Commit fca1fc15 authored by Mario's avatar Mario

Merge branch 'martin-t/misc' into 'master'

martin-t/misc

See merge request !399
parents 19eeff94 2cd80c2a
Pipeline #5605328 failed with stages
in 18 minutes and 36 seconds
......@@ -1072,7 +1072,7 @@ alias gl_flashblend_update "_gl_flashblend_update_$r_shadow_realtime_dlight$r_sh
set sv_clones 0 "number of clones a player may make (reset by the \"kill\" command)"
set cl_handicap 1 "the higher, the more damage you will receive (client setting) NOTE: reconnect or use sendcvar command to update the choice."
set cl_handicap 1 "multiplies damage received and divides damage dealt NOTE: reconnect or use 'sendcvar cl_handicap' to update the choice."
seta cl_clippedspectating 1 "movement collision for spectators so that you can't pass through walls and such. (client setting) NOTE: reconnect or use sendcvar command to update the choice."
......
......@@ -18,7 +18,7 @@ alias asay_drop "say_team (%l) dropped %w ; impulse 17"
// =================
// gamestart hooks
// =================
seta cl_matchcount 0 // incremented by cl_hook_gameend and used by playerstats to know when to
seta cl_matchcount 0 // incremented by cl_hook_gameend and used by playerstats to know when to
alias _cl_hook_gamestart "set _cl_hook_gametype $1; _cl_hook_gamestart_stage2"
alias _cl_hook_gamestart_stage2 "cl_hook_gamestart_all; cl_hook_gamestart_${_cl_hook_gametype}"
alias cl_hook_gamestart_all
......@@ -278,7 +278,7 @@ set g_ctf_dropped_capture_delay 1 "dropped capture delay"
set g_ctf_dropped_capture_radius 100 "allow dropped flags to be automatically captured by base flags if the dropped flag is within this radius of it"
set g_ctf_flag_damageforcescale 2
set g_ctf_portalteleport 0 "allow flag carriers to go through portals made in portal gun without dropping the flag"
set g_ctf_reverse 0 "if enabled, flags positions are switched: you have to capture the enemy's flag from your own base by bringing it to your own flag in the enemy base"
set g_ctf_reverse 0 "if enabled, you score by bringing your own flag to an enemy's flag in their base"
set g_ctf_flag_collect_delay 1
set g_ctf_flag_health 0
set g_ctf_flag_dropped_waypoint 2 "show dropped flag waypointsprite when a flag is lost. 1 = team only, 2 = for all players"
......
......@@ -8,7 +8,7 @@ REGISTER_MUTATOR(breakablehook, cvar("g_breakablehook"));
bool autocvar_g_breakablehook; // allow toggling mid match?
bool autocvar_g_breakablehook_owner;
MUTATOR_HOOKFUNCTION(breakablehook, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(breakablehook, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -450,7 +450,7 @@ MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_SplitHealthArmor)
}
}
MUTATOR_HOOKFUNCTION(buffs, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(buffs, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -16,7 +16,7 @@ MUTATOR_HOOKFUNCTION(campcheck, PlayerDies)
Kill_Notification(NOTIF_ONE, frag_target, MSG_CENTER, CPID_CAMPCHECK);
}
MUTATOR_HOOKFUNCTION(campcheck, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(campcheck, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -257,7 +257,7 @@ MUTATOR_HOOKFUNCTION(mutator_instagib, ForbidThrowCurrentWeapon)
return true;
}
MUTATOR_HOOKFUNCTION(mutator_instagib, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(mutator_instagib, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -6,7 +6,7 @@ REGISTER_MUTATOR(midair, cvar("g_midair"));
.float midair_shieldtime;
MUTATOR_HOOKFUNCTION(midair, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(midair, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -1400,7 +1400,7 @@ MUTATOR_HOOKFUNCTION(nades, PlayerDies, CBC_ORDER_LAST)
nades_RemoveBonus(frag_target);
}
MUTATOR_HOOKFUNCTION(nades, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(nades, Damage_Calculate)
{
entity frag_inflictor = M_ARGV(0, entity);
entity frag_attacker = M_ARGV(1, entity);
......
......@@ -92,18 +92,17 @@ float ok_CheckWeaponCharge(entity ent, int wep)
return (ent.ammo_charge[wep] >= cvar(sprintf("g_overkill_ammo_decharge_%s", wepent.netname)));
}
MUTATOR_HOOKFUNCTION(ok, PlayerDamage_Calculate, CBC_ORDER_LAST)
MUTATOR_HOOKFUNCTION(ok, Damage_Calculate, CBC_ORDER_LAST)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
float frag_deathtype = M_ARGV(3, float);
if(IS_PLAYER(frag_attacker) && IS_PLAYER(frag_target))
if(IS_PLAYER(frag_attacker) && (IS_PLAYER(frag_target) || IS_VEHICLE(frag_target) || IS_TURRET(frag_target)))
if(DEATH_ISWEAPON(frag_deathtype, WEP_BLASTER))
{
if(frag_attacker != frag_target)
if(frag_target.health > 0)
if(STAT(FROZEN, frag_target) == 0)
if(!STAT(FROZEN, frag_target))
if(!IS_DEAD(frag_target))
{
Send_Notification(NOTIF_ONE, frag_attacker, MSG_CENTER, CENTER_SECONDARY_NODAMAGE);
......@@ -281,8 +280,7 @@ MUTATOR_HOOKFUNCTION(ok, OnEntityPreSpawn)
wep.nextthink = time + 0.1;
return true;
}
if(ent.classname == "item_invincible")
else if(ent.classname == "item_invincible")
{
entity wep = new(weapon_rpc);
setorigin(wep, ent.origin);
......
......@@ -5,7 +5,7 @@
REGISTER_MUTATOR(rm, cvar("g_instagib"));
MUTATOR_HOOKFUNCTION(rm, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(rm, Damage_Calculate)
{
// we do it this way, so rm can be toggled during the match
if(!autocvar_g_rm) { return; }
......
......@@ -713,7 +713,7 @@ void Damage (entity targ, entity inflictor, entity attacker, float damage, int d
}
// should this be changed at all? If so, in what way?
MUTATOR_CALLHOOK(PlayerDamage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
MUTATOR_CALLHOOK(Damage_Calculate, inflictor, attacker, targ, deathtype, damage, mirrordamage, force);
damage = M_ARGV(4, float);
mirrordamage = M_ARGV(5, float);
force = M_ARGV(6, vector);
......
......@@ -351,7 +351,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor
* called to adjust damage and force values which are applied to the player, used for e.g. strength damage/force multiplier
* i'm not sure if I should change this around slightly (Naming of the entities, and also how they're done in g_damage).
*/
#define EV_PlayerDamage_Calculate(i, o) \
#define EV_Damage_Calculate(i, o) \
/** inflictor */ i(entity, MUTATOR_ARGV_0_entity) \
/** attacker */ i(entity, MUTATOR_ARGV_1_entity) \
/** target */ i(entity, MUTATOR_ARGV_2_entity) \
......@@ -363,7 +363,7 @@ MUTATOR_HOOKABLE(PlayerDamage_SplitHealthArmor, EV_PlayerDamage_SplitHealthArmor
/** force */ i(vector, MUTATOR_ARGV_6_vector) \
/** force */ o(vector, MUTATOR_ARGV_6_vector) \
/**/
MUTATOR_HOOKABLE(PlayerDamage_Calculate, EV_PlayerDamage_Calculate);
MUTATOR_HOOKABLE(Damage_Calculate, EV_Damage_Calculate);
/**
* Called when a player is damaged
......
......@@ -321,7 +321,7 @@ MUTATOR_HOOKFUNCTION(ca, SetStartItems)
start_ammo_fuel = warmup_start_ammo_fuel = cvar("g_lms_start_ammo_fuel");
}
MUTATOR_HOOKFUNCTION(ca, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(ca, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -2083,7 +2083,7 @@ MUTATOR_HOOKFUNCTION(ctf, PlayerPreThink)
WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id));
}
MUTATOR_HOOKFUNCTION(ctf, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
MUTATOR_HOOKFUNCTION(ctf, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -312,7 +312,7 @@ MUTATOR_HOOKFUNCTION(cts, FilterItem)
return true;
}
MUTATOR_HOOKFUNCTION(cts, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(cts, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -342,7 +342,7 @@ MUTATOR_HOOKFUNCTION(inv, PlayerSpawn)
player.bot_attack = false;
}
MUTATOR_HOOKFUNCTION(inv, PlayerDamage_Calculate)
MUTATOR_HOOKFUNCTION(inv, Damage_Calculate)
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -323,7 +323,7 @@ MUTATOR_HOOKFUNCTION(ka, PlayerUseKey)
}
}
MUTATOR_HOOKFUNCTION(ka, PlayerDamage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
MUTATOR_HOOKFUNCTION(ka, Damage_Calculate) // for changing damage and force values that are applied to players in g_damage.qc
{
entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
......
......@@ -318,9 +318,9 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
if(!DEATH_ISSPECIAL(deathtype))
{
damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
damage *= bound(1.0, this.cvar_cl_handicap, 10.0);
if(this != attacker)
damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0);
}
if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
......
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