2 .float accuracy_frags[WEP_MAXCOUNT];
4 float weaponstats_buffer;
6 void WeaponStats_Init()
8 if(autocvar_sv_weaponstats_file != "")
9 weaponstats_buffer = buf_create();
11 weaponstats_buffer = -1;
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))
16 void WeaponStats_ready(entity fh, entity pass, float status)
18 float i, j, n, ibot, jbot, idx;
23 case URL_READY_CANWRITE:
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"));
29 url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
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)
39 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40 v = stov(bufstr_get(weaponstats_buffer, idx));
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));
48 url_fputs(fh, "#end\n\n");
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)))
57 print("End of response.\n");
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;
68 print("Weapon stats writing failed: ", ftos(status), "\n");
69 buf_del(weaponstats_buffer);
70 weaponstats_buffer = -1;
75 void WeaponStats_Shutdown()
77 if(weaponstats_buffer < 0)
79 if(autocvar_sv_weaponstats_file != "")
81 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
85 buf_del(weaponstats_buffer);
86 weaponstats_buffer = -1;
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
93 if(weaponstats_buffer < 0)
95 if(awep < WEP_FIRST || vwep < WEP_FIRST)
97 if(awep > WEP_LAST || vwep > WEP_LAST)
99 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
105 error("negative damage?");
106 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
110 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
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
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
132 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
134 self.CopyBody_think();
137 self.CopyBody_nextthink = self.nextthink;
138 self.CopyBody_think = self.think;
139 self.think = CopyBody_Think;
141 CSQCMODEL_AUTOUPDATE();
142 self.nextthink = time;
144 void CopyBody(float keepvelocity)
147 if (self.effects & EF_NODRAW)
151 self.enemy = oldself;
152 self.lip = oldself.lip;
153 self.colormap = oldself.colormap;
154 self.iscreature = oldself.iscreature;
155 self.teleportable = oldself.teleportable;
156 self.damagedbycontents = oldself.damagedbycontents;
157 self.angles = oldself.angles;
158 self.v_angle = oldself.v_angle;
159 self.avelocity = oldself.avelocity;
160 self.classname = "body";
161 self.damageforcescale = oldself.damageforcescale;
162 self.effects = oldself.effects;
163 self.glowmod = oldself.glowmod;
164 self.event_damage = oldself.event_damage;
165 self.anim_state = oldself.anim_state;
166 self.anim_time = oldself.anim_time;
167 self.anim_lower_action = oldself.anim_lower_action;
168 self.anim_lower_time = oldself.anim_lower_time;
169 self.anim_upper_action = oldself.anim_upper_action;
170 self.anim_upper_time = oldself.anim_upper_time;
171 self.anim_implicit_state = oldself.anim_implicit_state;
172 self.anim_implicit_time = oldself.anim_implicit_time;
173 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
174 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
175 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
176 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
177 self.dphitcontentsmask = oldself.dphitcontentsmask;
178 self.death_time = oldself.death_time;
179 self.pain_finished = oldself.pain_finished;
180 self.health = oldself.health;
181 self.armorvalue = oldself.armorvalue;
182 self.armortype = oldself.armortype;
183 self.model = oldself.model;
184 self.modelindex = oldself.modelindex;
185 self.skin = oldself.skin;
186 self.species = oldself.species;
187 self.movetype = oldself.movetype;
188 self.solid = oldself.solid;
189 self.ballistics_density = oldself.ballistics_density;
190 self.takedamage = oldself.takedamage;
191 self.customizeentityforclient = oldself.customizeentityforclient;
192 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
193 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
194 if (keepvelocity == 1)
195 self.velocity = oldself.velocity;
196 self.oldvelocity = self.velocity;
197 self.alpha = oldself.alpha;
198 self.fade_time = oldself.fade_time;
199 self.fade_rate = oldself.fade_rate;
200 //self.weapon = oldself.weapon;
201 setorigin(self, oldself.origin);
202 setsize(self, oldself.mins, oldself.maxs);
203 self.prevorigin = oldself.origin;
204 self.reset = SUB_Remove;
206 Drag_MoveDrag(oldself, self);
208 if(self.colormap <= maxclients && self.colormap > 0)
209 self.colormap = 1024 + oldself.clientcolors;
211 CSQCMODEL_AUTOINIT();
212 self.CopyBody_nextthink = oldself.nextthink;
213 self.CopyBody_think = oldself.think;
214 self.nextthink = time;
215 self.think = CopyBody_Think;
216 // "bake" the current animation frame for clones (they don't get clientside animation)
217 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
222 float player_getspecies()
225 get_model_parameters(self.model, self.skin);
226 s = get_model_parameters_species;
227 get_model_parameters(string_null, 0);
229 return SPECIES_HUMAN;
233 void player_setupanimsformodel()
235 // load animation info
236 animdecide_init(self);
237 animdecide_setstate(self, 0, FALSE);
240 void player_anim (void)
242 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
243 if(self.deadflag && !deadbits)
245 deadbits = ANIMSTATE_DEAD1;
247 deadbits = ANIMSTATE_DEAD2;
248 float animbits = deadbits;
249 if(self.freezetag_frozen)
250 animbits |= ANIMSTATE_FROZEN;
252 animbits |= ANIMSTATE_DUCK;
253 animdecide_setstate(self, animbits, FALSE);
254 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
256 if (self.weaponentity)
258 updateanim(self.weaponentity);
259 if (!self.weaponentity.animstate_override)
260 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
264 void SpawnThrownWeapon (vector org, float w)
266 if(self.weapons & WepSet_FromWeapon(self.weapon))
267 if(W_IsWeaponThrowable(self.weapon))
268 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
271 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
275 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
277 // damage resistance (ignore most of the damage from a bullet or similar)
278 damage = max(damage - 5, 1);
280 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
284 if(sound_allowed(MSG_BROADCAST, attacker))
287 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
289 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
291 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
295 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
297 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
299 if (!(self.flags & FL_GODMODE))
301 self.armorvalue = self.armorvalue - save;
302 self.health = self.health - take;
303 // pause regeneration for 5 seconds
304 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
306 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
307 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
308 self.dmg_inflictor = inflictor;
310 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
312 // don't use any animations as a gib
314 // view just above the floor
315 self.view_ofs = '0 0 4';
317 Violence_GibSplash(self, 1, 1, attacker);
319 self.solid = SOLID_NOT; // restore later
320 self.takedamage = DAMAGE_NO; // restore later
321 self.damagedbycontents = FALSE;
326 // If 0, default is used.
328 // Otherwise, g_str (default value) is used.
329 // For consistency, negative values there are mapped to zero too.
330 #define GAMETYPE_DEFAULTED_SETTING(str) \
331 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
332 (gametype_setting_tmp < 0) ? 0 : \
333 (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
334 gametype_setting_tmp)
337 void calculate_player_respawn_time()
339 float gametype_setting_tmp;
340 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
341 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
342 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
343 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
344 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
345 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
347 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
353 if (pl.team == self.team)
355 if (sdelay_small_count == 0)
356 sdelay_small_count = 1;
357 if (sdelay_large_count == 0)
358 sdelay_large_count = 1;
365 if (sdelay_small_count == 0)
369 // Players play independently. No point in requiring enemies.
370 sdelay_small_count = 1;
374 // Players play AGAINST each other. Enemies required.
375 sdelay_small_count = 2;
378 if (sdelay_large_count == 0)
382 // Players play independently. No point in requiring enemies.
383 sdelay_large_count = 1;
387 // Players play AGAINST each other. Enemies required.
388 sdelay_large_count = 2;
395 if (pcount <= sdelay_small_count)
396 sdelay = sdelay_small;
397 else if (pcount >= sdelay_large_count)
398 sdelay = sdelay_large;
399 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
400 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
403 self.respawn_time = ceil((time + sdelay) / waves) * waves;
405 self.respawn_time = time + sdelay;
407 if(sdelay < sdelay_max)
408 self.respawn_time_max = time + sdelay_max;
410 self.respawn_time_max = self.respawn_time;
412 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
413 self.respawn_countdown = 10; // first number to count down from is 10
415 self.respawn_countdown = -1; // do not count down
417 if(g_cts || autocvar_g_forced_respawn)
418 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
421 void ClientKill_Now_TeamChange();
423 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
425 float take, save, dh, da, j;
427 float valid_damage_for_weaponstats;
430 dh = max(self.health, 0);
431 da = max(self.armorvalue, 0);
433 if(!DEATH_ISSPECIAL(deathtype))
435 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
437 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
440 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
442 // tuba causes blood to come out of the ears
447 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
449 makevectors(self.angles);
450 ear1 += v_right * -10;
451 ear2 += v_right * +10;
452 d = inflictor.origin - self.origin;
454 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
456 f = 0; // Assum ecenter.
457 force = v_right * vlen(force);
458 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
459 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
468 // force is already good
472 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
475 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
481 // don't reset pushltime for self damage as it may be an attempt to
482 // escape a lava pit or similar
483 //self.pushltime = 0;
486 else if(IS_PLAYER(attacker))
488 self.pusher = attacker;
489 self.pushltime = time + autocvar_g_maxpushtime;
490 self.istypefrag = self.BUTTON_CHAT;
492 else if(time < self.pushltime)
494 attacker = self.pusher;
495 self.pushltime = max(self.pushltime, time + 0.6);
503 frag_inflictor = inflictor;
504 frag_attacker = attacker;
506 frag_damage = damage;
509 damage_force = force;
510 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
511 take = bound(0, damage_take, self.health);
512 save = bound(0, damage_save, self.armorvalue);
513 excess = max(0, damage - take - save);
515 if(sound_allowed(MSG_BROADCAST, attacker))
518 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
520 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
522 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
526 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
528 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
530 if (time >= self.spawnshieldtime)
532 if (!(self.flags & FL_GODMODE))
534 self.armorvalue = self.armorvalue - save;
535 self.health = self.health - take;
536 // pause regeneration for 5 seconds
538 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
540 if (time > self.pain_finished) //Don't switch pain sequences like crazy
542 self.pain_finished = time + 0.5; //Supajoe
544 if(autocvar_sv_gentle < 1) {
545 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
547 if (!self.animstate_override)
550 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
552 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
556 if(sound_allowed(MSG_BROADCAST, attacker))
557 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
559 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
561 if(deathtype == DEATH_FALL)
562 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
563 else if(self.health > 75) // TODO make a "gentle" version?
564 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
565 else if(self.health > 50)
566 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
567 else if(self.health > 25)
568 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
570 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
574 // throw off bot aim temporarily
576 shake = damage * 5 / (bound(0,skill,100) + 1);
577 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
578 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
582 self.max_armorvalue += (save + take);
584 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
585 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
586 self.dmg_inflictor = inflictor;
588 float abot, vbot, awep;
589 abot = (IS_BOT_CLIENT(attacker));
590 vbot = (IS_BOT_CLIENT(self));
592 valid_damage_for_weaponstats = 0;
595 if(vbot || IS_REAL_CLIENT(self))
596 if(abot || IS_REAL_CLIENT(attacker))
597 if(attacker && self != attacker)
598 if(DIFF_TEAM(self, attacker))
600 if(DEATH_ISSPECIAL(deathtype))
601 awep = attacker.weapon;
603 awep = DEATH_WEAPONOF(deathtype);
604 valid_damage_for_weaponstats = 1;
607 if(valid_damage_for_weaponstats)
609 dh = dh - max(self.health, 0);
610 da = da - max(self.armorvalue, 0);
611 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
616 float defer_ClientKill_Now_TeamChange;
617 defer_ClientKill_Now_TeamChange = FALSE;
621 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
625 if(valid_damage_for_weaponstats)
626 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
628 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
629 if(sound_allowed(MSG_BROADCAST, attacker))
631 if(deathtype == DEATH_DROWN)
632 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
634 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
637 // get rid of kill indicator
638 if(self.killindicator)
640 remove(self.killindicator);
641 self.killindicator = world;
642 if(self.killindicator_teamchange)
643 defer_ClientKill_Now_TeamChange = TRUE;
645 if(self.classname == "body")
646 if(deathtype == DEATH_KILL)
648 // for the lemmings fans, a small harmless explosion
649 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
653 // print an obituary message
654 Obituary (attacker, inflictor, self, deathtype);
657 // increment frag counter for used weapon type
659 w = DEATH_WEAPONOF(deathtype);
661 if(accuracy_isgooddamage(attacker, self))
662 attacker.accuracy.(accuracy_frags[w-1]) += 1;
664 frag_attacker = attacker;
665 frag_inflictor = inflictor;
667 frag_deathtype = deathtype;
668 MUTATOR_CALLHOOK(PlayerDies);
670 weapon_action(self.weapon, WR_PLAYERDEATH);
672 RemoveGrapplingHook(self);
674 Portal_ClearAllLater(self);
676 if(IS_REAL_CLIENT(self))
678 self.fixangle = TRUE;
680 //WriteByte (MSG_ONE, SVC_SETANGLE);
681 //WriteAngle (MSG_ONE, self.v_angle_x);
682 //WriteAngle (MSG_ONE, self.v_angle_y);
683 //WriteAngle (MSG_ONE, 80);
686 if(defer_ClientKill_Now_TeamChange)
687 ClientKill_Now_TeamChange(); // can turn player into spectator
689 // player could have been miraculously resuscitated ;)
690 // e.g. players in freezetag get frozen, they don't really die
691 if(self.health >= 1 || !IS_PLAYER(self))
694 // when we get here, player actually dies
697 WaypointSprite_PlayerDead();
699 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
701 // become fully visible
702 self.alpha = default_player_alpha;
703 // make the corpse upright (not tilted)
707 self.avelocity = '0 0 0';
708 // view from the floor
709 self.view_ofs = '0 0 -8';
711 self.movetype = MOVETYPE_TOSS;
713 self.solid = SOLID_CORPSE;
714 self.ballistics_density = autocvar_g_ballistics_density_corpse;
715 // don't stick to the floor
716 self.flags &= ~FL_ONGROUND;
718 self.deadflag = DEAD_DYING;
719 // when to allow respawn
720 calculate_player_respawn_time();
722 self.death_time = time;
724 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
726 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
730 setsize(self, self.mins, self.maxs);
732 // set damage function to corpse damage
733 self.event_damage = PlayerCorpseDamage;
734 // call the corpse damage function just in case it wants to gib
735 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
736 // set up to fade out later
737 SUB_SetFade (self, time + 6 + random (), 1);
739 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
741 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
744 // reset fields the weapons may use just in case
745 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
747 weapon_action(j, WR_RESETPLAYER);
748 ATTACK_FINISHED_FOR(self, j) = 0;
753 .float muted; // to be used by prvm_edictset server playernumber muted 1
754 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
755 // message "": do not say, just test flood control
761 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
763 var .float flood_field;
766 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
768 if(!teamsay && !privatesay)
769 if(substring(msgin, 0, 1) == " ")
770 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
772 msgin = formatmessage(msgin);
774 if (!IS_PLAYER(source))
775 colorstr = "^0"; // black for spectators
777 colorstr = Team_ColorCode(source.team);
784 if(intermission_running)
788 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
791 * using bprint solves this... me stupid
792 // how can we prevent the message from appearing in a listen server?
793 // for now, just give "say" back and only handle say_team
796 clientcommand(self, strcat("say ", msgin));
801 if(autocvar_g_chat_teamcolors)
802 namestr = playername(source);
804 namestr = source.netname;
810 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
811 privatemsgprefixlen = strlen(msgstr);
812 msgstr = strcat(msgstr, msgin);
813 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
814 if(autocvar_g_chat_teamcolors)
815 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
817 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
821 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
822 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
826 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
829 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
833 msgstr = cmsgstr = "";
837 fullcmsgstr = cmsgstr;
841 flood_field = floodcontrol_chat;
850 flood_spl = autocvar_g_chat_flood_spl_tell;
851 flood_burst = autocvar_g_chat_flood_burst_tell;
852 flood_lmax = autocvar_g_chat_flood_lmax_tell;
853 flood_field = floodcontrol_chattell;
857 flood_spl = autocvar_g_chat_flood_spl_team;
858 flood_burst = autocvar_g_chat_flood_burst_team;
859 flood_lmax = autocvar_g_chat_flood_lmax_team;
860 flood_field = floodcontrol_chatteam;
864 flood_spl = autocvar_g_chat_flood_spl;
865 flood_burst = autocvar_g_chat_flood_burst;
866 flood_lmax = autocvar_g_chat_flood_lmax;
867 flood_field = floodcontrol_chat;
869 flood_burst = max(0, flood_burst - 1);
870 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
872 // do flood control for the default line size
875 getWrappedLine_remaining = msgstr;
878 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
880 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
883 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
885 if(getWrappedLine_remaining != "")
887 msgstr = strcat(msgstr, "\n");
891 if(time >= source.flood_field)
893 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
903 if(time >= source.flood_field)
904 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
909 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
910 source.flood_field = flood = 0;
913 if(flood == 2) // cannot happen for empty msgstr
915 if(autocvar_g_chat_flood_notify_flooder)
917 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
922 sourcemsgstr = fullmsgstr;
923 sourcecmsgstr = fullcmsgstr;
929 sourcemsgstr = msgstr;
930 sourcecmsgstr = cmsgstr;
934 if (!IS_PLAYER(source))
936 if (!intermission_running)
937 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
938 teamsay = -1; // spectators
942 print("NOTE: ", playername(source), "^7 is flooding.\n");
944 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
946 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
950 // always fake the message
955 if(autocvar_g_chat_flood_notify_flooder)
957 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
968 if(sourcemsgstr != "" && ret != 0)
970 if(ret < 0) // faked message, because the player is muted
972 sprint(source, sourcemsgstr);
973 if(sourcecmsgstr != "" && !privatesay)
974 centerprint(source, sourcecmsgstr);
976 else if(privatesay) // private message, between 2 people only
978 sprint(source, sourcemsgstr);
979 sprint(privatesay, msgstr);
980 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
982 centerprint(privatesay, cmsgstr);
984 else if(teamsay > 0) // team message, only sent to team mates
986 sprint(source, sourcemsgstr);
987 dedicated_print(msgstr); // send to server console too
988 if(sourcecmsgstr != "")
989 centerprint(source, sourcecmsgstr);
990 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
993 sprint(head, msgstr);
995 centerprint(head, cmsgstr);
998 else if(teamsay < 0) // spectator message, only sent to spectators
1000 sprint(source, sourcemsgstr);
1001 dedicated_print(msgstr); // send to server console too
1002 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
1004 sprint(head, msgstr);
1006 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1008 sprint(source, sourcemsgstr);
1009 dedicated_print(msgstr); // send to server console too
1010 FOR_EACH_REALCLIENT(head)
1012 sprint(head, msgstr);
1015 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1021 float GetVoiceMessageVoiceType(string type)
1024 return VOICETYPE_TAUNT;
1025 if(type == "teamshoot")
1026 return VOICETYPE_LASTATTACKER;
1027 return VOICETYPE_TEAMRADIO;
1030 string allvoicesamples;
1031 .string GetVoiceMessageSampleField(string type)
1033 GetPlayerSoundSampleField_notFound = 0;
1036 #define _VOICEMSG(m) case #m: return playersound_##m;
1040 GetPlayerSoundSampleField_notFound = 1;
1041 return playersound_taunt;
1044 .string GetPlayerSoundSampleField(string type)
1046 GetPlayerSoundSampleField_notFound = 0;
1049 #define _VOICEMSG(m) case #m: return playersound_##m;
1053 GetPlayerSoundSampleField_notFound = 1;
1054 return playersound_taunt;
1057 void PrecacheGlobalSound(string samplestring)
1060 tokenize_console(samplestring);
1064 for(i = 1; i <= n; ++i)
1065 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1069 precache_sound(strcat(argv(0), ".wav"));
1073 void PrecachePlayerSounds(string f)
1077 fh = fopen(f, FILE_READ);
1080 while((s = fgets(fh)))
1082 if(tokenize_console(s) != 3)
1084 dprint("Invalid sound info line: ", s, "\n");
1087 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1091 if (!allvoicesamples)
1093 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1096 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1100 void ClearPlayerSounds()
1102 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1108 float LoadPlayerSounds(string f, float first)
1113 fh = fopen(f, FILE_READ);
1116 dprint("Player sound file not found: ", f, "\n");
1119 while((s = fgets(fh)))
1121 if(tokenize_console(s) != 3)
1123 field = GetPlayerSoundSampleField(argv(0));
1124 if(GetPlayerSoundSampleField_notFound)
1125 field = GetVoiceMessageSampleField(argv(0));
1126 if(GetPlayerSoundSampleField_notFound)
1129 strunzone(self.field);
1130 self.field = strzone(strcat(argv(1), " ", argv(2)));
1136 .float modelindex_for_playersound;
1137 .float skin_for_playersound;
1138 void UpdatePlayerSounds()
1140 if(self.modelindex == self.modelindex_for_playersound)
1141 if(self.skin == self.skin_for_playersound)
1143 self.modelindex_for_playersound = self.modelindex;
1144 self.skin_for_playersound = self.skin;
1145 ClearPlayerSounds();
1146 LoadPlayerSounds("sound/player/default.sounds", 1);
1147 if(!autocvar_g_debug_defaultsounds)
1148 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1149 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1152 void FakeGlobalSound(string sample, float chan, float voicetype)
1160 tokenize_console(sample);
1163 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1165 sample = strcat(argv(0), ".wav"); // randomization
1169 case VOICETYPE_LASTATTACKER_ONLY:
1171 case VOICETYPE_LASTATTACKER:
1175 if(IS_REAL_CLIENT(msg_entity))
1176 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1179 case VOICETYPE_TEAMRADIO:
1181 if(msg_entity.cvar_cl_voice_directional == 1)
1182 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1184 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1186 case VOICETYPE_AUTOTAUNT:
1191 if(autocvar_sv_gentle)
1193 tauntrand = random();
1195 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1197 if (msg_entity.cvar_cl_voice_directional >= 1)
1198 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1200 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1203 case VOICETYPE_TAUNT:
1205 if(self.deadflag == DEAD_NO)
1206 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1209 if(autocvar_sv_gentle)
1212 if (msg_entity.cvar_cl_voice_directional >= 1)
1213 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1215 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1217 case VOICETYPE_PLAYERSOUND:
1219 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1222 backtrace("Invalid voice type!");
1227 void GlobalSound(string sample, float chan, float voicetype)
1235 tokenize_console(sample);
1238 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1240 sample = strcat(argv(0), ".wav"); // randomization
1244 case VOICETYPE_LASTATTACKER_ONLY:
1247 msg_entity = self.pusher;
1248 if(IS_REAL_CLIENT(msg_entity))
1250 if(msg_entity.cvar_cl_voice_directional == 1)
1251 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1253 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1257 case VOICETYPE_LASTATTACKER:
1260 msg_entity = self.pusher;
1261 if(IS_REAL_CLIENT(msg_entity))
1263 if(msg_entity.cvar_cl_voice_directional == 1)
1264 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1266 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1269 if(IS_REAL_CLIENT(msg_entity))
1270 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1273 case VOICETYPE_TEAMRADIO:
1274 FOR_EACH_REALCLIENT(msg_entity)
1275 if(!teamplay || msg_entity.team == self.team)
1277 if(msg_entity.cvar_cl_voice_directional == 1)
1278 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1280 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1283 case VOICETYPE_AUTOTAUNT:
1288 if(autocvar_sv_gentle)
1290 tauntrand = random();
1291 FOR_EACH_REALCLIENT(msg_entity)
1292 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1294 if (msg_entity.cvar_cl_voice_directional >= 1)
1295 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1297 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1300 case VOICETYPE_TAUNT:
1302 if(self.deadflag == DEAD_NO)
1303 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1306 if(autocvar_sv_gentle)
1308 FOR_EACH_REALCLIENT(msg_entity)
1310 if (msg_entity.cvar_cl_voice_directional >= 1)
1311 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1313 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1316 case VOICETYPE_PLAYERSOUND:
1317 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1320 backtrace("Invalid voice type!");
1325 void PlayerSound(.string samplefield, float chan, float voicetype)
1327 GlobalSound(self.samplefield, chan, voicetype);
1330 void VoiceMessage(string type, string msg)
1333 float voicetype, ownteam;
1335 sample = GetVoiceMessageSampleField(type);
1337 if(GetPlayerSoundSampleField_notFound)
1339 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1343 voicetype = GetVoiceMessageVoiceType(type);
1344 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1346 flood = Say(self, ownteam, world, msg, 1);
1349 GlobalSound(self.sample, CH_VOICE, voicetype);
1351 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1354 void MoveToTeam(entity client, float team_colour, float type)
1356 float lockteams_backup;
1358 lockteams_backup = lockteams; // backup any team lock
1360 lockteams = 0; // disable locked teams
1362 TeamchangeFrags(client); // move the players frags
1363 SetPlayerColors(client, team_colour - 1); // set the players colour
1364 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1366 lockteams = lockteams_backup; // restore the team lock
1368 LogTeamchange(client.playerid, client.team, type);