Beispiel #1
0
	//=========================================================
	// PlayerKilled - someone/something killed this player
	//=========================================================
	void CMultiplayRules::PlayerKilled( CBasePlayer *pVictim, const CTakeDamageInfo &info )
	{
		DeathNotice( pVictim, info );

		// Find the killer & the scorer
		CBaseEntity *pInflictor = info.GetInflictor();
		CBaseEntity *pKiller = info.GetAttacker();
		CBasePlayer *pScorer = GetDeathScorer( pKiller, pInflictor, pVictim );
		
		pVictim->IncrementDeathCount( 1 );

		// dvsents2: uncomment when removing all FireTargets
		// variant_t value;
		// g_EventQueue.AddEvent( "game_playerdie", "Use", value, 0, pVictim, pVictim );
		FireTargets( "game_playerdie", pVictim, pVictim, USE_TOGGLE, 0 );

		// Did the player kill himself?
		if ( pVictim == pScorer )  
		{			
			if ( UseSuicidePenalty() )
			{
				// Players lose a frag for killing themselves
				pVictim->IncrementFragCount( -1 );
			}			
		}
		else if ( pScorer )
		{
			// if a player dies in a deathmatch game and the killer is a client, award the killer some points
			pScorer->IncrementFragCount( IPointsForKill( pScorer, pVictim ) );
			
			// Allow the scorer to immediately paint a decal
			pScorer->AllowImmediateDecalPainting();

			// dvsents2: uncomment when removing all FireTargets
			//variant_t value;
			//g_EventQueue.AddEvent( "game_playerkill", "Use", value, 0, pScorer, pScorer );
			FireTargets( "game_playerkill", pScorer, pScorer, USE_TOGGLE, 0 );
		}
		else
		{  
			if ( UseSuicidePenalty() )
			{
				// Players lose a frag for letting the world kill them			
				pVictim->IncrementFragCount( -1 );
			}					
		}
	}