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)
129 local entity oldself;
130 if (self.effects & EF_NODRAW)
134 self.enemy = oldself;
135 self.lip = oldself.lip;
136 self.colormap = oldself.colormap;
137 self.glowmod = oldself.glowmod;
138 self.iscreature = oldself.iscreature;
139 self.damagedbycontents = oldself.damagedbycontents;
140 self.angles = oldself.angles;
141 self.avelocity = oldself.avelocity;
142 self.classname = "body";
143 self.damageforcescale = oldself.damageforcescale;
144 self.effects = oldself.effects;
145 self.event_damage = oldself.event_damage;
146 self.animstate_startframe = oldself.animstate_startframe;
147 self.animstate_numframes = oldself.animstate_numframes;
148 self.animstate_framerate = oldself.animstate_framerate;
149 self.animstate_starttime = oldself.animstate_starttime;
150 self.animstate_endtime = oldself.animstate_endtime;
151 self.animstate_override = oldself.animstate_override;
152 self.animstate_looping = oldself.animstate_looping;
153 self.frame = oldself.frame;
154 self.dead_frame = oldself.dead_frame;
155 self.pain_finished = oldself.pain_finished;
156 self.health = oldself.health;
157 self.armorvalue = oldself.armorvalue;
158 self.armortype = oldself.armortype;
159 self.model = oldself.model;
160 self.modelindex = oldself.modelindex;
161 self.modelindex_lod0 = oldself.modelindex_lod0;
162 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
163 self.modelindex_lod1 = oldself.modelindex_lod1;
164 self.modelindex_lod2 = oldself.modelindex_lod2;
165 self.skinindex = oldself.skinindex;
166 self.species = oldself.species;
167 self.movetype = oldself.movetype;
168 self.nextthink = oldself.nextthink;
169 self.solid = oldself.solid;
170 self.ballistics_density = oldself.ballistics_density;
171 self.takedamage = oldself.takedamage;
172 self.think = oldself.think;
173 self.customizeentityforclient = oldself.customizeentityforclient;
174 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
175 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
176 if (keepvelocity == 1)
177 self.velocity = oldself.velocity;
178 self.oldvelocity = self.velocity;
179 self.fade_time = oldself.fade_time;
180 self.fade_rate = oldself.fade_rate;
181 //self.weapon = oldself.weapon;
182 setorigin(self, oldself.origin);
183 setsize(self, oldself.mins, oldself.maxs);
184 self.prevorigin = oldself.origin;
185 self.reset = SUB_Remove;
187 Drag_MoveDrag(oldself, self);
192 float player_getspecies()
195 get_model_parameters(self.model, self.skinindex);
196 s = get_model_parameters_species;
197 get_model_parameters(string_null, 0);
199 return SPECIES_HUMAN;
203 void player_setupanimsformodel()
205 local string animfilename;
206 local float animfile;
207 // defaults for legacy .zym models without animinfo files
208 self.anim_die1 = '0 1 0.5'; // 2 seconds
209 self.anim_die2 = '1 1 0.5'; // 2 seconds
210 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
211 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
212 self.anim_duckwalk = '4 1 1';
213 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
214 self.anim_duckidle = '6 1 1';
215 self.anim_idle = '7 1 1';
216 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
217 self.anim_pain1 = '9 1 2'; // 0.5 seconds
218 self.anim_pain2 = '10 1 2'; // 0.5 seconds
219 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
220 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
221 self.anim_run = '13 1 1';
222 self.anim_runbackwards = '14 1 1';
223 self.anim_strafeleft = '15 1 1';
224 self.anim_straferight = '16 1 1';
225 self.anim_dead1 = '17 1 1';
226 self.anim_dead2 = '18 1 1';
227 self.anim_forwardright = '19 1 1';
228 self.anim_forwardleft = '20 1 1';
229 self.anim_backright = '21 1 1';
230 self.anim_backleft = '22 1 1';
231 self.anim_melee = '23 1 1';
232 animparseerror = FALSE;
233 animfilename = strcat(self.model, ".animinfo");
234 animfile = fopen(animfilename, FILE_READ);
237 self.anim_die1 = animparseline(animfile);
238 self.anim_die2 = animparseline(animfile);
239 self.anim_draw = animparseline(animfile);
240 self.anim_duck = animparseline(animfile);
241 self.anim_duckwalk = animparseline(animfile);
242 self.anim_duckjump = animparseline(animfile);
243 self.anim_duckidle = animparseline(animfile);
244 self.anim_idle = animparseline(animfile);
245 self.anim_jump = animparseline(animfile);
246 self.anim_pain1 = animparseline(animfile);
247 self.anim_pain2 = animparseline(animfile);
248 self.anim_shoot = animparseline(animfile);
249 self.anim_taunt = animparseline(animfile);
250 self.anim_run = animparseline(animfile);
251 self.anim_runbackwards = animparseline(animfile);
252 self.anim_strafeleft = animparseline(animfile);
253 self.anim_straferight = animparseline(animfile);
254 self.anim_forwardright = animparseline(animfile);
255 self.anim_forwardleft = animparseline(animfile);
256 self.anim_backright = animparseline(animfile);
257 self.anim_backleft = animparseline(animfile);
258 self.anim_melee = animparseline(animfile);
262 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
263 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
266 print("Parse error in ", animfilename, ", some player animations are broken\n");
269 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
270 // reset animstate now
271 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
274 void player_anim (void)
277 if (self.weaponentity)
278 updateanim(self.weaponentity);
280 if (self.deadflag != DEAD_NO)
282 if (time > self.animstate_endtime)
287 setsize(self, self.mins, self.maxs);
289 self.frame = self.dead_frame;
294 if (!self.animstate_override)
296 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
300 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
302 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);
303 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
305 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
306 self.restart_jump = FALSE;
312 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
314 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
315 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
317 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
318 self.restart_jump = FALSE;
323 else if (self.crouch)
325 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
326 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
328 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
330 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
332 if (self.movement_x > 0 && self.movement_y == 0)
333 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
334 else if (self.movement_x < 0 && self.movement_y == 0)
335 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
336 else if (self.movement_x == 0 && self.movement_y > 0)
337 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
338 else if (self.movement_x == 0 && self.movement_y < 0)
339 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
340 else if (self.movement_x > 0 && self.movement_y > 0)
341 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
342 else if (self.movement_x > 0 && self.movement_y < 0)
343 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
344 else if (self.movement_x < 0 && self.movement_y > 0)
345 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
346 else if (self.movement_x < 0 && self.movement_y < 0)
347 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
349 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
352 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
355 if (self.weaponentity)
356 if (!self.weaponentity.animstate_override)
357 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
360 void SpawnThrownWeapon (vector org, float w)
363 if(self.ammo_cells <= 0)
369 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
371 if(self.weapons & W_WeaponBit(j))
372 if(W_IsWeaponThrowable(j))
373 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
378 if(W_IsWeaponThrowable(self.weapon))
379 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
383 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
385 local float take, save;
387 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
389 // damage resistance (ignore most of the damage from a bullet or similar)
390 damage = max(damage - 5, 1);
392 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
396 if(sound_allowed(MSG_BROADCAST, attacker))
399 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
401 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
403 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
407 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
409 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
411 if (!(self.flags & FL_GODMODE))
413 self.armorvalue = self.armorvalue - save;
414 self.health = self.health - take;
415 // pause regeneration for 5 seconds
416 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
418 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
419 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
420 self.dmg_inflictor = inflictor;
422 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
424 // don't use any animations as a gib
427 // view just above the floor
428 self.view_ofs = '0 0 4';
430 Violence_GibSplash(self, 1, 1, attacker);
431 self.modelindex = 0; // restore later
432 self.solid = SOLID_NOT; // restore later
436 void ClientKill_Now_TeamChange();
437 void freezetag_CheckWinner();
439 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
441 local float take, save, waves, sdelay, dh, da, j;
443 float valid_damage_for_weaponstats;
446 if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
449 dh = max(self.health, 0);
450 da = max(self.armorvalue, 0);
452 if(!DEATH_ISSPECIAL(deathtype))
454 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
456 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
459 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
461 // tuba causes blood to come out of the ears
466 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
468 makevectors(self.angles);
469 ear1 += v_right * -10;
470 ear2 += v_right * +10;
471 d = inflictor.origin - self.origin;
472 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
473 force = v_right * vlen(force);
474 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
475 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
484 // force is already good
488 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
492 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
502 frag_inflictor = inflictor;
503 frag_attacker = attacker;
507 damage_force = force;
508 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
509 take = bound(0, damage_take, self.health);
510 save = bound(0, damage_save, self.armorvalue);
511 excess = max(0, damage - take - save);
513 if(sound_allowed(MSG_BROADCAST, attacker))
516 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
518 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
520 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
524 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
526 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
528 if (time >= self.spawnshieldtime)
530 if (!(self.flags & FL_GODMODE))
532 self.armorvalue = self.armorvalue - save;
533 self.health = self.health - take;
534 // pause regeneration for 5 seconds
535 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
537 if (time > self.pain_finished) //Don't switch pain sequences like crazy
539 self.pain_finished = time + 0.5; //Supajoe
542 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
544 if (!self.animstate_override)
547 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
549 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
553 if(sound_allowed(MSG_BROADCAST, attacker))
554 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
556 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
558 if(deathtype == DEATH_FALL)
559 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
560 else if(self.health > 75) // TODO make a "gentle" version?
561 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
562 else if(self.health > 50)
563 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
564 else if(self.health > 25)
565 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
567 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
571 // throw off bot aim temporarily
573 shake = damage * 5 / (bound(0,skill,100) + 1);
574 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
575 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
579 self.max_armorvalue += (save + take);
581 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
582 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
583 self.dmg_inflictor = inflictor;
587 // don't reset pushltime for self damage as it may be an attempt to
588 // escape a lava pit or similar
589 //self.pushltime = 0;
591 else if(attacker.classname == "player")
593 self.pusher = attacker;
594 self.pushltime = time + autocvar_g_maxpushtime;
596 else if(time < self.pushltime)
598 attacker = self.pusher;
599 self.pushltime = max(self.pushltime, time + 0.6);
604 float abot, vbot, awep;
605 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
606 vbot = (clienttype(self) == CLIENTTYPE_BOT);
608 valid_damage_for_weaponstats = 0;
609 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
610 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
611 if(attacker && self != attacker)
612 if(IsDifferentTeam(self, attacker))
614 if(DEATH_ISSPECIAL(deathtype))
615 awep = attacker.weapon;
617 awep = DEATH_WEAPONOF(deathtype);
618 valid_damage_for_weaponstats = 1;
621 if(valid_damage_for_weaponstats)
623 dh = dh - max(self.health, 0);
624 da = da - max(self.armorvalue, 0);
625 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
630 float defer_ClientKill_Now_TeamChange;
631 defer_ClientKill_Now_TeamChange = FALSE;
635 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
639 if(valid_damage_for_weaponstats)
640 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
642 if(sv_gentle < 1) // TODO make a "gentle" version?
643 if(sound_allowed(MSG_BROADCAST, attacker))
645 if(deathtype == DEATH_DROWN)
646 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
648 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
651 // get rid of kill indicator
652 if(self.killindicator)
654 remove(self.killindicator);
655 self.killindicator = world;
656 if(self.killindicator_teamchange)
657 defer_ClientKill_Now_TeamChange = TRUE;
659 if(self.classname == "body")
660 if(deathtype == DEATH_KILL)
662 // for the lemmings fans, a small harmless explosion
663 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
669 // become fully visible
672 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
675 // print an obituary message
676 Obituary (attacker, inflictor, self, deathtype);
680 // increment frag counter for used weapon type
682 w = DEATH_WEAPONOF(deathtype);
684 if(self.classname == "player")
686 attacker.accuracy.(accuracy_frags[w-1]) += 1;
688 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
691 count_alive_players(); // re-count players
692 freezetag_CheckWinner();
696 frag_attacker = attacker;
697 frag_inflictor = inflictor;
699 MUTATOR_CALLHOOK(PlayerDies);
700 weapon_action(self.weapon, WR_PLAYERDEATH);
704 if(attacker.classname != "player")
705 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
706 else if(attacker.team == self.team)
707 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
709 DropFlag(self.flagcarried, world, attacker);
711 if(self.ballcarried && g_nexball)
712 DropBall(self.ballcarried, self.origin, self.velocity);
713 Portal_ClearAllLater(self);
715 if(clienttype(self) == CLIENTTYPE_REAL)
717 stuffcmd(self, "-zoom\n");
718 self.fixangle = TRUE;
720 //WriteByte (MSG_ONE, SVC_SETANGLE);
721 //WriteAngle (MSG_ONE, self.v_angle_x);
722 //WriteAngle (MSG_ONE, self.v_angle_y);
723 //WriteAngle (MSG_ONE, 80);
726 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
727 ClientKill_Now_TeamChange();
730 Spawnqueue_Unmark(self);
735 // when we get here, player actually dies
736 // clear waypoints (do this AFTER FreezeTag)
737 WaypointSprite_PlayerDead();
739 // make the corpse upright (not tilted)
743 self.avelocity = '0 0 0';
744 // view from the floor
745 self.view_ofs = '0 0 -8';
747 self.movetype = MOVETYPE_TOSS;
749 self.solid = SOLID_CORPSE;
750 self.ballistics_density = autocvar_g_ballistics_density_corpse;
751 // don't stick to the floor
752 self.flags &~= FL_ONGROUND;
754 self.deadflag = DEAD_DYING;
755 // when to allow respawn
758 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
762 sdelay = 0; // no respawn delay in CTS
764 sdelay = autocvar_g_respawn_delay;
766 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
768 waves = autocvar_g_respawn_waves;
770 self.death_time = ceil((time + sdelay) / waves) * waves;
772 self.death_time = time + sdelay;
773 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
774 self.respawn_countdown = 10; // first number to count down from is 10
776 self.respawn_countdown = -1; // do not count down
779 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
780 self.dead_frame = self.anim_dead1_x;
784 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
785 self.dead_frame = self.anim_dead2_x;
787 // set damage function to corpse damage
788 self.event_damage = PlayerCorpseDamage;
789 // call the corpse damage function just in case it wants to gib
790 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
791 // set up to fade out later
792 SUB_SetFade (self, time + 6 + random (), 1);
794 if(sv_gentle > 0 || autocvar_ekg) {
796 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
799 // reset fields the weapons may use just in case
800 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
802 weapon_action(j, WR_RESETPLAYER);
803 ATTACK_FINISHED_FOR(self, j) = 0;
808 .float muted; // to be used by prvm_edictset server playernumber muted 1
809 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
810 // message "": do not say, just test flood control
816 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
817 float flood, privatemsgprefixlen;
818 var .float flood_field;
822 if(Ban_MaybeEnforceBan(source))
825 if(!teamsay && !privatesay)
826 if(substring(msgin, 0, 1) == " ")
827 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
829 msgin = formatmessage(msgin);
831 if(source.classname != "player")
832 colorstr = "^0"; // black for spectators
834 colorstr = Team_ColorCode(source.team);
838 if(intermission_running)
842 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
845 * using bprint solves this... me stupid
846 // how can we prevent the message from appearing in a listen server?
847 // for now, just give "say" back and only handle say_team
850 clientcommand(self, strcat("say ", msgin));
855 if(autocvar_g_chat_teamcolors)
856 namestr = playername(source);
858 namestr = source.netname;
864 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
865 privatemsgprefixlen = strlen(msgstr);
866 msgstr = strcat(msgstr, msgin);
867 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
868 if(autocvar_g_chat_teamcolors)
869 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
871 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
875 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
876 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
880 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
883 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
887 msgstr = cmsgstr = "";
891 fullcmsgstr = cmsgstr;
903 flood_spl = autocvar_g_chat_flood_spl_tell;
904 flood_burst = autocvar_g_chat_flood_burst_tell;
905 flood_lmax = autocvar_g_chat_flood_lmax_tell;
906 flood_field = floodcontrol_chattell;
910 flood_spl = autocvar_g_chat_flood_spl_team;
911 flood_burst = autocvar_g_chat_flood_burst_team;
912 flood_lmax = autocvar_g_chat_flood_lmax_team;
913 flood_field = floodcontrol_chatteam;
917 flood_spl = autocvar_g_chat_flood_spl;
918 flood_burst = autocvar_g_chat_flood_burst;
919 flood_lmax = autocvar_g_chat_flood_lmax;
920 flood_field = floodcontrol_chat;
922 flood_burst = max(0, flood_burst - 1);
923 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
925 // do flood control for the default line size
928 getWrappedLine_remaining = msgstr;
931 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
933 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
936 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
938 if(getWrappedLine_remaining != "")
940 msgstr = strcat(msgstr, "\n");
944 if(time >= source.flood_field)
946 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
956 if(time >= source.flood_field)
957 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
962 if (timeoutStatus == 2) //when game is paused, no flood protection
963 source.flood_field = flood = 0;
966 if(flood == 2) // cannot happen for empty msgstr
968 if(autocvar_g_chat_flood_notify_flooder)
970 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
975 sourcemsgstr = fullmsgstr;
976 sourcecmsgstr = fullcmsgstr;
982 sourcemsgstr = msgstr;
983 sourcecmsgstr = cmsgstr;
987 if(source.classname != "player")
989 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
990 teamsay = -1; // spectators
994 print("NOTE: ", playername(source), "^7 is flooding.\n");
996 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
998 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1002 // always fake the message
1007 if(autocvar_g_chat_flood_notify_flooder)
1009 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1020 if(sourcemsgstr != "" && ret != 0)
1024 sprint(source, sourcemsgstr);
1025 if(sourcecmsgstr != "" && !privatesay)
1026 centerprint(source, sourcecmsgstr);
1030 sprint(source, sourcemsgstr);
1031 sprint(privatesay, msgstr);
1033 centerprint(privatesay, cmsgstr);
1035 else if(teamsay > 0)
1037 sprint(source, sourcemsgstr);
1038 if(sourcecmsgstr != "")
1039 centerprint(source, sourcecmsgstr);
1040 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1043 sprint(head, msgstr);
1045 centerprint(head, cmsgstr);
1048 else if(teamsay < 0)
1050 sprint(source, sourcemsgstr);
1051 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1053 sprint(head, msgstr);
1055 else if(sourcemsgstr != msgstr)
1057 sprint(source, sourcemsgstr);
1058 FOR_EACH_REALCLIENT(head)
1060 sprint(head, msgstr);
1069 float GetVoiceMessageVoiceType(string type)
1072 return VOICETYPE_TAUNT;
1073 if(type == "teamshoot")
1074 return VOICETYPE_LASTATTACKER;
1075 return VOICETYPE_TEAMRADIO;
1078 string allvoicesamples;
1079 .string GetVoiceMessageSampleField(string type)
1081 GetPlayerSoundSampleField_notFound = 0;
1084 #define _VOICEMSG(m) case #m: return playersound_##m;
1088 GetPlayerSoundSampleField_notFound = 1;
1089 return playersound_taunt;
1092 .string GetPlayerSoundSampleField(string type)
1094 GetPlayerSoundSampleField_notFound = 0;
1097 #define _VOICEMSG(m) case #m: return playersound_##m;
1101 GetPlayerSoundSampleField_notFound = 1;
1102 return playersound_taunt;
1105 void PrecacheGlobalSound(string samplestring)
1108 tokenize_console(samplestring);
1112 for(i = 1; i <= n; ++i)
1113 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1117 precache_sound(strcat(argv(0), ".wav"));
1121 void PrecachePlayerSounds(string f)
1125 fh = fopen(f, FILE_READ);
1128 while((s = fgets(fh)))
1130 if(tokenize_console(s) != 3)
1132 dprint("Invalid sound info line: ", s, "\n");
1135 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1139 if not(allvoicesamples)
1141 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1144 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1148 void ClearPlayerSounds()
1150 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1156 float LoadPlayerSounds(string f, float first)
1161 fh = fopen(f, FILE_READ);
1164 dprint("Player sound file not found: ", f, "\n");
1167 while((s = fgets(fh)))
1169 if(tokenize_console(s) != 3)
1171 field = GetPlayerSoundSampleField(argv(0));
1172 if(GetPlayerSoundSampleField_notFound)
1173 field = GetVoiceMessageSampleField(argv(0));
1174 if(GetPlayerSoundSampleField_notFound)
1177 strunzone(self.field);
1178 self.field = strzone(strcat(argv(1), " ", argv(2)));
1184 .float modelindex_for_playersound;
1185 .float skinindex_for_playersound;
1186 void UpdatePlayerSounds()
1188 if(self.modelindex == self.modelindex_for_playersound)
1189 if(self.skinindex == self.skinindex_for_playersound)
1191 self.modelindex_for_playersound = self.modelindex;
1192 self.skinindex_for_playersound = self.skinindex;
1193 ClearPlayerSounds();
1194 LoadPlayerSounds("sound/player/default.sounds", 1);
1195 if(!autocvar_g_debug_defaultsounds)
1196 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1197 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1200 void FakeGlobalSound(string sample, float chan, float voicetype)
1208 tokenize_console(sample);
1211 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1213 sample = strcat(argv(0), ".wav"); // randomization
1217 case VOICETYPE_LASTATTACKER_ONLY:
1219 case VOICETYPE_LASTATTACKER:
1223 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1224 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1227 case VOICETYPE_TEAMRADIO:
1229 if(msg_entity.cvar_cl_voice_directional == 1)
1230 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1232 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1234 case VOICETYPE_AUTOTAUNT:
1241 tauntrand = random();
1243 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1245 if (msg_entity.cvar_cl_voice_directional >= 1)
1246 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1248 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1251 case VOICETYPE_TAUNT:
1252 if(self.classname == "player")
1253 if(self.deadflag == DEAD_NO)
1254 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1260 if (msg_entity.cvar_cl_voice_directional >= 1)
1261 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1263 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1265 case VOICETYPE_PLAYERSOUND:
1267 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1270 backtrace("Invalid voice type!");
1275 void GlobalSound(string sample, float chan, float voicetype)
1283 tokenize_console(sample);
1286 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1288 sample = strcat(argv(0), ".wav"); // randomization
1292 case VOICETYPE_LASTATTACKER_ONLY:
1295 msg_entity = self.pusher;
1296 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1298 if(msg_entity.cvar_cl_voice_directional == 1)
1299 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1301 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1305 case VOICETYPE_LASTATTACKER:
1308 msg_entity = self.pusher;
1309 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1311 if(msg_entity.cvar_cl_voice_directional == 1)
1312 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1314 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1317 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1318 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1321 case VOICETYPE_TEAMRADIO:
1322 FOR_EACH_REALCLIENT(msg_entity)
1323 if(!teamplay || msg_entity.team == self.team)
1325 if(msg_entity.cvar_cl_voice_directional == 1)
1326 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1328 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1331 case VOICETYPE_AUTOTAUNT:
1338 tauntrand = random();
1339 FOR_EACH_REALCLIENT(msg_entity)
1340 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1342 if (msg_entity.cvar_cl_voice_directional >= 1)
1343 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1345 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1348 case VOICETYPE_TAUNT:
1349 if(self.classname == "player")
1350 if(self.deadflag == DEAD_NO)
1351 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1356 FOR_EACH_REALCLIENT(msg_entity)
1358 if (msg_entity.cvar_cl_voice_directional >= 1)
1359 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1361 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1364 case VOICETYPE_PLAYERSOUND:
1365 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1368 backtrace("Invalid voice type!");
1373 void PlayerSound(.string samplefield, float chan, float voicetype)
1375 GlobalSound(self.samplefield, chan, voicetype);
1378 void VoiceMessage(string type, string msg)
1381 float voicetype, ownteam;
1383 sample = GetVoiceMessageSampleField(type);
1385 if(GetPlayerSoundSampleField_notFound)
1387 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1391 voicetype = GetVoiceMessageVoiceType(type);
1392 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1394 flood = Say(self, ownteam, world, msg, 1);
1397 GlobalSound(self.sample, CH_VOICE, voicetype);
1399 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1402 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1405 // 0 (00) automove centerprint, admin message
1406 // 1 (01) automove centerprint, no admin message
1407 // 2 (10) no centerprint, admin message
1408 // 3 (11) no centerprint, no admin message
1410 float lockteams_backup;
1412 lockteams_backup = lockteams; // backup any team lock
1414 lockteams = 0; // disable locked teams
1416 TeamchangeFrags(client); // move the players frags
1417 SetPlayerColors(client, team_colour - 1); // set the players colour
1418 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1420 lockteams = lockteams_backup; // restore the team lock
1422 LogTeamchange(client.playerid, client.team, type);
1424 if not(show_message & 1) // admin message
1425 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
1427 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));