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_Shutdown()
18 float i, j, ibot, jbot, idx;
22 if(weaponstats_buffer < 0)
24 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
25 if(autocvar_sv_weaponstats_file != "")
27 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
30 fputs(fh, "#begin statsfile\n");
31 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
32 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
33 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
34 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
36 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
37 v = stov(bufstr_get(weaponstats_buffer, idx));
40 //vector is: kills hits damage
41 fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
42 fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
45 fputs(fh, "#end\n\n");
47 print("Weapon stats written\n");
50 buf_del(weaponstats_buffer);
51 weaponstats_buffer = -1;
54 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
57 if(weaponstats_buffer < 0)
59 if(awep < WEP_FIRST || vwep < WEP_FIRST)
61 if(awep > WEP_LAST || vwep > WEP_LAST)
63 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
64 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
66 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
69 error("negative damage?");
70 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
72 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
74 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
77 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
78 // merged player_run and player_stand to player_anim
79 // added death animations to player_anim
80 // can now spawn thrown weapons from anywhere, not just from players
81 // thrown weapons now fade out after 20 seconds
82 // created PlayerGib function
83 // PlayerDie no longer uses hitloc or damage
84 // PlayerDie now supports dying animations as well as gibbing
85 // cleaned up PlayerDie a lot
91 void CopyBody(float keepvelocity)
94 if (self.effects & EF_NODRAW)
99 self.lip = oldself.lip;
100 self.colormap = oldself.colormap;
101 self.glowmod = oldself.glowmod;
102 self.iscreature = oldself.iscreature;
103 self.angles = oldself.angles;
104 self.avelocity = oldself.avelocity;
105 self.classname = "body";
106 self.damageforcescale = oldself.damageforcescale;
107 self.effects = oldself.effects;
108 self.event_damage = oldself.event_damage;
109 self.animstate_startframe = oldself.animstate_startframe;
110 self.animstate_numframes = oldself.animstate_numframes;
111 self.animstate_framerate = oldself.animstate_framerate;
112 self.animstate_starttime = oldself.animstate_starttime;
113 self.animstate_endtime = oldself.animstate_endtime;
114 self.animstate_override = oldself.animstate_override;
115 self.animstate_looping = oldself.animstate_looping;
116 self.frame = oldself.frame;
117 self.dead_frame = oldself.dead_frame;
118 self.pain_finished = oldself.pain_finished;
119 self.health = oldself.health;
120 self.armorvalue = oldself.armorvalue;
121 self.armortype = oldself.armortype;
122 self.model = oldself.model;
123 self.modelindex = oldself.modelindex;
124 self.modelindex_lod0 = oldself.modelindex_lod0;
125 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
126 self.modelindex_lod1 = oldself.modelindex_lod1;
127 self.modelindex_lod2 = oldself.modelindex_lod2;
128 self.skinindex = oldself.skinindex;
129 self.species = oldself.species;
130 self.movetype = oldself.movetype;
131 self.nextthink = oldself.nextthink;
132 self.solid = oldself.solid;
133 self.ballistics_density = oldself.ballistics_density;
134 self.takedamage = oldself.takedamage;
135 self.think = oldself.think;
136 self.customizeentityforclient = oldself.customizeentityforclient;
137 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
138 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
139 if (keepvelocity == 1)
140 self.velocity = oldself.velocity;
141 self.oldvelocity = self.velocity;
142 self.fade_time = oldself.fade_time;
143 self.fade_rate = oldself.fade_rate;
144 //self.weapon = oldself.weapon;
145 setorigin(self, oldself.origin);
146 setsize(self, oldself.mins, oldself.maxs);
147 self.prevorigin = oldself.origin;
148 self.reset = SUB_Remove;
150 Drag_MoveDrag(oldself, self);
155 float player_getspecies()
158 get_model_parameters(self.model, self.skinindex);
159 s = get_model_parameters_species;
160 get_model_parameters(string_null, 0);
162 return SPECIES_HUMAN;
166 void player_setupanimsformodel()
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);
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);
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);
229 print("Parse error in ", animfilename, ", some player animations are broken\n");
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);
237 void player_anim (void)
240 if (self.weaponentity)
241 updateanim(self.weaponentity);
243 if (self.deadflag != DEAD_NO)
245 if (time > self.animstate_endtime)
250 setsize(self, self.mins, self.maxs);
252 self.frame = self.dead_frame;
257 if (!self.animstate_override)
259 if (!(self.flags & FL_ONGROUND))
262 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
264 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
265 self.restart_jump = FALSE;
267 else if (self.crouch)
269 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
270 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
272 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
274 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
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);
293 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
296 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
299 if (self.weaponentity)
300 if (!self.weaponentity.animstate_override)
301 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
304 void SpawnThrownWeapon (vector org, float w)
307 if(self.ammo_cells <= 0)
313 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
315 if(self.weapons & W_WeaponBit(j))
316 if(W_IsWeaponThrowable(j))
317 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
322 if(W_IsWeaponThrowable(self.weapon))
323 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
327 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
329 local float take, save;
331 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
333 // damage resistance (ignore most of the damage from a bullet or similar)
334 damage = max(damage - 5, 1);
336 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
340 if(sound_allowed(MSG_BROADCAST, attacker))
343 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
345 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
347 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
351 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
353 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
355 if (!(self.flags & FL_GODMODE))
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);
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;
366 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
368 // don't use any animations as a gib
371 // view just above the floor
372 self.view_ofs = '0 0 4';
374 Violence_GibSplash(self, 1, 1, attacker);
375 self.modelindex = 0; // restore later
376 self.solid = SOLID_NOT; // restore later
380 void ClientKill_Now_TeamChange();
381 void freezetag_CheckWinner();
383 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
385 local float take, save, waves, sdelay, dh, da, j;
387 float valid_damage_for_weaponstats;
390 if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
393 dh = max(self.health, 0);
394 da = max(self.armorvalue, 0);
396 if(!DEATH_ISSPECIAL(deathtype))
398 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
400 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
403 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
405 // tuba causes blood to come out of the ears
410 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
412 makevectors(self.angles);
413 ear1 += v_right * -10;
414 ear2 += v_right * +10;
415 d = inflictor.origin - self.origin;
416 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
417 force = v_right * vlen(force);
418 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
419 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
428 // force is already good
432 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
436 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
446 frag_inflictor = inflictor;
447 frag_attacker = attacker;
451 damage_force = force;
452 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
453 take = bound(0, damage_take, self.health);
454 save = bound(0, damage_save, self.armorvalue);
455 excess = max(0, damage - take - save);
457 if(sound_allowed(MSG_BROADCAST, attacker))
460 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
462 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
464 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
468 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
470 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
472 if (time >= self.spawnshieldtime)
474 if (!(self.flags & FL_GODMODE))
476 self.armorvalue = self.armorvalue - save;
477 self.health = self.health - take;
478 // pause regeneration for 5 seconds
479 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
481 if (time > self.pain_finished) //Don't switch pain sequences like crazy
483 self.pain_finished = time + 0.5; //Supajoe
486 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
489 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
491 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
494 if(sound_allowed(MSG_BROADCAST, attacker))
495 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
497 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
499 if(deathtype == DEATH_FALL)
500 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
501 else if(self.health > 75) // TODO make a "gentle" version?
502 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
503 else if(self.health > 50)
504 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
505 else if(self.health > 25)
506 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
508 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
512 // throw off bot aim temporarily
514 shake = damage * 5 / (bound(0,skill,100) + 1);
515 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
516 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
520 self.max_armorvalue += (save + take);
522 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
523 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
524 self.dmg_inflictor = inflictor;
528 // don't reset pushltime for self damage as it may be an attempt to
529 // escape a lava pit or similar
530 //self.pushltime = 0;
532 else if(attacker.classname == "player")
534 self.pusher = attacker;
535 self.pushltime = time + autocvar_g_maxpushtime;
537 else if(time < self.pushltime)
539 attacker = self.pusher;
540 self.pushltime = max(self.pushltime, time + 0.6);
545 float abot, vbot, awep;
546 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
547 vbot = (clienttype(self) == CLIENTTYPE_BOT);
549 valid_damage_for_weaponstats = 0;
550 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
551 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
552 if(attacker && self != attacker)
553 if(IsDifferentTeam(self, attacker))
555 if(DEATH_ISSPECIAL(deathtype))
556 awep = attacker.weapon;
558 awep = DEATH_WEAPONOF(deathtype);
559 valid_damage_for_weaponstats = 1;
562 if(valid_damage_for_weaponstats)
564 dh = dh - max(self.health, 0);
565 da = da - max(self.armorvalue, 0);
566 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
571 float defer_ClientKill_Now_TeamChange;
572 defer_ClientKill_Now_TeamChange = FALSE;
576 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
580 if(valid_damage_for_weaponstats)
581 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
583 if(sv_gentle < 1) // TODO make a "gentle" version?
584 if(sound_allowed(MSG_BROADCAST, attacker))
586 if(deathtype == DEATH_DROWN)
587 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
589 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
592 // get rid of kill indicator
593 if(self.killindicator)
595 remove(self.killindicator);
596 self.killindicator = world;
597 if(self.killindicator_teamchange)
598 defer_ClientKill_Now_TeamChange = TRUE;
600 if(self.classname == "body")
601 if(deathtype == DEATH_KILL)
603 // for the lemmings fans, a small harmless explosion
604 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
610 // become fully visible
613 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
616 // print an obituary message
617 Obituary (attacker, inflictor, self, deathtype);
621 // increment frag counter for used weapon type
623 w = DEATH_WEAPONOF(deathtype);
625 if(self.classname == "player")
627 attacker.accuracy.(accuracy_frags[w-1]) += 1;
629 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
632 count_alive_players(); // re-count players
633 freezetag_CheckWinner();
637 frag_attacker = attacker;
638 frag_inflictor = inflictor;
640 MUTATOR_CALLHOOK(PlayerDies);
641 weapon_action(self.weapon, WR_PLAYERDEATH);
645 if(attacker.classname != "player")
646 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
647 else if(attacker.team == self.team)
648 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
650 DropFlag(self.flagcarried, world, attacker);
652 if(self.ballcarried && g_nexball)
653 DropBall(self.ballcarried, self.origin, self.velocity);
654 Portal_ClearAllLater(self);
656 if(clienttype(self) == CLIENTTYPE_REAL)
658 stuffcmd(self, "-zoom\n");
659 self.fixangle = TRUE;
661 //WriteByte (MSG_ONE, SVC_SETANGLE);
662 //WriteAngle (MSG_ONE, self.v_angle_x);
663 //WriteAngle (MSG_ONE, self.v_angle_y);
664 //WriteAngle (MSG_ONE, 80);
667 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
668 ClientKill_Now_TeamChange();
671 Spawnqueue_Unmark(self);
676 // when we get here, player actually dies
677 // clear waypoints (do this AFTER FreezeTag)
678 WaypointSprite_PlayerDead();
680 // make the corpse upright (not tilted)
684 self.avelocity = '0 0 0';
685 // view from the floor
686 self.view_ofs = '0 0 -8';
688 self.movetype = MOVETYPE_TOSS;
690 self.solid = SOLID_CORPSE;
691 self.ballistics_density = autocvar_g_ballistics_density_corpse;
692 // don't stick to the floor
693 self.flags &~= FL_ONGROUND;
695 self.deadflag = DEAD_DYING;
696 // when to allow respawn
699 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
703 sdelay = 0; // no respawn delay in CTS
705 sdelay = autocvar_g_respawn_delay;
707 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
709 waves = autocvar_g_respawn_waves;
711 self.death_time = ceil((time + sdelay) / waves) * waves;
713 self.death_time = time + sdelay;
714 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
715 self.respawn_countdown = 10; // first number to count down from is 10
717 self.respawn_countdown = -1; // do not count down
720 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
721 self.dead_frame = self.anim_dead1_x;
725 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
726 self.dead_frame = self.anim_dead2_x;
728 // set damage function to corpse damage
729 self.event_damage = PlayerCorpseDamage;
730 // call the corpse damage function just in case it wants to gib
731 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
732 // set up to fade out later
733 SUB_SetFade (self, time + 6 + random (), 1);
735 if(sv_gentle > 0 || autocvar_ekg) {
737 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
740 // reset fields the weapons may use just in case
741 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
743 weapon_action(j, WR_RESETPLAYER);
744 ATTACK_FINISHED_FOR(self, j) = 0;
749 .float muted; // to be used by prvm_edictset server playernumber muted 1
750 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
751 // message "": do not say, just test flood control
757 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
758 float flood, privatemsgprefixlen;
759 var .float flood_field;
763 if(Ban_MaybeEnforceBan(source))
766 if(!teamsay && !privatesay)
767 if(substring(msgin, 0, 1) == " ")
768 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
770 msgin = formatmessage(msgin);
772 if(source.classname != "player")
773 colorstr = "^0"; // black for spectators
775 colorstr = Team_ColorCode(source.team);
779 if(intermission_running)
783 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
786 * using bprint solves this... me stupid
787 // how can we prevent the message from appearing in a listen server?
788 // for now, just give "say" back and only handle say_team
791 clientcommand(self, strcat("say ", msgin));
796 if(autocvar_g_chat_teamcolors)
797 namestr = playername(source);
799 namestr = source.netname;
805 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
806 privatemsgprefixlen = strlen(msgstr);
807 msgstr = strcat(msgstr, msgin);
808 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
809 if(autocvar_g_chat_teamcolors)
810 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
812 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
816 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
817 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
821 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
824 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
828 msgstr = cmsgstr = "";
832 fullcmsgstr = cmsgstr;
844 flood_spl = autocvar_g_chat_flood_spl_tell;
845 flood_burst = autocvar_g_chat_flood_burst_tell;
846 flood_lmax = autocvar_g_chat_flood_lmax_tell;
847 flood_field = floodcontrol_chattell;
851 flood_spl = autocvar_g_chat_flood_spl_team;
852 flood_burst = autocvar_g_chat_flood_burst_team;
853 flood_lmax = autocvar_g_chat_flood_lmax_team;
854 flood_field = floodcontrol_chatteam;
858 flood_spl = autocvar_g_chat_flood_spl;
859 flood_burst = autocvar_g_chat_flood_burst;
860 flood_lmax = autocvar_g_chat_flood_lmax;
861 flood_field = floodcontrol_chat;
863 flood_burst = max(0, flood_burst - 1);
864 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
866 // do flood control for the default line size
869 getWrappedLine_remaining = msgstr;
872 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
874 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
877 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
879 if(getWrappedLine_remaining != "")
881 msgstr = strcat(msgstr, "\n");
885 if(time >= source.flood_field)
887 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
897 if(time >= source.flood_field)
898 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
903 if (timeoutStatus == 2) //when game is paused, no flood protection
904 source.flood_field = flood = 0;
907 if(flood == 2) // cannot happen for empty msgstr
909 if(autocvar_g_chat_flood_notify_flooder)
911 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
916 sourcemsgstr = fullmsgstr;
917 sourcecmsgstr = fullcmsgstr;
923 sourcemsgstr = msgstr;
924 sourcecmsgstr = cmsgstr;
928 if(source.classname != "player")
930 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
931 teamsay = -1; // spectators
935 print("NOTE: ", playername(source), "^7 is flooding.\n");
937 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
939 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
943 // always fake the message
948 if(autocvar_g_chat_flood_notify_flooder)
950 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
961 if(sourcemsgstr != "" && ret != 0)
965 sprint(source, sourcemsgstr);
966 if(sourcecmsgstr != "" && !privatesay)
967 centerprint(source, sourcecmsgstr);
971 sprint(source, sourcemsgstr);
972 sprint(privatesay, msgstr);
974 centerprint(privatesay, cmsgstr);
978 sprint(source, sourcemsgstr);
979 if(sourcecmsgstr != "")
980 centerprint(source, sourcecmsgstr);
981 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
984 sprint(head, msgstr);
986 centerprint(head, cmsgstr);
991 sprint(source, sourcemsgstr);
992 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
994 sprint(head, msgstr);
996 else if(sourcemsgstr != msgstr)
998 sprint(source, sourcemsgstr);
999 FOR_EACH_REALCLIENT(head)
1001 sprint(head, msgstr);
1010 float GetVoiceMessageVoiceType(string type)
1013 return VOICETYPE_TAUNT;
1014 if(type == "teamshoot")
1015 return VOICETYPE_LASTATTACKER;
1016 return VOICETYPE_TEAMRADIO;
1019 string allvoicesamples;
1020 .string GetVoiceMessageSampleField(string type)
1022 GetPlayerSoundSampleField_notFound = 0;
1025 #define _VOICEMSG(m) case #m: return playersound_##m;
1029 GetPlayerSoundSampleField_notFound = 1;
1030 return playersound_taunt;
1033 .string GetPlayerSoundSampleField(string type)
1035 GetPlayerSoundSampleField_notFound = 0;
1038 #define _VOICEMSG(m) case #m: return playersound_##m;
1042 GetPlayerSoundSampleField_notFound = 1;
1043 return playersound_taunt;
1046 void PrecacheGlobalSound(string samplestring)
1049 tokenize_console(samplestring);
1053 for(i = 1; i <= n; ++i)
1054 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1058 precache_sound(strcat(argv(0), ".wav"));
1062 void PrecachePlayerSounds(string f)
1066 fh = fopen(f, FILE_READ);
1069 while((s = fgets(fh)))
1071 if(tokenize_console(s) != 3)
1073 dprint("Invalid sound info line: ", s, "\n");
1076 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1080 if not(allvoicesamples)
1082 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1085 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1089 void ClearPlayerSounds()
1091 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1097 float LoadPlayerSounds(string f, float first)
1102 fh = fopen(f, FILE_READ);
1105 dprint("Player sound file not found: ", f, "\n");
1108 while((s = fgets(fh)))
1110 if(tokenize_console(s) != 3)
1112 field = GetPlayerSoundSampleField(argv(0));
1113 if(GetPlayerSoundSampleField_notFound)
1114 field = GetVoiceMessageSampleField(argv(0));
1115 if(GetPlayerSoundSampleField_notFound)
1118 strunzone(self.field);
1119 self.field = strzone(strcat(argv(1), " ", argv(2)));
1125 .float modelindex_for_playersound;
1126 .float skinindex_for_playersound;
1127 void UpdatePlayerSounds()
1129 if(self.modelindex == self.modelindex_for_playersound)
1130 if(self.skinindex == self.skinindex_for_playersound)
1132 self.modelindex_for_playersound = self.modelindex;
1133 self.skinindex_for_playersound = self.skinindex;
1134 ClearPlayerSounds();
1135 LoadPlayerSounds("sound/player/default.sounds", 1);
1136 if(!autocvar_g_debug_defaultsounds)
1137 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1138 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1141 void FakeGlobalSound(string sample, float chan, float voicetype)
1149 tokenize_console(sample);
1152 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1154 sample = strcat(argv(0), ".wav"); // randomization
1158 case VOICETYPE_LASTATTACKER_ONLY:
1160 case VOICETYPE_LASTATTACKER:
1164 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1165 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1168 case VOICETYPE_TEAMRADIO:
1170 if(msg_entity.cvar_cl_voice_directional == 1)
1171 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1173 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1175 case VOICETYPE_AUTOTAUNT:
1182 tauntrand = random();
1184 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1186 if (msg_entity.cvar_cl_voice_directional >= 1)
1187 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1189 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1192 case VOICETYPE_TAUNT:
1193 if(self.classname == "player")
1194 if(self.deadflag == DEAD_NO)
1195 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1201 if (msg_entity.cvar_cl_voice_directional >= 1)
1202 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1204 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1206 case VOICETYPE_PLAYERSOUND:
1208 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1211 backtrace("Invalid voice type!");
1216 void GlobalSound(string sample, float chan, float voicetype)
1224 tokenize_console(sample);
1227 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1229 sample = strcat(argv(0), ".wav"); // randomization
1233 case VOICETYPE_LASTATTACKER_ONLY:
1236 msg_entity = self.pusher;
1237 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1239 if(msg_entity.cvar_cl_voice_directional == 1)
1240 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1242 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1246 case VOICETYPE_LASTATTACKER:
1249 msg_entity = self.pusher;
1250 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1252 if(msg_entity.cvar_cl_voice_directional == 1)
1253 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1255 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1258 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1259 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1262 case VOICETYPE_TEAMRADIO:
1263 FOR_EACH_REALCLIENT(msg_entity)
1264 if(!teamplay || msg_entity.team == self.team)
1266 if(msg_entity.cvar_cl_voice_directional == 1)
1267 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1269 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1272 case VOICETYPE_AUTOTAUNT:
1279 tauntrand = random();
1280 FOR_EACH_REALCLIENT(msg_entity)
1281 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1283 if (msg_entity.cvar_cl_voice_directional >= 1)
1284 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1286 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1289 case VOICETYPE_TAUNT:
1290 if(self.classname == "player")
1291 if(self.deadflag == DEAD_NO)
1292 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1297 FOR_EACH_REALCLIENT(msg_entity)
1299 if (msg_entity.cvar_cl_voice_directional >= 1)
1300 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1302 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1305 case VOICETYPE_PLAYERSOUND:
1306 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1309 backtrace("Invalid voice type!");
1314 void PlayerSound(.string samplefield, float chan, float voicetype)
1316 GlobalSound(self.samplefield, chan, voicetype);
1319 void VoiceMessage(string type, string msg)
1322 float voicetype, ownteam;
1324 sample = GetVoiceMessageSampleField(type);
1326 if(GetPlayerSoundSampleField_notFound)
1328 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1332 voicetype = GetVoiceMessageVoiceType(type);
1333 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1335 flood = Say(self, ownteam, world, msg, 1);
1338 GlobalSound(self.sample, CH_VOICE, voicetype);
1340 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1343 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1346 // 0 (00) automove centerprint, admin message
1347 // 1 (01) automove centerprint, no admin message
1348 // 2 (10) no centerprint, admin message
1349 // 3 (11) no centerprint, no admin message
1351 float lockteams_backup;
1353 lockteams_backup = lockteams; // backup any team lock
1355 lockteams = 0; // disable locked teams
1357 TeamchangeFrags(client); // move the players frags
1358 SetPlayerColors(client, team_colour - 1); // set the players colour
1359 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1361 lockteams = lockteams_backup; // restore the team lock
1363 LogTeamchange(client.playerid, client.team, type);
1365 if not(show_message & 1) // admin message
1366 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
1368 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));