1 #include "cl_player.qh"
8 #include "g_triggers.qh"
9 #include "g_violence.qh"
10 #include "miscfunctions.qh"
12 #include "teamplay.qh"
13 #include "waypointsprites.qh"
14 #include "weapons/throwing.qh"
15 #include "command/common.qh"
16 #include "../common/animdecide.qh"
17 #include "../common/csqcmodel_settings.qh"
18 #include "../common/deathtypes.qh"
19 #include "../common/playerstats.qh"
20 #include "../csqcmodellib/sv_model.qh"
22 #include "weapons/weaponstats.qh"
24 void CopyBody_Think(void)
26 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
28 self.CopyBody_think();
31 self.CopyBody_nextthink = self.nextthink;
32 self.CopyBody_think = self.think;
33 self.think = CopyBody_Think;
35 CSQCMODEL_AUTOUPDATE();
36 self.nextthink = time;
38 void CopyBody(float keepvelocity)
41 if (self.effects & EF_NODRAW)
46 self.lip = oldself.lip;
47 self.colormap = oldself.colormap;
48 self.iscreature = oldself.iscreature;
49 self.teleportable = oldself.teleportable;
50 self.damagedbycontents = oldself.damagedbycontents;
51 self.angles = oldself.angles;
52 self.v_angle = oldself.v_angle;
53 self.avelocity = oldself.avelocity;
54 self.classname = "body";
55 self.damageforcescale = oldself.damageforcescale;
56 self.effects = oldself.effects;
57 self.glowmod = oldself.glowmod;
58 self.event_damage = oldself.event_damage;
59 self.anim_state = oldself.anim_state;
60 self.anim_time = oldself.anim_time;
61 self.anim_lower_action = oldself.anim_lower_action;
62 self.anim_lower_time = oldself.anim_lower_time;
63 self.anim_upper_action = oldself.anim_upper_action;
64 self.anim_upper_time = oldself.anim_upper_time;
65 self.anim_implicit_state = oldself.anim_implicit_state;
66 self.anim_implicit_time = oldself.anim_implicit_time;
67 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
68 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
69 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
70 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
71 self.dphitcontentsmask = oldself.dphitcontentsmask;
72 self.death_time = oldself.death_time;
73 self.pain_finished = oldself.pain_finished;
74 self.health = oldself.health;
75 self.armorvalue = oldself.armorvalue;
76 self.armortype = oldself.armortype;
77 self.model = oldself.model;
78 self.modelindex = oldself.modelindex;
79 self.skin = oldself.skin;
80 self.species = oldself.species;
81 self.movetype = oldself.movetype;
82 self.solid = oldself.solid;
83 self.ballistics_density = oldself.ballistics_density;
84 self.takedamage = oldself.takedamage;
85 self.customizeentityforclient = oldself.customizeentityforclient;
86 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
87 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
88 if (keepvelocity == 1)
89 self.velocity = oldself.velocity;
90 self.oldvelocity = self.velocity;
91 self.alpha = oldself.alpha;
92 self.fade_time = oldself.fade_time;
93 self.fade_rate = oldself.fade_rate;
94 //self.weapon = oldself.weapon;
95 setorigin(self, oldself.origin);
96 setsize(self, oldself.mins, oldself.maxs);
97 self.prevorigin = oldself.origin;
98 self.reset = SUB_Remove;
100 Drag_MoveDrag(oldself, self);
102 if(self.colormap <= maxclients && self.colormap > 0)
103 self.colormap = 1024 + oldself.clientcolors;
105 CSQCMODEL_AUTOINIT();
106 self.CopyBody_nextthink = oldself.nextthink;
107 self.CopyBody_think = oldself.think;
108 self.nextthink = time;
109 self.think = CopyBody_Think;
110 // "bake" the current animation frame for clones (they don't get clientside animation)
111 animdecide_load_if_needed(self);
112 animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
117 float player_getspecies()
120 get_model_parameters(self.model, self.skin);
121 s = get_model_parameters_species;
122 get_model_parameters(string_null, 0);
124 return SPECIES_HUMAN;
128 void player_setupanimsformodel()
130 // load animation info
131 animdecide_load_if_needed(self);
132 animdecide_setstate(self, 0, false);
135 void player_anim (void)
137 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
140 // Decide on which death animation to use.
142 deadbits = ANIMSTATE_DEAD1;
144 deadbits = ANIMSTATE_DEAD2;
147 // Clear a previous death animation.
150 int animbits = deadbits;
152 animbits |= ANIMSTATE_FROZEN;
154 animbits |= ANIMSTATE_DUCK;
155 animdecide_setstate(self, animbits, false);
156 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
158 if (self.weaponentity)
160 updateanim(self.weaponentity);
161 if (!self.weaponentity.animstate_override)
162 setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
166 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
170 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
172 // damage resistance (ignore most of the damage from a bullet or similar)
173 damage = max(damage - 5, 1);
175 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
179 if(sound_allowed(MSG_BROADCAST, attacker))
182 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
184 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
186 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
190 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
192 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
194 self.armorvalue = self.armorvalue - save;
195 self.health = self.health - take;
196 // pause regeneration for 5 seconds
197 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
199 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
200 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
201 self.dmg_inflictor = inflictor;
203 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
205 // don't use any animations as a gib
207 // view just above the floor
208 self.view_ofs = '0 0 4';
210 Violence_GibSplash(self, 1, 1, attacker);
212 self.solid = SOLID_NOT; // restore later
213 self.takedamage = DAMAGE_NO; // restore later
214 self.damagedbycontents = false;
218 void calculate_player_respawn_time()
223 float gametype_setting_tmp;
224 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
225 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
226 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
227 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
228 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
229 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
231 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
237 if (pl.team == self.team)
239 if (sdelay_small_count == 0)
240 sdelay_small_count = 1;
241 if (sdelay_large_count == 0)
242 sdelay_large_count = 1;
249 if (sdelay_small_count == 0)
253 // Players play independently. No point in requiring enemies.
254 sdelay_small_count = 1;
258 // Players play AGAINST each other. Enemies required.
259 sdelay_small_count = 2;
262 if (sdelay_large_count == 0)
266 // Players play independently. No point in requiring enemies.
267 sdelay_large_count = 1;
271 // Players play AGAINST each other. Enemies required.
272 sdelay_large_count = 2;
279 if (pcount <= sdelay_small_count)
280 sdelay = sdelay_small;
281 else if (pcount >= sdelay_large_count)
282 sdelay = sdelay_large;
283 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
284 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
287 self.respawn_time = ceil((time + sdelay) / waves) * waves;
289 self.respawn_time = time + sdelay;
291 if(sdelay < sdelay_max)
292 self.respawn_time_max = time + sdelay_max;
294 self.respawn_time_max = self.respawn_time;
296 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
297 self.respawn_countdown = 10; // first number to count down from is 10
299 self.respawn_countdown = -1; // do not count down
301 if(autocvar_g_forced_respawn)
302 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
305 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
307 float take, save, dh, da;
310 float valid_damage_for_weaponstats;
313 dh = max(self.health, 0);
314 da = max(self.armorvalue, 0);
316 if(!DEATH_ISSPECIAL(deathtype))
318 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
320 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
323 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
325 // tuba causes blood to come out of the ears
330 ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
332 makevectors(self.angles);
333 ear1 += v_right * -10;
334 ear2 += v_right * +10;
335 d = inflictor.origin - self.origin;
337 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
339 f = 0; // Assum ecenter.
340 force = v_right * vlen(force);
341 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
342 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
351 // force is already good
355 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
358 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
364 // don't reset pushltime for self damage as it may be an attempt to
365 // escape a lava pit or similar
366 //self.pushltime = 0;
369 else if(IS_PLAYER(attacker))
371 self.pusher = attacker;
372 self.pushltime = time + autocvar_g_maxpushtime;
373 self.istypefrag = self.BUTTON_CHAT;
375 else if(time < self.pushltime)
377 attacker = self.pusher;
378 self.pushltime = max(self.pushltime, time + 0.6);
386 frag_inflictor = inflictor;
387 frag_attacker = attacker;
389 frag_damage = damage;
392 damage_force = force;
393 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
394 take = bound(0, damage_take, self.health);
395 save = bound(0, damage_save, self.armorvalue);
396 excess = max(0, damage - take - save);
398 if(sound_allowed(MSG_BROADCAST, attacker))
401 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
403 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
405 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
409 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
411 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
413 if (time >= self.spawnshieldtime)
415 if (!(self.flags & FL_GODMODE))
417 self.armorvalue = self.armorvalue - save;
418 self.health = self.health - take;
419 // pause regeneration for 5 seconds
421 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
423 if (time > self.pain_finished) //Don't switch pain sequences like crazy
425 self.pain_finished = time + 0.5; //Supajoe
427 if(autocvar_sv_gentle < 1) {
428 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
430 if (!self.animstate_override)
433 animdecide_setaction(self, ANIMACTION_PAIN1, true);
435 animdecide_setaction(self, ANIMACTION_PAIN2, true);
439 if(sound_allowed(MSG_BROADCAST, attacker))
440 if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
442 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
444 if(deathtype == DEATH_FALL)
445 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
446 else if(self.health > 75) // TODO make a "gentle" version?
447 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
448 else if(self.health > 50)
449 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
450 else if(self.health > 25)
451 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
453 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
458 // throw off bot aim temporarily
460 if(IS_BOT_CLIENT(self) && self.health >= 1)
462 shake = damage * 5 / (bound(0,skill,100) + 1);
463 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
464 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
465 self.v_angle_x = bound(-90, self.v_angle.x, 90);
469 self.max_armorvalue += (save + take);
471 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
472 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
473 self.dmg_inflictor = inflictor;
475 float abot, vbot, awep;
476 abot = (IS_BOT_CLIENT(attacker));
477 vbot = (IS_BOT_CLIENT(self));
479 valid_damage_for_weaponstats = 0;
482 if(vbot || IS_REAL_CLIENT(self))
483 if(abot || IS_REAL_CLIENT(attacker))
484 if(attacker && self != attacker)
485 if(DIFF_TEAM(self, attacker))
487 if(DEATH_ISSPECIAL(deathtype))
488 awep = attacker.weapon;
490 awep = DEATH_WEAPONOF(deathtype);
491 valid_damage_for_weaponstats = 1;
494 if(valid_damage_for_weaponstats)
496 dh = dh - max(self.health, 0);
497 da = da - max(self.armorvalue, 0);
498 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
503 float defer_ClientKill_Now_TeamChange;
504 defer_ClientKill_Now_TeamChange = false;
508 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
512 if(valid_damage_for_weaponstats)
513 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
515 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
516 if(sound_allowed(MSG_BROADCAST, attacker))
518 if(deathtype == DEATH_DROWN)
519 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
521 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
524 // get rid of kill indicator
525 if(self.killindicator)
527 remove(self.killindicator);
528 self.killindicator = world;
529 if(self.killindicator_teamchange)
530 defer_ClientKill_Now_TeamChange = true;
532 if(self.classname == "body")
533 if(deathtype == DEATH_KILL)
535 // for the lemmings fans, a small harmless explosion
536 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
540 // print an obituary message
541 if(self.classname != "body")
542 Obituary (attacker, inflictor, self, deathtype);
544 // increment frag counter for used weapon type
545 int w = DEATH_WEAPONOF(deathtype);
547 if(accuracy_isgooddamage(attacker, self))
548 attacker.accuracy.(accuracy_frags[w-1]) += 1;
550 frag_attacker = attacker;
551 frag_inflictor = inflictor;
553 frag_deathtype = deathtype;
554 MUTATOR_CALLHOOK(PlayerDies);
556 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
558 RemoveGrapplingHook(self);
560 Portal_ClearAllLater(self);
562 self.fixangle = true;
564 if(defer_ClientKill_Now_TeamChange)
565 ClientKill_Now_TeamChange(); // can turn player into spectator
567 // player could have been miraculously resuscitated ;)
568 // e.g. players in freezetag get frozen, they don't really die
569 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
572 // when we get here, player actually dies
574 Unfreeze(self); // remove any icy remains
575 self.health = 0; // Unfreeze resets health, so we need to set it back
578 WaypointSprite_PlayerDead();
580 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
582 // become fully visible
583 self.alpha = default_player_alpha;
584 // make the corpse upright (not tilted)
588 self.avelocity = '0 0 0';
589 // view from the floor
590 self.view_ofs = '0 0 -8';
592 self.movetype = MOVETYPE_TOSS;
594 self.solid = SOLID_CORPSE;
595 self.ballistics_density = autocvar_g_ballistics_density_corpse;
596 // don't stick to the floor
597 self.flags &= ~FL_ONGROUND;
599 self.deadflag = DEAD_DYING;
601 // when to allow respawn
602 calculate_player_respawn_time();
604 self.death_time = time;
606 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
608 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
612 setsize(self, self.mins, self.maxs);
614 // set damage function to corpse damage
615 self.event_damage = PlayerCorpseDamage;
616 // call the corpse damage function just in case it wants to gib
617 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
619 // set up to fade out later
620 SUB_SetFade (self, time + 6 + random (), 1);
621 // reset body think wrapper broken by SUB_SetFade
622 if(self.classname == "body" && self.think != CopyBody_Think) {
623 self.CopyBody_think = self.think;
624 self.CopyBody_nextthink = self.nextthink;
625 self.think = CopyBody_Think;
626 self.nextthink = time;
629 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
631 // clones don't run any animation code any more, so we must gib them when they die :(
632 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
635 // reset fields the weapons may use just in case
636 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
638 WEP_ACTION(j, WR_RESETPLAYER);
639 ATTACK_FINISHED_FOR(self, j) = 0;
644 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
645 // message "": do not say, just test flood control
651 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
653 var .float flood_field;
656 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
658 if(!teamsay && !privatesay)
659 if(substring(msgin, 0, 1) == " ")
660 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
662 msgin = formatmessage(msgin);
664 if (!IS_PLAYER(source))
665 colorstr = "^0"; // black for spectators
667 colorstr = Team_ColorCode(source.team);
674 if(intermission_running)
678 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
681 * using bprint solves this... me stupid
682 // how can we prevent the message from appearing in a listen server?
683 // for now, just give "say" back and only handle say_team
686 clientcommand(self, strcat("say ", msgin));
691 if(autocvar_g_chat_teamcolors)
692 namestr = playername(source);
694 namestr = source.netname;
696 if(strdecolorize(namestr) == namestr)
705 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
706 privatemsgprefixlen = strlen(msgstr);
707 msgstr = strcat(msgstr, msgin);
708 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
709 if(autocvar_g_chat_teamcolors)
710 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
712 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
716 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
717 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
721 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
724 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
728 msgstr = cmsgstr = "";
732 fullcmsgstr = cmsgstr;
736 flood_field = floodcontrol_chat;
745 flood_spl = autocvar_g_chat_flood_spl_tell;
746 flood_burst = autocvar_g_chat_flood_burst_tell;
747 flood_lmax = autocvar_g_chat_flood_lmax_tell;
748 flood_field = floodcontrol_chattell;
752 flood_spl = autocvar_g_chat_flood_spl_team;
753 flood_burst = autocvar_g_chat_flood_burst_team;
754 flood_lmax = autocvar_g_chat_flood_lmax_team;
755 flood_field = floodcontrol_chatteam;
759 flood_spl = autocvar_g_chat_flood_spl;
760 flood_burst = autocvar_g_chat_flood_burst;
761 flood_lmax = autocvar_g_chat_flood_lmax;
762 flood_field = floodcontrol_chat;
764 flood_burst = max(0, flood_burst - 1);
765 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
767 // do flood control for the default line size
770 getWrappedLine_remaining = msgstr;
773 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
775 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
778 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
780 if(getWrappedLine_remaining != "")
782 msgstr = strcat(msgstr, "\n");
786 if (time >= source.(flood_field))
788 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
798 if (time >= source.(flood_field))
799 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
804 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
805 source.(flood_field) = flood = 0;
808 if(flood == 2) // cannot happen for empty msgstr
810 if(autocvar_g_chat_flood_notify_flooder)
812 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
817 sourcemsgstr = fullmsgstr;
818 sourcecmsgstr = fullcmsgstr;
824 sourcemsgstr = msgstr;
825 sourcecmsgstr = cmsgstr;
829 if (!IS_PLAYER(source))
831 if (!intermission_running)
832 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
833 teamsay = -1; // spectators
837 print("NOTE: ", playername(source), "^7 is flooding.\n");
839 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
841 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
845 // always fake the message
850 if (autocvar_g_chat_flood_notify_flooder)
852 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
863 if(sourcemsgstr != "" && ret != 0)
865 if(ret < 0) // faked message, because the player is muted
867 sprint(source, sourcemsgstr);
868 if(sourcecmsgstr != "" && !privatesay)
869 centerprint(source, sourcecmsgstr);
871 else if(privatesay) // private message, between 2 people only
873 sprint(source, sourcemsgstr);
874 sprint(privatesay, msgstr);
875 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
877 centerprint(privatesay, cmsgstr);
879 else if(teamsay > 0) // team message, only sent to team mates
881 sprint(source, sourcemsgstr);
882 dedicated_print(msgstr); // send to server console too
883 if(sourcecmsgstr != "")
884 centerprint(source, sourcecmsgstr);
885 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
888 sprint(head, msgstr);
890 centerprint(head, cmsgstr);
893 else if(teamsay < 0) // spectator message, only sent to spectators
895 sprint(source, sourcemsgstr);
896 dedicated_print(msgstr); // send to server console too
897 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
899 sprint(head, msgstr);
901 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
903 sprint(source, sourcemsgstr);
904 dedicated_print(msgstr); // send to server console too
905 FOR_EACH_REALCLIENT(head)
907 sprint(head, msgstr);
910 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
916 float GetVoiceMessageVoiceType(string type)
919 return VOICETYPE_TAUNT;
920 if(type == "teamshoot")
921 return VOICETYPE_LASTATTACKER;
922 return VOICETYPE_TEAMRADIO;
925 .string GetVoiceMessageSampleField(string type)
927 GetPlayerSoundSampleField_notFound = 0;
930 #define _VOICEMSG(m) case #m: return playersound_##m;
934 GetPlayerSoundSampleField_notFound = 1;
935 return playersound_taunt;
938 .string GetPlayerSoundSampleField(string type)
940 GetPlayerSoundSampleField_notFound = 0;
943 #define _VOICEMSG(m) case #m: return playersound_##m;
947 GetPlayerSoundSampleField_notFound = 1;
948 return playersound_taunt;
951 void PrecacheGlobalSound(string samplestring)
954 tokenize_console(samplestring);
958 for(i = 1; i <= n; ++i)
959 precache_sound(strcat(argv(0), ftos(i), ".wav"));
963 precache_sound(strcat(argv(0), ".wav"));
967 void PrecachePlayerSounds(string f)
971 fh = fopen(f, FILE_READ);
974 while((s = fgets(fh)))
976 if(tokenize_console(s) != 3)
978 dprint("Invalid sound info line: ", s, "\n");
981 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
985 if (!allvoicesamples)
987 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
990 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
994 void ClearPlayerSounds()
996 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1002 float LoadPlayerSounds(string f, float first)
1007 fh = fopen(f, FILE_READ);
1010 dprint("Player sound file not found: ", f, "\n");
1013 while((s = fgets(fh)))
1015 if(tokenize_console(s) != 3)
1017 field = GetPlayerSoundSampleField(argv(0));
1018 if(GetPlayerSoundSampleField_notFound)
1019 field = GetVoiceMessageSampleField(argv(0));
1020 if(GetPlayerSoundSampleField_notFound)
1023 strunzone(self.(field));
1024 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
1030 void UpdatePlayerSounds()
1032 if(self.modelindex == self.modelindex_for_playersound)
1033 if(self.skin == self.skin_for_playersound)
1035 self.modelindex_for_playersound = self.modelindex;
1036 self.skin_for_playersound = self.skin;
1037 ClearPlayerSounds();
1038 LoadPlayerSounds("sound/player/default.sounds", 1);
1039 if(!autocvar_g_debug_defaultsounds)
1040 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1041 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1044 void FakeGlobalSound(string sample, float chan, float voicetype)
1052 tokenize_console(sample);
1055 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1057 sample = strcat(argv(0), ".wav"); // randomization
1061 case VOICETYPE_LASTATTACKER_ONLY:
1063 case VOICETYPE_LASTATTACKER:
1067 if(IS_REAL_CLIENT(msg_entity))
1068 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1071 case VOICETYPE_TEAMRADIO:
1073 if(msg_entity.cvar_cl_voice_directional == 1)
1074 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1076 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1078 case VOICETYPE_AUTOTAUNT:
1083 if(autocvar_sv_gentle)
1085 tauntrand = random();
1087 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1089 if (msg_entity.cvar_cl_voice_directional >= 1)
1090 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1092 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1095 case VOICETYPE_TAUNT:
1097 if(self.deadflag == DEAD_NO)
1098 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1101 if(autocvar_sv_gentle)
1104 if (msg_entity.cvar_cl_voice_directional >= 1)
1105 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1107 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1109 case VOICETYPE_PLAYERSOUND:
1111 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1114 backtrace("Invalid voice type!");
1119 void GlobalSound(string sample, float chan, float voicetype)
1127 tokenize_console(sample);
1130 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1132 sample = strcat(argv(0), ".wav"); // randomization
1136 case VOICETYPE_LASTATTACKER_ONLY:
1139 msg_entity = self.pusher;
1140 if(IS_REAL_CLIENT(msg_entity))
1142 if(msg_entity.cvar_cl_voice_directional == 1)
1143 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1145 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1149 case VOICETYPE_LASTATTACKER:
1152 msg_entity = self.pusher;
1153 if(IS_REAL_CLIENT(msg_entity))
1155 if(msg_entity.cvar_cl_voice_directional == 1)
1156 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1158 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1161 if(IS_REAL_CLIENT(msg_entity))
1162 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1165 case VOICETYPE_TEAMRADIO:
1166 FOR_EACH_REALCLIENT(msg_entity)
1167 if(!teamplay || msg_entity.team == self.team)
1169 if(msg_entity.cvar_cl_voice_directional == 1)
1170 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1172 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1175 case VOICETYPE_AUTOTAUNT:
1180 if(autocvar_sv_gentle)
1182 tauntrand = random();
1183 FOR_EACH_REALCLIENT(msg_entity)
1184 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1186 if (msg_entity.cvar_cl_voice_directional >= 1)
1187 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1189 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1192 case VOICETYPE_TAUNT:
1194 if(self.deadflag == DEAD_NO)
1195 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1198 if(autocvar_sv_gentle)
1200 FOR_EACH_REALCLIENT(msg_entity)
1202 if (msg_entity.cvar_cl_voice_directional >= 1)
1203 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1205 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1208 case VOICETYPE_PLAYERSOUND:
1209 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1212 backtrace("Invalid voice type!");
1217 void PlayerSound(.string samplefield, float chan, float voicetype)
1219 GlobalSound(self.(samplefield), chan, voicetype);
1222 void VoiceMessage(string type, string msg)
1225 float voicetype, ownteam;
1227 sample = GetVoiceMessageSampleField(type);
1229 if(GetPlayerSoundSampleField_notFound)
1231 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1235 voicetype = GetVoiceMessageVoiceType(type);
1236 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1238 flood = Say(self, ownteam, world, msg, 1);
1240 if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1241 FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
1243 GlobalSound(self.(sample), CH_VOICE, voicetype);
1246 void MoveToTeam(entity client, float team_colour, float type)
1248 float lockteams_backup;
1250 lockteams_backup = lockteams; // backup any team lock
1252 lockteams = 0; // disable locked teams
1254 TeamchangeFrags(client); // move the players frags
1255 SetPlayerColors(client, team_colour - 1); // set the players colour
1256 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1258 lockteams = lockteams_backup; // restore the team lock
1260 LogTeamchange(client.playerid, client.team, type);