From: Mario Date: Tue, 3 Jun 2014 21:53:00 +0000 (+1000) Subject: Fix a couple of minor issues found during excessive playtesting X-Git-Tag: xonotic-v0.8.0~171^2~9 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=fe088339f3379847139b6f398af5891daa57f511;p=xonotic%2Fxonotic-data.pk3dir.git Fix a couple of minor issues found during excessive playtesting --- diff --git a/qcsrc/server/mutators/mutator_buffs.qc b/qcsrc/server/mutators/mutator_buffs.qc index 09b50442b..15c500446 100644 --- a/qcsrc/server/mutators/mutator_buffs.qc +++ b/qcsrc/server/mutators/mutator_buffs.qc @@ -23,7 +23,7 @@ float buff_Waypoint_visible_for_player(entity plr) { if(!self.owner.buff_active && !self.owner.buff_activetime) return FALSE; - + if(plr.buffs) { if(plr.cvar_cl_buffs_autoreplace) @@ -70,6 +70,8 @@ void buff_Respawn(entity ent) self.angles = spot.angles; } + ent.movetype = MOVETYPE_TOSS; + makevectors(ent.angles); ent.velocity = '0 0 200'; ent.angles = '0 0 0'; @@ -288,6 +290,9 @@ void buff_Init(entity ent) buff_SetCooldown(autocvar_g_buffs_cooldown_activate + game_starttime); self.buff_active = !self.buff_activetime; self.pflags = PFLAGS_FULLDYNAMIC; + + if(self.noalign) + self.movetype = MOVETYPE_NONE; // reset by random location setmodel(self, "models/relics/relic.md3"); setsize(self, BUFF_MIN, BUFF_MAX); @@ -334,6 +339,15 @@ MUTATOR_HOOKFUNCTION(buffs_PlayerDamage_SplitHealthArmor) return FALSE; } +void buff_Vengeance_DelayedDamage() +{ + if(self.enemy) + Damage(self.enemy, self.owner, self.owner, self.dmg, DEATH_BUFF_VENGEANCE, self.enemy.origin, '0 0 0'); + + remove(self); + return; +} + MUTATOR_HOOKFUNCTION(buffs_PlayerDamage_Calculate) { if(frag_deathtype == DEATH_BUFF_VENGEANCE) { return FALSE; } // oh no you don't @@ -347,6 +361,7 @@ MUTATOR_HOOKFUNCTION(buffs_PlayerDamage_Calculate) if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype)) if(frag_attacker) if(random() <= autocvar_g_buffs_medic_survive_chance) + if(frag_target.health - autocvar_g_buffs_medic_survive_health > 0) // not if the final result would be less than 0, medic must get health frag_damage = frag_target.health - autocvar_g_buffs_medic_survive_health; if(frag_target.buffs & BUFF_VENGEANCE) @@ -354,9 +369,15 @@ MUTATOR_HOOKFUNCTION(buffs_PlayerDamage_Calculate) if(frag_attacker != frag_target) if(!ITEM_DAMAGE_NEEDKILL(frag_deathtype)) { + entity dmgent = spawn(); vector v = healtharmor_applydamage(frag_attacker.armorvalue, autocvar_g_balance_armor_blockpercent, DEATH_BUFF_VENGEANCE, frag_damage * autocvar_g_buffs_vengeance_damage_multiplier); float take = v_x; - Damage(frag_attacker, frag_target, frag_target, take, DEATH_BUFF_VENGEANCE, frag_attacker.origin, '0 0 0'); + + dmgent.dmg = take; + dmgent.enemy = frag_attacker; + dmgent.owner = frag_target; + dmgent.think = buff_Vengeance_DelayedDamage; + dmgent.nextthink = time + 0.1; } if(frag_target.buffs & BUFF_BASH)