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
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
132 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
134 self.CopyBody_think();
137 self.CopyBody_nextthink = self.nextthink;
138 self.CopyBody_think = self.think;
139 self.think = CopyBody_Think;
141 CSQCMODEL_AUTOUPDATE();
142 self.nextthink = time;
144 void CopyBody(float keepvelocity)
147 if (self.effects & EF_NODRAW)
151 self.enemy = oldself;
152 self.lip = oldself.lip;
153 self.colormap = oldself.colormap;
154 self.iscreature = oldself.iscreature;
155 self.damagedbycontents = oldself.damagedbycontents;
156 self.angles = oldself.angles;
157 self.avelocity = oldself.avelocity;
158 self.classname = "body";
159 self.damageforcescale = oldself.damageforcescale;
160 self.effects = oldself.effects;
161 self.glowmod = oldself.glowmod;
162 self.event_damage = oldself.event_damage;
163 self.animstate_startframe = oldself.animstate_startframe;
164 self.animstate_numframes = oldself.animstate_numframes;
165 self.animstate_framerate = oldself.animstate_framerate;
166 self.animstate_starttime = oldself.animstate_starttime;
167 self.animstate_endtime = oldself.animstate_endtime;
168 self.animstate_override = oldself.animstate_override;
169 self.animstate_looping = oldself.animstate_looping;
170 self.dphitcontentsmask = oldself.dphitcontentsmask;
171 self.death_time = oldself.death_time;
172 self.frame = oldself.frame;
173 self.pain_finished = oldself.pain_finished;
174 self.health = oldself.health;
175 self.armorvalue = oldself.armorvalue;
176 self.armortype = oldself.armortype;
177 self.model = oldself.model;
178 self.modelindex = oldself.modelindex;
179 self.skin = oldself.skin;
180 self.species = oldself.species;
181 self.movetype = oldself.movetype;
182 self.solid = oldself.solid;
183 self.ballistics_density = oldself.ballistics_density;
184 self.takedamage = oldself.takedamage;
185 self.customizeentityforclient = oldself.customizeentityforclient;
186 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
187 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
188 if (keepvelocity == 1)
189 self.velocity = oldself.velocity;
190 self.oldvelocity = self.velocity;
191 self.alpha = oldself.alpha;
192 self.fade_time = oldself.fade_time;
193 self.fade_rate = oldself.fade_rate;
194 //self.weapon = oldself.weapon;
195 setorigin(self, oldself.origin);
196 setsize(self, oldself.mins, oldself.maxs);
197 self.prevorigin = oldself.origin;
198 self.reset = SUB_Remove;
200 Drag_MoveDrag(oldself, self);
202 if(self.colormap <= maxclients && self.colormap > 0)
203 self.colormap = 1024 + oldself.clientcolors;
205 CSQCMODEL_AUTOINIT();
206 self.CopyBody_nextthink = oldself.nextthink;
207 self.CopyBody_think = oldself.think;
208 self.nextthink = time;
209 self.think = CopyBody_Think;
214 float player_getspecies()
217 get_model_parameters(self.model, self.skin);
218 s = get_model_parameters_species;
219 get_model_parameters(string_null, 0);
221 return SPECIES_HUMAN;
225 void player_setupanimsformodel()
227 // defaults for legacy .zym models without animinfo files
228 self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
229 self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
230 self.anim_draw = animfixfps(self, '2 1 3');
231 // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
232 self.anim_duckwalk = animfixfps(self, '4 1 1');
233 self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
234 self.anim_duckidle = animfixfps(self, '6 1 1');
235 self.anim_idle = animfixfps(self, '7 1 1');
236 self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
237 self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
238 self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
239 self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
240 self.anim_taunt = animfixfps(self, '12 1 0.33');
241 self.anim_run = animfixfps(self, '13 1 1');
242 self.anim_runbackwards = animfixfps(self, '14 1 1');
243 self.anim_strafeleft = animfixfps(self, '15 1 1');
244 self.anim_straferight = animfixfps(self, '16 1 1');
245 //self.anim_dead1 = animfixfps(self, '17 1 1');
246 //self.anim_dead2 = animfixfps(self, '18 1 1');
247 self.anim_forwardright = animfixfps(self, '19 1 1');
248 self.anim_forwardleft = animfixfps(self, '20 1 1');
249 self.anim_backright = animfixfps(self, '21 1 1');
250 self.anim_backleft = animfixfps(self, '22 1 1');
251 self.anim_melee = animfixfps(self, '23 1 1');
252 self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
253 self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
254 self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
255 self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
256 self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
257 self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
258 self.anim_duckwalkbackleft = animfixfps(self, '30 1 1');
259 // TODO introspect models for finding right "fps" value (1/duration)
260 // reset animstate now
261 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
264 void player_anim (void)
267 if (self.weaponentity)
268 updateanim(self.weaponentity);
270 if (self.deadflag != DEAD_NO)
273 if (!self.animstate_override)
275 if (self.freezetag_frozen)
276 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
277 else if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
281 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
283 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);
284 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
286 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
287 self.restart_jump = FALSE;
293 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
295 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
296 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
298 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
299 self.restart_jump = FALSE;
304 else if (self.crouch)
306 if (self.movement_x > 0 && self.movement_y == 0)
307 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
308 else if (self.movement_x < 0 && self.movement_y == 0)
309 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
310 else if (self.movement_x == 0 && self.movement_y > 0)
311 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
312 else if (self.movement_x == 0 && self.movement_y < 0)
313 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
314 else if (self.movement_x > 0 && self.movement_y > 0)
315 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
316 else if (self.movement_x > 0 && self.movement_y < 0)
317 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
318 else if (self.movement_x < 0 && self.movement_y > 0)
319 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
320 else if (self.movement_x < 0 && self.movement_y < 0)
321 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
323 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
325 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
327 if (self.movement_x > 0 && self.movement_y == 0)
328 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
329 else if (self.movement_x < 0 && self.movement_y == 0)
330 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
331 else if (self.movement_x == 0 && self.movement_y > 0)
332 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
333 else if (self.movement_x == 0 && self.movement_y < 0)
334 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
335 else if (self.movement_x > 0 && self.movement_y > 0)
336 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
337 else if (self.movement_x > 0 && self.movement_y < 0)
338 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
339 else if (self.movement_x < 0 && self.movement_y > 0)
340 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
341 else if (self.movement_x < 0 && self.movement_y < 0)
342 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
344 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
347 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
350 if (self.weaponentity)
351 if (!self.weaponentity.animstate_override)
352 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
355 void SpawnThrownWeapon (vector org, float w)
358 if(self.ammo_cells <= 0)
364 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
366 if(WEPSET_CONTAINS_EW(self, j))
367 if(W_IsWeaponThrowable(j))
368 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
373 if(W_IsWeaponThrowable(self.weapon))
374 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
378 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
382 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
384 // damage resistance (ignore most of the damage from a bullet or similar)
385 damage = max(damage - 5, 1);
387 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
391 if(sound_allowed(MSG_BROADCAST, attacker))
394 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
396 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
398 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
402 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
404 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
406 if (!(self.flags & FL_GODMODE))
408 self.armorvalue = self.armorvalue - save;
409 self.health = self.health - take;
410 // pause regeneration for 5 seconds
411 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
413 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
414 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
415 self.dmg_inflictor = inflictor;
417 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
419 // don't use any animations as a gib
421 // view just above the floor
422 self.view_ofs = '0 0 4';
424 Violence_GibSplash(self, 1, 1, attacker);
426 self.solid = SOLID_NOT; // restore later
427 self.takedamage = DAMAGE_NO; // restore later
431 void ClientKill_Now_TeamChange();
432 void freezetag_CheckWinner();
434 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
436 float take, save, waves, sdelay, dh, da, j;
438 float valid_damage_for_weaponstats;
441 if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
444 dh = max(self.health, 0);
445 da = max(self.armorvalue, 0);
447 if(!DEATH_ISSPECIAL(deathtype))
449 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
451 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
454 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
456 // tuba causes blood to come out of the ears
461 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
463 makevectors(self.angles);
464 ear1 += v_right * -10;
465 ear2 += v_right * +10;
466 d = inflictor.origin - self.origin;
467 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
468 force = v_right * vlen(force);
469 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
470 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
479 // force is already good
483 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
487 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
497 frag_inflictor = inflictor;
498 frag_attacker = attacker;
502 damage_force = force;
503 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
504 take = bound(0, damage_take, self.health);
505 save = bound(0, damage_save, self.armorvalue);
506 excess = max(0, damage - take - save);
508 if(sound_allowed(MSG_BROADCAST, attacker))
511 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
513 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
515 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
519 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
521 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
523 if (time >= self.spawnshieldtime)
525 if (!(self.flags & FL_GODMODE))
527 self.armorvalue = self.armorvalue - save;
528 self.health = self.health - take;
529 // pause regeneration for 5 seconds
531 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
533 if (time > self.pain_finished) //Don't switch pain sequences like crazy
535 self.pain_finished = time + 0.5; //Supajoe
538 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
540 if (!self.animstate_override)
543 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
545 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
549 if(sound_allowed(MSG_BROADCAST, attacker))
550 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
552 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
554 if(deathtype == DEATH_FALL)
555 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
556 else if(self.health > 75) // TODO make a "gentle" version?
557 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
558 else if(self.health > 50)
559 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
560 else if(self.health > 25)
561 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
563 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
567 // throw off bot aim temporarily
569 shake = damage * 5 / (bound(0,skill,100) + 1);
570 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
571 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
575 self.max_armorvalue += (save + take);
577 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
578 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
579 self.dmg_inflictor = inflictor;
583 // don't reset pushltime for self damage as it may be an attempt to
584 // escape a lava pit or similar
585 //self.pushltime = 0;
588 else if(attacker.classname == "player")
590 self.pusher = attacker;
591 self.pushltime = time + autocvar_g_maxpushtime;
592 self.istypefrag = self.BUTTON_CHAT;
594 else if(time < self.pushltime)
596 attacker = self.pusher;
597 self.pushltime = max(self.pushltime, time + 0.6);
605 float abot, vbot, awep;
606 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
607 vbot = (clienttype(self) == CLIENTTYPE_BOT);
609 valid_damage_for_weaponstats = 0;
612 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
613 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
614 if(attacker && self != attacker)
615 if(IsDifferentTeam(self, attacker))
617 if(DEATH_ISSPECIAL(deathtype))
618 awep = attacker.weapon;
620 awep = DEATH_WEAPONOF(deathtype);
621 valid_damage_for_weaponstats = 1;
624 if(valid_damage_for_weaponstats)
626 dh = dh - max(self.health, 0);
627 da = da - max(self.armorvalue, 0);
628 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
633 float defer_ClientKill_Now_TeamChange;
634 defer_ClientKill_Now_TeamChange = FALSE;
638 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
642 if(valid_damage_for_weaponstats)
643 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
645 if(sv_gentle < 1) // TODO make a "gentle" version?
646 if(sound_allowed(MSG_BROADCAST, attacker))
648 if(deathtype == DEATH_DROWN)
649 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
651 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
654 // get rid of kill indicator
655 if(self.killindicator)
657 remove(self.killindicator);
658 self.killindicator = world;
659 if(self.killindicator_teamchange)
660 defer_ClientKill_Now_TeamChange = TRUE;
662 if(self.classname == "body")
663 if(deathtype == DEATH_KILL)
665 // for the lemmings fans, a small harmless explosion
666 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
672 // become fully visible
673 self.alpha = default_player_alpha;
675 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
678 // print an obituary message
679 Obituary (attacker, inflictor, self, deathtype);
683 // increment frag counter for used weapon type
685 w = DEATH_WEAPONOF(deathtype);
687 if(accuracy_isgooddamage(attacker, self))
688 attacker.accuracy.(accuracy_frags[w-1]) += 1;
690 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
693 count_alive_players(); // re-count players
694 freezetag_CheckWinner();
698 frag_attacker = attacker;
699 frag_inflictor = inflictor;
701 MUTATOR_CALLHOOK(PlayerDies);
702 weapon_action(self.weapon, WR_PLAYERDEATH);
704 RemoveGrapplingHook(self);
708 if(attacker.classname != "player")
709 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
710 else if(attacker.team == self.team)
711 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
713 DropFlag(self.flagcarried, world, attacker);
715 Portal_ClearAllLater(self);
717 if(clienttype(self) == CLIENTTYPE_REAL)
719 stuffcmd(self, "-zoom\n");
720 self.fixangle = TRUE;
722 //WriteByte (MSG_ONE, SVC_SETANGLE);
723 //WriteAngle (MSG_ONE, self.v_angle_x);
724 //WriteAngle (MSG_ONE, self.v_angle_y);
725 //WriteAngle (MSG_ONE, 80);
728 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
729 ClientKill_Now_TeamChange();
732 Spawnqueue_Unmark(self);
737 // when we get here, player actually dies
738 // clear waypoints (do this AFTER FreezeTag)
739 WaypointSprite_PlayerDead();
741 // make the corpse upright (not tilted)
745 self.avelocity = '0 0 0';
746 // view from the floor
747 self.view_ofs = '0 0 -8';
749 self.movetype = MOVETYPE_TOSS;
751 self.solid = SOLID_CORPSE;
752 self.ballistics_density = autocvar_g_ballistics_density_corpse;
753 // don't stick to the floor
754 self.flags &~= FL_ONGROUND;
756 self.deadflag = DEAD_DYING;
757 // when to allow respawn
760 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
764 sdelay = 0; // no respawn delay in CTS
766 sdelay = autocvar_g_respawn_delay;
768 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
770 waves = autocvar_g_respawn_waves;
772 self.respawn_time = ceil((time + sdelay) / waves) * waves;
774 self.respawn_time = time + sdelay;
775 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
776 self.respawn_countdown = 10; // first number to count down from is 10
778 self.respawn_countdown = -1; // do not count down
779 self.death_time = time;
781 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
783 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
787 setsize(self, self.mins, self.maxs);
789 // set damage function to corpse damage
790 self.event_damage = PlayerCorpseDamage;
791 // call the corpse damage function just in case it wants to gib
792 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
793 // set up to fade out later
794 SUB_SetFade (self, time + 6 + random (), 1);
796 if(sv_gentle > 0 || autocvar_ekg) {
798 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
801 // reset fields the weapons may use just in case
802 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
804 weapon_action(j, WR_RESETPLAYER);
805 ATTACK_FINISHED_FOR(self, j) = 0;
810 .float muted; // to be used by prvm_edictset server playernumber muted 1
811 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
812 // message "": do not say, just test flood control
818 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
820 var .float flood_field;
823 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
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);
841 if(intermission_running)
845 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
848 * using bprint solves this... me stupid
849 // how can we prevent the message from appearing in a listen server?
850 // for now, just give "say" back and only handle say_team
853 clientcommand(self, strcat("say ", msgin));
858 if(autocvar_g_chat_teamcolors)
859 namestr = playername(source);
861 namestr = source.netname;
867 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
868 privatemsgprefixlen = strlen(msgstr);
869 msgstr = strcat(msgstr, msgin);
870 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
871 if(autocvar_g_chat_teamcolors)
872 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
874 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
878 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
879 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
883 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
886 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
890 msgstr = cmsgstr = "";
894 fullcmsgstr = cmsgstr;
898 flood_field = floodcontrol_chat;
907 flood_spl = autocvar_g_chat_flood_spl_tell;
908 flood_burst = autocvar_g_chat_flood_burst_tell;
909 flood_lmax = autocvar_g_chat_flood_lmax_tell;
910 flood_field = floodcontrol_chattell;
914 flood_spl = autocvar_g_chat_flood_spl_team;
915 flood_burst = autocvar_g_chat_flood_burst_team;
916 flood_lmax = autocvar_g_chat_flood_lmax_team;
917 flood_field = floodcontrol_chatteam;
921 flood_spl = autocvar_g_chat_flood_spl;
922 flood_burst = autocvar_g_chat_flood_burst;
923 flood_lmax = autocvar_g_chat_flood_lmax;
924 flood_field = floodcontrol_chat;
926 flood_burst = max(0, flood_burst - 1);
927 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
929 // do flood control for the default line size
932 getWrappedLine_remaining = msgstr;
935 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
937 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
940 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
942 if(getWrappedLine_remaining != "")
944 msgstr = strcat(msgstr, "\n");
948 if(time >= source.flood_field)
950 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
960 if(time >= source.flood_field)
961 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
966 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
967 source.flood_field = flood = 0;
970 if(flood == 2) // cannot happen for empty msgstr
972 if(autocvar_g_chat_flood_notify_flooder)
974 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
979 sourcemsgstr = fullmsgstr;
980 sourcecmsgstr = fullcmsgstr;
986 sourcemsgstr = msgstr;
987 sourcecmsgstr = cmsgstr;
991 if(source.classname != "player")
993 if not(intermission_running)
994 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
995 teamsay = -1; // spectators
999 print("NOTE: ", playername(source), "^7 is flooding.\n");
1001 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1003 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1007 // always fake the message
1012 if(autocvar_g_chat_flood_notify_flooder)
1014 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1025 if(sourcemsgstr != "" && ret != 0)
1027 if(ret < 0) // faked message, because the player is muted
1029 sprint(source, sourcemsgstr);
1030 if(sourcecmsgstr != "" && !privatesay)
1031 centerprint(source, sourcecmsgstr);
1033 else if(privatesay) // private message, between 2 people only, not sent to server console
1035 sprint(source, sourcemsgstr);
1036 sprint(privatesay, msgstr);
1038 centerprint(privatesay, cmsgstr);
1040 else if(teamsay > 0) // team message, only sent to team mates
1042 sprint(source, sourcemsgstr);
1043 //print(msgstr); // send to server console too
1044 if(sourcecmsgstr != "")
1045 centerprint(source, sourcecmsgstr);
1046 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1049 sprint(head, msgstr);
1051 centerprint(head, cmsgstr);
1054 else if(teamsay < 0) // spectator message, only sent to spectators
1056 sprint(source, sourcemsgstr);
1057 //print(msgstr); // send to server console too
1058 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1060 sprint(head, msgstr);
1062 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1064 sprint(source, sourcemsgstr);
1065 //print(msgstr); // send to server console too
1066 FOR_EACH_REALCLIENT(head)
1068 sprint(head, msgstr);
1071 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1077 float GetVoiceMessageVoiceType(string type)
1080 return VOICETYPE_TAUNT;
1081 if(type == "teamshoot")
1082 return VOICETYPE_LASTATTACKER;
1083 return VOICETYPE_TEAMRADIO;
1086 string allvoicesamples;
1087 .string GetVoiceMessageSampleField(string type)
1089 GetPlayerSoundSampleField_notFound = 0;
1092 #define _VOICEMSG(m) case #m: return playersound_##m;
1096 GetPlayerSoundSampleField_notFound = 1;
1097 return playersound_taunt;
1100 .string GetPlayerSoundSampleField(string type)
1102 GetPlayerSoundSampleField_notFound = 0;
1105 #define _VOICEMSG(m) case #m: return playersound_##m;
1109 GetPlayerSoundSampleField_notFound = 1;
1110 return playersound_taunt;
1113 void PrecacheGlobalSound(string samplestring)
1116 tokenize_console(samplestring);
1120 for(i = 1; i <= n; ++i)
1121 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1125 precache_sound(strcat(argv(0), ".wav"));
1129 void PrecachePlayerSounds(string f)
1133 fh = fopen(f, FILE_READ);
1136 while((s = fgets(fh)))
1138 if(tokenize_console(s) != 3)
1140 dprint("Invalid sound info line: ", s, "\n");
1143 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1147 if not(allvoicesamples)
1149 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1152 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1156 void ClearPlayerSounds()
1158 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1164 float LoadPlayerSounds(string f, float first)
1169 fh = fopen(f, FILE_READ);
1172 dprint("Player sound file not found: ", f, "\n");
1175 while((s = fgets(fh)))
1177 if(tokenize_console(s) != 3)
1179 field = GetPlayerSoundSampleField(argv(0));
1180 if(GetPlayerSoundSampleField_notFound)
1181 field = GetVoiceMessageSampleField(argv(0));
1182 if(GetPlayerSoundSampleField_notFound)
1185 strunzone(self.field);
1186 self.field = strzone(strcat(argv(1), " ", argv(2)));
1192 .float modelindex_for_playersound;
1193 .float skin_for_playersound;
1194 void UpdatePlayerSounds()
1196 if(self.modelindex == self.modelindex_for_playersound)
1197 if(self.skin == self.skin_for_playersound)
1199 self.modelindex_for_playersound = self.modelindex;
1200 self.skin_for_playersound = self.skin;
1201 ClearPlayerSounds();
1202 LoadPlayerSounds("sound/player/default.sounds", 1);
1203 if(!autocvar_g_debug_defaultsounds)
1204 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1205 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1208 void FakeGlobalSound(string sample, float chan, float voicetype)
1216 tokenize_console(sample);
1219 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1221 sample = strcat(argv(0), ".wav"); // randomization
1225 case VOICETYPE_LASTATTACKER_ONLY:
1227 case VOICETYPE_LASTATTACKER:
1231 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1232 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1235 case VOICETYPE_TEAMRADIO:
1237 if(msg_entity.cvar_cl_voice_directional == 1)
1238 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1240 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1242 case VOICETYPE_AUTOTAUNT:
1249 tauntrand = random();
1251 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1253 if (msg_entity.cvar_cl_voice_directional >= 1)
1254 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1256 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1259 case VOICETYPE_TAUNT:
1260 if(self.classname == "player")
1261 if(self.deadflag == DEAD_NO)
1262 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1268 if (msg_entity.cvar_cl_voice_directional >= 1)
1269 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1271 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1273 case VOICETYPE_PLAYERSOUND:
1275 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1278 backtrace("Invalid voice type!");
1283 void GlobalSound(string sample, float chan, float voicetype)
1291 tokenize_console(sample);
1294 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1296 sample = strcat(argv(0), ".wav"); // randomization
1300 case VOICETYPE_LASTATTACKER_ONLY:
1303 msg_entity = self.pusher;
1304 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1306 if(msg_entity.cvar_cl_voice_directional == 1)
1307 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1309 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1313 case VOICETYPE_LASTATTACKER:
1316 msg_entity = self.pusher;
1317 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1319 if(msg_entity.cvar_cl_voice_directional == 1)
1320 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1322 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1325 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1326 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1329 case VOICETYPE_TEAMRADIO:
1330 FOR_EACH_REALCLIENT(msg_entity)
1331 if(!teamplay || msg_entity.team == self.team)
1333 if(msg_entity.cvar_cl_voice_directional == 1)
1334 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1336 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1339 case VOICETYPE_AUTOTAUNT:
1346 tauntrand = random();
1347 FOR_EACH_REALCLIENT(msg_entity)
1348 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1350 if (msg_entity.cvar_cl_voice_directional >= 1)
1351 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1353 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1356 case VOICETYPE_TAUNT:
1357 if(self.classname == "player")
1358 if(self.deadflag == DEAD_NO)
1359 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1364 FOR_EACH_REALCLIENT(msg_entity)
1366 if (msg_entity.cvar_cl_voice_directional >= 1)
1367 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1369 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1372 case VOICETYPE_PLAYERSOUND:
1373 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1376 backtrace("Invalid voice type!");
1381 void PlayerSound(.string samplefield, float chan, float voicetype)
1383 GlobalSound(self.samplefield, chan, voicetype);
1386 void VoiceMessage(string type, string msg)
1389 float voicetype, ownteam;
1391 sample = GetVoiceMessageSampleField(type);
1393 if(GetPlayerSoundSampleField_notFound)
1395 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1399 voicetype = GetVoiceMessageVoiceType(type);
1400 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1402 flood = Say(self, ownteam, world, msg, 1);
1405 GlobalSound(self.sample, CH_VOICE, voicetype);
1407 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1410 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1413 // 0 (00) automove centerprint, admin message
1414 // 1 (01) automove centerprint, no admin message
1415 // 2 (10) no centerprint, admin message
1416 // 3 (11) no centerprint, no admin message
1418 float lockteams_backup;
1420 lockteams_backup = lockteams; // backup any team lock
1422 lockteams = 0; // disable locked teams
1424 TeamchangeFrags(client); // move the players frags
1425 SetPlayerColors(client, team_colour - 1); // set the players colour
1426 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1428 lockteams = lockteams_backup; // restore the team lock
1430 LogTeamchange(client.playerid, client.team, type);
1432 if not(show_message & 1) // admin message
1433 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
1435 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));