]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge branch 'master' into mirceakitsune/damage_effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(autocvar_sv_weaponstats_file != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #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))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, ibot, jbot, idx;
16         float fh;
17         vector v;
18         string prefix;
19         if(weaponstats_buffer < 0)
20                 return;
21         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
22         if(autocvar_sv_weaponstats_file != "")
23         {
24                 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
25                 if(fh >= 0)
26                 {
27                         fputs(fh, "#begin statsfile\n");
28                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
30                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
31                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
32                                 {
33                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
34                                         v = stov(bufstr_get(weaponstats_buffer, idx));
35                                         if(v != '0 0 0')
36                                         {
37                                                 //vector is: kills hits damage
38                                                 fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
39                                                 fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
40                                         }
41                                 }
42                         fputs(fh, "#end\n\n");
43                         fclose(fh);
44                         print("Weapon stats written\n");
45                 }
46         }
47         buf_del(weaponstats_buffer);
48         weaponstats_buffer = -1;
49 }
50
51 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
52 {
53         float idx;
54         if(weaponstats_buffer < 0)
55                 return;
56         if(awep < WEP_FIRST || vwep < WEP_FIRST)
57                 return;
58         if(awep > WEP_LAST || vwep > WEP_LAST)
59                 return;
60         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
61         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
62 }
63 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
64 {
65         if(damage < 0)
66                 error("negative damage?");
67         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
68 }
69 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
70 {
71         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
72 }
73
74 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
75 // merged player_run and player_stand to player_anim
76 // added death animations to player_anim
77 // can now spawn thrown weapons from anywhere, not just from players
78 // thrown weapons now fade out after 20 seconds
79 // created PlayerGib function
80 // PlayerDie no longer uses hitloc or damage
81 // PlayerDie now supports dying animations as well as gibbing
82 // cleaned up PlayerDie a lot
83 // added CopyBody
84
85 .entity pusher;
86 .float pushltime;
87
88 void CopyBody(float keepvelocity)
89 {
90         local entity oldself;
91         if (self.effects & EF_NODRAW)
92                 return;
93         oldself = self;
94         self = spawn();
95         self.enemy = oldself;
96         self.lip = oldself.lip;
97         self.colormap = oldself.colormap;
98         self.glowmod = oldself.glowmod;
99         self.iscreature = oldself.iscreature;
100         self.angles = oldself.angles;
101         self.avelocity = oldself.avelocity;
102         self.classname = "body";
103         self.damageforcescale = oldself.damageforcescale;
104         self.effects = oldself.effects;
105         self.event_damage = oldself.event_damage;
106         self.animstate_startframe = oldself.animstate_startframe;
107         self.animstate_numframes = oldself.animstate_numframes;
108         self.animstate_framerate = oldself.animstate_framerate;
109         self.animstate_starttime = oldself.animstate_starttime;
110         self.animstate_endtime = oldself.animstate_endtime;
111         self.animstate_override = oldself.animstate_override;
112         self.animstate_looping = oldself.animstate_looping;
113         self.frame = oldself.frame;
114         self.dead_frame = oldself.dead_frame;
115         self.pain_finished = oldself.pain_finished;
116         self.health = oldself.health;
117         self.armorvalue = oldself.armorvalue;
118         self.armortype = oldself.armortype;
119         self.model = oldself.model;
120         self.modelindex = oldself.modelindex;
121         self.modelindex_lod0 = oldself.modelindex_lod0;
122         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
123         self.modelindex_lod1 = oldself.modelindex_lod1;
124         self.modelindex_lod2 = oldself.modelindex_lod2;
125         self.skinindex = oldself.skinindex;
126         self.species = oldself.species;
127         self.movetype = oldself.movetype;
128         self.nextthink = oldself.nextthink;
129         self.solid = oldself.solid;
130         self.ballistics_density = oldself.ballistics_density;
131         self.takedamage = oldself.takedamage;
132         self.think = oldself.think;
133         self.customizeentityforclient = oldself.customizeentityforclient;
134         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
135         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
136         if (keepvelocity == 1)
137                 self.velocity = oldself.velocity;
138         self.oldvelocity = self.velocity;
139         self.fade_time = oldself.fade_time;
140         self.fade_rate = oldself.fade_rate;
141         //self.weapon = oldself.weapon;
142         setorigin(self, oldself.origin);
143         setsize(self, oldself.mins, oldself.maxs);
144         self.prevorigin = oldself.origin;
145         self.reset = SUB_Remove;
146
147         Drag_MoveDrag(oldself, self);
148
149         Violence_DamageEffect_Copy(oldself, self);
150
151         self.owner = oldself;
152         self = oldself;
153 }
154
155 float player_getspecies()
156 {
157         float s;
158         get_model_parameters(self.model, self.skinindex);
159         s = get_model_parameters_species;
160         get_model_parameters(string_null, 0);
161         if(s < 0)
162                 return SPECIES_HUMAN;
163         return s;
164 }
165
166 void player_setupanimsformodel()
167 {
168         local string animfilename;
169         local float animfile;
170         // defaults for legacy .zym models without animinfo files
171         self.anim_die1 = '0 1 0.5'; // 2 seconds
172         self.anim_die2 = '1 1 0.5'; // 2 seconds
173         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
174         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
175         self.anim_duckwalk = '4 1 1';
176         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
177         self.anim_duckidle = '6 1 1';
178         self.anim_idle = '7 1 1';
179         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
180         self.anim_pain1 = '9 1 2'; // 0.5 seconds
181         self.anim_pain2 = '10 1 2'; // 0.5 seconds
182         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
183         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
184         self.anim_run = '13 1 1';
185         self.anim_runbackwards = '14 1 1';
186         self.anim_strafeleft = '15 1 1';
187         self.anim_straferight = '16 1 1';
188         self.anim_dead1 = '17 1 1';
189         self.anim_dead2 = '18 1 1';
190         self.anim_forwardright = '19 1 1';
191         self.anim_forwardleft = '20 1 1';
192         self.anim_backright = '21 1 1';
193         self.anim_backleft  = '22 1 1';
194         self.anim_melee = '23 1 1';
195         animparseerror = FALSE;
196         animfilename = strcat(self.model, ".animinfo");
197         animfile = fopen(animfilename, FILE_READ);
198         if (animfile >= 0)
199         {
200                 self.anim_die1         = animparseline(animfile);
201                 self.anim_die2         = animparseline(animfile);
202                 self.anim_draw         = animparseline(animfile);
203                 self.anim_duck         = animparseline(animfile);
204                 self.anim_duckwalk     = animparseline(animfile);
205                 self.anim_duckjump     = animparseline(animfile);
206                 self.anim_duckidle     = animparseline(animfile);
207                 self.anim_idle         = animparseline(animfile);
208                 self.anim_jump         = animparseline(animfile);
209                 self.anim_pain1        = animparseline(animfile);
210                 self.anim_pain2        = animparseline(animfile);
211                 self.anim_shoot        = animparseline(animfile);
212                 self.anim_taunt        = animparseline(animfile);
213                 self.anim_run          = animparseline(animfile);
214                 self.anim_runbackwards = animparseline(animfile);
215                 self.anim_strafeleft   = animparseline(animfile);
216                 self.anim_straferight  = animparseline(animfile);
217                 self.anim_forwardright = animparseline(animfile);
218                 self.anim_forwardleft  = animparseline(animfile);
219                 self.anim_backright    = animparseline(animfile);
220                 self.anim_backleft     = animparseline(animfile);
221                 self.anim_melee        = animparseline(animfile);
222                 fclose(animfile);
223
224                 // derived anims
225                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
226                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
227
228                 if (animparseerror)
229                         print("Parse error in ", animfilename, ", some player animations are broken\n");
230         }
231         else
232                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
233         // reset animstate now
234         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
235 };
236
237 void player_anim (void)
238 {
239         updateanim(self);
240         if (self.weaponentity)
241                 updateanim(self.weaponentity);
242
243         if (self.deadflag != DEAD_NO)
244         {
245                 if (time > self.animstate_endtime)
246                 {
247                         if (self.maxs_z > 5)
248                         {
249                                 self.maxs_z = 5;
250                                 setsize(self, self.mins, self.maxs);
251                         }
252                         self.frame = self.dead_frame;
253                 }
254                 return;
255         }
256
257         if (!self.animstate_override)
258         {
259                 if (!(self.flags & FL_ONGROUND))
260                 {
261                         if (self.crouch)
262                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
263                         else
264                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
265                         self.restart_jump = FALSE;
266                 }
267                 else if (self.crouch)
268                 {
269                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
270                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
271                         else
272                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
273                 }
274                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
275                 {
276                         if (self.movement_x > 0 && self.movement_y == 0)
277                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
278                         else if (self.movement_x < 0 && self.movement_y == 0)
279                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
280                         else if (self.movement_x == 0 && self.movement_y > 0)
281                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
282                         else if (self.movement_x == 0 && self.movement_y < 0)
283                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
284                         else if (self.movement_x > 0 && self.movement_y > 0)
285                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
286                         else if (self.movement_x > 0 && self.movement_y < 0)
287                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
288                         else if (self.movement_x < 0 && self.movement_y > 0)
289                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
290                         else if (self.movement_x < 0 && self.movement_y < 0)
291                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
292                         else
293                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
294                 }
295                 else
296                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
297         }
298
299         if (self.weaponentity)
300         if (!self.weaponentity.animstate_override)
301                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
302 }
303
304 void SpawnThrownWeapon (vector org, float w)
305 {
306         if(g_minstagib)
307         if(self.ammo_cells <= 0)
308                 return;
309
310         if(g_pinata)
311         {
312                 float j;
313                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
314                 {
315                         if(self.weapons & W_WeaponBit(j))
316                                 if(W_IsWeaponThrowable(j))
317                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
318                 }
319         }
320         else
321         {
322                 if(W_IsWeaponThrowable(self.weapon))
323                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
324         }
325 }
326
327 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
328 {
329         local float take, save;
330         vector v;
331         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
332
333         // damage resistance (ignore most of the damage from a bullet or similar)
334         damage = max(damage - 5, 1);
335
336         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
337         take = v_x;
338         save = v_y;
339
340         if(sound_allowed(MSG_BROADCAST, attacker))
341         {
342                 if (save > 10)
343                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
344                 else if (take > 30)
345                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
346                 else if (take > 10)
347                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
348         }
349
350         if (take > 50)
351                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
352         if (take > 100)
353                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
354
355         if (!(self.flags & FL_GODMODE))
356         {
357                 self.armorvalue = self.armorvalue - save;
358                 self.health = self.health - take;
359                 // pause regeneration for 5 seconds
360                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
361         }
362         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
363         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
364         self.dmg_inflictor = inflictor;
365
366         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
367         {
368                 // don't use any animations as a gib
369                 self.frame = 0;
370                 self.dead_frame = 0;
371                 // view just above the floor
372                 self.view_ofs = '0 0 4';
373
374                 Violence_GibSplash(self, 1, 1, attacker);
375                 self.modelindex = 0; // restore later
376                 self.solid = SOLID_NOT; // restore later
377                 self.takedamage = DAMAGE_NO; // restore later
378         }
379 }
380
381 void ClientKill_Now_TeamChange();
382 void freezetag_CheckWinner();
383
384 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
385 {
386         local float take, save, waves, sdelay, dh, da, j;
387         vector v;
388         float valid_damage_for_weaponstats;
389         float excess;
390
391         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
392                 return;
393
394         dh = max(self.health, 0);
395         da = max(self.armorvalue, 0);
396
397         if(!DEATH_ISSPECIAL(deathtype))
398         {
399                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
400                 if(self != attacker)
401                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
402         }
403
404         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
405         {
406                 // tuba causes blood to come out of the ears
407                 vector ear1, ear2;
408                 vector d;
409                 float f;
410                 ear1 = self.origin;
411                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
412                 ear2 = ear1;
413                 makevectors(self.angles);
414                 ear1 += v_right * -10;
415                 ear2 += v_right * +10;
416                 d = inflictor.origin - self.origin;
417                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
418                 force = v_right * vlen(force);
419                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
420                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
421                 if(f > 0)
422                 {
423                         hitloc = ear1;
424                         force = force * -1;
425                 }
426                 else
427                 {
428                         hitloc = ear2;
429                         // force is already good
430                 }
431         }
432         else
433                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
434
435         if (!g_minstagib)
436         {
437                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
438                 take = v_x;
439                 save = v_y;
440         }
441         else
442         {
443                 save = 0;
444                 take = damage;
445         }
446
447         frag_inflictor = inflictor;
448         frag_attacker = attacker;
449         frag_target = self;
450         damage_take = take;
451         damage_save = save;
452         damage_force = force;
453         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
454         take = bound(0, damage_take, self.health);
455         save = bound(0, damage_save, self.armorvalue);
456         excess = max(0, damage - take - save);
457
458         if(sound_allowed(MSG_BROADCAST, attacker))
459         {
460                 if (save > 10)
461                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
462                 else if (take > 30)
463                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
464                 else if (take > 10)
465                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
466         }
467
468         if (take > 50)
469                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
470         if (take > 100)
471                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
472
473         if (time >= self.spawnshieldtime)
474         {
475                 if (!(self.flags & FL_GODMODE))
476                 {
477                         self.armorvalue = self.armorvalue - save;
478                         self.health = self.health - take;
479                         // pause regeneration for 5 seconds
480                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
481
482                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
483                         {
484                                 self.pain_finished = time + 0.5;        //Supajoe
485
486                                 if(sv_gentle < 1) {
487                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
488                                         {
489                                                 if (random() > 0.5)
490                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
491                                                 else
492                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
493                                         }
494
495                                         if(sound_allowed(MSG_BROADCAST, attacker))
496                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
497                                         if(self.health > 1)
498                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
499                                         {
500                                                 if(deathtype == DEATH_FALL)
501                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
502                                                 else if(self.health > 75) // TODO make a "gentle" version?
503                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
504                                                 else if(self.health > 50)
505                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
506                                                 else if(self.health > 25)
507                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
508                                                 else
509                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
510                                         }
511                                 }
512
513                                 // throw off bot aim temporarily
514                                 local float shake;
515                                 shake = damage * 5 / (bound(0,skill,100) + 1);
516                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
517                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
518                         }
519                 }
520                 else
521                         self.max_armorvalue += (save + take);
522         }
523         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
524         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
525         self.dmg_inflictor = inflictor;
526
527         if(attacker == self)
528         {
529                 // don't reset pushltime for self damage as it may be an attempt to
530                 // escape a lava pit or similar
531                 //self.pushltime = 0;
532         }
533         else if(attacker.classname == "player" || attacker.classname == "gib")
534         {
535                 self.pusher = attacker;
536                 self.pushltime = time + autocvar_g_maxpushtime;
537         }
538         else if(time < self.pushltime)
539         {
540                 attacker = self.pusher;
541                 self.pushltime = max(self.pushltime, time + 0.6);
542         }
543         else
544                 self.pushltime = 0;
545
546         float abot, vbot, awep;
547         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
548         vbot = (clienttype(self) == CLIENTTYPE_BOT);
549
550         valid_damage_for_weaponstats = 0;
551         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
552         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
553         if(attacker && self != attacker)
554         if(IsDifferentTeam(self, attacker))
555         {
556                 if(DEATH_ISSPECIAL(deathtype))
557                         awep = attacker.weapon;
558                 else
559                         awep = DEATH_WEAPONOF(deathtype);
560                 valid_damage_for_weaponstats = 1;
561         }
562         
563         if(valid_damage_for_weaponstats)
564         {
565                 dh = dh - max(self.health, 0);
566                 da = da - max(self.armorvalue, 0);
567                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
568         }
569
570         if (self.health < 1)
571         {
572                 float defer_ClientKill_Now_TeamChange;
573                 defer_ClientKill_Now_TeamChange = FALSE;
574
575                 if(self.alivetime)
576                 {
577                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
578                         self.alivetime = 0;
579                 }
580
581                 if(valid_damage_for_weaponstats)
582                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
583
584                 if(sv_gentle < 1) // TODO make a "gentle" version?
585                 if(sound_allowed(MSG_BROADCAST, attacker))
586                 {
587                         if(deathtype == DEATH_DROWN)
588                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
589                         else
590                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
591                 }
592
593                 // get rid of kill indicator
594                 if(self.killindicator)
595                 {
596                         remove(self.killindicator);
597                         self.killindicator = world;
598                         if(self.killindicator_teamchange)
599                                 defer_ClientKill_Now_TeamChange = TRUE;
600
601                         if(self.classname == "body")
602                         if(deathtype == DEATH_KILL)
603                         {
604                                 // for the lemmings fans, a small harmless explosion
605                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
606                         }
607                 }
608
609                 if(!g_freezetag)
610                 {
611                         // become fully visible
612                         self.alpha = 1;
613                         // clear selected player display
614                         ClearSelectedPlayer();
615                         // throw a weapon
616                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
617                 }
618
619                 // print an obituary message
620                 Obituary (attacker, inflictor, self, deathtype);
621                 race_PreDie();
622                 DropAllRunes(self);
623
624                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
625                 {
626                         PutClientInServer();
627                         count_alive_players(); // re-count players
628                         freezetag_CheckWinner();
629                         return;
630                 }
631
632                 frag_attacker = attacker;
633                 frag_inflictor = inflictor;
634                 frag_target = self;
635                 MUTATOR_CALLHOOK(PlayerDies);
636                 weapon_action(self.weapon, WR_PLAYERDEATH);
637
638                 if(self.flagcarried)
639                 {
640                         if(attacker.classname != "player" && attacker.classname != "gib")
641                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
642                         else if(attacker.team == self.team)
643                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
644                         else
645                                 DropFlag(self.flagcarried, world, attacker);
646                 }
647                 if(self.ballcarried && g_nexball)
648                         DropBall(self.ballcarried, self.origin, self.velocity);
649                 Portal_ClearAllLater(self);
650
651                 if(clienttype(self) == CLIENTTYPE_REAL)
652                 {
653                         stuffcmd(self, "-zoom\n");
654                         self.fixangle = TRUE;
655                         //msg_entity = self;
656                         //WriteByte (MSG_ONE, SVC_SETANGLE);
657                         //WriteAngle (MSG_ONE, self.v_angle_x);
658                         //WriteAngle (MSG_ONE, self.v_angle_y);
659                         //WriteAngle (MSG_ONE, 80);
660                 }
661
662                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
663                         ClientKill_Now_TeamChange();
664
665                 if(g_arena)
666                         Spawnqueue_Unmark(self);
667
668                 if(g_freezetag)
669                         return;
670
671                 // when we get here, player actually dies
672                 // clear waypoints (do this AFTER FreezeTag)
673                 WaypointSprite_PlayerDead();
674
675                 // make the corpse upright (not tilted)
676                 self.angles_x = 0;
677                 self.angles_z = 0;
678                 // don't spin
679                 self.avelocity = '0 0 0';
680                 // view from the floor
681                 self.view_ofs = '0 0 -8';
682                 // toss the corpse
683                 self.movetype = MOVETYPE_TOSS;
684                 // shootable corpse
685                 self.solid = SOLID_CORPSE;
686                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
687                 // don't stick to the floor
688                 self.flags &~= FL_ONGROUND;
689                 // dying animation
690                 self.deadflag = DEAD_DYING;
691                 // when to allow respawn
692                 sdelay = 0;
693                 waves = 0;
694                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
695                 if(!sdelay)
696                 {
697                         if(g_cts)
698                                 sdelay = 0; // no respawn delay in CTS
699                         else
700                                 sdelay = autocvar_g_respawn_delay;
701                 }
702                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
703                 if(!waves)
704                         waves = autocvar_g_respawn_waves;
705                 if(waves)
706                         self.death_time = ceil((time + sdelay) / waves) * waves;
707                 else
708                         self.death_time = time + sdelay;
709                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
710                         self.respawn_countdown = 10; // first number to count down from is 10
711                 else
712                         self.respawn_countdown = -1; // do not count down
713                 if (random() < 0.5)
714                 {
715                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
716                         self.dead_frame = self.anim_dead1_x;
717                 }
718                 else
719                 {
720                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
721                         self.dead_frame = self.anim_dead2_x;
722                 }
723                 // set damage function to corpse damage
724                 self.event_damage = PlayerCorpseDamage;
725                 // call the corpse damage function just in case it wants to gib
726                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
727                 // set up to fade out later
728                 SUB_SetFade (self, time + 6 + random (), 1);
729
730                 if(sv_gentle > 0 || autocvar_ekg) {
731                         // remove corpse
732                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
733                 }
734
735                 // reset fields the weapons may use just in case
736                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
737                 {
738                         weapon_action(j, WR_RESETPLAYER);
739                         ATTACK_FINISHED_FOR(self, j) = 0;
740                 }
741         }
742 }
743
744 float UpdateSelectedPlayer_countvalue(float v)
745 {
746         return max(0, (v - 1.0) / 0.5);
747 }
748
749 // returns: -2 if no hit, otherwise cos of the angle
750 // uses the global v_angle
751 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
752 {
753         vector so, d;
754         float c;
755
756         if(p == self)
757                 return -2;
758
759         if(p.deadflag)
760                 return -2;
761
762         so = self.origin + self.view_ofs;
763         d = p.origin - so;
764
765         // misaimed?
766         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
767                 return -2;
768
769         // now find the cos of the angle...
770         c = normalize(d) * v_forward;
771
772         if(c <= mincosangle)
773                 return -2;
774
775         // not visible in any way? forget it
776         if(!checkpvs(so, p))
777                 return -2;
778
779         traceline(so, p.origin, MOVE_NOMONSTERS, self);
780         if(trace_fraction < 1)
781                 return -2;
782
783         return c;
784 }
785
786 void ClearSelectedPlayer()
787 {
788         if(self.selected_player)
789         {
790                 centerprint_expire(self, CENTERPRIO_POINT);
791                 self.selected_player = world;
792                 self.selected_player_display_needs_update = FALSE;
793         }
794 }
795
796 void UpdateSelectedPlayer()
797 {
798         entity selected;
799         float selected_score;
800         selected = world;
801         selected_score = 0.95; // 18 degrees
802
803         if(!autocvar_sv_allow_shownames)
804                 return;
805
806         if(clienttype(self) != CLIENTTYPE_REAL)
807                 return;
808
809         if(self.cvar_cl_shownames == 0)
810                 return;
811
812         if(self.cvar_cl_shownames == 1 && !teams_matter)
813                 return;
814
815         makevectors(self.v_angle); // sets v_forward
816
817         // 1. cursor trace is always right
818         WarpZone_crosshair_trace(self);
819         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
820         {
821                 selected = trace_ent;
822         }
823         else
824         {
825                 // 2. if we don't have a cursor trace, find the player which is least
826                 //    mis-aimed at
827                 entity p;
828                 FOR_EACH_PLAYER(p)
829                 {
830                         float c;
831                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
832                         if(c >= -1)
833                         {
834                                 selected = p;
835                                 selected_score = c;
836                         }
837                 }
838         }
839
840         if(selected)
841         {
842                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
843         }
844         else
845         {
846                 if(time < self.selected_player_display_timeout)
847                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
848                                 selected = self.selected_player;
849         }
850
851         if(selected)
852         {
853                 if(selected == self.selected_player)
854                 {
855                         float save;
856                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
857                         self.selected_player_count = self.selected_player_count + frametime;
858                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
859                         {
860                                 string namestr, healthstr;
861                                 namestr = playername(selected);
862                                 if(teams_matter)
863                                 {
864                                         healthstr = ftos(floor(selected.health));
865                                         if(self.team == selected.team)
866                                         {
867                                                 namestr = strcat(namestr, " (", healthstr, "%)");
868                                                 self.selected_player_display_needs_update = TRUE;
869                                         }
870                                 }
871                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
872                         }
873                 }
874                 else
875                 {
876                         ClearSelectedPlayer();
877                         self.selected_player = selected;
878                         self.selected_player_time = time;
879                         self.selected_player_count = 0;
880                         self.selected_player_display_needs_update = FALSE;
881                 }
882         }
883         else
884         {
885                 ClearSelectedPlayer();
886         }
887
888         if(self.selected_player)
889                 self.last_selected_player = self.selected_player;
890 }
891
892 .float muted; // to be used by prvm_edictset server playernumber muted 1
893 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
894 // message "": do not say, just test flood control
895 // return value:
896 //   1 = accept
897 //   0 = reject
898 //  -1 = fake accept
899 {
900         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
901         float flood, privatemsgprefixlen;
902         var .float flood_field;
903         entity head;
904         float ret;
905
906         if(Ban_MaybeEnforceBan(source))
907                 return 0;
908
909         if(!teamsay && !privatesay)
910                 if(substring(msgin, 0, 1) == " ")
911                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
912
913         msgin = formatmessage(msgin);
914
915         if(source.classname != "player")
916                 colorstr = "^0"; // black for spectators
917         else if(teams_matter)
918                 colorstr = Team_ColorCode(source.team);
919         else
920                 teamsay = FALSE;
921
922         if(intermission_running)
923                 teamsay = FALSE;
924
925         if(msgin != "")
926                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
927
928         /*
929          * using bprint solves this... me stupid
930         // how can we prevent the message from appearing in a listen server?
931         // for now, just give "say" back and only handle say_team
932         if(!teamsay)
933         {
934                 clientcommand(self, strcat("say ", msgin));
935                 return;
936         }
937         */
938
939         if(autocvar_g_chat_teamcolors)
940                 namestr = playername(source);
941         else
942                 namestr = source.netname;
943
944         if(msgin != "")
945         {
946                 if(privatesay)
947                 {
948                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
949                         privatemsgprefixlen = strlen(msgstr);
950                         msgstr = strcat(msgstr, msgin);
951                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
952                         if(autocvar_g_chat_teamcolors)
953                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
954                         else
955                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
956                 }
957                 else if(teamsay)
958                 {
959                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
960                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
961                 }
962                 else
963                 {
964                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
965                         cmsgstr = "";
966                 }
967                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
968         }
969         else
970         {
971                 msgstr = cmsgstr = "";
972         }
973
974         fullmsgstr = msgstr;
975         fullcmsgstr = cmsgstr;
976
977         // FLOOD CONTROL
978         flood = 0;
979         if(floodcontrol)
980         {
981                 float flood_spl;
982                 float flood_burst;
983                 float flood_lmax;
984                 float lines;
985                 if(privatesay)
986                 {
987                         flood_spl = autocvar_g_chat_flood_spl_tell;
988                         flood_burst = autocvar_g_chat_flood_burst_tell;
989                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
990                         flood_field = floodcontrol_chattell;
991                 }
992                 else if(teamsay)
993                 {
994                         flood_spl = autocvar_g_chat_flood_spl_team;
995                         flood_burst = autocvar_g_chat_flood_burst_team;
996                         flood_lmax = autocvar_g_chat_flood_lmax_team;
997                         flood_field = floodcontrol_chatteam;
998                 }
999                 else
1000                 {
1001                         flood_spl = autocvar_g_chat_flood_spl;
1002                         flood_burst = autocvar_g_chat_flood_burst;
1003                         flood_lmax = autocvar_g_chat_flood_lmax;
1004                         flood_field = floodcontrol_chat;
1005                 }
1006                 flood_burst = max(0, flood_burst - 1);
1007                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1008
1009                 // do flood control for the default line size
1010                 if(msgstr != "")
1011                 {
1012                         getWrappedLine_remaining = msgstr;
1013                         msgstr = "";
1014                         lines = 0;
1015                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1016                         {
1017                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1018                                 ++lines;
1019                         }
1020                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1021
1022                         if(getWrappedLine_remaining != "")
1023                         {
1024                                 msgstr = strcat(msgstr, "\n");
1025                                 flood = 2;
1026                         }
1027
1028                         if(time >= source.flood_field)
1029                         {
1030                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1031                         }
1032                         else
1033                         {
1034                                 flood = 1;
1035                                 msgstr = fullmsgstr;
1036                         }
1037                 }
1038                 else
1039                 {
1040                         if(time >= source.flood_field)
1041                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1042                         else
1043                                 flood = 1;
1044                 }
1045
1046                 if (timeoutStatus == 2) //when game is paused, no flood protection
1047                         source.flood_field = flood = 0;
1048         }
1049
1050         if(flood == 2) // cannot happen for empty msgstr
1051         {
1052                 if(autocvar_g_chat_flood_notify_flooder)
1053                 {
1054                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1055                         sourcecmsgstr = "";
1056                 }
1057                 else
1058                 {
1059                         sourcemsgstr = fullmsgstr;
1060                         sourcecmsgstr = fullcmsgstr;
1061                 }
1062                 cmsgstr = "";
1063         }
1064         else
1065         {
1066                 sourcemsgstr = msgstr;
1067                 sourcecmsgstr = cmsgstr;
1068         }
1069
1070         if(!privatesay)
1071         if(source.classname != "player")
1072         {
1073                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1074                         teamsay = -1; // spectators
1075         }
1076
1077         if(flood)
1078                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1079
1080         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1081         if(privatesay)
1082                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1083
1084         if(source.muted)
1085         {
1086                 // always fake the message
1087                 ret = -1;
1088         }
1089         else if(flood == 1)
1090         {
1091                 if(autocvar_g_chat_flood_notify_flooder)
1092                 {
1093                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1094                         ret = 0;
1095                 }
1096                 else
1097                         ret = -1;
1098         }
1099         else
1100         {
1101                 ret = 1;
1102         }
1103
1104         if(sourcemsgstr != "" && ret != 0)
1105         {
1106                 if(ret < 0) // fake
1107                 {
1108                         sprint(source, sourcemsgstr);
1109                         if(sourcecmsgstr != "" && !privatesay)
1110                                 centerprint(source, sourcecmsgstr);
1111                 }
1112                 else if(privatesay)
1113                 {
1114                         sprint(source, sourcemsgstr);
1115                         sprint(privatesay, msgstr);
1116                         if(cmsgstr != "")
1117                                 centerprint(privatesay, cmsgstr);
1118                 }
1119                 else if(teamsay > 0)
1120                 {
1121                         sprint(source, sourcemsgstr);
1122                         if(sourcecmsgstr != "")
1123                                 centerprint(source, sourcecmsgstr);
1124                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1125                                 if(head != source)
1126                                 {
1127                                         sprint(head, msgstr);
1128                                         if(cmsgstr != "")
1129                                                 centerprint(head, cmsgstr);
1130                                 }
1131                 }
1132                 else if(teamsay < 0)
1133                 {
1134                         sprint(source, sourcemsgstr);
1135                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1136                                 if(head != source)
1137                                         sprint(head, msgstr);
1138                 }
1139                 else if(sourcemsgstr != msgstr)
1140                 {
1141                         sprint(source, sourcemsgstr);
1142                         FOR_EACH_REALCLIENT(head)
1143                                 if(head != source)
1144                                         sprint(head, msgstr);
1145                 }
1146                 else
1147                         bprint(msgstr);
1148         }
1149
1150         return ret;
1151 }
1152
1153 float GetVoiceMessageVoiceType(string type)
1154 {
1155         if(type == "taunt")
1156                 return VOICETYPE_TAUNT;
1157         if(type == "teamshoot")
1158                 return VOICETYPE_LASTATTACKER;
1159         return VOICETYPE_TEAMRADIO;
1160 }
1161
1162 string allvoicesamples;
1163 .string GetVoiceMessageSampleField(string type)
1164 {
1165         GetPlayerSoundSampleField_notFound = 0;
1166         switch(type)
1167         {
1168 #define _VOICEMSG(m) case #m: return playersound_##m;
1169                 ALLVOICEMSGS
1170 #undef _VOICEMSG
1171         }
1172         GetPlayerSoundSampleField_notFound = 1;
1173         return playersound_taunt;
1174 }
1175
1176 .string GetPlayerSoundSampleField(string type)
1177 {
1178         GetPlayerSoundSampleField_notFound = 0;
1179         switch(type)
1180         {
1181 #define _VOICEMSG(m) case #m: return playersound_##m;
1182                 ALLPLAYERSOUNDS
1183 #undef _VOICEMSG
1184         }
1185         GetPlayerSoundSampleField_notFound = 1;
1186         return playersound_taunt;
1187 }
1188
1189 void PrecacheGlobalSound(string samplestring)
1190 {
1191         float n, i;
1192         tokenize_console(samplestring);
1193         n = stof(argv(1));
1194         if(n > 0)
1195         {
1196                 for(i = 1; i <= n; ++i)
1197                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1198         }
1199         else
1200         {
1201                 precache_sound(strcat(argv(0), ".wav"));
1202         }
1203 }
1204
1205 void PrecachePlayerSounds(string f)
1206 {
1207         float fh;
1208         string s;
1209         fh = fopen(f, FILE_READ);
1210         if(fh < 0)
1211                 return;
1212         while((s = fgets(fh)))
1213         {
1214                 if(tokenize_console(s) != 3)
1215                 {
1216                         dprint("Invalid sound info line: ", s, "\n");
1217                         continue;
1218                 }
1219                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1220         }
1221         fclose(fh);
1222
1223         if not(allvoicesamples)
1224         {
1225 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1226                 ALLVOICEMSGS
1227 #undef _VOICEMSG
1228                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1229         }
1230 }
1231
1232 void ClearPlayerSounds()
1233 {
1234 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1235         ALLPLAYERSOUNDS
1236         ALLVOICEMSGS
1237 #undef _VOICEMSG
1238 }
1239
1240 float LoadPlayerSounds(string f, float first)
1241 {
1242         float fh;
1243         string s;
1244         var .string field;
1245         fh = fopen(f, FILE_READ);
1246         if(fh < 0)
1247         {
1248                 dprint("Player sound file not found: ", f, "\n");
1249                 return 0;
1250         }
1251         while((s = fgets(fh)))
1252         {
1253                 if(tokenize_console(s) != 3)
1254                         continue;
1255                 field = GetPlayerSoundSampleField(argv(0));
1256                 if(GetPlayerSoundSampleField_notFound)
1257                         field = GetVoiceMessageSampleField(argv(0));
1258                 if(GetPlayerSoundSampleField_notFound)
1259                         continue;
1260                 if(self.field)
1261                         strunzone(self.field);
1262                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1263         }
1264         fclose(fh);
1265         return 1;
1266 }
1267
1268 .float modelindex_for_playersound;
1269 .float skinindex_for_playersound;
1270 void UpdatePlayerSounds()
1271 {
1272         if(self.modelindex == self.modelindex_for_playersound)
1273         if(self.skinindex == self.skinindex_for_playersound)
1274                 return;
1275         self.modelindex_for_playersound = self.modelindex;
1276         self.skinindex_for_playersound = self.skinindex;
1277         ClearPlayerSounds();
1278         LoadPlayerSounds("sound/player/default.sounds", 1);
1279         if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1280                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1281 }
1282
1283 void FakeGlobalSound(string sample, float chan, float voicetype)
1284 {
1285         float n;
1286         float tauntrand;
1287
1288         if(sample == "")
1289                 return;
1290
1291         tokenize_console(sample);
1292         n = stof(argv(1));
1293         if(n > 0)
1294                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1295         else
1296                 sample = strcat(argv(0), ".wav"); // randomization
1297
1298         switch(voicetype)
1299         {
1300                 case VOICETYPE_LASTATTACKER_ONLY:
1301                         break;
1302                 case VOICETYPE_LASTATTACKER:
1303                         if(self.pusher)
1304                         {
1305                                 msg_entity = self;
1306                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1307                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1308                         }
1309                         break;
1310                 case VOICETYPE_TEAMRADIO:
1311                         msg_entity = self;
1312                         if(msg_entity.cvar_cl_voice_directional == 1)
1313                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1314                         else
1315                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1316                         break;
1317                 case VOICETYPE_AUTOTAUNT:
1318                         if(!sv_autotaunt)
1319                                 break;
1320                         if(!sv_taunt)
1321                                 break;
1322                         if(sv_gentle)
1323                                 break;
1324                         tauntrand = random();
1325                         msg_entity = self;
1326                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1327                         {
1328                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1329                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1330                                 else
1331                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1332                         }
1333                         break;
1334                 case VOICETYPE_TAUNT:
1335                         if(self.classname == "player")
1336                                 if(self.deadflag == DEAD_NO)
1337                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1338                         if(!sv_taunt)
1339                                 break;
1340                         if(sv_gentle)
1341                                 break;
1342                         msg_entity = self;
1343                         if (msg_entity.cvar_cl_voice_directional >= 1)
1344                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1345                         else
1346                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1347                         break;
1348                 case VOICETYPE_PLAYERSOUND:
1349                         msg_entity = self;
1350                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1351                         break;
1352                 default:
1353                         backtrace("Invalid voice type!");
1354                         break;
1355         }
1356 }
1357
1358 void GlobalSound(string sample, float chan, float voicetype)
1359 {
1360         float n;
1361         float tauntrand;
1362
1363         if(sample == "")
1364                 return;
1365
1366         tokenize_console(sample);
1367         n = stof(argv(1));
1368         if(n > 0)
1369                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1370         else
1371                 sample = strcat(argv(0), ".wav"); // randomization
1372
1373         switch(voicetype)
1374         {
1375                 case VOICETYPE_LASTATTACKER_ONLY:
1376                         if(self.pusher)
1377                         {
1378                                 msg_entity = self.pusher;
1379                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1380                                 {
1381                                         if(msg_entity.cvar_cl_voice_directional == 1)
1382                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1383                                         else
1384                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1385                                 }
1386                         }
1387                         break;
1388                 case VOICETYPE_LASTATTACKER:
1389                         if(self.pusher)
1390                         {
1391                                 msg_entity = self.pusher;
1392                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1393                                 {
1394                                         if(msg_entity.cvar_cl_voice_directional == 1)
1395                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1396                                         else
1397                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1398                                 }
1399                                 msg_entity = self;
1400                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1401                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1402                         }
1403                         break;
1404                 case VOICETYPE_TEAMRADIO:
1405                         FOR_EACH_REALCLIENT(msg_entity)
1406                                 if(!teams_matter || msg_entity.team == self.team)
1407                                 {
1408                                         if(msg_entity.cvar_cl_voice_directional == 1)
1409                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1410                                         else
1411                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1412                                 }
1413                         break;
1414                 case VOICETYPE_AUTOTAUNT:
1415                         if(!sv_autotaunt)
1416                                 break;
1417                         if(!sv_taunt)
1418                                 break;
1419                         if(sv_gentle)
1420                                 break;
1421                         tauntrand = random();
1422                         FOR_EACH_REALCLIENT(msg_entity)
1423                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1424                                 {
1425                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1426                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1427                                         else
1428                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1429                                 }
1430                         break;
1431                 case VOICETYPE_TAUNT:
1432                         if(self.classname == "player")
1433                                 if(self.deadflag == DEAD_NO)
1434                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1435                         if(!sv_taunt)
1436                                 break;
1437                         if(sv_gentle)
1438                                 break;
1439                         FOR_EACH_REALCLIENT(msg_entity)
1440                         {
1441                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1442                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1443                                 else
1444                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1445                         }
1446                         break;
1447                 case VOICETYPE_PLAYERSOUND:
1448                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1449                         break;
1450                 default:
1451                         backtrace("Invalid voice type!");
1452                         break;
1453         }
1454 }
1455
1456 void PlayerSound(.string samplefield, float chan, float voicetype)
1457 {
1458         GlobalSound(self.samplefield, chan, voicetype);
1459 }
1460
1461 void VoiceMessage(string type, string msg)
1462 {
1463         var .string sample;
1464         float voicetype, ownteam;
1465         float flood;
1466         sample = GetVoiceMessageSampleField(type);
1467
1468         if(GetPlayerSoundSampleField_notFound)
1469         {
1470                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1471                 return;
1472         }
1473
1474         voicetype = GetVoiceMessageVoiceType(type);
1475         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1476
1477         flood = Say(self, ownteam, world, msg, 1);
1478
1479         if (flood > 0)
1480                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1481         else if (flood < 0)
1482                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1483 }
1484
1485 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1486 {
1487 //      show_message
1488 //      0 (00) automove centerprint, admin message
1489 //      1 (01) automove centerprint, no admin message
1490 //      2 (10) no centerprint, admin message
1491 //      3 (11) no centerprint, no admin message
1492
1493         float lockteams_backup;
1494
1495         lockteams_backup = lockteams;  // backup any team lock
1496
1497         lockteams = 0;  // disable locked teams
1498
1499         TeamchangeFrags(client);  // move the players frags
1500         SetPlayerColors(client, team_colour - 1);  // set the players colour
1501         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1502
1503         lockteams = lockteams_backup;  // restore the team lock
1504
1505         LogTeamchange(client.playerid, client.team, type);
1506
1507         if not(show_message & 1) // admin message
1508                 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
1509
1510         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1511 }