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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity pusher;
2 .float pushltime;
3 .float istypefrag;
4
5 .float CopyBody_nextthink;
6 .void(void) CopyBody_think;
7 void CopyBody_Think(void)
8 {
9         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
10         {
11                 self.CopyBody_think();
12                 if(wasfreed(self))
13                         return;
14                 self.CopyBody_nextthink = self.nextthink;
15                 self.CopyBody_think = self.think;
16                 self.think = CopyBody_Think;
17         }
18         CSQCMODEL_AUTOUPDATE();
19         self.nextthink = time;
20 }
21 void CopyBody(float keepvelocity)
22 {
23         entity oldself;
24         if (self.effects & EF_NODRAW)
25                 return;
26         oldself = self;
27         self = spawn();
28         self.enemy = oldself;
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;
82
83         Drag_MoveDrag(oldself, self);
84
85         if(self.colormap <= maxclients && self.colormap > 0)
86                 self.colormap = 1024 + oldself.clientcolors;
87
88         CSQCMODEL_AUTOINIT();
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_load_if_needed(self);
95         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
96
97         self = oldself;
98 }
99
100 float player_getspecies()
101 {
102         float s;
103         get_model_parameters(self.model, self.skin);
104         s = get_model_parameters_species;
105         get_model_parameters(string_null, 0);
106         if(s < 0)
107                 return SPECIES_HUMAN;
108         return s;
109 }
110
111 void player_setupanimsformodel()
112 {
113         // load animation info
114         animdecide_load_if_needed(self);
115         animdecide_setstate(self, 0, FALSE);
116 }
117
118 void player_anim (void)
119 {
120         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
121         if(self.deadflag) {
122                 if (!deadbits) {
123                         // Decide on which death animation to use.
124                         if(random() < 0.5)
125                                 deadbits = ANIMSTATE_DEAD1;
126                         else
127                                 deadbits = ANIMSTATE_DEAD2;
128                 }
129         } else {
130                 // Clear a previous death animation.
131                 deadbits = 0;
132         }
133         float animbits = deadbits;
134         if(self.frozen)
135                 animbits |= ANIMSTATE_FROZEN;
136         if(self.crouch)
137                 animbits |= ANIMSTATE_DUCK;
138         animdecide_setstate(self, animbits, FALSE);
139         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
140
141         if (self.weaponentity)
142         {
143                 updateanim(self.weaponentity);
144                 if (!self.weaponentity.animstate_override)
145                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
146         }
147 }
148
149 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
150 {
151         float take, save;
152         vector v;
153         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
154
155         // damage resistance (ignore most of the damage from a bullet or similar)
156         damage = max(damage - 5, 1);
157
158         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
159         take = v_x;
160         save = v_y;
161
162         if(sound_allowed(MSG_BROADCAST, attacker))
163         {
164                 if (save > 10)
165                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
166                 else if (take > 30)
167                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
168                 else if (take > 10)
169                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
170         }
171
172         if (take > 50)
173                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
174         if (take > 100)
175                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
176
177         self.armorvalue = self.armorvalue - save;
178         self.health = self.health - take;
179         // pause regeneration for 5 seconds
180         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
181
182         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
183         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
184         self.dmg_inflictor = inflictor;
185
186         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
187         {
188                 // don't use any animations as a gib
189                 self.frame = 0;
190                 // view just above the floor
191                 self.view_ofs = '0 0 4';
192
193                 Violence_GibSplash(self, 1, 1, attacker);
194                 self.alpha = -1;
195                 self.solid = SOLID_NOT; // restore later
196                 self.takedamage = DAMAGE_NO; // restore later
197                 self.damagedbycontents = FALSE;
198         }
199 }
200
201 // g_<gametype>_str:
202 // If 0, default is used.
203 // If <0, 0 is used.
204 // Otherwise, g_str (default value) is used.
205 // For consistency, negative values there are mapped to zero too.
206 #define GAMETYPE_DEFAULTED_SETTING(str) \
207         ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
208          (gametype_setting_tmp < 0) ? 0 : \
209          (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
210          gametype_setting_tmp)
211
212
213 void calculate_player_respawn_time()
214 {
215         if(g_ca)
216                 return;
217
218         float gametype_setting_tmp;
219         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
220         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
221         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
222         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
223         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
224         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
225
226         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
227         entity pl;
228         if (teamplay)
229         {
230                 FOR_EACH_PLAYER(pl)
231                         if (pl != self)
232                                 if (pl.team == self.team)
233                                         ++pcount;
234                 if (sdelay_small_count == 0)
235                         sdelay_small_count = 1;
236                 if (sdelay_large_count == 0)
237                         sdelay_large_count = 1;
238         }
239         else
240         {
241                 FOR_EACH_PLAYER(pl)
242                         if (pl != self)
243                                 ++pcount;
244                 if (sdelay_small_count == 0)
245                 {
246                         if (g_cts)
247                         {
248                                 // Players play independently. No point in requiring enemies.
249                                 sdelay_small_count = 1;
250                         }
251                         else
252                         {
253                                 // Players play AGAINST each other. Enemies required.
254                                 sdelay_small_count = 2;
255                         }
256                 }
257                 if (sdelay_large_count == 0)
258                 {
259                         if (g_cts)
260                         {
261                                 // Players play independently. No point in requiring enemies.
262                                 sdelay_large_count = 1;
263                         }
264                         else
265                         {
266                                 // Players play AGAINST each other. Enemies required.
267                                 sdelay_large_count = 2;
268                         }
269                 }
270         }
271
272         float sdelay;
273
274         if (pcount <= sdelay_small_count)
275                 sdelay = sdelay_small;
276         else if (pcount >= sdelay_large_count)
277                 sdelay = sdelay_large;
278         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
279                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
280
281         if(waves)
282                 self.respawn_time = ceil((time + sdelay) / waves) * waves;
283         else
284                 self.respawn_time = time + sdelay;
285
286         if(sdelay < sdelay_max)
287                 self.respawn_time_max = time + sdelay_max;
288         else
289                 self.respawn_time_max = self.respawn_time;
290
291         if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
292                 self.respawn_countdown = 10; // first number to count down from is 10
293         else
294                 self.respawn_countdown = -1; // do not count down
295
296         if(autocvar_g_forced_respawn)
297                 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
298 }
299
300 void ClientKill_Now_TeamChange();
301
302 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
303 {
304         float take, save, dh, da, j;
305         vector v;
306         float valid_damage_for_weaponstats;
307         float excess;
308
309         dh = max(self.health, 0);
310         da = max(self.armorvalue, 0);
311
312         if(!DEATH_ISSPECIAL(deathtype))
313         {
314                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
315                 if(self != attacker)
316                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
317         }
318
319         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
320         {
321                 // tuba causes blood to come out of the ears
322                 vector ear1, ear2;
323                 vector d;
324                 float f;
325                 ear1 = self.origin;
326                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
327                 ear2 = ear1;
328                 makevectors(self.angles);
329                 ear1 += v_right * -10;
330                 ear2 += v_right * +10;
331                 d = inflictor.origin - self.origin;
332                 if (d)
333                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
334                 else
335                         f = 0;  // Assum ecenter.
336                 force = v_right * vlen(force);
337                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
338                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
339                 if(f > 0)
340                 {
341                         hitloc = ear1;
342                         force = force * -1;
343                 }
344                 else
345                 {
346                         hitloc = ear2;
347                         // force is already good
348                 }
349         }
350         else
351                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
352
353
354         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
355         take = v_x;
356         save = v_y;
357
358         if(attacker == self)
359         {
360                 // don't reset pushltime for self damage as it may be an attempt to
361                 // escape a lava pit or similar
362                 //self.pushltime = 0;
363                 self.istypefrag = 0;
364         }
365         else if(IS_PLAYER(attacker))
366         {
367                 self.pusher = attacker;
368                 self.pushltime = time + autocvar_g_maxpushtime;
369                 self.istypefrag = self.BUTTON_CHAT;
370         }
371         else if(time < self.pushltime)
372         {
373                 attacker = self.pusher;
374                 self.pushltime = max(self.pushltime, time + 0.6);
375         }
376         else
377         {
378                 self.pushltime = 0;
379                 self.istypefrag = 0;
380         }
381
382         frag_inflictor = inflictor;
383         frag_attacker = attacker;
384         frag_target = self;
385         frag_damage = damage;
386         damage_take = take;
387         damage_save = save;
388         damage_force = force;
389         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
390         take = bound(0, damage_take, self.health);
391         save = bound(0, damage_save, self.armorvalue);
392         excess = max(0, damage - take - save);
393
394         if(sound_allowed(MSG_BROADCAST, attacker))
395         {
396                 if (save > 10)
397                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
398                 else if (take > 30)
399                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
400                 else if (take > 10)
401                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
402         }
403
404         if (take > 50)
405                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
406         if (take > 100)
407                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
408
409         if (time >= self.spawnshieldtime)
410         {
411                 if (!(self.flags & FL_GODMODE))
412                 {
413                         self.armorvalue = self.armorvalue - save;
414                         self.health = self.health - take;
415                         // pause regeneration for 5 seconds
416                         if(take)
417                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
418
419                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
420                         {
421                                 self.pain_finished = time + 0.5;        //Supajoe
422
423                                 if(autocvar_sv_gentle < 1) {
424                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
425                                         {
426                                                 if (!self.animstate_override)
427                                                 {
428                                                         if (random() > 0.5)
429                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
430                                                         else
431                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
432                                                 }
433                                         }
434
435                                         if(sound_allowed(MSG_BROADCAST, attacker))
436                                         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
437                                         if(self.health > 1)
438                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
439                                         {
440                                                 if(deathtype == DEATH_FALL)
441                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
442                                                 else if(self.health > 75) // TODO make a "gentle" version?
443                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
444                                                 else if(self.health > 50)
445                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
446                                                 else if(self.health > 25)
447                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
448                                                 else
449                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
450                                         }
451                                 }
452                         }
453
454                         // throw off bot aim temporarily
455                         float shake;
456                         if(IS_BOT_CLIENT(self) && self.health >= 1)
457                         {
458                                 shake = damage * 5 / (bound(0,skill,100) + 1);
459                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
460                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
461                                 self.v_angle_x = bound(-90, self.v_angle_x, 90);
462                         }
463                 }
464                 else
465                         self.max_armorvalue += (save + take);
466         }
467         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
468         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
469         self.dmg_inflictor = inflictor;
470
471         float abot, vbot, awep;
472         abot = (IS_BOT_CLIENT(attacker));
473         vbot = (IS_BOT_CLIENT(self));
474
475         valid_damage_for_weaponstats = 0;
476         awep = 0;
477
478         if(vbot || IS_REAL_CLIENT(self))
479         if(abot || IS_REAL_CLIENT(attacker))
480         if(attacker && self != attacker)
481         if(DIFF_TEAM(self, attacker))
482         {
483                 if(DEATH_ISSPECIAL(deathtype))
484                         awep = attacker.weapon;
485                 else
486                         awep = DEATH_WEAPONOF(deathtype);
487                 valid_damage_for_weaponstats = 1;
488         }
489
490         if(valid_damage_for_weaponstats)
491         {
492                 dh = dh - max(self.health, 0);
493                 da = da - max(self.armorvalue, 0);
494                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
495         }
496
497         if (self.health < 1)
498         {
499                 float defer_ClientKill_Now_TeamChange;
500                 defer_ClientKill_Now_TeamChange = FALSE;
501
502                 if(self.alivetime)
503                 {
504                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
505                         self.alivetime = 0;
506                 }
507
508                 if(valid_damage_for_weaponstats)
509                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
510
511                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
512                 if(sound_allowed(MSG_BROADCAST, attacker))
513                 {
514                         if(deathtype == DEATH_DROWN)
515                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
516                         else
517                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
518                 }
519
520                 // get rid of kill indicator
521                 if(self.killindicator)
522                 {
523                         remove(self.killindicator);
524                         self.killindicator = world;
525                         if(self.killindicator_teamchange)
526                                 defer_ClientKill_Now_TeamChange = TRUE;
527
528                         if(self.classname == "body")
529                         if(deathtype == DEATH_KILL)
530                         {
531                                 // for the lemmings fans, a small harmless explosion
532                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
533                         }
534                 }
535
536                 // print an obituary message
537                 if(self.classname != "body")
538                         Obituary (attacker, inflictor, self, deathtype);
539
540         // increment frag counter for used weapon type
541         float w;
542         w = DEATH_WEAPONOF(deathtype);
543         if(WEP_VALID(w))
544         if(accuracy_isgooddamage(attacker, self))
545         attacker.accuracy.(accuracy_frags[w-1]) += 1;
546
547                 frag_attacker = attacker;
548                 frag_inflictor = inflictor;
549                 frag_target = self;
550                 frag_deathtype = deathtype;
551                 MUTATOR_CALLHOOK(PlayerDies);
552
553                 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
554
555                 RemoveGrapplingHook(self);
556
557                 Portal_ClearAllLater(self);
558
559                 self.fixangle = TRUE;
560
561                 if(defer_ClientKill_Now_TeamChange)
562                         ClientKill_Now_TeamChange(); // can turn player into spectator
563
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) || self.classname == "body"))
567                         return;
568
569                 // when we get here, player actually dies
570
571                 Unfreeze(self); // remove any icy remains
572                 self.health = 0; // Unfreeze resets health, so we need to set it back
573
574                 // clear waypoints
575                 WaypointSprite_PlayerDead();
576                 // throw a weapon
577                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
578
579                 // become fully visible
580                 self.alpha = default_player_alpha;
581                 // make the corpse upright (not tilted)
582                 self.angles_x = 0;
583                 self.angles_z = 0;
584                 // don't spin
585                 self.avelocity = '0 0 0';
586                 // view from the floor
587                 self.view_ofs = '0 0 -8';
588                 // toss the corpse
589                 self.movetype = MOVETYPE_TOSS;
590                 // shootable corpse
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;
595                 // dying animation
596                 self.deadflag = DEAD_DYING;
597
598                 // when to allow respawn
599                 calculate_player_respawn_time();
600
601                 self.death_time = time;
602                 if (random() < 0.5)
603                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
604                 else
605                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
606                 if (self.maxs_z > 5)
607                 {
608                         self.maxs_z = 5;
609                         setsize(self, self.mins, self.maxs);
610                 }
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
616                 // set up to fade out later
617                 SUB_SetFade (self, time + 6 + random (), 1);
618                 // reset body think wrapper broken by SUB_SetFade
619                 if(self.classname == "body" && self.think != CopyBody_Think) {
620                         self.CopyBody_think = self.think;
621                         self.CopyBody_nextthink = self.nextthink;
622                         self.think = CopyBody_Think;
623                         self.nextthink = time;
624                 }
625
626                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
627                         // remove corpse
628                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
629                 }
630
631                 // reset fields the weapons may use just in case
632                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
633                 {
634                         WEP_ACTION(j, WR_RESETPLAYER);
635                         ATTACK_FINISHED_FOR(self, j) = 0;
636                 }
637         }
638 }
639
640 .float muted; // to be used by prvm_edictset server playernumber muted 1
641 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
642 // message "": do not say, just test flood control
643 // return value:
644 //   1 = accept
645 //   0 = reject
646 //  -1 = fake accept
647 {
648         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
649         float flood;
650         var .float flood_field;
651         entity head;
652         float ret;
653         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
654
655         if(!teamsay && !privatesay)
656                 if(substring(msgin, 0, 1) == " ")
657                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
658
659         msgin = formatmessage(msgin);
660
661         if (!IS_PLAYER(source))
662                 colorstr = "^0"; // black for spectators
663         else if(teamplay)
664                 colorstr = Team_ColorCode(source.team);
665         else
666         {
667                 colorstr = "";
668                 teamsay = FALSE;
669         }
670
671         if(intermission_running)
672                 teamsay = FALSE;
673
674         if(msgin != "")
675                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
676
677         /*
678          * using bprint solves this... me stupid
679         // how can we prevent the message from appearing in a listen server?
680         // for now, just give "say" back and only handle say_team
681         if(!teamsay)
682         {
683                 clientcommand(self, strcat("say ", msgin));
684                 return;
685         }
686         */
687
688         if(autocvar_g_chat_teamcolors)
689                 namestr = playername(source);
690         else
691                 namestr = source.netname;
692
693         if(strdecolorize(namestr) == namestr)
694                 colorprefix = "^3";
695         else
696                 colorprefix = "^7";
697
698         if(msgin != "")
699         {
700                 if(privatesay)
701                 {
702                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
703                         privatemsgprefixlen = strlen(msgstr);
704                         msgstr = strcat(msgstr, msgin);
705                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
706                         if(autocvar_g_chat_teamcolors)
707                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
708                         else
709                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
710                 }
711                 else if(teamsay)
712                 {
713                         msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
714                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
715                 }
716                 else
717                 {
718                         msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
719                         cmsgstr = "";
720                 }
721                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
722         }
723         else
724         {
725                 msgstr = cmsgstr = "";
726         }
727
728         fullmsgstr = msgstr;
729         fullcmsgstr = cmsgstr;
730
731         // FLOOD CONTROL
732         flood = 0;
733         flood_field = floodcontrol_chat;
734         if(floodcontrol)
735         {
736                 float flood_spl;
737                 float flood_burst;
738                 float flood_lmax;
739                 float lines;
740                 if(privatesay)
741                 {
742                         flood_spl = autocvar_g_chat_flood_spl_tell;
743                         flood_burst = autocvar_g_chat_flood_burst_tell;
744                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
745                         flood_field = floodcontrol_chattell;
746                 }
747                 else if(teamsay)
748                 {
749                         flood_spl = autocvar_g_chat_flood_spl_team;
750                         flood_burst = autocvar_g_chat_flood_burst_team;
751                         flood_lmax = autocvar_g_chat_flood_lmax_team;
752                         flood_field = floodcontrol_chatteam;
753                 }
754                 else
755                 {
756                         flood_spl = autocvar_g_chat_flood_spl;
757                         flood_burst = autocvar_g_chat_flood_burst;
758                         flood_lmax = autocvar_g_chat_flood_lmax;
759                         flood_field = floodcontrol_chat;
760                 }
761                 flood_burst = max(0, flood_burst - 1);
762                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
763
764                 // do flood control for the default line size
765                 if(msgstr != "")
766                 {
767                         getWrappedLine_remaining = msgstr;
768                         msgstr = "";
769                         lines = 0;
770                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
771                         {
772                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
773                                 ++lines;
774                         }
775                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
776
777                         if(getWrappedLine_remaining != "")
778                         {
779                                 msgstr = strcat(msgstr, "\n");
780                                 flood = 2;
781                         }
782
783                         if(time >= source.flood_field)
784                         {
785                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
786                         }
787                         else
788                         {
789                                 flood = 1;
790                                 msgstr = fullmsgstr;
791                         }
792                 }
793                 else
794                 {
795                         if(time >= source.flood_field)
796                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
797                         else
798                                 flood = 1;
799                 }
800
801                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
802                         source.flood_field = flood = 0;
803         }
804
805         if(flood == 2) // cannot happen for empty msgstr
806         {
807                 if(autocvar_g_chat_flood_notify_flooder)
808                 {
809                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
810                         sourcecmsgstr = "";
811                 }
812                 else
813                 {
814                         sourcemsgstr = fullmsgstr;
815                         sourcecmsgstr = fullcmsgstr;
816                 }
817                 cmsgstr = "";
818         }
819         else
820         {
821                 sourcemsgstr = msgstr;
822                 sourcecmsgstr = cmsgstr;
823         }
824
825         if(!privatesay)
826         if (!IS_PLAYER(source))
827         {
828                 if (!intermission_running)
829                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
830                                 teamsay = -1; // spectators
831         }
832
833         if(flood)
834                 print("NOTE: ", playername(source), "^7 is flooding.\n");
835
836         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
837         if(privatesay)
838                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
839
840         if(source.muted)
841         {
842                 // always fake the message
843                 ret = -1;
844         }
845         else if(flood == 1)
846         {
847                 if(autocvar_g_chat_flood_notify_flooder)
848                 {
849                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
850                         ret = 0;
851                 }
852                 else
853                         ret = -1;
854         }
855         else
856         {
857                 ret = 1;
858         }
859
860         if(sourcemsgstr != "" && ret != 0)
861         {
862                 if(ret < 0) // faked message, because the player is muted
863                 {
864                         sprint(source, sourcemsgstr);
865                         if(sourcecmsgstr != "" && !privatesay)
866                                 centerprint(source, sourcecmsgstr);
867                 }
868                 else if(privatesay) // private message, between 2 people only
869                 {
870                         sprint(source, sourcemsgstr);
871                         sprint(privatesay, msgstr);
872                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
873                         if(cmsgstr != "")
874                                 centerprint(privatesay, cmsgstr);
875                 }
876                 else if(teamsay > 0) // team message, only sent to team mates
877                 {
878                         sprint(source, sourcemsgstr);
879                         dedicated_print(msgstr); // send to server console too
880                         if(sourcecmsgstr != "")
881                                 centerprint(source, sourcecmsgstr);
882                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
883                                 if(head != source)
884                                 {
885                                         sprint(head, msgstr);
886                                         if(cmsgstr != "")
887                                                 centerprint(head, cmsgstr);
888                                 }
889                 }
890                 else if(teamsay < 0) // spectator message, only sent to spectators
891                 {
892                         sprint(source, sourcemsgstr);
893                         dedicated_print(msgstr); // send to server console too
894                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
895                                 if(head != source)
896                                         sprint(head, msgstr);
897                 }
898                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
899                 {
900                         sprint(source, sourcemsgstr);
901                         dedicated_print(msgstr); // send to server console too
902                         FOR_EACH_REALCLIENT(head)
903                                 if(head != source)
904                                         sprint(head, msgstr);
905                 }
906                 else
907                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
908         }
909
910         return ret;
911 }
912
913 float GetVoiceMessageVoiceType(string type)
914 {
915         if(type == "taunt")
916                 return VOICETYPE_TAUNT;
917         if(type == "teamshoot")
918                 return VOICETYPE_LASTATTACKER;
919         return VOICETYPE_TEAMRADIO;
920 }
921
922 string allvoicesamples;
923 .string GetVoiceMessageSampleField(string type)
924 {
925         GetPlayerSoundSampleField_notFound = 0;
926         switch(type)
927         {
928 #define _VOICEMSG(m) case #m: return playersound_##m;
929                 ALLVOICEMSGS
930 #undef _VOICEMSG
931         }
932         GetPlayerSoundSampleField_notFound = 1;
933         return playersound_taunt;
934 }
935
936 .string GetPlayerSoundSampleField(string type)
937 {
938         GetPlayerSoundSampleField_notFound = 0;
939         switch(type)
940         {
941 #define _VOICEMSG(m) case #m: return playersound_##m;
942                 ALLPLAYERSOUNDS
943 #undef _VOICEMSG
944         }
945         GetPlayerSoundSampleField_notFound = 1;
946         return playersound_taunt;
947 }
948
949 void PrecacheGlobalSound(string samplestring)
950 {
951         float n, i;
952         tokenize_console(samplestring);
953         n = stof(argv(1));
954         if(n > 0)
955         {
956                 for(i = 1; i <= n; ++i)
957                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
958         }
959         else
960         {
961                 precache_sound(strcat(argv(0), ".wav"));
962         }
963 }
964
965 void PrecachePlayerSounds(string f)
966 {
967         float fh;
968         string s;
969         fh = fopen(f, FILE_READ);
970         if(fh < 0)
971                 return;
972         while((s = fgets(fh)))
973         {
974                 if(tokenize_console(s) != 3)
975                 {
976                         dprint("Invalid sound info line: ", s, "\n");
977                         continue;
978                 }
979                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
980         }
981         fclose(fh);
982
983         if (!allvoicesamples)
984         {
985 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
986                 ALLVOICEMSGS
987 #undef _VOICEMSG
988                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
989         }
990 }
991
992 void ClearPlayerSounds()
993 {
994 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
995         ALLPLAYERSOUNDS
996         ALLVOICEMSGS
997 #undef _VOICEMSG
998 }
999
1000 float LoadPlayerSounds(string f, float first)
1001 {
1002         float fh;
1003         string s;
1004         var .string field;
1005         fh = fopen(f, FILE_READ);
1006         if(fh < 0)
1007         {
1008                 dprint("Player sound file not found: ", f, "\n");
1009                 return 0;
1010         }
1011         while((s = fgets(fh)))
1012         {
1013                 if(tokenize_console(s) != 3)
1014                         continue;
1015                 field = GetPlayerSoundSampleField(argv(0));
1016                 if(GetPlayerSoundSampleField_notFound)
1017                         field = GetVoiceMessageSampleField(argv(0));
1018                 if(GetPlayerSoundSampleField_notFound)
1019                         continue;
1020                 if(self.field)
1021                         strunzone(self.field);
1022                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1023         }
1024         fclose(fh);
1025         return 1;
1026 }
1027
1028 .float modelindex_for_playersound;
1029 .float skin_for_playersound;
1030 void UpdatePlayerSounds()
1031 {
1032         if(self.modelindex == self.modelindex_for_playersound)
1033         if(self.skin == self.skin_for_playersound)
1034                 return;
1035         self.modelindex_for_playersound = self.modelindex;
1036         self.skin_for_playersound = self.skin;
1037         ClearPlayerSounds();
1038         LoadPlayerSounds("sound/player/default.sounds", 1);
1039         if(!autocvar_g_debug_defaultsounds)
1040                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1041                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1042 }
1043
1044 void FakeGlobalSound(string sample, float chan, float voicetype)
1045 {
1046         float n;
1047         float tauntrand;
1048
1049         if(sample == "")
1050                 return;
1051
1052         tokenize_console(sample);
1053         n = stof(argv(1));
1054         if(n > 0)
1055                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1056         else
1057                 sample = strcat(argv(0), ".wav"); // randomization
1058
1059         switch(voicetype)
1060         {
1061                 case VOICETYPE_LASTATTACKER_ONLY:
1062                         break;
1063                 case VOICETYPE_LASTATTACKER:
1064                         if(self.pusher)
1065                         {
1066                                 msg_entity = self;
1067                                 if(IS_REAL_CLIENT(msg_entity))
1068                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1069                         }
1070                         break;
1071                 case VOICETYPE_TEAMRADIO:
1072                         msg_entity = self;
1073                         if(msg_entity.cvar_cl_voice_directional == 1)
1074                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1075                         else
1076                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1077                         break;
1078                 case VOICETYPE_AUTOTAUNT:
1079                         if(!sv_autotaunt)
1080                                 break;
1081                         if(!sv_taunt)
1082                                 break;
1083                         if(autocvar_sv_gentle)
1084                                 break;
1085                         tauntrand = random();
1086                         msg_entity = self;
1087                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1088                         {
1089                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1090                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1091                                 else
1092                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1093                         }
1094                         break;
1095                 case VOICETYPE_TAUNT:
1096                         if(IS_PLAYER(self))
1097                                 if(self.deadflag == DEAD_NO)
1098                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1099                         if(!sv_taunt)
1100                                 break;
1101                         if(autocvar_sv_gentle)
1102                                 break;
1103                         msg_entity = self;
1104                         if (msg_entity.cvar_cl_voice_directional >= 1)
1105                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1106                         else
1107                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1108                         break;
1109                 case VOICETYPE_PLAYERSOUND:
1110                         msg_entity = self;
1111                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1112                         break;
1113                 default:
1114                         backtrace("Invalid voice type!");
1115                         break;
1116         }
1117 }
1118
1119 void GlobalSound(string sample, float chan, float voicetype)
1120 {
1121         float n;
1122         float tauntrand;
1123
1124         if(sample == "")
1125                 return;
1126
1127         tokenize_console(sample);
1128         n = stof(argv(1));
1129         if(n > 0)
1130                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1131         else
1132                 sample = strcat(argv(0), ".wav"); // randomization
1133
1134         switch(voicetype)
1135         {
1136                 case VOICETYPE_LASTATTACKER_ONLY:
1137                         if(self.pusher)
1138                         {
1139                                 msg_entity = self.pusher;
1140                                 if(IS_REAL_CLIENT(msg_entity))
1141                                 {
1142                                         if(msg_entity.cvar_cl_voice_directional == 1)
1143                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1144                                         else
1145                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1146                                 }
1147                         }
1148                         break;
1149                 case VOICETYPE_LASTATTACKER:
1150                         if(self.pusher)
1151                         {
1152                                 msg_entity = self.pusher;
1153                                 if(IS_REAL_CLIENT(msg_entity))
1154                                 {
1155                                         if(msg_entity.cvar_cl_voice_directional == 1)
1156                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1157                                         else
1158                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1159                                 }
1160                                 msg_entity = self;
1161                                 if(IS_REAL_CLIENT(msg_entity))
1162                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1163                         }
1164                         break;
1165                 case VOICETYPE_TEAMRADIO:
1166                         FOR_EACH_REALCLIENT(msg_entity)
1167                                 if(!teamplay || msg_entity.team == self.team)
1168                                 {
1169                                         if(msg_entity.cvar_cl_voice_directional == 1)
1170                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1171                                         else
1172                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1173                                 }
1174                         break;
1175                 case VOICETYPE_AUTOTAUNT:
1176                         if(!sv_autotaunt)
1177                                 break;
1178                         if(!sv_taunt)
1179                                 break;
1180                         if(autocvar_sv_gentle)
1181                                 break;
1182                         tauntrand = random();
1183                         FOR_EACH_REALCLIENT(msg_entity)
1184                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1185                                 {
1186                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1187                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1188                                         else
1189                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1190                                 }
1191                         break;
1192                 case VOICETYPE_TAUNT:
1193                         if(IS_PLAYER(self))
1194                                 if(self.deadflag == DEAD_NO)
1195                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1196                         if(!sv_taunt)
1197                                 break;
1198                         if(autocvar_sv_gentle)
1199                                 break;
1200                         FOR_EACH_REALCLIENT(msg_entity)
1201                         {
1202                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1203                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1204                                 else
1205                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1206                         }
1207                         break;
1208                 case VOICETYPE_PLAYERSOUND:
1209                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1210                         break;
1211                 default:
1212                         backtrace("Invalid voice type!");
1213                         break;
1214         }
1215 }
1216
1217 void PlayerSound(.string samplefield, float chan, float voicetype)
1218 {
1219         GlobalSound(self.samplefield, chan, voicetype);
1220 }
1221
1222 void VoiceMessage(string type, string msg)
1223 {
1224         var .string sample;
1225         float voicetype, ownteam;
1226         float flood;
1227         sample = GetVoiceMessageSampleField(type);
1228
1229         if(GetPlayerSoundSampleField_notFound)
1230         {
1231                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1232                 return;
1233         }
1234
1235         voicetype = GetVoiceMessageVoiceType(type);
1236         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1237
1238         flood = Say(self, ownteam, world, msg, 1);
1239
1240         if(IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1241                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1242         else if (flood > 0)
1243                 GlobalSound(self.sample, CH_VOICE, voicetype);
1244 }
1245
1246 void MoveToTeam(entity client, float team_colour, float type)
1247 {
1248         float lockteams_backup;
1249
1250         lockteams_backup = lockteams;  // backup any team lock
1251
1252         lockteams = 0;  // disable locked teams
1253
1254         TeamchangeFrags(client);  // move the players frags
1255         SetPlayerColors(client, team_colour - 1);  // set the players colour
1256         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1257
1258         lockteams = lockteams_backup;  // restore the team lock
1259
1260         LogTeamchange(client.playerid, client.team, type);
1261 }