1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
13 void WeaponStats_Shutdown()
18 if(weaponstats_buffer < 0)
20 prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21 if(cvar_string("sv_weaponstats_killfile") != "")
23 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
26 fputs(fh, "#begin killfile\n");
27 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
32 idx = WEAPONSTATS_GETINDEX(i, j);
33 f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
35 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
37 fputs(fh, "#end\n\n");
39 print("Weapon kill stats written\n");
42 if(cvar_string("sv_weaponstats_damagefile") != "")
44 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
47 fputs(fh, "#begin damagefile\n");
48 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
53 idx = WEAPONSTATS_GETINDEX(i, j);
54 f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
56 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
58 fputs(fh, "#end\n\n");
60 print("Weapon damage stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
70 if(weaponstats_buffer < 0)
72 if(awep < WEP_FIRST || vwep < WEP_FIRST)
74 if(awep > WEP_LAST || vwep > WEP_LAST)
76 idx = WEAPONSTATS_GETINDEX(awep,vwep);
77 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
82 error("negative damage?");
83 WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
85 void WeaponStats_LogKill(float awep, float vwep)
87 WeaponStats_LogItem(awep, vwep, '0 1 0');
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
104 void CopyBody(float keepvelocity)
106 local entity oldself;
107 if (self.effects & EF_NODRAW)
111 self.enemy = oldself;
112 self.lip = oldself.lip;
113 self.colormap = oldself.colormap;
114 self.iscreature = oldself.iscreature;
115 self.angles = oldself.angles;
116 self.avelocity = oldself.avelocity;
117 self.classname = "body";
118 self.damageforcescale = oldself.damageforcescale;
119 self.effects = oldself.effects;
120 self.event_damage = oldself.event_damage;
121 self.animstate_startframe = oldself.animstate_startframe;
122 self.animstate_numframes = oldself.animstate_numframes;
123 self.animstate_framerate = oldself.animstate_framerate;
124 self.animstate_starttime = oldself.animstate_starttime;
125 self.animstate_endtime = oldself.animstate_endtime;
126 self.animstate_override = oldself.animstate_override;
127 self.animstate_looping = oldself.animstate_looping;
128 self.frame = oldself.frame;
129 self.dead_frame = oldself.dead_frame;
130 self.pain_finished = oldself.pain_finished;
131 self.health = oldself.health;
132 self.armorvalue = oldself.armorvalue;
133 self.armortype = oldself.armortype;
134 self.model = oldself.model;
135 self.modelindex = oldself.modelindex;
136 self.modelindex_lod0 = oldself.modelindex_lod0;
137 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
138 self.modelindex_lod1 = oldself.modelindex_lod1;
139 self.modelindex_lod2 = oldself.modelindex_lod2;
140 self.skinindex = oldself.skinindex;
141 self.species = oldself.species;
142 self.movetype = oldself.movetype;
143 self.nextthink = oldself.nextthink;
144 self.solid = oldself.solid;
145 self.takedamage = oldself.takedamage;
146 self.think = oldself.think;
147 self.customizeentityforclient = oldself.customizeentityforclient;
148 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
149 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
150 if (keepvelocity == 1)
151 self.velocity = oldself.velocity;
152 self.oldvelocity = self.velocity;
153 self.fade_time = oldself.fade_time;
154 self.fade_rate = oldself.fade_rate;
155 //self.weapon = oldself.weapon;
156 setorigin(self, oldself.origin);
157 setsize(self, oldself.mins, oldself.maxs);
158 self.prevorigin = oldself.origin;
159 self.reset = SUB_Remove;
161 Drag_MoveDrag(oldself, self);
166 float player_getspecies()
168 get_model_parameters(self.playermodel, self.skinindex);
169 if(get_model_parameters_species >= 0)
171 get_model_parameters(string_null, 0);
172 return get_model_parameters_species;
174 get_model_parameters(string_null, 0);
175 return SPECIES_HUMAN;
178 void player_setupanimsformodel()
180 local string animfilename;
181 local float animfile;
182 // defaults for legacy .zym models without animinfo files
183 self.anim_die1 = '0 1 0.5'; // 2 seconds
184 self.anim_die2 = '1 1 0.5'; // 2 seconds
185 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
186 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
187 self.anim_duckwalk = '4 1 1';
188 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
189 self.anim_duckidle = '6 1 1';
190 self.anim_idle = '7 1 1';
191 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
192 self.anim_pain1 = '9 1 2'; // 0.5 seconds
193 self.anim_pain2 = '10 1 2'; // 0.5 seconds
194 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
195 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
196 self.anim_run = '13 1 1';
197 self.anim_runbackwards = '14 1 1';
198 self.anim_strafeleft = '15 1 1';
199 self.anim_straferight = '16 1 1';
200 self.anim_dead1 = '17 1 1';
201 self.anim_dead2 = '18 1 1';
202 self.anim_forwardright = '19 1 1';
203 self.anim_forwardleft = '20 1 1';
204 self.anim_backright = '21 1 1';
205 self.anim_backleft = '22 1 1';
206 animparseerror = FALSE;
207 animfilename = strcat(self.model, ".animinfo");
208 animfile = fopen(animfilename, FILE_READ);
211 self.anim_die1 = animparseline(animfile);
212 self.anim_die2 = animparseline(animfile);
213 self.anim_draw = animparseline(animfile);
214 self.anim_duck = animparseline(animfile);
215 self.anim_duckwalk = animparseline(animfile);
216 self.anim_duckjump = animparseline(animfile);
217 self.anim_duckidle = animparseline(animfile);
218 self.anim_idle = animparseline(animfile);
219 self.anim_jump = animparseline(animfile);
220 self.anim_pain1 = animparseline(animfile);
221 self.anim_pain2 = animparseline(animfile);
222 self.anim_shoot = animparseline(animfile);
223 self.anim_taunt = animparseline(animfile);
224 self.anim_run = animparseline(animfile);
225 self.anim_runbackwards = animparseline(animfile);
226 self.anim_strafeleft = animparseline(animfile);
227 self.anim_straferight = animparseline(animfile);
228 self.anim_forwardright = animparseline(animfile);
229 self.anim_forwardleft = animparseline(animfile);
230 self.anim_backright = animparseline(animfile);
231 self.anim_backleft = animparseline(animfile);
235 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
236 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
239 print("Parse error in ", animfilename, ", some player animations are broken\n");
242 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
243 // reset animstate now
244 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
247 void player_anim (void)
250 if (self.weaponentity)
251 updateanim(self.weaponentity);
253 if (self.deadflag != DEAD_NO)
255 if (time > self.animstate_endtime)
260 setsize(self, self.mins, self.maxs);
262 self.frame = self.dead_frame;
267 if (!self.animstate_override)
269 if (!(self.flags & FL_ONGROUND))
272 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
274 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
275 self.restart_jump = FALSE;
277 else if (self.crouch)
279 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
280 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
282 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
284 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
286 if (self.movement_x > 0 && self.movement_y == 0)
287 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
288 else if (self.movement_x < 0 && self.movement_y == 0)
289 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
290 else if (self.movement_x == 0 && self.movement_y > 0)
291 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
292 else if (self.movement_x == 0 && self.movement_y < 0)
293 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
294 else if (self.movement_x > 0 && self.movement_y > 0)
295 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
296 else if (self.movement_x > 0 && self.movement_y < 0)
297 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
298 else if (self.movement_x < 0 && self.movement_y > 0)
299 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
300 else if (self.movement_x < 0 && self.movement_y < 0)
301 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
303 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
306 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
309 if (self.weaponentity)
310 if (!self.weaponentity.animstate_override)
311 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
314 void SpawnThrownWeapon (vector org, float w)
317 if(self.ammo_cells <= 0)
323 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
325 if(self.weapons & W_WeaponBit(j))
326 if(W_IsWeaponThrowable(j))
327 W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
331 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
334 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
336 local float take, save;
338 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
340 // damage resistance (ignore most of the damage from a bullet or similar)
341 damage = max(damage - 5, 1);
343 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
347 if(sound_allowed(MSG_BROADCAST, attacker))
350 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
352 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
354 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
358 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
360 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
362 if (!(self.flags & FL_GODMODE))
364 self.armorvalue = self.armorvalue - save;
365 self.health = self.health - take;
366 // pause regeneration for 5 seconds
367 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
369 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
370 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
371 self.dmg_inflictor = inflictor;
373 if (self.health <= -100 && self.modelindex != 0)
375 // don't use any animations as a gib
378 // view just above the floor
379 self.view_ofs = '0 0 4';
381 Violence_GibSplash(self, 1, 1, attacker);
382 self.modelindex = 0; // restore later
383 self.solid = SOLID_NOT; // restore later
387 void ClientKill_Now_TeamChange();
389 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
391 local float take, save, waves, sdelay, dh, da, j;
393 float valid_damage_for_weaponstats;
395 dh = max(self.health, 0);
396 da = max(self.armorvalue, 0);
398 if(!DEATH_ISSPECIAL(deathtype))
400 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
402 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
405 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
407 // tuba causes blood to come out of the ears
412 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
414 makevectors(self.angles);
415 ear1 += v_right * -10;
416 ear2 += v_right * +10;
417 d = inflictor.origin - self.origin;
418 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
419 force = v_right * vlen(force);
420 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
421 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
430 // force is already good
434 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
436 if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
441 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
451 if(sound_allowed(MSG_BROADCAST, attacker))
454 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
456 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
458 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
462 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
464 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
466 if (time >= self.spawnshieldtime)
468 if (!(self.flags & FL_GODMODE))
470 self.armorvalue = self.armorvalue - save;
471 self.health = self.health - take;
472 // pause regeneration for 5 seconds
473 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
475 if (time > self.pain_finished) //Don't switch pain sequences like crazy
477 self.pain_finished = time + 0.5; //Supajoe
480 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
483 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
485 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
488 if(sound_allowed(MSG_BROADCAST, attacker))
489 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
490 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
492 if(self.health > 75) // TODO make a "gentle" version?
493 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
494 else if(self.health > 50)
495 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
496 else if(self.health > 25)
497 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
498 else if(self.health > 1)
499 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
503 // throw off bot aim temporarily
505 shake = damage * 5 / (bound(0,skill,100) + 1);
506 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
507 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
511 self.max_armorvalue += (save + take);
513 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
514 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
515 self.dmg_inflictor = inflictor;
519 // don't reset pushltime for self damage as it may be an attempt to
520 // escape a lava pit or similar
521 //self.pushltime = 0;
523 else if(attacker.classname == "player" || attacker.classname == "gib")
525 self.pusher = attacker;
526 self.pushltime = time + cvar("g_maxpushtime");
528 else if(time < self.pushltime)
530 attacker = self.pusher;
531 self.pushltime = max(self.pushltime, time + 0.6);
536 valid_damage_for_weaponstats = 0;
537 if(clienttype(self) == CLIENTTYPE_REAL)
538 if(clienttype(attacker) == CLIENTTYPE_REAL)
540 if(!DEATH_ISSPECIAL(deathtype))
541 if(IsDifferentTeam(self, attacker))
542 valid_damage_for_weaponstats = 1;
544 if(valid_damage_for_weaponstats)
546 dh = dh - max(self.health, 0);
547 da = da - max(self.armorvalue, 0);
548 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
553 float defer_ClientKill_Now_TeamChange;
554 defer_ClientKill_Now_TeamChange = FALSE;
556 if(valid_damage_for_weaponstats)
557 WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
559 if(sv_gentle < 1) // TODO make a "gentle" version?
560 if(sound_allowed(MSG_BROADCAST, attacker))
562 if(deathtype == DEATH_DROWN)
563 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
565 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
568 // get rid of kill indicator
569 if(self.killindicator)
571 remove(self.killindicator);
572 self.killindicator = world;
573 if(self.killindicator_teamchange)
574 defer_ClientKill_Now_TeamChange = TRUE;
576 if(self.classname == "body")
577 if(deathtype == DEATH_KILL)
579 // for the lemmings fans, a small harmless explosion
580 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
584 // become fully visible
586 // clear selected player display
587 ClearSelectedPlayer();
589 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
590 // print an obituary message
591 Obituary (attacker, inflictor, self, deathtype);
595 frag_attacker = attacker;
596 frag_inflictor = inflictor;
598 MUTATOR_CALLHOOK(PlayerDies);
602 if(attacker.classname != "player" && attacker.classname != "gib")
603 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
604 else if(attacker.team == self.team)
605 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
607 DropFlag(self.flagcarried, world, attacker);
610 DropBall(self.ballcarried, self.origin, self.velocity);
611 Portal_ClearAllLater(self);
613 WaypointSprite_PlayerDead();
614 // make the corpse upright (not tilted)
618 self.avelocity = '0 0 0';
619 // view from the floor
620 self.view_ofs = '0 0 -8';
622 self.movetype = MOVETYPE_TOSS;
624 self.solid = SOLID_CORPSE;
625 // don't stick to the floor
626 self.flags &~= FL_ONGROUND;
628 self.deadflag = DEAD_DYING;
629 // when to allow respawn
632 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
634 sdelay = cvar("g_respawn_delay");
635 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
637 waves = cvar("g_respawn_waves");
639 self.death_time = ceil((time + sdelay) / waves) * waves;
641 self.death_time = time + sdelay;
642 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
643 self.respawn_countdown = 10; // first number to count down from is 10
645 self.respawn_countdown = -1; // do not count down
648 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
649 self.dead_frame = self.anim_dead1_x;
653 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
654 self.dead_frame = self.anim_dead2_x;
656 // set damage function to corpse damage
657 self.event_damage = PlayerCorpseDamage;
658 // call the corpse damage function just in case it wants to gib
659 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
660 // set up to fade out later
661 SUB_SetFade (self, time + 12 + random () * 4, 1);
664 if(self.weaponentity)
665 if(self.weaponentity.lasertarget)
666 remove(self.weaponentity.lasertarget);
668 if(clienttype(self) == CLIENTTYPE_REAL)
670 self.fixangle = TRUE;
672 //WriteByte (MSG_ONE, SVC_SETANGLE);
673 //WriteAngle (MSG_ONE, self.v_angle_x);
674 //WriteAngle (MSG_ONE, self.v_angle_y);
675 //WriteAngle (MSG_ONE, 80);
679 Spawnqueue_Unmark(self);
681 if(defer_ClientKill_Now_TeamChange)
682 ClientKill_Now_TeamChange();
684 if(sv_gentle > 0 || cvar("ekg")) {
686 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
689 // reset fields the weapons may use just in case
690 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
692 weapon_action(j, WR_RESETPLAYER);
693 ATTACK_FINISHED_FOR(self, j) = 0;
698 float UpdateSelectedPlayer_countvalue(float v)
700 return max(0, (v - 1.0) / 0.5);
703 // returns: -2 if no hit, otherwise cos of the angle
704 // uses the global v_angle
705 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
716 so = self.origin + self.view_ofs;
720 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
723 // now find the cos of the angle...
724 c = normalize(d) * v_forward;
729 // not visible in any way? forget it
733 traceline(so, p.origin, MOVE_NOMONSTERS, self);
734 if(trace_fraction < 1)
740 void ClearSelectedPlayer()
742 if(self.selected_player)
744 centerprint_expire(self, CENTERPRIO_POINT);
745 self.selected_player = world;
746 self.selected_player_display_needs_update = FALSE;
750 void UpdateSelectedPlayer()
753 float selected_score;
755 selected_score = 0.95; // 18 degrees
757 if(!cvar("sv_allow_shownames"))
760 if(clienttype(self) != CLIENTTYPE_REAL)
763 if(self.cvar_cl_shownames == 0)
766 if(self.cvar_cl_shownames == 1 && !teams_matter)
769 makevectors(self.v_angle); // sets v_forward
771 // 1. cursor trace is always right
772 WarpZone_crosshair_trace(self);
773 if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
775 selected = trace_ent;
779 // 2. if we don't have a cursor trace, find the player which is least
785 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
796 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
800 if(time < self.selected_player_display_timeout)
801 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
802 selected = self.selected_player;
807 if(selected == self.selected_player)
810 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
811 self.selected_player_count = self.selected_player_count + frametime;
812 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
814 string namestr, healthstr;
815 namestr = playername(selected);
818 healthstr = ftos(floor(selected.health));
819 if(self.team == selected.team)
821 namestr = strcat(namestr, " (", healthstr, "%)");
822 self.selected_player_display_needs_update = TRUE;
825 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
830 ClearSelectedPlayer();
831 self.selected_player = selected;
832 self.selected_player_time = time;
833 self.selected_player_count = 0;
834 self.selected_player_display_needs_update = FALSE;
839 ClearSelectedPlayer();
842 if(self.selected_player)
843 self.last_selected_player = self.selected_player;
846 .float muted; // to be used by prvm_edictset server playernumber muted 1
847 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
848 // message "": do not say, just test flood control
854 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
855 float flood, privatemsgprefixlen;
859 if(Ban_MaybeEnforceBan(source))
862 if(!teamsay && !privatesay)
863 if(substring(msgin, 0, 1) == " ")
864 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
866 msgin = formatmessage(msgin);
868 if(source.classname != "player")
869 colorstr = "^0"; // black for spectators
870 else if(teams_matter)
871 colorstr = Team_ColorCode(source.team);
875 if(intermission_running)
879 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
882 * using bprint solves this... me stupid
883 // how can we prevent the message from appearing in a listen server?
884 // for now, just give "say" back and only handle say_team
887 clientcommand(self, strcat("say ", msgin));
892 if(cvar("g_chat_teamcolors"))
893 namestr = playername(source);
895 namestr = source.netname;
901 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
902 privatemsgprefixlen = strlen(msgstr);
903 msgstr = strcat(msgstr, msgin);
904 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
905 if(cvar("g_chat_teamcolors"))
906 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
908 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
912 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
913 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
917 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
920 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
924 msgstr = cmsgstr = "";
928 fullcmsgstr = cmsgstr;
937 var .float flood_field;
941 flood_spl = cvar("g_chat_flood_spl_tell");
942 flood_burst = cvar("g_chat_flood_burst_tell");
943 flood_lmax = cvar("g_chat_flood_lmax_tell");
944 flood_field = floodcontrol_chattell;
948 flood_spl = cvar("g_chat_flood_spl_team");
949 flood_burst = cvar("g_chat_flood_burst_team");
950 flood_lmax = cvar("g_chat_flood_lmax_team");
951 flood_field = floodcontrol_chatteam;
955 flood_spl = cvar("g_chat_flood_spl");
956 flood_burst = cvar("g_chat_flood_burst");
957 flood_lmax = cvar("g_chat_flood_lmax");
958 flood_field = floodcontrol_chat;
960 flood_burst = max(0, flood_burst - 1);
961 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
963 // do flood control for the default line size
966 getWrappedLine_remaining = msgstr;
969 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
971 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
974 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
976 if(getWrappedLine_remaining != "")
978 msgstr = strcat(msgstr, "\n");
982 if(time >= source.flood_field)
984 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
994 if(time >= source.flood_field)
995 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1001 if (timeoutStatus == 2) //when game is paused, no flood protection
1002 source.flood_field = flood = 0;
1004 if(flood == 2) // cannot happen for empty msgstr
1006 if(cvar("g_chat_flood_notify_flooder"))
1008 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1013 sourcemsgstr = fullmsgstr;
1014 sourcecmsgstr = fullcmsgstr;
1020 sourcemsgstr = msgstr;
1021 sourcecmsgstr = cmsgstr;
1025 if(source.classname != "player")
1027 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1028 teamsay = -1; // spectators
1032 print("NOTE: ", playername(source), "^7 is flooding.\n");
1034 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1036 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1040 // always fake the message
1045 if(cvar("g_chat_flood_notify_flooder"))
1047 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1058 if(sourcemsgstr != "" && ret != 0)
1062 sprint(source, sourcemsgstr);
1063 if(sourcecmsgstr != "" && !privatesay)
1064 centerprint(source, sourcecmsgstr);
1068 sprint(source, sourcemsgstr);
1069 sprint(privatesay, msgstr);
1071 centerprint(privatesay, cmsgstr);
1073 else if(teamsay > 0)
1075 sprint(source, sourcemsgstr);
1076 if(sourcecmsgstr != "")
1077 centerprint(source, sourcecmsgstr);
1078 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1081 sprint(head, msgstr);
1083 centerprint(head, cmsgstr);
1086 else if(teamsay < 0)
1088 sprint(source, sourcemsgstr);
1089 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1091 sprint(head, msgstr);
1093 else if(sourcemsgstr != msgstr)
1095 sprint(source, sourcemsgstr);
1096 FOR_EACH_REALCLIENT(head)
1098 sprint(head, msgstr);
1107 float GetVoiceMessageVoiceType(string type)
1110 return VOICETYPE_TAUNT;
1111 if(type == "teamshoot")
1112 return VOICETYPE_LASTATTACKER;
1113 return VOICETYPE_TEAMRADIO;
1116 string allvoicesamples;
1117 float GetPlayerSoundSampleField_notFound;
1118 float GetPlayerSoundSampleField_fixed;
1119 .string GetVoiceMessageSampleField(string type)
1121 GetPlayerSoundSampleField_notFound = 0;
1122 GetPlayerSoundSampleField_fixed = 0;
1125 #define _VOICEMSG(m) case #m: return playersound_##m;
1129 GetPlayerSoundSampleField_notFound = 1;
1130 return playersound_taunt;
1133 .string GetPlayerSoundSampleField(string type)
1135 GetPlayerSoundSampleField_notFound = 0;
1136 GetPlayerSoundSampleField_fixed = 0;
1139 #define _VOICEMSG(m) case #m: return playersound_##m;
1143 GetPlayerSoundSampleField_notFound = 1;
1144 return playersound_taunt;
1147 void PrecacheGlobalSound(string samplestring)
1150 tokenize_console(samplestring);
1154 for(i = 1; i <= n; ++i)
1155 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1159 precache_sound(strcat(argv(0), ".wav"));
1163 void PrecachePlayerSounds(string f)
1167 fh = fopen(f, FILE_READ);
1170 while((s = fgets(fh)))
1172 if(tokenize_console(s) != 3)
1174 dprint("Invalid sound info line: ", s, "\n");
1177 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1181 if not(allvoicesamples)
1183 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1186 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1190 void ClearPlayerSounds()
1192 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1198 void LoadPlayerSounds(string f, float first)
1203 fh = fopen(f, FILE_READ);
1206 while((s = fgets(fh)))
1208 if(tokenize_console(s) != 3)
1210 field = GetPlayerSoundSampleField(argv(0));
1211 if(GetPlayerSoundSampleField_notFound)
1212 field = GetVoiceMessageSampleField(argv(0));
1213 if(GetPlayerSoundSampleField_notFound)
1215 if(GetPlayerSoundSampleField_fixed)
1219 strunzone(self.field);
1220 self.field = strzone(strcat(argv(1), " ", argv(2)));
1225 .float modelindex_for_playersound;
1226 .float skinindex_for_playersound;
1227 void UpdatePlayerSounds()
1229 if(self.modelindex == self.modelindex_for_playersound)
1230 if(self.skinindex == self.skinindex_for_playersound)
1232 self.modelindex_for_playersound = self.modelindex;
1233 self.skinindex_for_playersound = self.skinindex;
1234 ClearPlayerSounds();
1235 LoadPlayerSounds("sound/player/default.sounds", 1);
1236 LoadPlayerSounds(get_model_datafilename(self.playermodel, self.skinindex, "sounds"), 0);
1239 void FakeGlobalSound(string sample, float chan, float voicetype)
1247 tokenize_console(sample);
1250 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1252 sample = strcat(argv(0), ".wav"); // randomization
1256 case VOICETYPE_LASTATTACKER_ONLY:
1258 case VOICETYPE_LASTATTACKER:
1262 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1263 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1266 case VOICETYPE_TEAMRADIO:
1268 if(msg_entity.cvar_cl_voice_directional == 1)
1269 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1271 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1273 case VOICETYPE_AUTOTAUNT:
1280 tauntrand = random();
1282 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1284 if (msg_entity.cvar_cl_voice_directional >= 1)
1285 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1287 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1290 case VOICETYPE_TAUNT:
1291 if(self.classname == "player")
1292 if(self.deadflag == DEAD_NO)
1293 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1299 if (msg_entity.cvar_cl_voice_directional >= 1)
1300 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1302 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1304 case VOICETYPE_PLAYERSOUND:
1306 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1309 backtrace("Invalid voice type!");
1314 void GlobalSound(string sample, float chan, float voicetype)
1322 tokenize_console(sample);
1325 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1327 sample = strcat(argv(0), ".wav"); // randomization
1331 case VOICETYPE_LASTATTACKER_ONLY:
1334 msg_entity = self.pusher;
1335 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1337 if(msg_entity.cvar_cl_voice_directional == 1)
1338 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1340 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1344 case VOICETYPE_LASTATTACKER:
1347 msg_entity = self.pusher;
1348 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1350 if(msg_entity.cvar_cl_voice_directional == 1)
1351 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1353 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1356 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1357 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1360 case VOICETYPE_TEAMRADIO:
1361 FOR_EACH_REALCLIENT(msg_entity)
1362 if(!teams_matter || msg_entity.team == self.team)
1364 if(msg_entity.cvar_cl_voice_directional == 1)
1365 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1367 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1370 case VOICETYPE_AUTOTAUNT:
1377 tauntrand = random();
1378 FOR_EACH_REALCLIENT(msg_entity)
1379 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1381 if (msg_entity.cvar_cl_voice_directional >= 1)
1382 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1384 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1387 case VOICETYPE_TAUNT:
1388 if(self.classname == "player")
1389 if(self.deadflag == DEAD_NO)
1390 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1395 FOR_EACH_REALCLIENT(msg_entity)
1397 if (msg_entity.cvar_cl_voice_directional >= 1)
1398 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1400 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1403 case VOICETYPE_PLAYERSOUND:
1404 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1407 backtrace("Invalid voice type!");
1412 void PlayerSound(.string samplefield, float chan, float voicetype)
1414 GlobalSound(self.samplefield, chan, voicetype);
1417 void VoiceMessage(string type, string msg)
1420 float voicetype, ownteam;
1422 sample = GetVoiceMessageSampleField(type);
1424 if(GetPlayerSoundSampleField_notFound)
1426 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1430 voicetype = GetVoiceMessageVoiceType(type);
1431 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1433 flood = Say(self, ownteam, world, msg, 1);
1436 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1438 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1441 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1444 // 0 (00) automove centerprint, admin message
1445 // 1 (01) automove centerprint, no admin message
1446 // 2 (10) no centerprint, admin message
1447 // 3 (11) no centerprint, no admin message
1449 float lockteams_backup;
1451 lockteams_backup = lockteams; // backup any team lock
1453 lockteams = 0; // disable locked teams
1455 TeamchangeFrags(client); // move the players frags
1456 SetPlayerColors(client, team_colour - 1); // set the players colour
1457 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1459 lockteams = lockteams_backup; // restore the team lock
1461 LogTeamchange(client.playerid, client.team, type);
1463 if not(show_message & 1) // admin message
1464 sprint(client, strcat("\{1}\{13}^3", admin_name(), "^7: You have been moved to the ", Team_ColorNameLowerCase(team_colour), " team\n")); // send a chat message
1466 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));