1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(autocvar_sv_weaponstats_killfile != "" || autocvar_sv_weaponstats_damagefile != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
13 void WeaponStats_Shutdown()
18 if(weaponstats_buffer < 0)
20 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
21 if(autocvar_sv_weaponstats_killfile != "")
23 fh = fopen(autocvar_sv_weaponstats_killfile, FILE_APPEND);
26 fputs(fh, "#begin killfile\n");
27 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
32 idx = WEAPONSTATS_GETINDEX(i, j);
33 f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
35 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
37 fputs(fh, "#end\n\n");
39 print("Weapon kill stats written\n");
42 if(autocvar_sv_weaponstats_damagefile != "")
44 fh = fopen(autocvar_sv_weaponstats_damagefile, FILE_APPEND);
47 fputs(fh, "#begin damagefile\n");
48 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
53 idx = WEAPONSTATS_GETINDEX(i, j);
54 f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
56 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
58 fputs(fh, "#end\n\n");
60 print("Weapon damage stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
70 if(weaponstats_buffer < 0)
72 if(awep < WEP_FIRST || vwep < WEP_FIRST)
74 if(awep > WEP_LAST || vwep > WEP_LAST)
76 idx = WEAPONSTATS_GETINDEX(awep,vwep);
77 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
82 error("negative damage?");
83 WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
85 void WeaponStats_LogKill(float awep, float vwep)
87 WeaponStats_LogItem(awep, vwep, '0 1 0');
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
104 void CopyBody(float keepvelocity)
106 local entity oldself;
107 if (self.effects & EF_NODRAW)
111 self.enemy = oldself;
112 self.lip = oldself.lip;
113 self.colormap = oldself.colormap;
114 self.glowmod = oldself.glowmod;
115 self.iscreature = oldself.iscreature;
116 self.angles = oldself.angles;
117 self.avelocity = oldself.avelocity;
118 self.classname = "body";
119 self.damageforcescale = oldself.damageforcescale;
120 self.effects = oldself.effects;
121 self.event_damage = oldself.event_damage;
122 self.animstate_startframe = oldself.animstate_startframe;
123 self.animstate_numframes = oldself.animstate_numframes;
124 self.animstate_framerate = oldself.animstate_framerate;
125 self.animstate_starttime = oldself.animstate_starttime;
126 self.animstate_endtime = oldself.animstate_endtime;
127 self.animstate_override = oldself.animstate_override;
128 self.animstate_looping = oldself.animstate_looping;
129 self.frame = oldself.frame;
130 self.dead_frame = oldself.dead_frame;
131 self.pain_finished = oldself.pain_finished;
132 self.health = oldself.health;
133 self.armorvalue = oldself.armorvalue;
134 self.armortype = oldself.armortype;
135 self.model = oldself.model;
136 self.modelindex = oldself.modelindex;
137 self.modelindex_lod0 = oldself.modelindex_lod0;
138 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
139 self.modelindex_lod1 = oldself.modelindex_lod1;
140 self.modelindex_lod2 = oldself.modelindex_lod2;
141 self.skinindex = oldself.skinindex;
142 self.species = oldself.species;
143 self.movetype = oldself.movetype;
144 self.nextthink = oldself.nextthink;
145 self.solid = oldself.solid;
146 self.ballistics_density = oldself.ballistics_density;
147 self.takedamage = oldself.takedamage;
148 self.think = oldself.think;
149 self.customizeentityforclient = oldself.customizeentityforclient;
150 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
151 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
152 if (keepvelocity == 1)
153 self.velocity = oldself.velocity;
154 self.oldvelocity = self.velocity;
155 self.fade_time = oldself.fade_time;
156 self.fade_rate = oldself.fade_rate;
157 //self.weapon = oldself.weapon;
158 setorigin(self, oldself.origin);
159 setsize(self, oldself.mins, oldself.maxs);
160 self.prevorigin = oldself.origin;
161 self.reset = SUB_Remove;
163 Drag_MoveDrag(oldself, self);
168 float player_getspecies()
171 get_model_parameters(self.model, self.skinindex);
172 s = get_model_parameters_species;
173 get_model_parameters(string_null, 0);
175 return SPECIES_HUMAN;
179 void player_setupanimsformodel()
181 local string animfilename;
182 local float animfile;
183 // defaults for legacy .zym models without animinfo files
184 self.anim_die1 = '0 1 0.5'; // 2 seconds
185 self.anim_die2 = '1 1 0.5'; // 2 seconds
186 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
187 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
188 self.anim_duckwalk = '4 1 1';
189 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
190 self.anim_duckidle = '6 1 1';
191 self.anim_idle = '7 1 1';
192 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
193 self.anim_pain1 = '9 1 2'; // 0.5 seconds
194 self.anim_pain2 = '10 1 2'; // 0.5 seconds
195 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
196 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
197 self.anim_run = '13 1 1';
198 self.anim_runbackwards = '14 1 1';
199 self.anim_strafeleft = '15 1 1';
200 self.anim_straferight = '16 1 1';
201 self.anim_dead1 = '17 1 1';
202 self.anim_dead2 = '18 1 1';
203 self.anim_forwardright = '19 1 1';
204 self.anim_forwardleft = '20 1 1';
205 self.anim_backright = '21 1 1';
206 self.anim_backleft = '22 1 1';
207 animparseerror = FALSE;
208 animfilename = strcat(self.model, ".animinfo");
209 animfile = fopen(animfilename, FILE_READ);
212 self.anim_die1 = animparseline(animfile);
213 self.anim_die2 = animparseline(animfile);
214 self.anim_draw = animparseline(animfile);
215 self.anim_duck = animparseline(animfile);
216 self.anim_duckwalk = animparseline(animfile);
217 self.anim_duckjump = animparseline(animfile);
218 self.anim_duckidle = animparseline(animfile);
219 self.anim_idle = animparseline(animfile);
220 self.anim_jump = animparseline(animfile);
221 self.anim_pain1 = animparseline(animfile);
222 self.anim_pain2 = animparseline(animfile);
223 self.anim_shoot = animparseline(animfile);
224 self.anim_taunt = animparseline(animfile);
225 self.anim_run = animparseline(animfile);
226 self.anim_runbackwards = animparseline(animfile);
227 self.anim_strafeleft = animparseline(animfile);
228 self.anim_straferight = animparseline(animfile);
229 self.anim_forwardright = animparseline(animfile);
230 self.anim_forwardleft = animparseline(animfile);
231 self.anim_backright = animparseline(animfile);
232 self.anim_backleft = animparseline(animfile);
236 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
237 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
240 print("Parse error in ", animfilename, ", some player animations are broken\n");
243 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
244 // reset animstate now
245 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
248 void player_anim (void)
251 if (self.weaponentity)
252 updateanim(self.weaponentity);
254 if (self.deadflag != DEAD_NO)
256 if (time > self.animstate_endtime)
261 setsize(self, self.mins, self.maxs);
263 self.frame = self.dead_frame;
268 if (!self.animstate_override)
270 if (!(self.flags & FL_ONGROUND))
273 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
275 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
276 self.restart_jump = FALSE;
278 else if (self.crouch)
280 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
281 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
283 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
285 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
287 if (self.movement_x > 0 && self.movement_y == 0)
288 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289 else if (self.movement_x < 0 && self.movement_y == 0)
290 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
291 else if (self.movement_x == 0 && self.movement_y > 0)
292 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
293 else if (self.movement_x == 0 && self.movement_y < 0)
294 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
295 else if (self.movement_x > 0 && self.movement_y > 0)
296 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
297 else if (self.movement_x > 0 && self.movement_y < 0)
298 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
299 else if (self.movement_x < 0 && self.movement_y > 0)
300 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
301 else if (self.movement_x < 0 && self.movement_y < 0)
302 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
304 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
307 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
310 if (self.weaponentity)
311 if (!self.weaponentity.animstate_override)
312 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
315 void SpawnThrownWeapon (vector org, float w)
318 if(self.ammo_cells <= 0)
324 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
326 if(self.weapons & W_WeaponBit(j))
327 if(W_IsWeaponThrowable(j))
328 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
333 if(W_IsWeaponThrowable(self.weapon))
334 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
338 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
340 local float take, save;
342 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
344 // damage resistance (ignore most of the damage from a bullet or similar)
345 damage = max(damage - 5, 1);
347 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
351 if(sound_allowed(MSG_BROADCAST, attacker))
354 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
356 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
358 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
362 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
364 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
366 if (!(self.flags & FL_GODMODE))
368 self.armorvalue = self.armorvalue - save;
369 self.health = self.health - take;
370 // pause regeneration for 5 seconds
371 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
373 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
374 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
375 self.dmg_inflictor = inflictor;
377 if (self.health <= -100 && self.modelindex != 0)
379 // don't use any animations as a gib
382 // view just above the floor
383 self.view_ofs = '0 0 4';
385 Violence_GibSplash(self, 1, 1, attacker);
386 self.modelindex = 0; // restore later
387 self.solid = SOLID_NOT; // restore later
391 void ClientKill_Now_TeamChange();
392 void freezetag_CheckWinner();
394 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
396 local float take, save, waves, sdelay, dh, da, j;
398 float valid_damage_for_weaponstats;
400 dh = max(self.health, 0);
401 da = max(self.armorvalue, 0);
403 if(!DEATH_ISSPECIAL(deathtype))
405 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
407 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
410 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
412 // tuba causes blood to come out of the ears
417 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
419 makevectors(self.angles);
420 ear1 += v_right * -10;
421 ear2 += v_right * +10;
422 d = inflictor.origin - self.origin;
423 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
424 force = v_right * vlen(force);
425 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
426 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
435 // force is already good
439 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
441 if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
446 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
456 frag_inflictor = inflictor;
457 frag_attacker = attacker;
461 damage_force = force;
462 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
463 take = bound(0, damage_take, self.health);
464 save = bound(0, damage_save, self.armorvalue);
466 if(sound_allowed(MSG_BROADCAST, attacker))
469 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
471 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
473 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
477 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
479 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
481 if (time >= self.spawnshieldtime)
483 if (!(self.flags & FL_GODMODE))
485 self.armorvalue = self.armorvalue - save;
486 self.health = self.health - take;
487 // pause regeneration for 5 seconds
488 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
490 if (time > self.pain_finished) //Don't switch pain sequences like crazy
492 self.pain_finished = time + 0.5; //Supajoe
495 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
498 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
500 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
503 if(sound_allowed(MSG_BROADCAST, attacker))
504 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
506 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
508 if(deathtype == DEATH_FALL)
509 PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
510 else if(self.health > 75) // TODO make a "gentle" version?
511 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
512 else if(self.health > 50)
513 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
514 else if(self.health > 25)
515 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
517 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
521 // throw off bot aim temporarily
523 shake = damage * 5 / (bound(0,skill,100) + 1);
524 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
525 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
529 self.max_armorvalue += (save + take);
531 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
532 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
533 self.dmg_inflictor = inflictor;
537 // don't reset pushltime for self damage as it may be an attempt to
538 // escape a lava pit or similar
539 //self.pushltime = 0;
541 else if(attacker.classname == "player" || attacker.classname == "gib")
543 self.pusher = attacker;
544 self.pushltime = time + autocvar_g_maxpushtime;
546 else if(time < self.pushltime)
548 attacker = self.pusher;
549 self.pushltime = max(self.pushltime, time + 0.6);
554 valid_damage_for_weaponstats = 0;
555 if(clienttype(self) == CLIENTTYPE_REAL)
556 if(clienttype(attacker) == CLIENTTYPE_REAL)
558 if(!DEATH_ISSPECIAL(deathtype))
559 if(IsDifferentTeam(self, attacker))
560 valid_damage_for_weaponstats = 1;
562 if(valid_damage_for_weaponstats)
564 dh = dh - max(self.health, 0);
565 da = da - max(self.armorvalue, 0);
566 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
571 float defer_ClientKill_Now_TeamChange;
572 defer_ClientKill_Now_TeamChange = FALSE;
576 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
580 if(valid_damage_for_weaponstats)
581 WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
583 if(sv_gentle < 1) // TODO make a "gentle" version?
584 if(sound_allowed(MSG_BROADCAST, attacker))
586 if(deathtype == DEATH_DROWN)
587 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
589 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
592 // get rid of kill indicator
593 if(self.killindicator)
595 remove(self.killindicator);
596 self.killindicator = world;
597 if(self.killindicator_teamchange)
598 defer_ClientKill_Now_TeamChange = TRUE;
600 if(self.classname == "body")
601 if(deathtype == DEATH_KILL)
603 // for the lemmings fans, a small harmless explosion
604 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
610 // become fully visible
612 // clear selected player display
613 ClearSelectedPlayer();
615 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
618 // print an obituary message
619 Obituary (attacker, inflictor, self, deathtype);
623 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
626 count_alive_players(); // re-count players
627 freezetag_CheckWinner();
631 frag_attacker = attacker;
632 frag_inflictor = inflictor;
634 MUTATOR_CALLHOOK(PlayerDies);
638 if(attacker.classname != "player" && attacker.classname != "gib")
639 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
640 else if(attacker.team == self.team)
641 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
643 DropFlag(self.flagcarried, world, attacker);
645 if(self.ballcarried && g_nexball)
646 DropBall(self.ballcarried, self.origin, self.velocity);
647 Portal_ClearAllLater(self);
649 if(clienttype(self) == CLIENTTYPE_REAL)
651 stuffcmd(self, "-zoom\n");
652 self.fixangle = TRUE;
654 //WriteByte (MSG_ONE, SVC_SETANGLE);
655 //WriteAngle (MSG_ONE, self.v_angle_x);
656 //WriteAngle (MSG_ONE, self.v_angle_y);
657 //WriteAngle (MSG_ONE, 80);
660 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
661 ClientKill_Now_TeamChange();
664 Spawnqueue_Unmark(self);
669 // when we get here, player actually dies
670 // clear waypoints (do this AFTER FreezeTag)
671 WaypointSprite_PlayerDead();
673 // make the corpse upright (not tilted)
677 self.avelocity = '0 0 0';
678 // view from the floor
679 self.view_ofs = '0 0 -8';
681 self.movetype = MOVETYPE_TOSS;
683 self.solid = SOLID_CORPSE;
684 self.ballistics_density = autocvar_g_ballistics_density_corpse;
685 // don't stick to the floor
686 self.flags &~= FL_ONGROUND;
688 self.deadflag = DEAD_DYING;
689 // when to allow respawn
692 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
696 sdelay = 0; // no respawn delay in CTS
698 sdelay = autocvar_g_respawn_delay;
700 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
702 waves = autocvar_g_respawn_waves;
704 self.death_time = ceil((time + sdelay) / waves) * waves;
706 self.death_time = time + sdelay;
707 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
708 self.respawn_countdown = 10; // first number to count down from is 10
710 self.respawn_countdown = -1; // do not count down
713 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
714 self.dead_frame = self.anim_dead1_x;
718 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
719 self.dead_frame = self.anim_dead2_x;
721 // set damage function to corpse damage
722 self.event_damage = PlayerCorpseDamage;
723 // call the corpse damage function just in case it wants to gib
724 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
725 // set up to fade out later
726 SUB_SetFade (self, time + 6 + random (), 1);
728 if(sv_gentle > 0 || autocvar_ekg) {
730 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
733 // reset fields the weapons may use just in case
734 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
736 weapon_action(j, WR_RESETPLAYER);
737 ATTACK_FINISHED_FOR(self, j) = 0;
742 float UpdateSelectedPlayer_countvalue(float v)
744 return max(0, (v - 1.0) / 0.5);
747 // returns: -2 if no hit, otherwise cos of the angle
748 // uses the global v_angle
749 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
760 so = self.origin + self.view_ofs;
764 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
767 // now find the cos of the angle...
768 c = normalize(d) * v_forward;
773 // not visible in any way? forget it
777 traceline(so, p.origin, MOVE_NOMONSTERS, self);
778 if(trace_fraction < 1)
784 void ClearSelectedPlayer()
786 if(self.selected_player)
788 centerprint_expire(self, CENTERPRIO_POINT);
789 self.selected_player = world;
790 self.selected_player_display_needs_update = FALSE;
794 void UpdateSelectedPlayer()
797 float selected_score;
799 selected_score = 0.95; // 18 degrees
801 if(!autocvar_sv_allow_shownames)
804 if(clienttype(self) != CLIENTTYPE_REAL)
807 if(self.cvar_cl_shownames == 0)
810 if(self.cvar_cl_shownames == 1 && !teams_matter)
813 makevectors(self.v_angle); // sets v_forward
815 // 1. cursor trace is always right
816 WarpZone_crosshair_trace(self);
817 if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
819 selected = trace_ent;
823 // 2. if we don't have a cursor trace, find the player which is least
829 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
840 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
844 if(time < self.selected_player_display_timeout)
845 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
846 selected = self.selected_player;
851 if(selected == self.selected_player)
854 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
855 self.selected_player_count = self.selected_player_count + frametime;
856 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
858 string namestr, healthstr;
859 namestr = playername(selected);
862 healthstr = ftos(floor(selected.health));
863 if(self.team == selected.team)
865 namestr = strcat(namestr, " (", healthstr, "%)");
866 self.selected_player_display_needs_update = TRUE;
869 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
874 ClearSelectedPlayer();
875 self.selected_player = selected;
876 self.selected_player_time = time;
877 self.selected_player_count = 0;
878 self.selected_player_display_needs_update = FALSE;
883 ClearSelectedPlayer();
886 if(self.selected_player)
887 self.last_selected_player = self.selected_player;
890 .float muted; // to be used by prvm_edictset server playernumber muted 1
891 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
892 // message "": do not say, just test flood control
898 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
899 float flood, privatemsgprefixlen;
900 var .float flood_field;
904 if(Ban_MaybeEnforceBan(source))
907 if(!teamsay && !privatesay)
908 if(substring(msgin, 0, 1) == " ")
909 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
911 msgin = formatmessage(msgin);
913 if(source.classname != "player")
914 colorstr = "^0"; // black for spectators
915 else if(teams_matter)
916 colorstr = Team_ColorCode(source.team);
920 if(intermission_running)
924 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
927 * using bprint solves this... me stupid
928 // how can we prevent the message from appearing in a listen server?
929 // for now, just give "say" back and only handle say_team
932 clientcommand(self, strcat("say ", msgin));
937 if(autocvar_g_chat_teamcolors)
938 namestr = playername(source);
940 namestr = source.netname;
946 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
947 privatemsgprefixlen = strlen(msgstr);
948 msgstr = strcat(msgstr, msgin);
949 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
950 if(autocvar_g_chat_teamcolors)
951 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
953 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
957 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
958 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
962 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
965 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
969 msgstr = cmsgstr = "";
973 fullcmsgstr = cmsgstr;
985 flood_spl = autocvar_g_chat_flood_spl_tell;
986 flood_burst = autocvar_g_chat_flood_burst_tell;
987 flood_lmax = autocvar_g_chat_flood_lmax_tell;
988 flood_field = floodcontrol_chattell;
992 flood_spl = autocvar_g_chat_flood_spl_team;
993 flood_burst = autocvar_g_chat_flood_burst_team;
994 flood_lmax = autocvar_g_chat_flood_lmax_team;
995 flood_field = floodcontrol_chatteam;
999 flood_spl = autocvar_g_chat_flood_spl;
1000 flood_burst = autocvar_g_chat_flood_burst;
1001 flood_lmax = autocvar_g_chat_flood_lmax;
1002 flood_field = floodcontrol_chat;
1004 flood_burst = max(0, flood_burst - 1);
1005 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1007 // do flood control for the default line size
1010 getWrappedLine_remaining = msgstr;
1013 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1015 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1018 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1020 if(getWrappedLine_remaining != "")
1022 msgstr = strcat(msgstr, "\n");
1026 if(time >= source.flood_field)
1028 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1033 msgstr = fullmsgstr;
1038 if(time >= source.flood_field)
1039 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1044 if (timeoutStatus == 2) //when game is paused, no flood protection
1045 source.flood_field = flood = 0;
1048 if(flood == 2) // cannot happen for empty msgstr
1050 if(autocvar_g_chat_flood_notify_flooder)
1052 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1057 sourcemsgstr = fullmsgstr;
1058 sourcecmsgstr = fullcmsgstr;
1064 sourcemsgstr = msgstr;
1065 sourcecmsgstr = cmsgstr;
1069 if(source.classname != "player")
1071 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1072 teamsay = -1; // spectators
1076 print("NOTE: ", playername(source), "^7 is flooding.\n");
1078 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1080 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1084 // always fake the message
1089 if(autocvar_g_chat_flood_notify_flooder)
1091 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1102 if(sourcemsgstr != "" && ret != 0)
1106 sprint(source, sourcemsgstr);
1107 if(sourcecmsgstr != "" && !privatesay)
1108 centerprint(source, sourcecmsgstr);
1112 sprint(source, sourcemsgstr);
1113 sprint(privatesay, msgstr);
1115 centerprint(privatesay, cmsgstr);
1117 else if(teamsay > 0)
1119 sprint(source, sourcemsgstr);
1120 if(sourcecmsgstr != "")
1121 centerprint(source, sourcecmsgstr);
1122 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1125 sprint(head, msgstr);
1127 centerprint(head, cmsgstr);
1130 else if(teamsay < 0)
1132 sprint(source, sourcemsgstr);
1133 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1135 sprint(head, msgstr);
1137 else if(sourcemsgstr != msgstr)
1139 sprint(source, sourcemsgstr);
1140 FOR_EACH_REALCLIENT(head)
1142 sprint(head, msgstr);
1151 float GetVoiceMessageVoiceType(string type)
1154 return VOICETYPE_TAUNT;
1155 if(type == "teamshoot")
1156 return VOICETYPE_LASTATTACKER;
1157 return VOICETYPE_TEAMRADIO;
1160 string allvoicesamples;
1161 .string GetVoiceMessageSampleField(string type)
1163 GetPlayerSoundSampleField_notFound = 0;
1166 #define _VOICEMSG(m) case #m: return playersound_##m;
1170 GetPlayerSoundSampleField_notFound = 1;
1171 return playersound_taunt;
1174 .string GetPlayerSoundSampleField(string type)
1176 GetPlayerSoundSampleField_notFound = 0;
1179 #define _VOICEMSG(m) case #m: return playersound_##m;
1183 GetPlayerSoundSampleField_notFound = 1;
1184 return playersound_taunt;
1187 void PrecacheGlobalSound(string samplestring)
1190 tokenize_console(samplestring);
1194 for(i = 1; i <= n; ++i)
1195 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1199 precache_sound(strcat(argv(0), ".wav"));
1203 void PrecachePlayerSounds(string f)
1207 fh = fopen(f, FILE_READ);
1210 while((s = fgets(fh)))
1212 if(tokenize_console(s) != 3)
1214 dprint("Invalid sound info line: ", s, "\n");
1217 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1221 if not(allvoicesamples)
1223 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1226 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1230 void ClearPlayerSounds()
1232 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1238 float LoadPlayerSounds(string f, float first)
1243 fh = fopen(f, FILE_READ);
1246 dprint("Player sound file not found: ", f, "\n");
1249 while((s = fgets(fh)))
1251 if(tokenize_console(s) != 3)
1253 field = GetPlayerSoundSampleField(argv(0));
1254 if(GetPlayerSoundSampleField_notFound)
1255 field = GetVoiceMessageSampleField(argv(0));
1256 if(GetPlayerSoundSampleField_notFound)
1259 strunzone(self.field);
1260 self.field = strzone(strcat(argv(1), " ", argv(2)));
1266 .float modelindex_for_playersound;
1267 .float skinindex_for_playersound;
1268 void UpdatePlayerSounds()
1270 if(self.modelindex == self.modelindex_for_playersound)
1271 if(self.skinindex == self.skinindex_for_playersound)
1273 self.modelindex_for_playersound = self.modelindex;
1274 self.skinindex_for_playersound = self.skinindex;
1275 ClearPlayerSounds();
1276 LoadPlayerSounds("sound/player/default.sounds", 1);
1277 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1278 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1281 void FakeGlobalSound(string sample, float chan, float voicetype)
1289 tokenize_console(sample);
1292 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1294 sample = strcat(argv(0), ".wav"); // randomization
1298 case VOICETYPE_LASTATTACKER_ONLY:
1300 case VOICETYPE_LASTATTACKER:
1304 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1305 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1308 case VOICETYPE_TEAMRADIO:
1310 if(msg_entity.cvar_cl_voice_directional == 1)
1311 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1313 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1315 case VOICETYPE_AUTOTAUNT:
1322 tauntrand = random();
1324 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1326 if (msg_entity.cvar_cl_voice_directional >= 1)
1327 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1329 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1332 case VOICETYPE_TAUNT:
1333 if(self.classname == "player")
1334 if(self.deadflag == DEAD_NO)
1335 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1341 if (msg_entity.cvar_cl_voice_directional >= 1)
1342 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1344 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1346 case VOICETYPE_PLAYERSOUND:
1348 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1351 backtrace("Invalid voice type!");
1356 void GlobalSound(string sample, float chan, float voicetype)
1364 tokenize_console(sample);
1367 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1369 sample = strcat(argv(0), ".wav"); // randomization
1373 case VOICETYPE_LASTATTACKER_ONLY:
1376 msg_entity = self.pusher;
1377 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1379 if(msg_entity.cvar_cl_voice_directional == 1)
1380 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1382 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1386 case VOICETYPE_LASTATTACKER:
1389 msg_entity = self.pusher;
1390 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1392 if(msg_entity.cvar_cl_voice_directional == 1)
1393 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1395 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1398 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1399 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1402 case VOICETYPE_TEAMRADIO:
1403 FOR_EACH_REALCLIENT(msg_entity)
1404 if(!teams_matter || msg_entity.team == self.team)
1406 if(msg_entity.cvar_cl_voice_directional == 1)
1407 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1409 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1412 case VOICETYPE_AUTOTAUNT:
1419 tauntrand = random();
1420 FOR_EACH_REALCLIENT(msg_entity)
1421 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1423 if (msg_entity.cvar_cl_voice_directional >= 1)
1424 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1426 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1429 case VOICETYPE_TAUNT:
1430 if(self.classname == "player")
1431 if(self.deadflag == DEAD_NO)
1432 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1437 FOR_EACH_REALCLIENT(msg_entity)
1439 if (msg_entity.cvar_cl_voice_directional >= 1)
1440 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1442 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1445 case VOICETYPE_PLAYERSOUND:
1446 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1449 backtrace("Invalid voice type!");
1454 void PlayerSound(.string samplefield, float chan, float voicetype)
1456 GlobalSound(self.samplefield, chan, voicetype);
1459 void VoiceMessage(string type, string msg)
1462 float voicetype, ownteam;
1464 sample = GetVoiceMessageSampleField(type);
1466 if(GetPlayerSoundSampleField_notFound)
1468 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1472 voicetype = GetVoiceMessageVoiceType(type);
1473 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1475 flood = Say(self, ownteam, world, msg, 1);
1478 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1480 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1483 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1486 // 0 (00) automove centerprint, admin message
1487 // 1 (01) automove centerprint, no admin message
1488 // 2 (10) no centerprint, admin message
1489 // 3 (11) no centerprint, no admin message
1491 float lockteams_backup;
1493 lockteams_backup = lockteams; // backup any team lock
1495 lockteams = 0; // disable locked teams
1497 TeamchangeFrags(client); // move the players frags
1498 SetPlayerColors(client, team_colour - 1); // set the players colour
1499 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1501 lockteams = lockteams_backup; // restore the team lock
1503 LogTeamchange(client.playerid, client.team, type);
1505 if not(show_message & 1) // admin message
1506 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
1508 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));