Cleaning up player_die and possibly fixing the scores

This commit is contained in:
Richard Allen 2002-02-05 10:45:31 +00:00
parent 166f379675
commit 4ed445fd36

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.38 2002/02/05 10:45:31 jbravo
// Cleaning up player_die and possibly fixing the scores
//
// Revision 1.37 2002/01/31 01:53:30 jbravo
// FF/no-FF fixes. g_friendlyFire 0 = no FF, 1 = FF, 2 = no FF + knockback
//
@ -560,53 +563,46 @@ player_die
void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath ) {
gentity_t *ent;
gentity_t *DMReward;
int anim;
int contents;
int killer;
int i;
int anim, contents, killer, i;
char *killerName, *obit;
//Blaze: Stop bleeding when dead
if ( self->client )
{
if ( self->client )
{
//Elder: drop the primed grenade
if (self->client->ps.weapon == WP_GRENADE &&
self->client->ps.weaponstate == WEAPON_COCKED) {
FireWeapon(self);
}
// Hawkins put spread back and zoom out
// Hawkins put spread back and zoom out
//Elder: remove zoom bits
Cmd_Unzoom(self);
self->client->bleeding = 0;
self->client->bleed_remain = 0;
//Elder: added;
self->client->bleeding = 0;
self->client->bleed_remain = 0;
//Elder: added;
self->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_WORK;
self->client->ps.stats[STAT_RQ3] &= ~RQ3_BANDAGE_NEED;
self->client->killStreak = 0;
//Elder: stop reload attempts
self->client->reloadAttempts = 0;
}
if ( self->client->ps.pm_type == PM_DEAD ) {
}
if (self->client->ps.pm_type == PM_DEAD) {
return;
}
if ( level.intermissiontime ) {
if (level.intermissiontime) {
return;
}
// JBravo: lets not bother with those CTF functions in Teamplay
if ( g_gametype.integer != GT_TEAMPLAY ) {
// check for an almost capture
CheckAlmostCapture( self, attacker );
// check for a player that almost brought in cubes
CheckAlmostScored( self, attacker );
if (g_gametype.integer != GT_TEAMPLAY) {
// check for an almost capture
CheckAlmostCapture( self, attacker );
// check for a player that almost brought in cubes
CheckAlmostScored( self, attacker );
}
//Blaze: No Hook
// if (self->client && self->client->hook)
// Weapon_HookFree(self->client->hook);
#ifdef MISSIONPACK
if ((self->client->ps.eFlags & EF_TICKING) && self->activator) {
self->client->ps.eFlags &= ~EF_TICKING;
@ -616,9 +612,9 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
#endif
self->client->ps.pm_type = PM_DEAD;
if ( attacker ) {
if (attacker) {
killer = attacker->s.number;
if ( attacker->client ) {
if (attacker->client) {
killerName = attacker->client->pers.netname;
} else {
killerName = "<non-client>";
@ -628,17 +624,17 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
killerName = "<world>";
}
if ( killer < 0 || killer >= MAX_CLIENTS ) {
if (killer < 0 || killer >= MAX_CLIENTS) {
killer = ENTITYNUM_WORLD;
killerName = "<world>";
// Elder: Statistics tracking
self->client->pers.records[REC_WORLDDEATHS]++;
}
if ( meansOfDeath < 0 || meansOfDeath >= sizeof( modNames ) / sizeof( modNames[0] ) ) {
if (meansOfDeath < 0 || meansOfDeath >= sizeof(modNames) / sizeof(modNames[0])) {
obit = "<bad obituary>";
} else {
obit = modNames[ meansOfDeath ];
obit = modNames[meansOfDeath];
}
G_LogPrintf("Kill: %i %i %i: %s killed %s by %s\n",
@ -647,50 +643,50 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
// broadcast the death event to everyone
// Elder: use appropriate obit event and update statistics tracking
if ( (self->client->lasthurt_location & LOCATION_HEAD) == LOCATION_HEAD ||
(self->client->lasthurt_location & LOCATION_FACE) == LOCATION_FACE )
if ((self->client->lasthurt_location & LOCATION_HEAD) == LOCATION_HEAD ||
(self->client->lasthurt_location & LOCATION_FACE) == LOCATION_FACE)
{
// head kill
self->client->pers.records[REC_HEADDEATHS]++;
if (attacker && attacker->client)
attacker->client->pers.records[REC_HEADKILLS]++;
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_HEAD );
ent = G_TempEntity(self->r.currentOrigin, EV_OBITUARY_HEAD);
}
else if ( (self->client->lasthurt_location & LOCATION_CHEST) == LOCATION_CHEST ||
else if ((self->client->lasthurt_location & LOCATION_CHEST) == LOCATION_CHEST ||
(self->client->lasthurt_location & LOCATION_SHOULDER) == LOCATION_SHOULDER)
{
// chest kill
self->client->pers.records[REC_CHESTDEATHS]++;
if (attacker && attacker->client)
attacker->client->pers.records[REC_CHESTKILLS]++;
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_CHEST );
ent = G_TempEntity(self->r.currentOrigin, EV_OBITUARY_CHEST);
}
else if ( (self->client->lasthurt_location & LOCATION_STOMACH) == LOCATION_STOMACH ||
else if ((self->client->lasthurt_location & LOCATION_STOMACH) == LOCATION_STOMACH ||
(self->client->lasthurt_location & LOCATION_GROIN) == LOCATION_GROIN)
{
// stomach kill
self->client->pers.records[REC_STOMACHDEATHS]++;
if (attacker && attacker->client)
attacker->client->pers.records[REC_STOMACHKILLS]++;
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_STOMACH );
ent = G_TempEntity(self->r.currentOrigin, EV_OBITUARY_STOMACH);
}
else if ( (self->client->lasthurt_location & LOCATION_LEG) == LOCATION_LEG ||
else if ((self->client->lasthurt_location & LOCATION_LEG) == LOCATION_LEG ||
(self->client->lasthurt_location & LOCATION_FOOT) == LOCATION_FOOT)
{
// leg kill
self->client->pers.records[REC_LEGDEATHS]++;
if (attacker && attacker->client)
attacker->client->pers.records[REC_LEGKILLS]++;
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY_LEGS );
ent = G_TempEntity(self->r.currentOrigin, EV_OBITUARY_LEGS);
}
else
{
// non-location/world kill
ent = G_TempEntity( self->r.currentOrigin, EV_OBITUARY );
ent = G_TempEntity(self->r.currentOrigin, EV_OBITUARY);
}
// Elder: Statistics tracking
switch ( meansOfDeath )
switch (meansOfDeath)
{
case MOD_KNIFE:
if (attacker && attacker->client)
@ -748,93 +744,89 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
attacker->client->pers.records[REC_KICKKILLS]++;
self->client->pers.records[REC_KICKDEATHS]++;
break;
// JBravo: adding a default here to catch potential bugs
default:
G_Printf("Unknown Means of Death!\n");
break;
}
ent->s.eventParm = meansOfDeath;
ent->s.otherEntityNum = self->s.number;
ent->s.otherEntityNum2 = killer;
ent->r.svFlags = SVF_BROADCAST; // send to everyone
self->enemy = attacker;
self->client->ps.persistant[PERS_KILLED]++;
if (attacker && attacker->client) {
attacker->client->lastkilled_client = self->s.number;
if ( attacker == self || OnSameTeam (self, attacker ) ) {
AddScore( attacker, self->r.currentOrigin, -1 );
if (attacker == self || OnSameTeam (self, attacker)) {
AddScore(attacker, self->r.currentOrigin, -1);
} else {
// Increase number of kills this life for attacker
// JBravo: unless we are in teamplay
if ( g_gametype.integer != GT_TEAMPLAY ) {
attacker->client->killStreak++;
if (g_gametype.integer == GT_TEAMPLAY) {
attacker->client->killStreak = 0;
AddScore(attacker, self->r.currentOrigin, 1);
} else {
attacker->client->killStreak++;
}
// DM reward scoring, should add an if statement to get around this when
// we add teamplay.
// Done ;)
if (attacker->client->killStreak < 4)
AddScore( attacker, self->r.currentOrigin, 1 );
else if (attacker->client->killStreak < 8)
{ AddScore( attacker, self->r.currentOrigin, 2 );
DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
DMReward->r.svFlags = SVF_BROADCAST;
// JBravo: Done ;)
if (g_gametype.integer != GT_TEAMPLAY) {
if (attacker->client->killStreak < 4)
AddScore(attacker, self->r.currentOrigin, 1);
else if (attacker->client->killStreak < 8) {
AddScore(attacker, self->r.currentOrigin, 2);
DMReward = G_TempEntity(self->r.currentOrigin, EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
DMReward->r.svFlags = SVF_BROADCAST;
}
else if (attacker->client->killStreak < 16) {
AddScore(attacker, self->r.currentOrigin, 4);
DMReward = G_TempEntity(self->r.currentOrigin, EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
DMReward->r.svFlags = SVF_BROADCAST;
}
else if (attacker->client->killStreak < 32) {
AddScore(attacker, self->r.currentOrigin, 8);
DMReward = G_TempEntity(self->r.currentOrigin, EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
DMReward->r.svFlags = SVF_BROADCAST;
}
else
{
AddScore(attacker, self->r.currentOrigin, 16);
DMReward = G_TempEntity(self->r.currentOrigin, EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
DMReward->r.svFlags = SVF_BROADCAST;
}
}
else if (attacker->client->killStreak < 16)
{ AddScore( attacker, self->r.currentOrigin, 4 );
DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
DMReward->r.svFlags = SVF_BROADCAST;
}
else if (attacker->client->killStreak < 32)
{ AddScore( attacker, self->r.currentOrigin, 8 );
DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
DMReward->r.svFlags = SVF_BROADCAST;
}
else
{ AddScore( attacker, self->r.currentOrigin, 16 );
DMReward = G_TempEntity(self->r.currentOrigin ,EV_DMREWARD);
DMReward->s.otherEntityNum2 = killer;
DMReward->s.eventParm = attacker->client->killStreak;
DMReward->r.svFlags = SVF_BROADCAST;
}
//if( meansOfDeath == MOD_GAUNTLET ) {
//Elder: changed to knife slash heh
if( meansOfDeath == MOD_KNIFE ) {
// play humiliation on player
//Blaze: Removed because it uses the persistant stats stuff
//attacker->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT]++;
if(meansOfDeath == MOD_KNIFE) {
// add the sprite over the player's head
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->client->ps.eFlags |= EF_AWARD_GAUNTLET;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
// also play humiliation on target
self->client->ps.persistant[PERS_PLAYEREVENTS] ^= PLAYEREVENT_GAUNTLETREWARD;
}
// check for two kills in a short amount of time
// if this is close enough to the last kill, give a reward sound
if ( level.time - attacker->client->lastKillTime < CARNAGE_REWARD_TIME ) {
// play excellent on player
//Blaze: Removed because it uses the persistant stats stuff
//attacker->client->ps.persistant[PERS_EXCELLENT_COUNT]++;
// add the sprite over the player's head
attacker->client->ps.eFlags &= ~(EF_AWARD_IMPRESSIVE | EF_AWARD_EXCELLENT | EF_AWARD_GAUNTLET | EF_AWARD_ASSIST | EF_AWARD_DEFEND | EF_AWARD_CAP );
attacker->client->ps.eFlags |= EF_AWARD_EXCELLENT;
attacker->client->rewardTime = level.time + REWARD_SPRITE_TIME;
}
attacker->client->lastKillTime = level.time;
}
} else {
AddScore( self, self->r.currentOrigin, -1 );
@ -842,8 +834,8 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
// Add team bonuses
// JBravo: unless we are in teamplay
if ( g_gametype.integer != GT_TEAMPLAY ) {
Team_FragBonuses(self, inflictor, attacker);
if (g_gametype.integer != GT_TEAMPLAY) {
Team_FragBonuses(self, inflictor, attacker);
}
// if I committed suicide, the flag does not fall, it returns.
@ -852,44 +844,37 @@ void player_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int
// Elder: Statistics tracking
self->client->pers.records[REC_SUICIDES]++;
if (g_gametype.integer != GT_TEAMPLAY) {
if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
Team_ReturnFlag( TEAM_FREE );
self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
Team_ReturnFlag( TEAM_FREE );
self->client->ps.powerups[PW_NEUTRALFLAG] = 0;
}
else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
Team_ReturnFlag( TEAM_RED );
self->client->ps.powerups[PW_REDFLAG] = 0;
}
else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
Team_ReturnFlag( TEAM_BLUE );
self->client->ps.powerups[PW_BLUEFLAG] = 0;
}
}
else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
Team_ReturnFlag( TEAM_RED );
self->client->ps.powerups[PW_REDFLAG] = 0;
}
else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
Team_ReturnFlag( TEAM_BLUE );
self->client->ps.powerups[PW_BLUEFLAG] = 0;
}
}
}
// if client is in a nodrop area, don't drop anything (but return CTF flags!)
contents = trap_PointContents( self->r.currentOrigin, -1 );
if ( !( contents & CONTENTS_NODROP ) ) {
TossClientItems( self );
}
else {
if ( !(contents & CONTENTS_NODROP)) {
TossClientItems(self);
} else {
if (g_gametype.integer != GT_TEAMPLAY) {
if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
Team_ReturnFlag( TEAM_FREE );
if ( self->client->ps.powerups[PW_NEUTRALFLAG] ) { // only happens in One Flag CTF
Team_ReturnFlag( TEAM_FREE );
}
else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
Team_ReturnFlag(TEAM_RED);
}
else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
Team_ReturnFlag(TEAM_BLUE);
}
}
else if ( self->client->ps.powerups[PW_REDFLAG] ) { // only happens in standard CTF
Team_ReturnFlag(TEAM_RED);
}
else if ( self->client->ps.powerups[PW_BLUEFLAG] ) { // only happens in standard CTF
Team_ReturnFlag(TEAM_BLUE);
}
}
// Elder: include immediate item and weapon return here -- but handled in G_RunItem?
//if ( self->client->ps.stats[STAT_HOLDABLE_ITEM] )
//{
//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