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1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #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))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126
127 void CopyBody(float keepvelocity)
128 {
129         entity oldself;
130         if (self.effects & EF_NODRAW)
131                 return;
132         oldself = self;
133         self = spawn();
134         self.enemy = oldself;
135         self.lip = oldself.lip;
136         self.colormap = oldself.colormap;
137         self.iscreature = oldself.iscreature;
138         self.damagedbycontents = oldself.damagedbycontents;
139         self.angles = oldself.angles;
140         self.avelocity = oldself.avelocity;
141         self.classname = "body";
142         self.damageforcescale = oldself.damageforcescale;
143         self.effects = oldself.effects;
144         self.glowmod = oldself.glowmod;
145         self.event_damage = oldself.event_damage;
146         self.animstate_startframe = oldself.animstate_startframe;
147         self.animstate_numframes = oldself.animstate_numframes;
148         self.animstate_framerate = oldself.animstate_framerate;
149         self.animstate_starttime = oldself.animstate_starttime;
150         self.animstate_endtime = oldself.animstate_endtime;
151         self.animstate_override = oldself.animstate_override;
152         self.animstate_looping = oldself.animstate_looping;
153         self.frame = oldself.frame;
154         self.dead_frame = oldself.dead_frame;
155         self.pain_finished = oldself.pain_finished;
156         self.health = oldself.health;
157         self.armorvalue = oldself.armorvalue;
158         self.armortype = oldself.armortype;
159         self.model = oldself.model;
160         self.modelindex = oldself.modelindex;
161         self.skin = oldself.skin;
162         self.species = oldself.species;
163         self.movetype = oldself.movetype;
164         self.nextthink = oldself.nextthink;
165         self.solid = oldself.solid;
166         self.ballistics_density = oldself.ballistics_density;
167         self.takedamage = oldself.takedamage;
168         self.think = oldself.think;
169         self.customizeentityforclient = oldself.customizeentityforclient;
170         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
171         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
172         if (keepvelocity == 1)
173                 self.velocity = oldself.velocity;
174         self.oldvelocity = self.velocity;
175         self.fade_time = oldself.fade_time;
176         self.fade_rate = oldself.fade_rate;
177         //self.weapon = oldself.weapon;
178         setorigin(self, oldself.origin);
179         setsize(self, oldself.mins, oldself.maxs);
180         self.prevorigin = oldself.origin;
181         self.reset = SUB_Remove;
182
183         Drag_MoveDrag(oldself, self);
184
185         if(self.colormap <= maxclients && self.colormap > 0)
186                 self.colormap = 1024 + self.clientcolors;
187
188         CSQCMODEL_AUTOINIT();
189
190         self = oldself;
191 }
192
193 float player_getspecies()
194 {
195         float s;
196         get_model_parameters(self.model, self.skin);
197         s = get_model_parameters_species;
198         get_model_parameters(string_null, 0);
199         if(s < 0)
200                 return SPECIES_HUMAN;
201         return s;
202 }
203
204 void player_setupanimsformodel()
205 {
206         // defaults for legacy .zym models without animinfo files
207         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
208         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
209         self.anim_draw = animfixfps(self, '2 1 3');
210         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
211         self.anim_duckwalk = animfixfps(self, '4 1 1');
212         self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
213         self.anim_duckidle = animfixfps(self, '6 1 1');
214         self.anim_idle = animfixfps(self, '7 1 1');
215         self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
216         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
217         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
218         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
219         self.anim_taunt = animfixfps(self, '12 1 0.33');
220         self.anim_run = animfixfps(self, '13 1 1');
221         self.anim_runbackwards = animfixfps(self, '14 1 1');
222         self.anim_strafeleft = animfixfps(self, '15 1 1');
223         self.anim_straferight = animfixfps(self, '16 1 1');
224         self.anim_dead1 = animfixfps(self, '17 1 1');
225         self.anim_dead2 = animfixfps(self, '18 1 1');
226         self.anim_forwardright = animfixfps(self, '19 1 1');
227         self.anim_forwardleft = animfixfps(self, '20 1 1');
228         self.anim_backright = animfixfps(self, '21 1 1');
229         self.anim_backleft  = animfixfps(self, '22 1 1');
230         self.anim_melee = animfixfps(self, '23 1 1');
231         self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
232         self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
233         self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
234         self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
235         self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
236         self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
237         self.anim_duckwalkbackleft  = animfixfps(self, '30 1 1');
238         // TODO introspect models for finding right "fps" value (1/duration)
239         // reset animstate now
240         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
241 }
242
243 void player_anim (void)
244 {
245         updateanim(self);
246         if (self.weaponentity)
247                 updateanim(self.weaponentity);
248
249         if (self.deadflag != DEAD_NO)
250         {
251                 if (time > self.animstate_endtime)
252                 {
253                         if (self.maxs_z > 5)
254                         {
255                                 self.maxs_z = 5;
256                                 setsize(self, self.mins, self.maxs);
257                         }
258                         self.frame = self.dead_frame;
259                 }
260                 return;
261         }
262
263         if (!self.animstate_override)
264         {
265                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
266                 {
267                         if (self.crouch)
268                         {
269                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
270                                 {
271                                         traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
272                                         if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
273                                         {
274                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
275                                                 self.restart_jump = FALSE;
276                                         }
277                                 }
278                         }
279                         else
280                         {
281                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
282                 {
283                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
284                     if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
285                     {
286                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
287                         self.restart_jump = FALSE;
288                     }
289                 }
290                         }
291                 }
292                 else if (self.crouch)
293                 {
294                         if (self.movement_x > 0 && self.movement_y == 0)
295                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
296                         else if (self.movement_x < 0 && self.movement_y == 0)
297                                 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
298                         else if (self.movement_x == 0 && self.movement_y > 0)
299                                 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
300                         else if (self.movement_x == 0 && self.movement_y < 0)
301                                 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
302                         else if (self.movement_x > 0 && self.movement_y > 0)
303                                 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
304                         else if (self.movement_x > 0 && self.movement_y < 0)
305                                 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
306                         else if (self.movement_x < 0 && self.movement_y > 0)
307                                 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
308                         else if (self.movement_x < 0 && self.movement_y < 0)
309                                 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
310                         else
311                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
312                 }
313                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
314                 {
315                         if (self.movement_x > 0 && self.movement_y == 0)
316                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
317                         else if (self.movement_x < 0 && self.movement_y == 0)
318                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
319                         else if (self.movement_x == 0 && self.movement_y > 0)
320                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
321                         else if (self.movement_x == 0 && self.movement_y < 0)
322                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
323                         else if (self.movement_x > 0 && self.movement_y > 0)
324                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
325                         else if (self.movement_x > 0 && self.movement_y < 0)
326                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
327                         else if (self.movement_x < 0 && self.movement_y > 0)
328                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
329                         else if (self.movement_x < 0 && self.movement_y < 0)
330                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
331                         else
332                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
333                 }
334                 else
335                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
336         }
337
338         if (self.weaponentity)
339         if (!self.weaponentity.animstate_override)
340                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
341 }
342
343 void SpawnThrownWeapon (vector org, float w)
344 {
345         if(g_minstagib)
346         if(self.ammo_cells <= 0)
347                 return;
348
349         if(g_pinata)
350         {
351                 float j;
352                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
353                 {
354                         if(self.weapons & W_WeaponBit(j))
355                                 if(W_IsWeaponThrowable(j))
356                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
357                 }
358         }
359         else
360         {
361                 if(W_IsWeaponThrowable(self.weapon))
362                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
363         }
364 }
365
366 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
367 {
368         float take, save;
369         vector v;
370         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
371
372         // damage resistance (ignore most of the damage from a bullet or similar)
373         damage = max(damage - 5, 1);
374
375         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
376         take = v_x;
377         save = v_y;
378
379         if(sound_allowed(MSG_BROADCAST, attacker))
380         {
381                 if (save > 10)
382                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
383                 else if (take > 30)
384                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
385                 else if (take > 10)
386                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
387         }
388
389         if (take > 50)
390                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
391         if (take > 100)
392                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
393
394         if (!(self.flags & FL_GODMODE))
395         {
396                 self.armorvalue = self.armorvalue - save;
397                 self.health = self.health - take;
398                 // pause regeneration for 5 seconds
399                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
400         }
401         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
402         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
403         self.dmg_inflictor = inflictor;
404
405         if (self.health <= -autocvar_sv_gibhealth && !(self.effects & CSQCMODEL_EF_INVISIBLE))
406         {
407                 // don't use any animations as a gib
408                 self.frame = 0;
409                 self.dead_frame = 0;
410                 // view just above the floor
411                 self.view_ofs = '0 0 4';
412
413                 Violence_GibSplash(self, 1, 1, attacker);
414                 self.effects |= CSQCMODEL_EF_INVISIBLE;
415                 self.solid = SOLID_NOT; // restore later
416         }
417 }
418
419 void ClientKill_Now_TeamChange();
420 void freezetag_CheckWinner();
421
422 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
423 {
424         float take, save, waves, sdelay, dh, da, j;
425         vector v;
426         float valid_damage_for_weaponstats;
427         float excess;
428
429         if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
430                 return;
431
432         dh = max(self.health, 0);
433         da = max(self.armorvalue, 0);
434
435         if(!DEATH_ISSPECIAL(deathtype))
436         {
437                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
438                 if(self != attacker)
439                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
440         }
441
442         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
443         {
444                 // tuba causes blood to come out of the ears
445                 vector ear1, ear2;
446                 vector d;
447                 float f;
448                 ear1 = self.origin;
449                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
450                 ear2 = ear1;
451                 makevectors(self.angles);
452                 ear1 += v_right * -10;
453                 ear2 += v_right * +10;
454                 d = inflictor.origin - self.origin;
455                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
456                 force = v_right * vlen(force);
457                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
458                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
459                 if(f > 0)
460                 {
461                         hitloc = ear1;
462                         force = force * -1;
463                 }
464                 else
465                 {
466                         hitloc = ear2;
467                         // force is already good
468                 }
469         }
470         else
471                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
472
473         if (!g_minstagib)
474         {
475                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
476                 take = v_x;
477                 save = v_y;
478         }
479         else
480         {
481                 save = 0;
482                 take = damage;
483         }
484
485         frag_inflictor = inflictor;
486         frag_attacker = attacker;
487         frag_target = self;
488         damage_take = take;
489         damage_save = save;
490         damage_force = force;
491         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
492         take = bound(0, damage_take, self.health);
493         save = bound(0, damage_save, self.armorvalue);
494         excess = max(0, damage - take - save);
495
496         if(sound_allowed(MSG_BROADCAST, attacker))
497         {
498                 if (save > 10)
499                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
500                 else if (take > 30)
501                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
502                 else if (take > 10)
503                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
504         }
505
506         if (take > 50)
507                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
508         if (take > 100)
509                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
510
511         if (time >= self.spawnshieldtime)
512         {
513                 if (!(self.flags & FL_GODMODE))
514                 {
515                         self.armorvalue = self.armorvalue - save;
516                         self.health = self.health - take;
517                         // pause regeneration for 5 seconds
518                         if(take)
519                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
520
521                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
522                         {
523                                 self.pain_finished = time + 0.5;        //Supajoe
524
525                                 if(sv_gentle < 1) {
526                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
527                                         {
528                                                 if (!self.animstate_override)
529                                                 {
530                                                         if (random() > 0.5)
531                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
532                                                         else
533                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
534                                                 }
535                                         }
536
537                                         if(sound_allowed(MSG_BROADCAST, attacker))
538                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
539                                         if(self.health > 1)
540                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
541                                         {
542                                                 if(deathtype == DEATH_FALL)
543                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
544                                                 else if(self.health > 75) // TODO make a "gentle" version?
545                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
546                                                 else if(self.health > 50)
547                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
548                                                 else if(self.health > 25)
549                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
550                                                 else
551                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
552                                         }
553                                 }
554
555                                 // throw off bot aim temporarily
556                                 float shake;
557                                 shake = damage * 5 / (bound(0,skill,100) + 1);
558                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
559                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
560                         }
561                 }
562                 else
563                         self.max_armorvalue += (save + take);
564         }
565         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
566         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
567         self.dmg_inflictor = inflictor;
568
569         if(attacker == self)
570         {
571                 // don't reset pushltime for self damage as it may be an attempt to
572                 // escape a lava pit or similar
573                 //self.pushltime = 0;
574         }
575         else if(attacker.classname == "player")
576         {
577                 self.pusher = attacker;
578                 self.pushltime = time + autocvar_g_maxpushtime;
579         }
580         else if(time < self.pushltime)
581         {
582                 attacker = self.pusher;
583                 self.pushltime = max(self.pushltime, time + 0.6);
584         }
585         else
586                 self.pushltime = 0;
587
588         float abot, vbot, awep;
589         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
590         vbot = (clienttype(self) == CLIENTTYPE_BOT);
591
592         valid_damage_for_weaponstats = 0;
593         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
594         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
595         if(attacker && self != attacker)
596         if(IsDifferentTeam(self, attacker))
597         {
598                 if(DEATH_ISSPECIAL(deathtype))
599                         awep = attacker.weapon;
600                 else
601                         awep = DEATH_WEAPONOF(deathtype);
602                 valid_damage_for_weaponstats = 1;
603         }
604
605         if(valid_damage_for_weaponstats)
606         {
607                 dh = dh - max(self.health, 0);
608                 da = da - max(self.armorvalue, 0);
609                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
610         }
611
612         if (self.health < 1)
613         {
614                 float defer_ClientKill_Now_TeamChange;
615                 defer_ClientKill_Now_TeamChange = FALSE;
616
617                 if(self.alivetime)
618                 {
619                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
620                         self.alivetime = 0;
621                 }
622
623                 if(valid_damage_for_weaponstats)
624                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
625
626                 if(sv_gentle < 1) // TODO make a "gentle" version?
627                 if(sound_allowed(MSG_BROADCAST, attacker))
628                 {
629                         if(deathtype == DEATH_DROWN)
630                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
631                         else
632                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
633                 }
634
635                 // get rid of kill indicator
636                 if(self.killindicator)
637                 {
638                         remove(self.killindicator);
639                         self.killindicator = world;
640                         if(self.killindicator_teamchange)
641                                 defer_ClientKill_Now_TeamChange = TRUE;
642
643                         if(self.classname == "body")
644                         if(deathtype == DEATH_KILL)
645                         {
646                                 // for the lemmings fans, a small harmless explosion
647                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
648                         }
649                 }
650
651                 if(!g_freezetag)
652                 {
653                         // become fully visible
654                         self.alpha = 1;
655                         // throw a weapon
656                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
657                 }
658
659                 // print an obituary message
660                 Obituary (attacker, inflictor, self, deathtype);
661                 race_PreDie();
662                 DropAllRunes(self);
663
664         // increment frag counter for used weapon type
665         float w;
666         w = DEATH_WEAPONOF(deathtype);
667         if(WEP_VALID(w))
668         if(accuracy_isgooddamage(attacker, self))
669         attacker.accuracy.(accuracy_frags[w-1]) += 1;
670
671                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
672                 {
673                         PutClientInServer();
674                         count_alive_players(); // re-count players
675                         freezetag_CheckWinner();
676                         return;
677                 }
678
679                 frag_attacker = attacker;
680                 frag_inflictor = inflictor;
681                 frag_target = self;
682                 MUTATOR_CALLHOOK(PlayerDies);
683                 weapon_action(self.weapon, WR_PLAYERDEATH);
684
685                 RemoveGrapplingHook(self);
686
687                 if(self.flagcarried)
688                 {
689                         if(attacker.classname != "player")
690                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
691                         else if(attacker.team == self.team)
692                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
693                         else
694                                 DropFlag(self.flagcarried, world, attacker);
695                 }
696                 if(self.ballcarried && g_nexball)
697                         DropBall(self.ballcarried, self.origin, self.velocity);
698                 Portal_ClearAllLater(self);
699
700                 if(clienttype(self) == CLIENTTYPE_REAL)
701                 {
702                         stuffcmd(self, "-zoom\n");
703                         self.fixangle = TRUE;
704                         //msg_entity = self;
705                         //WriteByte (MSG_ONE, SVC_SETANGLE);
706                         //WriteAngle (MSG_ONE, self.v_angle_x);
707                         //WriteAngle (MSG_ONE, self.v_angle_y);
708                         //WriteAngle (MSG_ONE, 80);
709                 }
710
711                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
712                         ClientKill_Now_TeamChange();
713
714                 if(g_arena)
715                         Spawnqueue_Unmark(self);
716
717                 if(g_freezetag)
718                         return;
719
720                 // when we get here, player actually dies
721                 // clear waypoints (do this AFTER FreezeTag)
722                 WaypointSprite_PlayerDead();
723
724                 // make the corpse upright (not tilted)
725                 self.angles_x = 0;
726                 self.angles_z = 0;
727                 // don't spin
728                 self.avelocity = '0 0 0';
729                 // view from the floor
730                 self.view_ofs = '0 0 -8';
731                 // toss the corpse
732                 self.movetype = MOVETYPE_TOSS;
733                 // shootable corpse
734                 self.solid = SOLID_CORPSE;
735                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
736                 // don't stick to the floor
737                 self.flags &~= FL_ONGROUND;
738                 // dying animation
739                 self.deadflag = DEAD_DYING;
740                 // when to allow respawn
741                 sdelay = 0;
742                 waves = 0;
743                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
744                 if(!sdelay)
745                 {
746                         if(g_cts)
747                                 sdelay = 0; // no respawn delay in CTS
748                         else
749                                 sdelay = autocvar_g_respawn_delay;
750                 }
751                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
752                 if(!waves)
753                         waves = autocvar_g_respawn_waves;
754                 if(waves)
755                         self.death_time = ceil((time + sdelay) / waves) * waves;
756                 else
757                         self.death_time = time + sdelay;
758                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
759                         self.respawn_countdown = 10; // first number to count down from is 10
760                 else
761                         self.respawn_countdown = -1; // do not count down
762                 if (random() < 0.5)
763                 {
764                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
765                         self.dead_frame = self.anim_dead1_x;
766                 }
767                 else
768                 {
769                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
770                         self.dead_frame = self.anim_dead2_x;
771                 }
772                 // set damage function to corpse damage
773                 self.event_damage = PlayerCorpseDamage;
774                 // call the corpse damage function just in case it wants to gib
775                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
776                 // set up to fade out later
777                 SUB_SetFade (self, time + 6 + random (), 1);
778
779                 if(sv_gentle > 0 || autocvar_ekg) {
780                         // remove corpse
781                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
782                 }
783
784                 // reset fields the weapons may use just in case
785                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
786                 {
787                         weapon_action(j, WR_RESETPLAYER);
788                         ATTACK_FINISHED_FOR(self, j) = 0;
789                 }
790         }
791 }
792
793 .float muted; // to be used by prvm_edictset server playernumber muted 1
794 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
795 // message "": do not say, just test flood control
796 // return value:
797 //   1 = accept
798 //   0 = reject
799 //  -1 = fake accept
800 {
801         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
802         float flood, privatemsgprefixlen;
803         var .float flood_field;
804         entity head;
805         float ret;
806
807         if(Ban_MaybeEnforceBan(source))
808                 return 0;
809
810         if(!teamsay && !privatesay)
811                 if(substring(msgin, 0, 1) == " ")
812                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
813
814         msgin = formatmessage(msgin);
815
816         if(source.classname != "player")
817                 colorstr = "^0"; // black for spectators
818         else if(teamplay)
819                 colorstr = Team_ColorCode(source.team);
820         else
821                 teamsay = FALSE;
822
823         if(intermission_running)
824                 teamsay = FALSE;
825
826         if(msgin != "")
827                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
828
829         /*
830          * using bprint solves this... me stupid
831         // how can we prevent the message from appearing in a listen server?
832         // for now, just give "say" back and only handle say_team
833         if(!teamsay)
834         {
835                 clientcommand(self, strcat("say ", msgin));
836                 return;
837         }
838         */
839
840         if(autocvar_g_chat_teamcolors)
841                 namestr = playername(source);
842         else
843                 namestr = source.netname;
844
845         if(msgin != "")
846         {
847                 if(privatesay)
848                 {
849                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
850                         privatemsgprefixlen = strlen(msgstr);
851                         msgstr = strcat(msgstr, msgin);
852                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
853                         if(autocvar_g_chat_teamcolors)
854                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
855                         else
856                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
857                 }
858                 else if(teamsay)
859                 {
860                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
861                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
862                 }
863                 else
864                 {
865                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
866                         cmsgstr = "";
867                 }
868                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
869         }
870         else
871         {
872                 msgstr = cmsgstr = "";
873         }
874
875         fullmsgstr = msgstr;
876         fullcmsgstr = cmsgstr;
877
878         // FLOOD CONTROL
879         flood = 0;
880         if(floodcontrol)
881         {
882                 float flood_spl;
883                 float flood_burst;
884                 float flood_lmax;
885                 float lines;
886                 if(privatesay)
887                 {
888                         flood_spl = autocvar_g_chat_flood_spl_tell;
889                         flood_burst = autocvar_g_chat_flood_burst_tell;
890                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
891                         flood_field = floodcontrol_chattell;
892                 }
893                 else if(teamsay)
894                 {
895                         flood_spl = autocvar_g_chat_flood_spl_team;
896                         flood_burst = autocvar_g_chat_flood_burst_team;
897                         flood_lmax = autocvar_g_chat_flood_lmax_team;
898                         flood_field = floodcontrol_chatteam;
899                 }
900                 else
901                 {
902                         flood_spl = autocvar_g_chat_flood_spl;
903                         flood_burst = autocvar_g_chat_flood_burst;
904                         flood_lmax = autocvar_g_chat_flood_lmax;
905                         flood_field = floodcontrol_chat;
906                 }
907                 flood_burst = max(0, flood_burst - 1);
908                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
909
910                 // do flood control for the default line size
911                 if(msgstr != "")
912                 {
913                         getWrappedLine_remaining = msgstr;
914                         msgstr = "";
915                         lines = 0;
916                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
917                         {
918                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
919                                 ++lines;
920                         }
921                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
922
923                         if(getWrappedLine_remaining != "")
924                         {
925                                 msgstr = strcat(msgstr, "\n");
926                                 flood = 2;
927                         }
928
929                         if(time >= source.flood_field)
930                         {
931                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
932                         }
933                         else
934                         {
935                                 flood = 1;
936                                 msgstr = fullmsgstr;
937                         }
938                 }
939                 else
940                 {
941                         if(time >= source.flood_field)
942                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
943                         else
944                                 flood = 1;
945                 }
946
947                 if (timeoutStatus == 2) //when game is paused, no flood protection
948                         source.flood_field = flood = 0;
949         }
950
951         if(flood == 2) // cannot happen for empty msgstr
952         {
953                 if(autocvar_g_chat_flood_notify_flooder)
954                 {
955                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
956                         sourcecmsgstr = "";
957                 }
958                 else
959                 {
960                         sourcemsgstr = fullmsgstr;
961                         sourcecmsgstr = fullcmsgstr;
962                 }
963                 cmsgstr = "";
964         }
965         else
966         {
967                 sourcemsgstr = msgstr;
968                 sourcecmsgstr = cmsgstr;
969         }
970
971         if(!privatesay)
972         if(source.classname != "player")
973         {
974                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
975                         teamsay = -1; // spectators
976         }
977
978         if(flood)
979                 print("NOTE: ", playername(source), "^7 is flooding.\n");
980
981         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
982         if(privatesay)
983                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
984
985         if(source.muted)
986         {
987                 // always fake the message
988                 ret = -1;
989         }
990         else if(flood == 1)
991         {
992                 if(autocvar_g_chat_flood_notify_flooder)
993                 {
994                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
995                         ret = 0;
996                 }
997                 else
998                         ret = -1;
999         }
1000         else
1001         {
1002                 ret = 1;
1003         }
1004
1005         if(sourcemsgstr != "" && ret != 0)
1006         {
1007                 if(ret < 0) // fake
1008                 {
1009                         sprint(source, sourcemsgstr);
1010                         if(sourcecmsgstr != "" && !privatesay)
1011                                 centerprint(source, sourcecmsgstr);
1012                 }
1013                 else if(privatesay)
1014                 {
1015                         sprint(source, sourcemsgstr);
1016                         sprint(privatesay, msgstr);
1017                         if(cmsgstr != "")
1018                                 centerprint(privatesay, cmsgstr);
1019                 }
1020                 else if(teamsay > 0)
1021                 {
1022                         sprint(source, sourcemsgstr);
1023                         if(sourcecmsgstr != "")
1024                                 centerprint(source, sourcecmsgstr);
1025                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1026                                 if(head != source)
1027                                 {
1028                                         sprint(head, msgstr);
1029                                         if(cmsgstr != "")
1030                                                 centerprint(head, cmsgstr);
1031                                 }
1032                 }
1033                 else if(teamsay < 0)
1034                 {
1035                         sprint(source, sourcemsgstr);
1036                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1037                                 if(head != source)
1038                                         sprint(head, msgstr);
1039                 }
1040                 else if(sourcemsgstr != msgstr)
1041                 {
1042                         sprint(source, sourcemsgstr);
1043                         FOR_EACH_REALCLIENT(head)
1044                                 if(head != source)
1045                                         sprint(head, msgstr);
1046                 }
1047                 else
1048                         bprint(msgstr);
1049         }
1050
1051         return ret;
1052 }
1053
1054 float GetVoiceMessageVoiceType(string type)
1055 {
1056         if(type == "taunt")
1057                 return VOICETYPE_TAUNT;
1058         if(type == "teamshoot")
1059                 return VOICETYPE_LASTATTACKER;
1060         return VOICETYPE_TEAMRADIO;
1061 }
1062
1063 string allvoicesamples;
1064 .string GetVoiceMessageSampleField(string type)
1065 {
1066         GetPlayerSoundSampleField_notFound = 0;
1067         switch(type)
1068         {
1069 #define _VOICEMSG(m) case #m: return playersound_##m;
1070                 ALLVOICEMSGS
1071 #undef _VOICEMSG
1072         }
1073         GetPlayerSoundSampleField_notFound = 1;
1074         return playersound_taunt;
1075 }
1076
1077 .string GetPlayerSoundSampleField(string type)
1078 {
1079         GetPlayerSoundSampleField_notFound = 0;
1080         switch(type)
1081         {
1082 #define _VOICEMSG(m) case #m: return playersound_##m;
1083                 ALLPLAYERSOUNDS
1084 #undef _VOICEMSG
1085         }
1086         GetPlayerSoundSampleField_notFound = 1;
1087         return playersound_taunt;
1088 }
1089
1090 void PrecacheGlobalSound(string samplestring)
1091 {
1092         float n, i;
1093         tokenize_console(samplestring);
1094         n = stof(argv(1));
1095         if(n > 0)
1096         {
1097                 for(i = 1; i <= n; ++i)
1098                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1099         }
1100         else
1101         {
1102                 precache_sound(strcat(argv(0), ".wav"));
1103         }
1104 }
1105
1106 void PrecachePlayerSounds(string f)
1107 {
1108         float fh;
1109         string s;
1110         fh = fopen(f, FILE_READ);
1111         if(fh < 0)
1112                 return;
1113         while((s = fgets(fh)))
1114         {
1115                 if(tokenize_console(s) != 3)
1116                 {
1117                         dprint("Invalid sound info line: ", s, "\n");
1118                         continue;
1119                 }
1120                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1121         }
1122         fclose(fh);
1123
1124         if not(allvoicesamples)
1125         {
1126 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1127                 ALLVOICEMSGS
1128 #undef _VOICEMSG
1129                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1130         }
1131 }
1132
1133 void ClearPlayerSounds()
1134 {
1135 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1136         ALLPLAYERSOUNDS
1137         ALLVOICEMSGS
1138 #undef _VOICEMSG
1139 }
1140
1141 float LoadPlayerSounds(string f, float first)
1142 {
1143         float fh;
1144         string s;
1145         var .string field;
1146         fh = fopen(f, FILE_READ);
1147         if(fh < 0)
1148         {
1149                 dprint("Player sound file not found: ", f, "\n");
1150                 return 0;
1151         }
1152         while((s = fgets(fh)))
1153         {
1154                 if(tokenize_console(s) != 3)
1155                         continue;
1156                 field = GetPlayerSoundSampleField(argv(0));
1157                 if(GetPlayerSoundSampleField_notFound)
1158                         field = GetVoiceMessageSampleField(argv(0));
1159                 if(GetPlayerSoundSampleField_notFound)
1160                         continue;
1161                 if(self.field)
1162                         strunzone(self.field);
1163                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1164         }
1165         fclose(fh);
1166         return 1;
1167 }
1168
1169 .float modelindex_for_playersound;
1170 .float skin_for_playersound;
1171 void UpdatePlayerSounds()
1172 {
1173         if(self.modelindex == self.modelindex_for_playersound)
1174         if(self.skin == self.skin_for_playersound)
1175                 return;
1176         self.modelindex_for_playersound = self.modelindex;
1177         self.skin_for_playersound = self.skin;
1178         ClearPlayerSounds();
1179         LoadPlayerSounds("sound/player/default.sounds", 1);
1180         if(!autocvar_g_debug_defaultsounds)
1181                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1182                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1183 }
1184
1185 void FakeGlobalSound(string sample, float chan, float voicetype)
1186 {
1187         float n;
1188         float tauntrand;
1189
1190         if(sample == "")
1191                 return;
1192
1193         tokenize_console(sample);
1194         n = stof(argv(1));
1195         if(n > 0)
1196                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1197         else
1198                 sample = strcat(argv(0), ".wav"); // randomization
1199
1200         switch(voicetype)
1201         {
1202                 case VOICETYPE_LASTATTACKER_ONLY:
1203                         break;
1204                 case VOICETYPE_LASTATTACKER:
1205                         if(self.pusher)
1206                         {
1207                                 msg_entity = self;
1208                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1209                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1210                         }
1211                         break;
1212                 case VOICETYPE_TEAMRADIO:
1213                         msg_entity = self;
1214                         if(msg_entity.cvar_cl_voice_directional == 1)
1215                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1216                         else
1217                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1218                         break;
1219                 case VOICETYPE_AUTOTAUNT:
1220                         if(!sv_autotaunt)
1221                                 break;
1222                         if(!sv_taunt)
1223                                 break;
1224                         if(sv_gentle)
1225                                 break;
1226                         tauntrand = random();
1227                         msg_entity = self;
1228                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1229                         {
1230                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1231                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1232                                 else
1233                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1234                         }
1235                         break;
1236                 case VOICETYPE_TAUNT:
1237                         if(self.classname == "player")
1238                                 if(self.deadflag == DEAD_NO)
1239                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1240                         if(!sv_taunt)
1241                                 break;
1242                         if(sv_gentle)
1243                                 break;
1244                         msg_entity = self;
1245                         if (msg_entity.cvar_cl_voice_directional >= 1)
1246                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1247                         else
1248                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1249                         break;
1250                 case VOICETYPE_PLAYERSOUND:
1251                         msg_entity = self;
1252                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1253                         break;
1254                 default:
1255                         backtrace("Invalid voice type!");
1256                         break;
1257         }
1258 }
1259
1260 void GlobalSound(string sample, float chan, float voicetype)
1261 {
1262         float n;
1263         float tauntrand;
1264
1265         if(sample == "")
1266                 return;
1267
1268         tokenize_console(sample);
1269         n = stof(argv(1));
1270         if(n > 0)
1271                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1272         else
1273                 sample = strcat(argv(0), ".wav"); // randomization
1274
1275         switch(voicetype)
1276         {
1277                 case VOICETYPE_LASTATTACKER_ONLY:
1278                         if(self.pusher)
1279                         {
1280                                 msg_entity = self.pusher;
1281                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1282                                 {
1283                                         if(msg_entity.cvar_cl_voice_directional == 1)
1284                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1285                                         else
1286                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1287                                 }
1288                         }
1289                         break;
1290                 case VOICETYPE_LASTATTACKER:
1291                         if(self.pusher)
1292                         {
1293                                 msg_entity = self.pusher;
1294                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1295                                 {
1296                                         if(msg_entity.cvar_cl_voice_directional == 1)
1297                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1298                                         else
1299                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1300                                 }
1301                                 msg_entity = self;
1302                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1303                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1304                         }
1305                         break;
1306                 case VOICETYPE_TEAMRADIO:
1307                         FOR_EACH_REALCLIENT(msg_entity)
1308                                 if(!teamplay || msg_entity.team == self.team)
1309                                 {
1310                                         if(msg_entity.cvar_cl_voice_directional == 1)
1311                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1312                                         else
1313                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1314                                 }
1315                         break;
1316                 case VOICETYPE_AUTOTAUNT:
1317                         if(!sv_autotaunt)
1318                                 break;
1319                         if(!sv_taunt)
1320                                 break;
1321                         if(sv_gentle)
1322                                 break;
1323                         tauntrand = random();
1324                         FOR_EACH_REALCLIENT(msg_entity)
1325                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1326                                 {
1327                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1328                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1329                                         else
1330                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1331                                 }
1332                         break;
1333                 case VOICETYPE_TAUNT:
1334                         if(self.classname == "player")
1335                                 if(self.deadflag == DEAD_NO)
1336                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1337                         if(!sv_taunt)
1338                                 break;
1339                         if(sv_gentle)
1340                                 break;
1341                         FOR_EACH_REALCLIENT(msg_entity)
1342                         {
1343                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1344                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1345                                 else
1346                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1347                         }
1348                         break;
1349                 case VOICETYPE_PLAYERSOUND:
1350                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1351                         break;
1352                 default:
1353                         backtrace("Invalid voice type!");
1354                         break;
1355         }
1356 }
1357
1358 void PlayerSound(.string samplefield, float chan, float voicetype)
1359 {
1360         GlobalSound(self.samplefield, chan, voicetype);
1361 }
1362
1363 void VoiceMessage(string type, string msg)
1364 {
1365         var .string sample;
1366         float voicetype, ownteam;
1367         float flood;
1368         sample = GetVoiceMessageSampleField(type);
1369
1370         if(GetPlayerSoundSampleField_notFound)
1371         {
1372                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1373                 return;
1374         }
1375
1376         voicetype = GetVoiceMessageVoiceType(type);
1377         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1378
1379         flood = Say(self, ownteam, world, msg, 1);
1380
1381         if (flood > 0)
1382                 GlobalSound(self.sample, CH_VOICE, voicetype);
1383         else if (flood < 0)
1384                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1385 }
1386
1387 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1388 {
1389 //      show_message
1390 //      0 (00) automove centerprint, admin message
1391 //      1 (01) automove centerprint, no admin message
1392 //      2 (10) no centerprint, admin message
1393 //      3 (11) no centerprint, no admin message
1394
1395         float lockteams_backup;
1396
1397         lockteams_backup = lockteams;  // backup any team lock
1398
1399         lockteams = 0;  // disable locked teams
1400
1401         TeamchangeFrags(client);  // move the players frags
1402         SetPlayerColors(client, team_colour - 1);  // set the players colour
1403         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1404
1405         lockteams = lockteams_backup;  // restore the team lock
1406
1407         LogTeamchange(client.playerid, client.team, type);
1408
1409         if not(show_message & 1) // admin message
1410                 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
1411
1412         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1413 }