2 .float accuracy_frags[WEP_MAXCOUNT];
4 float weaponstats_buffer;
6 void WeaponStats_Init()
8 if(autocvar_sv_weaponstats_file != "")
9 weaponstats_buffer = buf_create();
11 weaponstats_buffer = -1;
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
16 void WeaponStats_ready(entity fh, entity pass, float status)
18 float i, j, n, ibot, jbot, idx;
23 case URL_READY_CANWRITE:
25 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26 url_fputs(fh, "#begin statsfile\n");
27 url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29 url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
31 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33 n = tokenizebyseparator(cvar_purechanges, "\n");
34 for(i = 0; i < n; ++i)
35 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
39 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40 v = stov(bufstr_get(weaponstats_buffer, idx));
43 //vector is: kills hits damage
44 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
48 url_fputs(fh, "#end\n\n");
51 case URL_READY_CANREAD:
52 // url_fclose is processing, we got a response for writing the data
53 // this must come from HTTP
54 print("Got response from weapon stats server:\n");
55 while((s = url_fgets(fh)))
57 print("End of response.\n");
60 case URL_READY_CLOSED:
61 // url_fclose has finished
62 print("Weapon stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
68 print("Weapon stats writing failed: ", ftos(status), "\n");
69 buf_del(weaponstats_buffer);
70 weaponstats_buffer = -1;
75 void WeaponStats_Shutdown()
77 if(weaponstats_buffer < 0)
79 if(autocvar_sv_weaponstats_file != "")
81 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
85 buf_del(weaponstats_buffer);
86 weaponstats_buffer = -1;
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
93 if(weaponstats_buffer < 0)
95 if(awep < WEP_FIRST || vwep < WEP_FIRST)
97 if(awep > WEP_LAST || vwep > WEP_LAST)
99 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
105 error("negative damage?");
106 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
110 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
132 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
134 self.CopyBody_think();
137 self.CopyBody_nextthink = self.nextthink;
138 self.CopyBody_think = self.think;
139 self.think = CopyBody_Think;
141 CSQCMODEL_AUTOUPDATE();
142 self.nextthink = time;
144 void CopyBody(float keepvelocity)
147 if (self.effects & EF_NODRAW)
151 self.enemy = oldself;
152 self.lip = oldself.lip;
153 self.colormap = oldself.colormap;
154 self.iscreature = oldself.iscreature;
155 self.teleportable = oldself.teleportable;
156 self.damagedbycontents = oldself.damagedbycontents;
157 self.angles = oldself.angles;
158 self.avelocity = oldself.avelocity;
159 self.classname = "body";
160 self.damageforcescale = oldself.damageforcescale;
161 self.effects = oldself.effects;
162 self.glowmod = oldself.glowmod;
163 self.event_damage = oldself.event_damage;
164 self.animstate_startframe = oldself.animstate_startframe;
165 self.animstate_numframes = oldself.animstate_numframes;
166 self.animstate_framerate = oldself.animstate_framerate;
167 self.animstate_starttime = oldself.animstate_starttime;
168 self.animstate_endtime = oldself.animstate_endtime;
169 self.animstate_override = oldself.animstate_override;
170 self.animstate_looping = oldself.animstate_looping;
171 self.dphitcontentsmask = oldself.dphitcontentsmask;
172 self.death_time = oldself.death_time;
173 self.frame = oldself.frame;
174 self.pain_finished = oldself.pain_finished;
175 self.health = oldself.health;
176 self.armorvalue = oldself.armorvalue;
177 self.armortype = oldself.armortype;
178 self.model = oldself.model;
179 self.modelindex = oldself.modelindex;
180 self.skin = oldself.skin;
181 self.species = oldself.species;
182 self.movetype = oldself.movetype;
183 self.solid = oldself.solid;
184 self.ballistics_density = oldself.ballistics_density;
185 self.takedamage = oldself.takedamage;
186 self.customizeentityforclient = oldself.customizeentityforclient;
187 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
188 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
189 if (keepvelocity == 1)
190 self.velocity = oldself.velocity;
191 self.oldvelocity = self.velocity;
192 self.alpha = oldself.alpha;
193 self.fade_time = oldself.fade_time;
194 self.fade_rate = oldself.fade_rate;
195 //self.weapon = oldself.weapon;
196 setorigin(self, oldself.origin);
197 setsize(self, oldself.mins, oldself.maxs);
198 self.prevorigin = oldself.origin;
199 self.reset = SUB_Remove;
201 Drag_MoveDrag(oldself, self);
203 if(self.colormap <= maxclients && self.colormap > 0)
204 self.colormap = 1024 + oldself.clientcolors;
206 CSQCMODEL_AUTOINIT();
207 self.CopyBody_nextthink = oldself.nextthink;
208 self.CopyBody_think = oldself.think;
209 self.nextthink = time;
210 self.think = CopyBody_Think;
215 float player_getspecies()
218 get_model_parameters(self.model, self.skin);
219 s = get_model_parameters_species;
220 get_model_parameters(string_null, 0);
222 return SPECIES_HUMAN;
226 void player_setupanimsformodel()
228 // load animation info
229 animdecide_init(self);
230 animdecide_setstate(self, 0, FALSE);
233 void player_anim (void)
235 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
236 if(self.deadflag && !deadbits)
238 deadbits = ANIMSTATE_DEAD1;
240 deadbits = ANIMSTATE_DEAD2;
241 float animbits = deadbits;
242 if(self.freezetag_frozen)
243 animbits |= ANIMSTATE_FROZEN;
245 animbits |= ANIMSTATE_DUCK;
246 animdecide_setstate(self, animbits, FALSE);
248 animdecide_setframes(self, FALSE);
250 if (self.weaponentity)
252 updateanim(self.weaponentity);
253 if (!self.weaponentity.animstate_override)
254 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
258 void SpawnThrownWeapon (vector org, float w)
261 if(self.ammo_cells <= 0)
267 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
269 if(WEPSET_CONTAINS_EW(self, j))
270 if(W_IsWeaponThrowable(j))
271 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
276 if(W_IsWeaponThrowable(self.weapon))
277 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
281 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
285 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
287 // damage resistance (ignore most of the damage from a bullet or similar)
288 damage = max(damage - 5, 1);
290 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
294 if(sound_allowed(MSG_BROADCAST, attacker))
297 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
299 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
301 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
305 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
307 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
309 if (!(self.flags & FL_GODMODE))
311 self.armorvalue = self.armorvalue - save;
312 self.health = self.health - take;
313 // pause regeneration for 5 seconds
314 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
316 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
317 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
318 self.dmg_inflictor = inflictor;
320 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
322 // don't use any animations as a gib
324 // view just above the floor
325 self.view_ofs = '0 0 4';
327 Violence_GibSplash(self, 1, 1, attacker);
329 self.solid = SOLID_NOT; // restore later
330 self.takedamage = DAMAGE_NO; // restore later
331 self.damagedbycontents = FALSE;
335 void ClientKill_Now_TeamChange();
336 void freezetag_CheckWinner();
338 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
340 float take, save, waves, sdelay, dh, da, j;
342 float valid_damage_for_weaponstats;
345 if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
348 dh = max(self.health, 0);
349 da = max(self.armorvalue, 0);
351 if(!DEATH_ISSPECIAL(deathtype))
353 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
355 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
358 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
360 // tuba causes blood to come out of the ears
365 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
367 makevectors(self.angles);
368 ear1 += v_right * -10;
369 ear2 += v_right * +10;
370 d = inflictor.origin - self.origin;
371 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
372 force = v_right * vlen(force);
373 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
374 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
383 // force is already good
387 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
391 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
401 frag_inflictor = inflictor;
402 frag_attacker = attacker;
406 damage_force = force;
407 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
408 take = bound(0, damage_take, self.health);
409 save = bound(0, damage_save, self.armorvalue);
410 excess = max(0, damage - take - save);
412 if(sound_allowed(MSG_BROADCAST, attacker))
415 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
417 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
419 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
423 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
425 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
427 if (time >= self.spawnshieldtime)
429 if (!(self.flags & FL_GODMODE))
431 self.armorvalue = self.armorvalue - save;
432 self.health = self.health - take;
433 // pause regeneration for 5 seconds
435 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
437 if (time > self.pain_finished) //Don't switch pain sequences like crazy
439 self.pain_finished = time + 0.5; //Supajoe
442 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
444 if (!self.animstate_override)
447 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
449 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
453 if(sound_allowed(MSG_BROADCAST, attacker))
454 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
456 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
458 if(deathtype == DEATH_FALL)
459 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
460 else if(self.health > 75) // TODO make a "gentle" version?
461 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
462 else if(self.health > 50)
463 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
464 else if(self.health > 25)
465 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
467 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
471 // throw off bot aim temporarily
473 shake = damage * 5 / (bound(0,skill,100) + 1);
474 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
475 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
479 self.max_armorvalue += (save + take);
481 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
482 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
483 self.dmg_inflictor = inflictor;
487 // don't reset pushltime for self damage as it may be an attempt to
488 // escape a lava pit or similar
489 //self.pushltime = 0;
492 else if(attacker.classname == "player")
494 self.pusher = attacker;
495 self.pushltime = time + autocvar_g_maxpushtime;
496 self.istypefrag = self.BUTTON_CHAT;
498 else if(time < self.pushltime)
500 attacker = self.pusher;
501 self.pushltime = max(self.pushltime, time + 0.6);
509 float abot, vbot, awep;
510 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
511 vbot = (clienttype(self) == CLIENTTYPE_BOT);
513 valid_damage_for_weaponstats = 0;
516 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
517 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
518 if(attacker && self != attacker)
519 if(IsDifferentTeam(self, attacker))
521 if(DEATH_ISSPECIAL(deathtype))
522 awep = attacker.weapon;
524 awep = DEATH_WEAPONOF(deathtype);
525 valid_damage_for_weaponstats = 1;
528 if(valid_damage_for_weaponstats)
530 dh = dh - max(self.health, 0);
531 da = da - max(self.armorvalue, 0);
532 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
537 float defer_ClientKill_Now_TeamChange;
538 defer_ClientKill_Now_TeamChange = FALSE;
542 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
546 if(valid_damage_for_weaponstats)
547 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
549 if(sv_gentle < 1) // TODO make a "gentle" version?
550 if(sound_allowed(MSG_BROADCAST, attacker))
552 if(deathtype == DEATH_DROWN)
553 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
555 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
558 // get rid of kill indicator
559 if(self.killindicator)
561 remove(self.killindicator);
562 self.killindicator = world;
563 if(self.killindicator_teamchange)
564 defer_ClientKill_Now_TeamChange = TRUE;
566 if(self.classname == "body")
567 if(deathtype == DEATH_KILL)
569 // for the lemmings fans, a small harmless explosion
570 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
576 // become fully visible
577 self.alpha = default_player_alpha;
579 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
582 // print an obituary message
583 Obituary (attacker, inflictor, self, deathtype);
587 // increment frag counter for used weapon type
589 w = DEATH_WEAPONOF(deathtype);
591 if(accuracy_isgooddamage(attacker, self))
592 attacker.accuracy.(accuracy_frags[w-1]) += 1;
594 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
597 count_alive_players(); // re-count players
598 freezetag_CheckWinner();
602 frag_attacker = attacker;
603 frag_inflictor = inflictor;
605 MUTATOR_CALLHOOK(PlayerDies);
606 weapon_action(self.weapon, WR_PLAYERDEATH);
608 RemoveGrapplingHook(self);
610 Portal_ClearAllLater(self);
612 if(clienttype(self) == CLIENTTYPE_REAL)
614 stuffcmd(self, "-zoom\n");
615 self.fixangle = TRUE;
617 //WriteByte (MSG_ONE, SVC_SETANGLE);
618 //WriteAngle (MSG_ONE, self.v_angle_x);
619 //WriteAngle (MSG_ONE, self.v_angle_y);
620 //WriteAngle (MSG_ONE, 80);
623 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
624 ClientKill_Now_TeamChange();
627 Spawnqueue_Unmark(self);
632 // when we get here, player actually dies
633 // clear waypoints (do this AFTER FreezeTag)
634 WaypointSprite_PlayerDead();
636 // make the corpse upright (not tilted)
640 self.avelocity = '0 0 0';
641 // view from the floor
642 self.view_ofs = '0 0 -8';
644 self.movetype = MOVETYPE_TOSS;
646 self.solid = SOLID_CORPSE;
647 self.ballistics_density = autocvar_g_ballistics_density_corpse;
648 // don't stick to the floor
649 self.flags &~= FL_ONGROUND;
651 self.deadflag = DEAD_DYING;
652 // when to allow respawn
655 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
659 sdelay = 0; // no respawn delay in CTS
661 sdelay = autocvar_g_respawn_delay;
663 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
665 waves = autocvar_g_respawn_waves;
667 self.respawn_time = ceil((time + sdelay) / waves) * waves;
669 self.respawn_time = time + sdelay;
670 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
671 self.respawn_countdown = 10; // first number to count down from is 10
673 self.respawn_countdown = -1; // do not count down
674 self.death_time = time;
676 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
678 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
682 setsize(self, self.mins, self.maxs);
684 // set damage function to corpse damage
685 self.event_damage = PlayerCorpseDamage;
686 // call the corpse damage function just in case it wants to gib
687 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
688 // set up to fade out later
689 SUB_SetFade (self, time + 6 + random (), 1);
691 if(sv_gentle > 0 || autocvar_ekg) {
693 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
696 // reset fields the weapons may use just in case
697 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
699 weapon_action(j, WR_RESETPLAYER);
700 ATTACK_FINISHED_FOR(self, j) = 0;
705 .float muted; // to be used by prvm_edictset server playernumber muted 1
706 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
707 // message "": do not say, just test flood control
713 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
715 var .float flood_field;
718 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
720 if(!teamsay && !privatesay)
721 if(substring(msgin, 0, 1) == " ")
722 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
724 msgin = formatmessage(msgin);
726 if(source.classname != "player")
727 colorstr = "^0"; // black for spectators
729 colorstr = Team_ColorCode(source.team);
736 if(intermission_running)
740 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
743 * using bprint solves this... me stupid
744 // how can we prevent the message from appearing in a listen server?
745 // for now, just give "say" back and only handle say_team
748 clientcommand(self, strcat("say ", msgin));
753 if(autocvar_g_chat_teamcolors)
754 namestr = playername(source);
756 namestr = source.netname;
762 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
763 privatemsgprefixlen = strlen(msgstr);
764 msgstr = strcat(msgstr, msgin);
765 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
766 if(autocvar_g_chat_teamcolors)
767 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
769 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
773 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
774 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
778 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
781 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
785 msgstr = cmsgstr = "";
789 fullcmsgstr = cmsgstr;
793 flood_field = floodcontrol_chat;
802 flood_spl = autocvar_g_chat_flood_spl_tell;
803 flood_burst = autocvar_g_chat_flood_burst_tell;
804 flood_lmax = autocvar_g_chat_flood_lmax_tell;
805 flood_field = floodcontrol_chattell;
809 flood_spl = autocvar_g_chat_flood_spl_team;
810 flood_burst = autocvar_g_chat_flood_burst_team;
811 flood_lmax = autocvar_g_chat_flood_lmax_team;
812 flood_field = floodcontrol_chatteam;
816 flood_spl = autocvar_g_chat_flood_spl;
817 flood_burst = autocvar_g_chat_flood_burst;
818 flood_lmax = autocvar_g_chat_flood_lmax;
819 flood_field = floodcontrol_chat;
821 flood_burst = max(0, flood_burst - 1);
822 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
824 // do flood control for the default line size
827 getWrappedLine_remaining = msgstr;
830 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
832 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
835 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
837 if(getWrappedLine_remaining != "")
839 msgstr = strcat(msgstr, "\n");
843 if(time >= source.flood_field)
845 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
855 if(time >= source.flood_field)
856 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
861 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
862 source.flood_field = flood = 0;
865 if(flood == 2) // cannot happen for empty msgstr
867 if(autocvar_g_chat_flood_notify_flooder)
869 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
874 sourcemsgstr = fullmsgstr;
875 sourcecmsgstr = fullcmsgstr;
881 sourcemsgstr = msgstr;
882 sourcecmsgstr = cmsgstr;
886 if(source.classname != "player")
888 if not(intermission_running)
889 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
890 teamsay = -1; // spectators
894 print("NOTE: ", playername(source), "^7 is flooding.\n");
896 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
898 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
902 // always fake the message
907 if(autocvar_g_chat_flood_notify_flooder)
909 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
920 if(sourcemsgstr != "" && ret != 0)
922 if(ret < 0) // faked message, because the player is muted
924 sprint(source, sourcemsgstr);
925 if(sourcecmsgstr != "" && !privatesay)
926 centerprint(source, sourcecmsgstr);
928 else if(privatesay) // private message, between 2 people only, not sent to server console
930 sprint(source, sourcemsgstr);
931 sprint(privatesay, msgstr);
933 centerprint(privatesay, cmsgstr);
935 else if(teamsay > 0) // team message, only sent to team mates
937 sprint(source, sourcemsgstr);
938 //print(msgstr); // send to server console too
939 if(sourcecmsgstr != "")
940 centerprint(source, sourcecmsgstr);
941 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
944 sprint(head, msgstr);
946 centerprint(head, cmsgstr);
949 else if(teamsay < 0) // spectator message, only sent to spectators
951 sprint(source, sourcemsgstr);
952 //print(msgstr); // send to server console too
953 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
955 sprint(head, msgstr);
957 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
959 sprint(source, sourcemsgstr);
960 //print(msgstr); // send to server console too
961 FOR_EACH_REALCLIENT(head)
963 sprint(head, msgstr);
966 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
972 float GetVoiceMessageVoiceType(string type)
975 return VOICETYPE_TAUNT;
976 if(type == "teamshoot")
977 return VOICETYPE_LASTATTACKER;
978 return VOICETYPE_TEAMRADIO;
981 string allvoicesamples;
982 .string GetVoiceMessageSampleField(string type)
984 GetPlayerSoundSampleField_notFound = 0;
987 #define _VOICEMSG(m) case #m: return playersound_##m;
991 GetPlayerSoundSampleField_notFound = 1;
992 return playersound_taunt;
995 .string GetPlayerSoundSampleField(string type)
997 GetPlayerSoundSampleField_notFound = 0;
1000 #define _VOICEMSG(m) case #m: return playersound_##m;
1004 GetPlayerSoundSampleField_notFound = 1;
1005 return playersound_taunt;
1008 void PrecacheGlobalSound(string samplestring)
1011 tokenize_console(samplestring);
1015 for(i = 1; i <= n; ++i)
1016 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1020 precache_sound(strcat(argv(0), ".wav"));
1024 void PrecachePlayerSounds(string f)
1028 fh = fopen(f, FILE_READ);
1031 while((s = fgets(fh)))
1033 if(tokenize_console(s) != 3)
1035 dprint("Invalid sound info line: ", s, "\n");
1038 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1042 if not(allvoicesamples)
1044 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1047 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1051 void ClearPlayerSounds()
1053 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1059 float LoadPlayerSounds(string f, float first)
1064 fh = fopen(f, FILE_READ);
1067 dprint("Player sound file not found: ", f, "\n");
1070 while((s = fgets(fh)))
1072 if(tokenize_console(s) != 3)
1074 field = GetPlayerSoundSampleField(argv(0));
1075 if(GetPlayerSoundSampleField_notFound)
1076 field = GetVoiceMessageSampleField(argv(0));
1077 if(GetPlayerSoundSampleField_notFound)
1080 strunzone(self.field);
1081 self.field = strzone(strcat(argv(1), " ", argv(2)));
1087 .float modelindex_for_playersound;
1088 .float skin_for_playersound;
1089 void UpdatePlayerSounds()
1091 if(self.modelindex == self.modelindex_for_playersound)
1092 if(self.skin == self.skin_for_playersound)
1094 self.modelindex_for_playersound = self.modelindex;
1095 self.skin_for_playersound = self.skin;
1096 ClearPlayerSounds();
1097 LoadPlayerSounds("sound/player/default.sounds", 1);
1098 if(!autocvar_g_debug_defaultsounds)
1099 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1100 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1103 void FakeGlobalSound(string sample, float chan, float voicetype)
1111 tokenize_console(sample);
1114 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1116 sample = strcat(argv(0), ".wav"); // randomization
1120 case VOICETYPE_LASTATTACKER_ONLY:
1122 case VOICETYPE_LASTATTACKER:
1126 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1127 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1130 case VOICETYPE_TEAMRADIO:
1132 if(msg_entity.cvar_cl_voice_directional == 1)
1133 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1135 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1137 case VOICETYPE_AUTOTAUNT:
1144 tauntrand = random();
1146 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1148 if (msg_entity.cvar_cl_voice_directional >= 1)
1149 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1151 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1154 case VOICETYPE_TAUNT:
1155 if(self.classname == "player")
1156 if(self.deadflag == DEAD_NO)
1157 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1163 if (msg_entity.cvar_cl_voice_directional >= 1)
1164 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1166 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1168 case VOICETYPE_PLAYERSOUND:
1170 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1173 backtrace("Invalid voice type!");
1178 void GlobalSound(string sample, float chan, float voicetype)
1186 tokenize_console(sample);
1189 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1191 sample = strcat(argv(0), ".wav"); // randomization
1195 case VOICETYPE_LASTATTACKER_ONLY:
1198 msg_entity = self.pusher;
1199 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1201 if(msg_entity.cvar_cl_voice_directional == 1)
1202 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1204 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1208 case VOICETYPE_LASTATTACKER:
1211 msg_entity = self.pusher;
1212 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1214 if(msg_entity.cvar_cl_voice_directional == 1)
1215 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1217 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1220 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1221 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1224 case VOICETYPE_TEAMRADIO:
1225 FOR_EACH_REALCLIENT(msg_entity)
1226 if(!teamplay || msg_entity.team == self.team)
1228 if(msg_entity.cvar_cl_voice_directional == 1)
1229 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1231 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1234 case VOICETYPE_AUTOTAUNT:
1241 tauntrand = random();
1242 FOR_EACH_REALCLIENT(msg_entity)
1243 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1245 if (msg_entity.cvar_cl_voice_directional >= 1)
1246 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1248 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1251 case VOICETYPE_TAUNT:
1252 if(self.classname == "player")
1253 if(self.deadflag == DEAD_NO)
1254 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1259 FOR_EACH_REALCLIENT(msg_entity)
1261 if (msg_entity.cvar_cl_voice_directional >= 1)
1262 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1264 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1267 case VOICETYPE_PLAYERSOUND:
1268 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1271 backtrace("Invalid voice type!");
1276 void PlayerSound(.string samplefield, float chan, float voicetype)
1278 GlobalSound(self.samplefield, chan, voicetype);
1281 void VoiceMessage(string type, string msg)
1284 float voicetype, ownteam;
1286 sample = GetVoiceMessageSampleField(type);
1288 if(GetPlayerSoundSampleField_notFound)
1290 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1294 voicetype = GetVoiceMessageVoiceType(type);
1295 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1297 flood = Say(self, ownteam, world, msg, 1);
1300 GlobalSound(self.sample, CH_VOICE, voicetype);
1302 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1305 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1308 // 0 (00) automove centerprint, admin message
1309 // 1 (01) automove centerprint, no admin message
1310 // 2 (10) no centerprint, admin message
1311 // 3 (11) no centerprint, no admin message
1313 float lockteams_backup;
1315 lockteams_backup = lockteams; // backup any team lock
1317 lockteams = 0; // disable locked teams
1319 TeamchangeFrags(client); // move the players frags
1320 SetPlayerColors(client, team_colour - 1); // set the players colour
1321 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1323 lockteams = lockteams_backup; // restore the team lock
1325 LogTeamchange(client.playerid, client.team, type);
1327 if not(show_message & 1) // admin message
1328 sprint(client, strcat("\{1}\{13}^3", admin_name(), "^7: You have been moved to the ", Team_ColorNameLowerCase(team_colour), " team\n")); // send a chat message
1330 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));