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
127 void CopyBody(float keepvelocity)
130 if (self.effects & EF_NODRAW)
134 self.enemy = oldself;
135 self.lip = oldself.lip;
136 self.colormap = oldself.colormap;
137 self.glowmod = oldself.glowmod;
138 self.iscreature = oldself.iscreature;
139 self.damagedbycontents = oldself.damagedbycontents;
140 self.angles = oldself.angles;
141 self.avelocity = oldself.avelocity;
142 self.classname = "body";
143 self.damageforcescale = oldself.damageforcescale;
144 self.effects = oldself.effects;
145 self.event_damage = oldself.event_damage;
146 self.animstate_startframe = oldself.animstate_startframe;
147 self.animstate_numframes = oldself.animstate_numframes;
148 self.animstate_framerate = oldself.animstate_framerate;
149 self.animstate_starttime = oldself.animstate_starttime;
150 self.animstate_endtime = oldself.animstate_endtime;
151 self.animstate_override = oldself.animstate_override;
152 self.animstate_looping = oldself.animstate_looping;
153 self.frame = oldself.frame;
154 self.dead_frame = oldself.dead_frame;
155 self.pain_finished = oldself.pain_finished;
156 self.health = oldself.health;
157 self.armorvalue = oldself.armorvalue;
158 self.armortype = oldself.armortype;
159 self.model = oldself.model;
160 self.modelindex = oldself.modelindex;
161 self.modelindex_lod0 = oldself.modelindex_lod0;
162 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
163 self.modelindex_lod1 = oldself.modelindex_lod1;
164 self.modelindex_lod2 = oldself.modelindex_lod2;
165 self.skinindex = oldself.skinindex;
166 self.species = oldself.species;
167 self.movetype = oldself.movetype;
168 self.nextthink = oldself.nextthink;
169 self.solid = oldself.solid;
170 self.ballistics_density = oldself.ballistics_density;
171 self.takedamage = oldself.takedamage;
172 self.think = oldself.think;
173 self.customizeentityforclient = oldself.customizeentityforclient;
174 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
175 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
176 if (keepvelocity == 1)
177 self.velocity = oldself.velocity;
178 self.oldvelocity = self.velocity;
179 self.fade_time = oldself.fade_time;
180 self.fade_rate = oldself.fade_rate;
181 //self.weapon = oldself.weapon;
182 setorigin(self, oldself.origin);
183 setsize(self, oldself.mins, oldself.maxs);
184 self.prevorigin = oldself.origin;
185 self.reset = SUB_Remove;
187 Drag_MoveDrag(oldself, self);
192 float player_getspecies()
195 get_model_parameters(self.model, self.skinindex);
196 s = get_model_parameters_species;
197 get_model_parameters(string_null, 0);
199 return SPECIES_HUMAN;
203 void player_setupanimsformodel()
205 // defaults for legacy .zym models without animinfo files
206 self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
207 self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
208 self.anim_draw = animfixfps(self, '2 1 3');
209 // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
210 self.anim_duckwalk = animfixfps(self, '4 1 1');
211 self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
212 self.anim_duckidle = animfixfps(self, '6 1 1');
213 self.anim_idle = animfixfps(self, '7 1 1');
214 self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
215 self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
216 self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
217 self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
218 self.anim_taunt = animfixfps(self, '12 1 0.33');
219 self.anim_run = animfixfps(self, '13 1 1');
220 self.anim_runbackwards = animfixfps(self, '14 1 1');
221 self.anim_strafeleft = animfixfps(self, '15 1 1');
222 self.anim_straferight = animfixfps(self, '16 1 1');
223 self.anim_dead1 = animfixfps(self, '17 1 1');
224 self.anim_dead2 = animfixfps(self, '18 1 1');
225 self.anim_forwardright = animfixfps(self, '19 1 1');
226 self.anim_forwardleft = animfixfps(self, '20 1 1');
227 self.anim_backright = animfixfps(self, '21 1 1');
228 self.anim_backleft = animfixfps(self, '22 1 1');
229 self.anim_melee = animfixfps(self, '23 1 1');
230 // TODO introspect models for finding right "fps" value (1/duration)
231 // reset animstate now
232 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
235 void player_anim (void)
238 if (self.weaponentity)
239 updateanim(self.weaponentity);
241 if (self.deadflag != DEAD_NO)
243 if (time > self.animstate_endtime)
248 setsize(self, self.mins, self.maxs);
250 self.frame = self.dead_frame;
255 if (!self.animstate_override)
257 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
261 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
263 traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
264 if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
266 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
267 self.restart_jump = FALSE;
273 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
275 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
276 if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
278 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
279 self.restart_jump = FALSE;
284 else if (self.crouch)
286 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
287 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
289 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
291 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
293 if (self.movement_x > 0 && self.movement_y == 0)
294 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
295 else if (self.movement_x < 0 && self.movement_y == 0)
296 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
297 else if (self.movement_x == 0 && self.movement_y > 0)
298 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
299 else if (self.movement_x == 0 && self.movement_y < 0)
300 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
301 else if (self.movement_x > 0 && self.movement_y > 0)
302 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
303 else if (self.movement_x > 0 && self.movement_y < 0)
304 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
305 else if (self.movement_x < 0 && self.movement_y > 0)
306 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
307 else if (self.movement_x < 0 && self.movement_y < 0)
308 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
310 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
313 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
316 if (self.weaponentity)
317 if (!self.weaponentity.animstate_override)
318 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
321 void SpawnThrownWeapon (vector org, float w)
324 if(self.ammo_cells <= 0)
330 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
332 if(self.weapons & W_WeaponBit(j))
333 if(W_IsWeaponThrowable(j))
334 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
339 if(W_IsWeaponThrowable(self.weapon))
340 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
344 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
348 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
350 // damage resistance (ignore most of the damage from a bullet or similar)
351 damage = max(damage - 5, 1);
353 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
357 if(sound_allowed(MSG_BROADCAST, attacker))
360 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
362 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
364 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
368 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
370 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
372 if (!(self.flags & FL_GODMODE))
374 self.armorvalue = self.armorvalue - save;
375 self.health = self.health - take;
376 // pause regeneration for 5 seconds
377 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
379 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
380 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
381 self.dmg_inflictor = inflictor;
383 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
385 // don't use any animations as a gib
388 // view just above the floor
389 self.view_ofs = '0 0 4';
391 Violence_GibSplash(self, 1, 1, attacker);
392 self.modelindex = 0; // restore later
393 self.solid = SOLID_NOT; // restore later
397 void ClientKill_Now_TeamChange();
398 void freezetag_CheckWinner();
400 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
402 float take, save, waves, sdelay, dh, da, j;
404 float valid_damage_for_weaponstats;
407 if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
410 dh = max(self.health, 0);
411 da = max(self.armorvalue, 0);
413 if(!DEATH_ISSPECIAL(deathtype))
415 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
417 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
420 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
422 // tuba causes blood to come out of the ears
427 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
429 makevectors(self.angles);
430 ear1 += v_right * -10;
431 ear2 += v_right * +10;
432 d = inflictor.origin - self.origin;
433 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
434 force = v_right * vlen(force);
435 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
436 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
445 // force is already good
449 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
453 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
463 frag_inflictor = inflictor;
464 frag_attacker = attacker;
468 damage_force = force;
469 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
470 take = bound(0, damage_take, self.health);
471 save = bound(0, damage_save, self.armorvalue);
472 excess = max(0, damage - take - save);
474 if(sound_allowed(MSG_BROADCAST, attacker))
477 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
479 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
481 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
485 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
487 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
489 if (time >= self.spawnshieldtime)
491 if (!(self.flags & FL_GODMODE))
493 self.armorvalue = self.armorvalue - save;
494 self.health = self.health - take;
495 // pause regeneration for 5 seconds
496 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
498 if (time > self.pain_finished) //Don't switch pain sequences like crazy
500 self.pain_finished = time + 0.5; //Supajoe
503 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
505 if (!self.animstate_override)
508 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
510 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
514 if(sound_allowed(MSG_BROADCAST, attacker))
515 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
517 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
519 if(deathtype == DEATH_FALL)
520 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
521 else if(self.health > 75) // TODO make a "gentle" version?
522 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
523 else if(self.health > 50)
524 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
525 else if(self.health > 25)
526 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
528 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
532 // throw off bot aim temporarily
534 shake = damage * 5 / (bound(0,skill,100) + 1);
535 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
536 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
540 self.max_armorvalue += (save + take);
542 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
543 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
544 self.dmg_inflictor = inflictor;
548 // don't reset pushltime for self damage as it may be an attempt to
549 // escape a lava pit or similar
550 //self.pushltime = 0;
552 else if(attacker.classname == "player")
554 self.pusher = attacker;
555 self.pushltime = time + autocvar_g_maxpushtime;
557 else if(time < self.pushltime)
559 attacker = self.pusher;
560 self.pushltime = max(self.pushltime, time + 0.6);
565 float abot, vbot, awep;
566 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
567 vbot = (clienttype(self) == CLIENTTYPE_BOT);
569 valid_damage_for_weaponstats = 0;
570 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
571 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
572 if(attacker && self != attacker)
573 if(IsDifferentTeam(self, attacker))
575 if(DEATH_ISSPECIAL(deathtype))
576 awep = attacker.weapon;
578 awep = DEATH_WEAPONOF(deathtype);
579 valid_damage_for_weaponstats = 1;
582 if(valid_damage_for_weaponstats)
584 dh = dh - max(self.health, 0);
585 da = da - max(self.armorvalue, 0);
586 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
591 float defer_ClientKill_Now_TeamChange;
592 defer_ClientKill_Now_TeamChange = FALSE;
596 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
600 if(valid_damage_for_weaponstats)
601 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
603 if(sv_gentle < 1) // TODO make a "gentle" version?
604 if(sound_allowed(MSG_BROADCAST, attacker))
606 if(deathtype == DEATH_DROWN)
607 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
609 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
612 // get rid of kill indicator
613 if(self.killindicator)
615 remove(self.killindicator);
616 self.killindicator = world;
617 if(self.killindicator_teamchange)
618 defer_ClientKill_Now_TeamChange = TRUE;
620 if(self.classname == "body")
621 if(deathtype == DEATH_KILL)
623 // for the lemmings fans, a small harmless explosion
624 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
630 // become fully visible
633 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
636 // print an obituary message
637 Obituary (attacker, inflictor, self, deathtype);
641 // increment frag counter for used weapon type
643 w = DEATH_WEAPONOF(deathtype);
645 if(self.classname == "player")
647 attacker.accuracy.(accuracy_frags[w-1]) += 1;
649 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
652 count_alive_players(); // re-count players
653 freezetag_CheckWinner();
657 frag_attacker = attacker;
658 frag_inflictor = inflictor;
660 MUTATOR_CALLHOOK(PlayerDies);
661 weapon_action(self.weapon, WR_PLAYERDEATH);
665 if(attacker.classname != "player")
666 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
667 else if(attacker.team == self.team)
668 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
670 DropFlag(self.flagcarried, world, attacker);
672 if(self.ballcarried && g_nexball)
673 DropBall(self.ballcarried, self.origin, self.velocity);
674 Portal_ClearAllLater(self);
676 if(clienttype(self) == CLIENTTYPE_REAL)
678 stuffcmd(self, "-zoom\n");
679 self.fixangle = TRUE;
681 //WriteByte (MSG_ONE, SVC_SETANGLE);
682 //WriteAngle (MSG_ONE, self.v_angle_x);
683 //WriteAngle (MSG_ONE, self.v_angle_y);
684 //WriteAngle (MSG_ONE, 80);
687 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
688 ClientKill_Now_TeamChange();
691 Spawnqueue_Unmark(self);
696 // when we get here, player actually dies
697 // clear waypoints (do this AFTER FreezeTag)
698 WaypointSprite_PlayerDead();
700 // make the corpse upright (not tilted)
704 self.avelocity = '0 0 0';
705 // view from the floor
706 self.view_ofs = '0 0 -8';
708 self.movetype = MOVETYPE_TOSS;
710 self.solid = SOLID_CORPSE;
711 self.ballistics_density = autocvar_g_ballistics_density_corpse;
712 // don't stick to the floor
713 self.flags &~= FL_ONGROUND;
715 self.deadflag = DEAD_DYING;
716 // when to allow respawn
719 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
723 sdelay = 0; // no respawn delay in CTS
725 sdelay = autocvar_g_respawn_delay;
727 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
729 waves = autocvar_g_respawn_waves;
731 self.death_time = ceil((time + sdelay) / waves) * waves;
733 self.death_time = time + sdelay;
734 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
735 self.respawn_countdown = 10; // first number to count down from is 10
737 self.respawn_countdown = -1; // do not count down
740 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
741 self.dead_frame = self.anim_dead1_x;
745 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
746 self.dead_frame = self.anim_dead2_x;
748 // set damage function to corpse damage
749 self.event_damage = PlayerCorpseDamage;
750 // call the corpse damage function just in case it wants to gib
751 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
752 // set up to fade out later
753 SUB_SetFade (self, time + 6 + random (), 1);
755 if(sv_gentle > 0 || autocvar_ekg) {
757 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
760 // reset fields the weapons may use just in case
761 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
763 weapon_action(j, WR_RESETPLAYER);
764 ATTACK_FINISHED_FOR(self, j) = 0;
769 .float muted; // to be used by prvm_edictset server playernumber muted 1
770 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
771 // message "": do not say, just test flood control
777 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
778 float flood, privatemsgprefixlen;
779 var .float flood_field;
783 if(Ban_MaybeEnforceBan(source))
786 if(!teamsay && !privatesay)
787 if(substring(msgin, 0, 1) == " ")
788 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
790 msgin = formatmessage(msgin);
792 if(source.classname != "player")
793 colorstr = "^0"; // black for spectators
795 colorstr = Team_ColorCode(source.team);
799 if(intermission_running)
803 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
806 * using bprint solves this... me stupid
807 // how can we prevent the message from appearing in a listen server?
808 // for now, just give "say" back and only handle say_team
811 clientcommand(self, strcat("say ", msgin));
816 if(autocvar_g_chat_teamcolors)
817 namestr = playername(source);
819 namestr = source.netname;
825 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
826 privatemsgprefixlen = strlen(msgstr);
827 msgstr = strcat(msgstr, msgin);
828 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
829 if(autocvar_g_chat_teamcolors)
830 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
832 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
836 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
837 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
841 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
844 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
848 msgstr = cmsgstr = "";
852 fullcmsgstr = cmsgstr;
864 flood_spl = autocvar_g_chat_flood_spl_tell;
865 flood_burst = autocvar_g_chat_flood_burst_tell;
866 flood_lmax = autocvar_g_chat_flood_lmax_tell;
867 flood_field = floodcontrol_chattell;
871 flood_spl = autocvar_g_chat_flood_spl_team;
872 flood_burst = autocvar_g_chat_flood_burst_team;
873 flood_lmax = autocvar_g_chat_flood_lmax_team;
874 flood_field = floodcontrol_chatteam;
878 flood_spl = autocvar_g_chat_flood_spl;
879 flood_burst = autocvar_g_chat_flood_burst;
880 flood_lmax = autocvar_g_chat_flood_lmax;
881 flood_field = floodcontrol_chat;
883 flood_burst = max(0, flood_burst - 1);
884 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
886 // do flood control for the default line size
889 getWrappedLine_remaining = msgstr;
892 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
894 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
897 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
899 if(getWrappedLine_remaining != "")
901 msgstr = strcat(msgstr, "\n");
905 if(time >= source.flood_field)
907 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
917 if(time >= source.flood_field)
918 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
923 if (timeoutStatus == 2) //when game is paused, no flood protection
924 source.flood_field = flood = 0;
927 if(flood == 2) // cannot happen for empty msgstr
929 if(autocvar_g_chat_flood_notify_flooder)
931 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
936 sourcemsgstr = fullmsgstr;
937 sourcecmsgstr = fullcmsgstr;
943 sourcemsgstr = msgstr;
944 sourcecmsgstr = cmsgstr;
948 if(source.classname != "player")
950 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
951 teamsay = -1; // spectators
955 print("NOTE: ", playername(source), "^7 is flooding.\n");
957 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
959 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
963 // always fake the message
968 if(autocvar_g_chat_flood_notify_flooder)
970 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
981 if(sourcemsgstr != "" && ret != 0)
985 sprint(source, sourcemsgstr);
986 if(sourcecmsgstr != "" && !privatesay)
987 centerprint(source, sourcecmsgstr);
991 sprint(source, sourcemsgstr);
992 sprint(privatesay, msgstr);
994 centerprint(privatesay, cmsgstr);
998 sprint(source, sourcemsgstr);
999 if(sourcecmsgstr != "")
1000 centerprint(source, sourcecmsgstr);
1001 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1004 sprint(head, msgstr);
1006 centerprint(head, cmsgstr);
1009 else if(teamsay < 0)
1011 sprint(source, sourcemsgstr);
1012 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1014 sprint(head, msgstr);
1016 else if(sourcemsgstr != msgstr)
1018 sprint(source, sourcemsgstr);
1019 FOR_EACH_REALCLIENT(head)
1021 sprint(head, msgstr);
1030 float GetVoiceMessageVoiceType(string type)
1033 return VOICETYPE_TAUNT;
1034 if(type == "teamshoot")
1035 return VOICETYPE_LASTATTACKER;
1036 return VOICETYPE_TEAMRADIO;
1039 string allvoicesamples;
1040 .string GetVoiceMessageSampleField(string type)
1042 GetPlayerSoundSampleField_notFound = 0;
1045 #define _VOICEMSG(m) case #m: return playersound_##m;
1049 GetPlayerSoundSampleField_notFound = 1;
1050 return playersound_taunt;
1053 .string GetPlayerSoundSampleField(string type)
1055 GetPlayerSoundSampleField_notFound = 0;
1058 #define _VOICEMSG(m) case #m: return playersound_##m;
1062 GetPlayerSoundSampleField_notFound = 1;
1063 return playersound_taunt;
1066 void PrecacheGlobalSound(string samplestring)
1069 tokenize_console(samplestring);
1073 for(i = 1; i <= n; ++i)
1074 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1078 precache_sound(strcat(argv(0), ".wav"));
1082 void PrecachePlayerSounds(string f)
1086 fh = fopen(f, FILE_READ);
1089 while((s = fgets(fh)))
1091 if(tokenize_console(s) != 3)
1093 dprint("Invalid sound info line: ", s, "\n");
1096 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1100 if not(allvoicesamples)
1102 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1105 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1109 void ClearPlayerSounds()
1111 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1117 float LoadPlayerSounds(string f, float first)
1122 fh = fopen(f, FILE_READ);
1125 dprint("Player sound file not found: ", f, "\n");
1128 while((s = fgets(fh)))
1130 if(tokenize_console(s) != 3)
1132 field = GetPlayerSoundSampleField(argv(0));
1133 if(GetPlayerSoundSampleField_notFound)
1134 field = GetVoiceMessageSampleField(argv(0));
1135 if(GetPlayerSoundSampleField_notFound)
1138 strunzone(self.field);
1139 self.field = strzone(strcat(argv(1), " ", argv(2)));
1145 .float modelindex_for_playersound;
1146 .float skinindex_for_playersound;
1147 void UpdatePlayerSounds()
1149 if(self.modelindex == self.modelindex_for_playersound)
1150 if(self.skinindex == self.skinindex_for_playersound)
1152 self.modelindex_for_playersound = self.modelindex;
1153 self.skinindex_for_playersound = self.skinindex;
1154 ClearPlayerSounds();
1155 LoadPlayerSounds("sound/player/default.sounds", 1);
1156 if(!autocvar_g_debug_defaultsounds)
1157 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1158 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1161 void FakeGlobalSound(string sample, float chan, float voicetype)
1169 tokenize_console(sample);
1172 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1174 sample = strcat(argv(0), ".wav"); // randomization
1178 case VOICETYPE_LASTATTACKER_ONLY:
1180 case VOICETYPE_LASTATTACKER:
1184 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1185 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1188 case VOICETYPE_TEAMRADIO:
1190 if(msg_entity.cvar_cl_voice_directional == 1)
1191 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1193 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1195 case VOICETYPE_AUTOTAUNT:
1202 tauntrand = random();
1204 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1206 if (msg_entity.cvar_cl_voice_directional >= 1)
1207 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1209 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1212 case VOICETYPE_TAUNT:
1213 if(self.classname == "player")
1214 if(self.deadflag == DEAD_NO)
1215 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1221 if (msg_entity.cvar_cl_voice_directional >= 1)
1222 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1224 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1226 case VOICETYPE_PLAYERSOUND:
1228 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1231 backtrace("Invalid voice type!");
1236 void GlobalSound(string sample, float chan, float voicetype)
1244 tokenize_console(sample);
1247 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1249 sample = strcat(argv(0), ".wav"); // randomization
1253 case VOICETYPE_LASTATTACKER_ONLY:
1256 msg_entity = self.pusher;
1257 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1259 if(msg_entity.cvar_cl_voice_directional == 1)
1260 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1262 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1266 case VOICETYPE_LASTATTACKER:
1269 msg_entity = self.pusher;
1270 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1272 if(msg_entity.cvar_cl_voice_directional == 1)
1273 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1275 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1278 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1279 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1282 case VOICETYPE_TEAMRADIO:
1283 FOR_EACH_REALCLIENT(msg_entity)
1284 if(!teamplay || msg_entity.team == self.team)
1286 if(msg_entity.cvar_cl_voice_directional == 1)
1287 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1289 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1292 case VOICETYPE_AUTOTAUNT:
1299 tauntrand = random();
1300 FOR_EACH_REALCLIENT(msg_entity)
1301 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1303 if (msg_entity.cvar_cl_voice_directional >= 1)
1304 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1306 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1309 case VOICETYPE_TAUNT:
1310 if(self.classname == "player")
1311 if(self.deadflag == DEAD_NO)
1312 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1317 FOR_EACH_REALCLIENT(msg_entity)
1319 if (msg_entity.cvar_cl_voice_directional >= 1)
1320 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1322 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1325 case VOICETYPE_PLAYERSOUND:
1326 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1329 backtrace("Invalid voice type!");
1334 void PlayerSound(.string samplefield, float chan, float voicetype)
1336 GlobalSound(self.samplefield, chan, voicetype);
1339 void VoiceMessage(string type, string msg)
1342 float voicetype, ownteam;
1344 sample = GetVoiceMessageSampleField(type);
1346 if(GetPlayerSoundSampleField_notFound)
1348 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1352 voicetype = GetVoiceMessageVoiceType(type);
1353 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1355 flood = Say(self, ownteam, world, msg, 1);
1358 GlobalSound(self.sample, CH_VOICE, voicetype);
1360 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1363 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1366 // 0 (00) automove centerprint, admin message
1367 // 1 (01) automove centerprint, no admin message
1368 // 2 (10) no centerprint, admin message
1369 // 3 (11) no centerprint, no admin message
1371 float lockteams_backup;
1373 lockteams_backup = lockteams; // backup any team lock
1375 lockteams = 0; // disable locked teams
1377 TeamchangeFrags(client); // move the players frags
1378 SetPlayerColors(client, team_colour - 1); // set the players colour
1379 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1381 lockteams = lockteams_backup; // restore the team lock
1383 LogTeamchange(client.playerid, client.team, type);
1385 if not(show_message & 1) // admin message
1386 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
1388 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));