1 #include "cl_player.qh"
7 #include "miscfunctions.qh"
10 #include "weapons/throwing.qh"
11 #include "command/common.qh"
12 #include "../common/anim.qh"
13 #include "../common/animdecide.qh"
14 #include "../common/csqcmodel_settings.qh"
15 #include "../common/deathtypes/all.qh"
16 #include "../common/triggers/subs.qh"
17 #include "../common/playerstats.qh"
18 #include "../lib/csqcmodel/sv_model.qh"
20 #include "../common/minigames/sv_minigames.qh"
22 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
23 #include "../common/triggers/include.qh"
25 #include "weapons/weaponstats.qh"
27 #include "../common/animdecide.qh"
29 void Drop_Special_Items(entity player)
31 // called when the player has become stuck or frozen
32 // so objective items aren't stuck with the player
34 MUTATOR_CALLHOOK(DropSpecialItems, player);
39 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
41 self.CopyBody_think();
44 self.CopyBody_nextthink = self.nextthink;
45 self.CopyBody_think = self.think;
46 self.think = CopyBody_Think;
48 CSQCMODEL_AUTOUPDATE(self);
49 self.nextthink = time;
51 void CopyBody(float keepvelocity)
53 if (self.effects & EF_NODRAW)
58 self.colormap = this.colormap;
59 self.iscreature = this.iscreature;
60 self.teleportable = this.teleportable;
61 self.damagedbycontents = this.damagedbycontents;
62 self.angles = this.angles;
63 self.v_angle = this.v_angle;
64 self.avelocity = this.avelocity;
65 self.damageforcescale = this.damageforcescale;
66 self.effects = this.effects;
67 self.glowmod = this.glowmod;
68 self.event_damage = this.event_damage;
69 self.anim_state = this.anim_state;
70 self.anim_time = this.anim_time;
71 self.anim_lower_action = this.anim_lower_action;
72 self.anim_lower_time = this.anim_lower_time;
73 self.anim_upper_action = this.anim_upper_action;
74 self.anim_upper_time = this.anim_upper_time;
75 self.anim_implicit_state = this.anim_implicit_state;
76 self.anim_implicit_time = this.anim_implicit_time;
77 self.anim_lower_implicit_action = this.anim_lower_implicit_action;
78 self.anim_lower_implicit_time = this.anim_lower_implicit_time;
79 self.anim_upper_implicit_action = this.anim_upper_implicit_action;
80 self.anim_upper_implicit_time = this.anim_upper_implicit_time;
81 self.dphitcontentsmask = this.dphitcontentsmask;
82 self.death_time = this.death_time;
83 self.pain_finished = this.pain_finished;
84 self.health = this.health;
85 self.armorvalue = this.armorvalue;
86 self.armortype = this.armortype;
87 self.model = this.model;
88 self.modelindex = this.modelindex;
89 self.skin = this.skin;
90 self.species = this.species;
91 self.movetype = this.movetype;
92 self.solid = this.solid;
93 self.ballistics_density = this.ballistics_density;
94 self.takedamage = this.takedamage;
95 self.customizeentityforclient = this.customizeentityforclient;
96 self.uncustomizeentityforclient = this.uncustomizeentityforclient;
97 self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
98 if (keepvelocity == 1)
99 self.velocity = this.velocity;
100 self.oldvelocity = self.velocity;
101 self.alpha = this.alpha;
102 self.fade_time = this.fade_time;
103 self.fade_rate = this.fade_rate;
104 //self.weapon = this.weapon;
105 setorigin(self, this.origin);
106 setsize(self, this.mins, this.maxs);
107 self.prevorigin = this.origin;
108 self.reset = SUB_Remove;
110 Drag_MoveDrag(this, self);
112 if(self.colormap <= maxclients && self.colormap > 0)
113 self.colormap = 1024 + this.clientcolors;
115 CSQCMODEL_AUTOINIT(self);
116 self.CopyBody_nextthink = this.nextthink;
117 self.CopyBody_think = this.think;
118 self.nextthink = time;
119 self.think = CopyBody_Think;
120 // "bake" the current animation frame for clones (they don't get clientside animation)
121 animdecide_load_if_needed(self);
122 animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
127 float player_getspecies()
130 get_model_parameters(self.model, self.skin);
131 s = get_model_parameters_species;
132 get_model_parameters(string_null, 0);
134 return SPECIES_HUMAN;
138 void player_setupanimsformodel()
140 // load animation info
141 animdecide_load_if_needed(self);
142 animdecide_setstate(self, 0, false);
147 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
150 // Decide on which death animation to use.
152 deadbits = ANIMSTATE_DEAD1;
154 deadbits = ANIMSTATE_DEAD2;
157 // Clear a previous death animation.
160 int animbits = deadbits;
162 animbits |= ANIMSTATE_FROZEN;
163 if(self.movetype == MOVETYPE_FOLLOW)
164 animbits |= ANIMSTATE_FOLLOW;
166 animbits |= ANIMSTATE_DUCK;
167 animdecide_setstate(self, animbits, false);
168 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
171 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
175 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
177 // damage resistance (ignore most of the damage from a bullet or similar)
178 damage = max(damage - 5, 1);
180 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
184 if(sound_allowed(MSG_BROADCAST, attacker))
187 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
189 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
191 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
195 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
197 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
199 self.armorvalue = self.armorvalue - save;
200 self.health = self.health - take;
201 // pause regeneration for 5 seconds
202 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
204 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
205 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
206 self.dmg_inflictor = inflictor;
208 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
210 // don't use any animations as a gib
212 // view just above the floor
213 self.view_ofs = '0 0 4';
215 Violence_GibSplash(self, 1, 1, attacker);
217 self.solid = SOLID_NOT; // restore later
218 self.takedamage = DAMAGE_NO; // restore later
219 self.damagedbycontents = false;
223 void calculate_player_respawn_time()
228 float gametype_setting_tmp;
229 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
230 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
231 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
232 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
233 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
234 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
236 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
242 if (pl.team == self.team)
244 if (sdelay_small_count == 0)
245 sdelay_small_count = 1;
246 if (sdelay_large_count == 0)
247 sdelay_large_count = 1;
254 if (sdelay_small_count == 0)
258 // Players play independently. No point in requiring enemies.
259 sdelay_small_count = 1;
263 // Players play AGAINST each other. Enemies required.
264 sdelay_small_count = 2;
267 if (sdelay_large_count == 0)
271 // Players play independently. No point in requiring enemies.
272 sdelay_large_count = 1;
276 // Players play AGAINST each other. Enemies required.
277 sdelay_large_count = 2;
284 if (pcount <= sdelay_small_count)
285 sdelay = sdelay_small;
286 else if (pcount >= sdelay_large_count)
287 sdelay = sdelay_large;
288 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
289 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
292 self.respawn_time = ceil((time + sdelay) / waves) * waves;
294 self.respawn_time = time + sdelay;
296 if(sdelay < sdelay_max)
297 self.respawn_time_max = time + sdelay_max;
299 self.respawn_time_max = self.respawn_time;
301 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
302 self.respawn_countdown = 10; // first number to count down from is 10
304 self.respawn_countdown = -1; // do not count down
306 if(autocvar_g_forced_respawn)
307 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
310 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
312 float take, save, dh, da;
315 float valid_damage_for_weaponstats;
318 dh = max(self.health, 0);
319 da = max(self.armorvalue, 0);
321 if(!DEATH_ISSPECIAL(deathtype))
323 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
325 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
328 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
330 // tuba causes blood to come out of the ears
335 ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
337 makevectors(self.angles);
338 ear1 += v_right * -10;
339 ear2 += v_right * +10;
340 d = inflictor.origin - self.origin;
342 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
344 f = 0; // Assum ecenter.
345 force = v_right * vlen(force);
346 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
347 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
356 // force is already good
360 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
363 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
369 // don't reset pushltime for self damage as it may be an attempt to
370 // escape a lava pit or similar
371 //self.pushltime = 0;
374 else if(IS_PLAYER(attacker))
376 self.pusher = attacker;
377 self.pushltime = time + autocvar_g_maxpushtime;
378 self.istypefrag = self.BUTTON_CHAT;
380 else if(time < self.pushltime)
382 attacker = self.pusher;
383 self.pushltime = max(self.pushltime, time + 0.6);
391 frag_damage = damage;
392 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
393 take = bound(0, damage_take, self.health);
394 save = bound(0, damage_save, self.armorvalue);
395 excess = max(0, damage - take - save);
397 if(sound_allowed(MSG_BROADCAST, attacker))
400 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
402 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
404 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
408 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
410 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
412 if (time >= self.spawnshieldtime)
414 if (!(self.flags & FL_GODMODE))
416 self.armorvalue = self.armorvalue - save;
417 self.health = self.health - take;
418 // pause regeneration for 5 seconds
420 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
422 if (time > self.pain_finished) //Don't switch pain sequences like crazy
424 self.pain_finished = time + 0.5; //Supajoe
426 if(autocvar_sv_gentle < 1) {
427 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
429 if (!self.animstate_override)
432 animdecide_setaction(self, ANIMACTION_PAIN1, true);
434 animdecide_setaction(self, ANIMACTION_PAIN2, true);
438 if(sound_allowed(MSG_BROADCAST, attacker))
439 if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
441 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
443 if(deathtype == DEATH_FALL.m_id)
444 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
445 else if(self.health > 75) // TODO make a "gentle" version?
446 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
447 else if(self.health > 50)
448 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
449 else if(self.health > 25)
450 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
452 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
457 // throw off bot aim temporarily
459 if(IS_BOT_CLIENT(self) && self.health >= 1)
461 shake = damage * 5 / (bound(0,skill,100) + 1);
462 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
463 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
464 self.v_angle_x = bound(-90, self.v_angle.x, 90);
468 self.max_armorvalue += (save + take);
470 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
471 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
472 self.dmg_inflictor = inflictor;
474 if (self != attacker) {
475 float realdmg = damage - excess;
476 if (IS_PLAYER(attacker)) {
477 PlayerScore_Add(attacker, SP_DMG, realdmg);
479 if (IS_PLAYER(self)) {
480 PlayerScore_Add(self, SP_DMGTAKEN, realdmg);
484 bool abot = (IS_BOT_CLIENT(attacker));
485 bool vbot = (IS_BOT_CLIENT(self));
487 valid_damage_for_weaponstats = 0;
488 Weapon awep = WEP_Null;
490 if(vbot || IS_REAL_CLIENT(self))
491 if(abot || IS_REAL_CLIENT(attacker))
492 if(attacker && self != attacker)
493 if(DIFF_TEAM(self, attacker))
495 if(DEATH_ISSPECIAL(deathtype))
496 awep = get_weaponinfo(attacker.weapon);
498 awep = DEATH_WEAPONOF(deathtype);
499 valid_damage_for_weaponstats = 1;
502 if(valid_damage_for_weaponstats)
504 dh = dh - max(self.health, 0);
505 da = da - max(self.armorvalue, 0);
506 WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
507 MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
512 float defer_ClientKill_Now_TeamChange;
513 defer_ClientKill_Now_TeamChange = false;
517 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
521 if(valid_damage_for_weaponstats)
522 WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
524 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
525 if(sound_allowed(MSG_BROADCAST, attacker))
527 if(deathtype == DEATH_DROWN.m_id)
528 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
530 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
533 // get rid of kill indicator
534 if(self.killindicator)
536 remove(self.killindicator);
537 self.killindicator = world;
538 if(self.killindicator_teamchange)
539 defer_ClientKill_Now_TeamChange = true;
541 if(self.classname == "body")
542 if(deathtype == DEATH_KILL.m_id)
544 // for the lemmings fans, a small harmless explosion
545 Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
549 // print an obituary message
550 if(self.classname != "body")
551 Obituary (attacker, inflictor, self, deathtype);
553 // increment frag counter for used weapon type
554 Weapon w = DEATH_WEAPONOF(deathtype);
556 if(accuracy_isgooddamage(attacker, self))
557 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
559 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
560 excess = frag_damage;
562 Weapon wep = get_weaponinfo(self.weapon);
563 wep.wr_playerdeath(wep);
565 RemoveGrapplingHook(self);
567 Portal_ClearAllLater(self);
569 self.fixangle = true;
571 if(defer_ClientKill_Now_TeamChange)
572 ClientKill_Now_TeamChange(); // can turn player into spectator
574 // player could have been miraculously resuscitated ;)
575 // e.g. players in freezetag get frozen, they don't really die
576 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
579 // when we get here, player actually dies
581 Unfreeze(self); // remove any icy remains
582 self.health = 0; // Unfreeze resets health, so we need to set it back
585 WaypointSprite_PlayerDead();
587 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
589 // become fully visible
590 self.alpha = default_player_alpha;
591 // make the corpse upright (not tilted)
595 self.avelocity = '0 0 0';
596 // view from the floor
597 self.view_ofs = '0 0 -8';
599 self.movetype = MOVETYPE_TOSS;
601 self.solid = SOLID_CORPSE;
602 self.ballistics_density = autocvar_g_ballistics_density_corpse;
603 // don't stick to the floor
604 self.flags &= ~FL_ONGROUND;
606 self.deadflag = DEAD_DYING;
608 // when to allow respawn
609 calculate_player_respawn_time();
611 self.death_time = time;
613 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
615 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
619 setsize(self, self.mins, self.maxs);
621 // set damage function to corpse damage
622 self.event_damage = PlayerCorpseDamage;
623 // call the corpse damage function just in case it wants to gib
624 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
626 // set up to fade out later
627 SUB_SetFade (self, time + 6 + random (), 1);
628 // reset body think wrapper broken by SUB_SetFade
629 if(self.classname == "body" && self.think != CopyBody_Think) {
630 self.CopyBody_think = self.think;
631 self.CopyBody_nextthink = self.nextthink;
632 self.think = CopyBody_Think;
633 self.nextthink = time;
636 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
638 // clones don't run any animation code any more, so we must gib them when they die :(
639 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
642 // reset fields the weapons may use just in case
643 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
645 Weapon w = get_weaponinfo(j);
647 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
649 ATTACK_FINISHED_FOR(self, j, slot) = 0;
655 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
656 // message "": do not say, just test flood control
662 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
664 var .float flood_field;
667 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
669 if(!teamsay && !privatesay)
670 if(substring(msgin, 0, 1) == " ")
671 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
673 msgin = formatmessage(msgin);
675 if (!IS_PLAYER(source))
676 colorstr = "^0"; // black for spectators
678 colorstr = Team_ColorCode(source.team);
685 if(intermission_running)
689 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
692 * using bprint solves this... me stupid
693 // how can we prevent the message from appearing in a listen server?
694 // for now, just give "say" back and only handle say_team
697 clientcommand(self, strcat("say ", msgin));
702 if(autocvar_g_chat_teamcolors)
703 namestr = playername(source);
705 namestr = source.netname;
707 if(strdecolorize(namestr) == namestr)
716 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
717 privatemsgprefixlen = strlen(msgstr);
718 msgstr = strcat(msgstr, msgin);
719 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
720 if(autocvar_g_chat_teamcolors)
721 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
723 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
727 if(strstrofs(msgin, "/me", 0) >= 0)
729 //msgin = strreplace("/me", "", msgin);
730 //msgin = substring(msgin, 3, strlen(msgin));
731 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
732 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
735 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
736 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
740 if(strstrofs(msgin, "/me", 0) >= 0)
742 //msgin = strreplace("/me", "", msgin);
743 //msgin = substring(msgin, 3, strlen(msgin));
744 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
745 msgstr = strcat("\{1}^4* ", "^7", msgin);
748 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
751 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
755 msgstr = cmsgstr = "";
759 fullcmsgstr = cmsgstr;
763 flood_field = floodcontrol_chat;
772 flood_spl = autocvar_g_chat_flood_spl_tell;
773 flood_burst = autocvar_g_chat_flood_burst_tell;
774 flood_lmax = autocvar_g_chat_flood_lmax_tell;
775 flood_field = floodcontrol_chattell;
779 flood_spl = autocvar_g_chat_flood_spl_team;
780 flood_burst = autocvar_g_chat_flood_burst_team;
781 flood_lmax = autocvar_g_chat_flood_lmax_team;
782 flood_field = floodcontrol_chatteam;
786 flood_spl = autocvar_g_chat_flood_spl;
787 flood_burst = autocvar_g_chat_flood_burst;
788 flood_lmax = autocvar_g_chat_flood_lmax;
789 flood_field = floodcontrol_chat;
791 flood_burst = max(0, flood_burst - 1);
792 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
794 // do flood control for the default line size
797 getWrappedLine_remaining = msgstr;
800 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
802 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
805 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
807 if(getWrappedLine_remaining != "")
809 msgstr = strcat(msgstr, "\n");
813 if (time >= source.(flood_field))
815 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
825 if (time >= source.(flood_field))
826 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
831 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
832 source.(flood_field) = flood = 0;
835 if(flood == 2) // cannot happen for empty msgstr
837 if(autocvar_g_chat_flood_notify_flooder)
839 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
844 sourcemsgstr = fullmsgstr;
845 sourcecmsgstr = fullcmsgstr;
851 sourcemsgstr = msgstr;
852 sourcecmsgstr = cmsgstr;
856 if (!IS_PLAYER(source))
858 if (!intermission_running)
859 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
860 teamsay = -1; // spectators
864 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
866 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
868 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
872 // always fake the message
877 if (autocvar_g_chat_flood_notify_flooder)
879 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
890 if(sourcemsgstr != "" && ret != 0)
892 if(ret < 0) // faked message, because the player is muted
894 sprint(source, sourcemsgstr);
895 if(sourcecmsgstr != "" && !privatesay)
896 centerprint(source, sourcecmsgstr);
898 else if(privatesay) // private message, between 2 people only
900 sprint(source, sourcemsgstr);
901 sprint(privatesay, msgstr);
902 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
904 centerprint(privatesay, cmsgstr);
906 else if ( teamsay && source.active_minigame )
908 sprint(source, sourcemsgstr);
909 dedicated_print(msgstr); // send to server console too
910 FOR_EACH_REALCLIENT(head)
912 if(head.active_minigame == source.active_minigame)
913 sprint(head, msgstr);
915 else if(teamsay > 0) // team message, only sent to team mates
917 sprint(source, sourcemsgstr);
918 dedicated_print(msgstr); // send to server console too
919 if(sourcecmsgstr != "")
920 centerprint(source, sourcecmsgstr);
921 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
924 sprint(head, msgstr);
926 centerprint(head, cmsgstr);
929 else if(teamsay < 0) // spectator message, only sent to spectators
931 sprint(source, sourcemsgstr);
932 dedicated_print(msgstr); // send to server console too
933 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
935 sprint(head, msgstr);
937 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
939 sprint(source, sourcemsgstr);
940 dedicated_print(msgstr); // send to server console too
941 FOR_EACH_REALCLIENT(head)
943 sprint(head, msgstr);
946 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
952 float GetVoiceMessageVoiceType(string type)
955 return VOICETYPE_TAUNT;
956 if(type == "teamshoot")
957 return VOICETYPE_LASTATTACKER;
958 return VOICETYPE_TEAMRADIO;
961 .string GetVoiceMessageSampleField(string type)
963 GetPlayerSoundSampleField_notFound = 0;
966 #define _VOICEMSG(m) case #m: return playersound_##m;
970 GetPlayerSoundSampleField_notFound = 1;
971 return playersound_taunt;
974 .string GetPlayerSoundSampleField(string type)
976 GetPlayerSoundSampleField_notFound = 0;
979 #define _VOICEMSG(m) case #m: return playersound_##m;
983 GetPlayerSoundSampleField_notFound = 1;
984 return playersound_taunt;
987 void PrecacheGlobalSound(string samplestring)
990 tokenize_console(samplestring);
994 for(i = 1; i <= n; ++i)
995 precache_sound(strcat(argv(0), ftos(i), ".wav"));
999 precache_sound(strcat(argv(0), ".wav"));
1003 void PrecachePlayerSounds(string f)
1005 int fh = fopen(f, FILE_READ);
1008 for (string s; (s = fgets(fh)); )
1010 int n = tokenize_console(s);
1013 if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
1016 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1020 if (!allvoicesamples)
1022 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1025 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1029 void ClearPlayerSounds()
1031 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1037 float LoadPlayerSounds(string f, float first)
1042 fh = fopen(f, FILE_READ);
1045 LOG_TRACE("Player sound file not found: ", f, "\n");
1048 while((s = fgets(fh)))
1050 if(tokenize_console(s) != 3)
1052 field = GetPlayerSoundSampleField(argv(0));
1053 if(GetPlayerSoundSampleField_notFound)
1054 field = GetVoiceMessageSampleField(argv(0));
1055 if(GetPlayerSoundSampleField_notFound)
1058 strunzone(self.(field));
1059 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
1065 void UpdatePlayerSounds()
1067 if(self.modelindex == self.modelindex_for_playersound)
1068 if(self.skin == self.skin_for_playersound)
1070 self.modelindex_for_playersound = self.modelindex;
1071 self.skin_for_playersound = self.skin;
1072 ClearPlayerSounds();
1073 LoadPlayerSounds("sound/player/default.sounds", 1);
1074 if(!autocvar_g_debug_defaultsounds)
1075 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1076 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1079 void FakeGlobalSound(string sample, float chan, float voicetype)
1087 tokenize_console(sample);
1090 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1092 sample = strcat(argv(0), ".wav"); // randomization
1096 case VOICETYPE_LASTATTACKER_ONLY:
1098 case VOICETYPE_LASTATTACKER:
1102 if(IS_REAL_CLIENT(msg_entity))
1103 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1106 case VOICETYPE_TEAMRADIO:
1108 if(msg_entity.cvar_cl_voice_directional == 1)
1109 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1111 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1113 case VOICETYPE_AUTOTAUNT:
1118 if(autocvar_sv_gentle)
1120 tauntrand = random();
1122 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1124 if (msg_entity.cvar_cl_voice_directional >= 1)
1125 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1127 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1130 case VOICETYPE_TAUNT:
1132 if(self.deadflag == DEAD_NO)
1133 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1136 if(autocvar_sv_gentle)
1139 if (msg_entity.cvar_cl_voice_directional >= 1)
1140 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1142 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1144 case VOICETYPE_PLAYERSOUND:
1146 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1149 backtrace("Invalid voice type!");
1154 void GlobalSound(string sample, float chan, float voicetype)
1162 tokenize_console(sample);
1165 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1167 sample = strcat(argv(0), ".wav"); // randomization
1171 case VOICETYPE_LASTATTACKER_ONLY:
1174 msg_entity = self.pusher;
1175 if(IS_REAL_CLIENT(msg_entity))
1177 if(msg_entity.cvar_cl_voice_directional == 1)
1178 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1180 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1184 case VOICETYPE_LASTATTACKER:
1187 msg_entity = self.pusher;
1188 if(IS_REAL_CLIENT(msg_entity))
1190 if(msg_entity.cvar_cl_voice_directional == 1)
1191 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1193 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1196 if(IS_REAL_CLIENT(msg_entity))
1197 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1200 case VOICETYPE_TEAMRADIO:
1201 FOR_EACH_REALCLIENT(msg_entity)
1202 if(!teamplay || msg_entity.team == self.team)
1204 if(msg_entity.cvar_cl_voice_directional == 1)
1205 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1207 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1210 case VOICETYPE_AUTOTAUNT:
1215 if(autocvar_sv_gentle)
1217 tauntrand = random();
1218 FOR_EACH_REALCLIENT(msg_entity)
1219 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1221 if (msg_entity.cvar_cl_voice_directional >= 1)
1222 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1224 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1227 case VOICETYPE_TAUNT:
1229 if(self.deadflag == DEAD_NO)
1230 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1233 if(autocvar_sv_gentle)
1235 FOR_EACH_REALCLIENT(msg_entity)
1237 if (msg_entity.cvar_cl_voice_directional >= 1)
1238 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1240 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1243 case VOICETYPE_PLAYERSOUND:
1244 _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1247 backtrace("Invalid voice type!");
1252 void PlayerSound(.string samplefield, float chan, float voicetype)
1254 GlobalSound(self.(samplefield), chan, voicetype);
1257 void VoiceMessage(string type, string msg)
1259 float voicetype, ownteam;
1261 var .string sample = GetVoiceMessageSampleField(type);
1263 if(GetPlayerSoundSampleField_notFound)
1265 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1269 voicetype = GetVoiceMessageVoiceType(type);
1270 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1272 flood = Say(self, ownteam, world, msg, 1);
1274 if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1275 FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
1277 GlobalSound(self.(sample), CH_VOICE, voicetype);
1280 void MoveToTeam(entity client, float team_colour, float type)
1282 float lockteams_backup;
1284 lockteams_backup = lockteams; // backup any team lock
1286 lockteams = 0; // disable locked teams
1288 TeamchangeFrags(client); // move the players frags
1289 SetPlayerColors(client, team_colour - 1); // set the players colour
1290 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
1292 lockteams = lockteams_backup; // restore the team lock
1294 LogTeamchange(client.playerid, client.team, type);