1 #include "cl_player.qh"
8 #include "g_violence.qh"
9 #include "miscfunctions.qh"
11 #include "teamplay.qh"
12 #include "weapons/throwing.qh"
13 #include "command/common.qh"
14 #include "../common/animdecide.qh"
15 #include "../common/csqcmodel_settings.qh"
16 #include "../common/deathtypes.qh"
17 #include "../common/triggers/subs.qh"
18 #include "../common/playerstats.qh"
19 #include "../csqcmodellib/sv_model.qh"
21 #include "../common/minigames/sv_minigames.qh"
23 #include "weapons/weaponstats.qh"
25 #include "../common/animdecide.qh"
27 void CopyBody_Think(void)
29 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
31 self.CopyBody_think();
34 self.CopyBody_nextthink = self.nextthink;
35 self.CopyBody_think = self.think;
36 self.think = CopyBody_Think;
38 CSQCMODEL_AUTOUPDATE();
39 self.nextthink = time;
41 void CopyBody(float keepvelocity)
44 if (self.effects & EF_NODRAW)
49 self.lip = oldself.lip;
50 self.colormap = oldself.colormap;
51 self.iscreature = oldself.iscreature;
52 self.teleportable = oldself.teleportable;
53 self.damagedbycontents = oldself.damagedbycontents;
54 self.angles = oldself.angles;
55 self.v_angle = oldself.v_angle;
56 self.avelocity = oldself.avelocity;
57 self.classname = "body";
58 self.damageforcescale = oldself.damageforcescale;
59 self.effects = oldself.effects;
60 self.glowmod = oldself.glowmod;
61 self.event_damage = oldself.event_damage;
62 self.anim_state = oldself.anim_state;
63 self.anim_time = oldself.anim_time;
64 self.anim_lower_action = oldself.anim_lower_action;
65 self.anim_lower_time = oldself.anim_lower_time;
66 self.anim_upper_action = oldself.anim_upper_action;
67 self.anim_upper_time = oldself.anim_upper_time;
68 self.anim_implicit_state = oldself.anim_implicit_state;
69 self.anim_implicit_time = oldself.anim_implicit_time;
70 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
71 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
72 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
73 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
74 self.dphitcontentsmask = oldself.dphitcontentsmask;
75 self.death_time = oldself.death_time;
76 self.pain_finished = oldself.pain_finished;
77 self.health = oldself.health;
78 self.armorvalue = oldself.armorvalue;
79 self.armortype = oldself.armortype;
80 self.model = oldself.model;
81 self.modelindex = oldself.modelindex;
82 self.skin = oldself.skin;
83 self.species = oldself.species;
84 self.movetype = oldself.movetype;
85 self.solid = oldself.solid;
86 self.ballistics_density = oldself.ballistics_density;
87 self.takedamage = oldself.takedamage;
88 self.customizeentityforclient = oldself.customizeentityforclient;
89 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
90 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
91 if (keepvelocity == 1)
92 self.velocity = oldself.velocity;
93 self.oldvelocity = self.velocity;
94 self.alpha = oldself.alpha;
95 self.fade_time = oldself.fade_time;
96 self.fade_rate = oldself.fade_rate;
97 //self.weapon = oldself.weapon;
98 setorigin(self, oldself.origin);
99 setsize(self, oldself.mins, oldself.maxs);
100 self.prevorigin = oldself.origin;
101 self.reset = SUB_Remove;
103 Drag_MoveDrag(oldself, self);
105 if(self.colormap <= maxclients && self.colormap > 0)
106 self.colormap = 1024 + oldself.clientcolors;
108 CSQCMODEL_AUTOINIT();
109 self.CopyBody_nextthink = oldself.nextthink;
110 self.CopyBody_think = oldself.think;
111 self.nextthink = time;
112 self.think = CopyBody_Think;
113 // "bake" the current animation frame for clones (they don't get clientside animation)
114 animdecide_load_if_needed(self);
115 animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
120 float player_getspecies()
123 get_model_parameters(self.model, self.skin);
124 s = get_model_parameters_species;
125 get_model_parameters(string_null, 0);
127 return SPECIES_HUMAN;
131 void player_setupanimsformodel()
133 // load animation info
134 animdecide_load_if_needed(self);
135 animdecide_setstate(self, 0, false);
138 void player_anim (void)
140 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
143 // Decide on which death animation to use.
145 deadbits = ANIMSTATE_DEAD1;
147 deadbits = ANIMSTATE_DEAD2;
150 // Clear a previous death animation.
153 int animbits = deadbits;
155 animbits |= ANIMSTATE_FROZEN;
157 animbits |= ANIMSTATE_DUCK;
158 animdecide_setstate(self, animbits, false);
159 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
161 if (self.weaponentity)
163 updateanim(self.weaponentity);
164 if (!self.weaponentity.animstate_override)
165 setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
169 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
173 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
175 // damage resistance (ignore most of the damage from a bullet or similar)
176 damage = max(damage - 5, 1);
178 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
182 if(sound_allowed(MSG_BROADCAST, attacker))
185 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
187 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
189 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
193 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
195 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
197 self.armorvalue = self.armorvalue - save;
198 self.health = self.health - take;
199 // pause regeneration for 5 seconds
200 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
202 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
203 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
204 self.dmg_inflictor = inflictor;
206 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
208 // don't use any animations as a gib
210 // view just above the floor
211 self.view_ofs = '0 0 4';
213 Violence_GibSplash(self, 1, 1, attacker);
215 self.solid = SOLID_NOT; // restore later
216 self.takedamage = DAMAGE_NO; // restore later
217 self.damagedbycontents = false;
221 void calculate_player_respawn_time()
226 float gametype_setting_tmp;
227 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
228 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
229 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
230 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
231 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
232 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
234 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
240 if (pl.team == self.team)
242 if (sdelay_small_count == 0)
243 sdelay_small_count = 1;
244 if (sdelay_large_count == 0)
245 sdelay_large_count = 1;
252 if (sdelay_small_count == 0)
256 // Players play independently. No point in requiring enemies.
257 sdelay_small_count = 1;
261 // Players play AGAINST each other. Enemies required.
262 sdelay_small_count = 2;
265 if (sdelay_large_count == 0)
269 // Players play independently. No point in requiring enemies.
270 sdelay_large_count = 1;
274 // Players play AGAINST each other. Enemies required.
275 sdelay_large_count = 2;
282 if (pcount <= sdelay_small_count)
283 sdelay = sdelay_small;
284 else if (pcount >= sdelay_large_count)
285 sdelay = sdelay_large;
286 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
287 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
290 self.respawn_time = ceil((time + sdelay) / waves) * waves;
292 self.respawn_time = time + sdelay;
294 if(sdelay < sdelay_max)
295 self.respawn_time_max = time + sdelay_max;
297 self.respawn_time_max = self.respawn_time;
299 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
300 self.respawn_countdown = 10; // first number to count down from is 10
302 self.respawn_countdown = -1; // do not count down
304 if(autocvar_g_forced_respawn)
305 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
308 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
310 float take, save, dh, da;
313 float valid_damage_for_weaponstats;
316 dh = max(self.health, 0);
317 da = max(self.armorvalue, 0);
319 if(!DEATH_ISSPECIAL(deathtype))
321 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
323 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
326 if(DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
328 // tuba causes blood to come out of the ears
333 ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
335 makevectors(self.angles);
336 ear1 += v_right * -10;
337 ear2 += v_right * +10;
338 d = inflictor.origin - self.origin;
340 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
342 f = 0; // Assum ecenter.
343 force = v_right * vlen(force);
344 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
345 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
354 // force is already good
358 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
361 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
367 // don't reset pushltime for self damage as it may be an attempt to
368 // escape a lava pit or similar
369 //self.pushltime = 0;
372 else if(IS_PLAYER(attacker))
374 self.pusher = attacker;
375 self.pushltime = time + autocvar_g_maxpushtime;
376 self.istypefrag = self.BUTTON_CHAT;
378 else if(time < self.pushltime)
380 attacker = self.pusher;
381 self.pushltime = max(self.pushltime, time + 0.6);
389 frag_damage = damage;
390 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
391 take = bound(0, damage_take, self.health);
392 save = bound(0, damage_save, self.armorvalue);
393 excess = max(0, damage - take - save);
395 if(sound_allowed(MSG_BROADCAST, attacker))
398 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
400 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
402 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
406 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
408 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
410 if (time >= self.spawnshieldtime)
412 if (!(self.flags & FL_GODMODE))
414 self.armorvalue = self.armorvalue - save;
415 self.health = self.health - take;
416 // pause regeneration for 5 seconds
418 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
420 if (time > self.pain_finished) //Don't switch pain sequences like crazy
422 self.pain_finished = time + 0.5; //Supajoe
424 if(autocvar_sv_gentle < 1) {
425 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
427 if (!self.animstate_override)
430 animdecide_setaction(self, ANIMACTION_PAIN1, true);
432 animdecide_setaction(self, ANIMACTION_PAIN2, true);
436 if(sound_allowed(MSG_BROADCAST, attacker))
437 if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
439 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
441 if(deathtype == DEATH_FALL)
442 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
443 else if(self.health > 75) // TODO make a "gentle" version?
444 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
445 else if(self.health > 50)
446 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
447 else if(self.health > 25)
448 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
450 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
455 // throw off bot aim temporarily
457 if(IS_BOT_CLIENT(self) && self.health >= 1)
459 shake = damage * 5 / (bound(0,skill,100) + 1);
460 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
461 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
462 self.v_angle_x = bound(-90, self.v_angle.x, 90);
466 self.max_armorvalue += (save + take);
468 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
469 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
470 self.dmg_inflictor = inflictor;
472 float abot, vbot, awep;
473 abot = (IS_BOT_CLIENT(attacker));
474 vbot = (IS_BOT_CLIENT(self));
476 valid_damage_for_weaponstats = 0;
479 if(vbot || IS_REAL_CLIENT(self))
480 if(abot || IS_REAL_CLIENT(attacker))
481 if(attacker && self != attacker)
482 if(DIFF_TEAM(self, attacker))
484 if(DEATH_ISSPECIAL(deathtype))
485 awep = attacker.weapon;
487 awep = DEATH_WEAPONOF(deathtype);
488 valid_damage_for_weaponstats = 1;
491 if(valid_damage_for_weaponstats)
493 dh = dh - max(self.health, 0);
494 da = da - max(self.armorvalue, 0);
495 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
496 MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc);
501 float defer_ClientKill_Now_TeamChange;
502 defer_ClientKill_Now_TeamChange = false;
506 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
510 if(valid_damage_for_weaponstats)
511 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
513 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
514 if(sound_allowed(MSG_BROADCAST, attacker))
516 if(deathtype == DEATH_DROWN)
517 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
519 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
522 // get rid of kill indicator
523 if(self.killindicator)
525 remove(self.killindicator);
526 self.killindicator = world;
527 if(self.killindicator_teamchange)
528 defer_ClientKill_Now_TeamChange = true;
530 if(self.classname == "body")
531 if(deathtype == DEATH_KILL)
533 // for the lemmings fans, a small harmless explosion
534 Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
538 // print an obituary message
539 if(self.classname != "body")
540 Obituary (attacker, inflictor, self, deathtype);
542 // increment frag counter for used weapon type
543 int w = DEATH_WEAPONOF(deathtype);
545 if(accuracy_isgooddamage(attacker, self))
546 attacker.accuracy.(accuracy_frags[w-1]) += 1;
548 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
550 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
552 RemoveGrapplingHook(self);
554 Portal_ClearAllLater(self);
556 self.fixangle = true;
558 if(defer_ClientKill_Now_TeamChange)
559 ClientKill_Now_TeamChange(); // can turn player into spectator
561 // player could have been miraculously resuscitated ;)
562 // e.g. players in freezetag get frozen, they don't really die
563 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
566 // when we get here, player actually dies
568 Unfreeze(self); // remove any icy remains
569 self.health = 0; // Unfreeze resets health, so we need to set it back
572 WaypointSprite_PlayerDead();
574 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
576 // become fully visible
577 self.alpha = default_player_alpha;
578 // make the corpse upright (not tilted)
582 self.avelocity = '0 0 0';
583 // view from the floor
584 self.view_ofs = '0 0 -8';
586 self.movetype = MOVETYPE_TOSS;
588 self.solid = SOLID_CORPSE;
589 self.ballistics_density = autocvar_g_ballistics_density_corpse;
590 // don't stick to the floor
591 self.flags &= ~FL_ONGROUND;
593 self.deadflag = DEAD_DYING;
595 // when to allow respawn
596 calculate_player_respawn_time();
598 self.death_time = time;
600 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
602 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
606 setsize(self, self.mins, self.maxs);
608 // set damage function to corpse damage
609 self.event_damage = PlayerCorpseDamage;
610 // call the corpse damage function just in case it wants to gib
611 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
613 // set up to fade out later
614 SUB_SetFade (self, time + 6 + random (), 1);
615 // reset body think wrapper broken by SUB_SetFade
616 if(self.classname == "body" && self.think != CopyBody_Think) {
617 self.CopyBody_think = self.think;
618 self.CopyBody_nextthink = self.nextthink;
619 self.think = CopyBody_Think;
620 self.nextthink = time;
623 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
625 // clones don't run any animation code any more, so we must gib them when they die :(
626 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
629 // reset fields the weapons may use just in case
630 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
632 WEP_ACTION(j, WR_RESETPLAYER);
633 ATTACK_FINISHED_FOR(self, j) = 0;
638 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
639 // message "": do not say, just test flood control
645 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
647 var .float flood_field;
650 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
652 if(!teamsay && !privatesay)
653 if(substring(msgin, 0, 1) == " ")
654 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
656 msgin = formatmessage(msgin);
658 if (!IS_PLAYER(source))
659 colorstr = "^0"; // black for spectators
661 colorstr = Team_ColorCode(source.team);
668 if(intermission_running)
672 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
675 * using bprint solves this... me stupid
676 // how can we prevent the message from appearing in a listen server?
677 // for now, just give "say" back and only handle say_team
680 clientcommand(self, strcat("say ", msgin));
685 if(autocvar_g_chat_teamcolors)
686 namestr = playername(source);
688 namestr = source.netname;
690 if(strdecolorize(namestr) == namestr)
699 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
700 privatemsgprefixlen = strlen(msgstr);
701 msgstr = strcat(msgstr, msgin);
702 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
703 if(autocvar_g_chat_teamcolors)
704 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
706 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
710 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
711 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
715 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
718 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
722 msgstr = cmsgstr = "";
726 fullcmsgstr = cmsgstr;
730 flood_field = floodcontrol_chat;
739 flood_spl = autocvar_g_chat_flood_spl_tell;
740 flood_burst = autocvar_g_chat_flood_burst_tell;
741 flood_lmax = autocvar_g_chat_flood_lmax_tell;
742 flood_field = floodcontrol_chattell;
746 flood_spl = autocvar_g_chat_flood_spl_team;
747 flood_burst = autocvar_g_chat_flood_burst_team;
748 flood_lmax = autocvar_g_chat_flood_lmax_team;
749 flood_field = floodcontrol_chatteam;
753 flood_spl = autocvar_g_chat_flood_spl;
754 flood_burst = autocvar_g_chat_flood_burst;
755 flood_lmax = autocvar_g_chat_flood_lmax;
756 flood_field = floodcontrol_chat;
758 flood_burst = max(0, flood_burst - 1);
759 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
761 // do flood control for the default line size
764 getWrappedLine_remaining = msgstr;
767 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
769 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
772 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
774 if(getWrappedLine_remaining != "")
776 msgstr = strcat(msgstr, "\n");
780 if (time >= source.(flood_field))
782 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
792 if (time >= source.(flood_field))
793 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
798 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
799 source.(flood_field) = flood = 0;
802 if(flood == 2) // cannot happen for empty msgstr
804 if(autocvar_g_chat_flood_notify_flooder)
806 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
811 sourcemsgstr = fullmsgstr;
812 sourcecmsgstr = fullcmsgstr;
818 sourcemsgstr = msgstr;
819 sourcecmsgstr = cmsgstr;
823 if (!IS_PLAYER(source))
825 if (!intermission_running)
826 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
827 teamsay = -1; // spectators
831 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
833 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
835 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
839 // always fake the message
844 if (autocvar_g_chat_flood_notify_flooder)
846 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
857 if(sourcemsgstr != "" && ret != 0)
859 if(ret < 0) // faked message, because the player is muted
861 sprint(source, sourcemsgstr);
862 if(sourcecmsgstr != "" && !privatesay)
863 centerprint(source, sourcecmsgstr);
865 else if(privatesay) // private message, between 2 people only
867 sprint(source, sourcemsgstr);
868 sprint(privatesay, msgstr);
869 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
871 centerprint(privatesay, cmsgstr);
873 else if ( teamsay && source.active_minigame )
875 sprint(source, sourcemsgstr);
876 dedicated_print(msgstr); // send to server console too
877 FOR_EACH_REALCLIENT(head)
879 if(head.active_minigame == source.active_minigame)
880 sprint(head, msgstr);
882 else if(teamsay > 0) // team message, only sent to team mates
884 sprint(source, sourcemsgstr);
885 dedicated_print(msgstr); // send to server console too
886 if(sourcecmsgstr != "")
887 centerprint(source, sourcecmsgstr);
888 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
891 sprint(head, msgstr);
893 centerprint(head, cmsgstr);
896 else if(teamsay < 0) // spectator message, only sent to spectators
898 sprint(source, sourcemsgstr);
899 dedicated_print(msgstr); // send to server console too
900 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
902 sprint(head, msgstr);
904 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
906 sprint(source, sourcemsgstr);
907 dedicated_print(msgstr); // send to server console too
908 FOR_EACH_REALCLIENT(head)
910 sprint(head, msgstr);
913 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
919 float GetVoiceMessageVoiceType(string type)
922 return VOICETYPE_TAUNT;
923 if(type == "teamshoot")
924 return VOICETYPE_LASTATTACKER;
925 return VOICETYPE_TEAMRADIO;
928 .string GetVoiceMessageSampleField(string type)
930 GetPlayerSoundSampleField_notFound = 0;
933 #define _VOICEMSG(m) case #m: return playersound_##m;
937 GetPlayerSoundSampleField_notFound = 1;
938 return playersound_taunt;
941 .string GetPlayerSoundSampleField(string type)
943 GetPlayerSoundSampleField_notFound = 0;
946 #define _VOICEMSG(m) case #m: return playersound_##m;
950 GetPlayerSoundSampleField_notFound = 1;
951 return playersound_taunt;
954 void PrecacheGlobalSound(string samplestring)
957 tokenize_console(samplestring);
961 for(i = 1; i <= n; ++i)
962 precache_sound(strcat(argv(0), ftos(i), ".wav"));
966 precache_sound(strcat(argv(0), ".wav"));
970 void PrecachePlayerSounds(string f)
974 fh = fopen(f, FILE_READ);
977 while((s = fgets(fh)))
979 if(tokenize_console(s) != 3)
981 LOG_TRACE("Invalid sound info line: ", s, "\n");
984 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
988 if (!allvoicesamples)
990 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
993 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
997 void ClearPlayerSounds()
999 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1005 float LoadPlayerSounds(string f, float first)
1010 fh = fopen(f, FILE_READ);
1013 LOG_TRACE("Player sound file not found: ", f, "\n");
1016 while((s = fgets(fh)))
1018 if(tokenize_console(s) != 3)
1020 field = GetPlayerSoundSampleField(argv(0));
1021 if(GetPlayerSoundSampleField_notFound)
1022 field = GetVoiceMessageSampleField(argv(0));
1023 if(GetPlayerSoundSampleField_notFound)
1026 strunzone(self.(field));
1027 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
1033 void UpdatePlayerSounds()
1035 if(self.modelindex == self.modelindex_for_playersound)
1036 if(self.skin == self.skin_for_playersound)
1038 self.modelindex_for_playersound = self.modelindex;
1039 self.skin_for_playersound = self.skin;
1040 ClearPlayerSounds();
1041 LoadPlayerSounds("sound/player/default.sounds", 1);
1042 if(!autocvar_g_debug_defaultsounds)
1043 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1044 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1047 void FakeGlobalSound(string sample, float chan, float voicetype)
1055 tokenize_console(sample);
1058 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1060 sample = strcat(argv(0), ".wav"); // randomization
1064 case VOICETYPE_LASTATTACKER_ONLY:
1066 case VOICETYPE_LASTATTACKER:
1070 if(IS_REAL_CLIENT(msg_entity))
1071 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1074 case VOICETYPE_TEAMRADIO:
1076 if(msg_entity.cvar_cl_voice_directional == 1)
1077 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1079 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1081 case VOICETYPE_AUTOTAUNT:
1086 if(autocvar_sv_gentle)
1088 tauntrand = random();
1090 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1092 if (msg_entity.cvar_cl_voice_directional >= 1)
1093 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1095 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1098 case VOICETYPE_TAUNT:
1100 if(self.deadflag == DEAD_NO)
1101 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1104 if(autocvar_sv_gentle)
1107 if (msg_entity.cvar_cl_voice_directional >= 1)
1108 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1110 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1112 case VOICETYPE_PLAYERSOUND:
1114 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1117 backtrace("Invalid voice type!");
1122 void GlobalSound(string sample, float chan, float voicetype)
1130 tokenize_console(sample);
1133 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1135 sample = strcat(argv(0), ".wav"); // randomization
1139 case VOICETYPE_LASTATTACKER_ONLY:
1142 msg_entity = self.pusher;
1143 if(IS_REAL_CLIENT(msg_entity))
1145 if(msg_entity.cvar_cl_voice_directional == 1)
1146 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1148 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1152 case VOICETYPE_LASTATTACKER:
1155 msg_entity = self.pusher;
1156 if(IS_REAL_CLIENT(msg_entity))
1158 if(msg_entity.cvar_cl_voice_directional == 1)
1159 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1161 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1164 if(IS_REAL_CLIENT(msg_entity))
1165 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1168 case VOICETYPE_TEAMRADIO:
1169 FOR_EACH_REALCLIENT(msg_entity)
1170 if(!teamplay || msg_entity.team == self.team)
1172 if(msg_entity.cvar_cl_voice_directional == 1)
1173 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1175 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1178 case VOICETYPE_AUTOTAUNT:
1183 if(autocvar_sv_gentle)
1185 tauntrand = random();
1186 FOR_EACH_REALCLIENT(msg_entity)
1187 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1189 if (msg_entity.cvar_cl_voice_directional >= 1)
1190 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1192 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1195 case VOICETYPE_TAUNT:
1197 if(self.deadflag == DEAD_NO)
1198 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1201 if(autocvar_sv_gentle)
1203 FOR_EACH_REALCLIENT(msg_entity)
1205 if (msg_entity.cvar_cl_voice_directional >= 1)
1206 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1208 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1211 case VOICETYPE_PLAYERSOUND:
1212 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1215 backtrace("Invalid voice type!");
1220 void PlayerSound(.string samplefield, float chan, float voicetype)
1222 GlobalSound(self.(samplefield), chan, voicetype);
1225 void VoiceMessage(string type, string msg)
1228 float voicetype, ownteam;
1230 sample = GetVoiceMessageSampleField(type);
1232 if(GetPlayerSoundSampleField_notFound)
1234 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1238 voicetype = GetVoiceMessageVoiceType(type);
1239 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1241 flood = Say(self, ownteam, world, msg, 1);
1243 if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1244 FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
1246 GlobalSound(self.(sample), CH_VOICE, voicetype);
1249 void MoveToTeam(entity client, float team_colour, float type)
1251 float lockteams_backup;
1253 lockteams_backup = lockteams; // backup any team lock
1255 lockteams = 0; // disable locked teams
1257 TeamchangeFrags(client); // move the players frags
1258 SetPlayerColors(client, team_colour - 1); // set the players colour
1259 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1261 lockteams = lockteams_backup; // restore the team lock
1263 LogTeamchange(client.playerid, client.team, type);