--- /dev/null
- SV_ChangeTeam(this, this.killindicator_teamchange - 1);
+ #include "clientkill.qh"
+
+ #include <server/defs.qh>
+
+ #include "g_damage.qh"
+ #include "teamplay.qh"
+
+ #include <common/vehicles/sv_vehicles.qh>
+ #include <common/notifications/all.qh>
+ #include <common/stats.qh>
+
+ void ClientKill_Now_TeamChange(entity this)
+ {
+ if (this.killindicator_teamchange == -1)
+ {
+ TeamBalance_JoinBestTeam(this);
+ }
+ else if (this.killindicator_teamchange == -2)
+ {
+ if (blockSpectators)
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_SPECTATE_WARNING, autocvar_g_maxplayers_spectator_blocktime);
+ PutObserverInServer(this);
+ }
+ else
++ {
++ Player_SetTeamIndexChecked(this, Team_TeamToIndex(
++ this.killindicator_teamchange));
++ }
+ this.killindicator_teamchange = 0;
+ }
+
+ void ClientKill_Now(entity this)
+ {
+ if (this.vehicle)
+ {
+ vehicles_exit(this.vehicle, VHEF_RELEASE);
+ if (!this.killindicator_teamchange)
+ {
+ this.vehicle_health = -1;
+ Damage(this, this, this, 1 , DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ }
+ }
+
+ if (this.killindicator && !wasfreed(this.killindicator))
+ delete(this.killindicator);
+
+ this.killindicator = NULL;
+
+ if (this.killindicator_teamchange)
+ ClientKill_Now_TeamChange(this);
+
+ if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
+ {
+ Damage(this, this, this, 100000, DEATH_KILL.m_id, DMG_NOWEP, this.origin, '0 0 0');
+ }
+
+ // now I am sure the player IS dead
+ }
+ void KillIndicator_Think(entity this)
+ {
+ if (game_stopped || (this.owner.alpha < 0 && !this.owner.vehicle))
+ {
+ this.owner.killindicator = NULL;
+ delete(this);
+ return;
+ }
+
+ if (this.cnt <= 0)
+ {
+ ClientKill_Now(this.owner);
+ return;
+ }
+
+ // count == 1 means that it's silent
+ if (this.count != 1)
+ {
+ if (this.cnt <= 10)
+ setmodel(this, MDL_NUM(this.cnt));
+ if (IS_REAL_CLIENT(this.owner))
+ {
+ if (this.cnt <= 10)
+ Send_Notification(NOTIF_ONE, this.owner, MSG_ANNCE, Announcer_PickNumber(CNT_KILL, this.cnt));
+ }
+ }
+ this.nextthink = time + 1;
+ this.cnt -= 1;
+ }
+
+ .float lip;
+ float clientkilltime;
+ .float clientkill_nexttime;
+ void ClientKill_TeamChange(entity this, float targetteam) // 0 = don't change, -1 = auto, -2 = spec
+ {
+ if (game_stopped)
+ return;
+
+ float killtime = autocvar_g_balance_kill_delay;
+
+ if (MUTATOR_CALLHOOK(ClientKill, this, killtime))
+ return;
+ killtime = M_ARGV(1, float);
+
+ this.killindicator_teamchange = targetteam;
+
+ // this.killindicator.count == 1 means that the kill indicator was spawned by ClientKill_Silent
+ if(killtime <= 0 && this.killindicator && this.killindicator.count == 1)
+ {
+ ClientKill_Now(this); // allow instant kill in this case
+ return;
+ }
+
+ if (!this.killindicator)
+ {
+ if (!IS_DEAD(this))
+ {
+ killtime = max(killtime, this.clientkill_nexttime - time);
+ this.clientkill_nexttime = time + killtime + autocvar_g_balance_kill_antispam;
+ }
+
+ if (killtime <= 0 || !IS_PLAYER(this) || IS_DEAD(this))
+ {
+ ClientKill_Now(this);
+ }
+ else
+ {
+ float starttime = max(time, clientkilltime);
+
+ this.killindicator = spawn();
+ this.killindicator.owner = this;
+ this.killindicator.scale = 0.5;
+ setattachment(this.killindicator, this, "");
+ setorigin(this.killindicator, '0 0 52');
+ setthink(this.killindicator, KillIndicator_Think);
+ this.killindicator.nextthink = starttime + (this.lip) * 0.05;
+ clientkilltime = max(clientkilltime, this.killindicator.nextthink + 0.05);
+ this.killindicator.cnt = ceil(killtime);
+ this.killindicator.count = bound(0, ceil(killtime), 10);
+ //sprint(this, strcat("^1You'll be dead in ", ftos(this.killindicator.cnt), " seconds\n"));
+
+ IL_EACH(g_clones, it.enemy == this && !(it.effects & CSQCMODEL_EF_RESPAWNGHOST),
+ {
+ it.killindicator = spawn();
+ it.killindicator.owner = it;
+ it.killindicator.scale = 0.5;
+ setattachment(it.killindicator, it, "");
+ setorigin(it.killindicator, '0 0 52');
+ setthink(it.killindicator, KillIndicator_Think);
+ it.killindicator.nextthink = starttime + (it.lip) * 0.05;
+ //clientkilltime = max(clientkilltime, it.killindicator.nextthink + 0.05);
+ it.killindicator.cnt = ceil(killtime);
+ });
+ this.lip = 0;
+ }
+ }
+ if (this.killindicator)
+ {
+ Notification notif;
+ if (targetteam == 0) // just die
+ {
+ this.killindicator.colormod = '0 0 0';
+ notif = CENTER_TEAMCHANGE_SUICIDE;
+ }
+ else if (targetteam == -1) // auto
+ {
+ this.killindicator.colormod = '0 1 0';
+ notif = CENTER_TEAMCHANGE_AUTO;
+ }
+ else if (targetteam == -2) // spectate
+ {
+ this.killindicator.colormod = '0.5 0.5 0.5';
+ notif = CENTER_TEAMCHANGE_SPECTATE;
+ }
+ else
+ {
+ this.killindicator.colormod = Team_ColorRGB(targetteam);
+ notif = APP_TEAM_NUM(targetteam, CENTER_TEAMCHANGE);
+ }
+ if (IS_REAL_CLIENT(this) && this.killindicator.cnt > 0)
+ Send_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, notif, this.killindicator.cnt);
+ }
+
+ }
+
+ void ClientKill_Silent(entity this, float _delay)
+ {
+ this.killindicator = spawn();
+ this.killindicator.owner = this;
+ setthink(this.killindicator, KillIndicator_Think);
+ this.killindicator.nextthink = time + (this.lip) * 0.05;
+ this.killindicator.cnt = ceil(_delay);
+ this.killindicator.count = 1; // this is used to indicate that it should be silent
+ this.lip = 0;
+ }
+
+ // Called when a client types 'kill' in the console
+ void ClientKill(entity this)
+ {
+ // TODO: once .health is removed, will need to check it here for the "already dead" message!
+
+ if (game_stopped || this.player_blocked || STAT(FROZEN, this))
+ return;
+
+ ClientKill_TeamChange(this, 0);
+ }