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1 float weaponstats_buffer;\r
2 \r
3 void WeaponStats_Init()\r
4 {\r
5         if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")\r
6                 weaponstats_buffer = buf_create();\r
7         else\r
8                 weaponstats_buffer = -1;\r
9 }\r
10 \r
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))\r
12 \r
13 void WeaponStats_Shutdown()\r
14 {\r
15         float i, j, idx, f;\r
16         float fh;\r
17         string prefix;\r
18         if(weaponstats_buffer < 0)\r
19                 return;\r
20         prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");\r
21         if(cvar_string("sv_weaponstats_killfile") != "")\r
22         {\r
23                 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);\r
24                 if(fh >= 0)\r
25                 {\r
26                         fputs(fh, "#begin killfile\n");\r
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));\r
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));\r
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
31                                 {\r
32                                         idx = WEAPONSTATS_GETINDEX(i, j);\r
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';\r
34                                         if(f != 0)\r
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));\r
36                                 }\r
37                         fputs(fh, "#end\n\n");\r
38                         fclose(fh);\r
39                         print("Weapon kill stats written\n");\r
40                 }\r
41         }\r
42         if(cvar_string("sv_weaponstats_damagefile") != "")\r
43         {\r
44                 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);\r
45                 if(fh >= 0)\r
46                 {\r
47                         fputs(fh, "#begin damagefile\n");\r
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));\r
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));\r
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
52                                 {\r
53                                         idx = WEAPONSTATS_GETINDEX(i, j);\r
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';\r
55                                         if(f != 0)\r
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));\r
57                                 }\r
58                         fputs(fh, "#end\n\n");\r
59                         fclose(fh);\r
60                         print("Weapon damage stats written\n");\r
61                 }\r
62         }\r
63         buf_del(weaponstats_buffer);\r
64         weaponstats_buffer = -1;\r
65 }\r
66 \r
67 void WeaponStats_LogItem(float awep, float vwep, vector item)\r
68 {\r
69         float idx;\r
70         if(weaponstats_buffer < 0)\r
71                 return;\r
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)\r
73                 return;\r
74         if(awep > WEP_LAST || vwep > WEP_LAST)\r
75                 return;\r
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);\r
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));\r
78 }\r
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)\r
80 {\r
81         if(damage < 0)\r
82                 error("negative damage?");\r
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);\r
84 }\r
85 void WeaponStats_LogKill(float awep, float vwep)\r
86 {\r
87         WeaponStats_LogItem(awep, vwep, '0 1 0');\r
88 }\r
89 \r
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request\r
91 // merged player_run and player_stand to player_anim\r
92 // added death animations to player_anim\r
93 // can now spawn thrown weapons from anywhere, not just from players\r
94 // thrown weapons now fade out after 20 seconds\r
95 // created PlayerGib function\r
96 // PlayerDie no longer uses hitloc or damage\r
97 // PlayerDie now supports dying animations as well as gibbing\r
98 // cleaned up PlayerDie a lot\r
99 // added CopyBody\r
100 \r
101 .entity pusher;\r
102 .float pushltime;\r
103 \r
104 void CopyBody(float keepvelocity)\r
105 {\r
106         local entity oldself;\r
107         if (self.effects & EF_NODRAW || self.alpha < 0)\r
108                 return;\r
109         oldself = self;\r
110         self = spawn();\r
111         self.enemy = oldself;\r
112         self.lip = oldself.lip;\r
113         self.colormap = oldself.colormap;\r
114         self.colormod = oldself.colormod;\r
115         self.glowmod = oldself.glowmod;\r
116         self.iscreature = oldself.iscreature;\r
117         self.angles = oldself.angles;\r
118         self.avelocity = oldself.avelocity;\r
119         self.classname = "body";\r
120         self.damageforcescale = oldself.damageforcescale;\r
121         self.effects = oldself.effects;\r
122         self.event_damage = oldself.event_damage;\r
123         self.animstate_startframe = oldself.animstate_startframe;\r
124         self.animstate_numframes = oldself.animstate_numframes;\r
125         self.animstate_framerate = oldself.animstate_framerate;\r
126         self.animstate_starttime = oldself.animstate_starttime;\r
127         self.animstate_endtime = oldself.animstate_endtime;\r
128         self.animstate_override = oldself.animstate_override;\r
129         self.animstate_looping = oldself.animstate_looping;\r
130         self.frame = oldself.frame;\r
131         self.dead_frame = oldself.dead_frame;\r
132         self.pain_finished = oldself.pain_finished;\r
133         self.health = oldself.health;\r
134         self.armorvalue = oldself.armorvalue;\r
135         self.armortype = oldself.armortype;\r
136         self.model = oldself.model;\r
137         self.modelindex = oldself.modelindex;\r
138         self.skinindex = oldself.skinindex;\r
139         self.species = oldself.species;\r
140         self.movetype = oldself.movetype;\r
141         self.nextthink = oldself.nextthink;\r
142         self.solid = oldself.solid;\r
143         self.takedamage = oldself.takedamage;\r
144         self.think = oldself.think;\r
145         self.scale = oldself.scale;\r
146         self.customizeentityforclient = oldself.customizeentityforclient;\r
147         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;\r
148         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;\r
149         if (keepvelocity == 1)\r
150                 self.velocity = oldself.velocity;\r
151         self.oldvelocity = self.velocity;\r
152         self.fade_time = oldself.fade_time;\r
153         self.fade_rate = oldself.fade_rate;\r
154         //self.weapon = oldself.weapon;\r
155         setorigin(self, oldself.origin);\r
156         setsize(self, oldself.mins, oldself.maxs);\r
157         self.prevorigin = oldself.origin;\r
158         self.reset = SUB_Remove;\r
159 \r
160         Drag_MoveDrag(oldself, self);\r
161 \r
162         self = oldself;\r
163 }\r
164 \r
165 float player_getspecies()\r
166 {\r
167         local float glob, i, j, fh, len, s, sk;\r
168         local string fn, l;\r
169 \r
170         s = -1;\r
171 \r
172         glob = search_begin("models/player/*.txt", TRUE, TRUE);\r
173         if(glob < 0)\r
174                 return s;\r
175         for(j = 0; j <= 1; ++j)\r
176         {\r
177                 for(i = 0; i < search_getsize(glob); ++i)\r
178                 {\r
179                         fn = search_getfilename(glob, i);\r
180                         fh = fopen(fn, FILE_READ);\r
181                         if(fh < 0)\r
182                                 continue;\r
183                         fgets(fh); fgets(fh);\r
184                         sk = stof(fgets(fh));\r
185                         if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test\r
186                         if(fgets(fh) == self.model)\r
187                         {\r
188                                 l = fgets(fh);\r
189                                 len = tokenize_console(l);\r
190                                 if (len != 2)\r
191                                         goto nospecies;\r
192                                 if (argv(0) != "species")\r
193                                         goto nospecies;\r
194                                 switch(argv(1))\r
195                                 {\r
196                                         case "human":       s = SPECIES_HUMAN;       break;\r
197                                         case "alien":       s = SPECIES_ALIEN;       break;\r
198                                         case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;\r
199                                         case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;\r
200                                         case "robot_solid": s = SPECIES_ROBOT_SOLID; break;\r
201                                         case "animal":      s = SPECIES_ANIMAL;      break;\r
202                                         case "reserved":    s = SPECIES_RESERVED;    break;\r
203                                 }\r
204                         }\r
205 :nospecies\r
206                         fclose(fh);\r
207                 }\r
208                 if (s >= 0)\r
209                         break;\r
210         }\r
211         search_end(glob);\r
212 \r
213         if (s < 0)\r
214                 s = SPECIES_HUMAN;\r
215 \r
216         return s;\r
217 }\r
218 \r
219 void player_setupanimsformodel()\r
220 {\r
221         local string animfilename;\r
222         local float animfile;\r
223         // defaults for legacy .zym models without animinfo files\r
224         self.anim_die1 = '0 1 0.5'; // 2 seconds\r
225         self.anim_die2 = '1 1 0.5'; // 2 seconds\r
226         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate\r
227         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!\r
228         self.anim_duckwalk = '4 1 1';\r
229         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it\r
230         self.anim_duckidle = '6 1 1';\r
231         self.anim_idle = '7 1 1';\r
232         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it\r
233         self.anim_pain1 = '9 1 2'; // 0.5 seconds\r
234         self.anim_pain2 = '10 1 2'; // 0.5 seconds\r
235         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate\r
236         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim\r
237         self.anim_run = '13 1 1';\r
238         self.anim_runbackwards = '14 1 1';\r
239         self.anim_strafeleft = '15 1 1';\r
240         self.anim_straferight = '16 1 1';\r
241         self.anim_dead1 = '17 1 1';\r
242         self.anim_dead2 = '18 1 1';\r
243         self.anim_forwardright = '19 1 1';\r
244         self.anim_forwardleft = '20 1 1';\r
245         self.anim_backright = '21 1 1';\r
246         self.anim_backleft  = '22 1 1';\r
247         animparseerror = FALSE;\r
248         animfilename = strcat(self.playermodel, ".animinfo"); // only the normal player model may contain animation info\r
249         animfile = fopen(animfilename, FILE_READ);\r
250         if (animfile >= 0)\r
251         {\r
252                 self.anim_die1         = animparseline(animfile);\r
253                 self.anim_die2         = animparseline(animfile);\r
254                 self.anim_draw         = animparseline(animfile);\r
255                 self.anim_duck         = animparseline(animfile);\r
256                 self.anim_duckwalk     = animparseline(animfile);\r
257                 self.anim_duckjump     = animparseline(animfile);\r
258                 self.anim_duckidle     = animparseline(animfile);\r
259                 self.anim_idle         = animparseline(animfile);\r
260                 self.anim_jump         = animparseline(animfile);\r
261                 self.anim_pain1        = animparseline(animfile);\r
262                 self.anim_pain2        = animparseline(animfile);\r
263                 self.anim_shoot        = animparseline(animfile);\r
264                 self.anim_taunt        = animparseline(animfile);\r
265                 self.anim_run          = animparseline(animfile);\r
266                 self.anim_runbackwards = animparseline(animfile);\r
267                 self.anim_strafeleft   = animparseline(animfile);\r
268                 self.anim_straferight  = animparseline(animfile);\r
269                 self.anim_forwardright = animparseline(animfile);\r
270                 self.anim_forwardleft  = animparseline(animfile);\r
271                 self.anim_backright    = animparseline(animfile);\r
272                 self.anim_backleft     = animparseline(animfile);\r
273                 fclose(animfile);\r
274 \r
275                 // derived anims\r
276                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);\r
277                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);\r
278 \r
279                 if (animparseerror)\r
280                         print("Parse error in ", animfilename, ", some player animations are broken\n");\r
281         }\r
282         else\r
283                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");\r
284 \r
285         // reset animstate now\r
286         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
287 };\r
288 \r
289 void player_anim (void)\r
290 {\r
291         updateanim(self);\r
292         if (self.weaponentity)\r
293                 updateanim(self.weaponentity);\r
294 \r
295         if (self.deadflag != DEAD_NO)\r
296         {\r
297                 if (time > self.animstate_endtime)\r
298                 {\r
299                         if (self.maxs_z > 5)\r
300                         {\r
301                                 self.maxs_z = 5;\r
302                                 setsize(self, self.mins, self.maxs);\r
303                         }\r
304                         self.frame = self.dead_frame;\r
305                 }\r
306                 return;\r
307         }\r
308 \r
309         if (!self.animstate_override)\r
310         {\r
311                 if(self.swallow_progress_pred)\r
312                         setanim(self, self.anim_duckjump, TRUE, FALSE, FALSE); // looks good for predators who are swallowing\r
313                 else if(self.swallow_progress_prey)\r
314                         setanim(self, self.anim_die2, FALSE, FALSE, FALSE); // looks good for prey who's getting swallowed\r
315                 else if(self.stat_eaten)\r
316                 {\r
317                         if(self.BUTTON_ATCK || self.predator.digesting)\r
318                                 setanim(self, self.anim_pain2, FALSE, TRUE, FALSE); // looks good for prey attacking the stomach or being digested\r
319                         else\r
320                                 setanim(self, self.anim_jump, FALSE, TRUE, FALSE); // looks good for prey idling inside the stomach\r
321                 }\r
322                 else if (!(self.flags & FL_ONGROUND))\r
323                 {\r
324                         if (self.crouch)\r
325                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);\r
326                         else\r
327                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);\r
328                         self.restart_jump = FALSE;\r
329                 }\r
330                 else if (self.crouch)\r
331                 {\r
332                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)\r
333                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);\r
334                         else\r
335                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);\r
336                 }\r
337                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)\r
338                 {\r
339                         if (self.movement_x > 0 && self.movement_y == 0)\r
340                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);\r
341                         else if (self.movement_x < 0 && self.movement_y == 0)\r
342                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);\r
343                         else if (self.movement_x == 0 && self.movement_y > 0)\r
344                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);\r
345                         else if (self.movement_x == 0 && self.movement_y < 0)\r
346                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);\r
347                         else if (self.movement_x > 0 && self.movement_y > 0)\r
348                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);\r
349                         else if (self.movement_x > 0 && self.movement_y < 0)\r
350                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);\r
351                         else if (self.movement_x < 0 && self.movement_y > 0)\r
352                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);\r
353                         else if (self.movement_x < 0 && self.movement_y < 0)\r
354                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);\r
355                         else\r
356                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);\r
357                 }\r
358                 else\r
359                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);\r
360         }\r
361 \r
362         if (self.weaponentity)\r
363         if (!self.weaponentity.animstate_override)\r
364         {\r
365                 if(self.swallow_progress_pred)\r
366                         setanim(self.weaponentity, self.weaponentity.anim_fire2, TRUE, FALSE, FALSE); // looks good for predators who are swallowing\r
367                 else if(self.swallow_progress_prey)\r
368                         setanim(self.weaponentity, self.weaponentity.anim_reload, TRUE, FALSE, FALSE); // looks good for prey who's getting swallowed\r
369                 else if(self.stat_eaten && self.BUTTON_ATCK)\r
370                         setanim(self.weaponentity, self.weaponentity.anim_fire1, TRUE, FALSE, FALSE); // looks good for prey attacking the stomach\r
371                 else\r
372                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);\r
373         }\r
374 }\r
375 \r
376 void SpawnThrownWeapon (vector org, float w, float doreduce)\r
377 {\r
378         W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, doreduce);\r
379 }\r
380 \r
381 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
382 {\r
383         local float take, save;\r
384         vector v;\r
385         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);\r
386 \r
387         // damage resistance (ignore most of the damage from a bullet or similar)\r
388         damage = max(damage - 5, 1);\r
389 \r
390         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);\r
391         take = v_x;\r
392         save = v_y;\r
393 \r
394         if(sound_allowed(MSG_BROADCAST, attacker))\r
395         {\r
396                 if (save > 10)\r
397                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);\r
398                 else if (take > 30)\r
399                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);\r
400                 else if (take > 10)\r
401                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);\r
402         }\r
403 \r
404         if (take > 50)\r
405                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);\r
406         if (take > 100)\r
407                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);\r
408 \r
409         if (!(self.flags & FL_GODMODE))\r
410         {\r
411                 self.armorvalue = self.armorvalue - save;\r
412                 self.health = self.health - take;\r
413                 // pause regeneration for 5 seconds\r
414                 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));\r
415                 self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));\r
416         }\r
417         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);\r
418         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);\r
419         self.dmg_inflictor = inflictor;\r
420 \r
421         if (self.health <= -cvar("sv_gibhealth") && self.modelindex != 0)\r
422         {\r
423                 // don't use any animations as a gib\r
424                 self.frame = 0;\r
425                 self.dead_frame = 0;\r
426                 // view just above the floor\r
427                 self.view_ofs = '0 0 4';\r
428 \r
429                 Violence_GibSplash(self, 1, 1, attacker);\r
430                 self.modelindex = 0; // restore later\r
431                 self.solid = SOLID_NOT; // restore later\r
432         }\r
433 }\r
434 \r
435 void ClientKill_Now_TeamChange();\r
436 \r
437 void setmodel_fix(string modelname)\r
438 {\r
439         local vector m1, m2;\r
440         m1 = self.mins;\r
441         m2 = self.maxs;\r
442         setmodel(self, modelname);\r
443         setsize (self, m1, m2);\r
444 }\r
445 \r
446 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
447 {\r
448         local float take, save, waves, sdelay, dh, da, j;\r
449         vector v;\r
450         float valid_damage_for_weaponstats;\r
451 \r
452         dh = max(self.health, 0);\r
453         da = max(self.armorvalue, 0);\r
454 \r
455         if(!DEATH_ISSPECIAL(deathtype))\r
456         {\r
457                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));\r
458                 if(self != attacker)\r
459                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));\r
460         }\r
461         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);\r
462 \r
463         if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)\r
464                 return;\r
465 \r
466         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);\r
467         take = v_x;\r
468         save = v_y;\r
469 \r
470         if(sound_allowed(MSG_BROADCAST, attacker))\r
471         {\r
472                 if (save > 10)\r
473                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);\r
474                 else if (take > 30)\r
475                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);\r
476                 else if (take > 10)\r
477                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?\r
478         }\r
479 \r
480         if (take > 50)\r
481                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);\r
482         if (take > 100)\r
483                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);\r
484 \r
485         if (time >= self.spawnshieldtime)\r
486         {\r
487                 if (!(self.flags & FL_GODMODE))\r
488                 {\r
489                         self.armorvalue = self.armorvalue - save;\r
490                         self.health = self.health - take;\r
491                         // pause regeneration for 5 seconds\r
492                         self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));\r
493                         self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));\r
494 \r
495                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy\r
496                         {\r
497                                 self.pain_finished = time + 0.5;        //Supajoe\r
498 \r
499                                 if(sv_gentle < 1) {\r
500                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models\r
501                                         {\r
502                                                 if (random() > 0.5)\r
503                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);\r
504                                                 else\r
505                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);\r
506                                         }\r
507 \r
508                                         if(sound_allowed(MSG_BROADCAST, attacker))\r
509                                         if(self.health > 1)\r
510                                         {\r
511                                                 if(deathtype == DEATH_FALL)\r
512                                                         PlayerSound(self, playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
513                                                 else if(self.health > 75) // TODO make a "gentle" version?\r
514                                                         PlayerSound(self, playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
515                                                 else if(self.health > 50)\r
516                                                         PlayerSound(self, playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
517                                                 else if(self.health > 25)\r
518                                                         PlayerSound(self, playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
519                                                 else\r
520                                                         PlayerSound(self, playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
521                                         }\r
522                                 }\r
523 \r
524                                 // throw off bot aim temporarily\r
525                                 local float shake;\r
526                                 shake = damage * 5 / (bound(0,skill,100) + 1);\r
527                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;\r
528                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;\r
529                         }\r
530                 }\r
531                 else\r
532                         self.max_armorvalue += (save + take);\r
533         }\r
534         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);\r
535         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);\r
536         self.dmg_inflictor = inflictor;\r
537 \r
538         if(attacker == self)\r
539         {\r
540                 // don't reset pushltime for self damage as it may be an attempt to\r
541                 // escape a lava pit or similar\r
542                 //self.pushltime = 0;\r
543         }\r
544         else if(attacker.classname == "player" || attacker.classname == "gib")\r
545         {\r
546                 self.pusher = attacker;\r
547                 self.pushltime = time + cvar("g_maxpushtime");\r
548         }\r
549         else if(time < self.pushltime)\r
550         {\r
551                 attacker = self.pusher;\r
552                 self.pushltime = max(self.pushltime, time + 0.6);\r
553         }\r
554         else\r
555                 self.pushltime = 0;\r
556 \r
557         valid_damage_for_weaponstats = 0;\r
558         if(clienttype(self) == CLIENTTYPE_REAL)\r
559         if(clienttype(attacker) == CLIENTTYPE_REAL)\r
560         if(self != attacker)\r
561         if(!DEATH_ISSPECIAL(deathtype))\r
562         if(IsDifferentTeam(self, attacker))\r
563                 valid_damage_for_weaponstats = 1;\r
564         \r
565         if(valid_damage_for_weaponstats)\r
566         {\r
567                 dh = dh - max(self.health, 0);\r
568                 da = da - max(self.armorvalue, 0);\r
569                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);\r
570         }\r
571 \r
572         if (self.health < 1)\r
573         {\r
574                 float defer_ClientKill_Now_TeamChange;\r
575                 defer_ClientKill_Now_TeamChange = FALSE;\r
576 \r
577                 if(valid_damage_for_weaponstats)\r
578                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);\r
579 \r
580                 if(sv_gentle < 1) // TODO make a "gentle" version?\r
581                 if(sound_allowed(MSG_BROADCAST, attacker))\r
582                 {\r
583                         if(deathtype == DEATH_DROWN)\r
584                                 PlayerSound(self, playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
585                         else\r
586                                 PlayerSound(self, playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
587                 }\r
588 \r
589                 // get rid of kill indicator\r
590                 if(self.killindicator)\r
591                 {\r
592                         remove(self.killindicator);\r
593                         self.killindicator = world;\r
594                         if(self.killindicator_teamchange)\r
595                                 defer_ClientKill_Now_TeamChange = TRUE;\r
596 \r
597                         if(self.classname == "body")\r
598                         if(deathtype == DEATH_KILL)\r
599                         {\r
600                                 // for the lemmings fans, a small harmless explosion\r
601                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);\r
602                         }\r
603                 }\r
604 \r
605                 // undo belly states (or stomach model) and set the normal model back\r
606                 setmodel_fix(self.playermodel);\r
607                 // become fully visible\r
608                 self.alpha = 1;\r
609                 // clear selected player display\r
610                 ClearSelectedPlayer();\r
611                 // throw a weapon\r
612                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon, FALSE);\r
613                 // print an obituary message\r
614                 Obituary (attacker, inflictor, self, deathtype);\r
615                 race_PreDie();\r
616                 if(self == attacker)\r
617                         kh_Key_DropAll(self, TRUE);\r
618                 else if(attacker.classname == "player" || attacker.classname == "gib")\r
619                         kh_Key_DropAll(self, FALSE);\r
620                 else\r
621                         kh_Key_DropAll(self, TRUE);\r
622                 if(self.flagcarried)\r
623                 {\r
624                         if(attacker.classname != "player" && attacker.classname != "gib")\r
625                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide\r
626                         else if(attacker.team == self.team)\r
627                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill\r
628                         else\r
629                                 DropFlag(self.flagcarried, world, attacker);\r
630                 }\r
631                 // clear waypoints\r
632                 WaypointSprite_PlayerDead();\r
633                 // make the corpse upright (not tilted)\r
634                 self.angles_x = 0;\r
635                 self.angles_z = 0;\r
636                 // don't spin\r
637                 self.avelocity = '0 0 0';\r
638                 // view from the floor\r
639                 self.view_ofs = '0 0 -8';\r
640                 // toss the corpse\r
641                 self.movetype = MOVETYPE_TOSS;\r
642                 // shootable corpse\r
643                 self.solid = SOLID_CORPSE;\r
644                 // don't stick to the floor\r
645                 self.flags &~= FL_ONGROUND;\r
646                 // dying animation\r
647                 self.deadflag = DEAD_DYING;\r
648                 // when to allow respawn\r
649                 sdelay = 0;\r
650                 waves = 0;\r
651                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));\r
652                 if(!sdelay)\r
653                         sdelay = cvar("g_respawn_delay");\r
654                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));\r
655                 if(!waves)\r
656                         waves = cvar("g_respawn_waves");\r
657                 if(waves)\r
658                         self.death_time = ceil((time + sdelay) / waves) * waves;\r
659                 else\r
660                         self.death_time = time + sdelay;\r
661                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))\r
662                         self.respawn_countdown = 10; // first number to count down from is 10\r
663                 else\r
664                         self.respawn_countdown = -1; // do not count down\r
665                 if (random() < 0.5)\r
666                 {\r
667                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);\r
668                         self.dead_frame = self.anim_dead1_x;\r
669                 }\r
670                 else\r
671                 {\r
672                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);\r
673                         self.dead_frame = self.anim_dead2_x;\r
674                 }\r
675                 // set damage function to corpse damage\r
676                 self.event_damage = PlayerCorpseDamage;\r
677                 // call the corpse damage function just in case it wants to gib\r
678                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);\r
679                 // set up to fade out later\r
680                 SUB_SetFade (self, time + 12 + random () * 4, 1);\r
681 \r
682                 if(clienttype(self) == CLIENTTYPE_REAL)\r
683                 {\r
684                         self.fixangle = TRUE;\r
685                         //msg_entity = self;\r
686                         //WriteByte (MSG_ONE, SVC_SETANGLE);\r
687                         //WriteAngle (MSG_ONE, self.v_angle_x);\r
688                         //WriteAngle (MSG_ONE, self.v_angle_y);\r
689                         //WriteAngle (MSG_ONE, 80);\r
690                 }\r
691 \r
692                 if(g_arena)\r
693                         Spawnqueue_Unmark(self);\r
694 \r
695                 if(defer_ClientKill_Now_TeamChange)\r
696                         ClientKill_Now_TeamChange();\r
697 \r
698                 if(sv_gentle > 0 || cvar("ekg")) {\r
699                         // remove corpse\r
700                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);\r
701                 }\r
702 \r
703                 // reset fields the weapons may use just in case\r
704         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
705                 {\r
706             weapon_action(j, WR_RESETPLAYER);\r
707                         ATTACK_FINISHED_FOR(self, j) = 0;\r
708                 }\r
709         }\r
710 }\r
711 \r
712 float UpdateSelectedPlayer_countvalue(float v)\r
713 {\r
714         return max(0, (v - 1.0) / 0.5);\r
715 }\r
716 \r
717 // returns: -2 if no hit, otherwise cos of the angle\r
718 // uses the global v_angle\r
719 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)\r
720 {\r
721         vector so, d;\r
722         float c;\r
723 \r
724         if(p == self)\r
725                 return -2;\r
726 \r
727         if(p.deadflag)\r
728                 return -2;\r
729 \r
730         so = self.origin + self.view_ofs;\r
731         d = p.origin - so;\r
732 \r
733         // misaimed?\r
734         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)\r
735                 return -2;\r
736 \r
737         // now find the cos of the angle...\r
738         c = normalize(d) * v_forward;\r
739 \r
740         if(c <= mincosangle)\r
741                 return -2;\r
742 \r
743         // not visible in any way? forget it\r
744         if(!checkpvs(so, p))\r
745                 return -2;\r
746 \r
747         traceline(so, p.origin, MOVE_NOMONSTERS, self);\r
748         if(trace_fraction < 1)\r
749                 return -2;\r
750 \r
751         return c;\r
752 }\r
753 \r
754 void ClearSelectedPlayer()\r
755 {\r
756         if(self.selected_player)\r
757         {\r
758                 centerprint_expire(self, CENTERPRIO_POINT);\r
759                 self.selected_player = world;\r
760                 self.selected_player_display_needs_update = FALSE;\r
761         }\r
762 }\r
763 \r
764 void UpdateSelectedPlayer()\r
765 {\r
766         entity selected;\r
767         float selected_score;\r
768         selected = world;\r
769         selected_score = 0.95; // 18 degrees\r
770 \r
771         if(self.stat_eaten)\r
772         {\r
773                 if(!self.dropweapon_check)\r
774                 if(self.predator.team != self.team) // don't disarm team mates when swallowing them\r
775                 if(random() < cvar("g_balance_vore_swallow_dropweapon"))\r
776                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon, TRUE);\r
777                 self.dropweapon_check = TRUE;\r
778         }\r
779         else\r
780                 self.dropweapon_check = FALSE;\r
781 \r
782         if(!cvar("sv_allow_shownames"))\r
783                 return;\r
784 \r
785         if(clienttype(self) != CLIENTTYPE_REAL)\r
786                 return;\r
787 \r
788         if(self.cvar_cl_shownames == 0)\r
789                 return;\r
790 \r
791         if(self.cvar_cl_shownames == 1 && !teams_matter)\r
792                 return;\r
793 \r
794         makevectors(self.v_angle); // sets v_forward\r
795 \r
796         // 1. cursor trace is always right\r
797         WarpZone_crosshair_trace(self);\r
798         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)\r
799         {\r
800                 selected = trace_ent;\r
801         }\r
802         else\r
803         {\r
804                 // 2. if we don't have a cursor trace, find the player which is least\r
805                 //    mis-aimed at\r
806                 entity p;\r
807                 FOR_EACH_PLAYER(p)\r
808                 {\r
809                         float c;\r
810                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters\r
811                         if(c >= -1)\r
812                         {\r
813                                 selected = p;\r
814                                 selected_score = c;\r
815                         }\r
816                 }\r
817         }\r
818 \r
819         if(selected)\r
820         {\r
821                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;\r
822         }\r
823         else\r
824         {\r
825                 if(time < self.selected_player_display_timeout)\r
826                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees\r
827                                 selected = self.selected_player;\r
828         }\r
829 \r
830         if(selected)\r
831         {\r
832                 if(selected == self.selected_player)\r
833                 {\r
834                         float save;\r
835                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);\r
836                         self.selected_player_count = self.selected_player_count + frametime;\r
837                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))\r
838                         {\r
839                                 string namestr, healthstr;\r
840                                 namestr = playername(selected);\r
841                                 if(teams_matter)\r
842                                 {\r
843                                         healthstr = ftos(floor(selected.health));\r
844                                         if(self.team == selected.team)\r
845                                         {\r
846                                                 namestr = strcat(namestr, " (", healthstr, "%)");\r
847                                                 self.selected_player_display_needs_update = TRUE;\r
848                                         }\r
849                                 }\r
850                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);\r
851                         }\r
852                 }\r
853                 else\r
854                 {\r
855                         ClearSelectedPlayer();\r
856                         self.selected_player = selected;\r
857                         self.selected_player_time = time;\r
858                         self.selected_player_count = 0;\r
859                         self.selected_player_display_needs_update = FALSE;\r
860                 }\r
861         }\r
862         else\r
863         {\r
864                 ClearSelectedPlayer();\r
865         }\r
866 \r
867         if(self.selected_player)\r
868                 self.last_selected_player = self.selected_player;\r
869 }\r
870 \r
871 .float muted; // to be used by prvm_edictset server playernumber muted 1\r
872 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)\r
873 {\r
874         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;\r
875         float flood, privatemsgprefixlen;\r
876         entity head;\r
877 \r
878         if(Ban_MaybeEnforceBan(source))\r
879                 return;\r
880 \r
881         if(!teamsay && !privatesay)\r
882                 if(substring(msgin, 0, 1) == " ")\r
883                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)\r
884 \r
885         msgin = formatmessage(msgin);\r
886 \r
887         if(msgin == "")\r
888                 return;\r
889 \r
890         if(source.classname != "player")\r
891                 colorstr = "^0"; // black for spectators\r
892         else if(teams_matter)\r
893                 colorstr = Team_ColorCode(source.team);\r
894         else\r
895                 teamsay = FALSE;\r
896 \r
897         if(intermission_running)\r
898                 teamsay = FALSE;\r
899 \r
900         msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);\r
901         if(msgin == "")\r
902                 return;\r
903 \r
904         /*\r
905          * using bprint solves this... me stupid\r
906         // how can we prevent the message from appearing in a listen server?\r
907         // for now, just give "say" back and only handle say_team\r
908         if(!teamsay)\r
909         {\r
910                 clientcommand(self, strcat("say ", msgin));\r
911                 return;\r
912         }\r
913         */\r
914 \r
915         if(cvar("g_chat_teamcolors"))\r
916                 namestr = playername(source);\r
917         else\r
918                 namestr = source.netname;\r
919 \r
920         if(privatesay)\r
921         {\r
922                 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");\r
923                 privatemsgprefixlen = strlen(msgstr);\r
924                 msgstr = strcat(msgstr, msgin);\r
925                 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);\r
926                 if(cvar("g_chat_teamcolors"))\r
927                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");\r
928                 else\r
929                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");\r
930         }\r
931         else if(teamsay)\r
932         {\r
933                 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);\r
934                 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);\r
935         }\r
936         else\r
937         {\r
938                 msgstr = strcat("\{1}", namestr, "^7: ", msgin);\r
939                 cmsgstr = "";\r
940         }\r
941 \r
942         msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint\r
943         fullmsgstr = msgstr;\r
944         fullcmsgstr = cmsgstr;\r
945 \r
946         // FLOOD CONTROL\r
947         flood = 0;\r
948         if(floodcontrol)\r
949         {\r
950                 float flood_spl;\r
951                 float flood_burst;\r
952                 float flood_lmax;\r
953                 var .float flood_field;\r
954                 float lines;\r
955                 if(privatesay)\r
956                 {\r
957                         flood_spl = cvar("g_chat_flood_spl_tell");\r
958                         flood_burst = cvar("g_chat_flood_burst_tell");\r
959                         flood_lmax = cvar("g_chat_flood_lmax_tell");\r
960                         flood_field = floodcontrol_chattell;\r
961                 }\r
962                 else if(teamsay)\r
963                 {\r
964                         flood_spl = cvar("g_chat_flood_spl_team");\r
965                         flood_burst = cvar("g_chat_flood_burst_team");\r
966                         flood_lmax = cvar("g_chat_flood_lmax_team");\r
967                         flood_field = floodcontrol_chatteam;\r
968                 }\r
969                 else\r
970                 {\r
971                         flood_spl = cvar("g_chat_flood_spl");\r
972                         flood_burst = cvar("g_chat_flood_burst");\r
973                         flood_lmax = cvar("g_chat_flood_lmax");\r
974                         flood_field = floodcontrol_chat;\r
975                 }\r
976                 flood_burst = max(0, flood_burst - 1);\r
977                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!\r
978 \r
979                 // do flood control for the default line size\r
980                 getWrappedLine_remaining = msgstr;\r
981                 msgstr = "";\r
982                 lines = 0;\r
983                 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))\r
984                 {\r
985                         msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width\r
986                         ++lines;\r
987                 }\r
988                 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);\r
989 \r
990                 if(getWrappedLine_remaining != "")\r
991                 {\r
992                         msgstr = strcat(msgstr, "\n");\r
993                         flood = 2;\r
994                 }\r
995 \r
996                 if(time >= source.flood_field)\r
997                 {\r
998                         source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;\r
999                 }\r
1000                 else\r
1001                 {\r
1002                         flood = 1;\r
1003                         msgstr = fullmsgstr;\r
1004                 }\r
1005         }\r
1006 \r
1007         if (timeoutStatus == 2) //when game is paused, no flood protection\r
1008                 source.flood_field = flood = 0;\r
1009 \r
1010         if(flood == 2)\r
1011         {\r
1012                 if(cvar("g_chat_flood_notify_flooder"))\r
1013                 {\r
1014                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");\r
1015                         sourcecmsgstr = "";\r
1016                 }\r
1017                 else\r
1018                 {\r
1019                         sourcemsgstr = fullmsgstr;\r
1020                         sourcecmsgstr = fullcmsgstr;\r
1021                 }\r
1022                 cmsgstr = "";\r
1023         }\r
1024         else\r
1025         {\r
1026                 sourcemsgstr = msgstr;\r
1027                 sourcecmsgstr = cmsgstr;\r
1028         }\r
1029 \r
1030         if(!privatesay)\r
1031         if(source.classname != "player")\r
1032         {\r
1033                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))\r
1034                         teamsay = -1; // spectators\r
1035         }\r
1036 \r
1037         if(flood)\r
1038                 print("NOTE: ", playername(source), "^7 is flooding.\n");\r
1039 \r
1040         // build sourcemsgstr by cutting off a prefix and replacing it by the other one\r
1041         if(privatesay)\r
1042                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));\r
1043 \r
1044         if(source.muted)\r
1045         {\r
1046                 // always fake the message\r
1047                 sprint(source, sourcemsgstr);\r
1048                 if(cmsgstr != "" && !privatesay)\r
1049                         centerprint(source, sourcecmsgstr);\r
1050         }\r
1051         else if(flood == 1)\r
1052         {\r
1053                 if(cvar("g_chat_flood_notify_flooder"))\r
1054                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));\r
1055                 else\r
1056                 {\r
1057                         sprint(source, sourcemsgstr);\r
1058                         if(cmsgstr != "" && !privatesay)\r
1059                                 centerprint(source, sourcecmsgstr);\r
1060                 }\r
1061         }\r
1062         else if(privatesay)\r
1063         {\r
1064                 sprint(source, sourcemsgstr);\r
1065                 sprint(privatesay, msgstr);\r
1066                 if(cmsgstr != "")\r
1067                         centerprint(privatesay, cmsgstr);\r
1068         }\r
1069         else if(teamsay > 0)\r
1070         {\r
1071                 sprint(source, sourcemsgstr);\r
1072                 if(sourcecmsgstr != "")\r
1073                         centerprint(source, sourcecmsgstr);\r
1074                 FOR_EACH_REALPLAYER(head) if(head.team == source.team)\r
1075                         if(head != source)\r
1076                         {\r
1077                                 sprint(head, msgstr);\r
1078                                 if(cmsgstr != "")\r
1079                                         centerprint(head, cmsgstr);\r
1080                         }\r
1081         }\r
1082         else if(teamsay < 0)\r
1083         {\r
1084                 sprint(source, sourcemsgstr);\r
1085                 FOR_EACH_REALCLIENT(head) if(head.classname != "player")\r
1086                         if(head != source)\r
1087                                 sprint(head, msgstr);\r
1088         }\r
1089         else if(sourcemsgstr != msgstr)\r
1090         {\r
1091                 sprint(source, sourcemsgstr);\r
1092                 FOR_EACH_REALCLIENT(head)\r
1093                         if(head != source)\r
1094                                 sprint(head, msgstr);\r
1095         }\r
1096         else\r
1097                 bprint(msgstr);\r
1098 }\r
1099 \r
1100 float GetVoiceMessageVoiceType(string type)\r
1101 {\r
1102         if(type == "taunt")\r
1103                 return VOICETYPE_TAUNT;\r
1104         if(type == "teamshoot")\r
1105                 return VOICETYPE_LASTATTACKER;\r
1106         return VOICETYPE_TEAMRADIO;\r
1107 }\r
1108 \r
1109 string allvoicesamples;\r
1110 float GetPlayerSoundSampleField_notFound;\r
1111 float GetPlayerSoundSampleField_fixed;\r
1112 .string GetVoiceMessageSampleField(string type)\r
1113 {\r
1114         GetPlayerSoundSampleField_notFound = 0;\r
1115         GetPlayerSoundSampleField_fixed = 0;\r
1116         switch(type)\r
1117         {\r
1118 #define _VOICEMSG(m) case #m: return playersound_##m;\r
1119                 ALLVOICEMSGS\r
1120 #undef _VOICEMSG\r
1121         }\r
1122         GetPlayerSoundSampleField_notFound = 1;\r
1123         return playersound_taunt;\r
1124 }\r
1125 \r
1126 .string GetPlayerSoundSampleField(string type)\r
1127 {\r
1128         GetPlayerSoundSampleField_notFound = 0;\r
1129         GetPlayerSoundSampleField_fixed = 0;\r
1130         switch(type)\r
1131         {\r
1132 #define _VOICEMSG(m) case #m: return playersound_##m;\r
1133                 ALLPLAYERSOUNDS\r
1134 #undef _VOICEMSG\r
1135         }\r
1136         GetPlayerSoundSampleField_notFound = 1;\r
1137         return playersound_taunt;\r
1138 }\r
1139 \r
1140 void PrecacheGlobalSound(string samplestring)\r
1141 {\r
1142         float n, i;\r
1143         tokenize_console(samplestring);\r
1144         n = stof(argv(1));\r
1145         if(n > 0)\r
1146         {\r
1147                 for(i = 1; i <= n; ++i)\r
1148                         precache_sound(strcat(argv(0), ftos(i), ".wav"));\r
1149         }\r
1150         else\r
1151         {\r
1152                 precache_sound(strcat(argv(0), ".wav"));\r
1153         }\r
1154 }\r
1155 \r
1156 void PrecachePlayerSounds(string f)\r
1157 {\r
1158         float fh;\r
1159         string s;\r
1160         fh = fopen(f, FILE_READ);\r
1161         if(fh < 0)\r
1162                 return;\r
1163         while((s = fgets(fh)))\r
1164         {\r
1165                 if(tokenize_console(s) != 3)\r
1166                 {\r
1167                         dprint("Invalid sound info line: ", s, "\n");\r
1168                         continue;\r
1169                 }\r
1170                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));\r
1171         }\r
1172         fclose(fh);\r
1173 \r
1174         if not(allvoicesamples)\r
1175         {\r
1176 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);\r
1177                 ALLVOICEMSGS\r
1178 #undef _VOICEMSG\r
1179                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));\r
1180         }\r
1181 }\r
1182 \r
1183 void ClearPlayerSounds()\r
1184 {\r
1185 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }\r
1186         ALLPLAYERSOUNDS\r
1187         ALLVOICEMSGS\r
1188 #undef _VOICEMSG\r
1189 }\r
1190 \r
1191 void LoadPlayerSounds(string f, float first)\r
1192 {\r
1193         float fh;\r
1194         string s;\r
1195         var .string field;\r
1196         fh = fopen(f, FILE_READ);\r
1197         if(fh < 0)\r
1198                 return;\r
1199         while((s = fgets(fh)))\r
1200         {\r
1201                 if(tokenize_console(s) != 3)\r
1202                         continue;\r
1203                 field = GetPlayerSoundSampleField(argv(0));\r
1204                 if(GetPlayerSoundSampleField_notFound)\r
1205                         field = GetVoiceMessageSampleField(argv(0));\r
1206                 if(GetPlayerSoundSampleField_notFound)\r
1207                         continue;\r
1208                 if(GetPlayerSoundSampleField_fixed)\r
1209                         if not(first)\r
1210                                 continue;\r
1211                 if(self.field)\r
1212                         strunzone(self.field);\r
1213                 self.field = strzone(strcat(argv(1), " ", argv(2)));\r
1214         }\r
1215         fclose(fh);\r
1216 }\r
1217 \r
1218 .float modelindex_for_playersound;\r
1219 void UpdatePlayerSounds()\r
1220 {\r
1221         if(self.modelindex == self.modelindex_for_playersound)\r
1222                 return;\r
1223         self.modelindex_for_playersound = self.modelindex;\r
1224         ClearPlayerSounds();\r
1225         LoadPlayerSounds("sound/player/default.sounds", 1);\r
1226         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);\r
1227 }\r
1228 \r
1229 void GlobalSound(string sample, float chan, float voicetype)\r
1230 {\r
1231         float n;\r
1232         float tauntrand;\r
1233         float vol;\r
1234 \r
1235         if(sample == "")\r
1236                 return;\r
1237 \r
1238         tokenize_console(sample);\r
1239         n = stof(argv(1));\r
1240         if(n > 0)\r
1241                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization\r
1242         else\r
1243                 sample = strcat(argv(0), ".wav"); // randomization\r
1244 \r
1245         // modified volume, used for attenuated (non-radio) voices\r
1246         vol = VOL_BASEVOICE;\r
1247         if(self.stat_eaten && cvar("g_vore_soundocclusion")) // reduce sound volume for prey, to simulate stomach culling\r
1248                 vol *= cvar("g_vore_soundocclusion");\r
1249         if(cvar("g_healthsize") && cvar("g_healthsize_soundfactor")) // amplify or reduce sound volume based on the size of the player\r
1250                 vol *= pow(self.scale, cvar("g_healthsize_soundfactor"));\r
1251         vol = bound(0, vol, 1);\r
1252 \r
1253         switch(voicetype)\r
1254         {\r
1255                 case VOICETYPE_LASTATTACKER_ONLY:\r
1256                         if(self.pusher)\r
1257                                 if(self.pusher.team == self.team)\r
1258                                 {\r
1259                                         msg_entity = self.pusher;\r
1260                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1261                                         {\r
1262                                                 if(msg_entity.cvar_cl_voice_directional == 1)\r
1263                                                         soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
1264                                                 else\r
1265                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1266                                         }\r
1267                                 }\r
1268                         break;\r
1269                 case VOICETYPE_LASTATTACKER:\r
1270                         if(self.pusher)\r
1271                                 if(self.pusher.team == self.team)\r
1272                                 {\r
1273                                         msg_entity = self.pusher;\r
1274                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1275                                         {\r
1276                                                 if(msg_entity.cvar_cl_voice_directional == 1)\r
1277                                                         soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
1278                                                 else\r
1279                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1280                                         }\r
1281                                         msg_entity = self;\r
1282                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1283                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);\r
1284                                 }\r
1285                         break;\r
1286                 case VOICETYPE_TEAMRADIO:\r
1287                         FOR_EACH_REALCLIENT(msg_entity)\r
1288                                 if(!teams_matter || msg_entity.team == self.team)\r
1289                                 {\r
1290                                         if(msg_entity.cvar_cl_voice_directional == 1)\r
1291                                                 soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
1292                                         else\r
1293                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1294                                 }\r
1295                         break;\r
1296                 case VOICETYPE_AUTOTAUNT:\r
1297                         if(!sv_autotaunt)\r
1298                                 break;\r
1299                         if(!sv_taunt)\r
1300                                 break;\r
1301                         if(sv_gentle)\r
1302                                 break;\r
1303                         tauntrand = random();\r
1304                         FOR_EACH_REALCLIENT(msg_entity)\r
1305                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)\r
1306                                 {\r
1307                                         if (msg_entity.cvar_cl_voice_directional >= 1)\r
1308                                                 soundto(MSG_ONE, self, chan, sample, vol, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
1309                                         else\r
1310                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1311                                 }\r
1312                         break;\r
1313                 case VOICETYPE_TAUNT:\r
1314                         if(self.classname == "player")\r
1315                                 if(self.deadflag == DEAD_NO)\r
1316                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);\r
1317                         if(!sv_taunt)\r
1318                                 break;\r
1319                         if(sv_gentle)\r
1320                                 break;\r
1321                         FOR_EACH_REALCLIENT(msg_entity)\r
1322                         {\r
1323                                 if (msg_entity.cvar_cl_voice_directional >= 1)\r
1324                                         soundto(MSG_ONE, self, chan, sample, vol, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
1325                                 else\r
1326                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1327                         }\r
1328                 case VOICETYPE_PLAYERSOUND:\r
1329                                 sound(self, chan, sample, vol, ATTN_NORM);\r
1330                         break;\r
1331                 case VOICETYPE_GURGLE:\r
1332                         if(self.stomach_load)\r
1333                                 sound(self, chan, sample, bound(0, vol * (self.stomach_load / self.stomach_maxload), 1), ATTN_NORM);\r
1334                         else\r
1335                                 stopsound(self, chan);\r
1336                         break;\r
1337                 default:\r
1338                         backtrace("Invalid voice type!");\r
1339                         break;\r
1340         }\r
1341 }\r
1342 \r
1343 void PlayerSound(entity player, .string samplefield, float chan, float voicetype)\r
1344 {\r
1345         string sample;\r
1346         entity oldself;\r
1347 \r
1348         oldself = self;\r
1349         self = player;\r
1350         sample = self.samplefield;\r
1351         GlobalSound(sample, chan, voicetype);\r
1352         self = oldself;\r
1353 }\r
1354 \r
1355 void VoiceMessage(string type, string msg)\r
1356 {\r
1357         var .string sample;\r
1358         var float voicetype, ownteam;\r
1359         sample = GetVoiceMessageSampleField(type);\r
1360 \r
1361         if(GetPlayerSoundSampleField_notFound)\r
1362         {\r
1363                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));\r
1364                 return;\r
1365         }\r
1366 \r
1367         voicetype = GetVoiceMessageVoiceType(type);\r
1368         ownteam = (voicetype == VOICETYPE_TEAMRADIO);\r
1369 \r
1370         float flood;\r
1371         float flood_spv;\r
1372         var .float flood_field;\r
1373 \r
1374         flood = 0;\r
1375         if(ownteam)\r
1376         {\r
1377                 flood_spv = cvar("g_voice_flood_spv_team");\r
1378                 flood_field = floodcontrol_voiceteam;\r
1379         }\r
1380         else\r
1381         {\r
1382                 flood_spv = cvar("g_voice_flood_spv");\r
1383                 flood_field = floodcontrol_voice;\r
1384         }\r
1385 \r
1386         if(time >= self.flood_field)\r
1387                 self.flood_field = max(time, self.flood_field) + flood_spv;\r
1388         else\r
1389                 flood = 1;\r
1390 \r
1391         if (timeoutStatus == 2) //when game is paused, no flood protection\r
1392                 self.flood_field = flood = 0;\r
1393 \r
1394         if (msg != "")\r
1395                 Say(self, ownteam, world, msg, 0);\r
1396 \r
1397         if (!flood)\r
1398                 PlayerSound(self, sample, CHAN_VOICE, voicetype);\r
1399 }\r
1400 \r
1401 void MoveToTeam(entity client, float team_colour, float type, float show_message)\r
1402 {\r
1403 //      show_message\r
1404 //      0 (00) automove centerprint, admin message\r
1405 //      1 (01) automove centerprint, no admin message\r
1406 //      2 (10) no centerprint, admin message\r
1407 //      3 (11) no centerprint, no admin message\r
1408 \r
1409         float lockteams_backup;\r
1410 \r
1411         lockteams_backup = lockteams;  // backup any team lock\r
1412 \r
1413         lockteams = 0;  // disable locked teams\r
1414 \r
1415         TeamchangeFrags(client);  // move the players frags\r
1416         SetPlayerColors(client, team_colour - 1);  // set the players colour\r
1417         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player\r
1418 \r
1419         lockteams = lockteams_backup;  // restore the team lock\r
1420 \r
1421         LogTeamchange(client.playerid, client.team, type);\r
1422 \r
1423         if not(show_message & 1) // admin message\r
1424                 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\r
1425 \r
1426         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));\r
1427 }\r