add code for handling pronouns in obituaries
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be61fb8b0e
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237
source/client.qc
237
source/client.qc
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@ -324,21 +324,6 @@ void() respawn = {
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}
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};
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/*
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============
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ClientKill
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Player entered the suicide command
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============
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*/
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void() ClientKill = {
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bprint(self.netname, " suicides\n");
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set_suicide_frame();
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self.modelindex = modelindex_player;
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self.frags = self.frags - 2; // extra penalty
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respawn();
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};
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float(vector v) CheckSpawnPoint = {
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return FALSE;
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};
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@ -1084,23 +1069,56 @@ void() cheat_quad = {
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self.items = self.items | IT_QUAD;
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};
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void(float pronoun) change_pronoun = {
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pronoun = minmax(pronoun, PRO_NONE, PRO_MAX - 1);
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string(float pro) pronoun_subject = {
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switch(pro) {
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case PRO_NONE: return "none";
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case PRO_FAE: return "fae";
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case PRO_HE: return "he";
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case PRO_IT: return "it";
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case PRO_SHE: return "she";
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case PRO_THEY: return "they";
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case PRO_XEY: return "xey";
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case PRO_ZE_H: return "ze";
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case PRO_ZE_Z: return "ze";
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default: return "unknown";
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}
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};
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dprint("pronoun set to ", ftos(pronoun), "\n");
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string(float pro) pronoun_possessive = {
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switch(pro) {
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case PRO_NONE: return "none";
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case PRO_FAE: return "faer";
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case PRO_HE: return "his";
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case PRO_IT: return "its";
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case PRO_SHE: return "her";
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case PRO_THEY: return "their";
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case PRO_XEY: return "xyr";
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case PRO_ZE_H: return "hir";
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case PRO_ZE_Z: return "zir";
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default: return "unknown";
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}
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};
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void(float pro) change_pronoun = {
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pro = minmax(pro, PRO_NONE, PRO_MAX - 1);
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self.pronoun = pro;
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sprint(self, "pronoun set to ",
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pronoun_subject(pro), "/",
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pronoun_possessive(pro), "\n");
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};
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void() ImpulseCommands = {
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if(self.impulse >= 1 && self.impulse <= 8) {
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W_ChangeWeapon(self.impulse);
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} else if(self.impulse >= 4000 && self.impulse < 5000) {
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change_pronoun(self.impulse - 4000);
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} else if(self.impulse >= 20 && self.impulse < 40) {
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change_pronoun(self.impulse - 20);
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} else {
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switch(self.impulse) {
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case 9: cheat(); break;
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case 10: W_CycleWeapon(); break;
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case 12: W_CycleWeaponReverse(); break;
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case 255: cheat_quad(); break;
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case 9: cheat(); break;
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case 10: W_CycleWeapon(); break;
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case 11: cheat_quad(); break;
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case 12: W_CycleWeaponReverse(); break;
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}
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}
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@ -1123,12 +1141,15 @@ float(entity targ, entity attacker) obit_suicide = {
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targ.frags = targ.frags - 1;
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if(targ.weapon == IT_LIGHTNING && targ.waterlevel > 1) {
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bprint(" discharges into the water.\n");
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bprint(" discharges into the water\n");
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} else if(targ.weapon == IT_GRENADE_LAUNCHER) {
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bprint(" tries to put the pin back in\n");
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} else {
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// FIXME
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bprint(" becomes bored with life\n");
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bprint(" becomes bored with ");
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if(targ.pronoun != PRO_NONE) {
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bprint(pronoun_possessive(targ.pronoun), " ");
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}
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bprint("life\n");
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}
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return TRUE;
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@ -1143,8 +1164,13 @@ float(entity targ, entity attacker) obit_teamkill = {
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if(rnum < 0.25) {
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bprint(" mows down a teammate\n");
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} else if(rnum < 0.50) {
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// FIXME
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bprint(" checks his glasses\n");
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if(attacker.pronoun == PRO_NONE) {
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bprint(" needs new glasses\n");
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} else {
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bprint(" checks ",
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pronoun_possessive(attacker.pronoun),
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" glasses\n");
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}
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} else if(rnum < 0.75) {
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bprint(" gets a frag for the other team\n");
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} else {
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@ -1201,8 +1227,7 @@ float(entity targ, entity attacker) obit_pkill = {
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if(attacker.waterlevel > 1) {
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deathstring2 = "'s discharge\n";
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} else {
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// FIXME
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deathstring2 = "'s shaft\n";
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deathstring2 = "'s hot lightning injection\n";
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}
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break;
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}
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@ -1215,35 +1240,110 @@ float(entity targ, entity attacker) obit_pkill = {
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float(entity targ, entity attacker) obit_monster = {
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switch(attacker.classname) {
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case "monster_army":
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bprint(" was shot by a Grunt\n"); break;
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if(random() < 0.5) {
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bprint(" was shot by a Grunt\n");
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} else {
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bprint(" was blasted by a Grunt\n");
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}
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break;
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case "monster_demon1":
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bprint(" was eviscerated by a Fiend\n"); break;
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if(targ.pronoun == PRO_NONE) {
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bprint(" had a Fiend lobotomy\n");
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} else {
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bprint(" had ",
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pronoun_possessive(targ.pronoun),
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" head ripped off by a Fiend\n");
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}
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break;
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case "monster_dog":
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bprint(" was mauled by a Rottweiler\n"); break;
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if(random() < 0.5) {
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bprint(" was eaten by a Rottweiler\n");
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} else {
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bprint(" was mauled by a Rottweiler\n");
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}
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break;
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case "monster_enforcer":
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bprint(" was blasted by an Enforcer\n"); break;
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if(random() < 0.5) {
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bprint(" was lazed by an Enforcer\n");
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} else {
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bprint(" stood in an Enforcer's way\n");
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}
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break;
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case "monster_fish":
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bprint(" was fed to the Rotfish\n"); break;
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if(targ.pronoun == PRO_NONE || random() < 0.5) {
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bprint(" was fed to a Rotfish\n");
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} else {
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bprint(" enjoys ",
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pronoun_possessive(targ.pronoun),
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" new life under the sea\n");
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}
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break;
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case "monster_hell_knight":
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bprint(" was slain by a Death Knight\n"); break;
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if(random() < 0.5) {
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bprint(" was killed to death by a Death Knight\n");
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} else {
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bprint(" was slain by a Death Knight\n");
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}
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break;
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case "monster_knight":
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bprint(" was slashed by a Knight\n"); break;
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if(random() < 0.1) {
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bprint(" was enamored by the Knight's intricate animations\n");
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} else {
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bprint(" was slashed by a Knight\n");
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}
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break;
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case "monster_ogre":
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bprint(" was destroyed by an Ogre\n"); break;
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if(random() < 0.05) {
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bprint(" knows that it's all Ogre now\n");
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} else {
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bprint(" was destroyed by an Ogre\n");
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}
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break;
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case "monster_oldone":
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bprint(" became one with Shub-Niggurath\n"); break;
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if(targ.pronoun == PRO_NONE) {
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bprint(" became one with Shub-Niggurath\n");
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} else {
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bprint(" accepted ", pronoun_possessive(targ.pronoun), " fate\n");
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}
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break;
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case "monster_shalrath":
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bprint(" was exploded by a Vore\n"); break;
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if(random() < 0.5) {
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bprint(" was merged with a Shalrath\n");
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} else {
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bprint(" couldn't evade the Vore\n");
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}
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break;
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case "monster_shambler":
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bprint(" was smashed by a Shambler\n"); break;
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if(random() < 0.5) {
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bprint(" was Shambled off this mortal coil\n");
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} else {
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bprint(" was fried by a Shambler\n");
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}
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break;
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case "monster_tarbaby":
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bprint(" was slimed by a Spawn\n"); break;
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case "monster_vomit":
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bprint(" was vomited on by a Vomitus\n"); break;
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if(random() < 0.5) {
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bprint(" was consumed by the Spawn\n");
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} else {
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bprint(" found ",
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pronoun_possessive(targ.pronoun),
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" place with the Spawn\n");
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}
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break;
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case "monster_wizard":
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bprint(" was scragged by a Scrag\n"); break;
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if(random() < 0.5) {
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bprint(" wasn't ready for the Wizard\n");
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} else {
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bprint(" was scragged by a Scrag\n");
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}
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break;
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case "monster_zombie":
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bprint(" joins the Zombies\n"); break;
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if(random() < 0.05) {
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bprint(". You are the demons\nAnd then ",
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targ.netname, " was a zombie.");
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} else {
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bprint(" joins the Zombies\n");
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}
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break;
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default:
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return FALSE;
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}
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@ -1254,8 +1354,11 @@ float(entity targ, entity attacker) obit_monster = {
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float(entity targ, entity attacker) obit_falling = {
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if(targ.deathtype == "falling") {
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targ.deathtype = "";
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// FIXME
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bprint(" fell to his death\n");
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if(targ.pronoun == PRO_NONE) {
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bprint(" hit the ground too hard\n");
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} else {
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bprint(" fell to ", pronoun_possessive(targ.pronoun), " death\n");
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}
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return TRUE;
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} else {
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return FALSE;
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@ -1264,22 +1367,24 @@ float(entity targ, entity attacker) obit_falling = {
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float(entity targ, entity attacker) obit_water = {
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switch(targ.watertype) {
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case -3:
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case CONTENT_SKY:
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bprint(" tried to buy the sky and sell the sky\n");
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break;
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case CONTENT_WATER:
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if(random() < 0.5) {
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bprint(" sleeps with the fishes\n");
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} else {
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// FIXME
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bprint(" sucks it down\n");
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bprint(" was quite thirsty\n");
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}
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break;
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case -4:
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case CONTENT_SLIME:
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if(random() < 0.5) {
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bprint(" gulped a load of slime\n");
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} else {
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bprint(" can't exist on slime alone\n");
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}
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break;
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case -5:
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case CONTENT_LAVA:
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if(targ.health < -15) {
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bprint(" burst into flames\n");
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} else if(random() < 0.5) {
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@ -1305,7 +1410,14 @@ float(entity targ, entity attacker) obit_trap = {
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case "fireball":
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bprint(" ate a lavaball\n"); break;
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case "trigger_changelevel":
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bprint(" tried to leave\n"); break;
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if(targ.pronoun == PRO_NONE) {
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bprint(" tried to leave\n");
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} else {
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bprint(" tried to leave, but ",
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pronoun_subject(targ.pronoun),
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" failed\n");
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}
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break;
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default:
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return FALSE;
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}
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@ -1370,3 +1482,18 @@ void(entity targ, entity attacker) ClientObituary = {
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bprint(" died\n");
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}
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};
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/*
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============
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ClientKill
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Player entered the suicide command
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============
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*/
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void() ClientKill = {
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self.frags = self.frags - 1; // extra penalty
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ClientObituary(self, self);
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set_suicide_frame();
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self.modelindex = modelindex_player;
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respawn();
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};
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