void player_diee9() { self->s.v.frame = 102; self->think = ( func_t ) player_diee9; self->s.v.nextthink = g_globalvars.time + 0.1; PlayerDead(); }
void CGpApp::CollisionEnemyMissilesAndPlayer() { INT i; if (PLAYER_STATUS_ALIVE != m_PlayerStatus) return; for(i=0; i != MISSILEMAX; ++i) { if (LC_TRUE == m_EnemyMissiles[i].nAlive) { if (LC_OK <= LCXCollisionRect2RectLTWH( m_EnemyMissiles[i].m_pos.x, m_EnemyMissiles[i].m_pos.y, (FLOAT)MISSILE_WIDTH, (FLOAT)MISSILE_HEIGHT, m_Player.m_pos.x, m_Player.m_pos.y, (FLOAT)PLAYER_WIDTH, (FLOAT)PLAYER_HEIGHT)) { m_EnemyMissiles[i].nAlive = LC_FALSE; if(LC_FALSE == ShieldProtect(10)) { PlayerDead(); } m_pSnd[2]->Play(); break; } } } }
void CGpApp::CollisionPlayerAndEnemies() { INT i; if (PLAYER_STATUS_ALIVE == m_PlayerStatus) { for(i=0; i != ENEMIESMAX; ++i) { if (LC_TRUE == m_Enemies[i].nAlive) { if (LC_OK <= LCXCollisionRect2RectLTWH( m_Enemies[i].m_pos.x, m_Enemies[i].m_pos.y, (FLOAT)ENEMY_WIDTH, (FLOAT)ENEMY_HEIGHT, m_Player.m_pos.x, m_Player.m_pos.y, (FLOAT)PLAYER_WIDTH,(FLOAT)PLAYER_HEIGHT)) { m_Enemies[i].nAlive = LC_FALSE; if(LC_FALSE == ShieldProtect(30)) { PlayerDead(); } m_pSnd[2]->Play(); break; } } } } }
void player_diec15() { self->s.v.frame = 84; self->think = ( func_t ) player_diec15; self->s.v.nextthink = g_globalvars.time + 0.1; PlayerDead(); }
void player_diea11() { self->s.v.frame = 60; self->think = ( func_t ) player_diea11; self->s.v.nextthink = g_globalvars.time + 0.1; PlayerDead(); }
void player_die_ax9() { self->s.v.frame = 49; self->s.v.think = ( func_t ) player_die_ax9; self->s.v.nextthink = g_globalvars.time + 0.1; PlayerDead(); }
int Game::qt_metacall(QMetaObject::Call _c, int _id, void **_a) { _id = QGraphicsView::qt_metacall(_c, _id, _a); if (_id < 0) return _id; if (_c == QMetaObject::InvokeMetaMethod) { switch (_id) { case 0: step(); break; case 1: FinishLevel(); break; case 2: PlayerDead(); break; case 3: hit(); break; default: ; } _id -= 4; } return _id; }
void PlayerDie() { self->ca_alive = false; DropPowerups(); if ( isCTF() ) { if ( self->hook_out ) { GrappleReset( self->hook ); self->attack_finished = g_globalvars.time + 0.75; self->hook_out = true; // FIXME: for which reason this set to true? } DropRune(); PlayerDropFlag( self, false ); } TeamplayDeathEvent (self); #ifdef BOT_SUPPORT BotPlayerDeathEvent (self); #endif self->s.v.items -= ( int ) self->s.v.items & IT_INVISIBILITY; self->invisible_finished = 0; // don't die as eyes self->invincible_finished = 0; // so we have quad few milleseconds after death // self->super_damage_finished = 0; // moved to prethink, like in ktpro self->radsuit_finished = 0; self->s.v.modelindex = modelindex_player; // don't use eyes DropBackpack(); self->weaponmodel = ""; if (vw_enabled) self->vw_index = 9; // null vwep model SetVector( self->s.v.view_ofs, 0, 0, -8 ); self->s.v.deadflag = DEAD_DYING; self->s.v.solid = SOLID_NOT; self->s.v.flags -= ( ( int ) ( self->s.v.flags ) ) & FL_ONGROUND; self->s.v.movetype = MOVETYPE_TOSS; if ( self->s.v.velocity[2] < 10 ) self->s.v.velocity[2] = self->s.v.velocity[2] + g_random() * 300; if ( self->s.v.health < -40 || dtSQUISH == self->deathtype || dtSUICIDE == self->deathtype || isRA() || isCA() ) { GibPlayer(); // Yawnmode: respawn has the same delay (900ms) regardless of deathtype gib/normal // - Molgrum // Hoonymode: Also force some time, e.g. to prevent instant respawn after /kill which // can cause bug if kill telefrags an idle player (counts as two points...) // only ever happens in testing, but oh well --phil if ( k_yawnmode || isHoonyModeDuel() ) { self->s.v.nextthink = g_globalvars.time + 0.9; self->think = ( func_t ) PlayerDead; return; } PlayerDead(); return; } if( match_in_progress == 2 ) DeathSound(); self->s.v.angles[0] = 0; self->s.v.angles[2] = 0; // function part split and called here StartDie(); }