1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(autocvar_sv_weaponstats_file != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
11 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
13 void WeaponStats_ready(entity fh, entity pass, float status)
15 float i, j, n, ibot, jbot, idx;
20 case URL_READY_CANWRITE:
22 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
23 url_fputs(fh, "#begin statsfile\n");
24 url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
26 url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
28 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
29 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
30 n = tokenizebyseparator(cvar_purechanges, "\n");
31 for(i = 0; i < n; ++i)
32 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
33 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
34 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
36 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
37 v = stov(bufstr_get(weaponstats_buffer, idx));
40 //vector is: kills hits damage
41 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
42 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
45 url_fputs(fh, "#end\n\n");
48 case URL_READY_CANREAD:
49 // url_fclose is processing, we got a response for writing the data
50 // this must come from HTTP
51 print("Got response from weapon stats server:\n");
52 while((s = url_fgets(fh)))
54 print("End of response.\n");
57 case URL_READY_CLOSED:
58 // url_fclose has finished
59 print("Weapon stats written\n");
60 buf_del(weaponstats_buffer);
61 weaponstats_buffer = -1;
65 print("Weapon stats writing failed: ", ftos(status), "\n");
66 buf_del(weaponstats_buffer);
67 weaponstats_buffer = -1;
72 void WeaponStats_Shutdown()
74 if(weaponstats_buffer < 0)
76 if(autocvar_sv_weaponstats_file != "")
78 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82 buf_del(weaponstats_buffer);
83 weaponstats_buffer = -1;
87 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
90 if(weaponstats_buffer < 0)
92 if(awep < WEP_FIRST || vwep < WEP_FIRST)
94 if(awep > WEP_LAST || vwep > WEP_LAST)
96 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
97 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
99 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
102 error("negative damage?");
103 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
105 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
107 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
110 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
111 // merged player_run and player_stand to player_anim
112 // added death animations to player_anim
113 // can now spawn thrown weapons from anywhere, not just from players
114 // thrown weapons now fade out after 20 seconds
115 // created PlayerGib function
116 // PlayerDie no longer uses hitloc or damage
117 // PlayerDie now supports dying animations as well as gibbing
118 // cleaned up PlayerDie a lot
125 .float CopyBody_nextthink;
126 .void(void) CopyBody_think;
127 void CopyBody_Think(void)
129 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
131 self.CopyBody_think();
134 self.CopyBody_nextthink = self.nextthink;
135 self.CopyBody_think = self.think;
136 self.think = CopyBody_Think;
138 CSQCMODEL_AUTOUPDATE();
139 self.nextthink = time;
141 void CopyBody(float keepvelocity)
144 if (self.effects & EF_NODRAW)
148 self.enemy = oldself;
149 self.lip = oldself.lip;
150 self.colormap = oldself.colormap;
151 self.iscreature = oldself.iscreature;
152 self.teleportable = oldself.teleportable;
153 self.damagedbycontents = oldself.damagedbycontents;
154 self.angles = oldself.angles;
155 self.avelocity = oldself.avelocity;
156 self.classname = "body";
157 self.damageforcescale = oldself.damageforcescale;
158 self.effects = oldself.effects;
159 self.glowmod = oldself.glowmod;
160 self.event_damage = oldself.event_damage;
161 self.anim_state = oldself.anim_state;
162 self.anim_time = oldself.anim_time;
163 self.anim_lower_action = oldself.anim_lower_action;
164 self.anim_lower_time = oldself.anim_lower_time;
165 self.anim_upper_action = oldself.anim_upper_action;
166 self.anim_upper_time = oldself.anim_upper_time;
167 self.anim_implicit_state = oldself.anim_implicit_state;
168 self.anim_implicit_time = oldself.anim_implicit_time;
169 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
170 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
171 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
172 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
173 self.dphitcontentsmask = oldself.dphitcontentsmask;
174 self.death_time = oldself.death_time;
175 self.pain_finished = oldself.pain_finished;
176 self.health = oldself.health;
177 self.armorvalue = oldself.armorvalue;
178 self.armortype = oldself.armortype;
179 self.model = oldself.model;
180 self.modelindex = oldself.modelindex;
181 self.skin = oldself.skin;
182 self.species = oldself.species;
183 self.movetype = oldself.movetype;
184 self.solid = oldself.solid;
185 self.ballistics_density = oldself.ballistics_density;
186 self.takedamage = oldself.takedamage;
187 self.customizeentityforclient = oldself.customizeentityforclient;
188 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
189 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
190 if (keepvelocity == 1)
191 self.velocity = oldself.velocity;
192 self.oldvelocity = self.velocity;
193 self.alpha = oldself.alpha;
194 self.fade_time = oldself.fade_time;
195 self.fade_rate = oldself.fade_rate;
196 //self.weapon = oldself.weapon;
197 setorigin(self, oldself.origin);
198 setsize(self, oldself.mins, oldself.maxs);
199 self.prevorigin = oldself.origin;
200 self.reset = SUB_Remove;
202 Drag_MoveDrag(oldself, self);
204 if(self.colormap <= maxclients && self.colormap > 0)
205 self.colormap = 1024 + oldself.clientcolors;
207 CSQCMODEL_AUTOINIT();
208 self.CopyBody_nextthink = oldself.nextthink;
209 self.CopyBody_think = oldself.think;
210 self.nextthink = time;
211 self.think = CopyBody_Think;
212 // "bake" the current animation frame for clones (they don't get clientside animation)
213 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
218 float player_getspecies()
221 get_model_parameters(self.model, self.skin);
222 s = get_model_parameters_species;
223 get_model_parameters(string_null, 0);
225 return SPECIES_HUMAN;
229 void player_setupanimsformodel()
231 // load animation info
232 animdecide_init(self);
233 animdecide_setstate(self, 0, FALSE);
236 void player_anim (void)
238 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
239 if(self.deadflag && !deadbits)
241 deadbits = ANIMSTATE_DEAD1;
243 deadbits = ANIMSTATE_DEAD2;
244 float animbits = deadbits;
245 if(self.freezetag_frozen)
246 animbits |= ANIMSTATE_FROZEN;
248 animbits |= ANIMSTATE_DUCK;
249 animdecide_setstate(self, animbits, FALSE);
250 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
252 if (self.weaponentity)
254 updateanim(self.weaponentity);
255 if (!self.weaponentity.animstate_override)
256 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
260 void SpawnThrownWeapon (vector org, float w)
265 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
267 if(WEPSET_CONTAINS_EW(self, j))
268 if(W_IsWeaponThrowable(j))
269 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
274 if(WEPSET_CONTAINS_EW(self, self.weapon))
275 if(W_IsWeaponThrowable(self.weapon))
276 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
280 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
284 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
286 // damage resistance (ignore most of the damage from a bullet or similar)
287 damage = max(damage - 5, 1);
289 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
293 if(sound_allowed(MSG_BROADCAST, attacker))
296 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
298 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
300 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
304 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
306 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
308 if (!(self.flags & FL_GODMODE))
310 self.armorvalue = self.armorvalue - save;
311 self.health = self.health - take;
312 // pause regeneration for 5 seconds
313 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
315 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
316 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
317 self.dmg_inflictor = inflictor;
319 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
321 // don't use any animations as a gib
323 // view just above the floor
324 self.view_ofs = '0 0 4';
326 Violence_GibSplash(self, 1, 1, attacker);
328 self.solid = SOLID_NOT; // restore later
329 self.takedamage = DAMAGE_NO; // restore later
330 self.damagedbycontents = FALSE;
334 void ClientKill_Now_TeamChange();
336 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
338 float take, save, waves, sdelay, dh, da, j;
340 float valid_damage_for_weaponstats;
343 dh = max(self.health, 0);
344 da = max(self.armorvalue, 0);
346 if(!DEATH_ISSPECIAL(deathtype))
348 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
350 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
353 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
355 // tuba causes blood to come out of the ears
360 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
362 makevectors(self.angles);
363 ear1 += v_right * -10;
364 ear2 += v_right * +10;
365 d = inflictor.origin - self.origin;
366 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
367 force = v_right * vlen(force);
368 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
369 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
378 // force is already good
382 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
385 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
391 // don't reset pushltime for self damage as it may be an attempt to
392 // escape a lava pit or similar
393 //self.pushltime = 0;
396 else if(IS_PLAYER(attacker))
398 self.pusher = attacker;
399 self.pushltime = time + autocvar_g_maxpushtime;
400 self.istypefrag = self.BUTTON_CHAT;
402 else if(time < self.pushltime)
404 attacker = self.pusher;
405 self.pushltime = max(self.pushltime, time + 0.6);
413 frag_inflictor = inflictor;
414 frag_attacker = attacker;
416 frag_damage = damage;
419 damage_force = force;
420 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
421 take = bound(0, damage_take, self.health);
422 save = bound(0, damage_save, self.armorvalue);
423 excess = max(0, damage - take - save);
425 if(sound_allowed(MSG_BROADCAST, attacker))
428 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
430 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
432 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
436 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
438 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
440 if (time >= self.spawnshieldtime)
442 if (!(self.flags & FL_GODMODE))
444 self.armorvalue = self.armorvalue - save;
445 self.health = self.health - take;
446 // pause regeneration for 5 seconds
448 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
450 if (time > self.pain_finished) //Don't switch pain sequences like crazy
452 self.pain_finished = time + 0.5; //Supajoe
454 if(autocvar_sv_gentle < 1) {
455 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
457 if (!self.animstate_override)
460 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
462 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
466 if(sound_allowed(MSG_BROADCAST, attacker))
467 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
469 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
471 if(deathtype == DEATH_FALL)
472 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
473 else if(self.health > 75) // TODO make a "gentle" version?
474 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
475 else if(self.health > 50)
476 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
477 else if(self.health > 25)
478 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
480 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
484 // throw off bot aim temporarily
486 shake = damage * 5 / (bound(0,skill,100) + 1);
487 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
488 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
492 self.max_armorvalue += (save + take);
494 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
495 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
496 self.dmg_inflictor = inflictor;
498 if(g_ca && self != attacker && IS_PLAYER(attacker))
499 PlayerTeamScore_Add(attacker, SP_SCORE, ST_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
501 float abot, vbot, awep;
502 abot = (IS_BOT_CLIENT(attacker));
503 vbot = (IS_BOT_CLIENT(self));
505 valid_damage_for_weaponstats = 0;
508 if(vbot || IS_REAL_CLIENT(self))
509 if(abot || IS_REAL_CLIENT(attacker))
510 if(attacker && self != attacker)
511 if(IsDifferentTeam(self, attacker))
513 if(DEATH_ISSPECIAL(deathtype))
514 awep = attacker.weapon;
516 awep = DEATH_WEAPONOF(deathtype);
517 valid_damage_for_weaponstats = 1;
520 if(valid_damage_for_weaponstats)
522 dh = dh - max(self.health, 0);
523 da = da - max(self.armorvalue, 0);
524 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
529 float defer_ClientKill_Now_TeamChange;
530 defer_ClientKill_Now_TeamChange = FALSE;
534 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
538 if(valid_damage_for_weaponstats)
539 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
541 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
542 if(sound_allowed(MSG_BROADCAST, attacker))
544 if(deathtype == DEATH_DROWN)
545 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
547 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
550 // get rid of kill indicator
551 if(self.killindicator)
553 remove(self.killindicator);
554 self.killindicator = world;
555 if(self.killindicator_teamchange)
556 defer_ClientKill_Now_TeamChange = TRUE;
558 if(self.classname == "body")
559 if(deathtype == DEATH_KILL)
561 // for the lemmings fans, a small harmless explosion
562 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
566 // print an obituary message
567 Obituary (attacker, inflictor, self, deathtype);
570 // increment frag counter for used weapon type
572 w = DEATH_WEAPONOF(deathtype);
574 if(accuracy_isgooddamage(attacker, self))
575 attacker.accuracy.(accuracy_frags[w-1]) += 1;
577 frag_attacker = attacker;
578 frag_inflictor = inflictor;
580 frag_deathtype = deathtype;
581 MUTATOR_CALLHOOK(PlayerDies);
583 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
585 RemoveGrapplingHook(self);
587 Portal_ClearAllLater(self);
589 if(IS_REAL_CLIENT(self))
591 self.fixangle = TRUE;
593 //WriteByte (MSG_ONE, SVC_SETANGLE);
594 //WriteAngle (MSG_ONE, self.v_angle_x);
595 //WriteAngle (MSG_ONE, self.v_angle_y);
596 //WriteAngle (MSG_ONE, 80);
599 if(defer_ClientKill_Now_TeamChange)
600 ClientKill_Now_TeamChange(); // can turn player into spectator
602 // player could have been miraculously resuscitated ;)
603 // e.g. players in freezetag get frozen, they don't really die
604 if(self.health >= 1 || !IS_PLAYER(self))
607 // when we get here, player actually dies
610 WaypointSprite_PlayerDead();
612 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
614 // become fully visible
615 self.alpha = default_player_alpha;
616 // make the corpse upright (not tilted)
620 self.avelocity = '0 0 0';
621 // view from the floor
622 self.view_ofs = '0 0 -8';
624 self.movetype = MOVETYPE_TOSS;
626 self.solid = SOLID_CORPSE;
627 self.ballistics_density = autocvar_g_ballistics_density_corpse;
628 // don't stick to the floor
629 self.flags &~= FL_ONGROUND;
631 self.deadflag = DEAD_DYING;
632 // when to allow respawn
635 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
639 sdelay = 0; // no respawn delay in CTS
641 sdelay = autocvar_g_respawn_delay;
643 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
645 waves = autocvar_g_respawn_waves;
647 self.respawn_time = ceil((time + sdelay) / waves) * waves;
649 self.respawn_time = time + sdelay;
650 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
651 self.respawn_countdown = 10; // first number to count down from is 10
653 self.respawn_countdown = -1; // do not count down
655 if(g_cts || autocvar_g_forced_respawn)
656 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
658 self.death_time = time;
660 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
662 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
666 setsize(self, self.mins, self.maxs);
668 // set damage function to corpse damage
669 self.event_damage = PlayerCorpseDamage;
670 // call the corpse damage function just in case it wants to gib
671 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
672 // set up to fade out later
673 SUB_SetFade (self, time + 6 + random (), 1);
675 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
677 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
680 // reset fields the weapons may use just in case
681 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
683 WEP_ACTION(j, WR_RESETPLAYER);
684 ATTACK_FINISHED_FOR(self, j) = 0;
689 .float muted; // to be used by prvm_edictset server playernumber muted 1
690 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
691 // message "": do not say, just test flood control
697 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
699 var .float flood_field;
702 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
704 if(!teamsay && !privatesay)
705 if(substring(msgin, 0, 1) == " ")
706 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
708 msgin = formatmessage(msgin);
710 if not(IS_PLAYER(source))
711 colorstr = "^0"; // black for spectators
713 colorstr = Team_ColorCode(source.team);
720 if(intermission_running)
724 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
727 * using bprint solves this... me stupid
728 // how can we prevent the message from appearing in a listen server?
729 // for now, just give "say" back and only handle say_team
732 clientcommand(self, strcat("say ", msgin));
737 if(autocvar_g_chat_teamcolors)
738 namestr = playername(source);
740 namestr = source.netname;
746 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
747 privatemsgprefixlen = strlen(msgstr);
748 msgstr = strcat(msgstr, msgin);
749 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
750 if(autocvar_g_chat_teamcolors)
751 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
753 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
757 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
758 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
762 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
765 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
769 msgstr = cmsgstr = "";
773 fullcmsgstr = cmsgstr;
777 flood_field = floodcontrol_chat;
786 flood_spl = autocvar_g_chat_flood_spl_tell;
787 flood_burst = autocvar_g_chat_flood_burst_tell;
788 flood_lmax = autocvar_g_chat_flood_lmax_tell;
789 flood_field = floodcontrol_chattell;
793 flood_spl = autocvar_g_chat_flood_spl_team;
794 flood_burst = autocvar_g_chat_flood_burst_team;
795 flood_lmax = autocvar_g_chat_flood_lmax_team;
796 flood_field = floodcontrol_chatteam;
800 flood_spl = autocvar_g_chat_flood_spl;
801 flood_burst = autocvar_g_chat_flood_burst;
802 flood_lmax = autocvar_g_chat_flood_lmax;
803 flood_field = floodcontrol_chat;
805 flood_burst = max(0, flood_burst - 1);
806 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
808 // do flood control for the default line size
811 getWrappedLine_remaining = msgstr;
814 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
816 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
819 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
821 if(getWrappedLine_remaining != "")
823 msgstr = strcat(msgstr, "\n");
827 if(time >= source.flood_field)
829 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
839 if(time >= source.flood_field)
840 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
845 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
846 source.flood_field = flood = 0;
849 if(flood == 2) // cannot happen for empty msgstr
851 if(autocvar_g_chat_flood_notify_flooder)
853 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
858 sourcemsgstr = fullmsgstr;
859 sourcecmsgstr = fullcmsgstr;
865 sourcemsgstr = msgstr;
866 sourcecmsgstr = cmsgstr;
870 if not(IS_PLAYER(source))
872 if not(intermission_running)
873 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
874 teamsay = -1; // spectators
878 print("NOTE: ", playername(source), "^7 is flooding.\n");
880 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
882 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
886 // always fake the message
891 if(autocvar_g_chat_flood_notify_flooder)
893 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
904 if(sourcemsgstr != "" && ret != 0)
906 if(ret < 0) // faked message, because the player is muted
908 sprint(source, sourcemsgstr);
909 if(sourcecmsgstr != "" && !privatesay)
910 centerprint(source, sourcecmsgstr);
912 else if(privatesay) // private message, between 2 people only
914 sprint(source, sourcemsgstr);
915 sprint(privatesay, msgstr);
916 if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
918 centerprint(privatesay, cmsgstr);
920 else if(teamsay > 0) // team message, only sent to team mates
922 sprint(source, sourcemsgstr);
923 dedicated_print(msgstr); // send to server console too
924 if(sourcecmsgstr != "")
925 centerprint(source, sourcecmsgstr);
926 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
929 sprint(head, msgstr);
931 centerprint(head, cmsgstr);
934 else if(teamsay < 0) // spectator message, only sent to spectators
936 sprint(source, sourcemsgstr);
937 dedicated_print(msgstr); // send to server console too
938 FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
940 sprint(head, msgstr);
942 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
944 sprint(source, sourcemsgstr);
945 dedicated_print(msgstr); // send to server console too
946 FOR_EACH_REALCLIENT(head)
948 sprint(head, msgstr);
951 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
957 float GetVoiceMessageVoiceType(string type)
960 return VOICETYPE_TAUNT;
961 if(type == "teamshoot")
962 return VOICETYPE_LASTATTACKER;
963 return VOICETYPE_TEAMRADIO;
966 string allvoicesamples;
967 .string GetVoiceMessageSampleField(string type)
969 GetPlayerSoundSampleField_notFound = 0;
972 #define _VOICEMSG(m) case #m: return playersound_##m;
976 GetPlayerSoundSampleField_notFound = 1;
977 return playersound_taunt;
980 .string GetPlayerSoundSampleField(string type)
982 GetPlayerSoundSampleField_notFound = 0;
985 #define _VOICEMSG(m) case #m: return playersound_##m;
989 GetPlayerSoundSampleField_notFound = 1;
990 return playersound_taunt;
993 void PrecacheGlobalSound(string samplestring)
996 tokenize_console(samplestring);
1000 for(i = 1; i <= n; ++i)
1001 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1005 precache_sound(strcat(argv(0), ".wav"));
1009 void PrecachePlayerSounds(string f)
1013 fh = fopen(f, FILE_READ);
1016 while((s = fgets(fh)))
1018 if(tokenize_console(s) != 3)
1020 dprint("Invalid sound info line: ", s, "\n");
1023 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1027 if not(allvoicesamples)
1029 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1032 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1036 void ClearPlayerSounds()
1038 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1044 float LoadPlayerSounds(string f, float first)
1049 fh = fopen(f, FILE_READ);
1052 dprint("Player sound file not found: ", f, "\n");
1055 while((s = fgets(fh)))
1057 if(tokenize_console(s) != 3)
1059 field = GetPlayerSoundSampleField(argv(0));
1060 if(GetPlayerSoundSampleField_notFound)
1061 field = GetVoiceMessageSampleField(argv(0));
1062 if(GetPlayerSoundSampleField_notFound)
1065 strunzone(self.field);
1066 self.field = strzone(strcat(argv(1), " ", argv(2)));
1072 .float modelindex_for_playersound;
1073 .float skin_for_playersound;
1074 void UpdatePlayerSounds()
1076 if(self.modelindex == self.modelindex_for_playersound)
1077 if(self.skin == self.skin_for_playersound)
1079 self.modelindex_for_playersound = self.modelindex;
1080 self.skin_for_playersound = self.skin;
1081 ClearPlayerSounds();
1082 LoadPlayerSounds("sound/player/default.sounds", 1);
1083 if(!autocvar_g_debug_defaultsounds)
1084 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1085 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1088 void FakeGlobalSound(string sample, float chan, float voicetype)
1096 tokenize_console(sample);
1099 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1101 sample = strcat(argv(0), ".wav"); // randomization
1105 case VOICETYPE_LASTATTACKER_ONLY:
1107 case VOICETYPE_LASTATTACKER:
1111 if(IS_REAL_CLIENT(msg_entity))
1112 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1115 case VOICETYPE_TEAMRADIO:
1117 if(msg_entity.cvar_cl_voice_directional == 1)
1118 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1120 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1122 case VOICETYPE_AUTOTAUNT:
1127 if(autocvar_sv_gentle)
1129 tauntrand = random();
1131 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1133 if (msg_entity.cvar_cl_voice_directional >= 1)
1134 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1136 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1139 case VOICETYPE_TAUNT:
1141 if(self.deadflag == DEAD_NO)
1142 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1145 if(autocvar_sv_gentle)
1148 if (msg_entity.cvar_cl_voice_directional >= 1)
1149 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1151 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1153 case VOICETYPE_PLAYERSOUND:
1155 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1158 backtrace("Invalid voice type!");
1163 void GlobalSound(string sample, float chan, float voicetype)
1171 tokenize_console(sample);
1174 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1176 sample = strcat(argv(0), ".wav"); // randomization
1180 case VOICETYPE_LASTATTACKER_ONLY:
1183 msg_entity = self.pusher;
1184 if(IS_REAL_CLIENT(msg_entity))
1186 if(msg_entity.cvar_cl_voice_directional == 1)
1187 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1189 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1193 case VOICETYPE_LASTATTACKER:
1196 msg_entity = self.pusher;
1197 if(IS_REAL_CLIENT(msg_entity))
1199 if(msg_entity.cvar_cl_voice_directional == 1)
1200 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1202 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1205 if(IS_REAL_CLIENT(msg_entity))
1206 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1209 case VOICETYPE_TEAMRADIO:
1210 FOR_EACH_REALCLIENT(msg_entity)
1211 if(!teamplay || msg_entity.team == self.team)
1213 if(msg_entity.cvar_cl_voice_directional == 1)
1214 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1216 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1219 case VOICETYPE_AUTOTAUNT:
1224 if(autocvar_sv_gentle)
1226 tauntrand = random();
1227 FOR_EACH_REALCLIENT(msg_entity)
1228 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1230 if (msg_entity.cvar_cl_voice_directional >= 1)
1231 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1233 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1236 case VOICETYPE_TAUNT:
1238 if(self.deadflag == DEAD_NO)
1239 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1242 if(autocvar_sv_gentle)
1244 FOR_EACH_REALCLIENT(msg_entity)
1246 if (msg_entity.cvar_cl_voice_directional >= 1)
1247 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1249 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1252 case VOICETYPE_PLAYERSOUND:
1253 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1256 backtrace("Invalid voice type!");
1261 void PlayerSound(.string samplefield, float chan, float voicetype)
1263 GlobalSound(self.samplefield, chan, voicetype);
1266 void VoiceMessage(string type, string msg)
1269 float voicetype, ownteam;
1271 sample = GetVoiceMessageSampleField(type);
1273 if(GetPlayerSoundSampleField_notFound)
1275 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1279 voicetype = GetVoiceMessageVoiceType(type);
1280 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1282 flood = Say(self, ownteam, world, msg, 1);
1285 GlobalSound(self.sample, CH_VOICE, voicetype);
1287 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1290 void MoveToTeam(entity client, float team_colour, float type)
1292 float lockteams_backup;
1294 lockteams_backup = lockteams; // backup any team lock
1296 lockteams = 0; // disable locked teams
1298 TeamchangeFrags(client); // move the players frags
1299 SetPlayerColors(client, team_colour - 1); // set the players colour
1300 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1302 lockteams = lockteams_backup; // restore the team lock
1304 LogTeamchange(client.playerid, client.team, type);