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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, idx, f;
16         float fh;
17         string prefix;
18         if(weaponstats_buffer < 0)
19                 return;
20         prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21         if(cvar_string("sv_weaponstats_killfile") != "")
22         {
23                 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
24                 if(fh >= 0)
25                 {
26                         fputs(fh, "#begin killfile\n");
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
31                                 {
32                                         idx = WEAPONSTATS_GETINDEX(i, j);
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
34                                         if(f != 0)
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
36                                 }
37                         fputs(fh, "#end\n\n");
38                         fclose(fh);
39                         print("Weapon kill stats written\n");
40                 }
41         }
42         if(cvar_string("sv_weaponstats_damagefile") != "")
43         {
44                 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
45                 if(fh >= 0)
46                 {
47                         fputs(fh, "#begin damagefile\n");
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
52                                 {
53                                         idx = WEAPONSTATS_GETINDEX(i, j);
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
55                                         if(f != 0)
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
57                                 }
58                         fputs(fh, "#end\n\n");
59                         fclose(fh);
60                         print("Weapon damage stats written\n");
61                 }
62         }
63         buf_del(weaponstats_buffer);
64         weaponstats_buffer = -1;
65 }
66
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
68 {
69         float idx;
70         if(weaponstats_buffer < 0)
71                 return;
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)
73                 return;
74         if(awep > WEP_LAST || vwep > WEP_LAST)
75                 return;
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
78 }
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
80 {
81         if(damage < 0)
82                 error("negative damage?");
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
84 }
85 void WeaponStats_LogKill(float awep, float vwep)
86 {
87         WeaponStats_LogItem(awep, vwep, '0 1 0');
88 }
89
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
99 // added CopyBody
100
101 .entity pusher;
102 .float pushltime;
103
104 void CopyBody(float keepvelocity)
105 {
106         local entity oldself;
107         if (self.effects & EF_NODRAW)
108                 return;
109         oldself = self;
110         self = spawn();
111         self.enemy = oldself;
112         self.lip = oldself.lip;
113         self.colormap = oldself.colormap;
114         self.iscreature = oldself.iscreature;
115         self.angles = oldself.angles;
116         self.avelocity = oldself.avelocity;
117         self.classname = "body";
118         self.damageforcescale = oldself.damageforcescale;
119         self.effects = oldself.effects;
120         self.event_damage = oldself.event_damage;
121         self.animstate_startframe = oldself.animstate_startframe;
122         self.animstate_numframes = oldself.animstate_numframes;
123         self.animstate_framerate = oldself.animstate_framerate;
124         self.animstate_starttime = oldself.animstate_starttime;
125         self.animstate_endtime = oldself.animstate_endtime;
126         self.animstate_override = oldself.animstate_override;
127         self.animstate_looping = oldself.animstate_looping;
128         self.frame = oldself.frame;
129         self.dead_frame = oldself.dead_frame;
130         self.pain_finished = oldself.pain_finished;
131         self.health = oldself.health;
132         self.armorvalue = oldself.armorvalue;
133         self.armortype = oldself.armortype;
134         self.model = oldself.model;
135         self.modelindex = oldself.modelindex;
136         self.modelindex_lod0 = oldself.modelindex_lod0;
137         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
138         self.modelindex_lod1 = oldself.modelindex_lod1;
139         self.modelindex_lod2 = oldself.modelindex_lod2;
140         self.skinindex = oldself.skinindex;
141         self.species = oldself.species;
142         self.movetype = oldself.movetype;
143         self.nextthink = oldself.nextthink;
144         self.solid = oldself.solid;
145         self.takedamage = oldself.takedamage;
146         self.think = oldself.think;
147         self.customizeentityforclient = oldself.customizeentityforclient;
148         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
149         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
150         if (keepvelocity == 1)
151                 self.velocity = oldself.velocity;
152         self.oldvelocity = self.velocity;
153         self.fade_time = oldself.fade_time;
154         self.fade_rate = oldself.fade_rate;
155         //self.weapon = oldself.weapon;
156         setorigin(self, oldself.origin);
157         setsize(self, oldself.mins, oldself.maxs);
158         self.prevorigin = oldself.origin;
159         self.reset = SUB_Remove;
160
161         Drag_MoveDrag(oldself, self);
162
163         self = oldself;
164 }
165
166 float player_getspecies()
167 {
168         local float glob, i, j, fh, len, s, sk;
169         local string fn, l, file;
170         local float tokens;
171
172         file = substring(self.model, 0, -5); // remove the extension at the end
173         UpdatePlayerSounds(strcat(file, ftos(sk)));
174
175         s = -1;
176
177         glob = search_begin("models/player/*.txt", TRUE, TRUE);
178         if(glob < 0)
179                 return s;
180         for(j = 0; j <= 1; ++j)
181         {
182                 for(i = 0; i < search_getsize(glob); ++i)
183                 {
184                         fn = search_getfilename(glob, i);
185                         fh = fopen(fn, FILE_READ);
186                         if(fh < 0)
187                                 continue;
188                         fgets(fh); fgets(fh);
189                         sk = stof(fgets(fh));
190                         if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test
191                         if(fgets(fh) == self.model)
192                         {
193                                 tokens = tokenizebyseparator(fn, ".");
194
195                                 l = fgets(fh);
196                                 len = tokenize_console(l);
197                                 if (len != 2)
198                                         goto nospecies;
199                                 if (argv(0) != "species")
200                                         goto nospecies;
201                                 switch(argv(1))
202                                 {
203                                         case "human":       s = SPECIES_HUMAN;       break;
204                                         case "alien":       s = SPECIES_ALIEN;       break;
205                                         case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
206                                         case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
207                                         case "robot_solid": s = SPECIES_ROBOT_SOLID; break;
208                                         case "animal":      s = SPECIES_ANIMAL;      break;
209                                         case "reserved":    s = SPECIES_RESERVED;    break;
210                                 }
211                         }
212 :nospecies
213                         fclose(fh);
214                 }
215                 if (s >= 0)
216                         break;
217         }
218         search_end(glob);
219
220         if (s < 0)
221                 s = SPECIES_HUMAN;
222
223         return s;
224 }
225
226 void player_setupanimsformodel()
227 {
228         local string animfilename;
229         local float animfile;
230         // defaults for legacy .zym models without animinfo files
231         self.anim_die1 = '0 1 0.5'; // 2 seconds
232         self.anim_die2 = '1 1 0.5'; // 2 seconds
233         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
234         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
235         self.anim_duckwalk = '4 1 1';
236         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
237         self.anim_duckidle = '6 1 1';
238         self.anim_idle = '7 1 1';
239         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
240         self.anim_pain1 = '9 1 2'; // 0.5 seconds
241         self.anim_pain2 = '10 1 2'; // 0.5 seconds
242         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
243         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
244         self.anim_run = '13 1 1';
245         self.anim_runbackwards = '14 1 1';
246         self.anim_strafeleft = '15 1 1';
247         self.anim_straferight = '16 1 1';
248         self.anim_dead1 = '17 1 1';
249         self.anim_dead2 = '18 1 1';
250         self.anim_forwardright = '19 1 1';
251         self.anim_forwardleft = '20 1 1';
252         self.anim_backright = '21 1 1';
253         self.anim_backleft  = '22 1 1';
254         animparseerror = FALSE;
255         animfilename = strcat(self.model, ".animinfo");
256         animfile = fopen(animfilename, FILE_READ);
257         if (animfile >= 0)
258         {
259                 self.anim_die1         = animparseline(animfile);
260                 self.anim_die2         = animparseline(animfile);
261                 self.anim_draw         = animparseline(animfile);
262                 self.anim_duck         = animparseline(animfile);
263                 self.anim_duckwalk     = animparseline(animfile);
264                 self.anim_duckjump     = animparseline(animfile);
265                 self.anim_duckidle     = animparseline(animfile);
266                 self.anim_idle         = animparseline(animfile);
267                 self.anim_jump         = animparseline(animfile);
268                 self.anim_pain1        = animparseline(animfile);
269                 self.anim_pain2        = animparseline(animfile);
270                 self.anim_shoot        = animparseline(animfile);
271                 self.anim_taunt        = animparseline(animfile);
272                 self.anim_run          = animparseline(animfile);
273                 self.anim_runbackwards = animparseline(animfile);
274                 self.anim_strafeleft   = animparseline(animfile);
275                 self.anim_straferight  = animparseline(animfile);
276                 self.anim_forwardright = animparseline(animfile);
277                 self.anim_forwardleft  = animparseline(animfile);
278                 self.anim_backright    = animparseline(animfile);
279                 self.anim_backleft     = animparseline(animfile);
280                 fclose(animfile);
281
282                 // derived anims
283                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
284                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
285
286                 if (animparseerror)
287                         print("Parse error in ", animfilename, ", some player animations are broken\n");
288         }
289         else
290                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
291         // reset animstate now
292         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
293 };
294
295 void player_anim (void)
296 {
297         updateanim(self);
298         if (self.weaponentity)
299                 updateanim(self.weaponentity);
300
301         if (self.deadflag != DEAD_NO)
302         {
303                 if (time > self.animstate_endtime)
304                 {
305                         if (self.maxs_z > 5)
306                         {
307                                 self.maxs_z = 5;
308                                 setsize(self, self.mins, self.maxs);
309                         }
310                         self.frame = self.dead_frame;
311                 }
312                 return;
313         }
314
315         if (!self.animstate_override)
316         {
317                 if (!(self.flags & FL_ONGROUND))
318                 {
319                         if (self.crouch)
320                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
321                         else
322                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
323                         self.restart_jump = FALSE;
324                 }
325                 else if (self.crouch)
326                 {
327                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
328                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
329                         else
330                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
331                 }
332                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
333                 {
334                         if (self.movement_x > 0 && self.movement_y == 0)
335                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
336                         else if (self.movement_x < 0 && self.movement_y == 0)
337                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
338                         else if (self.movement_x == 0 && self.movement_y > 0)
339                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
340                         else if (self.movement_x == 0 && self.movement_y < 0)
341                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
342                         else if (self.movement_x > 0 && self.movement_y > 0)
343                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
344                         else if (self.movement_x > 0 && self.movement_y < 0)
345                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
346                         else if (self.movement_x < 0 && self.movement_y > 0)
347                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
348                         else if (self.movement_x < 0 && self.movement_y < 0)
349                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
350                         else
351                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
352                 }
353                 else
354                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
355         }
356
357         if (self.weaponentity)
358         if (!self.weaponentity.animstate_override)
359                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
360 }
361
362 void SpawnThrownWeapon (vector org, float w)
363 {
364         if(g_minstagib)
365         if(self.ammo_cells <= 0)
366                 return;
367
368         if(g_pinata)
369         {
370                 float j;
371                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
372                 {
373                         if(self.weapons & W_WeaponBit(j))
374                                 if(W_IsWeaponThrowable(j))
375                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
376                 }
377         }
378         else
379                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
380 }
381
382 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
383 {
384         local float take, save;
385         vector v;
386         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
387
388         // damage resistance (ignore most of the damage from a bullet or similar)
389         damage = max(damage - 5, 1);
390
391         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
392         take = v_x;
393         save = v_y;
394
395         if(sound_allowed(MSG_BROADCAST, attacker))
396         {
397                 if (save > 10)
398                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
399                 else if (take > 30)
400                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
401                 else if (take > 10)
402                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
403         }
404
405         if (take > 50)
406                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
407         if (take > 100)
408                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
409
410         if (!(self.flags & FL_GODMODE))
411         {
412                 self.armorvalue = self.armorvalue - save;
413                 self.health = self.health - take;
414                 // pause regeneration for 5 seconds
415                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
416         }
417         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
418         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
419         self.dmg_inflictor = inflictor;
420
421         if (self.health <= -75 && self.modelindex != 0)
422         {
423                 // don't use any animations as a gib
424                 self.frame = 0;
425                 self.dead_frame = 0;
426                 // view just above the floor
427                 self.view_ofs = '0 0 4';
428
429                 Violence_GibSplash(self, 1, 1, attacker);
430                 self.modelindex = 0; // restore later
431                 self.solid = SOLID_NOT; // restore later
432         }
433 }
434
435 void ClientKill_Now_TeamChange();
436
437 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
438 {
439         local float take, save, waves, sdelay, dh, da, j;
440         vector v;
441         float valid_damage_for_weaponstats;
442
443         dh = max(self.health, 0);
444         da = max(self.armorvalue, 0);
445
446         if(!DEATH_ISSPECIAL(deathtype))
447         {
448                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
449                 if(self != attacker)
450                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
451         }
452
453         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
454         {
455                 // tuba causes blood to come out of the ears
456                 vector ear1, ear2;
457                 vector d;
458                 float f;
459                 ear1 = self.origin;
460                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
461                 ear2 = ear1;
462                 makevectors(self.angles);
463                 ear1 += v_right * -10;
464                 ear2 += v_right * +10;
465                 d = inflictor.origin - self.origin;
466                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
467                 force = v_right * vlen(force);
468                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
469                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
470                 if(f > 0)
471                 {
472                         hitloc = ear1;
473                         force = force * -1;
474                 }
475                 else
476                 {
477                         hitloc = ear2;
478                         // force is already good
479                 }
480         }
481         else
482                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
483
484         if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
485                 return;
486
487         if (!g_minstagib)
488         {
489                 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
490                 take = v_x;
491                 save = v_y;
492         }
493         else
494         {
495                 save = 0;
496                 take = damage;
497         }
498
499         if(sound_allowed(MSG_BROADCAST, attacker))
500         {
501                 if (save > 10)
502                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
503                 else if (take > 30)
504                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
505                 else if (take > 10)
506                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
507         }
508
509         if (take > 50)
510                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
511         if (take > 100)
512                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
513
514         if (time >= self.spawnshieldtime)
515         {
516                 if (!(self.flags & FL_GODMODE))
517                 {
518                         self.armorvalue = self.armorvalue - save;
519                         self.health = self.health - take;
520                         // pause regeneration for 5 seconds
521                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
522
523                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
524                         {
525                                 self.pain_finished = time + 0.5;        //Supajoe
526
527                                 if(sv_gentle < 1) {
528                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
529                                         {
530                                                 if (random() > 0.5)
531                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
532                                                 else
533                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
534                                         }
535
536                                         if(sound_allowed(MSG_BROADCAST, attacker))
537                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
538                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
539                                         {
540                                                 if(self.health > 75) // TODO make a "gentle" version?
541                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
542                                                 else if(self.health > 50)
543                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
544                                                 else if(self.health > 25)
545                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
546                                                 else if(self.health > 1)
547                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
548                                         }
549                                 }
550
551                                 // throw off bot aim temporarily
552                                 local float shake;
553                                 shake = damage * 5 / (bound(0,skill,100) + 1);
554                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
555                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
556                         }
557                 }
558                 else
559                         self.max_armorvalue += (save + take);
560         }
561         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
562         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
563         self.dmg_inflictor = inflictor;
564
565         if(attacker == self)
566         {
567                 // don't reset pushltime for self damage as it may be an attempt to
568                 // escape a lava pit or similar
569                 //self.pushltime = 0;
570         }
571         else if(attacker.classname == "player" || attacker.classname == "gib")
572         {
573                 self.pusher = attacker;
574                 self.pushltime = time + cvar("g_maxpushtime");
575         }
576         else if(time < self.pushltime)
577         {
578                 attacker = self.pusher;
579                 self.pushltime = max(self.pushltime, time + 0.6);
580         }
581         else
582                 self.pushltime = 0;
583
584         valid_damage_for_weaponstats = 0;
585         if(clienttype(self) == CLIENTTYPE_REAL)
586         if(clienttype(attacker) == CLIENTTYPE_REAL)
587         if(self != attacker)
588         if(!DEATH_ISSPECIAL(deathtype))
589         if(IsDifferentTeam(self, attacker))
590                 valid_damage_for_weaponstats = 1;
591         
592         if(valid_damage_for_weaponstats)
593         {
594                 dh = dh - max(self.health, 0);
595                 da = da - max(self.armorvalue, 0);
596                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
597         }
598
599         if (self.health < 1)
600         {
601                 float defer_ClientKill_Now_TeamChange;
602                 defer_ClientKill_Now_TeamChange = FALSE;
603
604                 if(valid_damage_for_weaponstats)
605                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
606
607                 if(sv_gentle < 1) // TODO make a "gentle" version?
608                 if(sound_allowed(MSG_BROADCAST, attacker))
609                 {
610                         if(deathtype == DEATH_DROWN)
611                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
612                         else
613                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
614                 }
615
616                 // get rid of kill indicator
617                 if(self.killindicator)
618                 {
619                         remove(self.killindicator);
620                         self.killindicator = world;
621                         if(self.killindicator_teamchange)
622                                 defer_ClientKill_Now_TeamChange = TRUE;
623
624                         if(self.classname == "body")
625                         if(deathtype == DEATH_KILL)
626                         {
627                                 // for the lemmings fans, a small harmless explosion
628                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
629                         }
630                 }
631
632                 // become fully visible
633                 self.alpha = 1;
634                 // clear selected player display
635                 ClearSelectedPlayer();
636                 // throw a weapon
637                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
638                 // print an obituary message
639                 Obituary (attacker, inflictor, self, deathtype);
640                 race_PreDie();
641                 DropAllRunes(self);
642
643                 frag_attacker = attacker;
644                 frag_inflictor = inflictor;
645                 MUTATOR_CALLHOOK(PlayerDies);
646
647                 if(self.flagcarried)
648                 {
649                         if(attacker.classname != "player" && attacker.classname != "gib")
650                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
651                         else if(attacker.team == self.team)
652                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
653                         else
654                                 DropFlag(self.flagcarried, world, attacker);
655                 }
656                 if(self.ballcarried)
657                         DropBall(self.ballcarried, self.origin, self.velocity);
658                 Portal_ClearAllLater(self);
659                 // clear waypoints
660                 WaypointSprite_PlayerDead();
661                 // make the corpse upright (not tilted)
662                 self.angles_x = 0;
663                 self.angles_z = 0;
664                 // don't spin
665                 self.avelocity = '0 0 0';
666                 // view from the floor
667                 self.view_ofs = '0 0 -8';
668                 // toss the corpse
669                 self.movetype = MOVETYPE_TOSS;
670                 // shootable corpse
671                 self.solid = SOLID_CORPSE;
672                 // don't stick to the floor
673                 self.flags &~= FL_ONGROUND;
674                 // dying animation
675                 self.deadflag = DEAD_DYING;
676                 // when to allow respawn
677                 sdelay = 0;
678                 waves = 0;
679                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
680                 if(!sdelay)
681                         sdelay = cvar("g_respawn_delay");
682                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
683                 if(!waves)
684                         waves = cvar("g_respawn_waves");
685                 if(waves)
686                         self.death_time = ceil((time + sdelay) / waves) * waves;
687                 else
688                         self.death_time = time + sdelay;
689                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
690                         self.respawn_countdown = 10; // first number to count down from is 10
691                 else
692                         self.respawn_countdown = -1; // do not count down
693                 if (random() < 0.5)
694                 {
695                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
696                         self.dead_frame = self.anim_dead1_x;
697                 }
698                 else
699                 {
700                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
701                         self.dead_frame = self.anim_dead2_x;
702                 }
703                 // set damage function to corpse damage
704                 self.event_damage = PlayerCorpseDamage;
705                 // call the corpse damage function just in case it wants to gib
706                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
707                 // set up to fade out later
708                 SUB_SetFade (self, time + 12 + random () * 4, 1);
709
710                 // remove laserdot
711                 if(self.weaponentity)
712                         if(self.weaponentity.lasertarget)
713                                 remove(self.weaponentity.lasertarget);
714
715                 if(clienttype(self) == CLIENTTYPE_REAL)
716                 {
717                         self.fixangle = TRUE;
718                         //msg_entity = self;
719                         //WriteByte (MSG_ONE, SVC_SETANGLE);
720                         //WriteAngle (MSG_ONE, self.v_angle_x);
721                         //WriteAngle (MSG_ONE, self.v_angle_y);
722                         //WriteAngle (MSG_ONE, 80);
723                 }
724
725                 if(g_arena)
726                         Spawnqueue_Unmark(self);
727
728                 if(defer_ClientKill_Now_TeamChange)
729                         ClientKill_Now_TeamChange();
730
731                 if(sv_gentle > 0 || cvar("ekg")) {
732                         // remove corpse
733                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
734                 }
735
736                 // reset fields the weapons may use just in case
737         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
738                 {
739             weapon_action(j, WR_RESETPLAYER);
740                         ATTACK_FINISHED_FOR(self, j) = 0;
741                 }
742         }
743 }
744
745 float UpdateSelectedPlayer_countvalue(float v)
746 {
747         return max(0, (v - 1.0) / 0.5);
748 }
749
750 // returns: -2 if no hit, otherwise cos of the angle
751 // uses the global v_angle
752 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
753 {
754         vector so, d;
755         float c;
756
757         if(p == self)
758                 return -2;
759
760         if(p.deadflag)
761                 return -2;
762
763         so = self.origin + self.view_ofs;
764         d = p.origin - so;
765
766         // misaimed?
767         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
768                 return -2;
769
770         // now find the cos of the angle...
771         c = normalize(d) * v_forward;
772
773         if(c <= mincosangle)
774                 return -2;
775
776         // not visible in any way? forget it
777         if(!checkpvs(so, p))
778                 return -2;
779
780         traceline(so, p.origin, MOVE_NOMONSTERS, self);
781         if(trace_fraction < 1)
782                 return -2;
783
784         return c;
785 }
786
787 void ClearSelectedPlayer()
788 {
789         if(self.selected_player)
790         {
791                 centerprint_expire(self, CENTERPRIO_POINT);
792                 self.selected_player = world;
793                 self.selected_player_display_needs_update = FALSE;
794         }
795 }
796
797 void UpdateSelectedPlayer()
798 {
799         entity selected;
800         float selected_score;
801         selected = world;
802         selected_score = 0.95; // 18 degrees
803
804         if(!cvar("sv_allow_shownames"))
805                 return;
806
807         if(clienttype(self) != CLIENTTYPE_REAL)
808                 return;
809
810         if(self.cvar_cl_shownames == 0)
811                 return;
812
813         if(self.cvar_cl_shownames == 1 && !teams_matter)
814                 return;
815
816         makevectors(self.v_angle); // sets v_forward
817
818         // 1. cursor trace is always right
819         WarpZone_crosshair_trace(self);
820         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
821         {
822                 selected = trace_ent;
823         }
824         else
825         {
826                 // 2. if we don't have a cursor trace, find the player which is least
827                 //    mis-aimed at
828                 entity p;
829                 FOR_EACH_PLAYER(p)
830                 {
831                         float c;
832                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
833                         if(c >= -1)
834                         {
835                                 selected = p;
836                                 selected_score = c;
837                         }
838                 }
839         }
840
841         if(selected)
842         {
843                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
844         }
845         else
846         {
847                 if(time < self.selected_player_display_timeout)
848                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
849                                 selected = self.selected_player;
850         }
851
852         if(selected)
853         {
854                 if(selected == self.selected_player)
855                 {
856                         float save;
857                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
858                         self.selected_player_count = self.selected_player_count + frametime;
859                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
860                         {
861                                 string namestr, healthstr;
862                                 namestr = playername(selected);
863                                 if(teams_matter)
864                                 {
865                                         healthstr = ftos(floor(selected.health));
866                                         if(self.team == selected.team)
867                                         {
868                                                 namestr = strcat(namestr, " (", healthstr, "%)");
869                                                 self.selected_player_display_needs_update = TRUE;
870                                         }
871                                 }
872                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
873                         }
874                 }
875                 else
876                 {
877                         ClearSelectedPlayer();
878                         self.selected_player = selected;
879                         self.selected_player_time = time;
880                         self.selected_player_count = 0;
881                         self.selected_player_display_needs_update = FALSE;
882                 }
883         }
884         else
885         {
886                 ClearSelectedPlayer();
887         }
888
889         if(self.selected_player)
890                 self.last_selected_player = self.selected_player;
891 }
892
893 .float muted; // to be used by prvm_edictset server playernumber muted 1
894 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
895 // message "": do not say, just test flood control
896 // return value:
897 //   1 = accept
898 //   0 = reject
899 //  -1 = fake accept
900 {
901         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
902         float flood, privatemsgprefixlen;
903         entity head;
904         float ret;
905
906         if(Ban_MaybeEnforceBan(source))
907                 return 0;
908
909         if(!teamsay && !privatesay)
910                 if(substring(msgin, 0, 1) == " ")
911                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
912
913         msgin = formatmessage(msgin);
914
915         if(source.classname != "player")
916                 colorstr = "^0"; // black for spectators
917         else if(teams_matter)
918                 colorstr = Team_ColorCode(source.team);
919         else
920                 teamsay = FALSE;
921
922         if(intermission_running)
923                 teamsay = FALSE;
924
925         if(msgin != "")
926                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
927
928         /*
929          * using bprint solves this... me stupid
930         // how can we prevent the message from appearing in a listen server?
931         // for now, just give "say" back and only handle say_team
932         if(!teamsay)
933         {
934                 clientcommand(self, strcat("say ", msgin));
935                 return;
936         }
937         */
938
939         if(cvar("g_chat_teamcolors"))
940                 namestr = playername(source);
941         else
942                 namestr = source.netname;
943
944         if(msgin != "")
945         {
946                 if(privatesay)
947                 {
948                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
949                         privatemsgprefixlen = strlen(msgstr);
950                         msgstr = strcat(msgstr, msgin);
951                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
952                         if(cvar("g_chat_teamcolors"))
953                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
954                         else
955                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
956                 }
957                 else if(teamsay)
958                 {
959                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
960                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
961                 }
962                 else
963                 {
964                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
965                         cmsgstr = "";
966                 }
967                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
968         }
969         else
970         {
971                 msgstr = cmsgstr = "";
972         }
973
974         fullmsgstr = msgstr;
975         fullcmsgstr = cmsgstr;
976
977         // FLOOD CONTROL
978         flood = 0;
979         if(floodcontrol)
980         {
981                 float flood_spl;
982                 float flood_burst;
983                 float flood_lmax;
984                 var .float flood_field;
985                 float lines;
986                 if(privatesay)
987                 {
988                         flood_spl = cvar("g_chat_flood_spl_tell");
989                         flood_burst = cvar("g_chat_flood_burst_tell");
990                         flood_lmax = cvar("g_chat_flood_lmax_tell");
991                         flood_field = floodcontrol_chattell;
992                 }
993                 else if(teamsay)
994                 {
995                         flood_spl = cvar("g_chat_flood_spl_team");
996                         flood_burst = cvar("g_chat_flood_burst_team");
997                         flood_lmax = cvar("g_chat_flood_lmax_team");
998                         flood_field = floodcontrol_chatteam;
999                 }
1000                 else
1001                 {
1002                         flood_spl = cvar("g_chat_flood_spl");
1003                         flood_burst = cvar("g_chat_flood_burst");
1004                         flood_lmax = cvar("g_chat_flood_lmax");
1005                         flood_field = floodcontrol_chat;
1006                 }
1007                 flood_burst = max(0, flood_burst - 1);
1008                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1009
1010                 // do flood control for the default line size
1011                 if(msgstr != "")
1012                 {
1013                         getWrappedLine_remaining = msgstr;
1014                         msgstr = "";
1015                         lines = 0;
1016                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1017                         {
1018                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1019                                 ++lines;
1020                         }
1021                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1022
1023                         if(getWrappedLine_remaining != "")
1024                         {
1025                                 msgstr = strcat(msgstr, "\n");
1026                                 flood = 2;
1027                         }
1028
1029                         if(time >= source.flood_field)
1030                         {
1031                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1032                         }
1033                         else
1034                         {
1035                                 flood = 1;
1036                                 msgstr = fullmsgstr;
1037                         }
1038                 }
1039                 else
1040                 {
1041                         if(time >= source.flood_field)
1042                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1043                         else
1044                                 flood = 1;
1045                 }
1046         }
1047
1048         if (timeoutStatus == 2) //when game is paused, no flood protection
1049                 source.flood_field = flood = 0;
1050
1051         if(flood == 2) // cannot happen for empty msgstr
1052         {
1053                 if(cvar("g_chat_flood_notify_flooder"))
1054                 {
1055                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1056                         sourcecmsgstr = "";
1057                 }
1058                 else
1059                 {
1060                         sourcemsgstr = fullmsgstr;
1061                         sourcecmsgstr = fullcmsgstr;
1062                 }
1063                 cmsgstr = "";
1064         }
1065         else
1066         {
1067                 sourcemsgstr = msgstr;
1068                 sourcecmsgstr = cmsgstr;
1069         }
1070
1071         if(!privatesay)
1072         if(source.classname != "player")
1073         {
1074                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1075                         teamsay = -1; // spectators
1076         }
1077
1078         if(flood)
1079                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1080
1081         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1082         if(privatesay)
1083                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1084
1085         if(source.muted)
1086         {
1087                 // always fake the message
1088                 ret = -1;
1089         }
1090         else if(flood == 1)
1091         {
1092                 if(cvar("g_chat_flood_notify_flooder"))
1093                 {
1094                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1095                         ret = 0;
1096                 }
1097                 else
1098                         ret = -1;
1099         }
1100         else
1101         {
1102                 ret = 1;
1103         }
1104
1105         if(sourcemsgstr != "" && ret != 0)
1106         {
1107                 if(ret < 0) // fake
1108                 {
1109                         sprint(source, sourcemsgstr);
1110                         if(sourcecmsgstr != "" && !privatesay)
1111                                 centerprint(source, sourcecmsgstr);
1112                 }
1113                 else if(privatesay)
1114                 {
1115                         sprint(source, sourcemsgstr);
1116                         sprint(privatesay, msgstr);
1117                         if(cmsgstr != "")
1118                                 centerprint(privatesay, cmsgstr);
1119                 }
1120                 else if(teamsay > 0)
1121                 {
1122                         sprint(source, sourcemsgstr);
1123                         if(sourcecmsgstr != "")
1124                                 centerprint(source, sourcecmsgstr);
1125                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1126                                 if(head != source)
1127                                 {
1128                                         sprint(head, msgstr);
1129                                         if(cmsgstr != "")
1130                                                 centerprint(head, cmsgstr);
1131                                 }
1132                 }
1133                 else if(teamsay < 0)
1134                 {
1135                         sprint(source, sourcemsgstr);
1136                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1137                                 if(head != source)
1138                                         sprint(head, msgstr);
1139                 }
1140                 else if(sourcemsgstr != msgstr)
1141                 {
1142                         sprint(source, sourcemsgstr);
1143                         FOR_EACH_REALCLIENT(head)
1144                                 if(head != source)
1145                                         sprint(head, msgstr);
1146                 }
1147                 else
1148                         bprint(msgstr);
1149         }
1150
1151         return ret;
1152 }
1153
1154 float GetVoiceMessageVoiceType(string type)
1155 {
1156         if(type == "taunt")
1157                 return VOICETYPE_TAUNT;
1158         if(type == "teamshoot")
1159                 return VOICETYPE_LASTATTACKER;
1160         return VOICETYPE_TEAMRADIO;
1161 }
1162
1163 string allvoicesamples;
1164 float GetPlayerSoundSampleField_notFound;
1165 float GetPlayerSoundSampleField_fixed;
1166 .string GetVoiceMessageSampleField(string type)
1167 {
1168         GetPlayerSoundSampleField_notFound = 0;
1169         GetPlayerSoundSampleField_fixed = 0;
1170         switch(type)
1171         {
1172 #define _VOICEMSG(m) case #m: return playersound_##m;
1173                 ALLVOICEMSGS
1174 #undef _VOICEMSG
1175         }
1176         GetPlayerSoundSampleField_notFound = 1;
1177         return playersound_taunt;
1178 }
1179
1180 .string GetPlayerSoundSampleField(string type)
1181 {
1182         GetPlayerSoundSampleField_notFound = 0;
1183         GetPlayerSoundSampleField_fixed = 0;
1184         switch(type)
1185         {
1186 #define _VOICEMSG(m) case #m: return playersound_##m;
1187                 ALLPLAYERSOUNDS
1188 #undef _VOICEMSG
1189         }
1190         GetPlayerSoundSampleField_notFound = 1;
1191         return playersound_taunt;
1192 }
1193
1194 void PrecacheGlobalSound(string samplestring)
1195 {
1196         float n, i;
1197         tokenize_console(samplestring);
1198         n = stof(argv(1));
1199         if(n > 0)
1200         {
1201                 for(i = 1; i <= n; ++i)
1202                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1203         }
1204         else
1205         {
1206                 precache_sound(strcat(argv(0), ".wav"));
1207         }
1208 }
1209
1210 void PrecachePlayerSounds(string f)
1211 {
1212         float fh;
1213         string s;
1214         fh = fopen(f, FILE_READ);
1215         if(fh < 0)
1216                 return;
1217         while((s = fgets(fh)))
1218         {
1219                 if(tokenize_console(s) != 3)
1220                 {
1221                         dprint("Invalid sound info line: ", s, "\n");
1222                         continue;
1223                 }
1224                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1225         }
1226         fclose(fh);
1227
1228         if not(allvoicesamples)
1229         {
1230 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1231                 ALLVOICEMSGS
1232 #undef _VOICEMSG
1233                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1234         }
1235 }
1236
1237 void ClearPlayerSounds()
1238 {
1239 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1240         ALLPLAYERSOUNDS
1241         ALLVOICEMSGS
1242 #undef _VOICEMSG
1243 }
1244
1245 void LoadPlayerSounds(string f, float first)
1246 {
1247         float fh;
1248         string s;
1249         var .string field;
1250         fh = fopen(f, FILE_READ);
1251         if(fh < 0)
1252                 return;
1253         while((s = fgets(fh)))
1254         {
1255                 if(tokenize_console(s) != 3)
1256                         continue;
1257                 field = GetPlayerSoundSampleField(argv(0));
1258                 if(GetPlayerSoundSampleField_notFound)
1259                         field = GetVoiceMessageSampleField(argv(0));
1260                 if(GetPlayerSoundSampleField_notFound)
1261                         continue;
1262                 if(GetPlayerSoundSampleField_fixed)
1263                         if not(first)
1264                                 continue;
1265                 if(self.field)
1266                         strunzone(self.field);
1267                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1268         }
1269         fclose(fh);
1270 }
1271
1272 .float modelindex_for_playersound;
1273 void UpdatePlayerSounds(string filename)
1274 {
1275         if(self.modelindex == self.modelindex_for_playersound)
1276                 return;
1277         self.modelindex_for_playersound = self.modelindex;
1278         ClearPlayerSounds();
1279         LoadPlayerSounds("sound/player/default.sounds", 1);
1280         if(filename != "")
1281                 LoadPlayerSounds(strcat(filename, ".sounds"), 0);
1282         else
1283                 LoadPlayerSounds(strcat(self.model, ".sounds"), 0); // backwards compatibility
1284 }
1285
1286 void FakeGlobalSound(string sample, float chan, float voicetype)
1287 {
1288         float n;
1289         float tauntrand;
1290
1291         if(sample == "")
1292                 return;
1293
1294         tokenize_console(sample);
1295         n = stof(argv(1));
1296         if(n > 0)
1297                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1298         else
1299                 sample = strcat(argv(0), ".wav"); // randomization
1300
1301         switch(voicetype)
1302         {
1303                 case VOICETYPE_LASTATTACKER_ONLY:
1304                         break;
1305                 case VOICETYPE_LASTATTACKER:
1306                         if(self.pusher)
1307                         {
1308                                 msg_entity = self;
1309                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1310                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1311                         }
1312                         break;
1313                 case VOICETYPE_TEAMRADIO:
1314                         msg_entity = self;
1315                         if(msg_entity.cvar_cl_voice_directional == 1)
1316                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1317                         else
1318                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1319                         break;
1320                 case VOICETYPE_AUTOTAUNT:
1321                         if(!sv_autotaunt)
1322                                 break;
1323                         if(!sv_taunt)
1324                                 break;
1325                         if(sv_gentle)
1326                                 break;
1327                         tauntrand = random();
1328                         msg_entity = self;
1329                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1330                         {
1331                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1332                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1333                                 else
1334                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1335                         }
1336                         break;
1337                 case VOICETYPE_TAUNT:
1338                         if(self.classname == "player")
1339                                 if(self.deadflag == DEAD_NO)
1340                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1341                         if(!sv_taunt)
1342                                 break;
1343                         if(sv_gentle)
1344                                 break;
1345                         msg_entity = self;
1346                         if (msg_entity.cvar_cl_voice_directional >= 1)
1347                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1348                         else
1349                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1350                         break;
1351                 case VOICETYPE_PLAYERSOUND:
1352                         msg_entity = self;
1353                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1354                         break;
1355                 default:
1356                         backtrace("Invalid voice type!");
1357                         break;
1358         }
1359 }
1360
1361 void GlobalSound(string sample, float chan, float voicetype)
1362 {
1363         float n;
1364         float tauntrand;
1365
1366         if(sample == "")
1367                 return;
1368
1369         tokenize_console(sample);
1370         n = stof(argv(1));
1371         if(n > 0)
1372                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1373         else
1374                 sample = strcat(argv(0), ".wav"); // randomization
1375
1376         switch(voicetype)
1377         {
1378                 case VOICETYPE_LASTATTACKER_ONLY:
1379                         if(self.pusher)
1380                         {
1381                                 msg_entity = self.pusher;
1382                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1383                                 {
1384                                         if(msg_entity.cvar_cl_voice_directional == 1)
1385                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1386                                         else
1387                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1388                                 }
1389                         }
1390                         break;
1391                 case VOICETYPE_LASTATTACKER:
1392                         if(self.pusher)
1393                         {
1394                                 msg_entity = self.pusher;
1395                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1396                                 {
1397                                         if(msg_entity.cvar_cl_voice_directional == 1)
1398                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1399                                         else
1400                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1401                                 }
1402                                 msg_entity = self;
1403                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1404                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1405                         }
1406                         break;
1407                 case VOICETYPE_TEAMRADIO:
1408                         FOR_EACH_REALCLIENT(msg_entity)
1409                                 if(!teams_matter || msg_entity.team == self.team)
1410                                 {
1411                                         if(msg_entity.cvar_cl_voice_directional == 1)
1412                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1413                                         else
1414                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1415                                 }
1416                         break;
1417                 case VOICETYPE_AUTOTAUNT:
1418                         if(!sv_autotaunt)
1419                                 break;
1420                         if(!sv_taunt)
1421                                 break;
1422                         if(sv_gentle)
1423                                 break;
1424                         tauntrand = random();
1425                         FOR_EACH_REALCLIENT(msg_entity)
1426                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1427                                 {
1428                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1429                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1430                                         else
1431                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1432                                 }
1433                         break;
1434                 case VOICETYPE_TAUNT:
1435                         if(self.classname == "player")
1436                                 if(self.deadflag == DEAD_NO)
1437                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1438                         if(!sv_taunt)
1439                                 break;
1440                         if(sv_gentle)
1441                                 break;
1442                         FOR_EACH_REALCLIENT(msg_entity)
1443                         {
1444                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1445                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1446                                 else
1447                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1448                         }
1449                         break;
1450                 case VOICETYPE_PLAYERSOUND:
1451                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1452                         break;
1453                 default:
1454                         backtrace("Invalid voice type!");
1455                         break;
1456         }
1457 }
1458
1459 void PlayerSound(.string samplefield, float chan, float voicetype)
1460 {
1461         GlobalSound(self.samplefield, chan, voicetype);
1462 }
1463
1464 void VoiceMessage(string type, string msg)
1465 {
1466         var .string sample;
1467         float voicetype, ownteam;
1468         float flood;
1469         sample = GetVoiceMessageSampleField(type);
1470
1471         if(GetPlayerSoundSampleField_notFound)
1472         {
1473                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1474                 return;
1475         }
1476
1477         voicetype = GetVoiceMessageVoiceType(type);
1478         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1479
1480         flood = Say(self, ownteam, world, msg, 1);
1481
1482         if (flood > 0)
1483                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1484         else if (flood < 0)
1485                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1486 }
1487
1488 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1489 {
1490 //      show_message
1491 //      0 (00) automove centerprint, admin message
1492 //      1 (01) automove centerprint, no admin message
1493 //      2 (10) no centerprint, admin message
1494 //      3 (11) no centerprint, no admin message
1495
1496         float lockteams_backup;
1497
1498         lockteams_backup = lockteams;  // backup any team lock
1499
1500         lockteams = 0;  // disable locked teams
1501
1502         TeamchangeFrags(client);  // move the players frags
1503         SetPlayerColors(client, team_colour - 1);  // set the players colour
1504         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1505
1506         lockteams = lockteams_backup;  // restore the team lock
1507
1508         LogTeamchange(client.playerid, client.team, type);
1509
1510         if not(show_message & 1) // admin message
1511                 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
1512
1513         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1514 }