#include "cl_player.qh"
-#include "_all.qh"
#include "bot/bot.qh"
#include "cheats.qh"
#include "g_damage.qh"
#include "g_subs.qh"
-#include "g_violence.qh"
#include "miscfunctions.qh"
#include "portals.qh"
#include "teamplay.qh"
#include "weapons/throwing.qh"
#include "command/common.qh"
+#include "../common/anim.qh"
#include "../common/animdecide.qh"
#include "../common/csqcmodel_settings.qh"
-#include "../common/deathtypes.qh"
+#include "../common/deathtypes/all.qh"
#include "../common/triggers/subs.qh"
#include "../common/playerstats.qh"
-#include "../csqcmodellib/sv_model.qh"
+#include "../lib/csqcmodel/sv_model.qh"
#include "../common/minigames/sv_minigames.qh"
+#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+#include "../common/triggers/include.qh"
+
#include "weapons/weaponstats.qh"
#include "../common/animdecide.qh"
-void CopyBody_Think(void)
+void Drop_Special_Items(entity player)
{
+ // called when the player has become stuck or frozen
+ // so objective items aren't stuck with the player
+
+ MUTATOR_CALLHOOK(DropSpecialItems, player);
+}
+
+void CopyBody_Think()
+{SELFPARAM();
if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
{
self.CopyBody_think();
self.CopyBody_think = self.think;
self.think = CopyBody_Think;
}
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
self.nextthink = time;
}
void CopyBody(float keepvelocity)
-{
- entity oldself;
+{SELFPARAM();
if (self.effects & EF_NODRAW)
return;
- oldself = self;
- self = spawn();
- self.enemy = oldself;
- self.lip = oldself.lip;
- self.colormap = oldself.colormap;
- self.iscreature = oldself.iscreature;
- self.teleportable = oldself.teleportable;
- self.damagedbycontents = oldself.damagedbycontents;
- self.angles = oldself.angles;
- self.v_angle = oldself.v_angle;
- self.avelocity = oldself.avelocity;
- self.classname = "body";
- self.damageforcescale = oldself.damageforcescale;
- self.effects = oldself.effects;
- self.glowmod = oldself.glowmod;
- self.event_damage = oldself.event_damage;
- self.anim_state = oldself.anim_state;
- self.anim_time = oldself.anim_time;
- self.anim_lower_action = oldself.anim_lower_action;
- self.anim_lower_time = oldself.anim_lower_time;
- self.anim_upper_action = oldself.anim_upper_action;
- self.anim_upper_time = oldself.anim_upper_time;
- self.anim_implicit_state = oldself.anim_implicit_state;
- self.anim_implicit_time = oldself.anim_implicit_time;
- self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
- self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
- self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
- self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
- self.dphitcontentsmask = oldself.dphitcontentsmask;
- self.death_time = oldself.death_time;
- self.pain_finished = oldself.pain_finished;
- self.health = oldself.health;
- self.armorvalue = oldself.armorvalue;
- self.armortype = oldself.armortype;
- self.model = oldself.model;
- self.modelindex = oldself.modelindex;
- self.skin = oldself.skin;
- self.species = oldself.species;
- self.movetype = oldself.movetype;
- self.solid = oldself.solid;
- self.ballistics_density = oldself.ballistics_density;
- self.takedamage = oldself.takedamage;
- self.customizeentityforclient = oldself.customizeentityforclient;
- self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
- self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
+ setself(new(body));
+ self.enemy = this;
+ self.lip = this.lip;
+ self.colormap = this.colormap;
+ self.iscreature = this.iscreature;
+ self.teleportable = this.teleportable;
+ self.damagedbycontents = this.damagedbycontents;
+ self.angles = this.angles;
+ self.v_angle = this.v_angle;
+ self.avelocity = this.avelocity;
+ self.damageforcescale = this.damageforcescale;
+ self.effects = this.effects;
+ self.glowmod = this.glowmod;
+ self.event_damage = this.event_damage;
+ self.anim_state = this.anim_state;
+ self.anim_time = this.anim_time;
+ self.anim_lower_action = this.anim_lower_action;
+ self.anim_lower_time = this.anim_lower_time;
+ self.anim_upper_action = this.anim_upper_action;
+ self.anim_upper_time = this.anim_upper_time;
+ self.anim_implicit_state = this.anim_implicit_state;
+ self.anim_implicit_time = this.anim_implicit_time;
+ self.anim_lower_implicit_action = this.anim_lower_implicit_action;
+ self.anim_lower_implicit_time = this.anim_lower_implicit_time;
+ self.anim_upper_implicit_action = this.anim_upper_implicit_action;
+ self.anim_upper_implicit_time = this.anim_upper_implicit_time;
+ self.dphitcontentsmask = this.dphitcontentsmask;
+ self.death_time = this.death_time;
+ self.pain_finished = this.pain_finished;
+ self.health = this.health;
+ self.armorvalue = this.armorvalue;
+ self.armortype = this.armortype;
+ self.model = this.model;
+ self.modelindex = this.modelindex;
+ self.skin = this.skin;
+ self.species = this.species;
+ self.movetype = this.movetype;
+ self.solid = this.solid;
+ self.ballistics_density = this.ballistics_density;
+ self.takedamage = this.takedamage;
+ self.customizeentityforclient = this.customizeentityforclient;
+ self.uncustomizeentityforclient = this.uncustomizeentityforclient;
+ self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
if (keepvelocity == 1)
- self.velocity = oldself.velocity;
+ self.velocity = this.velocity;
self.oldvelocity = self.velocity;
- self.alpha = oldself.alpha;
- self.fade_time = oldself.fade_time;
- self.fade_rate = oldself.fade_rate;
- //self.weapon = oldself.weapon;
- setorigin(self, oldself.origin);
- setsize(self, oldself.mins, oldself.maxs);
- self.prevorigin = oldself.origin;
+ self.alpha = this.alpha;
+ self.fade_time = this.fade_time;
+ self.fade_rate = this.fade_rate;
+ //self.weapon = this.weapon;
+ setorigin(self, this.origin);
+ setsize(self, this.mins, this.maxs);
+ self.prevorigin = this.origin;
self.reset = SUB_Remove;
- Drag_MoveDrag(oldself, self);
+ Drag_MoveDrag(this, self);
if(self.colormap <= maxclients && self.colormap > 0)
- self.colormap = 1024 + oldself.clientcolors;
+ self.colormap = 1024 + this.clientcolors;
- CSQCMODEL_AUTOINIT();
- self.CopyBody_nextthink = oldself.nextthink;
- self.CopyBody_think = oldself.think;
+ CSQCMODEL_AUTOINIT(self);
+ self.CopyBody_nextthink = this.nextthink;
+ self.CopyBody_think = this.think;
self.nextthink = time;
self.think = CopyBody_Think;
// "bake" the current animation frame for clones (they don't get clientside animation)
animdecide_load_if_needed(self);
animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
- self = oldself;
-}
-
-float player_getspecies()
-{
- float s;
- get_model_parameters(self.model, self.skin);
- s = get_model_parameters_species;
- get_model_parameters(string_null, 0);
- if(s < 0)
- return SPECIES_HUMAN;
- return s;
+ setself(this);
}
void player_setupanimsformodel()
-{
+{SELFPARAM();
// load animation info
animdecide_load_if_needed(self);
animdecide_setstate(self, 0, false);
}
-void player_anim (void)
-{
+void player_anim ()
+{SELFPARAM();
int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
if(self.deadflag) {
if (!deadbits) {
int animbits = deadbits;
if(self.frozen)
animbits |= ANIMSTATE_FROZEN;
+ if(self.movetype == MOVETYPE_FOLLOW)
+ animbits |= ANIMSTATE_FOLLOW;
if(self.crouch)
animbits |= ANIMSTATE_DUCK;
animdecide_setstate(self, animbits, false);
animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
-
- if (self.weaponentity)
- {
- updateanim(self.weaponentity);
- if (!self.weaponentity.animstate_override)
- setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
- }
}
void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
float take, save;
vector v;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
}
if (take > 50)
}
void calculate_player_respawn_time()
-{
+{SELFPARAM();
if(g_ca)
return;
}
void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
+{SELFPARAM();
float take, save, dh, da;
int j;
vector v;
damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
}
- if(DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
+ if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
{
// tuba causes blood to come out of the ears
vector ear1, ear2;
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
+ sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
}
if (take > 50)
}
if(sound_allowed(MSG_BROADCAST, attacker))
- if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
+ if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
if(self.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
- if(deathtype == DEATH_FALL)
+ if(deathtype == DEATH_FALL.m_id)
PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 75) // TODO make a "gentle" version?
PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
self.dmg_inflictor = inflictor;
- float abot, vbot, awep;
- abot = (IS_BOT_CLIENT(attacker));
- vbot = (IS_BOT_CLIENT(self));
+ if (self != attacker) {
+ float realdmg = damage - excess;
+ if (IS_PLAYER(attacker)) {
+ PlayerScore_Add(attacker, SP_DMG, realdmg);
+ }
+ if (IS_PLAYER(self)) {
+ PlayerScore_Add(self, SP_DMGTAKEN, realdmg);
+ }
+ }
+
+ bool abot = (IS_BOT_CLIENT(attacker));
+ bool vbot = (IS_BOT_CLIENT(self));
valid_damage_for_weaponstats = 0;
- awep = 0;
+ Weapon awep = WEP_Null;
if(vbot || IS_REAL_CLIENT(self))
if(abot || IS_REAL_CLIENT(attacker))
if(DIFF_TEAM(self, attacker))
{
if(DEATH_ISSPECIAL(deathtype))
- awep = attacker.weapon;
+ awep = get_weaponinfo(attacker.weapon);
else
awep = DEATH_WEAPONOF(deathtype);
valid_damage_for_weaponstats = 1;
{
dh = dh - max(self.health, 0);
da = da - max(self.armorvalue, 0);
- WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
- MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc);
+ WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
+ MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
}
if (self.health < 1)
}
if(valid_damage_for_weaponstats)
- WeaponStats_LogKill(awep, abot, self.weapon, vbot);
+ WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
if(sound_allowed(MSG_BROADCAST, attacker))
{
- if(deathtype == DEATH_DROWN)
+ if(deathtype == DEATH_DROWN.m_id)
PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
else
PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
defer_ClientKill_Now_TeamChange = true;
if(self.classname == "body")
- if(deathtype == DEATH_KILL)
+ if(deathtype == DEATH_KILL.m_id)
{
// for the lemmings fans, a small harmless explosion
Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
Obituary (attacker, inflictor, self, deathtype);
// increment frag counter for used weapon type
- int w = DEATH_WEAPONOF(deathtype);
- if(WEP_VALID(w))
+ Weapon w = DEATH_WEAPONOF(deathtype);
+ if(w != WEP_Null)
if(accuracy_isgooddamage(attacker, self))
- attacker.accuracy.(accuracy_frags[w-1]) += 1;
+ attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
+ excess = frag_damage;
- WEP_ACTION(self.weapon, WR_PLAYERDEATH);
+ Weapon wep = get_weaponinfo(self.weapon);
+ wep.wr_playerdeath(wep);
RemoveGrapplingHook(self);
// reset fields the weapons may use just in case
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- WEP_ACTION(j, WR_RESETPLAYER);
- ATTACK_FINISHED_FOR(self, j) = 0;
+ Weapon w = get_weaponinfo(j);
+ w.wr_resetplayer(w);
+ for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ ATTACK_FINISHED_FOR(self, j, slot) = 0;
+ }
}
}
}
-float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
-// message "": do not say, just test flood control
-// return value:
-// 1 = accept
-// 0 = reject
-// -1 = fake accept
+void MoveToTeam(entity client, int team_colour, int type)
+{
+ int lockteams_backup = lockteams; // backup any team lock
+ lockteams = 0; // disable locked teams
+ TeamchangeFrags(client); // move the players frags
+ SetPlayerColors(client, team_colour - 1); // set the players colour
+ Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
+ lockteams = lockteams_backup; // restore the team lock
+ LogTeamchange(client.playerid, client.team, type);
+}
+
+/**
+ * message "": do not say, just test flood control
+ * return value:
+ * 1 = accept
+ * 0 = reject
+ * -1 = fake accept
+ */
+int Say(entity source, float teamsay, entity privatesay, string msgin, bool floodcontrol)
{
string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
float flood;
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOR_EACH_REALCLIENT(head)
+ FOR_EACH_REALCLIENT(head)
if(head != source)
if(head.active_minigame == source.active_minigame)
sprint(head, msgstr);
return ret;
}
-
-float GetVoiceMessageVoiceType(string type)
-{
- if(type == "taunt")
- return VOICETYPE_TAUNT;
- if(type == "teamshoot")
- return VOICETYPE_LASTATTACKER;
- return VOICETYPE_TEAMRADIO;
-}
-
-.string GetVoiceMessageSampleField(string type)
-{
- GetPlayerSoundSampleField_notFound = 0;
- switch(type)
- {
-#define _VOICEMSG(m) case #m: return playersound_##m;
- ALLVOICEMSGS
-#undef _VOICEMSG
- }
- GetPlayerSoundSampleField_notFound = 1;
- return playersound_taunt;
-}
-
-.string GetPlayerSoundSampleField(string type)
-{
- GetPlayerSoundSampleField_notFound = 0;
- switch(type)
- {
-#define _VOICEMSG(m) case #m: return playersound_##m;
- ALLPLAYERSOUNDS
-#undef _VOICEMSG
- }
- GetPlayerSoundSampleField_notFound = 1;
- return playersound_taunt;
-}
-
-void PrecacheGlobalSound(string samplestring)
-{
- float n, i;
- tokenize_console(samplestring);
- n = stof(argv(1));
- if(n > 0)
- {
- for(i = 1; i <= n; ++i)
- precache_sound(strcat(argv(0), ftos(i), ".wav"));
- }
- else
- {
- precache_sound(strcat(argv(0), ".wav"));
- }
-}
-
-void PrecachePlayerSounds(string f)
-{
- float fh;
- string s;
- fh = fopen(f, FILE_READ);
- if(fh < 0)
- return;
- while((s = fgets(fh)))
- {
- if(tokenize_console(s) != 3)
- {
- LOG_TRACE("Invalid sound info line: ", s, "\n");
- continue;
- }
- PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
- }
- fclose(fh);
-
- if (!allvoicesamples)
- {
-#define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
- ALLVOICEMSGS
-#undef _VOICEMSG
- allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
- }
-}
-
-void ClearPlayerSounds()
-{
-#define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
- ALLPLAYERSOUNDS
- ALLVOICEMSGS
-#undef _VOICEMSG
-}
-
-float LoadPlayerSounds(string f, float first)
-{
- float fh;
- string s;
- var .string field;
- fh = fopen(f, FILE_READ);
- if(fh < 0)
- {
- LOG_TRACE("Player sound file not found: ", f, "\n");
- return 0;
- }
- while((s = fgets(fh)))
- {
- if(tokenize_console(s) != 3)
- continue;
- field = GetPlayerSoundSampleField(argv(0));
- if(GetPlayerSoundSampleField_notFound)
- field = GetVoiceMessageSampleField(argv(0));
- if(GetPlayerSoundSampleField_notFound)
- continue;
- if (self.(field))
- strunzone(self.(field));
- self.(field) = strzone(strcat(argv(1), " ", argv(2)));
- }
- fclose(fh);
- return 1;
-}
-
-void UpdatePlayerSounds()
-{
- if(self.modelindex == self.modelindex_for_playersound)
- if(self.skin == self.skin_for_playersound)
- return;
- self.modelindex_for_playersound = self.modelindex;
- self.skin_for_playersound = self.skin;
- ClearPlayerSounds();
- LoadPlayerSounds("sound/player/default.sounds", 1);
- if(!autocvar_g_debug_defaultsounds)
- if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
- LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
-}
-
-void FakeGlobalSound(string sample, float chan, float voicetype)
-{
- float n;
- float tauntrand;
-
- if(sample == "")
- return;
-
- tokenize_console(sample);
- n = stof(argv(1));
- if(n > 0)
- sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
- else
- sample = strcat(argv(0), ".wav"); // randomization
-
- switch(voicetype)
- {
- case VOICETYPE_LASTATTACKER_ONLY:
- break;
- case VOICETYPE_LASTATTACKER:
- if(self.pusher)
- {
- msg_entity = self;
- if(IS_REAL_CLIENT(msg_entity))
- soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_TEAMRADIO:
- msg_entity = self;
- if(msg_entity.cvar_cl_voice_directional == 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- break;
- case VOICETYPE_AUTOTAUNT:
- if(!sv_autotaunt)
- break;
- if(!sv_taunt)
- break;
- if(autocvar_sv_gentle)
- break;
- tauntrand = random();
- msg_entity = self;
- if (tauntrand < msg_entity.cvar_cl_autotaunt)
- {
- if (msg_entity.cvar_cl_voice_directional >= 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_TAUNT:
- if(IS_PLAYER(self))
- if(self.deadflag == DEAD_NO)
- animdecide_setaction(self, ANIMACTION_TAUNT, true);
- if(!sv_taunt)
- break;
- if(autocvar_sv_gentle)
- break;
- msg_entity = self;
- if (msg_entity.cvar_cl_voice_directional >= 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- break;
- case VOICETYPE_PLAYERSOUND:
- msg_entity = self;
- soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
- break;
- default:
- backtrace("Invalid voice type!");
- break;
- }
-}
-
-void GlobalSound(string sample, float chan, float voicetype)
-{
- float n;
- float tauntrand;
-
- if(sample == "")
- return;
-
- tokenize_console(sample);
- n = stof(argv(1));
- if(n > 0)
- sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
- else
- sample = strcat(argv(0), ".wav"); // randomization
-
- switch(voicetype)
- {
- case VOICETYPE_LASTATTACKER_ONLY:
- if(self.pusher)
- {
- msg_entity = self.pusher;
- if(IS_REAL_CLIENT(msg_entity))
- {
- if(msg_entity.cvar_cl_voice_directional == 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- }
- break;
- case VOICETYPE_LASTATTACKER:
- if(self.pusher)
- {
- msg_entity = self.pusher;
- if(IS_REAL_CLIENT(msg_entity))
- {
- if(msg_entity.cvar_cl_voice_directional == 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- msg_entity = self;
- if(IS_REAL_CLIENT(msg_entity))
- soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_TEAMRADIO:
- FOR_EACH_REALCLIENT(msg_entity)
- if(!teamplay || msg_entity.team == self.team)
- {
- if(msg_entity.cvar_cl_voice_directional == 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_AUTOTAUNT:
- if(!sv_autotaunt)
- break;
- if(!sv_taunt)
- break;
- if(autocvar_sv_gentle)
- break;
- tauntrand = random();
- FOR_EACH_REALCLIENT(msg_entity)
- if (tauntrand < msg_entity.cvar_cl_autotaunt)
- {
- if (msg_entity.cvar_cl_voice_directional >= 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_TAUNT:
- if(IS_PLAYER(self))
- if(self.deadflag == DEAD_NO)
- animdecide_setaction(self, ANIMACTION_TAUNT, true);
- if(!sv_taunt)
- break;
- if(autocvar_sv_gentle)
- break;
- FOR_EACH_REALCLIENT(msg_entity)
- {
- if (msg_entity.cvar_cl_voice_directional >= 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_PLAYERSOUND:
- sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
- break;
- default:
- backtrace("Invalid voice type!");
- break;
- }
-}
-
-void PlayerSound(.string samplefield, float chan, float voicetype)
-{
- GlobalSound(self.(samplefield), chan, voicetype);
-}
-
-void VoiceMessage(string type, string msg)
-{
- var .string sample;
- float voicetype, ownteam;
- float flood;
- sample = GetVoiceMessageSampleField(type);
-
- if(GetPlayerSoundSampleField_notFound)
- {
- sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
- return;
- }
-
- voicetype = GetVoiceMessageVoiceType(type);
- ownteam = (voicetype == VOICETYPE_TEAMRADIO);
-
- flood = Say(self, ownteam, world, msg, 1);
-
- if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
- FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
- else if (flood > 0)
- GlobalSound(self.(sample), CH_VOICE, voicetype);
-}
-
-void MoveToTeam(entity client, float team_colour, float type)
-{
- float lockteams_backup;
-
- lockteams_backup = lockteams; // backup any team lock
-
- lockteams = 0; // disable locked teams
-
- TeamchangeFrags(client); // move the players frags
- SetPlayerColors(client, team_colour - 1); // set the players colour
- Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
-
- lockteams = lockteams_backup; // restore the team lock
-
- LogTeamchange(client.playerid, client.team, type);
-}