1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(autocvar_sv_weaponstats_file != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
11 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
13 void WeaponStats_ready(entity fh, entity pass, float status)
15 float i, j, n, ibot, jbot, idx;
20 case URL_READY_CANWRITE:
22 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
23 url_fputs(fh, "#begin statsfile\n");
24 url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
26 url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
28 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
29 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
30 n = tokenizebyseparator(cvar_purechanges, "\n");
31 for(i = 0; i < n; ++i)
32 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
33 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
34 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
36 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
37 v = stov(bufstr_get(weaponstats_buffer, idx));
40 //vector is: kills hits damage
41 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
42 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
45 url_fputs(fh, "#end\n\n");
48 case URL_READY_CANREAD:
49 // url_fclose is processing, we got a response for writing the data
50 // this must come from HTTP
51 print("Got response from weapon stats server:\n");
52 while((s = url_fgets(fh)))
54 print("End of response.\n");
57 case URL_READY_CLOSED:
58 // url_fclose has finished
59 print("Weapon stats written\n");
60 buf_del(weaponstats_buffer);
61 weaponstats_buffer = -1;
65 print("Weapon stats writing failed: ", ftos(status), "\n");
66 buf_del(weaponstats_buffer);
67 weaponstats_buffer = -1;
72 void WeaponStats_Shutdown()
74 if(weaponstats_buffer < 0)
76 if(autocvar_sv_weaponstats_file != "")
78 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82 buf_del(weaponstats_buffer);
83 weaponstats_buffer = -1;
87 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
90 if(weaponstats_buffer < 0)
92 if(awep < WEP_FIRST || vwep < WEP_FIRST)
94 if(awep > WEP_LAST || vwep > WEP_LAST)
96 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
97 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
99 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
102 error("negative damage?");
103 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
105 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
107 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
110 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
111 // merged player_run and player_stand to player_anim
112 // added death animations to player_anim
113 // can now spawn thrown weapons from anywhere, not just from players
114 // thrown weapons now fade out after 20 seconds
115 // created PlayerGib function
116 // PlayerDie no longer uses hitloc or damage
117 // PlayerDie now supports dying animations as well as gibbing
118 // cleaned up PlayerDie a lot
125 .float CopyBody_nextthink;
126 .void(void) CopyBody_think;
127 void CopyBody_Think(void)
129 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
131 self.CopyBody_think();
134 self.CopyBody_nextthink = self.nextthink;
135 self.CopyBody_think = self.think;
136 self.think = CopyBody_Think;
138 CSQCMODEL_AUTOUPDATE();
139 self.nextthink = time;
141 void CopyBody(float keepvelocity)
144 if (self.effects & EF_NODRAW)
148 self.enemy = oldself;
149 self.lip = oldself.lip;
150 self.colormap = oldself.colormap;
151 self.iscreature = oldself.iscreature;
152 self.teleportable = oldself.teleportable;
153 self.damagedbycontents = oldself.damagedbycontents;
154 self.angles = oldself.angles;
155 self.avelocity = oldself.avelocity;
156 self.classname = "body";
157 self.damageforcescale = oldself.damageforcescale;
158 self.effects = oldself.effects;
159 self.glowmod = oldself.glowmod;
160 self.event_damage = oldself.event_damage;
161 self.anim_state = oldself.anim_state;
162 self.anim_time = oldself.anim_time;
163 self.anim_lower_action = oldself.anim_lower_action;
164 self.anim_lower_time = oldself.anim_lower_time;
165 self.anim_upper_action = oldself.anim_upper_action;
166 self.anim_upper_time = oldself.anim_upper_time;
167 self.anim_implicit_state = oldself.anim_implicit_state;
168 self.anim_implicit_time = oldself.anim_implicit_time;
169 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
170 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
171 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
172 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
173 self.dphitcontentsmask = oldself.dphitcontentsmask;
174 self.death_time = oldself.death_time;
175 self.pain_finished = oldself.pain_finished;
176 self.health = oldself.health;
177 self.armorvalue = oldself.armorvalue;
178 self.armortype = oldself.armortype;
179 self.model = oldself.model;
180 self.modelindex = oldself.modelindex;
181 self.skin = oldself.skin;
182 self.species = oldself.species;
183 self.movetype = oldself.movetype;
184 self.solid = oldself.solid;
185 self.ballistics_density = oldself.ballistics_density;
186 self.takedamage = oldself.takedamage;
187 self.customizeentityforclient = oldself.customizeentityforclient;
188 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
189 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
190 if (keepvelocity == 1)
191 self.velocity = oldself.velocity;
192 self.oldvelocity = self.velocity;
193 self.alpha = oldself.alpha;
194 self.fade_time = oldself.fade_time;
195 self.fade_rate = oldself.fade_rate;
196 //self.weapon = oldself.weapon;
197 setorigin(self, oldself.origin);
198 setsize(self, oldself.mins, oldself.maxs);
199 self.prevorigin = oldself.origin;
200 self.reset = SUB_Remove;
202 Drag_MoveDrag(oldself, self);
204 if(self.colormap <= maxclients && self.colormap > 0)
205 self.colormap = 1024 + oldself.clientcolors;
207 CSQCMODEL_AUTOINIT();
208 self.CopyBody_nextthink = oldself.nextthink;
209 self.CopyBody_think = oldself.think;
210 self.nextthink = time;
211 self.think = CopyBody_Think;
212 // "bake" the current animation frame for clones (they don't get clientside animation)
213 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
218 float player_getspecies()
221 get_model_parameters(self.model, self.skin);
222 s = get_model_parameters_species;
223 get_model_parameters(string_null, 0);
225 return SPECIES_HUMAN;
229 void player_setupanimsformodel()
231 // load animation info
232 animdecide_init(self);
233 animdecide_setstate(self, 0, FALSE);
236 void player_anim (void)
238 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
239 if(self.deadflag && !deadbits)
241 deadbits = ANIMSTATE_DEAD1;
243 deadbits = ANIMSTATE_DEAD2;
244 float animbits = deadbits;
245 if(self.freezetag_frozen)
246 animbits |= ANIMSTATE_FROZEN;
248 animbits |= ANIMSTATE_DUCK;
249 animdecide_setstate(self, animbits, FALSE);
250 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
252 if (self.weaponentity)
254 updateanim(self.weaponentity);
255 if (!self.weaponentity.animstate_override)
256 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
260 void SpawnThrownWeapon (vector org, float w)
262 if(self.weapons & WepSet_FromWeapon(self.weapon))
263 if(W_IsWeaponThrowable(self.weapon))
264 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
267 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
271 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
273 // damage resistance (ignore most of the damage from a bullet or similar)
274 damage = max(damage - 5, 1);
276 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
280 if(sound_allowed(MSG_BROADCAST, attacker))
283 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
285 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
287 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
291 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
293 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
295 if (!(self.flags & FL_GODMODE))
297 self.armorvalue = self.armorvalue - save;
298 self.health = self.health - take;
299 // pause regeneration for 5 seconds
300 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
302 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
303 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
304 self.dmg_inflictor = inflictor;
306 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
308 // don't use any animations as a gib
310 // view just above the floor
311 self.view_ofs = '0 0 4';
313 Violence_GibSplash(self, 1, 1, attacker);
315 self.solid = SOLID_NOT; // restore later
316 self.takedamage = DAMAGE_NO; // restore later
317 self.damagedbycontents = FALSE;
321 void ClientKill_Now_TeamChange();
323 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
325 float take, save, waves, sdelay, dh, da, j;
327 float valid_damage_for_weaponstats;
330 dh = max(self.health, 0);
331 da = max(self.armorvalue, 0);
333 if(!DEATH_ISSPECIAL(deathtype))
335 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
337 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
340 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
342 // tuba causes blood to come out of the ears
347 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
349 makevectors(self.angles);
350 ear1 += v_right * -10;
351 ear2 += v_right * +10;
352 d = inflictor.origin - self.origin;
354 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
356 f = 0; // Assum ecenter.
357 force = v_right * vlen(force);
358 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
359 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
368 // force is already good
372 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
375 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
381 // don't reset pushltime for self damage as it may be an attempt to
382 // escape a lava pit or similar
383 //self.pushltime = 0;
386 else if(IS_PLAYER(attacker))
388 self.pusher = attacker;
389 self.pushltime = time + autocvar_g_maxpushtime;
390 self.istypefrag = self.BUTTON_CHAT;
392 else if(time < self.pushltime)
394 attacker = self.pusher;
395 self.pushltime = max(self.pushltime, time + 0.6);
403 frag_inflictor = inflictor;
404 frag_attacker = attacker;
406 frag_damage = damage;
409 damage_force = force;
410 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
411 take = bound(0, damage_take, self.health);
412 save = bound(0, damage_save, self.armorvalue);
413 excess = max(0, damage - take - save);
415 if(sound_allowed(MSG_BROADCAST, attacker))
418 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
420 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
422 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
426 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
428 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
430 if (time >= self.spawnshieldtime)
432 if (!(self.flags & FL_GODMODE))
434 self.armorvalue = self.armorvalue - save;
435 self.health = self.health - take;
436 // pause regeneration for 5 seconds
438 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
440 if (time > self.pain_finished) //Don't switch pain sequences like crazy
442 self.pain_finished = time + 0.5; //Supajoe
444 if(autocvar_sv_gentle < 1) {
445 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
447 if (!self.animstate_override)
450 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
452 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
456 if(sound_allowed(MSG_BROADCAST, attacker))
457 if(!DEATH_ISWEAPON(deathtype, WEP_BLASTER) || attacker != self || self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) // WEAPONTODO: create separate limit for pain notification with laser
459 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
461 if(deathtype == DEATH_FALL)
462 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
463 else if(self.health > 75) // TODO make a "gentle" version?
464 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
465 else if(self.health > 50)
466 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
467 else if(self.health > 25)
468 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
470 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
474 // throw off bot aim temporarily
476 shake = damage * 5 / (bound(0,skill,100) + 1);
477 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
478 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
482 self.max_armorvalue += (save + take);
484 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
485 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
486 self.dmg_inflictor = inflictor;
488 float abot, vbot, awep;
489 abot = (IS_BOT_CLIENT(attacker));
490 vbot = (IS_BOT_CLIENT(self));
492 valid_damage_for_weaponstats = 0;
495 if(vbot || IS_REAL_CLIENT(self))
496 if(abot || IS_REAL_CLIENT(attacker))
497 if(attacker && self != attacker)
498 if(DIFF_TEAM(self, attacker))
500 if(DEATH_ISSPECIAL(deathtype))
501 awep = attacker.weapon;
503 awep = DEATH_WEAPONOF(deathtype);
504 valid_damage_for_weaponstats = 1;
507 if(valid_damage_for_weaponstats)
509 dh = dh - max(self.health, 0);
510 da = da - max(self.armorvalue, 0);
511 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
516 float defer_ClientKill_Now_TeamChange;
517 defer_ClientKill_Now_TeamChange = FALSE;
521 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
525 if(valid_damage_for_weaponstats)
526 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
528 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
529 if(sound_allowed(MSG_BROADCAST, attacker))
531 if(deathtype == DEATH_DROWN)
532 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
534 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
537 // get rid of kill indicator
538 if(self.killindicator)
540 remove(self.killindicator);
541 self.killindicator = world;
542 if(self.killindicator_teamchange)
543 defer_ClientKill_Now_TeamChange = TRUE;
545 if(self.classname == "body")
546 if(deathtype == DEATH_KILL)
548 // for the lemmings fans, a small harmless explosion
549 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
553 // print an obituary message
554 Obituary (attacker, inflictor, self, deathtype);
557 // increment frag counter for used weapon type
559 w = DEATH_WEAPONOF(deathtype);
561 if(accuracy_isgooddamage(attacker, self))
562 attacker.accuracy.(accuracy_frags[w-1]) += 1;
564 frag_attacker = attacker;
565 frag_inflictor = inflictor;
567 frag_deathtype = deathtype;
568 MUTATOR_CALLHOOK(PlayerDies);
570 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
572 RemoveGrapplingHook(self);
574 Portal_ClearAllLater(self);
576 if(IS_REAL_CLIENT(self))
578 self.fixangle = TRUE;
580 //WriteByte (MSG_ONE, SVC_SETANGLE);
581 //WriteAngle (MSG_ONE, self.v_angle_x);
582 //WriteAngle (MSG_ONE, self.v_angle_y);
583 //WriteAngle (MSG_ONE, 80);
586 if(defer_ClientKill_Now_TeamChange)
587 ClientKill_Now_TeamChange(); // can turn player into spectator
589 // player could have been miraculously resuscitated ;)
590 // e.g. players in freezetag get frozen, they don't really die
591 if(self.health >= 1 || !IS_PLAYER(self))
594 // when we get here, player actually dies
597 WaypointSprite_PlayerDead();
599 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
601 // become fully visible
602 self.alpha = default_player_alpha;
603 // make the corpse upright (not tilted)
607 self.avelocity = '0 0 0';
608 // view from the floor
609 self.view_ofs = '0 0 -8';
611 self.movetype = MOVETYPE_TOSS;
613 self.solid = SOLID_CORPSE;
614 self.ballistics_density = autocvar_g_ballistics_density_corpse;
615 // don't stick to the floor
616 self.flags &= ~FL_ONGROUND;
618 self.deadflag = DEAD_DYING;
619 // when to allow respawn
622 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
626 sdelay = 0; // no respawn delay in CTS
628 sdelay = autocvar_g_respawn_delay;
630 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
632 waves = autocvar_g_respawn_waves;
634 self.respawn_time = ceil((time + sdelay) / waves) * waves;
636 self.respawn_time = time + sdelay;
637 if(autocvar_g_respawn_delay_max > sdelay)
638 self.respawn_time_max = time + autocvar_g_respawn_delay_max;
640 self.respawn_time_max = self.respawn_time;
641 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
642 self.respawn_countdown = 10; // first number to count down from is 10
644 self.respawn_countdown = -1; // do not count down
646 if(g_cts || autocvar_g_forced_respawn)
647 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
649 self.death_time = time;
651 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
653 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
657 setsize(self, self.mins, self.maxs);
659 // set damage function to corpse damage
660 self.event_damage = PlayerCorpseDamage;
661 // call the corpse damage function just in case it wants to gib
662 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
663 // set up to fade out later
664 SUB_SetFade (self, time + 6 + random (), 1);
666 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
668 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
671 // reset fields the weapons may use just in case
672 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
674 WEP_ACTION(j, WR_RESETPLAYER);
675 ATTACK_FINISHED_FOR(self, j) = 0;
680 .float muted; // to be used by prvm_edictset server playernumber muted 1
681 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
682 // message "": do not say, just test flood control
688 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
690 var .float flood_field;
693 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
695 if(!teamsay && !privatesay)
696 if(substring(msgin, 0, 1) == " ")
697 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
699 msgin = formatmessage(msgin);
701 if (!IS_PLAYER(source))
702 colorstr = "^0"; // black for spectators
704 colorstr = Team_ColorCode(source.team);
711 if(intermission_running)
715 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
718 * using bprint solves this... me stupid
719 // how can we prevent the message from appearing in a listen server?
720 // for now, just give "say" back and only handle say_team
723 clientcommand(self, strcat("say ", msgin));
728 if(autocvar_g_chat_teamcolors)
729 namestr = playername(source);
731 namestr = source.netname;
737 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
738 privatemsgprefixlen = strlen(msgstr);
739 msgstr = strcat(msgstr, msgin);
740 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
741 if(autocvar_g_chat_teamcolors)
742 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
744 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
748 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
749 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
753 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
756 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
760 msgstr = cmsgstr = "";
764 fullcmsgstr = cmsgstr;
768 flood_field = floodcontrol_chat;
777 flood_spl = autocvar_g_chat_flood_spl_tell;
778 flood_burst = autocvar_g_chat_flood_burst_tell;
779 flood_lmax = autocvar_g_chat_flood_lmax_tell;
780 flood_field = floodcontrol_chattell;
784 flood_spl = autocvar_g_chat_flood_spl_team;
785 flood_burst = autocvar_g_chat_flood_burst_team;
786 flood_lmax = autocvar_g_chat_flood_lmax_team;
787 flood_field = floodcontrol_chatteam;
791 flood_spl = autocvar_g_chat_flood_spl;
792 flood_burst = autocvar_g_chat_flood_burst;
793 flood_lmax = autocvar_g_chat_flood_lmax;
794 flood_field = floodcontrol_chat;
796 flood_burst = max(0, flood_burst - 1);
797 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
799 // do flood control for the default line size
802 getWrappedLine_remaining = msgstr;
805 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
807 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
810 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
812 if(getWrappedLine_remaining != "")
814 msgstr = strcat(msgstr, "\n");
818 if(time >= source.flood_field)
820 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
830 if(time >= source.flood_field)
831 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
836 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
837 source.flood_field = flood = 0;
840 if(flood == 2) // cannot happen for empty msgstr
842 if(autocvar_g_chat_flood_notify_flooder)
844 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
849 sourcemsgstr = fullmsgstr;
850 sourcecmsgstr = fullcmsgstr;
856 sourcemsgstr = msgstr;
857 sourcecmsgstr = cmsgstr;
861 if (!IS_PLAYER(source))
863 if (!intermission_running)
864 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
865 teamsay = -1; // spectators
869 print("NOTE: ", playername(source), "^7 is flooding.\n");
871 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
873 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
877 // always fake the message
882 if(autocvar_g_chat_flood_notify_flooder)
884 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
895 if(sourcemsgstr != "" && ret != 0)
897 if(ret < 0) // faked message, because the player is muted
899 sprint(source, sourcemsgstr);
900 if(sourcecmsgstr != "" && !privatesay)
901 centerprint(source, sourcecmsgstr);
903 else if(privatesay) // private message, between 2 people only
905 sprint(source, sourcemsgstr);
906 sprint(privatesay, msgstr);
907 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
909 centerprint(privatesay, cmsgstr);
911 else if(teamsay > 0) // team message, only sent to team mates
913 sprint(source, sourcemsgstr);
914 dedicated_print(msgstr); // send to server console too
915 if(sourcecmsgstr != "")
916 centerprint(source, sourcecmsgstr);
917 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
920 sprint(head, msgstr);
922 centerprint(head, cmsgstr);
925 else if(teamsay < 0) // spectator message, only sent to spectators
927 sprint(source, sourcemsgstr);
928 dedicated_print(msgstr); // send to server console too
929 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
931 sprint(head, msgstr);
933 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
935 sprint(source, sourcemsgstr);
936 dedicated_print(msgstr); // send to server console too
937 FOR_EACH_REALCLIENT(head)
939 sprint(head, msgstr);
942 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
948 float GetVoiceMessageVoiceType(string type)
951 return VOICETYPE_TAUNT;
952 if(type == "teamshoot")
953 return VOICETYPE_LASTATTACKER;
954 return VOICETYPE_TEAMRADIO;
957 string allvoicesamples;
958 .string GetVoiceMessageSampleField(string type)
960 GetPlayerSoundSampleField_notFound = 0;
963 #define _VOICEMSG(m) case #m: return playersound_##m;
967 GetPlayerSoundSampleField_notFound = 1;
968 return playersound_taunt;
971 .string GetPlayerSoundSampleField(string type)
973 GetPlayerSoundSampleField_notFound = 0;
976 #define _VOICEMSG(m) case #m: return playersound_##m;
980 GetPlayerSoundSampleField_notFound = 1;
981 return playersound_taunt;
984 void PrecacheGlobalSound(string samplestring)
987 tokenize_console(samplestring);
991 for(i = 1; i <= n; ++i)
992 precache_sound(strcat(argv(0), ftos(i), ".wav"));
996 precache_sound(strcat(argv(0), ".wav"));
1000 void PrecachePlayerSounds(string f)
1004 fh = fopen(f, FILE_READ);
1007 while((s = fgets(fh)))
1009 if(tokenize_console(s) != 3)
1011 dprint("Invalid sound info line: ", s, "\n");
1014 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1018 if (!allvoicesamples)
1020 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1023 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1027 void ClearPlayerSounds()
1029 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1035 float LoadPlayerSounds(string f, float first)
1040 fh = fopen(f, FILE_READ);
1043 dprint("Player sound file not found: ", f, "\n");
1046 while((s = fgets(fh)))
1048 if(tokenize_console(s) != 3)
1050 field = GetPlayerSoundSampleField(argv(0));
1051 if(GetPlayerSoundSampleField_notFound)
1052 field = GetVoiceMessageSampleField(argv(0));
1053 if(GetPlayerSoundSampleField_notFound)
1056 strunzone(self.field);
1057 self.field = strzone(strcat(argv(1), " ", argv(2)));
1063 .float modelindex_for_playersound;
1064 .float skin_for_playersound;
1065 void UpdatePlayerSounds()
1067 if(self.modelindex == self.modelindex_for_playersound)
1068 if(self.skin == self.skin_for_playersound)
1070 self.modelindex_for_playersound = self.modelindex;
1071 self.skin_for_playersound = self.skin;
1072 ClearPlayerSounds();
1073 LoadPlayerSounds("sound/player/default.sounds", 1);
1074 if(!autocvar_g_debug_defaultsounds)
1075 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1076 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1079 void FakeGlobalSound(string sample, float chan, float voicetype)
1087 tokenize_console(sample);
1090 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1092 sample = strcat(argv(0), ".wav"); // randomization
1096 case VOICETYPE_LASTATTACKER_ONLY:
1098 case VOICETYPE_LASTATTACKER:
1102 if(IS_REAL_CLIENT(msg_entity))
1103 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1106 case VOICETYPE_TEAMRADIO:
1108 if(msg_entity.cvar_cl_voice_directional == 1)
1109 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1111 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1113 case VOICETYPE_AUTOTAUNT:
1118 if(autocvar_sv_gentle)
1120 tauntrand = random();
1122 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1124 if (msg_entity.cvar_cl_voice_directional >= 1)
1125 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1127 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1130 case VOICETYPE_TAUNT:
1132 if(self.deadflag == DEAD_NO)
1133 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1136 if(autocvar_sv_gentle)
1139 if (msg_entity.cvar_cl_voice_directional >= 1)
1140 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1142 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1144 case VOICETYPE_PLAYERSOUND:
1146 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1149 backtrace("Invalid voice type!");
1154 void GlobalSound(string sample, float chan, float voicetype)
1162 tokenize_console(sample);
1165 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1167 sample = strcat(argv(0), ".wav"); // randomization
1171 case VOICETYPE_LASTATTACKER_ONLY:
1174 msg_entity = self.pusher;
1175 if(IS_REAL_CLIENT(msg_entity))
1177 if(msg_entity.cvar_cl_voice_directional == 1)
1178 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1180 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1184 case VOICETYPE_LASTATTACKER:
1187 msg_entity = self.pusher;
1188 if(IS_REAL_CLIENT(msg_entity))
1190 if(msg_entity.cvar_cl_voice_directional == 1)
1191 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1193 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1196 if(IS_REAL_CLIENT(msg_entity))
1197 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1200 case VOICETYPE_TEAMRADIO:
1201 FOR_EACH_REALCLIENT(msg_entity)
1202 if(!teamplay || msg_entity.team == self.team)
1204 if(msg_entity.cvar_cl_voice_directional == 1)
1205 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1207 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1210 case VOICETYPE_AUTOTAUNT:
1215 if(autocvar_sv_gentle)
1217 tauntrand = random();
1218 FOR_EACH_REALCLIENT(msg_entity)
1219 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1221 if (msg_entity.cvar_cl_voice_directional >= 1)
1222 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1224 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1227 case VOICETYPE_TAUNT:
1229 if(self.deadflag == DEAD_NO)
1230 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1233 if(autocvar_sv_gentle)
1235 FOR_EACH_REALCLIENT(msg_entity)
1237 if (msg_entity.cvar_cl_voice_directional >= 1)
1238 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1240 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1243 case VOICETYPE_PLAYERSOUND:
1244 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1247 backtrace("Invalid voice type!");
1252 void PlayerSound(.string samplefield, float chan, float voicetype)
1254 GlobalSound(self.samplefield, chan, voicetype);
1257 void VoiceMessage(string type, string msg)
1260 float voicetype, ownteam;
1262 sample = GetVoiceMessageSampleField(type);
1264 if(GetPlayerSoundSampleField_notFound)
1266 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1270 voicetype = GetVoiceMessageVoiceType(type);
1271 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1273 flood = Say(self, ownteam, world, msg, 1);
1276 GlobalSound(self.sample, CH_VOICE, voicetype);
1278 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1281 void MoveToTeam(entity client, float team_colour, float type)
1283 float lockteams_backup;
1285 lockteams_backup = lockteams; // backup any team lock
1287 lockteams = 0; // disable locked teams
1289 TeamchangeFrags(client); // move the players frags
1290 SetPlayerColors(client, team_colour - 1); // set the players colour
1291 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1293 lockteams = lockteams_backup; // restore the team lock
1295 LogTeamchange(client.playerid, client.team, type);