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