.float lastground;
.int state;
-void CreatureFrame ()
-{SELFPARAM();
- float dm;
-
- for(entity e = world; (e = findfloat(e, damagedbycontents, true)); )
+void CreatureFrame_drowning(entity this)
+{
+ if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE) && !IS_MONSTER(this)) // vehicles, monsters and projectiles don't drown
{
- setself(e);
- if (self.movetype == MOVETYPE_NOCLIP) { continue; }
-
- float vehic = IS_VEHICLE(self);
- float projectile = (self.flags & FL_PROJECTILE);
- float monster = IS_MONSTER(self);
-
- if (self.watertype <= CONTENT_WATER && self.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
+ if (this.waterlevel != WATERLEVEL_SUBMERGED)
{
- if (!(self.flags & FL_INWATER))
+ if(this.air_finished < time)
+ PlayerSound(this, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ this.air_finished = time + autocvar_g_balance_contents_drowndelay;
+ this.dmg = 2;
+ }
+ else if (this.air_finished < time)
+ { // drown!
+ if (!this.deadflag)
+ if (this.pain_finished < time)
{
- self.flags |= FL_INWATER;
- self.dmgtime = 0;
+ Damage (this, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, this.origin, '0 0 0');
+ this.pain_finished = time + 0.5;
}
+ }
+ }
+}
+
+void CreatureFrame_hotliquids(entity this)
+{
+ if (this.dmgtime < time)
+ {
+ this.dmgtime = time + autocvar_g_balance_contents_damagerate;
- if(!vehic && !projectile && !monster) // vehicles, monsters and projectiles don't drown
+ if (this.flags & FL_PROJECTILE)
+ {
+ if (this.watertype == CONTENT_LAVA)
+ Damage (this, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
+ else if (this.watertype == CONTENT_SLIME)
+ Damage (this, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
+ }
+ else
+ {
+ if (this.watertype == CONTENT_LAVA)
{
- if (self.waterlevel != WATERLEVEL_SUBMERGED)
+ if (this.watersound_finished < time)
{
- if(self.air_finished < time)
- PlayerSound(self, playersound_gasp, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- self.air_finished = time + autocvar_g_balance_contents_drowndelay;
- self.dmg = 2;
- }
- else if (self.air_finished < time)
- { // drown!
- if (!self.deadflag)
- if (self.pain_finished < time)
- {
- Damage (self, world, world, autocvar_g_balance_contents_playerdamage_drowning * autocvar_g_balance_contents_damagerate, DEATH_DROWN.m_id, self.origin, '0 0 0');
- self.pain_finished = time + 0.5;
- }
+ this.watersound_finished = time + 0.5;
+ sound (this, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
}
+ Damage (this, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_LAVA.m_id, this.origin, '0 0 0');
+ if(autocvar_g_balance_contents_playerdamage_lava_burn)
+ Fire_AddDamage(this, world, autocvar_g_balance_contents_playerdamage_lava_burn * this.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * this.waterlevel, DEATH_LAVA.m_id);
}
-
- if (self.dmgtime < time)
+ else if (this.watertype == CONTENT_SLIME)
{
- self.dmgtime = time + autocvar_g_balance_contents_damagerate;
-
- if (projectile)
+ if (this.watersound_finished < time)
{
- if (self.watertype == CONTENT_LAVA)
- {
- Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA.m_id, self.origin, '0 0 0');
- }
- else if (self.watertype == CONTENT_SLIME)
- {
- Damage (self, world, world, autocvar_g_balance_contents_projectiledamage * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME.m_id, self.origin, '0 0 0');
- }
- }
- else
- {
- if (self.watertype == CONTENT_LAVA)
- {
- if (self.watersound_finished < time)
- {
- self.watersound_finished = time + 0.5;
- sound (self, CH_PLAYER_SINGLE, SND_LAVA, VOL_BASE, ATTEN_NORM);
- }
- Damage (self, world, world, autocvar_g_balance_contents_playerdamage_lava * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_LAVA.m_id, self.origin, '0 0 0');
- if(autocvar_g_balance_contents_playerdamage_lava_burn)
- Fire_AddDamage(self, world, autocvar_g_balance_contents_playerdamage_lava_burn * self.waterlevel, autocvar_g_balance_contents_playerdamage_lava_burn_time * self.waterlevel, DEATH_LAVA.m_id);
- }
- else if (self.watertype == CONTENT_SLIME)
- {
- if (self.watersound_finished < time)
- {
- self.watersound_finished = time + 0.5;
- sound (self, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
- }
- Damage (self, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * self.waterlevel, DEATH_SLIME.m_id, self.origin, '0 0 0');
- }
+ this.watersound_finished = time + 0.5;
+ sound (this, CH_PLAYER_SINGLE, SND_SLIME, VOL_BASE, ATTEN_NORM);
}
+ Damage (this, world, world, autocvar_g_balance_contents_playerdamage_slime * autocvar_g_balance_contents_damagerate * this.waterlevel, DEATH_SLIME.m_id, this.origin, '0 0 0');
}
}
- else
+ }
+}
+
+void CreatureFrame_Liquids(entity this)
+{
+ if (this.watertype <= CONTENT_WATER && this.waterlevel > 0) // workaround a retarded bug made by id software :P (yes, it's that old of a bug)
+ {
+ if (!(this.flags & FL_INWATER))
{
- if (self.flags & FL_INWATER)
- {
- // play leave water sound
- self.flags &= ~FL_INWATER;
- self.dmgtime = 0;
- }
- self.air_finished = time + 12;
- self.dmg = 2;
+ this.flags |= FL_INWATER;
+ this.dmgtime = 0;
}
- if(!vehic && !projectile) // vehicles don't get falling damage
+ CreatureFrame_drowning(this);
+
+ CreatureFrame_hotliquids(this);
+ }
+ else
+ {
+ if (this.flags & FL_INWATER)
{
- // check for falling damage
- float velocity_len = vlen(self.velocity);
- if(!self.hook.state)
- {
- dm = vlen(self.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
- if (self.deadflag)
- dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
- else
- dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
- if (dm > 0)
- Damage (self, world, world, dm, DEATH_FALL.m_id, self.origin, '0 0 0');
- }
+ // play leave water sound
+ this.flags &= ~FL_INWATER;
+ this.dmgtime = 0;
+ }
+ this.air_finished = time + 12;
+ this.dmg = 2;
+ }
+}
- if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
- Damage (self, world, world, 100000, DEATH_SHOOTING_STAR.m_id, self.origin, '0 0 0');
- // play stupid sounds
- if (g_footsteps)
- if (!gameover)
- if (self.flags & FL_ONGROUND)
- if (!self.crouch)
- if (velocity_len > autocvar_sv_maxspeed * 0.6)
- if (!self.deadflag)
- if (time < self.lastground + 0.2)
+void CreatureFrame_FallDamage(entity this)
+{
+ if(!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE)) // vehicles don't get falling damage
+ {
+ // check for falling damage
+ float velocity_len = vlen(this.velocity);
+ if(!this.hook.state)
+ {
+ float dm = vlen(this.oldvelocity) - velocity_len; // dm is now the velocity DECREASE. Velocity INCREASE should never cause a sound or any damage.
+ if (this.deadflag)
+ dm = (dm - autocvar_g_balance_falldamage_deadminspeed) * autocvar_g_balance_falldamage_factor;
+ else
+ dm = min((dm - autocvar_g_balance_falldamage_minspeed) * autocvar_g_balance_falldamage_factor, autocvar_g_balance_falldamage_maxdamage);
+ if (dm > 0)
+ Damage (this, world, world, dm, DEATH_FALL.m_id, this.origin, '0 0 0');
+ }
+
+ if(autocvar_g_maxspeed > 0 && velocity_len > autocvar_g_maxspeed)
+ Damage (this, world, world, 100000, DEATH_SHOOTING_STAR.m_id, this.origin, '0 0 0');
+ }
+}
+
+void CreatureFrame_Footsteps(entity this)
+{
+ // play stupid sounds
+ if (g_footsteps && !gameover && (this.flags & FL_ONGROUND))
+ if (!IS_VEHICLE(this) && !(this.flags & FL_PROJECTILE))
+ if (!this.crouch && (vlen(this.velocity) > autocvar_sv_maxspeed * 0.6) && !this.deadflag && time < this.lastground + 0.2)
+ {
+ if((time > this.nextstep) || (time < (this.nextstep - 10.0)))
+ {
+ this.nextstep = time + 0.3 + random() * 0.1;
+ trace_dphitq3surfaceflags = 0;
+ tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
+ /*
+ if(trace_fraction == 1)
+ dprint("nohit\n");
+ else
+ dprint(ftos(trace_dphitq3surfaceflags), "\n");
+ */
+ if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
{
- if((time > self.nextstep) || (time < (self.nextstep - 10.0)))
- {
- self.nextstep = time + 0.3 + random() * 0.1;
- trace_dphitq3surfaceflags = 0;
- tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
- /*
- if(trace_fraction == 1)
- dprint("nohit\n");
- else
- dprint(ftos(trace_dphitq3surfaceflags), "\n");
- */
- if (!(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS))
- {
- if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
- GlobalSound(self, GS_STEP_METAL, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- else
- GlobalSound(self, GS_STEP, CH_PLAYER, VOICETYPE_PLAYERSOUND);
- }
- }
+ if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
+ GlobalSound(this, GS_STEP_METAL, CH_PLAYER, VOICETYPE_PLAYERSOUND);
+ else
+ GlobalSound(this, GS_STEP, CH_PLAYER, VOICETYPE_PLAYERSOUND);
}
}
+ }
+}
+
+void CreatureFrame_All()
+{
+ for(entity e = world; (e = findfloat(e, damagedbycontents, true)); )
+ {
+ if (e.movetype == MOVETYPE_NOCLIP) { continue; }
+
+ CreatureFrame_Liquids(e);
+ CreatureFrame_FallDamage(e);
+ CreatureFrame_Footsteps(e);
- self.oldvelocity = self.velocity;
+ e.oldvelocity = e.velocity;
}
- setself(this);
}
game_delay_last = game_delay;
- CreatureFrame();
+ CreatureFrame_All();
CheckRules_World();
// if in warmup stage and limit for warmup is hit start match