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Cleaning up player_die and possibly fixing the scores
This commit is contained in:
parent
166f379675
commit
4ed445fd36
1 changed files with 125 additions and 154 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.38 2002/02/05 10:45:31 jbravo
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// Cleaning up player_die and possibly fixing the scores
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//
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// Revision 1.37 2002/01/31 01:53:30 jbravo
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// FF/no-FF fixes. g_friendlyFire 0 = no FF, 1 = FF, 2 = no FF + knockback
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//
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@ -560,53 +563,46 @@ player_die
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void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
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gentity_t *ent;
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gentity_t *DMReward;
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int anim;
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int contents;
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int killer;
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int i;
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int anim, contents, killer, i;
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char *killerName, *obit;
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//Blaze: Stop bleeding when dead
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if ( self->client )
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{
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if ( self->client )
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{
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//Elder: drop the primed grenade
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if (self->client->ps.weapon == WP_GRENADE &&
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self->client->ps.weaponstate == WEAPON_COCKED) {
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FireWeapon(self);
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}
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// Hawkins put spread back and zoom out
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// Hawkins put spread back and zoom out
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//Elder: remove zoom bits
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Cmd_Unzoom(self);
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self->client->bleeding = 0;
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self->client->bleed_remain = 0;
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//Elder: added;
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self->client->bleeding = 0;
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self->client->bleed_remain = 0;
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//Elder: added;
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self->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
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self->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_NEED;
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self->client->killStreak = 0;
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//Elder: stop reload attempts
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self->client->reloadAttempts = 0;
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}
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if ( self->client->ps.pm_type == PM_DEAD ) {
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}
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if (self->client->ps.pm_type == PM_DEAD) {
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return;
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}
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if ( level.intermissiontime ) {
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if (level.intermissiontime) {
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return;
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}
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// JBravo: lets not bother with those CTF functions in Teamplay
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if ( g_gametype.integer != GT_TEAMPLAY ) {
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// check for an almost capture
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CheckAlmostCapture( self, attacker );
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// check for a player that almost brought in cubes
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CheckAlmostScored( self, attacker );
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if (g_gametype.integer != GT_TEAMPLAY) {
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// check for an almost capture
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CheckAlmostCapture( self, attacker );
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// check for a player that almost brought in cubes
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CheckAlmostScored( self, attacker );
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}
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//Blaze: No Hook
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// if (self->client && self->client->hook)
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// Weapon_HookFree(self->client->hook);
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#ifdef MISSIONPACK
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if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
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self->client->ps.eFlags &= ~EF_TICKING;
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@ -616,9 +612,9 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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#endif
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self->client->ps.pm_type = PM_DEAD;
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if ( attacker ) {
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if (attacker) {
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killer = attacker->s.number;
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if ( attacker->client ) {
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if (attacker->client) {
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killerName = attacker->client->pers.netname;
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} else {
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killerName = "<non-client>";
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@ -628,17 +624,17 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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killerName = "<world>";
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}
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if ( killer < 0 || killer >= MAX_CLIENTS ) {
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if (killer < 0 || killer >= MAX_CLIENTS) {
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killer = ENTITYNUM_WORLD;
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killerName = "<world>";
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// Elder: Statistics tracking
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self->client->pers.records[REC_WORLDDEATHS]++;
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}
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if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
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if (meansOfDeath < 0 || meansOfDeath >= sizeof(modNames) / sizeof(modNames[0])) {
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obit = "<bad obituary>";
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} else {
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obit = modNames[ meansOfDeath ];
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obit = modNames[meansOfDeath];
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}
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G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
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@ -647,50 +643,50 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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// broadcast the death event to everyone
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// Elder: use appropriate obit event and update statistics tracking
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if ( (self->client->lasthurt_location & LOCATION_HEAD) == LOCATION_HEAD ||
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(self->client->lasthurt_location & LOCATION_FACE) == LOCATION_FACE )
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if ((self->client->lasthurt_location & LOCATION_HEAD) == LOCATION_HEAD ||
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(self->client->lasthurt_location & LOCATION_FACE) == LOCATION_FACE)
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{
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// head kill
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self->client->pers.records[REC_HEADDEATHS]++;
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if (attacker && attacker->client)
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attacker->client->pers.records[REC_HEADKILLS]++;
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ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_HEAD );
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ent = G_TempEntity(self->r.currentOrigin, EV_OBITUARY_HEAD);
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}
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else if ( (self->client->lasthurt_location & LOCATION_CHEST) == LOCATION_CHEST ||
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else if ((self->client->lasthurt_location & LOCATION_CHEST) == LOCATION_CHEST ||
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(self->client->lasthurt_location & LOCATION_SHOULDER) == LOCATION_SHOULDER)
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{
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// chest kill
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self->client->pers.records[REC_CHESTDEATHS]++;
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if (attacker && attacker->client)
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attacker->client->pers.records[REC_CHESTKILLS]++;
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ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_CHEST );
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ent = G_TempEntity(self->r.currentOrigin, EV_OBITUARY_CHEST);
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}
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else if ( (self->client->lasthurt_location & LOCATION_STOMACH) == LOCATION_STOMACH ||
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else if ((self->client->lasthurt_location & LOCATION_STOMACH) == LOCATION_STOMACH ||
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(self->client->lasthurt_location & LOCATION_GROIN) == LOCATION_GROIN)
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{
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// stomach kill
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self->client->pers.records[REC_STOMACHDEATHS]++;
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if (attacker && attacker->client)
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attacker->client->pers.records[REC_STOMACHKILLS]++;
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ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_STOMACH );
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ent = G_TempEntity(self->r.currentOrigin, EV_OBITUARY_STOMACH);
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}
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else if ( (self->client->lasthurt_location & LOCATION_LEG) == LOCATION_LEG ||
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else if ((self->client->lasthurt_location & LOCATION_LEG) == LOCATION_LEG ||
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(self->client->lasthurt_location & LOCATION_FOOT) == LOCATION_FOOT)
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{
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// leg kill
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self->client->pers.records[REC_LEGDEATHS]++;
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if (attacker && attacker->client)
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attacker->client->pers.records[REC_LEGKILLS]++;
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ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_LEGS );
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ent = G_TempEntity(self->r.currentOrigin, EV_OBITUARY_LEGS);
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}
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else
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{
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// non-location/world kill
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ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
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ent = G_TempEntity(self->r.currentOrigin, EV_OBITUARY);
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}
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// Elder: Statistics tracking
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switch ( meansOfDeath )
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switch (meansOfDeath)
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{
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case MOD_KNIFE:
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if (attacker && attacker->client)
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@ -748,93 +744,89 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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attacker->client->pers.records[REC_KICKKILLS]++;
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self->client->pers.records[REC_KICKDEATHS]++;
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break;
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// JBravo: adding a default here to catch potential bugs
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default:
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G_Printf("Unknown Means of Death!\n");
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break;
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}
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ent->s.eventParm = meansOfDeath;
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ent->s.otherEntityNum = self->s.number;
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ent->s.otherEntityNum2 = killer;
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ent->r.svFlags = SVF_BROADCAST; // send to everyone
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self->enemy = attacker;
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self->client->ps.persistant[PERS_KILLED]++;
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if (attacker && attacker->client) {
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attacker->client->lastkilled_client = self->s.number;
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if ( attacker == self || OnSameTeam (self, attacker ) ) {
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AddScore( attacker, self->r.currentOrigin, -1 );
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if (attacker == self || OnSameTeam (self, attacker)) {
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AddScore(attacker, self->r.currentOrigin, -1);
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} else {
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// Increase number of kills this life for attacker
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// JBravo: unless we are in teamplay
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if ( g_gametype.integer != GT_TEAMPLAY ) {
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attacker->client->killStreak++;
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if (g_gametype.integer == GT_TEAMPLAY) {
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attacker->client->killStreak = 0;
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AddScore(attacker, self->r.currentOrigin, 1);
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} else {
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attacker->client->killStreak++;
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}
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// DM reward scoring, should add an if statement to get around this when
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// we add teamplay.
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// Done ;)
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if (attacker->client->killStreak < 4)
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AddScore( attacker, self->r.currentOrigin, 1 );
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else if (attacker->client->killStreak < 8)
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{ AddScore( attacker, self->r.currentOrigin, 2 );
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DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
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DMReward->s.otherEntityNum2 = killer;
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DMReward->s.eventParm = attacker->client->killStreak;
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DMReward->r.svFlags = SVF_BROADCAST;
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// JBravo: Done ;)
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if (g_gametype.integer != GT_TEAMPLAY) {
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if (attacker->client->killStreak < 4)
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AddScore(attacker, self->r.currentOrigin, 1);
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else if (attacker->client->killStreak < 8) {
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AddScore(attacker, self->r.currentOrigin, 2);
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DMReward = G_TempEntity(self->r.currentOrigin, EV_DMREWARD);
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DMReward->s.otherEntityNum2 = killer;
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DMReward->s.eventParm = attacker->client->killStreak;
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DMReward->r.svFlags = SVF_BROADCAST;
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}
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else if (attacker->client->killStreak < 16) {
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AddScore(attacker, self->r.currentOrigin, 4);
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DMReward = G_TempEntity(self->r.currentOrigin, EV_DMREWARD);
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DMReward->s.otherEntityNum2 = killer;
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DMReward->s.eventParm = attacker->client->killStreak;
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DMReward->r.svFlags = SVF_BROADCAST;
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}
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else if (attacker->client->killStreak < 32) {
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AddScore(attacker, self->r.currentOrigin, 8);
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DMReward = G_TempEntity(self->r.currentOrigin, EV_DMREWARD);
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DMReward->s.otherEntityNum2 = killer;
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DMReward->s.eventParm = attacker->client->killStreak;
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DMReward->r.svFlags = SVF_BROADCAST;
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}
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else
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{
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AddScore(attacker, self->r.currentOrigin, 16);
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DMReward = G_TempEntity(self->r.currentOrigin, EV_DMREWARD);
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DMReward->s.otherEntityNum2 = killer;
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DMReward->s.eventParm = attacker->client->killStreak;
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DMReward->r.svFlags = SVF_BROADCAST;
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}
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}
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else if (attacker->client->killStreak < 16)
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{ AddScore( attacker, self->r.currentOrigin, 4 );
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DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
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DMReward->s.otherEntityNum2 = killer;
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DMReward->s.eventParm = attacker->client->killStreak;
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DMReward->r.svFlags = SVF_BROADCAST;
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}
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else if (attacker->client->killStreak < 32)
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{ AddScore( attacker, self->r.currentOrigin, 8 );
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DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
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DMReward->s.otherEntityNum2 = killer;
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DMReward->s.eventParm = attacker->client->killStreak;
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DMReward->r.svFlags = SVF_BROADCAST;
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}
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else
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{ AddScore( attacker, self->r.currentOrigin, 16 );
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DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
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DMReward->s.otherEntityNum2 = killer;
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DMReward->s.eventParm = attacker->client->killStreak;
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DMReward->r.svFlags = SVF_BROADCAST;
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}
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//if( meansOfDeath == MOD_GAUNTLET ) {
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//Elder: changed to knife slash heh
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if( meansOfDeath == MOD_KNIFE ) {
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// play humiliation on player
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//Blaze: Removed because it uses the persistant stats stuff
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//attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
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if(meansOfDeath == MOD_KNIFE) {
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
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attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
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// also play humiliation on target
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self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
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}
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// check for two kills in a short amount of time
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// if this is close enough to the last kill, give a reward sound
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if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
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// play excellent on player
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//Blaze: Removed because it uses the persistant stats stuff
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//attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
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// add the sprite over the player's head
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attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
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attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
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attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
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}
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attacker->client->lastKillTime = level.time;
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}
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} else {
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AddScore( self, self->r.currentOrigin, -1 );
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@ -842,8 +834,8 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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// Add team bonuses
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// JBravo: unless we are in teamplay
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if ( g_gametype.integer != GT_TEAMPLAY ) {
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Team_FragBonuses(self, inflictor, attacker);
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if (g_gametype.integer != GT_TEAMPLAY) {
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Team_FragBonuses(self, inflictor, attacker);
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}
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// if I committed suicide, the flag does not fall, it returns.
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@ -852,44 +844,37 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
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// Elder: Statistics tracking
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self->client->pers.records[REC_SUICIDES]++;
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if (g_gametype.integer != GT_TEAMPLAY) {
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if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
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Team_ReturnFlag( TEAM_FREE );
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self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
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if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
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Team_ReturnFlag( TEAM_FREE );
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self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
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}
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else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
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Team_ReturnFlag( TEAM_RED );
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self->client->ps.powerups[PW_REDFLAG] = 0;
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}
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else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
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Team_ReturnFlag( TEAM_BLUE );
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self->client->ps.powerups[PW_BLUEFLAG] = 0;
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}
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}
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else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
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Team_ReturnFlag( TEAM_RED );
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self->client->ps.powerups[PW_REDFLAG] = 0;
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}
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else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
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Team_ReturnFlag( TEAM_BLUE );
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self->client->ps.powerups[PW_BLUEFLAG] = 0;
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}
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}
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}
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// if client is in a nodrop area, don't drop anything (but return CTF flags!)
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contents = trap_PointContents( self->r.currentOrigin, -1 );
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if ( !( contents & CONTENTS_NODROP ) ) {
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TossClientItems( self );
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}
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else {
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if ( !(contents & CONTENTS_NODROP)) {
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TossClientItems(self);
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} else {
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if (g_gametype.integer != GT_TEAMPLAY) {
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if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
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Team_ReturnFlag( TEAM_FREE );
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if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
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Team_ReturnFlag( TEAM_FREE );
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}
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else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
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Team_ReturnFlag(TEAM_RED);
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}
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else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
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Team_ReturnFlag(TEAM_BLUE);
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}
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}
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else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
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Team_ReturnFlag(TEAM_RED);
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}
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else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
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Team_ReturnFlag(TEAM_BLUE);
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}
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}
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// Elder: include immediate item and weapon return here -- but handled in G_RunItem?
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//if ( self->client->ps.stats[STAT_HOLDABLE_ITEM] )
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//{
|
||||
//RQ3_ResetItem(bg_itemlist[self->client->ps.stats[STAT_HOLDABLE_ITEM]].giTag);
|
||||
//self->client->ps.stats[STAT_HOLDABLE_ITEM] = 0;
|
||||
//}
|
||||
}
|
||||
#ifdef MISSIONPACK
|
||||
TossClientPersistantPowerups( self );
|
||||
|
@ -898,70 +883,62 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
|
|||
}
|
||||
#endif
|
||||
|
||||
Cmd_Score_f( self ); // show scores
|
||||
Cmd_Score_f(self); // show scores
|
||||
// send updated scores to any clients that are following this one,
|
||||
// or they would get stale scoreboards
|
||||
for ( i = 0 ; i < level.maxclients ; i++ ) {
|
||||
for (i = 0 ; i < level.maxclients ; i++) {
|
||||
gclient_t *client;
|
||||
|
||||
client = &level.clients[i];
|
||||
if ( client->pers.connected != CON_CONNECTED ) {
|
||||
if (client->pers.connected != CON_CONNECTED) {
|
||||
continue;
|
||||
}
|
||||
if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
|
||||
if (client->sess.sessionTeam != TEAM_SPECTATOR) {
|
||||
continue;
|
||||
}
|
||||
if ( client->sess.spectatorClient == self->s.number ) {
|
||||
Cmd_Score_f( g_entities + i );
|
||||
if (client->sess.spectatorClient == self->s.number) {
|
||||
Cmd_Score_f(g_entities + i);
|
||||
}
|
||||
}
|
||||
|
||||
self->takedamage = qtrue; // can still be gibbed
|
||||
|
||||
self->s.weapon = WP_NONE;
|
||||
self->s.powerups = 0;
|
||||
|
||||
|
||||
// Elder: HC smoke
|
||||
//G_Printf("player_die: damage_knockback: %i\n", self->client->damage_knockback);
|
||||
if (meansOfDeath == MOD_HANDCANNON && self->client->damage_knockback > RQ3_HANDCANNON_KICK * 4) //self->client->ps.stats[STAT_HEALTH] < -50)
|
||||
{
|
||||
//G_Printf("Smoked\n");
|
||||
if (meansOfDeath == MOD_HANDCANNON && self->client->damage_knockback > RQ3_HANDCANNON_KICK * 4) {
|
||||
self->client->ps.eFlags |= EF_HANDCANNON_SMOKED;
|
||||
}
|
||||
|
||||
|
||||
self->r.contents = CONTENTS_CORPSE;
|
||||
|
||||
self->s.angles[0] = 0;
|
||||
self->s.angles[2] = 0;
|
||||
LookAtKiller (self, inflictor, attacker);
|
||||
|
||||
VectorCopy( self->s.angles, self->client->ps.viewangles );
|
||||
LookAtKiller (self, inflictor, attacker);
|
||||
VectorCopy(self->s.angles, self->client->ps.viewangles);
|
||||
|
||||
self->s.loopSound = 0;
|
||||
|
||||
self->r.maxs[2] = -8;
|
||||
|
||||
// don't allow respawn until the death anim is done
|
||||
// g_forcerespawn may force spawning at some later time
|
||||
// JBravo: we dont want automatic respawning of players in teamplay
|
||||
if ( g_gametype.integer != GT_TEAMPLAY ) {
|
||||
self->client->respawnTime = level.time + 1700;
|
||||
if (g_gametype.integer != GT_TEAMPLAY) {
|
||||
self->client->respawnTime = level.time + 1700;
|
||||
}
|
||||
|
||||
// remove powerups
|
||||
memset( self->client->ps.powerups, 0, sizeof(self->client->ps.powerups) );
|
||||
memset(self->client->ps.powerups, 0, sizeof(self->client->ps.powerups));
|
||||
|
||||
// never gib in a nodrop
|
||||
if ( (self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
|
||||
if ((self->health <= GIB_HEALTH && !(contents & CONTENTS_NODROP) && g_blood.integer) || meansOfDeath == MOD_SUICIDE) {
|
||||
// gib death
|
||||
GibEntity( self, killer );
|
||||
} else {
|
||||
// normal death
|
||||
static int i;
|
||||
|
||||
switch ( i ) {
|
||||
switch (i) {
|
||||
case 0:
|
||||
anim = BOTH_DEATH1;
|
||||
break;
|
||||
|
@ -976,20 +953,16 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
|
|||
|
||||
// for the no-blood option, we need to prevent the health
|
||||
// from going to gib level
|
||||
if ( self->health <= GIB_HEALTH ) {
|
||||
if (self->health <= GIB_HEALTH) {
|
||||
self->health = GIB_HEALTH+1;
|
||||
}
|
||||
|
||||
self->client->ps.legsAnim =
|
||||
( ( self->client->ps.legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
|
||||
((self->client->ps.legsAnim & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | anim;
|
||||
self->client->ps.torsoAnim =
|
||||
( ( self->client->ps.torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
|
||||
((self->client->ps.torsoAnim & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | anim;
|
||||
|
||||
// Elder: only do death sounds if not hit in the head
|
||||
//G_Printf("Shot Diff: %i\n", level.time - self->client->headShotTime);
|
||||
|
||||
//if ((self->client->lasthurt_location & LOCATION_HEAD) != LOCATION_HEAD &&
|
||||
//(self->client->lasthurt_location & LOCATION_FACE) != LOCATION_FACE &&
|
||||
if (level.time - self->client->headShotTime > 400)
|
||||
G_AddEvent( self, EV_DEATH1 + i, killer );
|
||||
|
||||
|
@ -1001,7 +974,7 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
|
|||
|
||||
#ifdef MISSIONPACK
|
||||
if (self->s.eFlags & EF_KAMIKAZE) {
|
||||
Kamikaze_DeathTimer( self );
|
||||
Kamikaze_DeathTimer(self);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -1009,18 +982,16 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
|
|||
trap_LinkEntity (self);
|
||||
|
||||
// JBravo: Save the dead players team status, and respawn his as a spectator.
|
||||
if( g_gametype.integer == GT_TEAMPLAY ) {
|
||||
if (g_gametype.integer == GT_TEAMPLAY) {
|
||||
CopyToBodyQue (self);
|
||||
self->client->weaponCount[self->client->ps.weapon] = 0;
|
||||
self->client->ps.stats[STAT_WEAPONS] = 0;
|
||||
self->client->sess.savedTeam = self->client->sess.sessionTeam;
|
||||
self->client->sess.sessionTeam = TEAM_SPECTATOR;
|
||||
ClientSpawn( self );
|
||||
ClientSpawn(self);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
CheckArmor
|
||||
|
|
Loading…
Reference in a new issue