#define DT_MATCH(a,b) if(min(DT_MAX, a) == b)
-#define DEATHTYPE(name,msg_info,msg_center,position) \
+#define DEATHTYPE(name,msg_info,msg_center,msg_info_by,msg_center_by,position) \
float name; \
float position; \
void RegisterDeathtype_##name() \
ACCUMULATE_FUNCTION(RegisterDeathtypes, RegisterDeathtype_##name)
#define DEATHTYPES \
- DEATHTYPE(DEATH_FALL, FALSE, FALSE, DEATH_SPECIAL_START) \
- DEATHTYPE(DEATH_TELEFRAG, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_DROWN, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_HURTTRIGGER, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_LAVA, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_SLIME, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_KILL, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_NOAMMO, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_SWAMP, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TEAMCHANGE, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_AUTOTEAMCHANGE, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_CAMP, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_SHOOTING_STAR, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_ROT, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_MIRRORDAMAGE, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TOUCHEXPLODE, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_CHEAT, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_FIRE, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_VHCRUSH, FALSE, FALSE, DEATH_VHFIRST) \
- DEATHTYPE(DEATH_SBMINIGUN, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_SBROCKET, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_SBBLOWUP, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_WAKIGUN, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_WAKIROCKET, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_WAKIBLOWUP, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_RAPTOR_CANNON, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_RAPTOR_BOMB, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_RAPTOR_BOMB_SPLIT, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_RAPTOR_DEATH, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_BUMB_GUN, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_BUMB_RAY, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_BUMB_RAY_HEAL, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_BUMB_DEATH, FALSE, FALSE, DEATH_VHLAST) \
- DEATHTYPE(DEATH_TURRET, FALSE, FALSE, DEATH_TURRET_FIRST) \
- DEATHTYPE(DEATH_TURRET_EWHEEL, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_FLAC, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_MACHINEGUN, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_WALKER_GUN, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_WALKER_MEELE, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_WALKER_ROCKET, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_HELLION, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_HK, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_MLRS, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_PLASMA, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_PHASER, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_TURRET_TESLA, FALSE, FALSE, DEATH_TURRET_LAST) \
- DEATHTYPE(DEATH_GENERIC, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_WEAPON, FALSE, FALSE, NORMAL_POS) \
- DEATHTYPE(DEATH_CUSTOM, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_FALL, FALSE, CENTER_DEATH_FALL, FALSE, FALSE, DEATH_SPECIAL_START) \
+ DEATHTYPE(DEATH_TELEFRAG, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_DROWN, FALSE, CENTER_DEATH_DROWN, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_HURTTRIGGER, FALSE, CENTER_DEATH_CUSTOM, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_LAVA, FALSE, CENTER_DEATH_LAVA, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_SLIME, FALSE, CENTER_DEATH_SLIME, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_KILL, FALSE, CENTER_DEATH_SUICIDE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_NOAMMO, FALSE, CENTER_DEATH_NOAMMO, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_SWAMP, FALSE, CENTER_DEATH_SWAMP, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TEAMCHANGE, FALSE, CENTER_DEATH_TEAMCHANGE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_AUTOTEAMCHANGE, FALSE, CENTER_DEATH_AUTOTEAMCHANGE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_CAMP, FALSE, CENTER_DEATH_CAMP, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_SHOOTING_STAR, FALSE, CENTER_DEATH_SHOOTING_STAR, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_ROT, FALSE, CENTER_DEATH_ROT, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_MIRRORDAMAGE, FALSE, CENTER_DEATH_BETRAYAL, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TOUCHEXPLODE, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_CHEAT, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_FIRE, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_VHCRUSH, FALSE, FALSE, FALSE, FALSE, DEATH_VHFIRST) \
+ DEATHTYPE(DEATH_SBMINIGUN, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_SBROCKET, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_SBBLOWUP, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_WAKIGUN, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_WAKIROCKET, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_WAKIBLOWUP, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_RAPTOR_CANNON, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_RAPTOR_BOMB, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_RAPTOR_BOMB_SPLIT, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_RAPTOR_DEATH, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_BUMB_GUN, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_BUMB_RAY, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_BUMB_RAY_HEAL, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_BUMB_DEATH, FALSE, FALSE, FALSE, FALSE, DEATH_VHLAST) \
+ DEATHTYPE(DEATH_TURRET, FALSE, FALSE, FALSE, FALSE, DEATH_TURRET_FIRST) \
+ DEATHTYPE(DEATH_TURRET_EWHEEL, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_FLAC, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_MACHINEGUN, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_WALKER_GUN, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_WALKER_MEELE, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_WALKER_ROCKET, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_HELLION, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_HK, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_MLRS, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_PLASMA, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_PHASER, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_TURRET_TESLA, FALSE, FALSE, FALSE, FALSE, DEATH_TURRET_LAST) \
+ DEATHTYPE(DEATH_GENERIC, FALSE, CENTER_DEATH_GENERIC, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_WEAPON, FALSE, FALSE, FALSE, FALSE, NORMAL_POS) \
+ DEATHTYPE(DEATH_CUSTOM, FALSE, CENTER_DEATH_CUSTOM, FALSE, FALSE, NORMAL_POS) \
#undef DEATHTYPE
DEATHTYPES
{
if(DEATH_ISSPECIAL(deathtype))
{
- #define DEATHTYPE(name,msg_info,msg_center,position) \
+ #define DEATHTYPE(name,msg_info,msg_center,msg_info_by,msg_center_by,position) \
{ if(deathtype == max(0, name)) return VAR_TO_TEXT(name); }
DEATHTYPES
// ================================================
// Unified notification system, written by Samual
-// Last updated: September, 2012
+// Last updated: November, 2012
// ================================================
// main types/groups of notifications
#define F_STRNUM 2
#define F_FLNUM 3
-// allow sending of notifications to also pass through to spectators (specifically for centerprints)
-#ifdef SVQC
-#define WRITESPECTATABLE_MSG_ONE_VARNAME(varname,statement) entity varname; varname = msg_entity; FOR_EACH_REALCLIENT(msg_entity) if(msg_entity == varname || (msg_entity.classname == STR_SPECTATOR && msg_entity.enemy == varname)) statement msg_entity = varname
-#define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
-#define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
-#endif
-
#define BOT_PING -1
+// Since this is code uses macro processors to list notifications,
+// the normal compiler sees these checks as "constant" and throws
+// a warning. We have to get around this by using another function.
#define NOTIF_MATCH(a,b) if(min(NOTIF_MAX, a) == b)
+
#ifdef CSQC
+/*
+ Acquire special information to generate for display in the
+ notification from variables networked to the client.
+ Macro descriptions:
+ PASS_KEY: find the keybind for "passing" or "dropping" in CTF game mode
+ FRAG_SPREE: find out if the player is on a kill spree/how many kills they have
+ FRAG_PING: show the ping of a player
+ FRAG_STATS: show health/armor/ping of a player
+ FRAG_POS: show score status and position in the match of a player
+ DEATH_TEAM: show the full name of the team a player is switching from
+*/
string got_commandkey;
-#define ADD_CSQC_AUTOCVAR(name) var float autocvar_notification_##name = TRUE;
-var float autocvar_notification_ctf_capture_verbose = TRUE;
-var float autocvar_notification_ctf_pickup_team_verbose = TRUE;
-var float autocvar_notification_ctf_pickup_enemy_verbose = TRUE;
-#define CHECK_AUTOCVAR(name) if(autocvar_notification_##name)
-#define HANDLE_CPID(cpid) ((min(NOTIF_MAX, cpid) == NO_CPID) ? FALSE : cpid)
#define PASS_KEY ((((got_commandkey = getcommandkey("pass", "+use")) != "pass") && !(strstrofs(got_commandkey, "not bound", 0) >= 0)) ? sprintf(CCR(_(" ^F1(Press %s)")), got_commandkey) : "")
#define FRAG_SPREE (((f1 == 3) || (f1 == 5) || (f1 == 10) || (f1 == 15) || (f1 == 20) || (f1 == 25) || (f1 == 30)) ? sprintf(normal_or_gentle(_("%d kill spree! "), _("%d score spree! ")), f1) : "")
#define FRAG_PING ((f2 != BOT_PING) ? sprintf(CCR(_("\n(Ping ^2%d^BG)")), f2) : "")
#define FRAG_STATS sprintf(CCR(_("\n(Health ^1%d^BG / Armor ^2%d^BG)%s")), f1, f2, ((f3 != BOT_PING) ? sprintf(CCR(_(" (Ping ^2%d^BG)")), f3) : ""))
//#define FRAG_POS ((Should_Print_Score_Pos(f1)) ? sprintf("\n^BG%s", Read_Score_Pos(f1)) : "")
+#define DEATH_TEAM Team_ColoredFullName(f1)
+
+// NO_CPID normally has a variable value, so we need to check and see
+// whether a notification uses it. If so, cancel out the centerprint ID.
+#define HANDLE_CPID(cpid) ((min(NOTIF_MAX, cpid) == NO_CPID) ? FALSE : cpid)
+
+// client-side handling of cvars
+#define ADD_CSQC_AUTOCVAR(name) var float autocvar_notification_##name = TRUE;
+#define CHECK_AUTOCVAR(name) if(autocvar_notification_##name)
#else
+
+// allow sending of notifications to also pass through to spectators (specifically for centerprints)
+#ifdef SVQC
+#define WRITESPECTATABLE_MSG_ONE_VARNAME(varname,statement) entity varname; varname = msg_entity; FOR_EACH_REALCLIENT(msg_entity) if(msg_entity == varname || (msg_entity.classname == STR_SPECTATOR && msg_entity.enemy == varname)) statement msg_entity = varname
+#define WRITESPECTATABLE_MSG_ONE(statement) WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement)
+#define WRITESPECTATABLE(msg,statement) if(msg == MSG_ONE) { WRITESPECTATABLE_MSG_ONE(statement); } else statement float WRITESPECTATABLE_workaround = 0
+#endif
+
+// do nothing for the other programs, they don't need cvars (those are just for the clients)
#define ADD_CSQC_AUTOCVAR(name)
#endif
Normal message (string for sprintf when gentle messages are NOT enabled)
Gentle message (string for sprintf when gentle messages ARE enabled)
- Messages have ^F1, ^F2, and ^BG in them-- these are replaced
- with colors according to the cvars the user has chosen.
- ^F1 = highest priority, "primary"
- ^F2 = next highest priority, "secondary"
- ^BG = normal/less important priority, "tertiary"
+ Messages with ^F1, ^BG, ^TC, etc etc in them will replace those strings
+ with colors according to the cvars the user has chosen. This allows for
+ users to create unique color profiles for their HUD, giving more customization
+ options to HUD designers and end users who want such a feature.
+
+ Check out the function calls for string CCR(...) and
+ string TCR(...) to better understand how these codes work.
Guidlines (please try and follow these):
-ALWAYS start the string with a color, preferably background.
it's okay to go out of line a bit... but try and keep it clean still.
-Sort the notifications in the most appropriate order for their tasks.
TODO: ? centerprint IDs are given priority based on their order (first being highest priority going downwards)
- ARIRE unir frk jvgu lbhe bja zbgure. (gvc sbe zvxrrhfn) -- Don't pay attention to this ^_^
+ -ARIRE unir frk jvgu lbhe bja zbgure. (gvc sbe zvxrrhfn) -- Don't pay attention to this ^_^
*/
// weaponorder[f1].netname
MSG_CENTER_NOTIF(CENTER_CTF_STALEMATE_CARRIER, 0, 0, NO_STR_ARG, CPID_STALEMATE, XPND2(0, 0), _("^BGStalemate! Enemies can now see you on radar!"), "") \
MSG_CENTER_NOTIF(CENTER_CTF_STALEMATE_OTHER, 0, 0, NO_STR_ARG, CPID_STALEMATE, XPND2(0, 0), _("^BGStalemate! Flag carriers can now be seen by enemies on radar!"), "") \
MSG_CENTER_NOTIF(CENTER_CTF_FLAG_THROW_PUNISH, 0, 1, f1, CPID_CTF_LOWPRIO, XPND2(0, 0), _("^BGToo many flag throws! Throwing disabled for %d seconds."), "") \
+ MSG_CENTER_NOTIF(CENTER_DEATH_CUSTOM, 2, 0, XPND2(s1, s2), NO_CPID, XPND2(0, 0), _("^K1You were %s, %s"), "") \
+ MSG_CENTER_NOTIF(CENTER_DEATH_GENERIC, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1Watch your step!"), "") \
+ MSG_CENTER_NOTIF(CENTER_DEATH_SELFKILL, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You killed your own dumb self!"), _("^K1You need to be more careful!")) \
+ MSG_CENTER_NOTIF(CENTER_DEATH_SUICIDE, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You committed suicide!"), _("^K1You ended it all!")) \
+ MSG_CENTER_NOTIF(CENTER_DEATH_NOAMMO, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You were killed for running out of ammo..."), _("^K1You are reinserted into the game for running out of ammo...")) \
+ MSG_CENTER_NOTIF(CENTER_DEATH_ROT, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You grew too old without taking your medicine"), _("^K1You need to preserve your health")) \
+ MSG_CENTER_NOTIF(CENTER_DEATH_CAMP, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1Die camper!"), _("^K1Reconsider your tactics, camper!")) \
+ MSG_CENTER_NOTIF(CENTER_DEATH_BETRAYAL, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1Don't shoot your team mates!"), _("^K1Don't go against your team mates!")) \
+ MSG_CENTER_NOTIF(CENTER_DEATH_TEAMCHANGE, 0, 1, DEATH_TEAM, NO_CPID, XPND2(0, 0), _("^BGYou are now on: %s"), "") \
+ MSG_CENTER_NOTIF(CENTER_DEATH_AUTOTEAMCHANGE, 0, 1, DEATH_TEAM, NO_CPID, XPND2(0, 0), _("^BGYou have been moved into a different team to improve team balance\nYou are now on: %s"), "") \
+ MSG_CENTER_NOTIF(CENTER_DEATH_FALL, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You hit the ground with a bit too much force"), "") \
+ MSG_CENTER_NOTIF(CENTER_DEATH_DROWN, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You couldn't catch your breath in time!"), "") \
+ MSG_CENTER_NOTIF(CENTER_DEATH_LAVA, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You couldn't stand the heat!"), "") \
+ MSG_CENTER_NOTIF(CENTER_DEATH_SLIME, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You melted away in slime!"), "") \
+ MSG_CENTER_NOTIF(CENTER_DEATH_SHOOTING_STAR, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You went faster than the speed of light!"), "") \
+ MSG_CENTER_NOTIF(CENTER_DEATH_SWAMP, 0, 0, NO_STR_ARG, NO_CPID, XPND2(0, 0), _("^K1You got stuck in a swamp!"), "") \
MSG_CENTER_NOTIF(CENTER_DEATH_FRAG, 1, 1, XPND2(FRAG_SPREE, s1), NO_CPID, XPND2(0, 0), _("^K3%sYou fragged ^BG%s"), _("^K3%sYou scored against ^BG%s")) \
MSG_CENTER_NOTIF(CENTER_DEATH_FRAGGED, 1, 0, s1, NO_CPID, XPND2(0, 0), _("^K1You were fragged by ^BG%s"), _("^K1You were scored against by ^BG%s")) \
MSG_CENTER_NOTIF(CENTER_DEATH_TYPEFRAG, 1, 1, XPND2(FRAG_SPREE, s1), NO_CPID, XPND2(0, 0), _("^K1%sYou typefragged ^BG%s"), _("^K1%sYou scored against ^BG%s^K1 while they were typing")) \
GameLogEcho(s);
}
-void Obituary_SpecialDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
+void Obituary_SpecialDeath(entity notif_target, float murder, float deathtype, string s1, string s2, float f1, float f2, float f3)
+{
+ float handled, hits;
+ if(DEATH_ISSPECIAL(deathtype))
+ {
+ #define DEATHTYPE(name,msg_info,msg_center,msg_info_by,msg_center_by,position) \
+ { if(deathtype == max(0, name)) \
+ { \
+ #if murder \
+ if(max(0, msg_info_by)) { Send_Notification(world, MSG_ALL, MSG_INFO, msg_info_by, s1, s2, f1, f2, f3); ++handled; } \
+ if(max(0, msg_center_by)) { Send_Notification(notif_target, MSG_ONE, MSG_CENTER, msg_center_by, s1, s2, f1, f2, f3); ++handled; } \
+ #else \
+ if(max(0, msg_info)) { Send_Notification(world, MSG_ALL, MSG_INFO, msg_info, s1, s2, f1, f2, f3); ++handled; } \
+ if(max(0, msg_center)) { Send_Notification(notif_target, MSG_ONE, MSG_CENTER, msg_center, s1, s2, f1, f2, f3); ++handled; } \
+ #endif \
+ ++hits; \
+ } }
+
+ DEATHTYPES
+ if not(hits)
+ {
+ backtrace("Unhandled deathtype. Please notify Samual!\n");
+ //return;
+ }
+ if not(handled)
+ {
+ print(sprintf("Obituary_SpecialDeath(): ^1Deathtype ^7(%s-%d)^1 has no notification!\n", Deathtype_Name(deathtype), deathtype));
+ return;
+ }
+ }
+}
+
+void Obituary_WeaponDeath(entity notif_target, float deathtype, string s1, string s2, float f1, float f2, float f3)
{
float handled, hits;
if(DEATH_ISSPECIAL(deathtype))
if not(hits)
{
backtrace("Unhandled deathtype. Please notify Samual!\n");
- return;
+ //return;
}
if not(handled)
{
{
s1 = targ.netname;
f1 = targ.team;
- f2 = NO_FL_ARG;
}
else
{
- if(deathtype == DEATH_MIRRORDAMAGE)
- {
- s1 = targ.netname;
- f1 = targ.team;
- f2 = targ.killcount;
- }
- else
+ switch(deathtype)
{
- s1 = targ.netname;
- f1 = targ.killcount;
- f2 = NO_FL_ARG;
+ case DEATH_MIRRORDAMAGE:
+ {
+ s1 = targ.netname;
+ f1 = targ.team;
+ //f2 = targ.killcount;
+ break;
+ }
+
+ default:
+ {
+ s1 = s2 = NO_STR_ARG;
+ f1 = f2 = f3 = NO_FL_ARG;
+ break;
+ }
}
-
- // Do this manually inside of each if statement where necessary,
- // DEATH_TEAMCHANGE and such are not supposed to have this.
LogDeath("suicide", deathtype, targ, targ);
GiveFrags(attacker, targ, -1, deathtype);
}
- Obituary_SpecialDeath(targ, deathtype, s1, NO_STR_ARG, f1, f2, NO_FL_ARG);
+ Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
}
else if(DEATH_WEAPONOF(deathtype))
{
{
if(DEATH_ISSPECIAL(deathtype))
{
- print("hmm death was special?\n");
+ backtrace("hmm death was special?\n");
}
else if(DEATH_WEAPONOF(deathtype))
{
// =============
else
{
- Send_CSQC_KillCenterprint(targ, "", "", deathtype, MSG_KILL_ACTION);
if (deathtype == DEATH_HURTTRIGGER && inflictor.message != "")
msg = inflictor.message;
else if (deathtype == DEATH_CUSTOM)
msg = deathmessage;
else
msg = "";
- if(strstrofs(msg, "%", 0) < 0)
- msg = strcat("%s ", msg);
+
+ if(strstrofs(msg, "%", 0) < 0) { msg = strcat("%s ", msg); }
+ LogDeath("accident", deathtype, targ, targ);
GiveFrags(targ, targ, -1, deathtype);
if(PlayerScore_Add(targ, SP_SCORE, 0) == -5) {
AnnounceTo(targ, "botlike");
PlayerStats_Event(attacker, PLAYERSTATS_ACHIEVEMENT_BOTLIKE, 1);
}
- Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
+ //Send_KillNotification(s, msg, "", deathtype, MSG_KILL_ACTION);
- if (targ.killcount > 2)
- Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
+ //if (targ.killcount > 2)
+ // Send_KillNotification(s, ftos(targ.killcount), "", 0, MSG_KILL_ACTION_SPREE);
- LogDeath("accident", deathtype, targ, targ);
+ Obituary_SpecialDeath(targ, FALSE, deathtype, s1, s2, f1, f2, NO_FL_ARG);
}
targ.death_origin = targ.origin;
// these are needed since mutators are compiled last
+#ifdef SVQC
// used in cheats.qc
void ctf_RespawnFlag(entity flag)
.float CAPTURE_VERBOSE;
.float PICKUP_TEAM_VERBOSE;
.float PICKUP_ENEMY_VERBOSE;
+#else
+var float autocvar_notification_ctf_capture_verbose = TRUE;
+var float autocvar_notification_ctf_pickup_team_verbose = TRUE;
+var float autocvar_notification_ctf_pickup_enemy_verbose = TRUE;
+#endif