5 .float CopyBody_nextthink;
6 .void(void) CopyBody_think;
7 void CopyBody_Think(void)
9 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
11 self.CopyBody_think();
14 self.CopyBody_nextthink = self.nextthink;
15 self.CopyBody_think = self.think;
16 self.think = CopyBody_Think;
18 CSQCMODEL_AUTOUPDATE();
19 self.nextthink = time;
21 void CopyBody(float keepvelocity)
24 if (self.effects & EF_NODRAW)
29 self.lip = oldself.lip;
30 self.colormap = oldself.colormap;
31 self.iscreature = oldself.iscreature;
32 self.teleportable = oldself.teleportable;
33 self.damagedbycontents = oldself.damagedbycontents;
34 self.angles = oldself.angles;
35 self.v_angle = oldself.v_angle;
36 self.avelocity = oldself.avelocity;
37 self.classname = "body";
38 self.damageforcescale = oldself.damageforcescale;
39 self.effects = oldself.effects;
40 self.glowmod = oldself.glowmod;
41 self.event_damage = oldself.event_damage;
42 self.anim_state = oldself.anim_state;
43 self.anim_time = oldself.anim_time;
44 self.anim_lower_action = oldself.anim_lower_action;
45 self.anim_lower_time = oldself.anim_lower_time;
46 self.anim_upper_action = oldself.anim_upper_action;
47 self.anim_upper_time = oldself.anim_upper_time;
48 self.anim_implicit_state = oldself.anim_implicit_state;
49 self.anim_implicit_time = oldself.anim_implicit_time;
50 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
51 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
52 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
53 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
54 self.dphitcontentsmask = oldself.dphitcontentsmask;
55 self.death_time = oldself.death_time;
56 self.pain_finished = oldself.pain_finished;
57 self.health = oldself.health;
58 self.armorvalue = oldself.armorvalue;
59 self.armortype = oldself.armortype;
60 self.model = oldself.model;
61 self.modelindex = oldself.modelindex;
62 self.skin = oldself.skin;
63 self.species = oldself.species;
64 self.movetype = oldself.movetype;
65 self.solid = oldself.solid;
66 self.ballistics_density = oldself.ballistics_density;
67 self.takedamage = oldself.takedamage;
68 self.customizeentityforclient = oldself.customizeentityforclient;
69 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
70 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
71 if (keepvelocity == 1)
72 self.velocity = oldself.velocity;
73 self.oldvelocity = self.velocity;
74 self.alpha = oldself.alpha;
75 self.fade_time = oldself.fade_time;
76 self.fade_rate = oldself.fade_rate;
77 //self.weapon = oldself.weapon;
78 setorigin(self, oldself.origin);
79 setsize(self, oldself.mins, oldself.maxs);
80 self.prevorigin = oldself.origin;
81 self.reset = SUB_Remove;
83 Drag_MoveDrag(oldself, self);
85 if(self.colormap <= maxclients && self.colormap > 0)
86 self.colormap = 1024 + oldself.clientcolors;
89 self.CopyBody_nextthink = oldself.nextthink;
90 self.CopyBody_think = oldself.think;
91 self.nextthink = time;
92 self.think = CopyBody_Think;
93 // "bake" the current animation frame for clones (they don't get clientside animation)
94 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
99 float player_getspecies()
102 get_model_parameters(self.model, self.skin);
103 s = get_model_parameters_species;
104 get_model_parameters(string_null, 0);
106 return SPECIES_HUMAN;
110 void player_setupanimsformodel()
112 // load animation info
113 animdecide_init(self);
114 animdecide_setstate(self, 0, FALSE);
117 void player_anim (void)
119 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
122 // Decide on which death animation to use.
124 deadbits = ANIMSTATE_DEAD1;
126 deadbits = ANIMSTATE_DEAD2;
129 // Clear a previous death animation.
132 float animbits = deadbits;
134 animbits |= ANIMSTATE_FROZEN;
136 animbits |= ANIMSTATE_DUCK;
137 animdecide_setstate(self, animbits, FALSE);
138 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
140 if (self.weaponentity)
142 updateanim(self.weaponentity);
143 if (!self.weaponentity.animstate_override)
144 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
148 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
152 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
154 // damage resistance (ignore most of the damage from a bullet or similar)
155 damage = max(damage - 5, 1);
157 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
161 if(sound_allowed(MSG_BROADCAST, attacker))
164 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
166 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
168 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
172 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
174 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
176 if (!(self.flags & FL_GODMODE))
178 self.armorvalue = self.armorvalue - save;
179 self.health = self.health - take;
180 // pause regeneration for 5 seconds
181 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
183 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
184 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
185 self.dmg_inflictor = inflictor;
187 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
189 // don't use any animations as a gib
191 // view just above the floor
192 self.view_ofs = '0 0 4';
194 Violence_GibSplash(self, 1, 1, attacker);
196 self.solid = SOLID_NOT; // restore later
197 self.takedamage = DAMAGE_NO; // restore later
198 self.damagedbycontents = FALSE;
203 // If 0, default is used.
205 // Otherwise, g_str (default value) is used.
206 // For consistency, negative values there are mapped to zero too.
207 #define GAMETYPE_DEFAULTED_SETTING(str) \
208 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
209 (gametype_setting_tmp < 0) ? 0 : \
210 (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
211 gametype_setting_tmp)
214 void calculate_player_respawn_time()
219 float gametype_setting_tmp;
220 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
221 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
222 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
223 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
224 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
225 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
227 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
233 if (pl.team == self.team)
235 if (sdelay_small_count == 0)
236 sdelay_small_count = 1;
237 if (sdelay_large_count == 0)
238 sdelay_large_count = 1;
245 if (sdelay_small_count == 0)
249 // Players play independently. No point in requiring enemies.
250 sdelay_small_count = 1;
254 // Players play AGAINST each other. Enemies required.
255 sdelay_small_count = 2;
258 if (sdelay_large_count == 0)
262 // Players play independently. No point in requiring enemies.
263 sdelay_large_count = 1;
267 // Players play AGAINST each other. Enemies required.
268 sdelay_large_count = 2;
275 if (pcount <= sdelay_small_count)
276 sdelay = sdelay_small;
277 else if (pcount >= sdelay_large_count)
278 sdelay = sdelay_large;
279 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
280 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
283 self.respawn_time = ceil((time + sdelay) / waves) * waves;
285 self.respawn_time = time + sdelay;
287 if(sdelay < sdelay_max)
288 self.respawn_time_max = time + sdelay_max;
290 self.respawn_time_max = self.respawn_time;
292 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
293 self.respawn_countdown = 10; // first number to count down from is 10
295 self.respawn_countdown = -1; // do not count down
297 if(autocvar_g_forced_respawn)
298 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
301 void ClientKill_Now_TeamChange();
303 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
305 float take, save, dh, da, j;
307 float valid_damage_for_weaponstats;
310 dh = max(self.health, 0);
311 da = max(self.armorvalue, 0);
313 if(!DEATH_ISSPECIAL(deathtype))
315 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
317 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
320 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
322 // tuba causes blood to come out of the ears
327 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
329 makevectors(self.angles);
330 ear1 += v_right * -10;
331 ear2 += v_right * +10;
332 d = inflictor.origin - self.origin;
334 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
336 f = 0; // Assum ecenter.
337 force = v_right * vlen(force);
338 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
339 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
348 // force is already good
352 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
355 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
361 // don't reset pushltime for self damage as it may be an attempt to
362 // escape a lava pit or similar
363 //self.pushltime = 0;
366 else if(IS_PLAYER(attacker))
368 self.pusher = attacker;
369 self.pushltime = time + autocvar_g_maxpushtime;
370 self.istypefrag = self.BUTTON_CHAT;
372 else if(time < self.pushltime)
374 attacker = self.pusher;
375 self.pushltime = max(self.pushltime, time + 0.6);
383 frag_inflictor = inflictor;
384 frag_attacker = attacker;
386 frag_damage = damage;
389 damage_force = force;
390 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
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);
500 float defer_ClientKill_Now_TeamChange;
501 defer_ClientKill_Now_TeamChange = FALSE;
505 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
509 if(valid_damage_for_weaponstats)
510 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
512 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
513 if(sound_allowed(MSG_BROADCAST, attacker))
515 if(deathtype == DEATH_DROWN)
516 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
518 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
521 // get rid of kill indicator
522 if(self.killindicator)
524 remove(self.killindicator);
525 self.killindicator = world;
526 if(self.killindicator_teamchange)
527 defer_ClientKill_Now_TeamChange = TRUE;
529 if(self.classname == "body")
530 if(deathtype == DEATH_KILL)
532 // for the lemmings fans, a small harmless explosion
533 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
537 // print an obituary message
538 Obituary (attacker, inflictor, self, deathtype);
540 // increment frag counter for used weapon type
542 w = DEATH_WEAPONOF(deathtype);
544 if(accuracy_isgooddamage(attacker, self))
545 attacker.accuracy.(accuracy_frags[w-1]) += 1;
547 frag_attacker = attacker;
548 frag_inflictor = inflictor;
550 frag_deathtype = deathtype;
551 MUTATOR_CALLHOOK(PlayerDies);
553 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
555 RemoveGrapplingHook(self);
557 Portal_ClearAllLater(self);
559 self.fixangle = TRUE;
561 if(defer_ClientKill_Now_TeamChange)
562 ClientKill_Now_TeamChange(); // can turn player into spectator
564 // player could have been miraculously resuscitated ;)
565 // e.g. players in freezetag get frozen, they don't really die
566 if(self.health >= 1 || !IS_PLAYER(self))
569 // when we get here, player actually dies
571 Unfreeze(self); // remove any icy remains
572 self.health = 0; // Unfreeze resets health, so we need to set it back
575 WaypointSprite_PlayerDead();
577 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
579 // become fully visible
580 self.alpha = default_player_alpha;
581 // make the corpse upright (not tilted)
585 self.avelocity = '0 0 0';
586 // view from the floor
587 self.view_ofs = '0 0 -8';
589 self.movetype = MOVETYPE_TOSS;
591 self.solid = SOLID_CORPSE;
592 self.ballistics_density = autocvar_g_ballistics_density_corpse;
593 // don't stick to the floor
594 self.flags &= ~FL_ONGROUND;
596 self.deadflag = DEAD_DYING;
598 // when to allow respawn
599 calculate_player_respawn_time();
601 self.death_time = time;
603 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
605 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
609 setsize(self, self.mins, self.maxs);
611 // set damage function to corpse damage
612 self.event_damage = PlayerCorpseDamage;
613 // call the corpse damage function just in case it wants to gib
614 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
615 // set up to fade out later
616 SUB_SetFade (self, time + 6 + random (), 1);
618 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
620 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
623 // reset fields the weapons may use just in case
624 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
626 WEP_ACTION(j, WR_RESETPLAYER);
627 ATTACK_FINISHED_FOR(self, j) = 0;
632 .float muted; // to be used by prvm_edictset server playernumber muted 1
633 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
634 // message "": do not say, just test flood control
640 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
642 var .float flood_field;
645 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
647 if(!teamsay && !privatesay)
648 if(substring(msgin, 0, 1) == " ")
649 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
651 msgin = formatmessage(msgin);
653 if (!IS_PLAYER(source))
654 colorstr = "^0"; // black for spectators
656 colorstr = Team_ColorCode(source.team);
663 if(intermission_running)
667 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
670 * using bprint solves this... me stupid
671 // how can we prevent the message from appearing in a listen server?
672 // for now, just give "say" back and only handle say_team
675 clientcommand(self, strcat("say ", msgin));
680 if(autocvar_g_chat_teamcolors)
681 namestr = playername(source);
683 namestr = source.netname;
685 if(strdecolorize(namestr) == namestr)
694 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
695 privatemsgprefixlen = strlen(msgstr);
696 msgstr = strcat(msgstr, msgin);
697 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
698 if(autocvar_g_chat_teamcolors)
699 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
701 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
705 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
706 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
710 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
713 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
717 msgstr = cmsgstr = "";
721 fullcmsgstr = cmsgstr;
725 flood_field = floodcontrol_chat;
734 flood_spl = autocvar_g_chat_flood_spl_tell;
735 flood_burst = autocvar_g_chat_flood_burst_tell;
736 flood_lmax = autocvar_g_chat_flood_lmax_tell;
737 flood_field = floodcontrol_chattell;
741 flood_spl = autocvar_g_chat_flood_spl_team;
742 flood_burst = autocvar_g_chat_flood_burst_team;
743 flood_lmax = autocvar_g_chat_flood_lmax_team;
744 flood_field = floodcontrol_chatteam;
748 flood_spl = autocvar_g_chat_flood_spl;
749 flood_burst = autocvar_g_chat_flood_burst;
750 flood_lmax = autocvar_g_chat_flood_lmax;
751 flood_field = floodcontrol_chat;
753 flood_burst = max(0, flood_burst - 1);
754 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
756 // do flood control for the default line size
759 getWrappedLine_remaining = msgstr;
762 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
764 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
767 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
769 if(getWrappedLine_remaining != "")
771 msgstr = strcat(msgstr, "\n");
775 if(time >= source.flood_field)
777 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
787 if(time >= source.flood_field)
788 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
793 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
794 source.flood_field = flood = 0;
797 if(flood == 2) // cannot happen for empty msgstr
799 if(autocvar_g_chat_flood_notify_flooder)
801 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
806 sourcemsgstr = fullmsgstr;
807 sourcecmsgstr = fullcmsgstr;
813 sourcemsgstr = msgstr;
814 sourcecmsgstr = cmsgstr;
818 if (!IS_PLAYER(source))
820 if (!intermission_running)
821 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
822 teamsay = -1; // spectators
826 print("NOTE: ", playername(source), "^7 is flooding.\n");
828 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
830 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
834 // always fake the message
839 if(autocvar_g_chat_flood_notify_flooder)
841 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
852 if(sourcemsgstr != "" && ret != 0)
854 if(ret < 0) // faked message, because the player is muted
856 sprint(source, sourcemsgstr);
857 if(sourcecmsgstr != "" && !privatesay)
858 centerprint(source, sourcecmsgstr);
860 else if(privatesay) // private message, between 2 people only
862 sprint(source, sourcemsgstr);
863 sprint(privatesay, msgstr);
864 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
866 centerprint(privatesay, cmsgstr);
868 else if(teamsay > 0) // team message, only sent to team mates
870 sprint(source, sourcemsgstr);
871 dedicated_print(msgstr); // send to server console too
872 if(sourcecmsgstr != "")
873 centerprint(source, sourcecmsgstr);
874 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
877 sprint(head, msgstr);
879 centerprint(head, cmsgstr);
882 else if(teamsay < 0) // spectator message, only sent to spectators
884 sprint(source, sourcemsgstr);
885 dedicated_print(msgstr); // send to server console too
886 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
888 sprint(head, msgstr);
890 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
892 sprint(source, sourcemsgstr);
893 dedicated_print(msgstr); // send to server console too
894 FOR_EACH_REALCLIENT(head)
896 sprint(head, msgstr);
899 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
905 float GetVoiceMessageVoiceType(string type)
908 return VOICETYPE_TAUNT;
909 if(type == "teamshoot")
910 return VOICETYPE_LASTATTACKER;
911 return VOICETYPE_TEAMRADIO;
914 string allvoicesamples;
915 .string GetVoiceMessageSampleField(string type)
917 GetPlayerSoundSampleField_notFound = 0;
920 #define _VOICEMSG(m) case #m: return playersound_##m;
924 GetPlayerSoundSampleField_notFound = 1;
925 return playersound_taunt;
928 .string GetPlayerSoundSampleField(string type)
930 GetPlayerSoundSampleField_notFound = 0;
933 #define _VOICEMSG(m) case #m: return playersound_##m;
937 GetPlayerSoundSampleField_notFound = 1;
938 return playersound_taunt;
941 void PrecacheGlobalSound(string samplestring)
944 tokenize_console(samplestring);
948 for(i = 1; i <= n; ++i)
949 precache_sound(strcat(argv(0), ftos(i), ".wav"));
953 precache_sound(strcat(argv(0), ".wav"));
957 void PrecachePlayerSounds(string f)
961 fh = fopen(f, FILE_READ);
964 while((s = fgets(fh)))
966 if(tokenize_console(s) != 3)
968 dprint("Invalid sound info line: ", s, "\n");
971 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
975 if (!allvoicesamples)
977 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
980 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
984 void ClearPlayerSounds()
986 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
992 float LoadPlayerSounds(string f, float first)
997 fh = fopen(f, FILE_READ);
1000 dprint("Player sound file not found: ", f, "\n");
1003 while((s = fgets(fh)))
1005 if(tokenize_console(s) != 3)
1007 field = GetPlayerSoundSampleField(argv(0));
1008 if(GetPlayerSoundSampleField_notFound)
1009 field = GetVoiceMessageSampleField(argv(0));
1010 if(GetPlayerSoundSampleField_notFound)
1013 strunzone(self.field);
1014 self.field = strzone(strcat(argv(1), " ", argv(2)));
1020 .float modelindex_for_playersound;
1021 .float skin_for_playersound;
1022 void UpdatePlayerSounds()
1024 if(self.modelindex == self.modelindex_for_playersound)
1025 if(self.skin == self.skin_for_playersound)
1027 self.modelindex_for_playersound = self.modelindex;
1028 self.skin_for_playersound = self.skin;
1029 ClearPlayerSounds();
1030 LoadPlayerSounds("sound/player/default.sounds", 1);
1031 if(!autocvar_g_debug_defaultsounds)
1032 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1033 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1036 void FakeGlobalSound(string sample, float chan, float voicetype)
1044 tokenize_console(sample);
1047 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1049 sample = strcat(argv(0), ".wav"); // randomization
1053 case VOICETYPE_LASTATTACKER_ONLY:
1055 case VOICETYPE_LASTATTACKER:
1059 if(IS_REAL_CLIENT(msg_entity))
1060 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1063 case VOICETYPE_TEAMRADIO:
1065 if(msg_entity.cvar_cl_voice_directional == 1)
1066 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1068 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1070 case VOICETYPE_AUTOTAUNT:
1075 if(autocvar_sv_gentle)
1077 tauntrand = random();
1079 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1081 if (msg_entity.cvar_cl_voice_directional >= 1)
1082 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1084 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1087 case VOICETYPE_TAUNT:
1089 if(self.deadflag == DEAD_NO)
1090 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1093 if(autocvar_sv_gentle)
1096 if (msg_entity.cvar_cl_voice_directional >= 1)
1097 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1099 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1101 case VOICETYPE_PLAYERSOUND:
1103 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1106 backtrace("Invalid voice type!");
1111 void GlobalSound(string sample, float chan, float voicetype)
1119 tokenize_console(sample);
1122 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1124 sample = strcat(argv(0), ".wav"); // randomization
1128 case VOICETYPE_LASTATTACKER_ONLY:
1131 msg_entity = self.pusher;
1132 if(IS_REAL_CLIENT(msg_entity))
1134 if(msg_entity.cvar_cl_voice_directional == 1)
1135 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1137 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1141 case VOICETYPE_LASTATTACKER:
1144 msg_entity = self.pusher;
1145 if(IS_REAL_CLIENT(msg_entity))
1147 if(msg_entity.cvar_cl_voice_directional == 1)
1148 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1150 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1153 if(IS_REAL_CLIENT(msg_entity))
1154 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1157 case VOICETYPE_TEAMRADIO:
1158 FOR_EACH_REALCLIENT(msg_entity)
1159 if(!teamplay || msg_entity.team == self.team)
1161 if(msg_entity.cvar_cl_voice_directional == 1)
1162 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1164 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1167 case VOICETYPE_AUTOTAUNT:
1172 if(autocvar_sv_gentle)
1174 tauntrand = random();
1175 FOR_EACH_REALCLIENT(msg_entity)
1176 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1178 if (msg_entity.cvar_cl_voice_directional >= 1)
1179 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1181 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1184 case VOICETYPE_TAUNT:
1186 if(self.deadflag == DEAD_NO)
1187 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1190 if(autocvar_sv_gentle)
1192 FOR_EACH_REALCLIENT(msg_entity)
1194 if (msg_entity.cvar_cl_voice_directional >= 1)
1195 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1197 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1200 case VOICETYPE_PLAYERSOUND:
1201 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1204 backtrace("Invalid voice type!");
1209 void PlayerSound(.string samplefield, float chan, float voicetype)
1211 GlobalSound(self.samplefield, chan, voicetype);
1214 void VoiceMessage(string type, string msg)
1217 float voicetype, ownteam;
1219 sample = GetVoiceMessageSampleField(type);
1221 if(GetPlayerSoundSampleField_notFound)
1223 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1227 voicetype = GetVoiceMessageVoiceType(type);
1228 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1230 flood = Say(self, ownteam, world, msg, 1);
1232 if(IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1233 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1235 GlobalSound(self.sample, CH_VOICE, voicetype);
1238 void MoveToTeam(entity client, float team_colour, float type)
1240 float lockteams_backup;
1242 lockteams_backup = lockteams; // backup any team lock
1244 lockteams = 0; // disable locked teams
1246 TeamchangeFrags(client); // move the players frags
1247 SetPlayerColors(client, team_colour - 1); // set the players colour
1248 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1250 lockteams = lockteams_backup; // restore the team lock
1252 LogTeamchange(client.playerid, client.team, type);