Code:
#include maps\mp\_utility;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
isSwitchingTeams()
{
if ( isDefined( self.switching_teams ) )
return true;
return false;
}
isTeamSwitchBalanced()
{
playerCounts = self maps\mp\gametypes\_teams::CountPlayers();
playerCounts[ self.leaving_team ] -- ;
playerCounts[ self.joining_team ]++ ;
return( ( playerCounts[ self.joining_team ] - playerCounts[ self.leaving_team ] ) < 2 );
}
isFriendlyFire( victim, attacker )
{
if ( !level.teamBased )
return false;
if ( !isDefined( attacker ) )
return false;
if ( !isPlayer( attacker ) && !isDefined( attacker.team ) )
return false;
if ( victim.team != attacker.team )
return false;
if ( victim == attacker )
return false;
return true;
}
killedSelf( attacker )
{
if ( !isPlayer( attacker ) )
return false;
if ( attacker != self )
return false;
return true;
}
isHeadShot( sWeapon, sHitLoc, sMeansOfDeath, attacker )
{
if ( isDefined( attacker ) )
{
if ( attacker.code_classname == "script_vehicle" && isDefined( attacker.owner ) )
return false;
if ( attacker.code_classname == "misc_turret" && isDefined( attacker.owner ) )
return false;
if ( attacker.code_classname == "script_model" && isDefined( attacker.owner ) )
return false;
}
return( sHitLoc == "head" || sHitLoc == "helmet" ) && sMeansOfDeath != "MOD_MELEE" && sMeansOfDeath != "MOD_IMPACT" && !isMG( sWeapon );
}
handleTeamChangeDeath()
{
if ( !level.teamBased )
return;
// this might be able to happen now, but we should remove instances where it can
assert( self.leaving_team != self.joining_team );
if ( self.joining_team == "spectator" || !isTeamSwitchBalanced() )
{
self thread [[ level.onXPEvent ]]( "suicide" );
self incPersStat( "suicides", 1 );
self.suicides = self getPersStat( "suicides" );
}
}
handleWorldDeath( attacker, lifeId, sMeansOfDeath, sHitLoc )
{
if ( !isDefined( attacker ) )
return;
if ( !isDefined( attacker.team ) )
{
handleSuicideDeath( sMeansOfDeath, sHitLoc );
return;
}
assert( attacker.team == "axis" || attacker.team == "allies" );
if ( level.teamBased && attacker.team != self.team )
{
if ( isDefined( level.onNormalDeath ) && isPlayer( attacker ) && attacker.team != "spectator" )
[[ level.onNormalDeath ]]( self, attacker, lifeId );
}
}
handleSuicideDeath( sMeansOfDeath, sHitLoc )
{
self SetCardDisplaySlot( self, 7 );
self openMenu( "killedby_card_display" );
self thread [[ level.onXPEvent ]]( "suicide" );
self incPersStat( "suicides", 1 );
self.suicides = self getPersStat( "suicides" );
if ( !matchMakingGame() )
self incPlayerStat( "suicides", 1 );
scoreSub = maps\mp\gametypes\_tweakables::getTweakableValue( "game", "suicidepointloss" );
maps\mp\gametypes\_gamescore::_setPlayerScore( self, maps\mp\gametypes\_gamescore::_getPlayerScore( self ) - scoreSub );
if ( sMeansOfDeath == "MOD_SUICIDE" && sHitLoc == "none" && isDefined( self.throwingGrenade ) )
self.lastGrenadeSuicideTime = gettime();
// suicide was caused by too many team kills
if ( isDefined( self.friendlydamage ) )
self iPrintLnBold( &"MP_FRIENDLY_FIRE_WILL_NOT" );
}
handleFriendlyFireDeath( attacker )
{
attacker SetCardDisplaySlot( self, 8 );
attacker openMenu( "youkilled_card_display" );
self SetCardDisplaySlot( attacker, 7 );
self openMenu( "killedby_card_display" );
attacker thread [[ level.onXPEvent ]]( "teamkill" );
attacker.pers[ "teamkills" ] += 1.0;
attacker.teamkillsThisRound++ ;
if ( maps\mp\gametypes\_tweakables::getTweakableValue( "team", "teamkillpointloss" ) )
{
scoreSub = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" );
maps\mp\gametypes\_gamescore::_setPlayerScore( attacker, maps\mp\gametypes\_gamescore::_getPlayerScore( attacker ) - scoreSub );
}
if ( level.maxAllowedTeamkills < 0 )
return;
if ( level.inGracePeriod )
{
teamKillDelay = 1;
attacker.pers["teamkills"] += level.maxAllowedTeamkills;
}
else if ( attacker.pers[ "teamkills" ] > 1 && getTimePassed() < ( (level.gracePeriod * 1000) + 8000 + ( attacker.pers[ "teamkills" ] * 1000 ) ) )
{
teamKillDelay = 1;
attacker.pers["teamkills"] += level.maxAllowedTeamkills;
}
else
{
teamKillDelay = attacker maps\mp\gametypes\_playerlogic::TeamKillDelay();
}
if ( teamKillDelay > 0 )
{
attacker.pers["teamKillPunish"] = true;
attacker _suicide();
}
}
handleNormalDeath( lifeId, attacker, eInflictor, sWeapon, sMeansOfDeath )
{
attacker thread maps\mp\_events::killedPlayer( lifeId, self, sWeapon, sMeansOfDeath );
//if ( attacker.pers["teamkills"] <= level.maxAllowedTeamkills )
// attacker.pers["teamkills"] = max( attacker.pers["teamkills"] - 1, 0 );
attacker SetCardDisplaySlot( self, 8 );
attacker openMenu( "youkilled_card_display" );
self SetCardDisplaySlot( attacker, 7 );
self openMenu( "killedby_card_display" );
if ( sMeansOfDeath == "MOD_HEAD_SHOT" )
{
attacker incPersStat( "headshots", 1 );
attacker.headshots = attacker getPersStat( "headshots" );
attacker incPlayerStat( "headshots", 1 );
if ( isDefined( attacker.lastStand ) )
value = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" ) * 2;
else
value = undefined;
attacker playLocalSound( "bullet_impact_headshot_2" );
}
else
{
if ( isDefined( attacker.lastStand ) )
value = maps\mp\gametypes\_rank::getScoreInfoValue( "kill" ) * 2;
else
value = undefined;
}
attacker thread maps\mp\gametypes\_rank::giveRankXP( "kill", value );
attacker incPersStat( "kills", 1 );
attacker.kills = attacker getPersStat( "kills" );
attacker updatePersRatio( "kdRatio", "kills", "deaths" );
attacker maps\mp\gametypes\_persistence::statSetChild( "round", "kills", attacker.kills );
attacker incPlayerStat( "kills", 1 );
if ( isFlankKill( self, attacker ) )
{
attacker incPlayerStat( "flankkills", 1 );
self incPlayerStat( "flankdeaths", 1 );
}
lastKillStreak = attacker.pers["cur_kill_streak"];
self.pers["copyCatLoadout"] = undefined;
if ( self _hasPerk( "specialty_copycat" ) )
self.pers["copyCatLoadout"] = attacker maps\mp\gametypes\_class::cloneLoadout();
if ( isAlive( attacker ) )
{
// killstreaks only advance from kills earned this life
if ( isDefined( level.killStreakSpecialCaseWeapons[sWeapon] ) ) // this is an optimization
{
switch ( sWeapon )
{
case "ac130_105mm_mp":
case "ac130_40mm_mp":
case "ac130_25mm_mp":
if ( attacker.ac130LifeId == attacker.pers["deaths"] )
attacker.pers["cur_kill_streak"]++;
break;
case "cobra_player_minigun_mp":
case "weapon_cobra_mk19_mp":
if ( attacker.heliRideLifeId == attacker.pers["deaths"] )
attacker.pers["cur_kill_streak"]++;
break;
case "cobra_20mm_mp":
case "artillery_mp":
case "stealth_bomb_mp":
case "remotemissile_projectile_mp":
case "sentry_minigun_mp":
case "harrier_20mm_mp":
case "pavelow_minigun_mp":
if ( isDefined( eInflictor ) && isDefined( eInflictor.lifeId ) )
killstreakLifeId = eInflictor.lifeId;
else
killstreakLifeId = attacker.lifeId;
if ( killstreakLifeId == attacker.pers["deaths"] )
attacker.pers["cur_kill_streak"]++;
break;
default:
attacker.pers["cur_kill_streak"]++;
break;
}
}
else
{
attacker.pers["cur_kill_streak"]++;
}
attacker setPlayerStatIfGreater( "killstreak", attacker.pers["cur_kill_streak"] );
if ( attacker.pers["cur_kill_streak"] > attacker getPersStat( "longestStreak" ) )
attacker setPersStat( "longestStreak", attacker.pers["cur_kill_streak"] );
}
attacker.pers["cur_death_streak"] = 0;
if ( attacker.pers["cur_kill_streak"] > attacker maps\mp\gametypes\_persistence::statGetChild( "round", "killStreak" ) )
{
attacker maps\mp\gametypes\_persistence::statSetChild( "round", "killStreak", attacker.pers["cur_kill_streak"] );
}
if ( attacker.pers["cur_kill_streak"] > attacker.kill_streak )
{
attacker maps\mp\gametypes\_persistence::statSet( "killStreak", attacker.pers["cur_kill_streak"] );
attacker.kill_streak = attacker.pers["cur_kill_streak"];
}
maps\mp\gametypes\_gamescore::givePlayerScore( "kill", attacker, self );
maps\mp\_skill::processKill( attacker, self );
scoreSub = maps\mp\gametypes\_tweakables::getTweakableValue( "game", "deathpointloss" );
maps\mp\gametypes\_gamescore::_setPlayerScore( self, maps\mp\gametypes\_gamescore::_getPlayerScore( self ) - scoreSub );
if ( isDefined( level.ac130player ) && level.ac130player == attacker )
level notify( "ai_killed", self );
//if ( lastKillStreak != attacker.pers["cur_kill_streak"] )
level notify ( "player_got_killstreak_" + attacker.pers["cur_kill_streak"], attacker );
if ( isAlive( attacker ) )
attacker thread maps\mp\killstreaks\_killstreaks::checkKillstreakReward( attacker.pers["cur_kill_streak"] );
attacker notify ( "killed_enemy" );
if ( !level.teamBased )
{
self.attackers = [];
return;
}
if ( isDefined( level.onNormalDeath ) && attacker.pers[ "team" ] != "spectator" )
[[ level.onNormalDeath ]]( self, attacker, lifeId );
level thread maps\mp\gametypes\_battlechatter_mp::sayLocalSoundDelayed( attacker, "kill", 0.75 );
if ( isDefined( self.lastAttackedShieldPlayer ) && isDefined( self.lastAttackedShieldTime ) && self.lastAttackedShieldPlayer != attacker )
{
if ( getTime() - self.lastAttackedShieldTime < 2500 )
{
self.lastAttackedShieldPlayer thread maps\mp\gametypes\_gamescore::processShieldAssist( self );
}
else if ( isAlive( self.lastAttackedShieldPlayer ) && getTime() - self.lastAttackedShieldTime < 5000 )
{
forwardVec = vectorNormalize( anglesToForward( self.angles ) );
shieldVec = vectorNormalize( self.lastAttackedShieldPlayer.origin - self.origin );
if ( vectorDot( shieldVec, forwardVec ) > 0.925 )
self.lastAttackedShieldPlayer thread maps\mp\gametypes\_gamescore::processShieldAssist( self );
}
}
if ( isDefined( self.attackers ) )
{
foreach ( player in self.attackers )
{
if ( !isDefined( player ) )
continue;
if ( player == attacker )
continue;
player thread maps\mp\gametypes\_gamescore::processAssist( self );
}
self.attackers = [];
}
}
isPlayerWeapon( weaponName )
{
if ( weaponClass( weaponName ) == "non-player" )
return false;
if ( weaponClass( weaponName ) == "turret" )
return false;
if ( weaponInventoryType( weaponName ) == "primary" || weaponInventoryType( weaponName ) == "altmode" )
return true;
return false;
}
Callback_PlayerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
{
PlayerKilled_internal( eInflictor, attacker, self, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, false );
}
QueueShieldForRemoval( shield )
{
MY_MAX_SHIELDS_AT_A_TIME = 5;
if ( !isDefined( level.shieldTrashArray ) )
level.shieldTrashArray = [];
if ( level.shieldTrashArray.size >= MY_MAX_SHIELDS_AT_A_TIME )
{
idxMax = (level.shieldTrashArray.size - 1);
level.shieldTrashArray[0] delete();
for ( idx = 0; idx < idxMax; idx++ )
level.shieldTrashArray[idx] = level.shieldTrashArray[idx + 1];
level.shieldTrashArray[idxMax] = undefined;
}
level.shieldTrashArray[level.shieldTrashArray.size] = shield;
}
LaunchShield( damage, meansOfDeath )
{
shieldModel = "weapon_riot_shield_mp";
self DetachShieldModel( shieldModel, "tag_weapon_left" );
self.hasRiotShield = false;
self.hasRiotShieldEquipped = false;
}
PlayerKilled_internal( eInflictor, attacker, victim, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, isFauxDeath )
{
prof_begin( "PlayerKilled" );
//prof_begin( " PlayerKilled_1" );
victim endon( "spawned" );
victim notify( "killed_player" );
assert( victim.sessionteam != "spectator" );
if ( isDefined( attacker ) )
attacker.assistedSuicide = undefined;
if ( !isDefined( victim.idFlags ) )
{
if ( sMeansOfDeath == "MOD_SUICIDE" )
victim.idFlags = 0;
else if ( sMeansOfDeath == "MOD_GRENADE" && isSubstr( sWeapon, "frag_grenade" ) && iDamage == 100000 )
victim.idFlags = 0;
else if ( sWeapon == "nuke_mp" )
victim.idFlags = 0;
else if ( level.friendlyfire >= 2)
victim.idFlags = 0;
else
assertEx( 0, "Victims ID flags not set, but means of death was gr or nuke: " + sMeansOfDeath );
}
if ( victim.hasRiotShieldEquipped )
victim LaunchShield( iDamage, sMeansofDeath );
//victim thread checkForceBleedOut();
if ( !isFauxDeath )
{
if ( isDefined( victim.endGame ) )
{
victim VisionSetNakedForPlayer( getDvar( "mapname" ), 2 );
}
else if ( !isDefined( victim.nuked ) )
{
victim VisionSetNakedForPlayer( getDvar( "mapname" ), 0 );
victim ThermalVisionOff();
}
}
else
{
victim.fauxDead = true;
self notify ( "death" );
}
if ( game[ "state" ] == "postgame" )
{
//prof_end( " PlayerKilled_1" );
prof_end( "PlayerKilled" );
return;
}
// replace params with last stand info
deathTimeOffset = 0;
if ( !isPlayer( eInflictor ) && isDefined( eInflictor.primaryWeapon ) )
sPrimaryWeapon = eInflictor.primaryWeapon;
else if ( isDefined( attacker ) && isPlayer( attacker ) && attacker getCurrentPrimaryWeapon() != "none" )
sPrimaryWeapon = attacker getCurrentPrimaryWeapon();
else
sPrimaryWeapon = undefined;
if ( isdefined( victim.useLastStandParams ) )
{
victim ensureLastStandParamsValidity();
victim.useLastStandParams = undefined;
assert( isdefined( victim.lastStandParams ) );
eInflictor = victim.lastStandParams.eInflictor;
attacker = victim.lastStandParams.attacker;
iDamage = victim.lastStandParam*****amage;
sMeansOfDeath = victim.lastStandParams.sMeansOfDeath;
sWeapon = victim.lastStandParams.sWeapon;
sPrimaryWeapon = victim.lastStandParams.sPrimaryWeapon;
vDir = victim.lastStandParams.vDir;
sHitLoc = victim.lastStandParams.sHitLoc;
deathTimeOffset = ( gettime() - victim.lastStandParams.lastStandStartTime ) / 1000;
victim.lastStandParams = undefined;
}
//prof_end( " PlayerKilled_1" );
//prof_begin( " PlayerKilled_2" );
//used for endgame perk and assisted suicide.
if ( (!isDefined( attacker ) || attacker.classname == "trigger_hurt" || attacker.classname == "worldspawn" || attacker == victim ) && isDefined( self.attackers ) )
{
bestPlayer = undefined;
foreach ( player in self.attackers )
{
if ( !isDefined( player ) )
continue;
if (! isDefined( victim.attackerData[ player.guid ].damage ) )
continue;
if ( player == victim || (level.teamBased && player.team == victim.team ) )
continue;
if ( victim.attackerData[ player.guid ].lasttimedamaged + 2500 < getTime() )
continue;
if ( victim.attackerData[ player.guid ].damage > 1 && ! isDefined( bestPlayer ) )
bestPlayer = player;
else if ( isDefined( bestPlayer ) && victim.attackerData[ player.guid ].damage > victim.attackerData[ bestPlayer.guid ].damage )
bestPlayer = player;
}
if ( isDefined( bestPlayer ) )
{
attacker = bestPlayer;
attacker.assistedSuicide = true;
sWeapon = victim.attackerData[ bestPlayer.guid ].weapon;
vDir = victim.attackerData[ bestPlayer.guid ].vDir;
sHitLoc = victim.attackerData[ bestPlayer.guid ].sHitLoc;
psOffsetTime = victim.attackerData[ bestPlayer.guid ].psOffsetTime;
sMeansOfDeath = victim.attackerData[ bestPlayer.guid ].sMeansOfDeath;
iDamage = victim.attackerData[ bestPlayer.guid ].damage;
sPrimaryWeapon = victim.attackerData[ bestPlayer.guid ].sPrimaryWeapon;
eInflictor = attacker;
}
}
else
{
if ( isDefined( attacker ) )
attacker.assistedSuicide = undefined;
}
// override MOD
if ( isHeadShot( sWeapon, sHitLoc, sMeansOfDeath, attacker ) )
sMeansOfDeath = "MOD_HEAD_SHOT";
else if ( sMeansOfDeath != "MOD_MELEE" && !isDefined( victim.nuked ) )
victim playDeathSound();
friendlyFire = isFriendlyFire( victim, attacker );
if ( isDefined( attacker ) )
{
// override attacker if it's a vehicle
if ( attacker.code_classname == "script_vehicle" && isDefined( attacker.owner ) )
attacker = attacker.owner;
// override attacker if it's a sentry
if ( attacker.code_classname == "misc_turret" && isDefined( attacker.owner ) )
attacker = attacker.owner;
// override attacker if it's a crate
if ( attacker.code_classname == "script_model" && isDefined( attacker.owner ) )
{
attacker = attacker.owner;
if ( !isFriendlyFire( victim, attacker ) && attacker != victim )
attacker notify( "crushed_enemy" );
}
}
//prof_end( " PlayerKilled_2" );
//prof_begin( " PlayerKilled_3" );
//prof_begin( " PlayerKilled_3_drop" );
// drop weapons from killed player
victim maps\mp\gametypes\_weapons::dropScavengerForDeath( attacker ); // must be done before dropWeaponForDeath, since we use some weapon information
victim maps\mp\gametypes\_weapons::dropWeaponForDeath( attacker );
//prof_end( " PlayerKilled_3_drop" );
if ( !isFauxDeath )
{
victim.sessionstate = "dead";
victim.statusicon = "hud_status_dead";
}
// UTS update aliveCount
victim maps\mp\gametypes\_playerlogic::removeFromAliveCount();
if ( !isDefined( victim.switching_teams ) )
{
// update our various stats
victim incPersStat( "deaths", 1 );
victim.deaths = victim getPersStat( "deaths" );
victim updatePersRatio( "kdRatio", "kills", "deaths" );
victim maps\mp\gametypes\_persistence::statSetChild( "round", "deaths", victim.deaths );
victim incPlayerStat( "deaths", 1 );
}
if ( isDefined( attacker ) )
attacker checkKillSteal( victim );
// obituary
obituary( victim, attacker, sWeapon, sMeansOfDeath );
doKillcam = false;
lifeId = getNextLifeId();
victim logPrintPlayerDeath( lifeId, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc );
victim maps\mp\_matchdata::logPlayerLife( lifeId );
victim maps\mp\_matchdata::logPlayerDeath( lifeId, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc );
if ( (sMeansOfDeath == "MOD_MELEE") )
{
self.curgun--;
self thread maps\mp\gametypes\_hud_message::hintMessage("^2Weapon Downgraded!");
curscore = self.score;
if ( IsSubStr( sWeapon, "riotshield" ) )
{
attacker incPlayerStat( "shieldkills", 1 );
if ( !matchMakingGame() )
victim incPlayerStat( "shielddeaths", 1 );
}
else
attacker incPlayerStat( "knifekills", 1 );
}
//prof_end( " PlayerKilled_3" );
//prof_begin( " PlayerKilled_4" );
if ( victim isSwitchingTeams() )
{
handleTeamChangeDeath();
}
else if ( !isPlayer( attacker ) || (isPlayer( attacker ) && sMeansOfDeath == "MOD_FALLING") )
{
handleWorldDeath( attacker, lifeId, sMeansOfDeath, sHitLoc );
}
else if ( attacker == victim )
{
handleSuicideDeath( sMeansOfDeath, sHitLoc );
}
else if ( friendlyFire )
{
if ( !isDefined( victim.nuked ) )
{
handleFriendlyFireDeath( attacker );
}
}
else
{
if ( sMeansOfDeath == "MOD_GRENADE" && eInflictor == attacker )
addAttacker( victim, attacker, eInflictor, sWeapon, iDamage, (0,0,0), vDir, sHitLoc, psOffsetTime, sMeansOfDeath );
doKillcam = true;
handleNormalDeath( lifeId, attacker, eInflictor, sWeapon, sMeansOfDeath );
victim thread maps\mp\gametypes\_missions::playerKilled( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc, attacker.modifiers );
victim.pers["cur_death_streak"]++;
if ( !getGametypeNumLives() && !matchMakingGame() )
victim setPlayerStatIfGreater( "deathstreak", victim.pers["cur_death_streak"] );
}
//prof_end( " PlayerKilled_4" );
//prof_begin( " PlayerKilled_5" );
// clear any per life variables
victim resetPlayerVariables();
victim.lastAttacker = attacker;
victim.lastDeathPos = victim.origin;
victim.deathTime = getTime();
victim.wantSafeSpawn = false;
victim.revived = false;
victim.sameShotDamage = 0;
if ( isFauxDeath )
{
doKillcam = false;
deathAnimDuration = (victim PlayerForceDeathAnim( eInflictor, sMeansOfDeath, sWeapon, sHitLoc, vDir ));
}
victim.body = victim clonePlayer( deathAnimDuration );
if ( isFauxDeath )
victim PlayerHide();
if ( victim isOnLadder() || victim isMantling() || !victim isOnGround() || isDefined( victim.nuked ) )
victim.body startRagDoll();
if ( !isDefined( victim.switching_teams ) )
thread maps\mp\gametypes\_deathicons::addDeathicon( victim.body, victim, victim.team, 5.0 );
thread delayStartRagdoll( victim.body, sHitLoc, vDir, sWeapon, eInflictor, sMeansOfDeath );
// allow per gametype death handling
victim thread [[ level.onPlayerKilled ]]( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration, lifeId );
if ( isPlayer( attacker ) )
attackerNum = attacker getEntityNumber();
else
attackerNum = -1;
killcamentity = victim getKillcamEntity( attacker, eInflictor, sWeapon );
killcamentityindex = -1;
killcamentitystarttime = 0;
if ( isDefined( killcamentity ) )
{
killcamentityindex = killcamentity getEntityNumber();// must do this before any waiting lest the entity be deleted
killcamentitystarttime = killcamentity.birthtime;
if ( !isdefined( killcamentitystarttime ) )
killcamentitystarttime = 0;
}
/#
if ( getDvarInt( "scr_forcekillcam" ) != 0 )
doKillcam = true;
#/
if ( isDefined( attacker.finalKill ) )
maps\mp\_awards::addAwardWinner( "finalkill", attacker.clientid );
//prof_end( " PlayerKilled_5" );
//prof_begin( " PlayerKilled_6" );
if ( isDefined( attacker.finalKill ) && doKillcam && !isDefined( level.nukeDetonated ) )
{
level thread doFinalKillcam( 5.0, victim, attacker, attackerNum, killcamentityindex, killcamentitystarttime, sWeapon, deathTimeOffset, psOffsetTime );
if ( !isFauxDeath )
wait ( 1.0 );
}
if ( !isFauxDeath )
{
if ( !level.showingFinalKillcam && !level.killcam && doKillcam )
{
if ( victim _hasPerk( "specialty_copycat" ) && isDefined( victim.pers["copyCatLoadout"] ) )
{
victim thread maps\mp\gametypes\_killcam::waitDeathCopyCatButton( attacker );
wait ( 1.0 );
}
}
// let the player watch themselves die
wait( 0.25 );
victim thread maps\mp\gametypes\_killcam::cancelKillCamOnUse();
wait( 0.25 );
self.respawnTimerStartTime = gettime() + 1000;
timeUntilSpawn = maps\mp\gametypes\_playerlogic::TimeUntilSpawn( true );
if ( timeUntilSpawn < 1 )
timeUntilSpawn = 1;
victim thread maps\mp\gametypes\_playerlogic::predictAboutToSpawnPlayerOverTime( timeUntilSpawn );
wait( 1.0 );
victim notify( "death_delay_finished" );
}
postDeathDelay = ( getTime() - victim.deathTime ) / 1000;
self.respawnTimerStartTime = gettime();
if ( !(isDefined( victim.cancelKillcam) && victim.cancelKillcam) && doKillcam && level.killcam && game[ "state" ] == "playing" && !victim isUsingRemote() && !level.showingFinalKillcam )
{
livesLeft = !( getGametypeNumLives() && !victim.pers[ "lives" ] );
timeUntilSpawn = maps\mp\gametypes\_playerlogic::TimeUntilSpawn( true );
willRespawnImmediately = livesLeft && ( timeUntilSpawn <= 0 );
if ( !livesLeft )
timeUntilSpawn = -1;
victim maps\mp\gametypes\_killcam::killcam( attackerNum, killcamentityindex, killcamentitystarttime, sWeapon, postDeathDelay + deathTimeOffset, psOffsetTime, timeUntilSpawn, maps\mp\gametypes\_gamelogic::timeUntilRoundEnd(), attacker, victim );
}
//prof_end( " PlayerKilled_6" );
//prof_begin( " PlayerKilled_7" );
//self openMenu( "killedby_card_hide" );
if ( game[ "state" ] != "playing" )
{
if ( !level.showingFinalKillcam )
{
victim.sessionstate = "dead";
victim ClearKillcamState();
}
//prof_end( " PlayerKilled_7" );
prof_end( "PlayerKilled" );
return;
}
// class may be undefined if we have changed teams
if ( isValidClass( victim.class ) )
{
victim thread maps\mp\gametypes\_playerlogic::spawnClient();
}
//prof_end( " PlayerKilled_7" );
prof_end( "PlayerKilled" );
}
checkForceBleedout()
{
if ( level.dieHardMode != 1 )
return false;
if ( !getGametypeNumLives() )
return false;
if ( level.livesCount[self.team] > 0 )
return false;
foreach ( player in level.players )
{
if ( !isAlive( player ) )
continue;
if ( player.team != self.team )
continue;
if ( player == self )
continue;
if ( !player.inLastStand )
return false;
}
foreach ( player in level.players )
{
if ( !isAlive( player ) )
continue;
if ( player.team != self.team )
continue;
if ( player.inLastStand && player != self )
player lastStandBleedOut(false);
}
return true;
}
checkKillSteal( vic )
{
if ( matchMakingGame() )
return;
greatestDamage = 0;
greatestAttacker = undefined;
if ( isDefined( vic.attackerdata ) && vic.attackerdata.size > 1 )
{
foreach ( attacker in vic.attackerdata )
{
if ( attacker.damage > greatestDamage )
{
greatestDamage = attacker.damage;
greatestAttacker = attacker.attackerEnt;
}
}
if ( isDefined( greatestAttacker ) && greatestAttacker != self )
self incPlayerStat( "killsteals", 1 );
}
}
doFinalKillcam( delay, victim, attacker, attackerNum, killcamentityindex, killcamentitystarttime, sWeapon, deathTimeOffset, psOffsetTime )
{
level.showingFinalKillcam = true;
level waittill ( "round_end_finished" );
if ( !isDefined( victim ) || !isDefined( attacker ) )
{
level.showingFinalKillcam = false;
return;
}
postDeathDelay = (( getTime() - victim.deathTime ) / 1000);
foreach ( player in level.players )
{
player closePopupMenu();
player closeInGameMenu();
player VisionSetNakedForPlayer( getDvar( "mapname" ), 0 );
player.killcamentitylookat = victim getEntityNumber();
if ( (player != victim || (!isRoundBased() || isLastRound())) && player _hasPerk( "specialty_copycat" ) )
player _unsetPerk( "specialty_copycat" );
player thread maps\mp\gametypes\_killcam::killcam( attackerNum, killcamentityindex, killcamentitystarttime, sWeapon, postDeathDelay + deathTimeOffset, psOffsetTime, 0, 10000, attacker, victim );
}
wait( 0.1 );
while ( anyPlayersInKillcam() )
wait( 0.05 );
level.showingFinalKillcam = false;
}
anyPlayersInKillcam()
{
foreach ( player in level.players )
{
if ( isDefined( player.killcam ) )
return true;
}
return false;
}
resetPlayerVariables()
{
self.killedPlayersCurrent = [];
self.switching_teams = undefined;
self.joining_team = undefined;
self.leaving_team = undefined;
self.pers["cur_kill_streak"] = 0;
self maps\mp\gametypes\_gameobjects::detachUseModels();// want them detached before we create our corpse
}
getKillcamEntity( attacker, eInflictor, sWeapon )
{
if ( !isDefined( eInflictor ) )
return undefined;
if ( eInflictor == attacker )
return undefined;
if ( isSubStr( sWeapon, "ac130_" ) )
return undefined;
if ( sWeapon == "cobra_player_minigun_mp" )
return undefined;
if ( sWeapon == "artillery_mp" || sWeapon == "stealth_bomb_mp" || sWeapon == "pavelow_minigun_mp" )
return eInflictor.killCamEnt;
if ( isDefined( eInflictor.script_gameobjectname ) && eInflictor.script_gameobjectname == "bombzone" )
return eInflictor.killCamEnt;
if ( eInflictor.classname == "script_origin" || eInflictor.classname == "script_model" || eInflictor.classname == "script_brushmodel" )
return undefined; // probably a barrel or a car... code does airstrike cam for these things which looks bad
if ( issubstr( sWeapon, "remotemissile_" ) )
return undefined;
if ( issubstr( sWeapon, "ac130_" ) )
return undefined;
return eInflictor;
}
HitlocDebug( attacker, victim, damage, hitloc, dflags )
{
colors = [];
colors[ 0 ] = 2;
colors[ 1 ] = 3;
colors[ 2 ] = 5;
colors[ 3 ] = 7;
if ( !getdvarint( "scr_hitloc_debug" ) )
return;
if ( !isdefined( attacker.hitlocInited ) )
{
for ( i = 0; i < 6; i++ )
{
attacker setClientDvar( "ui_hitloc_" + i, "" );
}
attacker.hitlocInited = true;
}
if ( level.splitscreen || !isPLayer( attacker ) )
return;
elemcount = 6;
if ( !isdefined( attacker.damageInfo ) )
{
attacker.damageInfo = [];
for ( i = 0; i < elemcount; i++ )
{
attacker.damageInfo[ i ] = spawnstruct();
attacker.damageInfo[ i ].damage = 0;
attacker.damageInfo[ i ].hitloc = "";
attacker.damageInfo[ i ].bp = false;
attacker.damageInfo[ i ].jugg = false;
attacker.damageInfo[ i ].colorIndex = 0;
}
attacker.damageInfoColorIndex = 0;
attacker.damageInfoVictim = undefined;
}
for ( i = elemcount - 1; i > 0; i -- )
{
attacker.damageInfo[ i ].damage = attacker.damageInfo[ i - 1 ].damage;
attacker.damageInfo[ i ].hitloc = attacker.damageInfo[ i - 1 ].hitloc;
attacker.damageInfo[ i ].bp = attacker.damageInfo[ i - 1 ].bp;
attacker.damageInfo[ i ].jugg = attacker.damageInfo[ i - 1 ].jugg;
attacker.damageInfo[ i ].colorIndex = attacker.damageInfo[ i - 1 ].colorIndex;
}
attacker.damageInfo[ 0 ].damage = damage;
attacker.damageInfo[ 0 ].hitloc = hitloc;
attacker.damageInfo[ 0 ].bp = ( dflags & level.iDFLAGS_PENETRATION );
attacker.damageInfo[ 0 ].jugg = victim hasPerk( "specialty_armorvest", true );
if ( isdefined( attacker.damageInfoVictim ) && ( attacker.damageInfoVictim != victim ) )
{
attacker.damageInfoColorIndex++ ;
if ( attacker.damageInfoColorIndex == colors.size )
attacker.damageInfoColorIndex = 0;
}
attacker.damageInfoVictim = victim;
attacker.damageInfo[ 0 ].colorIndex = attacker.damageInfoColorIndex;
for ( i = 0; i < elemcount; i++ )
{
color = "^" + colors[ attacker.damageInfo[ i ].colorIndex ];
if ( attacker.damageInfo[ i ].hitloc != "" )
{
val = color + attacker.damageInfo[ i ].hitloc;
if ( attacker.damageInfo[ i ].bp )
val += " (BP)";
if ( attacker.damageInfo[ i ].jugg )
val += " (Jugg)";
attacker setClientDvar( "ui_hitloc_" + i, val );
}
attacker setClientDvar( "ui_hitloc_damage_" + i, color + attacker.damageInfo[ i ].damage );
}
}
giveRecentShieldXP()
{
self endon ( "death" );
self endon ( "disconnect" );
self notify ( "giveRecentShieldXP" );
self endon ( "giveRecentShieldXP" );
self.recentShieldXP++;
wait ( 20.0 );
self.recentShieldXP = 0;
}
Callback_PlayerDamage_internal( eInflictor, eAttacker, victim, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
{
if ( !isReallyAlive( victim ) )
return;
if ( isDefined( eAttacker ) && eAttacker.classname == "script_origin" && isDefined( eAttacker.type ) && eAttacker.type == "soft_landing" )
return;
if ( isDefined( level.hostMigrationTimer ) )
return;
if ( sMeansOfDeath == "MOD_FALLING" )
victim thread emitFallDamage( iDamage );
if ( sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" && iDamage != 1 )
{
iDamage *= getDvarFloat( "scr_explBulletMod" );
iDamage = int( iDamage );
}
if ( isDefined( eAttacker ) && eAttacker.classname == "worldspawn" )
eAttacker = undefined;
if ( isDefined( eAttacker ) && isDefined( eAttacker.gunner ) )
eAttacker = eAttacker.gunner;
attackerIsNPC = isDefined( eAttacker ) && !isDefined( eAttacker.gunner ) && (eAttacker.classname == "script_vehicle" || eAttacker.classname == "misc_turret" || eAttacker.classname == "script_model");
attackerIsHittingTeammate = level.teamBased && isDefined( eAttacker ) && ( victim != eAttacker ) && isDefined( eAttacker.team ) && ( victim.pers[ "team" ] == eAttacker.team );
stunFraction = 0.0;
if ( iDFlags & level.iDFLAGS_STUN )
{
stunFraction = 0.0;
//victim StunPlayer( 1.0 );
iDamage = 0.0;
}
else if ( sHitLoc == "shield" )
{
if ( attackerIsHittingTeammate && level.friendlyfire == 0 )
return;
if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" && !attackerIsHittingTeammate )
{
if ( isPlayer( eAttacker ) )
{
eAttacker.lastAttackedShieldPlayer = victim;
eAttacker.lastAttackedShieldTime = getTime();
}
victim notify ( "shield_blocked" );
// fix turret + shield challenge exploits
if ( sWeapon == "turret_minigun_mp" )
shieldDamage = 25;
else
shieldDamage = maps\mp\perks\_perks::cac_modified_damage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc );
victim.shieldDamage += shieldDamage;
// fix turret + shield challenge exploits
if ( sWeapon != "turret_minigun_mp" || cointoss() )
victim.shieldBulletHits++;
if ( victim.shieldBulletHits >= level.riotShieldXPBullets )
{
if ( self.recentShieldXP > 4 )
xpVal = int( 50 / self.recentShieldXP );
else
xpVal = 50;
printLn( xpVal );
victim thread maps\mp\gametypes\_rank::giveRankXP( "shield_damage", xpVal );
victim thread giveRecentShieldXP();
victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_damage", victim.shieldDamage );
victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_bullet_hits", victim.shieldBulletHits );
victim.shieldDamage = 0;
victim.shieldBulletHits = 0;
}
}
if ( iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT )
{
if ( !attackerIsHittingTeammate )
victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_explosive_hits", 1 );
sHitLoc = "none"; // code ignores any damage to a "shield" bodypart.
if ( !(iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_IMPACT_HUGE) )
iDamage *= 0.0;
}
else if ( iDFlags & level.iDFLAGS_SHIELD_EXPLOSIVE_SPLASH )
{
if ( isDefined( eInflictor ) && isDefined( eInflictor.stuckEnemyEntity ) && eInflictor.stuckEnemyEntity == victim ) //does enough damage to shield carrier to ensure death
iDamage = 101;
victim thread maps\mp\gametypes\_missions::genericChallenge( "shield_explosive_hits", 1 );
sHitLoc = "none"; // code ignores any damage to a "shield" bodypart.
}
else
{
return;
}
}
else if ( (smeansofdeath == "MOD_MELEE") && IsSubStr( sweapon, "riotshield" ) )
{
if ( !(attackerIsHittingTeammate && (level.friendlyfire == 0)) )
{
stunFraction = 0.0;
victim StunPlayer( 0.0 );
}
}
if ( !attackerIsHittingTeammate )
iDamage = maps\mp\perks\_perks::cac_modified_damage( victim, eAttacker, iDamage, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc );
if ( !iDamage )
return false;
victim.iDFlags = iDFlags;
victim.iDFlagsTime = getTime();
if ( game[ "state" ] == "postgame" )
return;
if ( victim.sessionteam == "spectator" )
return;
if ( isDefined( victim.canDoCombat ) && !victim.canDoCombat )
return;
if ( isDefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( eAttacker.canDoCombat ) && !eAttacker.canDoCombat )
return;
// handle vehicles/turrets and friendly fire
if ( attackerIsNPC && attackerIsHittingTeammate )
{
if ( sMeansOfDeath == "MOD_CRUSH" )
{
victim _suicide();
return;
}
if ( !level.friendlyfire )
return;
}
prof_begin( "PlayerDamage flags/tweaks" );
// Don't do knockback if the damage direction was not specified
if ( !isDefined( vDir ) )
iDFlags |= level.iDFLAGS_NO_KNOCKBACK;
friendly = false;
if ( ( victim.health == victim.maxhealth && ( !isDefined( victim.lastStand ) || !victim.lastStand ) ) || !isDefined( victim.attackers ) && !isDefined( victim.lastStand ) )
{
victim.attackers = [];
victim.attackerData = [];
}
if ( isHeadShot( sWeapon, sHitLoc, sMeansOfDeath, eAttacker ) )
sMeansOfDeath = "MOD_HEAD_SHOT";
if ( maps\mp\gametypes\_tweakables::getTweakableValue( "game", "onlyheadshots" ) )
{
if ( sMeansOfDeath == "MOD_PISTOL_BULLET" || sMeansOfDeath == "MOD_RIFLE_BULLET" || sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" )
return;
else if ( sMeansOfDeath == "MOD_HEAD_SHOT" )
iDamage = 150;
}
// explosive barrel/car detection
if ( sWeapon == "none" && isDefined( eInflictor ) )
{
if ( isDefined( eInflictor.destructible_type ) && isSubStr( eInflictor.destructible_type, "vehicle_" ) )
sWeapon = "destructible_car";
}
prof_end( "PlayerDamage flags/tweaks" );
// check for completely getting out of the damage
if ( !(iDFlags & level.iDFLAGS_NO_PROTECTION) )
{
// items you own don't damage you in FFA
if ( !level.teamBased && attackerIsNPC && isDefined( eAttacker.owner ) && eAttacker.owner == victim )
{
prof_end( "PlayerDamage player" );
if ( sMeansOfDeath == "MOD_CRUSH" )
victim _suicide();
return;
}
if ( ( isSubStr( sMeansOfDeath, "MOD_GRENADE" ) || isSubStr( sMeansOfDeath, "MOD_EXPLOSIVE" ) || isSubStr( sMeansOfDeath, "MOD_PROJECTILE" ) ) && isDefined( eInflictor ) && isDefined( eAttacker ) )
{
// protect players from spawnkill grenades
if ( eInflictor.classname == "grenade" && ( victim.lastSpawnTime + 3500 ) > getTime() && isDefined( victim.lastSpawnPoint ) && distance( eInflictor.origin, victim.lastSpawnPoint.origin ) < 250 )
{
prof_end( "PlayerDamage player" );
return;
}
victim.explosiveInfo = [];
victim.explosiveInfo[ "damageTime" ] = getTime();
victim.explosiveInfo[ "damageId" ] = eInflictor getEntityNumber();
victim.explosiveInfo[ "returnToSender" ] = false;
victim.explosiveInfo[ "counterKill" ] = false;
victim.explosiveInfo[ "chainKill" ] = false;
victim.explosiveInfo[ "cookedKill" ] = false;
victim.explosiveInfo[ "throwbackKill" ] = false;
victim.explosiveInfo[ "suicideGrenadeKill" ] = false;
victim.explosiveInfo[ "weapon" ] = sWeapon;
isFrag = isSubStr( sWeapon, "frag_" );
if ( eAttacker != victim )
{
if ( ( isSubStr( sWeapon, "c4_" ) || isSubStr( sWeapon, "claymore_" ) ) && isDefined( eAttacker ) && isDefined( eInflictor.owner ) )
{
victim.explosiveInfo[ "returnToSender" ] = ( eInflictor.owner == victim );
victim.explosiveInfo[ "counterKill" ] = isDefined( eInflictor.wasDamaged );
victim.explosiveInfo[ "chainKill" ] = isDefined( eInflictor.wasChained );
victim.explosiveInfo[ "bulletPenetrationKill" ] = isDefined( eInflictor.wasDamagedFromBulletPenetration );
victim.explosiveInfo[ "cookedKill" ] = false;
}
if ( isDefined( eAttacker.lastGrenadeSuicideTime ) && eAttacker.lastGrenadeSuicideTime >= gettime() - 50 && isFrag )
victim.explosiveInfo[ "suicideGrenadeKill" ] = true;
}
if ( isFrag )
{
victim.explosiveInfo[ "cookedKill" ] = isDefined( eInflictor.isCooked );
victim.explosiveInfo[ "throwbackKill" ] = isDefined( eInflictor.threwBack );
}
victim.explosiveInfo[ "stickKill" ] = isDefined( eInflictor.isStuck ) && eInflictor.isStuck == "enemy";
victim.explosiveInfo[ "stickFriendlyKill" ] = isDefined( eInflictor.isStuck ) && eInflictor.isStuck == "friendly";
}
if ( isPlayer( eAttacker ) )
eAttacker.pers[ "participation" ]++ ;
prevHealthRatio = victim.health / victim.maxhealth;
if ( attackerIsHittingTeammate )
{
if ( !matchMakingGame() && isPlayer(eAttacker) )
eAttacker incPlayerStat( "mostff", 1 );
prof_begin( "PlayerDamage player" );// profs automatically end when the function returns
if ( level.friendlyfire == 0 || ( !isPlayer(eAttacker) && level.friendlyfire != 1 ) )// no one takes damage
{
if ( sWeapon == "artillery_mp" || sWeapon == "stealth_bomb_mp" )
victim damageShellshockAndRumble( eInflictor, sWeapon, sMeansOfDeath, iDamage, iDFlags, eAttacker );
return;
}
else if ( level.friendlyfire == 1 )// the friendly takes damage
{
if ( iDamage < 1 )
iDamage = 1;
victim.lastDamageWasFromEnemy = false;
victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
}
else if ( ( level.friendlyfire == 2 ) && isReallyAlive( eAttacker ) )// only the attacker takes damage
{
iDamage = int( iDamage * .5 );
if ( iDamage < 1 )
iDamage = 1;
eAttacker.lastDamageWasFromEnemy = false;
eAttacker.friendlydamage = true;
eAttacker finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
eAttacker.friendlydamage = undefined;
}
else if ( level.friendlyfire == 3 && isReallyAlive( eAttacker ) )// both friendly and attacker take damage
{
iDamage = int( iDamage * .5 );
if ( iDamage < 1 )
iDamage = 1;
victim.lastDamageWasFromEnemy = false;
eAttacker.lastDamageWasFromEnemy = false;
victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
if ( isReallyAlive( eAttacker ) )// may have died due to friendly fire punishment
{
eAttacker.friendlydamage = true;
eAttacker finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
eAttacker.friendlydamage = undefined;
}
}
friendly = true;
}
else// not hitting teammate
{
prof_begin( "PlayerDamage world" );
if ( iDamage < 1 )
iDamage = 1;
if ( isDefined( eAttacker ) && isPlayer( eAttacker ) )
addAttacker( victim, eAttacker, eInflictor, sWeapon, iDamage, vPoint, vDir, sHitLoc, psOffsetTime, sMeansOfDeath );
if ( sMeansOfDeath == "MOD_EXPLOSIVE" || sMeansOfDeath == "MOD_GRENADE_SPLASH" && iDamage < victim.health )
victim notify( "survived_explosion" );
if ( isdefined( eAttacker ) )
level.lastLegitimateAttacker = eAttacker;
if ( isdefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( sWeapon ) )
eAttacker thread maps\mp\gametypes\_weapons::checkHit( sWeapon, victim );
if ( isdefined( eAttacker ) && isPlayer( eAttacker ) && isDefined( sWeapon ) && eAttacker != victim )
{
eAttacker thread maps\mp\_events::damagedPlayer( self, iDamage, sWeapon );
victim.attackerPosition = eAttacker.origin;
}
else
{
victim.attackerPosition = undefined;
}
if ( issubstr( sMeansOfDeath, "MOD_GRENADE" ) && isDefined( eInflictor.isCooked ) )
victim.wasCooked = getTime();
else
victim.wasCooked = undefined;
victim.lastDamageWasFromEnemy = ( isDefined( eAttacker ) && ( eAttacker != victim ) );
if ( victim.lastDamageWasFromEnemy )
eAttacker.damagedPlayers[ victim.guid ] = getTime();
victim finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
if ( isDefined( level.ac130player ) && isDefined( eAttacker ) && ( level.ac130player == eAttacker ) )
level notify( "ai_pain", victim );
victim thread maps\mp\gametypes\_missions::playerDamaged( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, sHitLoc );
prof_end( "PlayerDamage world" );
}
if ( attackerIsNPC && isDefined( eAttacker.gunner ) )
damager = eAttacker.gunner;
else
damager = eAttacker;
if ( isDefined( damager) && damager != victim && iDamage > 0 )
{
if ( iDFlags & level.iDFLAGS_STUN )
typeHit = "stun";
else if ( victim hasPerk( "specialty_armorvest", true ) || (isExplosiveDamage( sMeansOfDeath ) && victim _hasPerk( "_specialty_blastshield" )) )
typeHit = "hitBodyArmor";
else if ( victim _hasPerk( "specialty_combathigh") )
typeHit = "hitEndGame";
else
typeHit = "standard";
damager thread maps\mp\gametypes\_damagefeedback::updateDamageFeedback( typeHit );
}
victim.hasDoneCombat = true;
}
if ( isdefined( eAttacker ) && ( eAttacker != victim ) && !friendly )
level.useStartSpawns = false;
//=================
// Damage Logging
//=================
prof_begin( "PlayerDamage log" );
// why getEntityNumber() for victim and .clientid for attacker?
if ( getDvarInt( "g_debugDamage" ) )
println( "client:" + victim getEntityNumber() + " health:" + victim.health + " attacker:" + eAttacker.clientid + " inflictor is player:" + isPlayer( eInflictor ) + " damage:" + iDamage + " hitLoc:" + sHitLoc );
if ( victim.sessionstate != "dead" )
{
lpselfnum = victim getEntityNumber();
lpselfname = victim.name;
lpselfteam = victim.pers[ "team" ];
lpselfGuid = victim.guid;
lpattackerteam = "";
if ( isPlayer( eAttacker ) )
{
lpattacknum = eAttacker getEntityNumber();
lpattackGuid = eAttacker.guid;
lpattackname = eAttacker.name;
lpattackerteam = eAttacker.pers[ "team" ];
}
else
{
lpattacknum = -1;
lpattackGuid = "";
lpattackname = "";
lpattackerteam = "world";
}
logPrint( "D;" + lpselfGuid + ";" + lpselfnum + ";" + lpselfteam + ";" + lpselfname + ";" + lpattackGuid + ";" + lpattacknum + ";" + lpattackerteam + ";" + lpattackname + ";" + sWeapon + ";" + iDamage + ";" + sMeansOfDeath + ";" + sHitLoc + "\n" );
}
HitlocDebug( eAttacker, victim, iDamage, sHitLoc, iDFlags );
/*if( isDefined( eAttacker ) && eAttacker != victim )
{
if ( isPlayer( eAttacker ) )
eAttacker incPlayerStat( "damagedone", iDamage );
victim incPlayerStat( "damagetaken", iDamage );
}*/
prof_end( "PlayerDamage log" );
}
addAttacker( victim, eAttacker, eInflictor, sWeapon, iDamage, vPoint, vDir, sHitLoc, psOffsetTime, sMeansOfDeath )
{
if ( !isDefined( victim.attackerData ) )
victim.attackerData = [];
if ( !isDefined( victim.attackerData[ eAttacker.guid ] ) )
{
victim.attackers[ eAttacker.guid ] = eAttacker;
// we keep an array of attackers by their client ID so we can easily tell
// if they're already one of the existing attackers in the above if().
// we store in this array data that is useful for other things, like challenges
victim.attackerData[ eAttacker.guid ] = SpawnStruct();
victim.attackerData[ eAttacker.guid ].damage = 0;
victim.attackerData[ eAttacker.guid ].attackerEnt = eAttacker;
victim.attackerData[ eAttacker.guid ].firstTimeDamaged = getTime();
}
if ( maps\mp\gametypes\_weapons::isPrimaryWeapon( sWeapon ) && ! maps\mp\gametypes\_weapons::isSideArm( sWeapon ) )
victim.attackerData[ eAttacker.guid ].isPrimary = true;
victim.attackerData[ eAttacker.guid ].damage += iDamage;
victim.attackerData[ eAttacker.guid ].weapon = sWeapon;
victim.attackerData[ eAttacker.guid ].vPoint = vPoint;
victim.attackerData[ eAttacker.guid ].vDir = vDir;
victim.attackerData[ eAttacker.guid ].sHitLoc = sHitLoc;
victim.attackerData[ eAttacker.guid ].psOffsetTime = psOffsetTime;
victim.attackerData[ eAttacker.guid ].sMeansOfDeath = sMeansOfDeath;
victim.attackerData[ eAttacker.guid ].attackerEnt = eAttacker;
victim.attackerData[ eAttacker.guid ].lasttimeDamaged = getTime();
if ( isDefined( eInflictor ) && !isPlayer( eInflictor ) && isDefined( eInflictor.primaryWeapon ) )
victim.attackerData[ eAttacker.guid ].sPrimaryWeapon = eInflictor.primaryWeapon;
else if ( isDefined( eAttacker ) && isPlayer( eAttacker ) && eAttacker getCurrentPrimaryWeapon() != "none" )
victim.attackerData[ eAttacker.guid ].sPrimaryWeapon = eAttacker getCurrentPrimaryWeapon();
else
victim.attackerData[ eAttacker.guid ].sPrimaryWeapon = undefined;
}
resetAttackerList()
{
self endon( "disconnect" );
self endon( "death" );
level endon( "game_ended" );
//wait is to offset premature calling in _healthOverlay
wait( 1.75 );
self.attackers = [];
self.attackerData = [];
}
Callback_PlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
{
Callback_PlayerDamage_internal( eInflictor, eAttacker, self, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime );
}
finishPlayerDamageWrapper( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction )
{
if ( (self isUsingRemote() ) && (iDamage >= self.health) && !(iDFlags & level.iDFLAGS_STUN) )
{
if ( !isDefined( vDir ) )
vDir = ( 0,0,0 );
if ( !isDefined( eAttacker ) && !isDefined( eInflictor ) )
{
eAttacker = self;
eInflictor = eAttacker;
}
assert( isDefined( eAttacker ) );
assert( isDefined( eInflictor ) );
PlayerKilled_internal( eInflictor, eAttacker, self, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, 0, true );
}
else
{
if ( !self Callback_KillingBlow( eInflictor, eAttacker, iDamage - (iDamage * stunFraction), iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime ) )
return;
self finishPlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime, stunFraction );
}
if ( sMeansOfDeath == "MOD_EXPLOSIVE_BULLET" )
self shellShock( "damage_mp", getDvarFloat( "scr_csmode" ) );
self damageShellshockAndRumble( eInflictor, sWeapon, sMeansOfDeath, iDamage, iDFlags, eAttacker );
}
Callback_PlayerLastStand( eInflictor, attacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, psOffsetTime, deathAnimDuration )
{
lastStandParams = spawnStruct();
lastStandParams.eInflictor = eInflictor;
lastStandParams.attacker = attacker;
lastStandParam*****amage = iDamage;
lastStandParams.attackerPosition = attacker.origin;
if ( attacker == self )
lastStandParams.sMeansOfDeath = "MOD_SUICIDE";
else
lastStandParams.sMeansOfDeath = sMeansOfDeath;
lastStandParams.sWeapon = sWeapon;
if ( isDefined( attacker ) && isPlayer( attacker ) && attacker getCurrentPrimaryWeapon() != "none" )
lastStandParams.sPrimaryWeapon = attacker getCurrentPrimaryWeapon();
else
lastStandParams.sPrimaryWeapon = undefined;
lastStandParams.vDir = vDir;
lastStandParams.sHitLoc = sHitLoc;
lastStandParams.lastStandStartTime = getTime();
mayDoLastStand = mayDoLastStand( sWeapon, sMeansOfDeath, sHitLoc );
//if ( mayDoLastStand )
// mayDoLastStand = !self checkForceBleedOut();
if ( isDefined( self.endGame ) )
mayDoLastStand = false;
if ( level.teamBased && isDefined( attacker.team ) && attacker.team == self.team )
mayDoLastStand = false;
/#
if ( getdvar( "scr_forcelaststand" ) == "1" )
mayDoLastStand = true;
#/
if ( !mayDoLastStand )
{
self.lastStandParams = lastStandParams;
self.useLastStandParams = true;
self _suicide();
return;
}
self.inLastStand = true;
notifyData = spawnStruct();
if ( self _hasPerk( "specialty_finalstand" ) )
{
notifyData.titleText = game[ "strings" ][ "final_stand" ];
notifyData.iconName = "specialty_finalstand";
}
else
{
notifyData.titleText = game[ "strings" ][ "last_stand" ];
notifyData.iconName = "specialty_pistoldeath";
}
notifyData.glowColor = ( 1, 0, 0 );
notifyData.sound = "mp_last_stand";
notifyData.duration = 2.0;
self.health = 1;
self thread maps\mp\gametypes\_hud_message::notifyMessage( notifyData );
grenadeTypePrimary = "frag_grenade_mp";
if ( isDefined( level.ac130player ) && isDefined( attacker ) && level.ac130player == attacker )
level notify( "ai_crawling", self );
if ( self _hasPerk( "specialty_finalstand" ) )
{
self.lastStandParams = lastStandParams;
self.inFinalStand = true;
weaponList = self GetWeaponsListExclusives();
foreach ( weapon in weaponList )
self takeWeapon( weapon );
self _disableUsability();
self thread enableLastStandWeapons();
self thread lastStandTimer( 20, true );
}
/*
else if ( self _hasPerk( "specialty_c4death" ) )
{
self.lastStandParams = lastStandParams;
self takeAllWeapons();
self giveWeapon( "c4Death_mp", 0, false );
self switchToWeapon( "c4Death_mp" );
self _disableUsability();
self.inC4Death = true;
//self thread dieAfterTime( 7 );
self thread lastStandTimer( 10, false );
self thread detonateOnUse();
//self thread detonateOnDeath();
}
*/
else if ( level.dieHardMode )
{
self.lastStandParams = lastStandParams;
self thread enableLastStandWeapons();
self thread lastStandTimer( 20, false );
self _disableUsability();
}
else // normal last stand
{
self.lastStandParams = lastStandParams;
pistolWeapon = undefined;
weaponsList = self GetWeaponsListPrimaries();
foreach ( weapon in weaponsList )
{
if ( maps\mp\gametypes\_weapons::isSideArm( weapon ) )
pistolWeapon = weapon;
}
if ( !isDefined( pistolWeapon ) )
{
pistolWeapon = "beretta_mp";
self _giveWeapon( pistolWeapon );
}
self giveMaxAmmo( pistolWeapon );
self DisableWeaponSwitch();
self _disableUsability();
if ( !self _hasPerk("specialty_laststandoffhand") )
self DisableOffhandWeapons();
self switchToWeapon( pistolWeapon );
self thread lastStandTimer( 10, false );
}
}
dieAfterTime( time )
{
self endon( "death" );
self endon( "disconnect" );
self endon( "joined_team" );
level endon( "game_ended" );
wait ( time );
self.useLastStandParams = true;
self _suicide();
}
detonateOnUse()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "joined_team" );
level endon( "game_ended" );
self waittill( "detonate" );
self.useLastStandParams = true;
self c4DeathDetonate();
}
detonateOnDeath()
{
self endon( "detonate" );
self endon( "disconnect" );
self endon( "joined_team" );
level endon( "game_ended" );
self waittill( "death" );
self c4DeathDetonate();
}
c4DeathDetonate()
{
self playSound( "detpack_explo_default" );
self.c4DeathEffect = playFX( level.c4Death, self.origin );
RadiusDamage( self.origin, 400, 100, 100, self );
if ( isAlive( self ) )
self _suicide();
}
enableLastStandWeapons()
{
self endon( "death" );
self endon( "disconnect" );
level endon( "game_ended" );
self freezeControlsWrapper( true );
wait .30;
self freezeControlsWrapper( false );
}
lastStandTimer( delay, isFinalStand )
{
self endon( "death" );
self endon( "disconnect" );
self endon( "revive");
level endon( "game_ended" );
level notify ( "player_last_stand" );
self thread lastStandWaittillDeath();
self.lastStand = true;
if ( !isFinalStand && !level.dieHardMode && ( !isDefined( self.inC4Death ) || !self.inC4Death ) )
{
self thread lastStandAllowSuicide();
self setLowerMessage( "last_stand", &"PLATFORM_COWARDS_WAY_OUT" );
self thread lastStandKeepOverlay();
}
if ( level.dieHardMode == 1 && level.dieHardMode != 2 )
{
reviveEnt = spawn( "script_model", self.origin );
reviveEnt setModel( "tag_origin" );
reviveEnt setCursorHint( "HINT_NOICON" );
reviveEnt setHintString( &"PLATFORM_REVIVE" );
reviveEnt reviveSetup( self );
reviveEnt endon ( "death" );
reviveIcon = newTeamHudElem( self.team );
reviveIcon setShader( "waypoint_revive", 8, 8 );
reviveIcon setWaypoint( true, true );
reviveIcon SetTargetEnt( self );
reviveIcon thread destroyOnReviveEntDeath( reviveEnt );
reviveIcon.color = (0.33, 0.75, 0.24);
self playDeathSound();
if ( isFinalStand )
{
wait( delay );
if ( self.inFinalStand )
self thread lastStandBleedOut( isFinalStand, reviveEnt );
}
return;
}
else if( level.dieHardMode == 2 )
{
self thread lastStandKeepOverlay();
reviveEnt = spawn( "script_model", self.origin );
reviveEnt setModel( "tag_origin" );
reviveEnt setCursorHint( "HINT_NOICON" );
reviveEnt setHintString( &"PLATFORM_REVIVE" );
reviveEnt reviveSetup( self );
reviveEnt endon ( "death" );
reviveIcon = newTeamHudElem( self.team );
reviveIcon setShader( "waypoint_revive", 8, 8 );
reviveIcon setWaypoint( true, true );
reviveIcon SetTargetEnt( self );
reviveIcon thread destroyOnReviveEntDeath( reviveEnt );
reviveIcon.color = (0.33, 0.75, 0.24);
self playDeathSound();
if ( isFinalStand )
{
wait( delay );
if ( self.inFinalStand )
self thread lastStandBleedOut( isFinalStand, reviveEnt );
}
wait delay / 3;
reviveIcon.color = (1.0, 0.64, 0.0);
while ( reviveEnt.inUse )
wait ( 0.05 );
self playDeathSound();
wait delay / 3;
reviveIcon.color = (1.0, 0.0, 0.0);
while ( reviveEnt.inUse )
wait ( 0.05 );
self playDeathSound();
wait delay / 3;
while ( reviveEnt.inUse )
wait ( 0.05 );
wait( 0.05 );
self thread lastStandBleedOut( isFinalStand );
return;
}
wait( delay );
self thread lastStandBleedout( isFinalStand );
}
maxHealthOverlay( maxHealth, refresh )
{
self endon( "stop_maxHealthOverlay" );
self endon( "revive" );
self endon( "death" );
for( ;; )
{
self.health -= 1;
self.maxHealth = maxHealth;
wait( .05 );
self.maxHealth = 50;
self.health += 1;
wait ( .50 );
}
}
lastStandBleedOut( reviveOnBleedOut, reviveEnt )
{
if ( reviveOnBleedOut )
{
self.lastStand = undefined;
self.inFinalStand = false;
self clearLowerMessage( "last_stand" );
maps\mp\gametypes\_playerlogic::lastStandRespawnPlayer();
if( isDefined( reviveEnt ) )
reviveEnt Delete();
}
else
{
self.useLastStandParams = true;
self.beingRevived = false;
self _suicide();
}
}
lastStandAllowSuicide()
{
self endon( "death" );
self endon( "disconnect" );
self endon( "game_ended" );
self endon( "revive");
while ( 1 )
{
if ( self useButtonPressed() )
{
pressStartTime = gettime();
while ( self useButtonPressed() )
{
wait .05;
if ( gettime() - pressStartTime > 700 )
break;
}
if ( gettime() - pressStartTime > 700 )
break;
}
wait .05;
}
self thread lastStandBleedOut( false );
}
lastStandKeepOverlay()
{
level endon( "game_ended" );
self endon( "death" );
self endon( "disconnect" );
self endon( "revive" );
// keep the health overlay going by making code think the player is getting damaged
while ( !level.gameEnded )
{
self.health = 2;
wait .05;
self.health = 1;
wait .5;
}
self.health = self.maxhealth;
}
lastStandWaittillDeath()
{
self endon( "disconnect" );
self endon( "revive" );
level endon( "game_ended" );
self waittill( "death" );
self clearLowerMessage( "last_stand" );
self.lastStand = undefined;
}
mayDoLastStand( sWeapon, sMeansOfDeath, sHitLoc )
{
if ( sMeansOfDeath == "MOD_TRIGGER_HURT" )
return false;
if ( sMeansOfDeath != "MOD_PISTOL_BULLET" && sMeansOfDeath != "MOD_RIFLE_BULLET" && sMeansOfDeath != "MOD_FALLING" && sMeansOfDeath != "MOD_EXPLOSIVE_BULLET" )
return false;
if ( sMeansOfDeath == "MOD_IMPACT" && sWeapon == "throwingknife_mp" )
return false;
if ( sMeansOfDeath == "MOD_IMPACT" && ( sWeapon == "m79_mp" || isSubStr(sWeapon, "gl_") ) )
return false;
if ( isHeadShot( sWeapon, sHitLoc, sMeansOfDeath ) )
return false;
if ( self isUsingRemote() )
return false;
return true;
}
ensureLastStandParamsValidity()
{
// attacker may have become undefined if the player that killed me has disconnected
if ( !isDefined( self.lastStandParams.attacker ) )
self.lastStandParams.attacker = self;
}
getHitLocHeight( sHitLoc )
{
switch( sHitLoc )
{
case "helmet":
case "head":
case "neck":
return 60;
case "torso_upper":
case "right_arm_upper":
case "left_arm_upper":
case "right_arm_lower":
case "left_arm_lower":
case "right_hand":
case "left_hand":
case "gun":
return 48;
case "torso_lower":
return 40;
case "right_leg_upper":
case "left_leg_upper":
return 32;
case "right_leg_lower":
case "left_leg_lower":
return 10;
case "right_foot":
case "left_foot":
return 5;
}
return 48;
}
delayStartRagdoll( ent, sHitLoc, vDir, sWeapon, eInflictor, sMeansOfDeath )
{
if ( isDefined( ent ) )
{
deathAnim = ent getCorpseAnim();
if ( animhasnotetrack( deathAnim, "ignore_ragdoll" ) )
return;
}
wait( 0.2 );
if ( !isDefined( ent ) )
return;
if ( ent isRagDoll() )
return;
deathAnim = ent getcorpseanim();
startFrac = 0.35;
if ( animhasnotetrack( deathAnim, "start_ragdoll" ) )
{
times = getnotetracktimes( deathAnim, "start_ragdoll" );
if ( isDefined( times ) )
startFrac = times[ 0 ];
}
waitTime = startFrac * getanimlength( deathAnim );
wait( waitTime );
if ( isDefined( ent ) )
{
ent startragdoll( 1 );
}
}
getMostKilledBy()
{
mostKilledBy = "";
killCount = 0;
killedByNames = getArrayKeys( self.killedBy );
for ( index = 0; index < killedByNames.size; index++ )
{
killedByName = killedByNames[ index ];
if ( self.killedBy[ killedByName ] <= killCount )
continue;
killCount = self.killedBy[ killedByName ];
mostKilleBy = killedByName;
}
return mostKilledBy;
}
getMostKilled()
{
mostKilled = "";
killCount = 0;
killedNames = getArrayKeys( self.killedPlayers );
for ( index = 0; index < killedNames.size; index++ )
{
killedName = killedNames[ index ];
if ( self.killedPlayers[ killedName ] <= killCount )
continue;
killCount = self.killedPlayers[ killedName ];
mostKilled = killedName;
}
return mostKilled;
}
damageShellshockAndRumble( eInflictor, sWeapon, sMeansOfDeath, iDamage, iDFlags, eAttacker )
{
self thread maps\mp\gametypes\_weapons::onWeaponDamage( eInflictor, sWeapon, sMeansOfDeath, iDamage, eAttacker );
self PlayRumbleOnEntity( "damage_heavy" );
}
reviveSetup( owner )
{
team = owner.team;
self linkTo( owner, "tag_origin" );
self.owner = owner;
self.inUse = false;
self makeUsable();
self updateUsableByTeam( team );
self thread trackTeamChanges( team );
self thread reviveTriggerThink( team );
self thread deleteOnReviveOrDeathOrDisconnect();
}
deleteOnReviveOrDeathOrDisconnect()
{
self endon ( "death" );
self.owner waittill_any ( "death", "disconnect" );
self delete();
}
updateUsableByTeam( team )
{
foreach (player in level.players)
{
if ( team == player.team && player != self.owner )
self enablePlayerUse( player );
else
self disablePlayerUse( player );
}
}
trackTeamChanges( team )
{
self endon ( "death" );
while ( true )
{
level waittill ( "joined_team" );
self updateUsableByTeam( team );
}
}
trackLastStandChanges( team )
{
self endon ( "death" );
while ( true )
{
level waittill ( "player_last_stand" );
self updateUsableByTeam( team );
}
}
reviveTriggerThink( team )
{
self endon ( "death" );
level endon ( "game_ended" );
for ( ;; )
{
self waittill ( "trigger", player );
self.owner.beingRevived = true;
if ( isDefined(player.beingRevived) && player.beingRevived )
{
self.owner.beingRevived = false;
continue;
}
self makeUnUsable();
self.owner freezeControlsWrapper( true );
revived = self useHoldThink( player );
self.owner.beingRevived = false;
if ( !isAlive( self.owner ) )
{
self delete();
return;
}
self.owner freezeControlsWrapper( false );
if ( revived )
{
player thread maps\mp\gametypes\_hud_message::SplashNotifyDelayed( "reviver", 200 );
player thread maps\mp\gametypes\_rank::giveRankXP( "reviver", 200 );
self.owner.lastStand = undefined;
self.owner clearLowerMessage( "last_stand" );
if ( self.owner _hasPerk( "specialty_lightweight" ) )
self.owner.moveSpeedScaler = 1.07;
else
self.owner.moveSpeedScaler = 1;
self.owner.maxHealth = 100;
self.owner maps\mp\gametypes\_weapons::updateMoveSpeedScale( "primary" );
self.owner maps\mp\gametypes\_playerlogic::lastStandRespawnPlayer();
self.owner setPerk( "specialty_pistoldeath", true );
self.owner.beingRevived = false;
self delete();
return;
}
self makeUsable();
self updateUsableByTeam( team );
}
}
/*
=============
useHoldThink
Claims the use trigger for player and displays a use bar
Returns true if the player sucessfully fills the use bar
=============
*/
useHoldThink( player )
{
reviveSpot = spawn( "script_origin", self.origin );
reviveSpot hide();
player playerLinkTo( reviveSpot );
player PlayerLinkedOffsetEnable();
player _disableWeapon();
self.curProgress = 0;
self.inUse = true;
self.useRate = 0;
self.useTime = 3000;
player thread personalUseBar( self );
result = useHoldThinkLoop( player );
if ( isDefined( player ) && isReallyAlive( player ) )
{
player Unlink();
player _enableWeapon();
}
if ( isDefined( result ) && result )
{
self.owner thread maps\mp\gametypes\_hud_message::playerCardSplashNotify( "revived", player );
self.owner.inlaststand = false;
return true;
}
self.inUse = false;
reviveSpot Delete();
return false;
}
personalUseBar( object )
{
useBar = self createPrimaryProgressBar();
useBarText = self createPrimaryProgressBarText();
useBarText setText( &"MPUI_REVIVING" );
objUseBar = object.owner createPrimaryProgressBar();
objUseBarText = object.owner createPrimaryProgressBarText();
objUseBarText setText( &"MPUI_BEING_REVIVED" );
lastRate = -1;
while ( isReallyAlive( self ) && isDefined( object ) && object.inUse && !level.gameEnded && isDefined( self ) )
{
if ( lastRate != object.useRate )
{
if( object.curProgress > object.useTime)
object.curProgress = object.useTime;
useBar updateBar( object.curProgress / object.useTime, (1000 / object.useTime) * object.useRate );
objUseBar updateBar( object.curProgress / object.useTime, (1000 / object.useTime) * object.useRate );
if ( !object.useRate )
{
useBar hideElem();
useBarText hideElem();
objUseBar hideElem();
objUseBarText hideElem();
}
else
{
useBar showElem();
useBarText showElem();
objUseBar showElem();
objUseBarText showElem();
}
}
lastRate = object.useRate;
wait ( 0.05 );
}
// when the players disconnect the hudElems are destroyed automatically
if ( isDefined( useBar ) )
useBar destroyElem();
if ( isDefined( useBarText ) )
useBarText destroyElem();
if ( isDefined( objUseBar ) )
objUseBar destroyElem();
if ( isDefined( objUseBarText ) )
objUseBarText destroyElem();
}
useHoldThinkLoop( player )
{
level endon ( "game_ended" );
self.owner endon( "death" );
self.owner endon( "disconnect" );
while( isReallyAlive( player ) && player useButtonPressed() && self.curProgress < self.useTime )
{
self.curProgress += (50 * self.useRate);
self.useRate = 1; /* * player.objectiveScaler;*/
if ( self.curProgress >= self.useTime )
{
self.inUse = false;
return isReallyAlive( player );
}
wait 0.05;
}
return false;
}
Callback_KillingBlow( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, psOffsetTime )
{
if ( isDefined(self.lastDamageWasFromEnemy) && self.lastDamageWasFromEnemy && iDamage >= self.health && isDefined( self.combatHigh ) && self.combatHigh == "specialty_endgame" )
{
self setAdrenaline( 0 );
self _setPerk( "specialty_endgame" );
return false;
}
return true;
}
emitFallDamage( iDamage )
{
PhysicsExplosionSphere( self.origin, 64, 64, 1 );
// get the entities we landed on
damageEnts = [];
for ( testAngle = 0; testAngle < 360; testAngle += 30 )
{
xOffset = cos( testAngle ) * 16;
yOffset = sin( testAngle ) * 16;
traceData = bulletTrace( self.origin + (xOffset, yOffset, 4), self.origin + (xOffset,yOffset,-6), true, self );
//thread drawLine( self.origin + (xOffset, yOffset, 4), self.origin + (xOffset,yOffset,-6), 10.0 );
if ( isDefined( traceData["entity"] ) && isDefined( traceData["entity"].targetname ) && (traceData["entity"].targetname == "destructible_vehicle" || traceData["entity"].targetname == "destructible_toy") )
damageEnts[damageEnts.size] = traceData["entity"];
}
if ( damageEnts.size )
{
damageOwner = spawn( "script_origin", self.origin );
damageOwner hide();
damageOwner.type = "soft_landing";
damageOwner.destructibles = damageEnts;
radiusDamage( self.origin, 64, 100, 100, damageOwner );
wait ( 0.1 );
damageOwner delete();
}
}
drawLine( start, end, timeSlice )
{
drawTime = int(timeSlice * 20);
for( time = 0; time < drawTime; time++ )
{
line( start, end, (1,0,0),false, 1 );
wait ( 0.05 );
}
}
isFlankKill( victim, attacker )
{
victimForward = anglestoforward( victim.angles );
victimForward = ( victimForward[0], victimForward[1], 0 );
victimForward = VectorNormalize( victimForward );
attackDirection = victim.origin - attacker.origin;
attackDirection = ( attackDirection[0], attackDirection[1], 0 );
attackDirection = VectorNormalize( attackDirection );
dotProduct = VectorDot( victimForward, attackDirection );
if ( dotProduct > 0 ) // 0 = cos( 90 ), 180 degree arc total
return true;
else
return false;
}
_obituary( victim, attacker, sWeapon, sMeansOfDeath )
{
victimTeam = victim.team;
foreach ( player in level.players )
{
playerTeam = player.team;
if ( playerTeam == "spectator" )
player iPrintLn( &"MP_OBITUARY_NEUTRAL", attacker.name, victim.name );
else if ( playerTeam == victimTeam )
player iPrintLn( &"MP_OBITUARY_ENEMY", attacker.name, victim.name );
else
player iPrintLn( &"MP_OBITUARY_FRIENDLY", attacker.name, victim.name );
}
}
logPrintPlayerDeath( lifeId, attacker, iDamage, sMeansOfDeath, sWeapon, sPrimaryWeapon, sHitLoc )
{
// create a lot of redundant data for the log print
lpselfnum = self getEntityNumber();
lpselfname = self.name;
lpselfteam = self.team;
lpselfguid = self.guid;
if ( isPlayer( attacker ) )
{
lpattackGuid = attacker.guid;
lpattackname = attacker.name;
lpattackerteam = attacker.team;
lpattacknum = attacker getEntityNumber();
attackerString = attacker getXuid() + "(" + lpattackname + ")";
}
else
{
lpattackGuid = "";
lpattackname = "";
lpattackerteam = "world";
lpattacknum = -1;
attackerString = "none";
}
logPrint( "K;" + lpselfguid + ";" + lpselfnum + ";" + lpselfteam + ";" + lpselfname + ";" + lpattackguid + ";" + lpattacknum + ";" + lpattackerteam + ";" + lpattackname + ";" + sWeapon + ";" + iDamage + ";" + sMeansOfDeath + ";" + sHitLoc + "\n" );
}
destroyOnReviveEntDeath( reviveEnt )
{
reviveEnt waittill ( "death" );
self destroy();
}
I also suggest editing some of the things in _rank.gsc like removing this line (just removing the line is fine):