if(autocvar_hud_panel_healtharmor == 2) // combined health and armor display
{
vector v;
- v = healtharmor_maxdamage(health, armor, armorblockpercent);
+ v = healtharmor_maxdamage(health, armor, armorblockpercent, DEATH_WEAPON);
float x;
x = floor(v_x + 1);
}
}
-vector healtharmor_maxdamage(float h, float a, float armorblock)
+#ifndef MENUQC
+vector healtharmor_maxdamage(float h, float a, float armorblock, float deathtype)
{
// NOTE: we'll always choose the SMALLER value...
float healthdamage, armordamage, armorideal;
+ if (deathtype == DEATH_DROWN) // Why should armor help here...
+ armorblock = 0;
vector v;
healthdamage = (h - 1) / (1 - armorblock); // damage we can take if we could use more health
armordamage = a + (h - 1); // damage we can take if we could use more armor
return v;
}
-vector healtharmor_applydamage(float a, float armorblock, float damage)
+vector healtharmor_applydamage(float a, float armorblock, float deathtype, float damage)
{
vector v;
+ if (deathtype == DEATH_DROWN) // Why should armor help here...
+ armorblock = 0;
v_y = bound(0, damage * armorblock, a); // save
v_x = bound(0, damage - v_y, damage); // take
v_z = 0;
return v;
}
+#endif
string getcurrentmod()
{
void RandomSelection_Init();
void RandomSelection_Add(entity e, float f, string s, float weight, float priority);
-vector healtharmor_maxdamage(float h, float a, float armorblock); // returns vector: maxdamage, armorideal, 1 if fully armored
-vector healtharmor_applydamage(float a, float armorblock, float damage); // returns vector: take, save, 0
+#ifndef MENUQC
+vector healtharmor_maxdamage(float h, float a, float armorblock, float deathtype); // returns vector: maxdamage, armorideal, 1 if fully armored
+vector healtharmor_applydamage(float a, float armorblock, float deathtype, float damage); // returns vector: take, save, 0
+#endif
string getcurrentmod();
//pointparticles(particleeffectnum("machinegun_impact"), self.origin + self.view_ofs + '0 0 7', '0 0 0', 1);
if(self.waypointsprite_attachedforcarrier)
- WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
+ WaypointSprite_UpdateHealth(self.waypointsprite_attachedforcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
playerdemo_write();
// damage resistance (ignore most of the damage from a bullet or similar)
damage = max(damage - 5, 1);
- v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v_x;
save = v_y;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
- v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v_x;
save = v_y;
if(autocvar_g_mirrordamage_virtual)
{
- vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, mirrordamage);
+ vector v = healtharmor_applydamage(attacker.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, mirrordamage);
attacker.dmg_take += v_x;
attacker.dmg_save += v_y;
attacker.dmg_inflictor = inflictor;
if(autocvar_g_friendlyfire_virtual)
{
- vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
+ vector v = healtharmor_applydamage(targ.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
targ.dmg_take += v_x;
targ.dmg_save += v_y;
targ.dmg_inflictor = inflictor;
void ctf_FlagcarrierWaypoints(entity player)
{
WaypointSprite_Spawn("flagcarrier", 0, 0, player, FLAG_WAYPOINT_OFFSET, world, player.team, player, wps_flagcarrier, TRUE, RADARICON_FLAG, WPCOLOR_FLAGCARRIER(player.team));
- WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
- WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent));
+ WaypointSprite_UpdateMaxHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON) * 2);
+ WaypointSprite_UpdateHealth(player.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(player.health, player.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
WaypointSprite_UpdateTeamRadar(player.wps_flagcarrier, RADARICON_FLAGCARRIER, WPCOLOR_FLAGCARRIER(player.team));
}
// update the health of the flag carrier waypointsprite
if(self.wps_flagcarrier)
- WaypointSprite_UpdateHealth(self.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent));
+ WaypointSprite_UpdateHealth(self.wps_flagcarrier, '1 0 0' * healtharmor_maxdamage(self.health, self.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
return FALSE;
}
}
else if(frag_target.flagcarried && (frag_target.deadflag == DEAD_NO) && DIFF_TEAM(frag_target, frag_attacker)) // if the target is a flagcarrier
{
- if(autocvar_g_ctf_flagcarrier_auto_helpme_damage > ('1 0 0' * healtharmor_maxdamage(frag_target.health, frag_target.armorvalue, autocvar_g_balance_armor_blockpercent)))
+ if(autocvar_g_ctf_flagcarrier_auto_helpme_damage > ('1 0 0' * healtharmor_maxdamage(frag_target.health, frag_target.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON)))
if(time > frag_target.wps_helpme_time + autocvar_g_ctf_flagcarrier_auto_helpme_time)
{
frag_target.wps_helpme_time = time;
e = WaypointSprite_Spawn(spr, 0, 0, carrier, '0 0 64', world, carrier.team, carrier, waypointsprite_attachedforcarrier, FALSE, icon, rgb);
if(e)
{
- WaypointSprite_UpdateMaxHealth(e, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent) * 2);
- WaypointSprite_UpdateHealth(e, '1 0 0' * healtharmor_maxdamage(carrier.health, carrier.armorvalue, autocvar_g_balance_armor_blockpercent));
+ WaypointSprite_UpdateMaxHealth(e, '1 0 0' * healtharmor_maxdamage(start_health, start_armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON) * 2);
+ WaypointSprite_UpdateHealth(e, '1 0 0' * healtharmor_maxdamage(carrier.health, carrier.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_WEAPON));
}
return e;
}