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Merge branch 'master' into Mario/weapons_new
[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_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
95
96         self = oldself;
97 }
98
99 float player_getspecies()
100 {
101         float s;
102         get_model_parameters(self.model, self.skin);
103         s = get_model_parameters_species;
104         get_model_parameters(string_null, 0);
105         if(s < 0)
106                 return SPECIES_HUMAN;
107         return s;
108 }
109
110 void player_setupanimsformodel()
111 {
112         // load animation info
113         animdecide_init(self);
114         animdecide_setstate(self, 0, FALSE);
115 }
116
117 void player_anim (void)
118 {
119         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
120         if(self.deadflag) {
121                 if (!deadbits) {
122                         // Decide on which death animation to use.
123                         if(random() < 0.5)
124                                 deadbits = ANIMSTATE_DEAD1;
125                         else
126                                 deadbits = ANIMSTATE_DEAD2;
127                 }
128         } else {
129                 // Clear a previous death animation.
130                 deadbits = 0;
131         }
132         float animbits = deadbits;
133         if(self.frozen)
134                 animbits |= ANIMSTATE_FROZEN;
135         if(self.crouch)
136                 animbits |= ANIMSTATE_DUCK;
137         animdecide_setstate(self, animbits, FALSE);
138         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
139
140         if (self.weaponentity)
141         {
142                 updateanim(self.weaponentity);
143                 if (!self.weaponentity.animstate_override)
144                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
145         }
146 }
147
148 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
149 {
150         float take, save;
151         vector v;
152         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
153
154         // damage resistance (ignore most of the damage from a bullet or similar)
155         damage = max(damage - 5, 1);
156
157         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
158         take = v_x;
159         save = v_y;
160
161         if(sound_allowed(MSG_BROADCAST, attacker))
162         {
163                 if (save > 10)
164                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
165                 else if (take > 30)
166                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
167                 else if (take > 10)
168                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
169         }
170
171         if (take > 50)
172                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
173         if (take > 100)
174                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
175
176         if (!(self.flags & FL_GODMODE))
177         {
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);
182         }
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;
186
187         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
188         {
189                 // don't use any animations as a gib
190                 self.frame = 0;
191                 // view just above the floor
192                 self.view_ofs = '0 0 4';
193
194                 Violence_GibSplash(self, 1, 1, attacker);
195                 self.alpha = -1;
196                 self.solid = SOLID_NOT; // restore later
197                 self.takedamage = DAMAGE_NO; // restore later
198                 self.damagedbycontents = FALSE;
199         }
200 }
201
202 // g_<gametype>_str:
203 // If 0, default is used.
204 // If <0, 0 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)
212
213
214 void calculate_player_respawn_time()
215 {
216         float gametype_setting_tmp;
217         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
218         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
219         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
220         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
221         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
222         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
223
224         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
225         entity pl;
226         if (teamplay)
227         {
228                 FOR_EACH_PLAYER(pl)
229                         if (pl != self)
230                                 if (pl.team == self.team)
231                                         ++pcount;
232                 if (sdelay_small_count == 0)
233                         sdelay_small_count = 1;
234                 if (sdelay_large_count == 0)
235                         sdelay_large_count = 1;
236         }
237         else
238         {
239                 FOR_EACH_PLAYER(pl)
240                         if (pl != self)
241                                 ++pcount;
242                 if (sdelay_small_count == 0)
243                 {
244                         if (g_cts)
245                         {
246                                 // Players play independently. No point in requiring enemies.
247                                 sdelay_small_count = 1;
248                         }
249                         else
250                         {
251                                 // Players play AGAINST each other. Enemies required.
252                                 sdelay_small_count = 2;
253                         }
254                 }
255                 if (sdelay_large_count == 0)
256                 {
257                         if (g_cts)
258                         {
259                                 // Players play independently. No point in requiring enemies.
260                                 sdelay_large_count = 1;
261                         }
262                         else
263                         {
264                                 // Players play AGAINST each other. Enemies required.
265                                 sdelay_large_count = 2;
266                         }
267                 }
268         }
269
270         float sdelay;
271
272         if (pcount <= sdelay_small_count)
273                 sdelay = sdelay_small;
274         else if (pcount >= sdelay_large_count)
275                 sdelay = sdelay_large;
276         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
277                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
278
279         if(waves)
280                 self.respawn_time = ceil((time + sdelay) / waves) * waves;
281         else
282                 self.respawn_time = time + sdelay;
283
284         if(sdelay < sdelay_max)
285                 self.respawn_time_max = time + sdelay_max;
286         else
287                 self.respawn_time_max = self.respawn_time;
288
289         if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
290                 self.respawn_countdown = 10; // first number to count down from is 10
291         else
292                 self.respawn_countdown = -1; // do not count down
293
294         if(autocvar_g_forced_respawn)
295                 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
296 }
297
298 void ClientKill_Now_TeamChange();
299
300 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
301 {
302         float take, save, dh, da, j;
303         vector v;
304         float valid_damage_for_weaponstats;
305         float excess;
306
307         dh = max(self.health, 0);
308         da = max(self.armorvalue, 0);
309
310         if(!DEATH_ISSPECIAL(deathtype))
311         {
312                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
313                 if(self != attacker)
314                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
315         }
316
317         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
318         {
319                 // tuba causes blood to come out of the ears
320                 vector ear1, ear2;
321                 vector d;
322                 float f;
323                 ear1 = self.origin;
324                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
325                 ear2 = ear1;
326                 makevectors(self.angles);
327                 ear1 += v_right * -10;
328                 ear2 += v_right * +10;
329                 d = inflictor.origin - self.origin;
330                 if (d)
331                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
332                 else
333                         f = 0;  // Assum ecenter.
334                 force = v_right * vlen(force);
335                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
336                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
337                 if(f > 0)
338                 {
339                         hitloc = ear1;
340                         force = force * -1;
341                 }
342                 else
343                 {
344                         hitloc = ear2;
345                         // force is already good
346                 }
347         }
348         else
349                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
350
351
352         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
353         take = v_x;
354         save = v_y;
355
356         if(attacker == self)
357         {
358                 // don't reset pushltime for self damage as it may be an attempt to
359                 // escape a lava pit or similar
360                 //self.pushltime = 0;
361                 self.istypefrag = 0;
362         }
363         else if(IS_PLAYER(attacker))
364         {
365                 self.pusher = attacker;
366                 self.pushltime = time + autocvar_g_maxpushtime;
367                 self.istypefrag = self.BUTTON_CHAT;
368         }
369         else if(time < self.pushltime)
370         {
371                 attacker = self.pusher;
372                 self.pushltime = max(self.pushltime, time + 0.6);
373         }
374         else
375         {
376                 self.pushltime = 0;
377                 self.istypefrag = 0;
378         }
379
380         frag_inflictor = inflictor;
381         frag_attacker = attacker;
382         frag_target = self;
383         frag_damage = damage;
384         damage_take = take;
385         damage_save = save;
386         damage_force = force;
387         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
388         take = bound(0, damage_take, self.health);
389         save = bound(0, damage_save, self.armorvalue);
390         excess = max(0, damage - take - save);
391
392         if(sound_allowed(MSG_BROADCAST, attacker))
393         {
394                 if (save > 10)
395                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
396                 else if (take > 30)
397                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
398                 else if (take > 10)
399                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
400         }
401
402         if (take > 50)
403                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
404         if (take > 100)
405                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
406
407         if (time >= self.spawnshieldtime)
408         {
409                 if (!(self.flags & FL_GODMODE))
410                 {
411                         self.armorvalue = self.armorvalue - save;
412                         self.health = self.health - take;
413                         // pause regeneration for 5 seconds
414                         if(take)
415                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
416
417                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
418                         {
419                                 self.pain_finished = time + 0.5;        //Supajoe
420
421                                 if(autocvar_sv_gentle < 1) {
422                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
423                                         {
424                                                 if (!self.animstate_override)
425                                                 {
426                                                         if (random() > 0.5)
427                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
428                                                         else
429                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
430                                                 }
431                                         }
432
433                                         if(sound_allowed(MSG_BROADCAST, attacker))
434                                         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
435                                         if(self.health > 1)
436                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
437                                         {
438                                                 if(deathtype == DEATH_FALL)
439                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
440                                                 else if(self.health > 75) // TODO make a "gentle" version?
441                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
442                                                 else if(self.health > 50)
443                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
444                                                 else if(self.health > 25)
445                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
446                                                 else
447                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
448                                         }
449                                 }
450                         }
451
452                         // throw off bot aim temporarily
453                         float shake;
454                         if(IS_BOT_CLIENT(self) && self.health >= 1)
455                         {
456                                 shake = damage * 5 / (bound(0,skill,100) + 1);
457                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
458                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
459                                 self.v_angle_x = bound(-90, self.v_angle_x, 90);
460                         }
461                 }
462                 else
463                         self.max_armorvalue += (save + take);
464         }
465         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
466         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
467         self.dmg_inflictor = inflictor;
468
469         float abot, vbot, awep;
470         abot = (IS_BOT_CLIENT(attacker));
471         vbot = (IS_BOT_CLIENT(self));
472
473         valid_damage_for_weaponstats = 0;
474         awep = 0;
475
476         if(vbot || IS_REAL_CLIENT(self))
477         if(abot || IS_REAL_CLIENT(attacker))
478         if(attacker && self != attacker)
479         if(DIFF_TEAM(self, attacker))
480         {
481                 if(DEATH_ISSPECIAL(deathtype))
482                         awep = attacker.weapon;
483                 else
484                         awep = DEATH_WEAPONOF(deathtype);
485                 valid_damage_for_weaponstats = 1;
486         }
487
488         if(valid_damage_for_weaponstats)
489         {
490                 dh = dh - max(self.health, 0);
491                 da = da - max(self.armorvalue, 0);
492                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
493         }
494
495         if (self.health < 1)
496         {
497                 float defer_ClientKill_Now_TeamChange;
498                 defer_ClientKill_Now_TeamChange = FALSE;
499
500                 if(self.alivetime)
501                 {
502                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
503                         self.alivetime = 0;
504                 }
505
506                 if(valid_damage_for_weaponstats)
507                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
508
509                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
510                 if(sound_allowed(MSG_BROADCAST, attacker))
511                 {
512                         if(deathtype == DEATH_DROWN)
513                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
514                         else
515                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
516                 }
517
518                 // get rid of kill indicator
519                 if(self.killindicator)
520                 {
521                         remove(self.killindicator);
522                         self.killindicator = world;
523                         if(self.killindicator_teamchange)
524                                 defer_ClientKill_Now_TeamChange = TRUE;
525
526                         if(self.classname == "body")
527                         if(deathtype == DEATH_KILL)
528                         {
529                                 // for the lemmings fans, a small harmless explosion
530                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
531                         }
532                 }
533
534                 // print an obituary message
535                 Obituary (attacker, inflictor, self, deathtype);
536
537         // increment frag counter for used weapon type
538         float w;
539         w = DEATH_WEAPONOF(deathtype);
540         if(WEP_VALID(w))
541         if(accuracy_isgooddamage(attacker, self))
542         attacker.accuracy.(accuracy_frags[w-1]) += 1;
543
544                 frag_attacker = attacker;
545                 frag_inflictor = inflictor;
546                 frag_target = self;
547                 frag_deathtype = deathtype;
548                 MUTATOR_CALLHOOK(PlayerDies);
549
550                 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
551
552                 RemoveGrapplingHook(self);
553
554                 Portal_ClearAllLater(self);
555
556                 self.fixangle = TRUE;
557
558                 if(defer_ClientKill_Now_TeamChange)
559                         ClientKill_Now_TeamChange(); // can turn player into spectator
560
561                 // player could have been miraculously resuscitated ;)
562                 // e.g. players in freezetag get frozen, they don't really die
563                 if(self.health >= 1 || !IS_PLAYER(self))
564                         return;
565
566                 // when we get here, player actually dies
567
568                 Unfreeze(self); // remove any icy remains
569                 self.health = 0; // Unfreeze resets health, so we need to set it back
570
571                 // clear waypoints
572                 WaypointSprite_PlayerDead();
573                 // throw a weapon
574                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
575
576                 // become fully visible
577                 self.alpha = default_player_alpha;
578                 // make the corpse upright (not tilted)
579                 self.angles_x = 0;
580                 self.angles_z = 0;
581                 // don't spin
582                 self.avelocity = '0 0 0';
583                 // view from the floor
584                 self.view_ofs = '0 0 -8';
585                 // toss the corpse
586                 self.movetype = MOVETYPE_TOSS;
587                 // shootable corpse
588                 self.solid = SOLID_CORPSE;
589                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
590                 // don't stick to the floor
591                 self.flags &= ~FL_ONGROUND;
592                 // dying animation
593                 self.deadflag = DEAD_DYING;
594                 // when to allow respawn
595                 calculate_player_respawn_time();
596
597                 self.death_time = time;
598                 if (random() < 0.5)
599                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
600                 else
601                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
602                 if (self.maxs_z > 5)
603                 {
604                         self.maxs_z = 5;
605                         setsize(self, self.mins, self.maxs);
606                 }
607                 // set damage function to corpse damage
608                 self.event_damage = PlayerCorpseDamage;
609                 // call the corpse damage function just in case it wants to gib
610                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
611                 // set up to fade out later
612                 SUB_SetFade (self, time + 6 + random (), 1);
613
614                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
615                         // remove corpse
616                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
617                 }
618
619                 // reset fields the weapons may use just in case
620                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
621                 {
622                         WEP_ACTION(j, WR_RESETPLAYER);
623                         ATTACK_FINISHED_FOR(self, j) = 0;
624                 }
625         }
626 }
627
628 .float muted; // to be used by prvm_edictset server playernumber muted 1
629 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
630 // message "": do not say, just test flood control
631 // return value:
632 //   1 = accept
633 //   0 = reject
634 //  -1 = fake accept
635 {
636         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
637         float flood;
638         var .float flood_field;
639         entity head;
640         float ret;
641         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
642
643         if(!teamsay && !privatesay)
644                 if(substring(msgin, 0, 1) == " ")
645                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
646
647         msgin = formatmessage(msgin);
648
649         if (!IS_PLAYER(source))
650                 colorstr = "^0"; // black for spectators
651         else if(teamplay)
652                 colorstr = Team_ColorCode(source.team);
653         else
654         {
655                 colorstr = "";
656                 teamsay = FALSE;
657         }
658
659         if(intermission_running)
660                 teamsay = FALSE;
661
662         if(msgin != "")
663                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
664
665         /*
666          * using bprint solves this... me stupid
667         // how can we prevent the message from appearing in a listen server?
668         // for now, just give "say" back and only handle say_team
669         if(!teamsay)
670         {
671                 clientcommand(self, strcat("say ", msgin));
672                 return;
673         }
674         */
675
676         if(autocvar_g_chat_teamcolors)
677                 namestr = playername(source);
678         else
679                 namestr = source.netname;
680
681         if(strdecolorize(namestr) == namestr)
682                 colorprefix = "^3";
683         else
684                 colorprefix = "^7";
685
686         if(msgin != "")
687         {
688                 if(privatesay)
689                 {
690                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
691                         privatemsgprefixlen = strlen(msgstr);
692                         msgstr = strcat(msgstr, msgin);
693                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
694                         if(autocvar_g_chat_teamcolors)
695                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
696                         else
697                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
698                 }
699                 else if(teamsay)
700                 {
701                         msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
702                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
703                 }
704                 else
705                 {
706                         msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
707                         cmsgstr = "";
708                 }
709                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
710         }
711         else
712         {
713                 msgstr = cmsgstr = "";
714         }
715
716         fullmsgstr = msgstr;
717         fullcmsgstr = cmsgstr;
718
719         // FLOOD CONTROL
720         flood = 0;
721         flood_field = floodcontrol_chat;
722         if(floodcontrol)
723         {
724                 float flood_spl;
725                 float flood_burst;
726                 float flood_lmax;
727                 float lines;
728                 if(privatesay)
729                 {
730                         flood_spl = autocvar_g_chat_flood_spl_tell;
731                         flood_burst = autocvar_g_chat_flood_burst_tell;
732                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
733                         flood_field = floodcontrol_chattell;
734                 }
735                 else if(teamsay)
736                 {
737                         flood_spl = autocvar_g_chat_flood_spl_team;
738                         flood_burst = autocvar_g_chat_flood_burst_team;
739                         flood_lmax = autocvar_g_chat_flood_lmax_team;
740                         flood_field = floodcontrol_chatteam;
741                 }
742                 else
743                 {
744                         flood_spl = autocvar_g_chat_flood_spl;
745                         flood_burst = autocvar_g_chat_flood_burst;
746                         flood_lmax = autocvar_g_chat_flood_lmax;
747                         flood_field = floodcontrol_chat;
748                 }
749                 flood_burst = max(0, flood_burst - 1);
750                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
751
752                 // do flood control for the default line size
753                 if(msgstr != "")
754                 {
755                         getWrappedLine_remaining = msgstr;
756                         msgstr = "";
757                         lines = 0;
758                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
759                         {
760                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
761                                 ++lines;
762                         }
763                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
764
765                         if(getWrappedLine_remaining != "")
766                         {
767                                 msgstr = strcat(msgstr, "\n");
768                                 flood = 2;
769                         }
770
771                         if(time >= source.flood_field)
772                         {
773                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
774                         }
775                         else
776                         {
777                                 flood = 1;
778                                 msgstr = fullmsgstr;
779                         }
780                 }
781                 else
782                 {
783                         if(time >= source.flood_field)
784                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
785                         else
786                                 flood = 1;
787                 }
788
789                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
790                         source.flood_field = flood = 0;
791         }
792
793         if(flood == 2) // cannot happen for empty msgstr
794         {
795                 if(autocvar_g_chat_flood_notify_flooder)
796                 {
797                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
798                         sourcecmsgstr = "";
799                 }
800                 else
801                 {
802                         sourcemsgstr = fullmsgstr;
803                         sourcecmsgstr = fullcmsgstr;
804                 }
805                 cmsgstr = "";
806         }
807         else
808         {
809                 sourcemsgstr = msgstr;
810                 sourcecmsgstr = cmsgstr;
811         }
812
813         if(!privatesay)
814         if (!IS_PLAYER(source))
815         {
816                 if (!intermission_running)
817                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
818                                 teamsay = -1; // spectators
819         }
820
821         if(flood)
822                 print("NOTE: ", playername(source), "^7 is flooding.\n");
823
824         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
825         if(privatesay)
826                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
827
828         if(source.muted)
829         {
830                 // always fake the message
831                 ret = -1;
832         }
833         else if(flood == 1)
834         {
835                 if(autocvar_g_chat_flood_notify_flooder)
836                 {
837                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
838                         ret = 0;
839                 }
840                 else
841                         ret = -1;
842         }
843         else
844         {
845                 ret = 1;
846         }
847
848         if(sourcemsgstr != "" && ret != 0)
849         {
850                 if(ret < 0) // faked message, because the player is muted
851                 {
852                         sprint(source, sourcemsgstr);
853                         if(sourcecmsgstr != "" && !privatesay)
854                                 centerprint(source, sourcecmsgstr);
855                 }
856                 else if(privatesay) // private message, between 2 people only
857                 {
858                         sprint(source, sourcemsgstr);
859                         sprint(privatesay, msgstr);
860                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
861                         if(cmsgstr != "")
862                                 centerprint(privatesay, cmsgstr);
863                 }
864                 else if(teamsay > 0) // team message, only sent to team mates
865                 {
866                         sprint(source, sourcemsgstr);
867                         dedicated_print(msgstr); // send to server console too
868                         if(sourcecmsgstr != "")
869                                 centerprint(source, sourcecmsgstr);
870                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
871                                 if(head != source)
872                                 {
873                                         sprint(head, msgstr);
874                                         if(cmsgstr != "")
875                                                 centerprint(head, cmsgstr);
876                                 }
877                 }
878                 else if(teamsay < 0) // spectator message, only sent to spectators
879                 {
880                         sprint(source, sourcemsgstr);
881                         dedicated_print(msgstr); // send to server console too
882                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
883                                 if(head != source)
884                                         sprint(head, msgstr);
885                 }
886                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
887                 {
888                         sprint(source, sourcemsgstr);
889                         dedicated_print(msgstr); // send to server console too
890                         FOR_EACH_REALCLIENT(head)
891                                 if(head != source)
892                                         sprint(head, msgstr);
893                 }
894                 else
895                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
896         }
897
898         return ret;
899 }
900
901 float GetVoiceMessageVoiceType(string type)
902 {
903         if(type == "taunt")
904                 return VOICETYPE_TAUNT;
905         if(type == "teamshoot")
906                 return VOICETYPE_LASTATTACKER;
907         return VOICETYPE_TEAMRADIO;
908 }
909
910 string allvoicesamples;
911 .string GetVoiceMessageSampleField(string type)
912 {
913         GetPlayerSoundSampleField_notFound = 0;
914         switch(type)
915         {
916 #define _VOICEMSG(m) case #m: return playersound_##m;
917                 ALLVOICEMSGS
918 #undef _VOICEMSG
919         }
920         GetPlayerSoundSampleField_notFound = 1;
921         return playersound_taunt;
922 }
923
924 .string GetPlayerSoundSampleField(string type)
925 {
926         GetPlayerSoundSampleField_notFound = 0;
927         switch(type)
928         {
929 #define _VOICEMSG(m) case #m: return playersound_##m;
930                 ALLPLAYERSOUNDS
931 #undef _VOICEMSG
932         }
933         GetPlayerSoundSampleField_notFound = 1;
934         return playersound_taunt;
935 }
936
937 void PrecacheGlobalSound(string samplestring)
938 {
939         float n, i;
940         tokenize_console(samplestring);
941         n = stof(argv(1));
942         if(n > 0)
943         {
944                 for(i = 1; i <= n; ++i)
945                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
946         }
947         else
948         {
949                 precache_sound(strcat(argv(0), ".wav"));
950         }
951 }
952
953 void PrecachePlayerSounds(string f)
954 {
955         float fh;
956         string s;
957         fh = fopen(f, FILE_READ);
958         if(fh < 0)
959                 return;
960         while((s = fgets(fh)))
961         {
962                 if(tokenize_console(s) != 3)
963                 {
964                         dprint("Invalid sound info line: ", s, "\n");
965                         continue;
966                 }
967                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
968         }
969         fclose(fh);
970
971         if (!allvoicesamples)
972         {
973 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
974                 ALLVOICEMSGS
975 #undef _VOICEMSG
976                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
977         }
978 }
979
980 void ClearPlayerSounds()
981 {
982 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
983         ALLPLAYERSOUNDS
984         ALLVOICEMSGS
985 #undef _VOICEMSG
986 }
987
988 float LoadPlayerSounds(string f, float first)
989 {
990         float fh;
991         string s;
992         var .string field;
993         fh = fopen(f, FILE_READ);
994         if(fh < 0)
995         {
996                 dprint("Player sound file not found: ", f, "\n");
997                 return 0;
998         }
999         while((s = fgets(fh)))
1000         {
1001                 if(tokenize_console(s) != 3)
1002                         continue;
1003                 field = GetPlayerSoundSampleField(argv(0));
1004                 if(GetPlayerSoundSampleField_notFound)
1005                         field = GetVoiceMessageSampleField(argv(0));
1006                 if(GetPlayerSoundSampleField_notFound)
1007                         continue;
1008                 if(self.field)
1009                         strunzone(self.field);
1010                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1011         }
1012         fclose(fh);
1013         return 1;
1014 }
1015
1016 .float modelindex_for_playersound;
1017 .float skin_for_playersound;
1018 void UpdatePlayerSounds()
1019 {
1020         if(self.modelindex == self.modelindex_for_playersound)
1021         if(self.skin == self.skin_for_playersound)
1022                 return;
1023         self.modelindex_for_playersound = self.modelindex;
1024         self.skin_for_playersound = self.skin;
1025         ClearPlayerSounds();
1026         LoadPlayerSounds("sound/player/default.sounds", 1);
1027         if(!autocvar_g_debug_defaultsounds)
1028                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1029                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1030 }
1031
1032 void FakeGlobalSound(string sample, float chan, float voicetype)
1033 {
1034         float n;
1035         float tauntrand;
1036
1037         if(sample == "")
1038                 return;
1039
1040         tokenize_console(sample);
1041         n = stof(argv(1));
1042         if(n > 0)
1043                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1044         else
1045                 sample = strcat(argv(0), ".wav"); // randomization
1046
1047         switch(voicetype)
1048         {
1049                 case VOICETYPE_LASTATTACKER_ONLY:
1050                         break;
1051                 case VOICETYPE_LASTATTACKER:
1052                         if(self.pusher)
1053                         {
1054                                 msg_entity = self;
1055                                 if(IS_REAL_CLIENT(msg_entity))
1056                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1057                         }
1058                         break;
1059                 case VOICETYPE_TEAMRADIO:
1060                         msg_entity = self;
1061                         if(msg_entity.cvar_cl_voice_directional == 1)
1062                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1063                         else
1064                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1065                         break;
1066                 case VOICETYPE_AUTOTAUNT:
1067                         if(!sv_autotaunt)
1068                                 break;
1069                         if(!sv_taunt)
1070                                 break;
1071                         if(autocvar_sv_gentle)
1072                                 break;
1073                         tauntrand = random();
1074                         msg_entity = self;
1075                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1076                         {
1077                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1078                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1079                                 else
1080                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1081                         }
1082                         break;
1083                 case VOICETYPE_TAUNT:
1084                         if(IS_PLAYER(self))
1085                                 if(self.deadflag == DEAD_NO)
1086                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1087                         if(!sv_taunt)
1088                                 break;
1089                         if(autocvar_sv_gentle)
1090                                 break;
1091                         msg_entity = self;
1092                         if (msg_entity.cvar_cl_voice_directional >= 1)
1093                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1094                         else
1095                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1096                         break;
1097                 case VOICETYPE_PLAYERSOUND:
1098                         msg_entity = self;
1099                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1100                         break;
1101                 default:
1102                         backtrace("Invalid voice type!");
1103                         break;
1104         }
1105 }
1106
1107 void GlobalSound(string sample, float chan, float voicetype)
1108 {
1109         float n;
1110         float tauntrand;
1111
1112         if(sample == "")
1113                 return;
1114
1115         tokenize_console(sample);
1116         n = stof(argv(1));
1117         if(n > 0)
1118                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1119         else
1120                 sample = strcat(argv(0), ".wav"); // randomization
1121
1122         switch(voicetype)
1123         {
1124                 case VOICETYPE_LASTATTACKER_ONLY:
1125                         if(self.pusher)
1126                         {
1127                                 msg_entity = self.pusher;
1128                                 if(IS_REAL_CLIENT(msg_entity))
1129                                 {
1130                                         if(msg_entity.cvar_cl_voice_directional == 1)
1131                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1132                                         else
1133                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1134                                 }
1135                         }
1136                         break;
1137                 case VOICETYPE_LASTATTACKER:
1138                         if(self.pusher)
1139                         {
1140                                 msg_entity = self.pusher;
1141                                 if(IS_REAL_CLIENT(msg_entity))
1142                                 {
1143                                         if(msg_entity.cvar_cl_voice_directional == 1)
1144                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1145                                         else
1146                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1147                                 }
1148                                 msg_entity = self;
1149                                 if(IS_REAL_CLIENT(msg_entity))
1150                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1151                         }
1152                         break;
1153                 case VOICETYPE_TEAMRADIO:
1154                         FOR_EACH_REALCLIENT(msg_entity)
1155                                 if(!teamplay || msg_entity.team == self.team)
1156                                 {
1157                                         if(msg_entity.cvar_cl_voice_directional == 1)
1158                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1159                                         else
1160                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1161                                 }
1162                         break;
1163                 case VOICETYPE_AUTOTAUNT:
1164                         if(!sv_autotaunt)
1165                                 break;
1166                         if(!sv_taunt)
1167                                 break;
1168                         if(autocvar_sv_gentle)
1169                                 break;
1170                         tauntrand = random();
1171                         FOR_EACH_REALCLIENT(msg_entity)
1172                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1173                                 {
1174                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1175                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1176                                         else
1177                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1178                                 }
1179                         break;
1180                 case VOICETYPE_TAUNT:
1181                         if(IS_PLAYER(self))
1182                                 if(self.deadflag == DEAD_NO)
1183                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1184                         if(!sv_taunt)
1185                                 break;
1186                         if(autocvar_sv_gentle)
1187                                 break;
1188                         FOR_EACH_REALCLIENT(msg_entity)
1189                         {
1190                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1191                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1192                                 else
1193                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1194                         }
1195                         break;
1196                 case VOICETYPE_PLAYERSOUND:
1197                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1198                         break;
1199                 default:
1200                         backtrace("Invalid voice type!");
1201                         break;
1202         }
1203 }
1204
1205 void PlayerSound(.string samplefield, float chan, float voicetype)
1206 {
1207         GlobalSound(self.samplefield, chan, voicetype);
1208 }
1209
1210 void VoiceMessage(string type, string msg)
1211 {
1212         var .string sample;
1213         float voicetype, ownteam;
1214         float flood;
1215         sample = GetVoiceMessageSampleField(type);
1216
1217         if(GetPlayerSoundSampleField_notFound)
1218         {
1219                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1220                 return;
1221         }
1222
1223         voicetype = GetVoiceMessageVoiceType(type);
1224         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1225
1226         flood = Say(self, ownteam, world, msg, 1);
1227
1228         if (flood > 0)
1229                 GlobalSound(self.sample, CH_VOICE, voicetype);
1230         else if (flood < 0)
1231                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1232 }
1233
1234 void MoveToTeam(entity client, float team_colour, float type)
1235 {
1236         float lockteams_backup;
1237
1238         lockteams_backup = lockteams;  // backup any team lock
1239
1240         lockteams = 0;  // disable locked teams
1241
1242         TeamchangeFrags(client);  // move the players frags
1243         SetPlayerColors(client, team_colour - 1);  // set the players colour
1244         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1245
1246         lockteams = lockteams_backup;  // restore the team lock
1247
1248         LogTeamchange(client.playerid, client.team, type);
1249 }