic_vampire_min_lives_diff;
+
+ if (diff >= 0)
+ vampire_factor = autocvar_g_lms_dynamic_vampire_factor_base + diff * autocvar_g_lms_dynamic_vampire_factor_increase;
+ if (vampire_factor > 0)
+ {
+ vampire_factor = min(vampire_factor, autocvar_g_lms_dynamic_vampire_factor_max);
+ SetResourceExplicit(frag_attacker, RES_HEALTH,
+ min(GetResource(frag_attacker, RES_HEALTH) + frag_damage * vampire_factor, start_health));
+ }
+ }
+}
+
bool lms_waypointsprite_visible_for_player(entity this, entity player, entity view) // runs on waypoints which are attached to ballcarriers, updates once per frame
{
if(view.lms_wp_time)