1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(autocvar_sv_weaponstats_file != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
11 #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))
13 void WeaponStats_Shutdown()
15 float i, j, ibot, jbot, idx;
19 if(weaponstats_buffer < 0)
21 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
22 if(autocvar_sv_weaponstats_file != "")
24 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
27 fputs(fh, "#begin statsfile\n");
28 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
30 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
31 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
33 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
34 v = stov(bufstr_get(weaponstats_buffer, idx));
37 //vector is: kills hits damage
38 fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
39 fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
42 fputs(fh, "#end\n\n");
44 print("Weapon stats written\n");
47 buf_del(weaponstats_buffer);
48 weaponstats_buffer = -1;
51 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
54 if(weaponstats_buffer < 0)
56 if(awep < WEP_FIRST || vwep < WEP_FIRST)
58 if(awep > WEP_LAST || vwep > WEP_LAST)
60 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
61 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
63 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
66 error("negative damage?");
67 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
69 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
71 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
74 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
75 // merged player_run and player_stand to player_anim
76 // added death animations to player_anim
77 // can now spawn thrown weapons from anywhere, not just from players
78 // thrown weapons now fade out after 20 seconds
79 // created PlayerGib function
80 // PlayerDie no longer uses hitloc or damage
81 // PlayerDie now supports dying animations as well as gibbing
82 // cleaned up PlayerDie a lot
88 void CopyBody(float keepvelocity)
91 if (self.effects & EF_NODRAW)
96 self.lip = oldself.lip;
97 self.colormap = oldself.colormap;
98 self.glowmod = oldself.glowmod;
99 self.iscreature = oldself.iscreature;
100 self.angles = oldself.angles;
101 self.avelocity = oldself.avelocity;
102 self.classname = "body";
103 self.damageforcescale = oldself.damageforcescale;
104 self.effects = oldself.effects;
105 self.event_damage = oldself.event_damage;
106 self.animstate_startframe = oldself.animstate_startframe;
107 self.animstate_numframes = oldself.animstate_numframes;
108 self.animstate_framerate = oldself.animstate_framerate;
109 self.animstate_starttime = oldself.animstate_starttime;
110 self.animstate_endtime = oldself.animstate_endtime;
111 self.animstate_override = oldself.animstate_override;
112 self.animstate_looping = oldself.animstate_looping;
113 self.frame = oldself.frame;
114 self.dead_frame = oldself.dead_frame;
115 self.pain_finished = oldself.pain_finished;
116 self.health = oldself.health;
117 self.armorvalue = oldself.armorvalue;
118 self.armortype = oldself.armortype;
119 self.model = oldself.model;
120 self.modelindex = oldself.modelindex;
121 self.modelindex_lod0 = oldself.modelindex_lod0;
122 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
123 self.modelindex_lod1 = oldself.modelindex_lod1;
124 self.modelindex_lod2 = oldself.modelindex_lod2;
125 self.skinindex = oldself.skinindex;
126 self.species = oldself.species;
127 self.movetype = oldself.movetype;
128 self.nextthink = oldself.nextthink;
129 self.solid = oldself.solid;
130 self.ballistics_density = oldself.ballistics_density;
131 self.takedamage = oldself.takedamage;
132 self.think = oldself.think;
133 self.customizeentityforclient = oldself.customizeentityforclient;
134 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
135 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
136 if (keepvelocity == 1)
137 self.velocity = oldself.velocity;
138 self.oldvelocity = self.velocity;
139 self.fade_time = oldself.fade_time;
140 self.fade_rate = oldself.fade_rate;
141 //self.weapon = oldself.weapon;
142 setorigin(self, oldself.origin);
143 setsize(self, oldself.mins, oldself.maxs);
144 self.prevorigin = oldself.origin;
145 self.reset = SUB_Remove;
147 Drag_MoveDrag(oldself, self);
152 float player_getspecies()
155 get_model_parameters(self.model, self.skinindex);
156 s = get_model_parameters_species;
157 get_model_parameters(string_null, 0);
159 return SPECIES_HUMAN;
163 void player_setupanimsformodel()
165 local string animfilename;
166 local float animfile;
167 // defaults for legacy .zym models without animinfo files
168 self.anim_die1 = '0 1 0.5'; // 2 seconds
169 self.anim_die2 = '1 1 0.5'; // 2 seconds
170 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
171 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
172 self.anim_duckwalk = '4 1 1';
173 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
174 self.anim_duckidle = '6 1 1';
175 self.anim_idle = '7 1 1';
176 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
177 self.anim_pain1 = '9 1 2'; // 0.5 seconds
178 self.anim_pain2 = '10 1 2'; // 0.5 seconds
179 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
180 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
181 self.anim_run = '13 1 1';
182 self.anim_runbackwards = '14 1 1';
183 self.anim_strafeleft = '15 1 1';
184 self.anim_straferight = '16 1 1';
185 self.anim_dead1 = '17 1 1';
186 self.anim_dead2 = '18 1 1';
187 self.anim_forwardright = '19 1 1';
188 self.anim_forwardleft = '20 1 1';
189 self.anim_backright = '21 1 1';
190 self.anim_backleft = '22 1 1';
191 self.anim_melee = '23 1 1';
192 animparseerror = FALSE;
193 animfilename = strcat(self.model, ".animinfo");
194 animfile = fopen(animfilename, FILE_READ);
197 self.anim_die1 = animparseline(animfile);
198 self.anim_die2 = animparseline(animfile);
199 self.anim_draw = animparseline(animfile);
200 self.anim_duck = animparseline(animfile);
201 self.anim_duckwalk = animparseline(animfile);
202 self.anim_duckjump = animparseline(animfile);
203 self.anim_duckidle = animparseline(animfile);
204 self.anim_idle = animparseline(animfile);
205 self.anim_jump = animparseline(animfile);
206 self.anim_pain1 = animparseline(animfile);
207 self.anim_pain2 = animparseline(animfile);
208 self.anim_shoot = animparseline(animfile);
209 self.anim_taunt = animparseline(animfile);
210 self.anim_run = animparseline(animfile);
211 self.anim_runbackwards = animparseline(animfile);
212 self.anim_strafeleft = animparseline(animfile);
213 self.anim_straferight = animparseline(animfile);
214 self.anim_forwardright = animparseline(animfile);
215 self.anim_forwardleft = animparseline(animfile);
216 self.anim_backright = animparseline(animfile);
217 self.anim_backleft = animparseline(animfile);
218 self.anim_melee = animparseline(animfile);
222 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
223 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
226 print("Parse error in ", animfilename, ", some player animations are broken\n");
229 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
230 // reset animstate now
231 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
234 void player_anim (void)
237 if (self.weaponentity)
238 updateanim(self.weaponentity);
240 if (self.deadflag != DEAD_NO)
242 if (time > self.animstate_endtime)
247 setsize(self, self.mins, self.maxs);
249 self.frame = self.dead_frame;
254 if (!self.animstate_override)
256 if (!(self.flags & FL_ONGROUND))
259 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
261 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
262 self.restart_jump = FALSE;
264 else if (self.crouch)
266 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
267 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
269 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
271 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
273 if (self.movement_x > 0 && self.movement_y == 0)
274 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
275 else if (self.movement_x < 0 && self.movement_y == 0)
276 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
277 else if (self.movement_x == 0 && self.movement_y > 0)
278 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
279 else if (self.movement_x == 0 && self.movement_y < 0)
280 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
281 else if (self.movement_x > 0 && self.movement_y > 0)
282 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
283 else if (self.movement_x > 0 && self.movement_y < 0)
284 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
285 else if (self.movement_x < 0 && self.movement_y > 0)
286 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
287 else if (self.movement_x < 0 && self.movement_y < 0)
288 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
290 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
293 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
296 if (self.weaponentity)
297 if (!self.weaponentity.animstate_override)
298 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
301 void SpawnThrownWeapon (vector org, float w)
304 if(self.ammo_cells <= 0)
310 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
312 if(self.weapons & W_WeaponBit(j))
313 if(W_IsWeaponThrowable(j))
314 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
319 if(W_IsWeaponThrowable(self.weapon))
320 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
324 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
326 local float take, save;
328 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
330 // damage resistance (ignore most of the damage from a bullet or similar)
331 damage = max(damage - 5, 1);
333 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
337 if(sound_allowed(MSG_BROADCAST, attacker))
340 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
342 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
344 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
348 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
350 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
352 if (!(self.flags & FL_GODMODE))
354 self.armorvalue = self.armorvalue - save;
355 self.health = self.health - take;
356 // pause regeneration for 5 seconds
357 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
359 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
360 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
361 self.dmg_inflictor = inflictor;
363 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
365 // don't use any animations as a gib
368 // view just above the floor
369 self.view_ofs = '0 0 4';
371 Violence_GibSplash(self, 1, 1, attacker);
372 self.modelindex = 0; // restore later
373 self.solid = SOLID_NOT; // restore later
377 void ClientKill_Now_TeamChange();
378 void freezetag_CheckWinner();
380 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
382 local float take, save, waves, sdelay, dh, da, j;
384 float valid_damage_for_weaponstats;
387 if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
390 dh = max(self.health, 0);
391 da = max(self.armorvalue, 0);
393 if(!DEATH_ISSPECIAL(deathtype))
395 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
397 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
400 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
402 // tuba causes blood to come out of the ears
407 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
409 makevectors(self.angles);
410 ear1 += v_right * -10;
411 ear2 += v_right * +10;
412 d = inflictor.origin - self.origin;
413 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
414 force = v_right * vlen(force);
415 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
416 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
425 // force is already good
429 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
433 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
443 frag_inflictor = inflictor;
444 frag_attacker = attacker;
448 damage_force = force;
449 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
450 take = bound(0, damage_take, self.health);
451 save = bound(0, damage_save, self.armorvalue);
452 excess = max(0, damage - take - save);
454 if(sound_allowed(MSG_BROADCAST, attacker))
457 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
459 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
461 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
465 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
467 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
469 if (time >= self.spawnshieldtime)
471 if (!(self.flags & FL_GODMODE))
473 self.armorvalue = self.armorvalue - save;
474 self.health = self.health - take;
475 // pause regeneration for 5 seconds
476 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
478 if (time > self.pain_finished) //Don't switch pain sequences like crazy
480 self.pain_finished = time + 0.5; //Supajoe
483 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
486 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
488 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
491 if(sound_allowed(MSG_BROADCAST, attacker))
492 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
494 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
496 if(deathtype == DEATH_FALL)
497 PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
498 else if(self.health > 75) // TODO make a "gentle" version?
499 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
500 else if(self.health > 50)
501 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
502 else if(self.health > 25)
503 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
505 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
509 // throw off bot aim temporarily
511 shake = damage * 5 / (bound(0,skill,100) + 1);
512 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
513 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
517 self.max_armorvalue += (save + take);
519 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
520 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
521 self.dmg_inflictor = inflictor;
525 // don't reset pushltime for self damage as it may be an attempt to
526 // escape a lava pit or similar
527 //self.pushltime = 0;
529 else if(attacker.classname == "player" || attacker.classname == "gib")
531 self.pusher = attacker;
532 self.pushltime = time + autocvar_g_maxpushtime;
534 else if(time < self.pushltime)
536 attacker = self.pusher;
537 self.pushltime = max(self.pushltime, time + 0.6);
542 float abot, vbot, awep;
543 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
544 vbot = (clienttype(self) == CLIENTTYPE_BOT);
546 valid_damage_for_weaponstats = 0;
547 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
548 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
549 if(attacker && self != attacker)
550 if(IsDifferentTeam(self, attacker))
552 if(DEATH_ISSPECIAL(deathtype))
553 awep = attacker.weapon;
555 awep = DEATH_WEAPONOF(deathtype);
556 valid_damage_for_weaponstats = 1;
559 if(valid_damage_for_weaponstats)
561 dh = dh - max(self.health, 0);
562 da = da - max(self.armorvalue, 0);
563 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
568 float defer_ClientKill_Now_TeamChange;
569 defer_ClientKill_Now_TeamChange = FALSE;
573 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
577 if(valid_damage_for_weaponstats)
578 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
580 if(sv_gentle < 1) // TODO make a "gentle" version?
581 if(sound_allowed(MSG_BROADCAST, attacker))
583 if(deathtype == DEATH_DROWN)
584 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
586 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
589 // get rid of kill indicator
590 if(self.killindicator)
592 remove(self.killindicator);
593 self.killindicator = world;
594 if(self.killindicator_teamchange)
595 defer_ClientKill_Now_TeamChange = TRUE;
597 if(self.classname == "body")
598 if(deathtype == DEATH_KILL)
600 // for the lemmings fans, a small harmless explosion
601 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
607 // become fully visible
609 // clear selected player display
610 ClearSelectedPlayer();
612 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
615 // print an obituary message
616 Obituary (attacker, inflictor, self, deathtype);
620 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
623 count_alive_players(); // re-count players
624 freezetag_CheckWinner();
628 frag_attacker = attacker;
629 frag_inflictor = inflictor;
631 MUTATOR_CALLHOOK(PlayerDies);
635 if(attacker.classname != "player" && attacker.classname != "gib")
636 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
637 else if(attacker.team == self.team)
638 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
640 DropFlag(self.flagcarried, world, attacker);
642 if(self.ballcarried && g_nexball)
643 DropBall(self.ballcarried, self.origin, self.velocity);
644 Portal_ClearAllLater(self);
646 if(clienttype(self) == CLIENTTYPE_REAL)
648 stuffcmd(self, "-zoom\n");
649 self.fixangle = TRUE;
651 //WriteByte (MSG_ONE, SVC_SETANGLE);
652 //WriteAngle (MSG_ONE, self.v_angle_x);
653 //WriteAngle (MSG_ONE, self.v_angle_y);
654 //WriteAngle (MSG_ONE, 80);
657 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
658 ClientKill_Now_TeamChange();
661 Spawnqueue_Unmark(self);
666 // when we get here, player actually dies
667 // clear waypoints (do this AFTER FreezeTag)
668 WaypointSprite_PlayerDead();
670 // make the corpse upright (not tilted)
674 self.avelocity = '0 0 0';
675 // view from the floor
676 self.view_ofs = '0 0 -8';
678 self.movetype = MOVETYPE_TOSS;
680 self.solid = SOLID_CORPSE;
681 self.ballistics_density = autocvar_g_ballistics_density_corpse;
682 // don't stick to the floor
683 self.flags &~= FL_ONGROUND;
685 self.deadflag = DEAD_DYING;
686 // when to allow respawn
689 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
693 sdelay = 0; // no respawn delay in CTS
695 sdelay = autocvar_g_respawn_delay;
697 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
699 waves = autocvar_g_respawn_waves;
701 self.death_time = ceil((time + sdelay) / waves) * waves;
703 self.death_time = time + sdelay;
704 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
705 self.respawn_countdown = 10; // first number to count down from is 10
707 self.respawn_countdown = -1; // do not count down
710 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
711 self.dead_frame = self.anim_dead1_x;
715 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
716 self.dead_frame = self.anim_dead2_x;
718 // set damage function to corpse damage
719 self.event_damage = PlayerCorpseDamage;
720 // call the corpse damage function just in case it wants to gib
721 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
722 // set up to fade out later
723 SUB_SetFade (self, time + 6 + random (), 1);
725 if(sv_gentle > 0 || autocvar_ekg) {
727 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
730 // reset fields the weapons may use just in case
731 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
733 weapon_action(j, WR_RESETPLAYER);
734 ATTACK_FINISHED_FOR(self, j) = 0;
739 float UpdateSelectedPlayer_countvalue(float v)
741 return max(0, (v - 1.0) / 0.5);
744 // returns: -2 if no hit, otherwise cos of the angle
745 // uses the global v_angle
746 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
757 so = self.origin + self.view_ofs;
761 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
764 // now find the cos of the angle...
765 c = normalize(d) * v_forward;
770 // not visible in any way? forget it
774 traceline(so, p.origin, MOVE_NOMONSTERS, self);
775 if(trace_fraction < 1)
781 void ClearSelectedPlayer()
783 if(self.selected_player)
785 centerprint_expire(self, CENTERPRIO_POINT);
786 self.selected_player = world;
787 self.selected_player_display_needs_update = FALSE;
791 void UpdateSelectedPlayer()
794 float selected_score;
796 selected_score = 0.95; // 18 degrees
798 if(!autocvar_sv_allow_shownames)
801 if(clienttype(self) != CLIENTTYPE_REAL)
804 if(self.cvar_cl_shownames == 0)
807 if(self.cvar_cl_shownames == 1 && !teams_matter)
810 makevectors(self.v_angle); // sets v_forward
812 // 1. cursor trace is always right
813 WarpZone_crosshair_trace(self);
814 if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
816 selected = trace_ent;
820 // 2. if we don't have a cursor trace, find the player which is least
826 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
837 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
841 if(time < self.selected_player_display_timeout)
842 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
843 selected = self.selected_player;
848 if(selected == self.selected_player)
851 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
852 self.selected_player_count = self.selected_player_count + frametime;
853 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
855 string namestr, healthstr;
856 namestr = playername(selected);
859 healthstr = ftos(floor(selected.health));
860 if(self.team == selected.team)
862 namestr = strcat(namestr, " (", healthstr, "%)");
863 self.selected_player_display_needs_update = TRUE;
866 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
871 ClearSelectedPlayer();
872 self.selected_player = selected;
873 self.selected_player_time = time;
874 self.selected_player_count = 0;
875 self.selected_player_display_needs_update = FALSE;
880 ClearSelectedPlayer();
883 if(self.selected_player)
884 self.last_selected_player = self.selected_player;
887 .float muted; // to be used by prvm_edictset server playernumber muted 1
888 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
889 // message "": do not say, just test flood control
895 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
896 float flood, privatemsgprefixlen;
897 var .float flood_field;
901 if(Ban_MaybeEnforceBan(source))
904 if(!teamsay && !privatesay)
905 if(substring(msgin, 0, 1) == " ")
906 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
908 msgin = formatmessage(msgin);
910 if(source.classname != "player")
911 colorstr = "^0"; // black for spectators
912 else if(teams_matter)
913 colorstr = Team_ColorCode(source.team);
917 if(intermission_running)
921 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
924 * using bprint solves this... me stupid
925 // how can we prevent the message from appearing in a listen server?
926 // for now, just give "say" back and only handle say_team
929 clientcommand(self, strcat("say ", msgin));
934 if(autocvar_g_chat_teamcolors)
935 namestr = playername(source);
937 namestr = source.netname;
943 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
944 privatemsgprefixlen = strlen(msgstr);
945 msgstr = strcat(msgstr, msgin);
946 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
947 if(autocvar_g_chat_teamcolors)
948 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
950 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
954 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
955 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
959 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
962 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
966 msgstr = cmsgstr = "";
970 fullcmsgstr = cmsgstr;
982 flood_spl = autocvar_g_chat_flood_spl_tell;
983 flood_burst = autocvar_g_chat_flood_burst_tell;
984 flood_lmax = autocvar_g_chat_flood_lmax_tell;
985 flood_field = floodcontrol_chattell;
989 flood_spl = autocvar_g_chat_flood_spl_team;
990 flood_burst = autocvar_g_chat_flood_burst_team;
991 flood_lmax = autocvar_g_chat_flood_lmax_team;
992 flood_field = floodcontrol_chatteam;
996 flood_spl = autocvar_g_chat_flood_spl;
997 flood_burst = autocvar_g_chat_flood_burst;
998 flood_lmax = autocvar_g_chat_flood_lmax;
999 flood_field = floodcontrol_chat;
1001 flood_burst = max(0, flood_burst - 1);
1002 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1004 // do flood control for the default line size
1007 getWrappedLine_remaining = msgstr;
1010 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1012 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1015 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1017 if(getWrappedLine_remaining != "")
1019 msgstr = strcat(msgstr, "\n");
1023 if(time >= source.flood_field)
1025 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1030 msgstr = fullmsgstr;
1035 if(time >= source.flood_field)
1036 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1041 if (timeoutStatus == 2) //when game is paused, no flood protection
1042 source.flood_field = flood = 0;
1045 if(flood == 2) // cannot happen for empty msgstr
1047 if(autocvar_g_chat_flood_notify_flooder)
1049 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1054 sourcemsgstr = fullmsgstr;
1055 sourcecmsgstr = fullcmsgstr;
1061 sourcemsgstr = msgstr;
1062 sourcecmsgstr = cmsgstr;
1066 if(source.classname != "player")
1068 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1069 teamsay = -1; // spectators
1073 print("NOTE: ", playername(source), "^7 is flooding.\n");
1075 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1077 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1081 // always fake the message
1086 if(autocvar_g_chat_flood_notify_flooder)
1088 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1099 if(sourcemsgstr != "" && ret != 0)
1103 sprint(source, sourcemsgstr);
1104 if(sourcecmsgstr != "" && !privatesay)
1105 centerprint(source, sourcecmsgstr);
1109 sprint(source, sourcemsgstr);
1110 sprint(privatesay, msgstr);
1112 centerprint(privatesay, cmsgstr);
1114 else if(teamsay > 0)
1116 sprint(source, sourcemsgstr);
1117 if(sourcecmsgstr != "")
1118 centerprint(source, sourcecmsgstr);
1119 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1122 sprint(head, msgstr);
1124 centerprint(head, cmsgstr);
1127 else if(teamsay < 0)
1129 sprint(source, sourcemsgstr);
1130 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1132 sprint(head, msgstr);
1134 else if(sourcemsgstr != msgstr)
1136 sprint(source, sourcemsgstr);
1137 FOR_EACH_REALCLIENT(head)
1139 sprint(head, msgstr);
1148 float GetVoiceMessageVoiceType(string type)
1151 return VOICETYPE_TAUNT;
1152 if(type == "teamshoot")
1153 return VOICETYPE_LASTATTACKER;
1154 return VOICETYPE_TEAMRADIO;
1157 string allvoicesamples;
1158 .string GetVoiceMessageSampleField(string type)
1160 GetPlayerSoundSampleField_notFound = 0;
1163 #define _VOICEMSG(m) case #m: return playersound_##m;
1167 GetPlayerSoundSampleField_notFound = 1;
1168 return playersound_taunt;
1171 .string GetPlayerSoundSampleField(string type)
1173 GetPlayerSoundSampleField_notFound = 0;
1176 #define _VOICEMSG(m) case #m: return playersound_##m;
1180 GetPlayerSoundSampleField_notFound = 1;
1181 return playersound_taunt;
1184 void PrecacheGlobalSound(string samplestring)
1187 tokenize_console(samplestring);
1191 for(i = 1; i <= n; ++i)
1192 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1196 precache_sound(strcat(argv(0), ".wav"));
1200 void PrecachePlayerSounds(string f)
1204 fh = fopen(f, FILE_READ);
1207 while((s = fgets(fh)))
1209 if(tokenize_console(s) != 3)
1211 dprint("Invalid sound info line: ", s, "\n");
1214 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1218 if not(allvoicesamples)
1220 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1223 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1227 void ClearPlayerSounds()
1229 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1235 float LoadPlayerSounds(string f, float first)
1240 fh = fopen(f, FILE_READ);
1243 dprint("Player sound file not found: ", f, "\n");
1246 while((s = fgets(fh)))
1248 if(tokenize_console(s) != 3)
1250 field = GetPlayerSoundSampleField(argv(0));
1251 if(GetPlayerSoundSampleField_notFound)
1252 field = GetVoiceMessageSampleField(argv(0));
1253 if(GetPlayerSoundSampleField_notFound)
1256 strunzone(self.field);
1257 self.field = strzone(strcat(argv(1), " ", argv(2)));
1263 .float modelindex_for_playersound;
1264 .float skinindex_for_playersound;
1265 void UpdatePlayerSounds()
1267 if(self.modelindex == self.modelindex_for_playersound)
1268 if(self.skinindex == self.skinindex_for_playersound)
1270 self.modelindex_for_playersound = self.modelindex;
1271 self.skinindex_for_playersound = self.skinindex;
1272 ClearPlayerSounds();
1273 LoadPlayerSounds("sound/player/default.sounds", 1);
1274 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1275 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1278 void FakeGlobalSound(string sample, float chan, float voicetype)
1286 tokenize_console(sample);
1289 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1291 sample = strcat(argv(0), ".wav"); // randomization
1295 case VOICETYPE_LASTATTACKER_ONLY:
1297 case VOICETYPE_LASTATTACKER:
1301 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1302 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1305 case VOICETYPE_TEAMRADIO:
1307 if(msg_entity.cvar_cl_voice_directional == 1)
1308 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1310 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1312 case VOICETYPE_AUTOTAUNT:
1319 tauntrand = random();
1321 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1323 if (msg_entity.cvar_cl_voice_directional >= 1)
1324 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1326 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1329 case VOICETYPE_TAUNT:
1330 if(self.classname == "player")
1331 if(self.deadflag == DEAD_NO)
1332 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1338 if (msg_entity.cvar_cl_voice_directional >= 1)
1339 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1341 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1343 case VOICETYPE_PLAYERSOUND:
1345 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1348 backtrace("Invalid voice type!");
1353 void GlobalSound(string sample, float chan, float voicetype)
1361 tokenize_console(sample);
1364 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1366 sample = strcat(argv(0), ".wav"); // randomization
1370 case VOICETYPE_LASTATTACKER_ONLY:
1373 msg_entity = self.pusher;
1374 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1376 if(msg_entity.cvar_cl_voice_directional == 1)
1377 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1379 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1383 case VOICETYPE_LASTATTACKER:
1386 msg_entity = self.pusher;
1387 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1389 if(msg_entity.cvar_cl_voice_directional == 1)
1390 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1392 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1395 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1396 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1399 case VOICETYPE_TEAMRADIO:
1400 FOR_EACH_REALCLIENT(msg_entity)
1401 if(!teams_matter || msg_entity.team == self.team)
1403 if(msg_entity.cvar_cl_voice_directional == 1)
1404 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1406 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1409 case VOICETYPE_AUTOTAUNT:
1416 tauntrand = random();
1417 FOR_EACH_REALCLIENT(msg_entity)
1418 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1420 if (msg_entity.cvar_cl_voice_directional >= 1)
1421 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1423 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1426 case VOICETYPE_TAUNT:
1427 if(self.classname == "player")
1428 if(self.deadflag == DEAD_NO)
1429 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1434 FOR_EACH_REALCLIENT(msg_entity)
1436 if (msg_entity.cvar_cl_voice_directional >= 1)
1437 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1439 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1442 case VOICETYPE_PLAYERSOUND:
1443 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1446 backtrace("Invalid voice type!");
1451 void PlayerSound(.string samplefield, float chan, float voicetype)
1453 GlobalSound(self.samplefield, chan, voicetype);
1456 void VoiceMessage(string type, string msg)
1459 float voicetype, ownteam;
1461 sample = GetVoiceMessageSampleField(type);
1463 if(GetPlayerSoundSampleField_notFound)
1465 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1469 voicetype = GetVoiceMessageVoiceType(type);
1470 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1472 flood = Say(self, ownteam, world, msg, 1);
1475 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1477 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1480 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1483 // 0 (00) automove centerprint, admin message
1484 // 1 (01) automove centerprint, no admin message
1485 // 2 (10) no centerprint, admin message
1486 // 3 (11) no centerprint, no admin message
1488 float lockteams_backup;
1490 lockteams_backup = lockteams; // backup any team lock
1492 lockteams = 0; // disable locked teams
1494 TeamchangeFrags(client); // move the players frags
1495 SetPlayerColors(client, team_colour - 1); // set the players colour
1496 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1498 lockteams = lockteams_backup; // restore the team lock
1500 LogTeamchange(client.playerid, client.team, type);
1502 if not(show_message & 1) // admin message
1503 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
1505 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));