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Merge branch 'master' into Mario/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity pusher;
2 .float pushltime;
3 .float istypefrag;
4
5 .float CopyBody_nextthink;
6 .void(void) CopyBody_think;
7 void CopyBody_Think(void)
8 {
9         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
10         {
11                 self.CopyBody_think();
12                 if(wasfreed(self))
13                         return;
14                 self.CopyBody_nextthink = self.nextthink;
15                 self.CopyBody_think = self.think;
16                 self.think = CopyBody_Think;
17         }
18         CSQCMODEL_AUTOUPDATE();
19         self.nextthink = time;
20 }
21 void CopyBody(float keepvelocity)
22 {
23         entity oldself;
24         if (self.effects & EF_NODRAW)
25                 return;
26         oldself = self;
27         self = spawn();
28         self.enemy = oldself;
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;
82
83         Drag_MoveDrag(oldself, self);
84
85         if(self.colormap <= maxclients && self.colormap > 0)
86                 self.colormap = 1024 + oldself.clientcolors;
87
88         CSQCMODEL_AUTOINIT();
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);
95
96         self = oldself;
97 }
98
99 float player_getspecies()
100 {
101         float s;
102         get_model_parameters(self.model, self.skin);
103         s = get_model_parameters_species;
104         get_model_parameters(string_null, 0);
105         if(s < 0)
106                 return SPECIES_HUMAN;
107         return s;
108 }
109
110 void player_setupanimsformodel()
111 {
112         // load animation info
113         animdecide_init(self);
114         animdecide_setstate(self, 0, FALSE);
115 }
116
117 void player_anim (void)
118 {
119         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
120         if(self.deadflag && !deadbits)
121                 if(random() < 0.5)
122                         deadbits = ANIMSTATE_DEAD1;
123                 else
124                         deadbits = ANIMSTATE_DEAD2;
125         float animbits = deadbits;
126         if(self.frozen)
127                 animbits |= ANIMSTATE_FROZEN;
128         if(self.crouch)
129                 animbits |= ANIMSTATE_DUCK;
130         animdecide_setstate(self, animbits, FALSE);
131         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
132
133         if (self.weaponentity)
134         {
135                 updateanim(self.weaponentity);
136                 if (!self.weaponentity.animstate_override)
137                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
138         }
139 }
140
141 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
142 {
143         float take, save;
144         vector v;
145         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
146
147         // damage resistance (ignore most of the damage from a bullet or similar)
148         damage = max(damage - 5, 1);
149
150         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
151         take = v_x;
152         save = v_y;
153
154         if(sound_allowed(MSG_BROADCAST, attacker))
155         {
156                 if (save > 10)
157                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
158                 else if (take > 30)
159                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
160                 else if (take > 10)
161                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
162         }
163
164         if (take > 50)
165                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
166         if (take > 100)
167                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
168
169         if (!(self.flags & FL_GODMODE))
170         {
171                 self.armorvalue = self.armorvalue - save;
172                 self.health = self.health - take;
173                 // pause regeneration for 5 seconds
174                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
175         }
176         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
177         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
178         self.dmg_inflictor = inflictor;
179
180         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
181         {
182                 // don't use any animations as a gib
183                 self.frame = 0;
184                 // view just above the floor
185                 self.view_ofs = '0 0 4';
186
187                 Violence_GibSplash(self, 1, 1, attacker);
188                 self.alpha = -1;
189                 self.solid = SOLID_NOT; // restore later
190                 self.takedamage = DAMAGE_NO; // restore later
191                 self.damagedbycontents = FALSE;
192         }
193 }
194
195 // g_<gametype>_str:
196 // If 0, default is used.
197 // If <0, 0 is used.
198 // Otherwise, g_str (default value) is used.
199 // For consistency, negative values there are mapped to zero too.
200 #define GAMETYPE_DEFAULTED_SETTING(str) \
201         ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
202          (gametype_setting_tmp < 0) ? 0 : \
203          (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
204          gametype_setting_tmp)
205
206
207 void calculate_player_respawn_time()
208 {
209         float gametype_setting_tmp;
210         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
211         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
212         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
213         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
214         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
215         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
216
217         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
218         entity pl;
219         if (teamplay)
220         {
221                 FOR_EACH_PLAYER(pl)
222                         if (pl != self)
223                                 if (pl.team == self.team)
224                                         ++pcount;
225                 if (sdelay_small_count == 0)
226                         sdelay_small_count = 1;
227                 if (sdelay_large_count == 0)
228                         sdelay_large_count = 1;
229         }
230         else
231         {
232                 FOR_EACH_PLAYER(pl)
233                         if (pl != self)
234                                 ++pcount;
235                 if (sdelay_small_count == 0)
236                 {
237                         if (g_cts)
238                         {
239                                 // Players play independently. No point in requiring enemies.
240                                 sdelay_small_count = 1;
241                         }
242                         else
243                         {
244                                 // Players play AGAINST each other. Enemies required.
245                                 sdelay_small_count = 2;
246                         }
247                 }
248                 if (sdelay_large_count == 0)
249                 {
250                         if (g_cts)
251                         {
252                                 // Players play independently. No point in requiring enemies.
253                                 sdelay_large_count = 1;
254                         }
255                         else
256                         {
257                                 // Players play AGAINST each other. Enemies required.
258                                 sdelay_large_count = 2;
259                         }
260                 }
261         }
262
263         float sdelay;
264
265         if (pcount <= sdelay_small_count)
266                 sdelay = sdelay_small;
267         else if (pcount >= sdelay_large_count)
268                 sdelay = sdelay_large;
269         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
270                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
271
272         if(waves)
273                 self.respawn_time = ceil((time + sdelay) / waves) * waves;
274         else
275                 self.respawn_time = time + sdelay;
276
277         if(sdelay < sdelay_max)
278                 self.respawn_time_max = time + sdelay_max;
279         else
280                 self.respawn_time_max = self.respawn_time;
281
282         if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
283                 self.respawn_countdown = 10; // first number to count down from is 10
284         else
285                 self.respawn_countdown = -1; // do not count down
286
287         if(autocvar_g_forced_respawn)
288                 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
289 }
290
291 void ClientKill_Now_TeamChange();
292
293 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
294 {
295         float take, save, dh, da, j;
296         vector v;
297         float valid_damage_for_weaponstats;
298         float excess;
299
300         dh = max(self.health, 0);
301         da = max(self.armorvalue, 0);
302
303         if(!DEATH_ISSPECIAL(deathtype))
304         {
305                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
306                 if(self != attacker)
307                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
308         }
309
310         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
311         {
312                 // tuba causes blood to come out of the ears
313                 vector ear1, ear2;
314                 vector d;
315                 float f;
316                 ear1 = self.origin;
317                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
318                 ear2 = ear1;
319                 makevectors(self.angles);
320                 ear1 += v_right * -10;
321                 ear2 += v_right * +10;
322                 d = inflictor.origin - self.origin;
323                 if (d)
324                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
325                 else
326                         f = 0;  // Assum ecenter.
327                 force = v_right * vlen(force);
328                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
329                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
330                 if(f > 0)
331                 {
332                         hitloc = ear1;
333                         force = force * -1;
334                 }
335                 else
336                 {
337                         hitloc = ear2;
338                         // force is already good
339                 }
340         }
341         else
342                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
343
344
345         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
346         take = v_x;
347         save = v_y;
348
349         if(attacker == self)
350         {
351                 // don't reset pushltime for self damage as it may be an attempt to
352                 // escape a lava pit or similar
353                 //self.pushltime = 0;
354                 self.istypefrag = 0;
355         }
356         else if(IS_PLAYER(attacker))
357         {
358                 self.pusher = attacker;
359                 self.pushltime = time + autocvar_g_maxpushtime;
360                 self.istypefrag = self.BUTTON_CHAT;
361         }
362         else if(time < self.pushltime)
363         {
364                 attacker = self.pusher;
365                 self.pushltime = max(self.pushltime, time + 0.6);
366         }
367         else
368         {
369                 self.pushltime = 0;
370                 self.istypefrag = 0;
371         }
372
373         frag_inflictor = inflictor;
374         frag_attacker = attacker;
375         frag_target = self;
376         frag_damage = damage;
377         damage_take = take;
378         damage_save = save;
379         damage_force = force;
380         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
381         take = bound(0, damage_take, self.health);
382         save = bound(0, damage_save, self.armorvalue);
383         excess = max(0, damage - take - save);
384
385         if(sound_allowed(MSG_BROADCAST, attacker))
386         {
387                 if (save > 10)
388                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
389                 else if (take > 30)
390                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
391                 else if (take > 10)
392                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
393         }
394
395         if (take > 50)
396                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
397         if (take > 100)
398                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
399
400         if (time >= self.spawnshieldtime)
401         {
402                 if (!(self.flags & FL_GODMODE))
403                 {
404                         self.armorvalue = self.armorvalue - save;
405                         self.health = self.health - take;
406                         // pause regeneration for 5 seconds
407                         if(take)
408                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
409
410                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
411                         {
412                                 self.pain_finished = time + 0.5;        //Supajoe
413
414                                 if(autocvar_sv_gentle < 1) {
415                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
416                                         {
417                                                 if (!self.animstate_override)
418                                                 {
419                                                         if (random() > 0.5)
420                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
421                                                         else
422                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
423                                                 }
424                                         }
425
426                                         if(sound_allowed(MSG_BROADCAST, attacker))
427                                         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
428                                         if(self.health > 1)
429                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
430                                         {
431                                                 if(deathtype == DEATH_FALL)
432                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
433                                                 else if(self.health > 75) // TODO make a "gentle" version?
434                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
435                                                 else if(self.health > 50)
436                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
437                                                 else if(self.health > 25)
438                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
439                                                 else
440                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
441                                         }
442                                 }
443
444                                 // throw off bot aim temporarily
445                                 float shake;
446                                 shake = damage * 5 / (bound(0,skill,100) + 1);
447                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
448                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
449                         }
450                 }
451                 else
452                         self.max_armorvalue += (save + take);
453         }
454         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
455         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
456         self.dmg_inflictor = inflictor;
457
458         float abot, vbot, awep;
459         abot = (IS_BOT_CLIENT(attacker));
460         vbot = (IS_BOT_CLIENT(self));
461
462         valid_damage_for_weaponstats = 0;
463         awep = 0;
464
465         if(vbot || IS_REAL_CLIENT(self))
466         if(abot || IS_REAL_CLIENT(attacker))
467         if(attacker && self != attacker)
468         if(DIFF_TEAM(self, attacker))
469         {
470                 if(DEATH_ISSPECIAL(deathtype))
471                         awep = attacker.weapon;
472                 else
473                         awep = DEATH_WEAPONOF(deathtype);
474                 valid_damage_for_weaponstats = 1;
475         }
476
477         if(valid_damage_for_weaponstats)
478         {
479                 dh = dh - max(self.health, 0);
480                 da = da - max(self.armorvalue, 0);
481                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
482         }
483
484         if (self.health < 1)
485         {
486                 float defer_ClientKill_Now_TeamChange;
487                 defer_ClientKill_Now_TeamChange = FALSE;
488
489                 if(self.alivetime)
490                 {
491                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
492                         self.alivetime = 0;
493                 }
494
495                 if(valid_damage_for_weaponstats)
496                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
497
498                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
499                 if(sound_allowed(MSG_BROADCAST, attacker))
500                 {
501                         if(deathtype == DEATH_DROWN)
502                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
503                         else
504                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
505                 }
506
507                 // get rid of kill indicator
508                 if(self.killindicator)
509                 {
510                         remove(self.killindicator);
511                         self.killindicator = world;
512                         if(self.killindicator_teamchange)
513                                 defer_ClientKill_Now_TeamChange = TRUE;
514
515                         if(self.classname == "body")
516                         if(deathtype == DEATH_KILL)
517                         {
518                                 // for the lemmings fans, a small harmless explosion
519                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
520                         }
521                 }
522
523                 // print an obituary message
524                 Obituary (attacker, inflictor, self, deathtype);
525
526         // increment frag counter for used weapon type
527         float w;
528         w = DEATH_WEAPONOF(deathtype);
529         if(WEP_VALID(w))
530         if(accuracy_isgooddamage(attacker, self))
531         attacker.accuracy.(accuracy_frags[w-1]) += 1;
532
533                 frag_attacker = attacker;
534                 frag_inflictor = inflictor;
535                 frag_target = self;
536                 frag_deathtype = deathtype;
537                 MUTATOR_CALLHOOK(PlayerDies);
538
539                 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
540
541                 RemoveGrapplingHook(self);
542
543                 Portal_ClearAllLater(self);
544
545                 self.fixangle = TRUE;
546
547                 if(defer_ClientKill_Now_TeamChange)
548                         ClientKill_Now_TeamChange(); // can turn player into spectator
549
550                 // player could have been miraculously resuscitated ;)
551                 // e.g. players in freezetag get frozen, they don't really die
552                 if(self.health >= 1 || !IS_PLAYER(self))
553                         return;
554
555                 // when we get here, player actually dies
556
557                 Unfreeze(self); // remove any icy remains
558                 self.health = 0; // Unfreeze resets health, so we need to set it back
559
560                 // clear waypoints
561                 WaypointSprite_PlayerDead();
562                 // throw a weapon
563                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
564
565                 // become fully visible
566                 self.alpha = default_player_alpha;
567                 // make the corpse upright (not tilted)
568                 self.angles_x = 0;
569                 self.angles_z = 0;
570                 // don't spin
571                 self.avelocity = '0 0 0';
572                 // view from the floor
573                 self.view_ofs = '0 0 -8';
574                 // toss the corpse
575                 self.movetype = MOVETYPE_TOSS;
576                 // shootable corpse
577                 self.solid = SOLID_CORPSE;
578                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
579                 // don't stick to the floor
580                 self.flags &= ~FL_ONGROUND;
581                 // dying animation
582                 self.deadflag = DEAD_DYING;
583                 // when to allow respawn
584                 calculate_player_respawn_time();
585
586                 self.death_time = time;
587                 if (random() < 0.5)
588                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
589                 else
590                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
591                 if (self.maxs_z > 5)
592                 {
593                         self.maxs_z = 5;
594                         setsize(self, self.mins, self.maxs);
595                 }
596                 // set damage function to corpse damage
597                 self.event_damage = PlayerCorpseDamage;
598                 // call the corpse damage function just in case it wants to gib
599                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
600                 // set up to fade out later
601                 SUB_SetFade (self, time + 6 + random (), 1);
602
603                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
604                         // remove corpse
605                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
606                 }
607
608                 // reset fields the weapons may use just in case
609                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
610                 {
611                         WEP_ACTION(j, WR_RESETPLAYER);
612                         ATTACK_FINISHED_FOR(self, j) = 0;
613                 }
614         }
615 }
616
617 .float muted; // to be used by prvm_edictset server playernumber muted 1
618 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
619 // message "": do not say, just test flood control
620 // return value:
621 //   1 = accept
622 //   0 = reject
623 //  -1 = fake accept
624 {
625         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
626         float flood;
627         var .float flood_field;
628         entity head;
629         float ret;
630         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
631
632         if(!teamsay && !privatesay)
633                 if(substring(msgin, 0, 1) == " ")
634                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
635
636         msgin = formatmessage(msgin);
637
638         if (!IS_PLAYER(source))
639                 colorstr = "^0"; // black for spectators
640         else if(teamplay)
641                 colorstr = Team_ColorCode(source.team);
642         else
643         {
644                 colorstr = "";
645                 teamsay = FALSE;
646         }
647
648         if(intermission_running)
649                 teamsay = FALSE;
650
651         if(msgin != "")
652                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
653
654         /*
655          * using bprint solves this... me stupid
656         // how can we prevent the message from appearing in a listen server?
657         // for now, just give "say" back and only handle say_team
658         if(!teamsay)
659         {
660                 clientcommand(self, strcat("say ", msgin));
661                 return;
662         }
663         */
664
665         if(autocvar_g_chat_teamcolors)
666                 namestr = playername(source);
667         else
668                 namestr = source.netname;
669
670         if(strdecolorize(namestr) == namestr)
671                 colorprefix = "^3";
672         else
673                 colorprefix = "^7";
674
675         if(msgin != "")
676         {
677                 if(privatesay)
678                 {
679                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
680                         privatemsgprefixlen = strlen(msgstr);
681                         msgstr = strcat(msgstr, msgin);
682                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
683                         if(autocvar_g_chat_teamcolors)
684                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
685                         else
686                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
687                 }
688                 else if(teamsay)
689                 {
690                         msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
691                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
692                 }
693                 else
694                 {
695                         msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
696                         cmsgstr = "";
697                 }
698                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
699         }
700         else
701         {
702                 msgstr = cmsgstr = "";
703         }
704
705         fullmsgstr = msgstr;
706         fullcmsgstr = cmsgstr;
707
708         // FLOOD CONTROL
709         flood = 0;
710         flood_field = floodcontrol_chat;
711         if(floodcontrol)
712         {
713                 float flood_spl;
714                 float flood_burst;
715                 float flood_lmax;
716                 float lines;
717                 if(privatesay)
718                 {
719                         flood_spl = autocvar_g_chat_flood_spl_tell;
720                         flood_burst = autocvar_g_chat_flood_burst_tell;
721                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
722                         flood_field = floodcontrol_chattell;
723                 }
724                 else if(teamsay)
725                 {
726                         flood_spl = autocvar_g_chat_flood_spl_team;
727                         flood_burst = autocvar_g_chat_flood_burst_team;
728                         flood_lmax = autocvar_g_chat_flood_lmax_team;
729                         flood_field = floodcontrol_chatteam;
730                 }
731                 else
732                 {
733                         flood_spl = autocvar_g_chat_flood_spl;
734                         flood_burst = autocvar_g_chat_flood_burst;
735                         flood_lmax = autocvar_g_chat_flood_lmax;
736                         flood_field = floodcontrol_chat;
737                 }
738                 flood_burst = max(0, flood_burst - 1);
739                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
740
741                 // do flood control for the default line size
742                 if(msgstr != "")
743                 {
744                         getWrappedLine_remaining = msgstr;
745                         msgstr = "";
746                         lines = 0;
747                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
748                         {
749                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
750                                 ++lines;
751                         }
752                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
753
754                         if(getWrappedLine_remaining != "")
755                         {
756                                 msgstr = strcat(msgstr, "\n");
757                                 flood = 2;
758                         }
759
760                         if(time >= source.flood_field)
761                         {
762                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
763                         }
764                         else
765                         {
766                                 flood = 1;
767                                 msgstr = fullmsgstr;
768                         }
769                 }
770                 else
771                 {
772                         if(time >= source.flood_field)
773                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
774                         else
775                                 flood = 1;
776                 }
777
778                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
779                         source.flood_field = flood = 0;
780         }
781
782         if(flood == 2) // cannot happen for empty msgstr
783         {
784                 if(autocvar_g_chat_flood_notify_flooder)
785                 {
786                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
787                         sourcecmsgstr = "";
788                 }
789                 else
790                 {
791                         sourcemsgstr = fullmsgstr;
792                         sourcecmsgstr = fullcmsgstr;
793                 }
794                 cmsgstr = "";
795         }
796         else
797         {
798                 sourcemsgstr = msgstr;
799                 sourcecmsgstr = cmsgstr;
800         }
801
802         if(!privatesay)
803         if (!IS_PLAYER(source))
804         {
805                 if (!intermission_running)
806                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
807                                 teamsay = -1; // spectators
808         }
809
810         if(flood)
811                 print("NOTE: ", playername(source), "^7 is flooding.\n");
812
813         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
814         if(privatesay)
815                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
816
817         if(source.muted)
818         {
819                 // always fake the message
820                 ret = -1;
821         }
822         else if(flood == 1)
823         {
824                 if(autocvar_g_chat_flood_notify_flooder)
825                 {
826                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
827                         ret = 0;
828                 }
829                 else
830                         ret = -1;
831         }
832         else
833         {
834                 ret = 1;
835         }
836
837         if(sourcemsgstr != "" && ret != 0)
838         {
839                 if(ret < 0) // faked message, because the player is muted
840                 {
841                         sprint(source, sourcemsgstr);
842                         if(sourcecmsgstr != "" && !privatesay)
843                                 centerprint(source, sourcecmsgstr);
844                 }
845                 else if(privatesay) // private message, between 2 people only
846                 {
847                         sprint(source, sourcemsgstr);
848                         sprint(privatesay, msgstr);
849                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
850                         if(cmsgstr != "")
851                                 centerprint(privatesay, cmsgstr);
852                 }
853                 else if(teamsay > 0) // team message, only sent to team mates
854                 {
855                         sprint(source, sourcemsgstr);
856                         dedicated_print(msgstr); // send to server console too
857                         if(sourcecmsgstr != "")
858                                 centerprint(source, sourcecmsgstr);
859                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
860                                 if(head != source)
861                                 {
862                                         sprint(head, msgstr);
863                                         if(cmsgstr != "")
864                                                 centerprint(head, cmsgstr);
865                                 }
866                 }
867                 else if(teamsay < 0) // spectator message, only sent to spectators
868                 {
869                         sprint(source, sourcemsgstr);
870                         dedicated_print(msgstr); // send to server console too
871                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
872                                 if(head != source)
873                                         sprint(head, msgstr);
874                 }
875                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
876                 {
877                         sprint(source, sourcemsgstr);
878                         dedicated_print(msgstr); // send to server console too
879                         FOR_EACH_REALCLIENT(head)
880                                 if(head != source)
881                                         sprint(head, msgstr);
882                 }
883                 else
884                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
885         }
886
887         return ret;
888 }
889
890 float GetVoiceMessageVoiceType(string type)
891 {
892         if(type == "taunt")
893                 return VOICETYPE_TAUNT;
894         if(type == "teamshoot")
895                 return VOICETYPE_LASTATTACKER;
896         return VOICETYPE_TEAMRADIO;
897 }
898
899 string allvoicesamples;
900 .string GetVoiceMessageSampleField(string type)
901 {
902         GetPlayerSoundSampleField_notFound = 0;
903         switch(type)
904         {
905 #define _VOICEMSG(m) case #m: return playersound_##m;
906                 ALLVOICEMSGS
907 #undef _VOICEMSG
908         }
909         GetPlayerSoundSampleField_notFound = 1;
910         return playersound_taunt;
911 }
912
913 .string GetPlayerSoundSampleField(string type)
914 {
915         GetPlayerSoundSampleField_notFound = 0;
916         switch(type)
917         {
918 #define _VOICEMSG(m) case #m: return playersound_##m;
919                 ALLPLAYERSOUNDS
920 #undef _VOICEMSG
921         }
922         GetPlayerSoundSampleField_notFound = 1;
923         return playersound_taunt;
924 }
925
926 void PrecacheGlobalSound(string samplestring)
927 {
928         float n, i;
929         tokenize_console(samplestring);
930         n = stof(argv(1));
931         if(n > 0)
932         {
933                 for(i = 1; i <= n; ++i)
934                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
935         }
936         else
937         {
938                 precache_sound(strcat(argv(0), ".wav"));
939         }
940 }
941
942 void PrecachePlayerSounds(string f)
943 {
944         float fh;
945         string s;
946         fh = fopen(f, FILE_READ);
947         if(fh < 0)
948                 return;
949         while((s = fgets(fh)))
950         {
951                 if(tokenize_console(s) != 3)
952                 {
953                         dprint("Invalid sound info line: ", s, "\n");
954                         continue;
955                 }
956                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
957         }
958         fclose(fh);
959
960         if (!allvoicesamples)
961         {
962 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
963                 ALLVOICEMSGS
964 #undef _VOICEMSG
965                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
966         }
967 }
968
969 void ClearPlayerSounds()
970 {
971 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
972         ALLPLAYERSOUNDS
973         ALLVOICEMSGS
974 #undef _VOICEMSG
975 }
976
977 float LoadPlayerSounds(string f, float first)
978 {
979         float fh;
980         string s;
981         var .string field;
982         fh = fopen(f, FILE_READ);
983         if(fh < 0)
984         {
985                 dprint("Player sound file not found: ", f, "\n");
986                 return 0;
987         }
988         while((s = fgets(fh)))
989         {
990                 if(tokenize_console(s) != 3)
991                         continue;
992                 field = GetPlayerSoundSampleField(argv(0));
993                 if(GetPlayerSoundSampleField_notFound)
994                         field = GetVoiceMessageSampleField(argv(0));
995                 if(GetPlayerSoundSampleField_notFound)
996                         continue;
997                 if(self.field)
998                         strunzone(self.field);
999                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1000         }
1001         fclose(fh);
1002         return 1;
1003 }
1004
1005 .float modelindex_for_playersound;
1006 .float skin_for_playersound;
1007 void UpdatePlayerSounds()
1008 {
1009         if(self.modelindex == self.modelindex_for_playersound)
1010         if(self.skin == self.skin_for_playersound)
1011                 return;
1012         self.modelindex_for_playersound = self.modelindex;
1013         self.skin_for_playersound = self.skin;
1014         ClearPlayerSounds();
1015         LoadPlayerSounds("sound/player/default.sounds", 1);
1016         if(!autocvar_g_debug_defaultsounds)
1017                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1018                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1019 }
1020
1021 void FakeGlobalSound(string sample, float chan, float voicetype)
1022 {
1023         float n;
1024         float tauntrand;
1025
1026         if(sample == "")
1027                 return;
1028
1029         tokenize_console(sample);
1030         n = stof(argv(1));
1031         if(n > 0)
1032                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1033         else
1034                 sample = strcat(argv(0), ".wav"); // randomization
1035
1036         switch(voicetype)
1037         {
1038                 case VOICETYPE_LASTATTACKER_ONLY:
1039                         break;
1040                 case VOICETYPE_LASTATTACKER:
1041                         if(self.pusher)
1042                         {
1043                                 msg_entity = self;
1044                                 if(IS_REAL_CLIENT(msg_entity))
1045                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1046                         }
1047                         break;
1048                 case VOICETYPE_TEAMRADIO:
1049                         msg_entity = self;
1050                         if(msg_entity.cvar_cl_voice_directional == 1)
1051                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1052                         else
1053                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1054                         break;
1055                 case VOICETYPE_AUTOTAUNT:
1056                         if(!sv_autotaunt)
1057                                 break;
1058                         if(!sv_taunt)
1059                                 break;
1060                         if(autocvar_sv_gentle)
1061                                 break;
1062                         tauntrand = random();
1063                         msg_entity = self;
1064                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1065                         {
1066                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1067                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1068                                 else
1069                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1070                         }
1071                         break;
1072                 case VOICETYPE_TAUNT:
1073                         if(IS_PLAYER(self))
1074                                 if(self.deadflag == DEAD_NO)
1075                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1076                         if(!sv_taunt)
1077                                 break;
1078                         if(autocvar_sv_gentle)
1079                                 break;
1080                         msg_entity = self;
1081                         if (msg_entity.cvar_cl_voice_directional >= 1)
1082                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1083                         else
1084                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1085                         break;
1086                 case VOICETYPE_PLAYERSOUND:
1087                         msg_entity = self;
1088                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1089                         break;
1090                 default:
1091                         backtrace("Invalid voice type!");
1092                         break;
1093         }
1094 }
1095
1096 void GlobalSound(string sample, float chan, float voicetype)
1097 {
1098         float n;
1099         float tauntrand;
1100
1101         if(sample == "")
1102                 return;
1103
1104         tokenize_console(sample);
1105         n = stof(argv(1));
1106         if(n > 0)
1107                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1108         else
1109                 sample = strcat(argv(0), ".wav"); // randomization
1110
1111         switch(voicetype)
1112         {
1113                 case VOICETYPE_LASTATTACKER_ONLY:
1114                         if(self.pusher)
1115                         {
1116                                 msg_entity = self.pusher;
1117                                 if(IS_REAL_CLIENT(msg_entity))
1118                                 {
1119                                         if(msg_entity.cvar_cl_voice_directional == 1)
1120                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1121                                         else
1122                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1123                                 }
1124                         }
1125                         break;
1126                 case VOICETYPE_LASTATTACKER:
1127                         if(self.pusher)
1128                         {
1129                                 msg_entity = self.pusher;
1130                                 if(IS_REAL_CLIENT(msg_entity))
1131                                 {
1132                                         if(msg_entity.cvar_cl_voice_directional == 1)
1133                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1134                                         else
1135                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1136                                 }
1137                                 msg_entity = self;
1138                                 if(IS_REAL_CLIENT(msg_entity))
1139                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1140                         }
1141                         break;
1142                 case VOICETYPE_TEAMRADIO:
1143                         FOR_EACH_REALCLIENT(msg_entity)
1144                                 if(!teamplay || msg_entity.team == self.team)
1145                                 {
1146                                         if(msg_entity.cvar_cl_voice_directional == 1)
1147                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1148                                         else
1149                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1150                                 }
1151                         break;
1152                 case VOICETYPE_AUTOTAUNT:
1153                         if(!sv_autotaunt)
1154                                 break;
1155                         if(!sv_taunt)
1156                                 break;
1157                         if(autocvar_sv_gentle)
1158                                 break;
1159                         tauntrand = random();
1160                         FOR_EACH_REALCLIENT(msg_entity)
1161                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1162                                 {
1163                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1164                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1165                                         else
1166                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1167                                 }
1168                         break;
1169                 case VOICETYPE_TAUNT:
1170                         if(IS_PLAYER(self))
1171                                 if(self.deadflag == DEAD_NO)
1172                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1173                         if(!sv_taunt)
1174                                 break;
1175                         if(autocvar_sv_gentle)
1176                                 break;
1177                         FOR_EACH_REALCLIENT(msg_entity)
1178                         {
1179                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1180                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1181                                 else
1182                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1183                         }
1184                         break;
1185                 case VOICETYPE_PLAYERSOUND:
1186                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1187                         break;
1188                 default:
1189                         backtrace("Invalid voice type!");
1190                         break;
1191         }
1192 }
1193
1194 void PlayerSound(.string samplefield, float chan, float voicetype)
1195 {
1196         GlobalSound(self.samplefield, chan, voicetype);
1197 }
1198
1199 void VoiceMessage(string type, string msg)
1200 {
1201         var .string sample;
1202         float voicetype, ownteam;
1203         float flood;
1204         sample = GetVoiceMessageSampleField(type);
1205
1206         if(GetPlayerSoundSampleField_notFound)
1207         {
1208                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1209                 return;
1210         }
1211
1212         voicetype = GetVoiceMessageVoiceType(type);
1213         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1214
1215         flood = Say(self, ownteam, world, msg, 1);
1216
1217         if (flood > 0)
1218                 GlobalSound(self.sample, CH_VOICE, voicetype);
1219         else if (flood < 0)
1220                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1221 }
1222
1223 void MoveToTeam(entity client, float team_colour, float type)
1224 {
1225         float lockteams_backup;
1226
1227         lockteams_backup = lockteams;  // backup any team lock
1228
1229         lockteams = 0;  // disable locked teams
1230
1231         TeamchangeFrags(client);  // move the players frags
1232         SetPlayerColors(client, team_colour - 1);  // set the players colour
1233         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1234
1235         lockteams = lockteams_backup;  // restore the team lock
1236
1237         LogTeamchange(client.playerid, client.team, type);
1238 }