2 .float accuracy_frags[WEP_MAXCOUNT];
4 float weaponstats_buffer;
6 void WeaponStats_Init()
8 if(autocvar_sv_weaponstats_file != "")
9 weaponstats_buffer = buf_create();
11 weaponstats_buffer = -1;
14 #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))
16 void WeaponStats_ready(entity fh, entity pass, float status)
18 float i, j, n, ibot, jbot, idx;
23 case URL_READY_CANWRITE:
25 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26 url_fputs(fh, "#begin statsfile\n");
27 url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29 url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
31 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33 n = tokenizebyseparator(cvar_purechanges, "\n");
34 for(i = 0; i < n; ++i)
35 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
39 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40 v = stov(bufstr_get(weaponstats_buffer, idx));
43 //vector is: kills hits damage
44 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
48 url_fputs(fh, "#end\n\n");
51 case URL_READY_CANREAD:
52 // url_fclose is processing, we got a response for writing the data
53 // this must come from HTTP
54 print("Got response from weapon stats server:\n");
55 while((s = url_fgets(fh)))
57 print("End of response.\n");
60 case URL_READY_CLOSED:
61 // url_fclose has finished
62 print("Weapon stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
68 print("Weapon stats writing failed: ", ftos(status), "\n");
69 buf_del(weaponstats_buffer);
70 weaponstats_buffer = -1;
75 void WeaponStats_Shutdown()
77 if(weaponstats_buffer < 0)
79 if(autocvar_sv_weaponstats_file != "")
81 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
85 buf_del(weaponstats_buffer);
86 weaponstats_buffer = -1;
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
93 if(weaponstats_buffer < 0)
95 if(awep < WEP_FIRST || vwep < WEP_FIRST)
97 if(awep > WEP_LAST || vwep > WEP_LAST)
99 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
105 error("negative damage?");
106 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
110 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
127 void CopyBody(float keepvelocity)
130 if (self.effects & EF_NODRAW)
134 self.enemy = oldself;
135 self.lip = oldself.lip;
136 self.colormap = oldself.colormap;
137 self.iscreature = oldself.iscreature;
138 self.damagedbycontents = oldself.damagedbycontents;
139 self.angles = oldself.angles;
140 self.avelocity = oldself.avelocity;
141 self.classname = "body";
142 self.damageforcescale = oldself.damageforcescale;
143 self.effects = oldself.effects;
144 self.event_damage = oldself.event_damage;
145 self.animstate_startframe = oldself.animstate_startframe;
146 self.animstate_numframes = oldself.animstate_numframes;
147 self.animstate_framerate = oldself.animstate_framerate;
148 self.animstate_starttime = oldself.animstate_starttime;
149 self.animstate_endtime = oldself.animstate_endtime;
150 self.animstate_override = oldself.animstate_override;
151 self.animstate_looping = oldself.animstate_looping;
152 self.frame = oldself.frame;
153 self.dead_frame = oldself.dead_frame;
154 self.pain_finished = oldself.pain_finished;
155 self.health = oldself.health;
156 self.armorvalue = oldself.armorvalue;
157 self.armortype = oldself.armortype;
158 self.model = oldself.model;
159 self.modelindex = oldself.modelindex;
160 self.modelindex_lod0 = oldself.modelindex_lod0;
161 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
162 self.modelindex_lod1 = oldself.modelindex_lod1;
163 self.modelindex_lod2 = oldself.modelindex_lod2;
164 self.skinindex = oldself.skinindex;
165 self.species = oldself.species;
166 self.movetype = oldself.movetype;
167 self.nextthink = oldself.nextthink;
168 self.solid = oldself.solid;
169 self.ballistics_density = oldself.ballistics_density;
170 self.takedamage = oldself.takedamage;
171 self.think = oldself.think;
172 self.customizeentityforclient = oldself.customizeentityforclient;
173 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
174 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
175 if (keepvelocity == 1)
176 self.velocity = oldself.velocity;
177 self.oldvelocity = self.velocity;
178 self.fade_time = oldself.fade_time;
179 self.fade_rate = oldself.fade_rate;
180 //self.weapon = oldself.weapon;
181 setorigin(self, oldself.origin);
182 setsize(self, oldself.mins, oldself.maxs);
183 self.prevorigin = oldself.origin;
184 self.reset = SUB_Remove;
186 Drag_MoveDrag(oldself, self);
188 if(self.colormap <= maxclients && self.colormap > 0)
189 self.colormap = 1024 + self.clientcolors;
194 float player_getspecies()
197 get_model_parameters(self.model, self.skinindex);
198 s = get_model_parameters_species;
199 get_model_parameters(string_null, 0);
201 return SPECIES_HUMAN;
205 void player_setupanimsformodel()
207 // defaults for legacy .zym models without animinfo files
208 self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
209 self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
210 self.anim_draw = animfixfps(self, '2 1 3');
211 // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
212 self.anim_duckwalk = animfixfps(self, '4 1 1');
213 self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
214 self.anim_duckidle = animfixfps(self, '6 1 1');
215 self.anim_idle = animfixfps(self, '7 1 1');
216 self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
217 self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
218 self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
219 self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
220 self.anim_taunt = animfixfps(self, '12 1 0.33');
221 self.anim_run = animfixfps(self, '13 1 1');
222 self.anim_runbackwards = animfixfps(self, '14 1 1');
223 self.anim_strafeleft = animfixfps(self, '15 1 1');
224 self.anim_straferight = animfixfps(self, '16 1 1');
225 self.anim_dead1 = animfixfps(self, '17 1 1');
226 self.anim_dead2 = animfixfps(self, '18 1 1');
227 self.anim_forwardright = animfixfps(self, '19 1 1');
228 self.anim_forwardleft = animfixfps(self, '20 1 1');
229 self.anim_backright = animfixfps(self, '21 1 1');
230 self.anim_backleft = animfixfps(self, '22 1 1');
231 self.anim_melee = animfixfps(self, '23 1 1');
232 // TODO introspect models for finding right "fps" value (1/duration)
233 // reset animstate now
234 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
237 void player_anim (void)
240 if (self.weaponentity)
241 updateanim(self.weaponentity);
243 if (self.deadflag != DEAD_NO)
245 if (time > self.animstate_endtime)
250 setsize(self, self.mins, self.maxs);
252 self.frame = self.dead_frame;
257 if (!self.animstate_override)
259 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
263 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
265 traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
266 if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
268 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
269 self.restart_jump = FALSE;
275 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
277 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
278 if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
280 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
281 self.restart_jump = FALSE;
286 else if (self.crouch)
288 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
289 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
291 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
293 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
295 if (self.movement_x > 0 && self.movement_y == 0)
296 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
297 else if (self.movement_x < 0 && self.movement_y == 0)
298 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
299 else if (self.movement_x == 0 && self.movement_y > 0)
300 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
301 else if (self.movement_x == 0 && self.movement_y < 0)
302 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
303 else if (self.movement_x > 0 && self.movement_y > 0)
304 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
305 else if (self.movement_x > 0 && self.movement_y < 0)
306 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
307 else if (self.movement_x < 0 && self.movement_y > 0)
308 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
309 else if (self.movement_x < 0 && self.movement_y < 0)
310 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
312 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
315 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
318 if (self.weaponentity)
319 if (!self.weaponentity.animstate_override)
320 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
323 void SpawnThrownWeapon (vector org, float w)
326 if(self.ammo_cells <= 0)
332 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
334 if(self.weapons & W_WeaponBit(j))
335 if(W_IsWeaponThrowable(j))
336 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
341 if(W_IsWeaponThrowable(self.weapon))
342 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
346 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
350 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
352 // damage resistance (ignore most of the damage from a bullet or similar)
353 damage = max(damage - 5, 1);
355 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
359 if(sound_allowed(MSG_BROADCAST, attacker))
362 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
364 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
366 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
370 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
372 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
374 if (!(self.flags & FL_GODMODE))
376 self.armorvalue = self.armorvalue - save;
377 self.health = self.health - take;
378 // pause regeneration for 5 seconds
379 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
381 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
382 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
383 self.dmg_inflictor = inflictor;
385 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
387 // don't use any animations as a gib
390 // view just above the floor
391 self.view_ofs = '0 0 4';
393 Violence_GibSplash(self, 1, 1, attacker);
394 self.modelindex = 0; // restore later
395 self.solid = SOLID_NOT; // restore later
399 void ClientKill_Now_TeamChange();
400 void freezetag_CheckWinner();
402 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
404 float take, save, waves, sdelay, dh, da, j;
406 float valid_damage_for_weaponstats;
409 if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
412 dh = max(self.health, 0);
413 da = max(self.armorvalue, 0);
415 if(!DEATH_ISSPECIAL(deathtype))
417 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
419 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
422 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
424 // tuba causes blood to come out of the ears
429 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
431 makevectors(self.angles);
432 ear1 += v_right * -10;
433 ear2 += v_right * +10;
434 d = inflictor.origin - self.origin;
435 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
436 force = v_right * vlen(force);
437 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
438 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
447 // force is already good
451 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
455 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
465 frag_inflictor = inflictor;
466 frag_attacker = attacker;
470 damage_force = force;
471 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
472 take = bound(0, damage_take, self.health);
473 save = bound(0, damage_save, self.armorvalue);
474 excess = max(0, damage - take - save);
476 if(sound_allowed(MSG_BROADCAST, attacker))
479 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
481 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
483 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
487 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
489 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
491 if (time >= self.spawnshieldtime)
493 if (!(self.flags & FL_GODMODE))
495 self.armorvalue = self.armorvalue - save;
496 self.health = self.health - take;
497 // pause regeneration for 5 seconds
499 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
501 if (time > self.pain_finished) //Don't switch pain sequences like crazy
503 self.pain_finished = time + 0.5; //Supajoe
506 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
508 if (!self.animstate_override)
511 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
513 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
517 if(sound_allowed(MSG_BROADCAST, attacker))
518 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
520 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
522 if(deathtype == DEATH_FALL)
523 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
524 else if(self.health > 75) // TODO make a "gentle" version?
525 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
526 else if(self.health > 50)
527 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
528 else if(self.health > 25)
529 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
531 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
535 // throw off bot aim temporarily
537 shake = damage * 5 / (bound(0,skill,100) + 1);
538 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
539 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
543 self.max_armorvalue += (save + take);
545 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
546 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
547 self.dmg_inflictor = inflictor;
551 // don't reset pushltime for self damage as it may be an attempt to
552 // escape a lava pit or similar
553 //self.pushltime = 0;
555 else if(attacker.classname == "player")
557 self.pusher = attacker;
558 self.pushltime = time + autocvar_g_maxpushtime;
560 else if(time < self.pushltime)
562 attacker = self.pusher;
563 self.pushltime = max(self.pushltime, time + 0.6);
568 float abot, vbot, awep;
569 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
570 vbot = (clienttype(self) == CLIENTTYPE_BOT);
572 valid_damage_for_weaponstats = 0;
573 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
574 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
575 if(attacker && self != attacker)
576 if(IsDifferentTeam(self, attacker))
578 if(DEATH_ISSPECIAL(deathtype))
579 awep = attacker.weapon;
581 awep = DEATH_WEAPONOF(deathtype);
582 valid_damage_for_weaponstats = 1;
585 if(valid_damage_for_weaponstats)
587 dh = dh - max(self.health, 0);
588 da = da - max(self.armorvalue, 0);
589 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
594 float defer_ClientKill_Now_TeamChange;
595 defer_ClientKill_Now_TeamChange = FALSE;
599 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
603 if(valid_damage_for_weaponstats)
604 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
606 if(sv_gentle < 1) // TODO make a "gentle" version?
607 if(sound_allowed(MSG_BROADCAST, attacker))
609 if(deathtype == DEATH_DROWN)
610 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
612 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
615 // get rid of kill indicator
616 if(self.killindicator)
618 remove(self.killindicator);
619 self.killindicator = world;
620 if(self.killindicator_teamchange)
621 defer_ClientKill_Now_TeamChange = TRUE;
623 if(self.classname == "body")
624 if(deathtype == DEATH_KILL)
626 // for the lemmings fans, a small harmless explosion
627 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
633 // become fully visible
636 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
639 // print an obituary message
640 Obituary (attacker, inflictor, self, deathtype);
644 // increment frag counter for used weapon type
646 w = DEATH_WEAPONOF(deathtype);
648 if(self.classname == "player")
650 attacker.accuracy.(accuracy_frags[w-1]) += 1;
652 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
655 count_alive_players(); // re-count players
656 freezetag_CheckWinner();
660 frag_attacker = attacker;
661 frag_inflictor = inflictor;
663 MUTATOR_CALLHOOK(PlayerDies);
664 weapon_action(self.weapon, WR_PLAYERDEATH);
666 RemoveGrapplingHook(self);
670 if(attacker.classname != "player")
671 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
672 else if(attacker.team == self.team)
673 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
675 DropFlag(self.flagcarried, world, attacker);
677 if(self.ballcarried && g_nexball)
678 DropBall(self.ballcarried, self.origin, self.velocity);
679 Portal_ClearAllLater(self);
681 if(clienttype(self) == CLIENTTYPE_REAL)
683 stuffcmd(self, "-zoom\n");
684 self.fixangle = TRUE;
686 //WriteByte (MSG_ONE, SVC_SETANGLE);
687 //WriteAngle (MSG_ONE, self.v_angle_x);
688 //WriteAngle (MSG_ONE, self.v_angle_y);
689 //WriteAngle (MSG_ONE, 80);
692 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
693 ClientKill_Now_TeamChange();
696 Spawnqueue_Unmark(self);
701 // when we get here, player actually dies
702 // clear waypoints (do this AFTER FreezeTag)
703 WaypointSprite_PlayerDead();
705 // make the corpse upright (not tilted)
709 self.avelocity = '0 0 0';
710 // view from the floor
711 self.view_ofs = '0 0 -8';
713 self.movetype = MOVETYPE_TOSS;
715 self.solid = SOLID_CORPSE;
716 self.ballistics_density = autocvar_g_ballistics_density_corpse;
717 // don't stick to the floor
718 self.flags &~= FL_ONGROUND;
720 self.deadflag = DEAD_DYING;
721 // when to allow respawn
724 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
728 sdelay = 0; // no respawn delay in CTS
730 sdelay = autocvar_g_respawn_delay;
732 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
734 waves = autocvar_g_respawn_waves;
736 self.death_time = ceil((time + sdelay) / waves) * waves;
738 self.death_time = time + sdelay;
739 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
740 self.respawn_countdown = 10; // first number to count down from is 10
742 self.respawn_countdown = -1; // do not count down
745 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
746 self.dead_frame = self.anim_dead1_x;
750 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
751 self.dead_frame = self.anim_dead2_x;
753 // set damage function to corpse damage
754 self.event_damage = PlayerCorpseDamage;
755 // call the corpse damage function just in case it wants to gib
756 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
757 // set up to fade out later
758 SUB_SetFade (self, time + 6 + random (), 1);
760 if(sv_gentle > 0 || autocvar_ekg) {
762 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
765 // reset fields the weapons may use just in case
766 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
768 weapon_action(j, WR_RESETPLAYER);
769 ATTACK_FINISHED_FOR(self, j) = 0;
774 .float muted; // to be used by prvm_edictset server playernumber muted 1
775 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
776 // message "": do not say, just test flood control
782 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
783 float flood, privatemsgprefixlen;
784 var .float flood_field;
788 if(Ban_MaybeEnforceBan(source))
791 if(!teamsay && !privatesay)
792 if(substring(msgin, 0, 1) == " ")
793 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
795 msgin = formatmessage(msgin);
797 if(source.classname != "player")
798 colorstr = "^0"; // black for spectators
800 colorstr = Team_ColorCode(source.team);
804 if(intermission_running)
808 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
811 * using bprint solves this... me stupid
812 // how can we prevent the message from appearing in a listen server?
813 // for now, just give "say" back and only handle say_team
816 clientcommand(self, strcat("say ", msgin));
821 if(autocvar_g_chat_teamcolors)
822 namestr = playername(source);
824 namestr = source.netname;
830 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
831 privatemsgprefixlen = strlen(msgstr);
832 msgstr = strcat(msgstr, msgin);
833 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
834 if(autocvar_g_chat_teamcolors)
835 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
837 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
841 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
842 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
846 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
849 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
853 msgstr = cmsgstr = "";
857 fullcmsgstr = cmsgstr;
869 flood_spl = autocvar_g_chat_flood_spl_tell;
870 flood_burst = autocvar_g_chat_flood_burst_tell;
871 flood_lmax = autocvar_g_chat_flood_lmax_tell;
872 flood_field = floodcontrol_chattell;
876 flood_spl = autocvar_g_chat_flood_spl_team;
877 flood_burst = autocvar_g_chat_flood_burst_team;
878 flood_lmax = autocvar_g_chat_flood_lmax_team;
879 flood_field = floodcontrol_chatteam;
883 flood_spl = autocvar_g_chat_flood_spl;
884 flood_burst = autocvar_g_chat_flood_burst;
885 flood_lmax = autocvar_g_chat_flood_lmax;
886 flood_field = floodcontrol_chat;
888 flood_burst = max(0, flood_burst - 1);
889 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
891 // do flood control for the default line size
894 getWrappedLine_remaining = msgstr;
897 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
899 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
902 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
904 if(getWrappedLine_remaining != "")
906 msgstr = strcat(msgstr, "\n");
910 if(time >= source.flood_field)
912 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
922 if(time >= source.flood_field)
923 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
928 if (timeoutStatus == 2) //when game is paused, no flood protection
929 source.flood_field = flood = 0;
932 if(flood == 2) // cannot happen for empty msgstr
934 if(autocvar_g_chat_flood_notify_flooder)
936 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
941 sourcemsgstr = fullmsgstr;
942 sourcecmsgstr = fullcmsgstr;
948 sourcemsgstr = msgstr;
949 sourcecmsgstr = cmsgstr;
953 if(source.classname != "player")
955 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
956 teamsay = -1; // spectators
960 print("NOTE: ", playername(source), "^7 is flooding.\n");
962 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
964 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
968 // always fake the message
973 if(autocvar_g_chat_flood_notify_flooder)
975 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
986 if(sourcemsgstr != "" && ret != 0)
990 sprint(source, sourcemsgstr);
991 if(sourcecmsgstr != "" && !privatesay)
992 centerprint(source, sourcecmsgstr);
996 sprint(source, sourcemsgstr);
997 sprint(privatesay, msgstr);
999 centerprint(privatesay, cmsgstr);
1001 else if(teamsay > 0)
1003 sprint(source, sourcemsgstr);
1004 if(sourcecmsgstr != "")
1005 centerprint(source, sourcecmsgstr);
1006 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1009 sprint(head, msgstr);
1011 centerprint(head, cmsgstr);
1014 else if(teamsay < 0)
1016 sprint(source, sourcemsgstr);
1017 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1019 sprint(head, msgstr);
1021 else if(sourcemsgstr != msgstr)
1023 sprint(source, sourcemsgstr);
1024 FOR_EACH_REALCLIENT(head)
1026 sprint(head, msgstr);
1035 float GetVoiceMessageVoiceType(string type)
1038 return VOICETYPE_TAUNT;
1039 if(type == "teamshoot")
1040 return VOICETYPE_LASTATTACKER;
1041 return VOICETYPE_TEAMRADIO;
1044 string allvoicesamples;
1045 .string GetVoiceMessageSampleField(string type)
1047 GetPlayerSoundSampleField_notFound = 0;
1050 #define _VOICEMSG(m) case #m: return playersound_##m;
1054 GetPlayerSoundSampleField_notFound = 1;
1055 return playersound_taunt;
1058 .string GetPlayerSoundSampleField(string type)
1060 GetPlayerSoundSampleField_notFound = 0;
1063 #define _VOICEMSG(m) case #m: return playersound_##m;
1067 GetPlayerSoundSampleField_notFound = 1;
1068 return playersound_taunt;
1071 void PrecacheGlobalSound(string samplestring)
1074 tokenize_console(samplestring);
1078 for(i = 1; i <= n; ++i)
1079 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1083 precache_sound(strcat(argv(0), ".wav"));
1087 void PrecachePlayerSounds(string f)
1091 fh = fopen(f, FILE_READ);
1094 while((s = fgets(fh)))
1096 if(tokenize_console(s) != 3)
1098 dprint("Invalid sound info line: ", s, "\n");
1101 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1105 if not(allvoicesamples)
1107 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1110 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1114 void ClearPlayerSounds()
1116 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1122 float LoadPlayerSounds(string f, float first)
1127 fh = fopen(f, FILE_READ);
1130 dprint("Player sound file not found: ", f, "\n");
1133 while((s = fgets(fh)))
1135 if(tokenize_console(s) != 3)
1137 field = GetPlayerSoundSampleField(argv(0));
1138 if(GetPlayerSoundSampleField_notFound)
1139 field = GetVoiceMessageSampleField(argv(0));
1140 if(GetPlayerSoundSampleField_notFound)
1143 strunzone(self.field);
1144 self.field = strzone(strcat(argv(1), " ", argv(2)));
1150 .float modelindex_for_playersound;
1151 .float skinindex_for_playersound;
1152 void UpdatePlayerSounds()
1154 if(self.modelindex == self.modelindex_for_playersound)
1155 if(self.skinindex == self.skinindex_for_playersound)
1157 self.modelindex_for_playersound = self.modelindex;
1158 self.skinindex_for_playersound = self.skinindex;
1159 ClearPlayerSounds();
1160 LoadPlayerSounds("sound/player/default.sounds", 1);
1161 if(!autocvar_g_debug_defaultsounds)
1162 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1163 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1166 void FakeGlobalSound(string sample, float chan, float voicetype)
1174 tokenize_console(sample);
1177 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1179 sample = strcat(argv(0), ".wav"); // randomization
1183 case VOICETYPE_LASTATTACKER_ONLY:
1185 case VOICETYPE_LASTATTACKER:
1189 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1190 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1193 case VOICETYPE_TEAMRADIO:
1195 if(msg_entity.cvar_cl_voice_directional == 1)
1196 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1198 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1200 case VOICETYPE_AUTOTAUNT:
1207 tauntrand = random();
1209 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1211 if (msg_entity.cvar_cl_voice_directional >= 1)
1212 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1214 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1217 case VOICETYPE_TAUNT:
1218 if(self.classname == "player")
1219 if(self.deadflag == DEAD_NO)
1220 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1226 if (msg_entity.cvar_cl_voice_directional >= 1)
1227 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1229 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1231 case VOICETYPE_PLAYERSOUND:
1233 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1236 backtrace("Invalid voice type!");
1241 void GlobalSound(string sample, float chan, float voicetype)
1249 tokenize_console(sample);
1252 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1254 sample = strcat(argv(0), ".wav"); // randomization
1258 case VOICETYPE_LASTATTACKER_ONLY:
1261 msg_entity = self.pusher;
1262 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1264 if(msg_entity.cvar_cl_voice_directional == 1)
1265 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1267 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1271 case VOICETYPE_LASTATTACKER:
1274 msg_entity = self.pusher;
1275 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1277 if(msg_entity.cvar_cl_voice_directional == 1)
1278 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1280 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1283 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1284 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1287 case VOICETYPE_TEAMRADIO:
1288 FOR_EACH_REALCLIENT(msg_entity)
1289 if(!teamplay || msg_entity.team == self.team)
1291 if(msg_entity.cvar_cl_voice_directional == 1)
1292 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1294 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1297 case VOICETYPE_AUTOTAUNT:
1304 tauntrand = random();
1305 FOR_EACH_REALCLIENT(msg_entity)
1306 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1308 if (msg_entity.cvar_cl_voice_directional >= 1)
1309 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1311 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1314 case VOICETYPE_TAUNT:
1315 if(self.classname == "player")
1316 if(self.deadflag == DEAD_NO)
1317 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1322 FOR_EACH_REALCLIENT(msg_entity)
1324 if (msg_entity.cvar_cl_voice_directional >= 1)
1325 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1327 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1330 case VOICETYPE_PLAYERSOUND:
1331 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1334 backtrace("Invalid voice type!");
1339 void PlayerSound(.string samplefield, float chan, float voicetype)
1341 GlobalSound(self.samplefield, chan, voicetype);
1344 void VoiceMessage(string type, string msg)
1347 float voicetype, ownteam;
1349 sample = GetVoiceMessageSampleField(type);
1351 if(GetPlayerSoundSampleField_notFound)
1353 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1357 voicetype = GetVoiceMessageVoiceType(type);
1358 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1360 flood = Say(self, ownteam, world, msg, 1);
1363 GlobalSound(self.sample, CH_VOICE, voicetype);
1365 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1368 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1371 // 0 (00) automove centerprint, admin message
1372 // 1 (01) automove centerprint, no admin message
1373 // 2 (10) no centerprint, admin message
1374 // 3 (11) no centerprint, no admin message
1376 float lockteams_backup;
1378 lockteams_backup = lockteams; // backup any team lock
1380 lockteams = 0; // disable locked teams
1382 TeamchangeFrags(client); // move the players frags
1383 SetPlayerColors(client, team_colour - 1); // set the players colour
1384 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1386 lockteams = lockteams_backup; // restore the team lock
1388 LogTeamchange(client.playerid, client.team, type);
1390 if not(show_message & 1) // admin message
1391 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
1393 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));