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1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(autocvar_sv_weaponstats_file != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
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))
12
13 void WeaponStats_ready(entity fh, entity pass, float status)
14 {
15         float i, j, n, ibot, jbot, idx;
16         vector v;
17         string prefix, s;
18         switch(status)
19         {
20                 case URL_READY_CANWRITE:
21                         // we can write
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"));
25 #ifdef WATERMARK
26                         url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
27 #endif
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)
35                                 {
36                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
37                                         v = stov(bufstr_get(weaponstats_buffer, idx));
38                                         if(v != '0 0 0')
39                                         {
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));
43                                         }
44                                 }
45                         url_fputs(fh, "#end\n\n");
46                         url_fclose(fh);
47                         break;
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)))
53                                 print("  ", s, "\n");
54                         print("End of response.\n");
55                         url_fclose(fh);
56                         break;
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;
62                         break;
63                 case URL_READY_ERROR:
64                 default:
65                         print("Weapon stats writing failed: ", ftos(status), "\n");
66                         buf_del(weaponstats_buffer);
67                         weaponstats_buffer = -1;
68                         break;
69         }
70 }
71
72 void WeaponStats_Shutdown()
73 {
74         if(weaponstats_buffer < 0)
75                 return;
76         if(autocvar_sv_weaponstats_file != "")
77         {
78                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
79         }
80         else
81         {
82                 buf_del(weaponstats_buffer);
83                 weaponstats_buffer = -1;
84         }
85 }
86
87 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
88 {
89         float idx;
90         if(weaponstats_buffer < 0)
91                 return;
92         if(awep < WEP_FIRST || vwep < WEP_FIRST)
93                 return;
94         if(awep > WEP_LAST || vwep > WEP_LAST)
95                 return;
96         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
97         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
98 }
99 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
100 {
101         if(damage < 0)
102                 error("negative damage?");
103         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
104 }
105 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
106 {
107         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
108 }
109
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
119 // added CopyBody
120
121 .entity pusher;
122 .float pushltime;
123 .float istypefrag;
124
125 .float CopyBody_nextthink;
126 .void(void) CopyBody_think;
127 void CopyBody_Think(void)
128 {
129         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
130         {
131                 self.CopyBody_think();
132                 if(wasfreed(self))
133                         return;
134                 self.CopyBody_nextthink = self.nextthink;
135                 self.CopyBody_think = self.think;
136                 self.think = CopyBody_Think;
137         }
138         CSQCMODEL_AUTOUPDATE();
139         self.nextthink = time;
140 }
141 void CopyBody(float keepvelocity)
142 {
143         entity oldself;
144         if (self.effects & EF_NODRAW)
145                 return;
146         oldself = self;
147         self = spawn();
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;
201
202         Drag_MoveDrag(oldself, self);
203
204         if(self.colormap <= maxclients && self.colormap > 0)
205                 self.colormap = 1024 + oldself.clientcolors;
206
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);
214
215         self = oldself;
216 }
217
218 float player_getspecies()
219 {
220         float s;
221         get_model_parameters(self.model, self.skin);
222         s = get_model_parameters_species;
223         get_model_parameters(string_null, 0);
224         if(s < 0)
225                 return SPECIES_HUMAN;
226         return s;
227 }
228
229 void player_setupanimsformodel()
230 {
231         // load animation info
232         animdecide_init(self);
233         animdecide_setstate(self, 0, FALSE);
234 }
235
236 void player_anim (void)
237 {
238         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
239         if(self.deadflag && !deadbits)
240                 if(random() < 0.5)
241                         deadbits = ANIMSTATE_DEAD1;
242                 else
243                         deadbits = ANIMSTATE_DEAD2;
244         float animbits = deadbits;
245         if(self.freezetag_frozen)
246                 animbits |= ANIMSTATE_FROZEN;
247         if(self.crouch)
248                 animbits |= ANIMSTATE_DUCK;
249         animdecide_setstate(self, animbits, FALSE);
250         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
251
252         if (self.weaponentity)
253         {
254                 updateanim(self.weaponentity);
255                 if (!self.weaponentity.animstate_override)
256                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
257         }
258 }
259
260 void SpawnThrownWeapon (vector org, float w)
261 {
262         if(g_pinata)
263         {
264                 float j;
265                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
266                 {
267                         if(WEPSET_CONTAINS_EW(self, j))
268                                 if(W_IsWeaponThrowable(j))
269                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
270                 }
271         }
272         else
273         {
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');
277         }
278 }
279
280 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
281 {
282         float take, save;
283         vector v;
284         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
285
286         // damage resistance (ignore most of the damage from a bullet or similar)
287         damage = max(damage - 5, 1);
288
289         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
290         take = v_x;
291         save = v_y;
292
293         if(sound_allowed(MSG_BROADCAST, attacker))
294         {
295                 if (save > 10)
296                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
297                 else if (take > 30)
298                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
299                 else if (take > 10)
300                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
301         }
302
303         if (take > 50)
304                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
305         if (take > 100)
306                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
307
308         if (!(self.flags & FL_GODMODE))
309         {
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);
314         }
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;
318
319         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
320         {
321                 // don't use any animations as a gib
322                 self.frame = 0;
323                 // view just above the floor
324                 self.view_ofs = '0 0 4';
325
326                 Violence_GibSplash(self, 1, 1, attacker);
327                 self.alpha = -1;
328                 self.solid = SOLID_NOT; // restore later
329                 self.takedamage = DAMAGE_NO; // restore later
330                 self.damagedbycontents = FALSE;
331         }
332 }
333
334 void ClientKill_Now_TeamChange();
335
336 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
337 {
338         float take, save, waves, sdelay, dh, da, j;
339         vector v;
340         float valid_damage_for_weaponstats;
341         float excess;
342
343         dh = max(self.health, 0);
344         da = max(self.armorvalue, 0);
345
346         if(!DEATH_ISSPECIAL(deathtype))
347         {
348                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
349                 if(self != attacker)
350                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
351         }
352
353         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
354         {
355                 // tuba causes blood to come out of the ears
356                 vector ear1, ear2;
357                 vector d;
358                 float f;
359                 ear1 = self.origin;
360                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
361                 ear2 = ear1;
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);
370                 if(f > 0)
371                 {
372                         hitloc = ear1;
373                         force = force * -1;
374                 }
375                 else
376                 {
377                         hitloc = ear2;
378                         // force is already good
379                 }
380         }
381         else
382                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
383
384
385         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
386         take = v_x;
387         save = v_y;
388
389         if(attacker == self)
390         {
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;
394                 self.istypefrag = 0;
395         }
396         else if(IS_PLAYER(attacker))
397         {
398                 self.pusher = attacker;
399                 self.pushltime = time + autocvar_g_maxpushtime;
400                 self.istypefrag = self.BUTTON_CHAT;
401         }
402         else if(time < self.pushltime)
403         {
404                 attacker = self.pusher;
405                 self.pushltime = max(self.pushltime, time + 0.6);
406         }
407         else
408         {
409                 self.pushltime = 0;
410                 self.istypefrag = 0;
411         }
412
413         frag_inflictor = inflictor;
414         frag_attacker = attacker;
415         frag_target = self;
416         frag_damage = damage;
417         damage_take = take;
418         damage_save = save;
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);
424
425         if(sound_allowed(MSG_BROADCAST, attacker))
426         {
427                 if (save > 10)
428                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
429                 else if (take > 30)
430                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
431                 else if (take > 10)
432                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
433         }
434
435         if (take > 50)
436                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
437         if (take > 100)
438                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
439
440         if (time >= self.spawnshieldtime)
441         {
442                 if (!(self.flags & FL_GODMODE))
443                 {
444                         self.armorvalue = self.armorvalue - save;
445                         self.health = self.health - take;
446                         // pause regeneration for 5 seconds
447                         if(take)
448                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
449
450                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
451                         {
452                                 self.pain_finished = time + 0.5;        //Supajoe
453
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
456                                         {
457                                                 if (!self.animstate_override)
458                                                 {
459                                                         if (random() > 0.5)
460                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
461                                                         else
462                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
463                                                 }
464                                         }
465
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)
468                                         if(self.health > 1)
469                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
470                                         {
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);
479                                                 else
480                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
481                                         }
482                                 }
483
484                                 // throw off bot aim temporarily
485                                 float shake;
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;
489                         }
490                 }
491                 else
492                         self.max_armorvalue += (save + take);
493         }
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;
497
498         if(g_ca && self != attacker && IS_PLAYER(attacker))
499                 PlayerTeamScore_Add(attacker, SP_SCORE, ST_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
500
501         float abot, vbot, awep;
502         abot = (IS_BOT_CLIENT(attacker));
503         vbot = (IS_BOT_CLIENT(self));
504
505         valid_damage_for_weaponstats = 0;
506         awep = 0;
507
508         if(vbot || IS_REAL_CLIENT(self))
509         if(abot || IS_REAL_CLIENT(attacker))
510         if(attacker && self != attacker)
511         if(IsDifferentTeam(self, attacker))
512         {
513                 if(DEATH_ISSPECIAL(deathtype))
514                         awep = attacker.weapon;
515                 else
516                         awep = DEATH_WEAPONOF(deathtype);
517                 valid_damage_for_weaponstats = 1;
518         }
519
520         if(valid_damage_for_weaponstats)
521         {
522                 dh = dh - max(self.health, 0);
523                 da = da - max(self.armorvalue, 0);
524                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
525         }
526
527         if (self.health < 1)
528         {
529                 float defer_ClientKill_Now_TeamChange;
530                 defer_ClientKill_Now_TeamChange = FALSE;
531
532                 if(self.alivetime)
533                 {
534                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
535                         self.alivetime = 0;
536                 }
537
538                 if(valid_damage_for_weaponstats)
539                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
540
541                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
542                 if(sound_allowed(MSG_BROADCAST, attacker))
543                 {
544                         if(deathtype == DEATH_DROWN)
545                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
546                         else
547                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
548                 }
549
550                 // get rid of kill indicator
551                 if(self.killindicator)
552                 {
553                         remove(self.killindicator);
554                         self.killindicator = world;
555                         if(self.killindicator_teamchange)
556                                 defer_ClientKill_Now_TeamChange = TRUE;
557
558                         if(self.classname == "body")
559                         if(deathtype == DEATH_KILL)
560                         {
561                                 // for the lemmings fans, a small harmless explosion
562                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
563                         }
564                 }
565
566                 // print an obituary message
567                 Obituary (attacker, inflictor, self, deathtype);
568                 race_PreDie();
569
570         // increment frag counter for used weapon type
571         float w;
572         w = DEATH_WEAPONOF(deathtype);
573         if(WEP_VALID(w))
574         if(accuracy_isgooddamage(attacker, self))
575         attacker.accuracy.(accuracy_frags[w-1]) += 1;
576
577                 frag_attacker = attacker;
578                 frag_inflictor = inflictor;
579                 frag_target = self;
580                 frag_deathtype = deathtype;
581                 MUTATOR_CALLHOOK(PlayerDies);
582
583                 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
584
585                 RemoveGrapplingHook(self);
586
587                 Portal_ClearAllLater(self);
588
589                 if(IS_REAL_CLIENT(self))
590                 {
591                         self.fixangle = TRUE;
592                         //msg_entity = self;
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);
597                 }
598
599                 if(defer_ClientKill_Now_TeamChange)
600                         ClientKill_Now_TeamChange(); // can turn player into spectator
601
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))
605                         return;
606
607                 // when we get here, player actually dies
608
609                 // clear waypoints
610                 WaypointSprite_PlayerDead();
611                 // throw a weapon
612                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
613
614                 // become fully visible
615                 self.alpha = default_player_alpha;
616                 // make the corpse upright (not tilted)
617                 self.angles_x = 0;
618                 self.angles_z = 0;
619                 // don't spin
620                 self.avelocity = '0 0 0';
621                 // view from the floor
622                 self.view_ofs = '0 0 -8';
623                 // toss the corpse
624                 self.movetype = MOVETYPE_TOSS;
625                 // shootable corpse
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;
630                 // dying animation
631                 self.deadflag = DEAD_DYING;
632                 // when to allow respawn
633                 sdelay = 0;
634                 waves = 0;
635                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
636                 if(!sdelay)
637                 {
638                         if(g_cts)
639                                 sdelay = 0; // no respawn delay in CTS
640                         else
641                                 sdelay = autocvar_g_respawn_delay;
642                 }
643                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
644                 if(!waves)
645                         waves = autocvar_g_respawn_waves;
646                 if(waves)
647                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
648                 else
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
652                 else
653                         self.respawn_countdown = -1; // do not count down
654
655                 if(g_cts || autocvar_g_forced_respawn)
656                         self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
657
658                 self.death_time = time;
659                 if (random() < 0.5)
660                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
661                 else
662                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
663                 if (self.maxs_z > 5)
664                 {
665                         self.maxs_z = 5;
666                         setsize(self, self.mins, self.maxs);
667                 }
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);
674
675                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
676                         // remove corpse
677                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
678                 }
679
680                 // reset fields the weapons may use just in case
681                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
682                 {
683                         WEP_ACTION(j, WR_RESETPLAYER);
684                         ATTACK_FINISHED_FOR(self, j) = 0;
685                 }
686         }
687 }
688
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
692 // return value:
693 //   1 = accept
694 //   0 = reject
695 //  -1 = fake accept
696 {
697         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
698         float flood;
699         var .float flood_field;
700         entity head;
701         float ret;
702         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
703
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!)
707
708         msgin = formatmessage(msgin);
709
710         if not(IS_PLAYER(source))
711                 colorstr = "^0"; // black for spectators
712         else if(teamplay)
713                 colorstr = Team_ColorCode(source.team);
714         else
715         {
716                 colorstr = "";
717                 teamsay = FALSE;
718         }
719
720         if(intermission_running)
721                 teamsay = FALSE;
722
723         if(msgin != "")
724                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
725
726         /*
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
730         if(!teamsay)
731         {
732                 clientcommand(self, strcat("say ", msgin));
733                 return;
734         }
735         */
736
737         if(autocvar_g_chat_teamcolors)
738                 namestr = playername(source);
739         else
740                 namestr = source.netname;
741
742         if(msgin != "")
743         {
744                 if(privatesay)
745                 {
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");
752                         else
753                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
754                 }
755                 else if(teamsay)
756                 {
757                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
758                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
759                 }
760                 else
761                 {
762                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
763                         cmsgstr = "";
764                 }
765                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
766         }
767         else
768         {
769                 msgstr = cmsgstr = "";
770         }
771
772         fullmsgstr = msgstr;
773         fullcmsgstr = cmsgstr;
774
775         // FLOOD CONTROL
776         flood = 0;
777         flood_field = floodcontrol_chat;
778         if(floodcontrol)
779         {
780                 float flood_spl;
781                 float flood_burst;
782                 float flood_lmax;
783                 float lines;
784                 if(privatesay)
785                 {
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;
790                 }
791                 else if(teamsay)
792                 {
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;
797                 }
798                 else
799                 {
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;
804                 }
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!
807
808                 // do flood control for the default line size
809                 if(msgstr != "")
810                 {
811                         getWrappedLine_remaining = msgstr;
812                         msgstr = "";
813                         lines = 0;
814                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
815                         {
816                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
817                                 ++lines;
818                         }
819                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
820
821                         if(getWrappedLine_remaining != "")
822                         {
823                                 msgstr = strcat(msgstr, "\n");
824                                 flood = 2;
825                         }
826
827                         if(time >= source.flood_field)
828                         {
829                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
830                         }
831                         else
832                         {
833                                 flood = 1;
834                                 msgstr = fullmsgstr;
835                         }
836                 }
837                 else
838                 {
839                         if(time >= source.flood_field)
840                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
841                         else
842                                 flood = 1;
843                 }
844
845                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
846                         source.flood_field = flood = 0;
847         }
848
849         if(flood == 2) // cannot happen for empty msgstr
850         {
851                 if(autocvar_g_chat_flood_notify_flooder)
852                 {
853                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
854                         sourcecmsgstr = "";
855                 }
856                 else
857                 {
858                         sourcemsgstr = fullmsgstr;
859                         sourcecmsgstr = fullcmsgstr;
860                 }
861                 cmsgstr = "";
862         }
863         else
864         {
865                 sourcemsgstr = msgstr;
866                 sourcecmsgstr = cmsgstr;
867         }
868
869         if(!privatesay)
870         if not(IS_PLAYER(source))
871         {
872                 if not(intermission_running)
873                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
874                                 teamsay = -1; // spectators
875         }
876
877         if(flood)
878                 print("NOTE: ", playername(source), "^7 is flooding.\n");
879
880         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
881         if(privatesay)
882                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
883
884         if(source.muted)
885         {
886                 // always fake the message
887                 ret = -1;
888         }
889         else if(flood == 1)
890         {
891                 if(autocvar_g_chat_flood_notify_flooder)
892                 {
893                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
894                         ret = 0;
895                 }
896                 else
897                         ret = -1;
898         }
899         else
900         {
901                 ret = 1;
902         }
903
904         if(sourcemsgstr != "" && ret != 0)
905         {
906                 if(ret < 0) // faked message, because the player is muted
907                 {
908                         sprint(source, sourcemsgstr);
909                         if(sourcecmsgstr != "" && !privatesay)
910                                 centerprint(source, sourcecmsgstr);
911                 }
912                 else if(privatesay) // private message, between 2 people only
913                 {
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
917                         if(cmsgstr != "")
918                                 centerprint(privatesay, cmsgstr);
919                 }
920                 else if(teamsay > 0) // team message, only sent to team mates
921                 {
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)
927                                 if(head != source)
928                                 {
929                                         sprint(head, msgstr);
930                                         if(cmsgstr != "")
931                                                 centerprint(head, cmsgstr);
932                                 }
933                 }
934                 else if(teamsay < 0) // spectator message, only sent to spectators
935                 {
936                         sprint(source, sourcemsgstr);
937                         dedicated_print(msgstr); // send to server console too
938                         FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
939                                 if(head != source)
940                                         sprint(head, msgstr);
941                 }
942                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
943                 {
944                         sprint(source, sourcemsgstr);
945                         dedicated_print(msgstr); // send to server console too
946                         FOR_EACH_REALCLIENT(head)
947                                 if(head != source)
948                                         sprint(head, msgstr);
949                 }
950                 else
951                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
952         }
953
954         return ret;
955 }
956
957 float GetVoiceMessageVoiceType(string type)
958 {
959         if(type == "taunt")
960                 return VOICETYPE_TAUNT;
961         if(type == "teamshoot")
962                 return VOICETYPE_LASTATTACKER;
963         return VOICETYPE_TEAMRADIO;
964 }
965
966 string allvoicesamples;
967 .string GetVoiceMessageSampleField(string type)
968 {
969         GetPlayerSoundSampleField_notFound = 0;
970         switch(type)
971         {
972 #define _VOICEMSG(m) case #m: return playersound_##m;
973                 ALLVOICEMSGS
974 #undef _VOICEMSG
975         }
976         GetPlayerSoundSampleField_notFound = 1;
977         return playersound_taunt;
978 }
979
980 .string GetPlayerSoundSampleField(string type)
981 {
982         GetPlayerSoundSampleField_notFound = 0;
983         switch(type)
984         {
985 #define _VOICEMSG(m) case #m: return playersound_##m;
986                 ALLPLAYERSOUNDS
987 #undef _VOICEMSG
988         }
989         GetPlayerSoundSampleField_notFound = 1;
990         return playersound_taunt;
991 }
992
993 void PrecacheGlobalSound(string samplestring)
994 {
995         float n, i;
996         tokenize_console(samplestring);
997         n = stof(argv(1));
998         if(n > 0)
999         {
1000                 for(i = 1; i <= n; ++i)
1001                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1002         }
1003         else
1004         {
1005                 precache_sound(strcat(argv(0), ".wav"));
1006         }
1007 }
1008
1009 void PrecachePlayerSounds(string f)
1010 {
1011         float fh;
1012         string s;
1013         fh = fopen(f, FILE_READ);
1014         if(fh < 0)
1015                 return;
1016         while((s = fgets(fh)))
1017         {
1018                 if(tokenize_console(s) != 3)
1019                 {
1020                         dprint("Invalid sound info line: ", s, "\n");
1021                         continue;
1022                 }
1023                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1024         }
1025         fclose(fh);
1026
1027         if not(allvoicesamples)
1028         {
1029 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1030                 ALLVOICEMSGS
1031 #undef _VOICEMSG
1032                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1033         }
1034 }
1035
1036 void ClearPlayerSounds()
1037 {
1038 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1039         ALLPLAYERSOUNDS
1040         ALLVOICEMSGS
1041 #undef _VOICEMSG
1042 }
1043
1044 float LoadPlayerSounds(string f, float first)
1045 {
1046         float fh;
1047         string s;
1048         var .string field;
1049         fh = fopen(f, FILE_READ);
1050         if(fh < 0)
1051         {
1052                 dprint("Player sound file not found: ", f, "\n");
1053                 return 0;
1054         }
1055         while((s = fgets(fh)))
1056         {
1057                 if(tokenize_console(s) != 3)
1058                         continue;
1059                 field = GetPlayerSoundSampleField(argv(0));
1060                 if(GetPlayerSoundSampleField_notFound)
1061                         field = GetVoiceMessageSampleField(argv(0));
1062                 if(GetPlayerSoundSampleField_notFound)
1063                         continue;
1064                 if(self.field)
1065                         strunzone(self.field);
1066                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1067         }
1068         fclose(fh);
1069         return 1;
1070 }
1071
1072 .float modelindex_for_playersound;
1073 .float skin_for_playersound;
1074 void UpdatePlayerSounds()
1075 {
1076         if(self.modelindex == self.modelindex_for_playersound)
1077         if(self.skin == self.skin_for_playersound)
1078                 return;
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);
1086 }
1087
1088 void FakeGlobalSound(string sample, float chan, float voicetype)
1089 {
1090         float n;
1091         float tauntrand;
1092
1093         if(sample == "")
1094                 return;
1095
1096         tokenize_console(sample);
1097         n = stof(argv(1));
1098         if(n > 0)
1099                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1100         else
1101                 sample = strcat(argv(0), ".wav"); // randomization
1102
1103         switch(voicetype)
1104         {
1105                 case VOICETYPE_LASTATTACKER_ONLY:
1106                         break;
1107                 case VOICETYPE_LASTATTACKER:
1108                         if(self.pusher)
1109                         {
1110                                 msg_entity = self;
1111                                 if(IS_REAL_CLIENT(msg_entity))
1112                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1113                         }
1114                         break;
1115                 case VOICETYPE_TEAMRADIO:
1116                         msg_entity = self;
1117                         if(msg_entity.cvar_cl_voice_directional == 1)
1118                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1119                         else
1120                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1121                         break;
1122                 case VOICETYPE_AUTOTAUNT:
1123                         if(!sv_autotaunt)
1124                                 break;
1125                         if(!sv_taunt)
1126                                 break;
1127                         if(autocvar_sv_gentle)
1128                                 break;
1129                         tauntrand = random();
1130                         msg_entity = self;
1131                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1132                         {
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));
1135                                 else
1136                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1137                         }
1138                         break;
1139                 case VOICETYPE_TAUNT:
1140                         if(IS_PLAYER(self))
1141                                 if(self.deadflag == DEAD_NO)
1142                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1143                         if(!sv_taunt)
1144                                 break;
1145                         if(autocvar_sv_gentle)
1146                                 break;
1147                         msg_entity = self;
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));
1150                         else
1151                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1152                         break;
1153                 case VOICETYPE_PLAYERSOUND:
1154                         msg_entity = self;
1155                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1156                         break;
1157                 default:
1158                         backtrace("Invalid voice type!");
1159                         break;
1160         }
1161 }
1162
1163 void GlobalSound(string sample, float chan, float voicetype)
1164 {
1165         float n;
1166         float tauntrand;
1167
1168         if(sample == "")
1169                 return;
1170
1171         tokenize_console(sample);
1172         n = stof(argv(1));
1173         if(n > 0)
1174                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1175         else
1176                 sample = strcat(argv(0), ".wav"); // randomization
1177
1178         switch(voicetype)
1179         {
1180                 case VOICETYPE_LASTATTACKER_ONLY:
1181                         if(self.pusher)
1182                         {
1183                                 msg_entity = self.pusher;
1184                                 if(IS_REAL_CLIENT(msg_entity))
1185                                 {
1186                                         if(msg_entity.cvar_cl_voice_directional == 1)
1187                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1188                                         else
1189                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1190                                 }
1191                         }
1192                         break;
1193                 case VOICETYPE_LASTATTACKER:
1194                         if(self.pusher)
1195                         {
1196                                 msg_entity = self.pusher;
1197                                 if(IS_REAL_CLIENT(msg_entity))
1198                                 {
1199                                         if(msg_entity.cvar_cl_voice_directional == 1)
1200                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1201                                         else
1202                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1203                                 }
1204                                 msg_entity = self;
1205                                 if(IS_REAL_CLIENT(msg_entity))
1206                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1207                         }
1208                         break;
1209                 case VOICETYPE_TEAMRADIO:
1210                         FOR_EACH_REALCLIENT(msg_entity)
1211                                 if(!teamplay || msg_entity.team == self.team)
1212                                 {
1213                                         if(msg_entity.cvar_cl_voice_directional == 1)
1214                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1215                                         else
1216                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1217                                 }
1218                         break;
1219                 case VOICETYPE_AUTOTAUNT:
1220                         if(!sv_autotaunt)
1221                                 break;
1222                         if(!sv_taunt)
1223                                 break;
1224                         if(autocvar_sv_gentle)
1225                                 break;
1226                         tauntrand = random();
1227                         FOR_EACH_REALCLIENT(msg_entity)
1228                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1229                                 {
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));
1232                                         else
1233                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1234                                 }
1235                         break;
1236                 case VOICETYPE_TAUNT:
1237                         if(IS_PLAYER(self))
1238                                 if(self.deadflag == DEAD_NO)
1239                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1240                         if(!sv_taunt)
1241                                 break;
1242                         if(autocvar_sv_gentle)
1243                                 break;
1244                         FOR_EACH_REALCLIENT(msg_entity)
1245                         {
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));
1248                                 else
1249                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1250                         }
1251                         break;
1252                 case VOICETYPE_PLAYERSOUND:
1253                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1254                         break;
1255                 default:
1256                         backtrace("Invalid voice type!");
1257                         break;
1258         }
1259 }
1260
1261 void PlayerSound(.string samplefield, float chan, float voicetype)
1262 {
1263         GlobalSound(self.samplefield, chan, voicetype);
1264 }
1265
1266 void VoiceMessage(string type, string msg)
1267 {
1268         var .string sample;
1269         float voicetype, ownteam;
1270         float flood;
1271         sample = GetVoiceMessageSampleField(type);
1272
1273         if(GetPlayerSoundSampleField_notFound)
1274         {
1275                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1276                 return;
1277         }
1278
1279         voicetype = GetVoiceMessageVoiceType(type);
1280         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1281
1282         flood = Say(self, ownteam, world, msg, 1);
1283
1284         if (flood > 0)
1285                 GlobalSound(self.sample, CH_VOICE, voicetype);
1286         else if (flood < 0)
1287                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1288 }
1289
1290 void MoveToTeam(entity client, float team_colour, float type)
1291 {
1292         float lockteams_backup;
1293
1294         lockteams_backup = lockteams;  // backup any team lock
1295
1296         lockteams = 0;  // disable locked teams
1297
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
1301
1302         lockteams = lockteams_backup;  // restore the team lock
1303
1304         LogTeamchange(client.playerid, client.team, type);
1305 }