float autocvar_g_mayhem_start_ammo_fuel = 0;
.float total_damage_dealt;
-.float total_friendly_damage_dealt;
void mayhem_DelayedInit(entity this)
{
M_ARGV(4, float) = frag_damage;
}
-void CalculatePlayerScore(entity frag_attacker, entity frag_target){
+void CalculatePlayerScore(entity scorer){
switch (autocvar_g_mayhem_scoringmethod)
{
default:
//give a different weight for suicides if scoring method 1 doesn't have selfdamage2score enabled to harshly punish for suicides to avoid exploiting
float suicide_weight = 1 + (autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score * (1/autocvar_g_mayhem_scoringmethod_1_frag_weight));
- //total damage dealt to opponents minus total damage dealt to self
- float totaldamagedealt = (frag_attacker.total_damage_dealt - frag_attacker.total_friendly_damage_dealt);
-
//total damage divided by player start health&armor to get how many lives worth of damage they've dealt, then how much that is out of the fraglimit, then calculate new value affected by weight
- float playerdamagescore = (((((totaldamagedealt/(start_health + start_armorvalue)) * 100)/autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_damage_weight) );
+ float playerdamagescore = (((((scorer.total_damage_dealt/(start_health + start_armorvalue)) * 100)/autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_damage_weight) );
// * 100 to avoid float inaccuracy at that decimal level
//playerdamagescore rounded
float roundedplayerdamagescore = ((rint(playerdamagescore*10))/10);
//kills minus suicides, total out of fraglimit, calculate weight
- float playerkillscore = ((((PlayerScore_Get(frag_attacker, SP_KILLS) - (PlayerScore_Get(frag_attacker, SP_SUICIDES) * suicide_weight)) * 100) / autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_frag_weight);
+ float playerkillscore = ((((PlayerScore_Get(scorer, SP_KILLS) - (PlayerScore_Get(scorer, SP_SUICIDES) * suicide_weight)) * 100) / autocvar_g_mayhem_fraglimit) * autocvar_g_mayhem_scoringmethod_1_frag_weight);
// * 100 to avoid float inaccuracy at that decimal level
//only used for debug print, add killscore and damagescore together
- float playerscore = (roundedplayerdamagescore + playerkillscore) / 100;
+ float playerscore = (roundedplayerdamagescore + playerkillscore);
//add killscore and damagescore together to get total score and then adjust it to be total out of the visual score limit
- float playerscorevisual = (((roundedplayerdamagescore + playerkillscore) * autocvar_g_mayhem_visual_score_limit) / 100);
- // / 100 to move back to the decimal level
+ float playerscorevisual = ((roundedplayerdamagescore + playerkillscore) * autocvar_g_mayhem_visual_score_limit);
+
//calculated how much score the player has and now calculate total of how much they are supposed to have
- float scoretoadd = (playerscorevisual - PlayerScore_Get(frag_attacker, SP_SCORE));
+ float scoretoadd = (playerscorevisual - (PlayerScore_Get(scorer, SP_SCORE) * 100));
+ // * 100 to avoid float inaccuracy at that decimal level
//adjust total score to be what the player is supposed to have
- GameRules_scoring_add_team(frag_attacker, SCORE, scoretoadd);
-
- //debug printing
- if(!IS_BOT_CLIENT(frag_attacker) && frag_target != frag_attacker){
- print(sprintf("%f", totaldamagedealt), " totaldamagedealt \n");
- print(sprintf("%f", playerdamagescore), " playerdamagescore \n");
- print(sprintf("%f", roundedplayerdamagescore), " rounded playerdamagescore \n");
- print(sprintf("%f", playerkillscore), " playerkillscore \n");
- print(sprintf("%f", PlayerScore_Get(frag_attacker, SP_KILLS)), " PlayerScore_Get(frag_attacker, SP_KILLS) \n");
- print(sprintf("%f", playerscore), " playerscore \n");
- print(sprintf("%f", playerscorevisual), " visual playerscore \n");
- print(sprintf("%f", scoretoadd), " scoretoadd \n");
- print(sprintf("%f", PlayerScore_Get(frag_attacker, SP_SCORE)), " PlayerScore_Get(frag_attacker, SP_SCORE) \n \n");
+ GameRules_scoring_add_team(scorer, SCORE, (scoretoadd / 100));
+ // / 100 to move back to the decimal level
+
+ if(1){
+ //debug printing
+ if(!IS_BOT_CLIENT(scorer)){
+ print(sprintf("%f", scorer.total_damage_dealt), " scorer.total_damage_dealt \n");
+ print(sprintf("%f", playerdamagescore), " playerdamagescore \n");
+ print(sprintf("%f", roundedplayerdamagescore), " rounded playerdamagescore \n");
+ print(sprintf("%f", playerkillscore), " playerkillscore \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_KILLS)), " PlayerScore_Get(scorer, SP_KILLS) \n");
+ print(sprintf("%f", playerscore), " playerscore \n");
+ print(sprintf("%f", playerscorevisual), " visual playerscore \n");
+ print(sprintf("%f", scoretoadd), " scoretoadd \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_SCORE)), " PlayerScore_Get(scorer, SP_SCORE) \n \n");
+ }
}
return;
}
case 2:
{
//calculate how much score the player should have based on their frags gotten and then add the missing score
- float playerkillscore = (((PlayerScore_Get(frag_attacker, SP_KILLS) - PlayerScore_Get(frag_attacker, SP_SUICIDES)) * 100)/ autocvar_g_mayhem_fraglimit);
+ float playerkillscore = (((PlayerScore_Get(scorer, SP_KILLS) - PlayerScore_Get(scorer, SP_SUICIDES)) * 100)/ autocvar_g_mayhem_fraglimit);
float playerscorevisual = (playerkillscore * autocvar_g_mayhem_visual_score_limit) / 100;
- float scoretoadd = (playerscorevisual - PlayerScore_Get(frag_attacker, SP_SCORE));
- GameRules_scoring_add_team(frag_attacker, SCORE, scoretoadd);
-
- //debug printing
- if(!IS_BOT_CLIENT(frag_attacker) && frag_target != frag_attacker){
- print(sprintf("%f", playerkillscore), " playerkillscore \n");
- print(sprintf("%f", PlayerScore_Get(frag_attacker, SP_KILLS)), " PlayerScore_Get(frag_attacker, SP_KILLS) \n");
- print(sprintf("%f", playerscorevisual), " visual playerscore \n");
- print(sprintf("%f", scoretoadd), " scoretoadd \n");
- print(sprintf("%f", PlayerScore_Get(frag_attacker, SP_SCORE)), " PlayerScore_Get(frag_attacker, SP_SCORE) \n \n");
+ float scoretoadd = (playerscorevisual - PlayerScore_Get(scorer, SP_SCORE));
+ GameRules_scoring_add_team(scorer, SCORE, scoretoadd);
+
+ if(1){
+ //debug printing
+ if(!IS_BOT_CLIENT(scorer)){
+ print(sprintf("%f", playerkillscore), " playerkillscore \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_KILLS)), " PlayerScore_Get(scorer, SP_KILLS) \n");
+ print(sprintf("%f", playerscorevisual), " visual playerscore \n");
+ print(sprintf("%f", scoretoadd), " scoretoadd \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_SCORE)), " PlayerScore_Get(scorer, SP_SCORE) \n \n");
+ }
}
return;
}
case 3:
{
//calculate how much score the player should have based on their damage dealt and then add the missing score
- float totaldamagedealt = (frag_attacker.total_damage_dealt - frag_attacker.total_friendly_damage_dealt);
- float playerdamagescore = (((totaldamagedealt/(start_health + start_armorvalue)) * 100)/autocvar_g_mayhem_fraglimit);
+ float playerdamagescore = (((scorer.total_damage_dealt/(start_health + start_armorvalue)) * 100)/autocvar_g_mayhem_fraglimit);
float roundedplayerdamagescore = ((rint(playerdamagescore*10))/10);
- float playerscorevisual = ((roundedplayerdamagescore * autocvar_g_mayhem_visual_score_limit) / 100);
- float scoretoadd = (playerscorevisual - PlayerScore_Get(frag_attacker, SP_SCORE));
- GameRules_scoring_add_team(frag_attacker, SCORE, scoretoadd);
-
- //debug printing
- if(!IS_BOT_CLIENT(frag_attacker) && frag_target != frag_attacker){
- print(sprintf("%f", totaldamagedealt), " totaldamagedealt \n");
- print(sprintf("%f", playerdamagescore), " playerdamagescore \n");
- print(sprintf("%f", roundedplayerdamagescore), " rounded playerdamagescore \n");
- print(sprintf("%f", playerscorevisual), " visual playerscore \n");
- print(sprintf("%f", scoretoadd), " scoretoadd \n");
- print(sprintf("%f", PlayerScore_Get(frag_attacker, SP_SCORE)), " PlayerScore_Get(frag_attacker, SP_SCORE) \n \n");
+ float playerscorevisual = (roundedplayerdamagescore * autocvar_g_mayhem_visual_score_limit);
+ float scoretoadd = (playerscorevisual - (PlayerScore_Get(scorer, SP_SCORE) * 100));
+ GameRules_scoring_add_team(scorer, SCORE, (scoretoadd / 100));
+
+ if(1){
+ //debug printing
+ if(!IS_BOT_CLIENT(scorer)){
+ print(sprintf("%f", scorer.total_damage_dealt), " scorer.total_damage_dealt \n");
+ print(sprintf("%f", playerdamagescore), " playerdamagescore \n");
+ print(sprintf("%f", roundedplayerdamagescore), " rounded playerdamagescore \n");
+ print(sprintf("%f", playerscorevisual), " visual playerscore \n");
+ print(sprintf("%f", scoretoadd), " scoretoadd \n");
+ print(sprintf("%f", PlayerScore_Get(scorer, SP_SCORE)), " PlayerScore_Get(scorer, SP_SCORE) \n \n");
+ }
}
return;
}
{
if(autocvar_g_mayhem_scoringmethod==2)return;
- entity frag_attacker = M_ARGV(1, entity);
entity frag_target = M_ARGV(2, entity);
- if (!StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) || autocvar_g_spawnshield_blockdamage < 1)
- {
- float frag_deathtype = M_ARGV(6, float);
- float frag_damage = M_ARGV(7, float);
- float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
- float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
+ if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage >= 1)return;
+
+ entity frag_attacker = M_ARGV(1, entity);
+ float frag_deathtype = M_ARGV(6, float);
+ float frag_damage = M_ARGV(7, float);
+ float damage_take = bound(0, M_ARGV(4, float), GetResource(frag_target, RES_HEALTH));
+ float damage_save = bound(0, M_ARGV(5, float), GetResource(frag_target, RES_ARMOR));
+ float excess = max(0, frag_damage - damage_take - damage_save);
+ float total = frag_damage - excess;
- float excess = max(0, frag_damage - damage_take - damage_save);
- float total = frag_damage - excess;
+ if (total == 0) return;
- if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage < 1)
- total *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1);
+ if (StatusEffects_active(STATUSEFFECT_SpawnShield, frag_target) && autocvar_g_spawnshield_blockdamage < 1)
+ total *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1);
+ entity scorer = NULL; //entity which needs their score to be updated
+
+ if (IS_PLAYER(frag_attacker))
+ {
//non-friendly fire
- if (frag_target != frag_attacker && IS_PLAYER(frag_attacker))
+ if (frag_target != frag_attacker)
frag_attacker.total_damage_dealt += total;
//friendly fire aka self damage
- if (frag_target == frag_attacker && IS_PLAYER(frag_attacker) && !autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score)
- frag_attacker.total_friendly_damage_dealt += total;
+ if (frag_target == frag_attacker && !autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score)
+ frag_attacker.total_damage_dealt -= total;
+ scorer = frag_attacker;
+ }
+ else
+ {
//handle (environmental hazard) suiciding, check first if player has a registered attacker who most likely pushed them there to avoid punishing pushed players as pushers are already rewarded
//deathtypes:
//kill = suicide, drown = drown in water/liquid, hurttrigger = out of the map void or hurt triggers inside maps like electric sparks
//camp = campcheck, lava = lava, slime = slime
//team change / rebalance suicides are currently not included
- if (!autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score && !IS_PLAYER(frag_attacker) && (
+ if (!autocvar_g_mayhem_scoringmethod_1_disable_selfdamage2score && (
frag_deathtype == DEATH_KILL.m_id ||
frag_deathtype == DEATH_DROWN.m_id ||
frag_deathtype == DEATH_HURTTRIGGER.m_id ||
frag_deathtype == DEATH_LAVA.m_id ||
frag_deathtype == DEATH_SLIME.m_id ||
frag_deathtype == DEATH_SWAMP.m_id))
- frag_attacker.total_friendly_damage_dealt += total;
+ frag_target.total_damage_dealt -= total;
- CalculatePlayerScore(frag_attacker, frag_target);
+ scorer = frag_target;
}
+
+ CalculatePlayerScore(scorer);
}
MUTATOR_HOOKFUNCTION(mayhem, GiveFragsForKill, CBC_ORDER_FIRST)
{
entity frag_attacker = M_ARGV(0, entity);
- entity frag_target = M_ARGV(1, entity);
- M_ARGV(2, float) = 0;
+ M_ARGV(2, float) = 0; //score to give for the frag directly
- CalculatePlayerScore(frag_attacker, frag_target);
+ if(IS_PLAYER(frag_attacker))CalculatePlayerScore(frag_attacker);
return true;
}