5 .float CopyBody_nextthink;
6 .void(void) CopyBody_think;
7 void CopyBody_Think(void)
9 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
11 self.CopyBody_think();
14 self.CopyBody_nextthink = self.nextthink;
15 self.CopyBody_think = self.think;
16 self.think = CopyBody_Think;
18 CSQCMODEL_AUTOUPDATE();
19 self.nextthink = time;
21 void CopyBody(float keepvelocity)
24 if (self.effects & EF_NODRAW)
29 self.lip = oldself.lip;
30 self.colormap = oldself.colormap;
31 self.iscreature = oldself.iscreature;
32 self.teleportable = oldself.teleportable;
33 self.damagedbycontents = oldself.damagedbycontents;
34 self.angles = oldself.angles;
35 self.v_angle = oldself.v_angle;
36 self.avelocity = oldself.avelocity;
37 self.classname = "body";
38 self.damageforcescale = oldself.damageforcescale;
39 self.effects = oldself.effects;
40 self.glowmod = oldself.glowmod;
41 self.event_damage = oldself.event_damage;
42 self.anim_state = oldself.anim_state;
43 self.anim_time = oldself.anim_time;
44 self.anim_lower_action = oldself.anim_lower_action;
45 self.anim_lower_time = oldself.anim_lower_time;
46 self.anim_upper_action = oldself.anim_upper_action;
47 self.anim_upper_time = oldself.anim_upper_time;
48 self.anim_implicit_state = oldself.anim_implicit_state;
49 self.anim_implicit_time = oldself.anim_implicit_time;
50 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
51 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
52 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
53 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
54 self.dphitcontentsmask = oldself.dphitcontentsmask;
55 self.death_time = oldself.death_time;
56 self.pain_finished = oldself.pain_finished;
57 self.health = oldself.health;
58 self.armorvalue = oldself.armorvalue;
59 self.armortype = oldself.armortype;
60 self.model = oldself.model;
61 self.modelindex = oldself.modelindex;
62 self.skin = oldself.skin;
63 self.species = oldself.species;
64 self.movetype = oldself.movetype;
65 self.solid = oldself.solid;
66 self.ballistics_density = oldself.ballistics_density;
67 self.takedamage = oldself.takedamage;
68 self.customizeentityforclient = oldself.customizeentityforclient;
69 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
70 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
71 if (keepvelocity == 1)
72 self.velocity = oldself.velocity;
73 self.oldvelocity = self.velocity;
74 self.alpha = oldself.alpha;
75 self.fade_time = oldself.fade_time;
76 self.fade_rate = oldself.fade_rate;
77 //self.weapon = oldself.weapon;
78 setorigin(self, oldself.origin);
79 setsize(self, oldself.mins, oldself.maxs);
80 self.prevorigin = oldself.origin;
81 self.reset = SUB_Remove;
83 Drag_MoveDrag(oldself, self);
85 if(self.colormap <= maxclients && self.colormap > 0)
86 self.colormap = 1024 + oldself.clientcolors;
89 self.CopyBody_nextthink = oldself.nextthink;
90 self.CopyBody_think = oldself.think;
91 self.nextthink = time;
92 self.think = CopyBody_Think;
93 // "bake" the current animation frame for clones (they don't get clientside animation)
94 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
99 float player_getspecies()
102 get_model_parameters(self.model, self.skin);
103 s = get_model_parameters_species;
104 get_model_parameters(string_null, 0);
106 return SPECIES_HUMAN;
110 void player_setupanimsformodel()
112 // load animation info
113 animdecide_init(self);
114 animdecide_setstate(self, 0, FALSE);
117 void player_anim (void)
119 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
120 if(self.deadflag && !deadbits)
122 deadbits = ANIMSTATE_DEAD1;
124 deadbits = ANIMSTATE_DEAD2;
125 float animbits = deadbits;
126 if(self.freezetag_frozen)
127 animbits |= ANIMSTATE_FROZEN;
129 animbits |= ANIMSTATE_DUCK;
130 animdecide_setstate(self, animbits, FALSE);
131 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
133 if (self.weaponentity)
135 updateanim(self.weaponentity);
136 if (!self.weaponentity.animstate_override)
137 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
141 void SpawnThrownWeapon (vector org, float w)
143 if(self.weapons & WepSet_FromWeapon(self.weapon))
144 if(W_IsWeaponThrowable(self.weapon))
145 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
148 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
152 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
154 // damage resistance (ignore most of the damage from a bullet or similar)
155 damage = max(damage - 5, 1);
157 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
161 if(sound_allowed(MSG_BROADCAST, attacker))
164 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
166 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
168 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
172 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
174 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
176 if (!(self.flags & FL_GODMODE))
178 self.armorvalue = self.armorvalue - save;
179 self.health = self.health - take;
180 // pause regeneration for 5 seconds
181 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
183 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
184 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
185 self.dmg_inflictor = inflictor;
187 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
189 // don't use any animations as a gib
191 // view just above the floor
192 self.view_ofs = '0 0 4';
194 Violence_GibSplash(self, 1, 1, attacker);
196 self.solid = SOLID_NOT; // restore later
197 self.takedamage = DAMAGE_NO; // restore later
198 self.damagedbycontents = FALSE;
202 void ClientKill_Now_TeamChange();
204 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
206 float take, save, waves, sdelay, dh, da, j;
208 float valid_damage_for_weaponstats;
211 dh = max(self.health, 0);
212 da = max(self.armorvalue, 0);
214 if(!DEATH_ISSPECIAL(deathtype))
216 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
218 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
221 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
223 // tuba causes blood to come out of the ears
228 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
230 makevectors(self.angles);
231 ear1 += v_right * -10;
232 ear2 += v_right * +10;
233 d = inflictor.origin - self.origin;
235 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
237 f = 0; // Assum ecenter.
238 force = v_right * vlen(force);
239 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
240 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
249 // force is already good
253 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
256 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
262 // don't reset pushltime for self damage as it may be an attempt to
263 // escape a lava pit or similar
264 //self.pushltime = 0;
267 else if(IS_PLAYER(attacker))
269 self.pusher = attacker;
270 self.pushltime = time + autocvar_g_maxpushtime;
271 self.istypefrag = self.BUTTON_CHAT;
273 else if(time < self.pushltime)
275 attacker = self.pusher;
276 self.pushltime = max(self.pushltime, time + 0.6);
284 frag_inflictor = inflictor;
285 frag_attacker = attacker;
287 frag_damage = damage;
290 damage_force = force;
291 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
292 take = bound(0, damage_take, self.health);
293 save = bound(0, damage_save, self.armorvalue);
294 excess = max(0, damage - take - save);
296 if(sound_allowed(MSG_BROADCAST, attacker))
299 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
301 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
303 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
307 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
309 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
311 if (time >= self.spawnshieldtime)
313 if (!(self.flags & FL_GODMODE))
315 self.armorvalue = self.armorvalue - save;
316 self.health = self.health - take;
317 // pause regeneration for 5 seconds
319 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
321 if (time > self.pain_finished) //Don't switch pain sequences like crazy
323 self.pain_finished = time + 0.5; //Supajoe
325 if(autocvar_sv_gentle < 1) {
326 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
328 if (!self.animstate_override)
331 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
333 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
337 if(sound_allowed(MSG_BROADCAST, attacker))
338 if(!DEATH_ISWEAPON(deathtype, WEP_BLASTER) || attacker != self || self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) // WEAPONTODO: create separate limit for pain notification with laser
340 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
342 if(deathtype == DEATH_FALL)
343 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
344 else if(self.health > 75) // TODO make a "gentle" version?
345 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
346 else if(self.health > 50)
347 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
348 else if(self.health > 25)
349 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
351 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
355 // throw off bot aim temporarily
357 shake = damage * 5 / (bound(0,skill,100) + 1);
358 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
359 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
363 self.max_armorvalue += (save + take);
365 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
366 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
367 self.dmg_inflictor = inflictor;
369 float abot, vbot, awep;
370 abot = (IS_BOT_CLIENT(attacker));
371 vbot = (IS_BOT_CLIENT(self));
373 valid_damage_for_weaponstats = 0;
376 if(vbot || IS_REAL_CLIENT(self))
377 if(abot || IS_REAL_CLIENT(attacker))
378 if(attacker && self != attacker)
379 if(DIFF_TEAM(self, attacker))
381 if(DEATH_ISSPECIAL(deathtype))
382 awep = attacker.weapon;
384 awep = DEATH_WEAPONOF(deathtype);
385 valid_damage_for_weaponstats = 1;
388 if(valid_damage_for_weaponstats)
390 dh = dh - max(self.health, 0);
391 da = da - max(self.armorvalue, 0);
392 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
397 float defer_ClientKill_Now_TeamChange;
398 defer_ClientKill_Now_TeamChange = FALSE;
402 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
406 if(valid_damage_for_weaponstats)
407 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
409 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
410 if(sound_allowed(MSG_BROADCAST, attacker))
412 if(deathtype == DEATH_DROWN)
413 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
415 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
418 // get rid of kill indicator
419 if(self.killindicator)
421 remove(self.killindicator);
422 self.killindicator = world;
423 if(self.killindicator_teamchange)
424 defer_ClientKill_Now_TeamChange = TRUE;
426 if(self.classname == "body")
427 if(deathtype == DEATH_KILL)
429 // for the lemmings fans, a small harmless explosion
430 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
434 // print an obituary message
435 Obituary (attacker, inflictor, self, deathtype);
438 // increment frag counter for used weapon type
440 w = DEATH_WEAPONOF(deathtype);
442 if(accuracy_isgooddamage(attacker, self))
443 attacker.accuracy.(accuracy_frags[w-1]) += 1;
445 frag_attacker = attacker;
446 frag_inflictor = inflictor;
448 frag_deathtype = deathtype;
449 MUTATOR_CALLHOOK(PlayerDies);
451 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
453 RemoveGrapplingHook(self);
455 Portal_ClearAllLater(self);
457 if(IS_REAL_CLIENT(self))
459 self.fixangle = TRUE;
461 //WriteByte (MSG_ONE, SVC_SETANGLE);
462 //WriteAngle (MSG_ONE, self.v_angle_x);
463 //WriteAngle (MSG_ONE, self.v_angle_y);
464 //WriteAngle (MSG_ONE, 80);
467 if(defer_ClientKill_Now_TeamChange)
468 ClientKill_Now_TeamChange(); // can turn player into spectator
470 // player could have been miraculously resuscitated ;)
471 // e.g. players in freezetag get frozen, they don't really die
472 if(self.health >= 1 || !IS_PLAYER(self))
475 // when we get here, player actually dies
478 WaypointSprite_PlayerDead();
480 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
482 // become fully visible
483 self.alpha = default_player_alpha;
484 // make the corpse upright (not tilted)
488 self.avelocity = '0 0 0';
489 // view from the floor
490 self.view_ofs = '0 0 -8';
492 self.movetype = MOVETYPE_TOSS;
494 self.solid = SOLID_CORPSE;
495 self.ballistics_density = autocvar_g_ballistics_density_corpse;
496 // don't stick to the floor
497 self.flags &= ~FL_ONGROUND;
499 self.deadflag = DEAD_DYING;
500 // when to allow respawn
503 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
507 sdelay = 0; // no respawn delay in CTS
509 sdelay = autocvar_g_respawn_delay;
511 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
513 waves = autocvar_g_respawn_waves;
515 self.respawn_time = ceil((time + sdelay) / waves) * waves;
517 self.respawn_time = time + sdelay;
518 if(autocvar_g_respawn_delay_max > sdelay)
519 self.respawn_time_max = time + autocvar_g_respawn_delay_max;
521 self.respawn_time_max = self.respawn_time;
522 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
523 self.respawn_countdown = 10; // first number to count down from is 10
525 self.respawn_countdown = -1; // do not count down
527 if(g_cts || autocvar_g_forced_respawn)
528 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
530 self.death_time = time;
532 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
534 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
538 setsize(self, self.mins, self.maxs);
540 // set damage function to corpse damage
541 self.event_damage = PlayerCorpseDamage;
542 // call the corpse damage function just in case it wants to gib
543 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
544 // set up to fade out later
545 SUB_SetFade (self, time + 6 + random (), 1);
547 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
549 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
552 // reset fields the weapons may use just in case
553 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
555 WEP_ACTION(j, WR_RESETPLAYER);
556 ATTACK_FINISHED_FOR(self, j) = 0;
561 .float muted; // to be used by prvm_edictset server playernumber muted 1
562 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
563 // message "": do not say, just test flood control
569 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
571 var .float flood_field;
574 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
576 if(!teamsay && !privatesay)
577 if(substring(msgin, 0, 1) == " ")
578 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
580 msgin = formatmessage(msgin);
582 if (!IS_PLAYER(source))
583 colorstr = "^0"; // black for spectators
585 colorstr = Team_ColorCode(source.team);
592 if(intermission_running)
596 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
599 * using bprint solves this... me stupid
600 // how can we prevent the message from appearing in a listen server?
601 // for now, just give "say" back and only handle say_team
604 clientcommand(self, strcat("say ", msgin));
609 if(autocvar_g_chat_teamcolors)
610 namestr = playername(source);
612 namestr = source.netname;
618 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
619 privatemsgprefixlen = strlen(msgstr);
620 msgstr = strcat(msgstr, msgin);
621 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
622 if(autocvar_g_chat_teamcolors)
623 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
625 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
629 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
630 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
634 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
637 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
641 msgstr = cmsgstr = "";
645 fullcmsgstr = cmsgstr;
649 flood_field = floodcontrol_chat;
658 flood_spl = autocvar_g_chat_flood_spl_tell;
659 flood_burst = autocvar_g_chat_flood_burst_tell;
660 flood_lmax = autocvar_g_chat_flood_lmax_tell;
661 flood_field = floodcontrol_chattell;
665 flood_spl = autocvar_g_chat_flood_spl_team;
666 flood_burst = autocvar_g_chat_flood_burst_team;
667 flood_lmax = autocvar_g_chat_flood_lmax_team;
668 flood_field = floodcontrol_chatteam;
672 flood_spl = autocvar_g_chat_flood_spl;
673 flood_burst = autocvar_g_chat_flood_burst;
674 flood_lmax = autocvar_g_chat_flood_lmax;
675 flood_field = floodcontrol_chat;
677 flood_burst = max(0, flood_burst - 1);
678 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
680 // do flood control for the default line size
683 getWrappedLine_remaining = msgstr;
686 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
688 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
691 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
693 if(getWrappedLine_remaining != "")
695 msgstr = strcat(msgstr, "\n");
699 if(time >= source.flood_field)
701 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
711 if(time >= source.flood_field)
712 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
717 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
718 source.flood_field = flood = 0;
721 if(flood == 2) // cannot happen for empty msgstr
723 if(autocvar_g_chat_flood_notify_flooder)
725 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
730 sourcemsgstr = fullmsgstr;
731 sourcecmsgstr = fullcmsgstr;
737 sourcemsgstr = msgstr;
738 sourcecmsgstr = cmsgstr;
742 if (!IS_PLAYER(source))
744 if (!intermission_running)
745 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
746 teamsay = -1; // spectators
750 print("NOTE: ", playername(source), "^7 is flooding.\n");
752 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
754 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
758 // always fake the message
763 if(autocvar_g_chat_flood_notify_flooder)
765 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
776 if(sourcemsgstr != "" && ret != 0)
778 if(ret < 0) // faked message, because the player is muted
780 sprint(source, sourcemsgstr);
781 if(sourcecmsgstr != "" && !privatesay)
782 centerprint(source, sourcecmsgstr);
784 else if(privatesay) // private message, between 2 people only
786 sprint(source, sourcemsgstr);
787 sprint(privatesay, msgstr);
788 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
790 centerprint(privatesay, cmsgstr);
792 else if(teamsay > 0) // team message, only sent to team mates
794 sprint(source, sourcemsgstr);
795 dedicated_print(msgstr); // send to server console too
796 if(sourcecmsgstr != "")
797 centerprint(source, sourcecmsgstr);
798 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
801 sprint(head, msgstr);
803 centerprint(head, cmsgstr);
806 else if(teamsay < 0) // spectator message, only sent to spectators
808 sprint(source, sourcemsgstr);
809 dedicated_print(msgstr); // send to server console too
810 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
812 sprint(head, msgstr);
814 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
816 sprint(source, sourcemsgstr);
817 dedicated_print(msgstr); // send to server console too
818 FOR_EACH_REALCLIENT(head)
820 sprint(head, msgstr);
823 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
829 float GetVoiceMessageVoiceType(string type)
832 return VOICETYPE_TAUNT;
833 if(type == "teamshoot")
834 return VOICETYPE_LASTATTACKER;
835 return VOICETYPE_TEAMRADIO;
838 string allvoicesamples;
839 .string GetVoiceMessageSampleField(string type)
841 GetPlayerSoundSampleField_notFound = 0;
844 #define _VOICEMSG(m) case #m: return playersound_##m;
848 GetPlayerSoundSampleField_notFound = 1;
849 return playersound_taunt;
852 .string GetPlayerSoundSampleField(string type)
854 GetPlayerSoundSampleField_notFound = 0;
857 #define _VOICEMSG(m) case #m: return playersound_##m;
861 GetPlayerSoundSampleField_notFound = 1;
862 return playersound_taunt;
865 void PrecacheGlobalSound(string samplestring)
868 tokenize_console(samplestring);
872 for(i = 1; i <= n; ++i)
873 precache_sound(strcat(argv(0), ftos(i), ".wav"));
877 precache_sound(strcat(argv(0), ".wav"));
881 void PrecachePlayerSounds(string f)
885 fh = fopen(f, FILE_READ);
888 while((s = fgets(fh)))
890 if(tokenize_console(s) != 3)
892 dprint("Invalid sound info line: ", s, "\n");
895 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
899 if (!allvoicesamples)
901 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
904 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
908 void ClearPlayerSounds()
910 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
916 float LoadPlayerSounds(string f, float first)
921 fh = fopen(f, FILE_READ);
924 dprint("Player sound file not found: ", f, "\n");
927 while((s = fgets(fh)))
929 if(tokenize_console(s) != 3)
931 field = GetPlayerSoundSampleField(argv(0));
932 if(GetPlayerSoundSampleField_notFound)
933 field = GetVoiceMessageSampleField(argv(0));
934 if(GetPlayerSoundSampleField_notFound)
937 strunzone(self.field);
938 self.field = strzone(strcat(argv(1), " ", argv(2)));
944 .float modelindex_for_playersound;
945 .float skin_for_playersound;
946 void UpdatePlayerSounds()
948 if(self.modelindex == self.modelindex_for_playersound)
949 if(self.skin == self.skin_for_playersound)
951 self.modelindex_for_playersound = self.modelindex;
952 self.skin_for_playersound = self.skin;
954 LoadPlayerSounds("sound/player/default.sounds", 1);
955 if(!autocvar_g_debug_defaultsounds)
956 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
957 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
960 void FakeGlobalSound(string sample, float chan, float voicetype)
968 tokenize_console(sample);
971 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
973 sample = strcat(argv(0), ".wav"); // randomization
977 case VOICETYPE_LASTATTACKER_ONLY:
979 case VOICETYPE_LASTATTACKER:
983 if(IS_REAL_CLIENT(msg_entity))
984 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
987 case VOICETYPE_TEAMRADIO:
989 if(msg_entity.cvar_cl_voice_directional == 1)
990 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
992 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
994 case VOICETYPE_AUTOTAUNT:
999 if(autocvar_sv_gentle)
1001 tauntrand = random();
1003 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1005 if (msg_entity.cvar_cl_voice_directional >= 1)
1006 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1008 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1011 case VOICETYPE_TAUNT:
1013 if(self.deadflag == DEAD_NO)
1014 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1017 if(autocvar_sv_gentle)
1020 if (msg_entity.cvar_cl_voice_directional >= 1)
1021 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1023 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1025 case VOICETYPE_PLAYERSOUND:
1027 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1030 backtrace("Invalid voice type!");
1035 void GlobalSound(string sample, float chan, float voicetype)
1043 tokenize_console(sample);
1046 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1048 sample = strcat(argv(0), ".wav"); // randomization
1052 case VOICETYPE_LASTATTACKER_ONLY:
1055 msg_entity = self.pusher;
1056 if(IS_REAL_CLIENT(msg_entity))
1058 if(msg_entity.cvar_cl_voice_directional == 1)
1059 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1061 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1065 case VOICETYPE_LASTATTACKER:
1068 msg_entity = self.pusher;
1069 if(IS_REAL_CLIENT(msg_entity))
1071 if(msg_entity.cvar_cl_voice_directional == 1)
1072 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1074 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1077 if(IS_REAL_CLIENT(msg_entity))
1078 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1081 case VOICETYPE_TEAMRADIO:
1082 FOR_EACH_REALCLIENT(msg_entity)
1083 if(!teamplay || msg_entity.team == self.team)
1085 if(msg_entity.cvar_cl_voice_directional == 1)
1086 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1088 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1091 case VOICETYPE_AUTOTAUNT:
1096 if(autocvar_sv_gentle)
1098 tauntrand = random();
1099 FOR_EACH_REALCLIENT(msg_entity)
1100 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1102 if (msg_entity.cvar_cl_voice_directional >= 1)
1103 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1105 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1108 case VOICETYPE_TAUNT:
1110 if(self.deadflag == DEAD_NO)
1111 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1114 if(autocvar_sv_gentle)
1116 FOR_EACH_REALCLIENT(msg_entity)
1118 if (msg_entity.cvar_cl_voice_directional >= 1)
1119 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1121 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1124 case VOICETYPE_PLAYERSOUND:
1125 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1128 backtrace("Invalid voice type!");
1133 void PlayerSound(.string samplefield, float chan, float voicetype)
1135 GlobalSound(self.samplefield, chan, voicetype);
1138 void VoiceMessage(string type, string msg)
1141 float voicetype, ownteam;
1143 sample = GetVoiceMessageSampleField(type);
1145 if(GetPlayerSoundSampleField_notFound)
1147 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1151 voicetype = GetVoiceMessageVoiceType(type);
1152 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1154 flood = Say(self, ownteam, world, msg, 1);
1157 GlobalSound(self.sample, CH_VOICE, voicetype);
1159 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1162 void MoveToTeam(entity client, float team_colour, float type)
1164 float lockteams_backup;
1166 lockteams_backup = lockteams; // backup any team lock
1168 lockteams = 0; // disable locked teams
1170 TeamchangeFrags(client); // move the players frags
1171 SetPlayerColors(client, team_colour - 1); // set the players colour
1172 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1174 lockteams = lockteams_backup; // restore the team lock
1176 LogTeamchange(client.playerid, client.team, type);