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.v_angle = oldself.v_angle;
159 self.avelocity = oldself.avelocity;
160 self.classname = "body";
161 self.damageforcescale = oldself.damageforcescale;
162 self.effects = oldself.effects;
163 self.glowmod = oldself.glowmod;
164 self.event_damage = oldself.event_damage;
165 self.anim_state = oldself.anim_state;
166 self.anim_time = oldself.anim_time;
167 self.anim_lower_action = oldself.anim_lower_action;
168 self.anim_lower_time = oldself.anim_lower_time;
169 self.anim_upper_action = oldself.anim_upper_action;
170 self.anim_upper_time = oldself.anim_upper_time;
171 self.anim_implicit_state = oldself.anim_implicit_state;
172 self.anim_implicit_time = oldself.anim_implicit_time;
173 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
174 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
175 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
176 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
177 self.dphitcontentsmask = oldself.dphitcontentsmask;
178 self.death_time = oldself.death_time;
179 self.pain_finished = oldself.pain_finished;
180 self.health = oldself.health;
181 self.armorvalue = oldself.armorvalue;
182 self.armortype = oldself.armortype;
183 self.model = oldself.model;
184 self.modelindex = oldself.modelindex;
185 self.skin = oldself.skin;
186 self.species = oldself.species;
187 self.movetype = oldself.movetype;
188 self.solid = oldself.solid;
189 self.ballistics_density = oldself.ballistics_density;
190 self.takedamage = oldself.takedamage;
191 self.customizeentityforclient = oldself.customizeentityforclient;
192 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
193 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
194 if (keepvelocity == 1)
195 self.velocity = oldself.velocity;
196 self.oldvelocity = self.velocity;
197 self.alpha = oldself.alpha;
198 self.fade_time = oldself.fade_time;
199 self.fade_rate = oldself.fade_rate;
200 //self.weapon = oldself.weapon;
201 setorigin(self, oldself.origin);
202 setsize(self, oldself.mins, oldself.maxs);
203 self.prevorigin = oldself.origin;
204 self.reset = SUB_Remove;
206 Drag_MoveDrag(oldself, self);
208 if(self.colormap <= maxclients && self.colormap > 0)
209 self.colormap = 1024 + oldself.clientcolors;
211 CSQCMODEL_AUTOINIT();
212 self.CopyBody_nextthink = oldself.nextthink;
213 self.CopyBody_think = oldself.think;
214 self.nextthink = time;
215 self.think = CopyBody_Think;
216 // "bake" the current animation frame for clones (they don't get clientside animation)
217 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
222 float player_getspecies()
225 get_model_parameters(self.model, self.skin);
226 s = get_model_parameters_species;
227 get_model_parameters(string_null, 0);
229 return SPECIES_HUMAN;
233 void player_setupanimsformodel()
235 // load animation info
236 animdecide_init(self);
237 animdecide_setstate(self, 0, FALSE);
240 void player_anim (void)
242 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
245 // Decide on which death animation to use.
247 deadbits = ANIMSTATE_DEAD1;
249 deadbits = ANIMSTATE_DEAD2;
252 // Clear a previous death animation.
255 float animbits = deadbits;
257 animbits |= ANIMSTATE_FROZEN;
259 animbits |= ANIMSTATE_DUCK;
260 animdecide_setstate(self, animbits, FALSE);
261 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
263 if (self.weaponentity)
265 updateanim(self.weaponentity);
266 if (!self.weaponentity.animstate_override)
267 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
271 void SpawnThrownWeapon (vector org, float w)
273 if(self.weapons & WepSet_FromWeapon(self.weapon))
274 if(W_IsWeaponThrowable(self.weapon))
275 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
278 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
282 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
284 // damage resistance (ignore most of the damage from a bullet or similar)
285 damage = max(damage - 5, 1);
287 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
291 if(sound_allowed(MSG_BROADCAST, attacker))
294 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
296 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
298 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
302 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
304 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
306 if (!(self.flags & FL_GODMODE))
308 self.armorvalue = self.armorvalue - save;
309 self.health = self.health - take;
310 // pause regeneration for 5 seconds
311 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
313 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
314 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
315 self.dmg_inflictor = inflictor;
317 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
319 // don't use any animations as a gib
321 // view just above the floor
322 self.view_ofs = '0 0 4';
324 Violence_GibSplash(self, 1, 1, attacker);
326 self.solid = SOLID_NOT; // restore later
327 self.takedamage = DAMAGE_NO; // restore later
328 self.damagedbycontents = FALSE;
333 // If 0, default is used.
335 // Otherwise, g_str (default value) is used.
336 // For consistency, negative values there are mapped to zero too.
337 #define GAMETYPE_DEFAULTED_SETTING(str) \
338 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
339 (gametype_setting_tmp < 0) ? 0 : \
340 (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
341 gametype_setting_tmp)
344 void calculate_player_respawn_time()
346 float gametype_setting_tmp;
347 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
348 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
349 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
350 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
351 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
352 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
354 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
360 if (pl.team == self.team)
362 if (sdelay_small_count == 0)
363 sdelay_small_count = 1;
364 if (sdelay_large_count == 0)
365 sdelay_large_count = 1;
372 if (sdelay_small_count == 0)
376 // Players play independently. No point in requiring enemies.
377 sdelay_small_count = 1;
381 // Players play AGAINST each other. Enemies required.
382 sdelay_small_count = 2;
385 if (sdelay_large_count == 0)
389 // Players play independently. No point in requiring enemies.
390 sdelay_large_count = 1;
394 // Players play AGAINST each other. Enemies required.
395 sdelay_large_count = 2;
402 if (pcount <= sdelay_small_count)
403 sdelay = sdelay_small;
404 else if (pcount >= sdelay_large_count)
405 sdelay = sdelay_large;
406 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
407 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
410 self.respawn_time = ceil((time + sdelay) / waves) * waves;
412 self.respawn_time = time + sdelay;
414 if(sdelay < sdelay_max)
415 self.respawn_time_max = time + sdelay_max;
417 self.respawn_time_max = self.respawn_time;
419 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
420 self.respawn_countdown = 10; // first number to count down from is 10
422 self.respawn_countdown = -1; // do not count down
424 if(autocvar_g_forced_respawn)
425 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
428 void ClientKill_Now_TeamChange();
430 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
432 float take, save, dh, da, j;
434 float valid_damage_for_weaponstats;
437 dh = max(self.health, 0);
438 da = max(self.armorvalue, 0);
440 if(!DEATH_ISSPECIAL(deathtype))
442 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
444 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
447 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
449 // tuba causes blood to come out of the ears
454 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
456 makevectors(self.angles);
457 ear1 += v_right * -10;
458 ear2 += v_right * +10;
459 d = inflictor.origin - self.origin;
461 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
463 f = 0; // Assum ecenter.
464 force = v_right * vlen(force);
465 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
466 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
475 // force is already good
479 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
482 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
488 // don't reset pushltime for self damage as it may be an attempt to
489 // escape a lava pit or similar
490 //self.pushltime = 0;
493 else if(IS_PLAYER(attacker))
495 self.pusher = attacker;
496 self.pushltime = time + autocvar_g_maxpushtime;
497 self.istypefrag = self.BUTTON_CHAT;
499 else if(time < self.pushltime)
501 attacker = self.pusher;
502 self.pushltime = max(self.pushltime, time + 0.6);
510 frag_inflictor = inflictor;
511 frag_attacker = attacker;
513 frag_damage = damage;
516 damage_force = force;
517 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
518 take = bound(0, damage_take, self.health);
519 save = bound(0, damage_save, self.armorvalue);
520 excess = max(0, damage - take - save);
522 if(sound_allowed(MSG_BROADCAST, attacker))
525 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
527 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
529 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
533 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
535 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
537 if (time >= self.spawnshieldtime)
539 if (!(self.flags & FL_GODMODE))
541 self.armorvalue = self.armorvalue - save;
542 self.health = self.health - take;
543 // pause regeneration for 5 seconds
545 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
547 if (time > self.pain_finished) //Don't switch pain sequences like crazy
549 self.pain_finished = time + 0.5; //Supajoe
551 if(autocvar_sv_gentle < 1) {
552 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
554 if (!self.animstate_override)
557 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
559 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
563 if(sound_allowed(MSG_BROADCAST, attacker))
564 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
566 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
568 if(deathtype == DEATH_FALL)
569 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
570 else if(self.health > 75) // TODO make a "gentle" version?
571 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
572 else if(self.health > 50)
573 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
574 else if(self.health > 25)
575 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
577 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
582 // throw off bot aim temporarily
584 if(IS_BOT_CLIENT(self) && self.health >= 1)
586 shake = damage * 5 / (bound(0,skill,100) + 1);
587 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
588 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
589 self.v_angle_x = bound(-90, self.v_angle_x, 90);
593 self.max_armorvalue += (save + take);
595 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
596 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
597 self.dmg_inflictor = inflictor;
599 float abot, vbot, awep;
600 abot = (IS_BOT_CLIENT(attacker));
601 vbot = (IS_BOT_CLIENT(self));
603 valid_damage_for_weaponstats = 0;
606 if(vbot || IS_REAL_CLIENT(self))
607 if(abot || IS_REAL_CLIENT(attacker))
608 if(attacker && self != attacker)
609 if(DIFF_TEAM(self, attacker))
611 if(DEATH_ISSPECIAL(deathtype))
612 awep = attacker.weapon;
614 awep = DEATH_WEAPONOF(deathtype);
615 valid_damage_for_weaponstats = 1;
618 if(valid_damage_for_weaponstats)
620 dh = dh - max(self.health, 0);
621 da = da - max(self.armorvalue, 0);
622 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
627 float defer_ClientKill_Now_TeamChange;
628 defer_ClientKill_Now_TeamChange = FALSE;
632 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
636 if(valid_damage_for_weaponstats)
637 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
639 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
640 if(sound_allowed(MSG_BROADCAST, attacker))
642 if(deathtype == DEATH_DROWN)
643 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
645 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
648 // get rid of kill indicator
649 if(self.killindicator)
651 remove(self.killindicator);
652 self.killindicator = world;
653 if(self.killindicator_teamchange)
654 defer_ClientKill_Now_TeamChange = TRUE;
656 if(self.classname == "body")
657 if(deathtype == DEATH_KILL)
659 // for the lemmings fans, a small harmless explosion
660 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
664 // print an obituary message
665 Obituary (attacker, inflictor, self, deathtype);
667 // increment frag counter for used weapon type
669 w = DEATH_WEAPONOF(deathtype);
671 if(accuracy_isgooddamage(attacker, self))
672 attacker.accuracy.(accuracy_frags[w-1]) += 1;
674 frag_attacker = attacker;
675 frag_inflictor = inflictor;
677 frag_deathtype = deathtype;
678 MUTATOR_CALLHOOK(PlayerDies);
680 weapon_action(self.weapon, WR_PLAYERDEATH);
682 RemoveGrapplingHook(self);
684 Portal_ClearAllLater(self);
686 self.fixangle = TRUE;
688 if(defer_ClientKill_Now_TeamChange)
689 ClientKill_Now_TeamChange(); // can turn player into spectator
691 // player could have been miraculously resuscitated ;)
692 // e.g. players in freezetag get frozen, they don't really die
693 if(self.health >= 1 || !IS_PLAYER(self))
696 // when we get here, player actually dies
698 Unfreeze(self); // remove any icy remains
699 self.health = 0; // Unfreeze resets health, so we need to set it back
702 WaypointSprite_PlayerDead();
704 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
706 // become fully visible
707 self.alpha = default_player_alpha;
708 // make the corpse upright (not tilted)
712 self.avelocity = '0 0 0';
713 // view from the floor
714 self.view_ofs = '0 0 -8';
716 self.movetype = MOVETYPE_TOSS;
718 self.solid = SOLID_CORPSE;
719 self.ballistics_density = autocvar_g_ballistics_density_corpse;
720 // don't stick to the floor
721 self.flags &= ~FL_ONGROUND;
723 self.deadflag = DEAD_DYING;
724 // when to allow respawn
725 calculate_player_respawn_time();
727 self.death_time = time;
729 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
731 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
735 setsize(self, self.mins, self.maxs);
737 // set damage function to corpse damage
738 self.event_damage = PlayerCorpseDamage;
739 // call the corpse damage function just in case it wants to gib
740 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
741 // set up to fade out later
742 SUB_SetFade (self, time + 6 + random (), 1);
744 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
746 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
749 // reset fields the weapons may use just in case
750 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
752 weapon_action(j, WR_RESETPLAYER);
753 ATTACK_FINISHED_FOR(self, j) = 0;
758 .float muted; // to be used by prvm_edictset server playernumber muted 1
759 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
760 // message "": do not say, just test flood control
766 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
768 var .float flood_field;
771 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
773 if(!teamsay && !privatesay)
774 if(substring(msgin, 0, 1) == " ")
775 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
777 msgin = formatmessage(msgin);
779 if (!IS_PLAYER(source))
780 colorstr = "^0"; // black for spectators
782 colorstr = Team_ColorCode(source.team);
789 if(intermission_running)
793 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
796 * using bprint solves this... me stupid
797 // how can we prevent the message from appearing in a listen server?
798 // for now, just give "say" back and only handle say_team
801 clientcommand(self, strcat("say ", msgin));
806 if(autocvar_g_chat_teamcolors)
807 namestr = playername(source);
809 namestr = source.netname;
811 if(strdecolorize(namestr) == namestr)
820 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
821 privatemsgprefixlen = strlen(msgstr);
822 msgstr = strcat(msgstr, msgin);
823 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
824 if(autocvar_g_chat_teamcolors)
825 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
827 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
831 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
832 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
836 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
839 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
843 msgstr = cmsgstr = "";
847 fullcmsgstr = cmsgstr;
851 flood_field = floodcontrol_chat;
860 flood_spl = autocvar_g_chat_flood_spl_tell;
861 flood_burst = autocvar_g_chat_flood_burst_tell;
862 flood_lmax = autocvar_g_chat_flood_lmax_tell;
863 flood_field = floodcontrol_chattell;
867 flood_spl = autocvar_g_chat_flood_spl_team;
868 flood_burst = autocvar_g_chat_flood_burst_team;
869 flood_lmax = autocvar_g_chat_flood_lmax_team;
870 flood_field = floodcontrol_chatteam;
874 flood_spl = autocvar_g_chat_flood_spl;
875 flood_burst = autocvar_g_chat_flood_burst;
876 flood_lmax = autocvar_g_chat_flood_lmax;
877 flood_field = floodcontrol_chat;
879 flood_burst = max(0, flood_burst - 1);
880 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
882 // do flood control for the default line size
885 getWrappedLine_remaining = msgstr;
888 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
890 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
893 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
895 if(getWrappedLine_remaining != "")
897 msgstr = strcat(msgstr, "\n");
901 if(time >= source.flood_field)
903 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
913 if(time >= source.flood_field)
914 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
919 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
920 source.flood_field = flood = 0;
923 if(flood == 2) // cannot happen for empty msgstr
925 if(autocvar_g_chat_flood_notify_flooder)
927 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
932 sourcemsgstr = fullmsgstr;
933 sourcecmsgstr = fullcmsgstr;
939 sourcemsgstr = msgstr;
940 sourcecmsgstr = cmsgstr;
944 if (!IS_PLAYER(source))
946 if (!intermission_running)
947 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
948 teamsay = -1; // spectators
952 print("NOTE: ", playername(source), "^7 is flooding.\n");
954 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
956 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
960 // always fake the message
965 if(autocvar_g_chat_flood_notify_flooder)
967 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
978 if(sourcemsgstr != "" && ret != 0)
980 if(ret < 0) // faked message, because the player is muted
982 sprint(source, sourcemsgstr);
983 if(sourcecmsgstr != "" && !privatesay)
984 centerprint(source, sourcecmsgstr);
986 else if(privatesay) // private message, between 2 people only
988 sprint(source, sourcemsgstr);
989 sprint(privatesay, msgstr);
990 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
992 centerprint(privatesay, cmsgstr);
994 else if(teamsay > 0) // team message, only sent to team mates
996 sprint(source, sourcemsgstr);
997 dedicated_print(msgstr); // send to server console too
998 if(sourcecmsgstr != "")
999 centerprint(source, sourcecmsgstr);
1000 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1003 sprint(head, msgstr);
1005 centerprint(head, cmsgstr);
1008 else if(teamsay < 0) // spectator message, only sent to spectators
1010 sprint(source, sourcemsgstr);
1011 dedicated_print(msgstr); // send to server console too
1012 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
1014 sprint(head, msgstr);
1016 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1018 sprint(source, sourcemsgstr);
1019 dedicated_print(msgstr); // send to server console too
1020 FOR_EACH_REALCLIENT(head)
1022 sprint(head, msgstr);
1025 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1031 float GetVoiceMessageVoiceType(string type)
1034 return VOICETYPE_TAUNT;
1035 if(type == "teamshoot")
1036 return VOICETYPE_LASTATTACKER;
1037 return VOICETYPE_TEAMRADIO;
1040 string allvoicesamples;
1041 .string GetVoiceMessageSampleField(string type)
1043 GetPlayerSoundSampleField_notFound = 0;
1046 #define _VOICEMSG(m) case #m: return playersound_##m;
1050 GetPlayerSoundSampleField_notFound = 1;
1051 return playersound_taunt;
1054 .string GetPlayerSoundSampleField(string type)
1056 GetPlayerSoundSampleField_notFound = 0;
1059 #define _VOICEMSG(m) case #m: return playersound_##m;
1063 GetPlayerSoundSampleField_notFound = 1;
1064 return playersound_taunt;
1067 void PrecacheGlobalSound(string samplestring)
1070 tokenize_console(samplestring);
1074 for(i = 1; i <= n; ++i)
1075 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1079 precache_sound(strcat(argv(0), ".wav"));
1083 void PrecachePlayerSounds(string f)
1087 fh = fopen(f, FILE_READ);
1090 while((s = fgets(fh)))
1092 if(tokenize_console(s) != 3)
1094 dprint("Invalid sound info line: ", s, "\n");
1097 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1101 if (!allvoicesamples)
1103 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1106 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1110 void ClearPlayerSounds()
1112 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1118 float LoadPlayerSounds(string f, float first)
1123 fh = fopen(f, FILE_READ);
1126 dprint("Player sound file not found: ", f, "\n");
1129 while((s = fgets(fh)))
1131 if(tokenize_console(s) != 3)
1133 field = GetPlayerSoundSampleField(argv(0));
1134 if(GetPlayerSoundSampleField_notFound)
1135 field = GetVoiceMessageSampleField(argv(0));
1136 if(GetPlayerSoundSampleField_notFound)
1139 strunzone(self.field);
1140 self.field = strzone(strcat(argv(1), " ", argv(2)));
1146 .float modelindex_for_playersound;
1147 .float skin_for_playersound;
1148 void UpdatePlayerSounds()
1150 if(self.modelindex == self.modelindex_for_playersound)
1151 if(self.skin == self.skin_for_playersound)
1153 self.modelindex_for_playersound = self.modelindex;
1154 self.skin_for_playersound = self.skin;
1155 ClearPlayerSounds();
1156 LoadPlayerSounds("sound/player/default.sounds", 1);
1157 if(!autocvar_g_debug_defaultsounds)
1158 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1159 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1162 void FakeGlobalSound(string sample, float chan, float voicetype)
1170 tokenize_console(sample);
1173 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1175 sample = strcat(argv(0), ".wav"); // randomization
1179 case VOICETYPE_LASTATTACKER_ONLY:
1181 case VOICETYPE_LASTATTACKER:
1185 if(IS_REAL_CLIENT(msg_entity))
1186 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1189 case VOICETYPE_TEAMRADIO:
1191 if(msg_entity.cvar_cl_voice_directional == 1)
1192 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1194 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1196 case VOICETYPE_AUTOTAUNT:
1201 if(autocvar_sv_gentle)
1203 tauntrand = random();
1205 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1207 if (msg_entity.cvar_cl_voice_directional >= 1)
1208 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1210 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1213 case VOICETYPE_TAUNT:
1215 if(self.deadflag == DEAD_NO)
1216 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1219 if(autocvar_sv_gentle)
1222 if (msg_entity.cvar_cl_voice_directional >= 1)
1223 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1225 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1227 case VOICETYPE_PLAYERSOUND:
1229 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1232 backtrace("Invalid voice type!");
1237 void GlobalSound(string sample, float chan, float voicetype)
1245 tokenize_console(sample);
1248 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1250 sample = strcat(argv(0), ".wav"); // randomization
1254 case VOICETYPE_LASTATTACKER_ONLY:
1257 msg_entity = self.pusher;
1258 if(IS_REAL_CLIENT(msg_entity))
1260 if(msg_entity.cvar_cl_voice_directional == 1)
1261 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1263 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1267 case VOICETYPE_LASTATTACKER:
1270 msg_entity = self.pusher;
1271 if(IS_REAL_CLIENT(msg_entity))
1273 if(msg_entity.cvar_cl_voice_directional == 1)
1274 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1276 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1279 if(IS_REAL_CLIENT(msg_entity))
1280 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1283 case VOICETYPE_TEAMRADIO:
1284 FOR_EACH_REALCLIENT(msg_entity)
1285 if(!teamplay || msg_entity.team == self.team)
1287 if(msg_entity.cvar_cl_voice_directional == 1)
1288 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1290 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1293 case VOICETYPE_AUTOTAUNT:
1298 if(autocvar_sv_gentle)
1300 tauntrand = random();
1301 FOR_EACH_REALCLIENT(msg_entity)
1302 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1304 if (msg_entity.cvar_cl_voice_directional >= 1)
1305 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1307 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1310 case VOICETYPE_TAUNT:
1312 if(self.deadflag == DEAD_NO)
1313 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1316 if(autocvar_sv_gentle)
1318 FOR_EACH_REALCLIENT(msg_entity)
1320 if (msg_entity.cvar_cl_voice_directional >= 1)
1321 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1323 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1326 case VOICETYPE_PLAYERSOUND:
1327 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1330 backtrace("Invalid voice type!");
1335 void PlayerSound(.string samplefield, float chan, float voicetype)
1337 GlobalSound(self.samplefield, chan, voicetype);
1340 void VoiceMessage(string type, string msg)
1343 float voicetype, ownteam;
1345 sample = GetVoiceMessageSampleField(type);
1347 if(GetPlayerSoundSampleField_notFound)
1349 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1353 voicetype = GetVoiceMessageVoiceType(type);
1354 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1356 flood = Say(self, ownteam, world, msg, 1);
1359 GlobalSound(self.sample, CH_VOICE, voicetype);
1361 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1364 void MoveToTeam(entity client, float team_colour, float type)
1366 float lockteams_backup;
1368 lockteams_backup = lockteams; // backup any team lock
1370 lockteams = 0; // disable locked teams
1372 TeamchangeFrags(client); // move the players frags
1373 SetPlayerColors(client, team_colour - 1); // set the players colour
1374 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1376 lockteams = lockteams_backup; // restore the team lock
1378 LogTeamchange(client.playerid, client.team, type);