5 .float CopyBody_nextthink;
6 .void(void) CopyBody_think;
7 void CopyBody_Think(void)
9 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
11 self.CopyBody_think();
14 self.CopyBody_nextthink = self.nextthink;
15 self.CopyBody_think = self.think;
16 self.think = CopyBody_Think;
18 CSQCMODEL_AUTOUPDATE();
19 self.nextthink = time;
21 void CopyBody(float keepvelocity)
24 if (self.effects & EF_NODRAW)
29 self.lip = oldself.lip;
30 self.colormap = oldself.colormap;
31 self.iscreature = oldself.iscreature;
32 self.teleportable = oldself.teleportable;
33 self.damagedbycontents = oldself.damagedbycontents;
34 self.angles = oldself.angles;
35 self.v_angle = oldself.v_angle;
36 self.avelocity = oldself.avelocity;
37 self.classname = "body";
38 self.damageforcescale = oldself.damageforcescale;
39 self.effects = oldself.effects;
40 self.glowmod = oldself.glowmod;
41 self.event_damage = oldself.event_damage;
42 self.anim_state = oldself.anim_state;
43 self.anim_time = oldself.anim_time;
44 self.anim_lower_action = oldself.anim_lower_action;
45 self.anim_lower_time = oldself.anim_lower_time;
46 self.anim_upper_action = oldself.anim_upper_action;
47 self.anim_upper_time = oldself.anim_upper_time;
48 self.anim_implicit_state = oldself.anim_implicit_state;
49 self.anim_implicit_time = oldself.anim_implicit_time;
50 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
51 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
52 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
53 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
54 self.dphitcontentsmask = oldself.dphitcontentsmask;
55 self.death_time = oldself.death_time;
56 self.pain_finished = oldself.pain_finished;
57 self.health = oldself.health;
58 self.armorvalue = oldself.armorvalue;
59 self.armortype = oldself.armortype;
60 self.model = oldself.model;
61 self.modelindex = oldself.modelindex;
62 self.skin = oldself.skin;
63 self.species = oldself.species;
64 self.movetype = oldself.movetype;
65 self.solid = oldself.solid;
66 self.ballistics_density = oldself.ballistics_density;
67 self.takedamage = oldself.takedamage;
68 self.customizeentityforclient = oldself.customizeentityforclient;
69 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
70 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
71 if (keepvelocity == 1)
72 self.velocity = oldself.velocity;
73 self.oldvelocity = self.velocity;
74 self.alpha = oldself.alpha;
75 self.fade_time = oldself.fade_time;
76 self.fade_rate = oldself.fade_rate;
77 //self.weapon = oldself.weapon;
78 setorigin(self, oldself.origin);
79 setsize(self, oldself.mins, oldself.maxs);
80 self.prevorigin = oldself.origin;
81 self.reset = SUB_Remove;
83 Drag_MoveDrag(oldself, self);
85 if(self.colormap <= maxclients && self.colormap > 0)
86 self.colormap = 1024 + oldself.clientcolors;
89 self.CopyBody_nextthink = oldself.nextthink;
90 self.CopyBody_think = oldself.think;
91 self.nextthink = time;
92 self.think = CopyBody_Think;
93 // "bake" the current animation frame for clones (they don't get clientside animation)
94 animdecide_load_if_needed(self);
95 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
100 float player_getspecies()
103 get_model_parameters(self.model, self.skin);
104 s = get_model_parameters_species;
105 get_model_parameters(string_null, 0);
107 return SPECIES_HUMAN;
111 void player_setupanimsformodel()
113 // load animation info
114 animdecide_load_if_needed(self);
115 animdecide_setstate(self, 0, FALSE);
118 void player_anim (void)
120 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
123 // Decide on which death animation to use.
125 deadbits = ANIMSTATE_DEAD1;
127 deadbits = ANIMSTATE_DEAD2;
130 // Clear a previous death animation.
133 float animbits = deadbits;
135 animbits |= ANIMSTATE_FROZEN;
137 animbits |= ANIMSTATE_DUCK;
138 animdecide_setstate(self, animbits, FALSE);
139 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
141 if (self.weaponentity)
143 updateanim(self.weaponentity);
144 if (!self.weaponentity.animstate_override)
145 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
149 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
153 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
155 // damage resistance (ignore most of the damage from a bullet or similar)
156 damage = max(damage - 5, 1);
158 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
162 if(sound_allowed(MSG_BROADCAST, attacker))
165 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
167 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
169 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
173 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
175 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
177 self.armorvalue = self.armorvalue - save;
178 self.health = self.health - take;
179 // pause regeneration for 5 seconds
180 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
182 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
183 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
184 self.dmg_inflictor = inflictor;
186 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
188 // don't use any animations as a gib
190 // view just above the floor
191 self.view_ofs = '0 0 4';
193 Violence_GibSplash(self, 1, 1, attacker);
195 self.solid = SOLID_NOT; // restore later
196 self.takedamage = DAMAGE_NO; // restore later
197 self.damagedbycontents = FALSE;
202 // If 0, default is used.
204 // Otherwise, g_str (default value) is used.
205 // For consistency, negative values there are mapped to zero too.
206 #define GAMETYPE_DEFAULTED_SETTING(str) \
207 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
208 (gametype_setting_tmp < 0) ? 0 : \
209 (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
210 gametype_setting_tmp)
213 void calculate_player_respawn_time()
218 float gametype_setting_tmp;
219 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
220 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
221 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
222 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
223 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
224 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
226 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
232 if (pl.team == self.team)
234 if (sdelay_small_count == 0)
235 sdelay_small_count = 1;
236 if (sdelay_large_count == 0)
237 sdelay_large_count = 1;
244 if (sdelay_small_count == 0)
248 // Players play independently. No point in requiring enemies.
249 sdelay_small_count = 1;
253 // Players play AGAINST each other. Enemies required.
254 sdelay_small_count = 2;
257 if (sdelay_large_count == 0)
261 // Players play independently. No point in requiring enemies.
262 sdelay_large_count = 1;
266 // Players play AGAINST each other. Enemies required.
267 sdelay_large_count = 2;
274 if (pcount <= sdelay_small_count)
275 sdelay = sdelay_small;
276 else if (pcount >= sdelay_large_count)
277 sdelay = sdelay_large;
278 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
279 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
282 self.respawn_time = ceil((time + sdelay) / waves) * waves;
284 self.respawn_time = time + sdelay;
286 if(sdelay < sdelay_max)
287 self.respawn_time_max = time + sdelay_max;
289 self.respawn_time_max = self.respawn_time;
291 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
292 self.respawn_countdown = 10; // first number to count down from is 10
294 self.respawn_countdown = -1; // do not count down
296 if(autocvar_g_forced_respawn)
297 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
300 void ClientKill_Now_TeamChange();
302 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
304 float take, save, dh, da, j;
306 float valid_damage_for_weaponstats;
309 dh = max(self.health, 0);
310 da = max(self.armorvalue, 0);
312 if(!DEATH_ISSPECIAL(deathtype))
314 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
316 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
319 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
321 // tuba causes blood to come out of the ears
326 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
328 makevectors(self.angles);
329 ear1 += v_right * -10;
330 ear2 += v_right * +10;
331 d = inflictor.origin - self.origin;
333 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
335 f = 0; // Assum ecenter.
336 force = v_right * vlen(force);
337 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
338 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
347 // force is already good
351 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
354 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
360 // don't reset pushltime for self damage as it may be an attempt to
361 // escape a lava pit or similar
362 //self.pushltime = 0;
365 else if(IS_PLAYER(attacker))
367 self.pusher = attacker;
368 self.pushltime = time + autocvar_g_maxpushtime;
369 self.istypefrag = self.BUTTON_CHAT;
371 else if(time < self.pushltime)
373 attacker = self.pusher;
374 self.pushltime = max(self.pushltime, time + 0.6);
382 frag_inflictor = inflictor;
383 frag_attacker = attacker;
385 frag_damage = damage;
388 damage_force = force;
389 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
390 take = bound(0, damage_take, self.health);
391 save = bound(0, damage_save, self.armorvalue);
392 excess = max(0, damage - take - save);
394 if(sound_allowed(MSG_BROADCAST, attacker))
397 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
399 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
401 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
405 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
407 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
409 if (time >= self.spawnshieldtime)
411 if (!(self.flags & FL_GODMODE))
413 self.armorvalue = self.armorvalue - save;
414 self.health = self.health - take;
415 // pause regeneration for 5 seconds
417 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
419 if (time > self.pain_finished) //Don't switch pain sequences like crazy
421 self.pain_finished = time + 0.5; //Supajoe
423 if(autocvar_sv_gentle < 1) {
424 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
426 if (!self.animstate_override)
429 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
431 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
435 if(sound_allowed(MSG_BROADCAST, attacker))
436 if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
438 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
440 if(deathtype == DEATH_FALL)
441 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
442 else if(self.health > 75) // TODO make a "gentle" version?
443 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
444 else if(self.health > 50)
445 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
446 else if(self.health > 25)
447 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
449 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
454 // throw off bot aim temporarily
456 if(IS_BOT_CLIENT(self) && self.health >= 1)
458 shake = damage * 5 / (bound(0,skill,100) + 1);
459 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
460 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
461 self.v_angle_x = bound(-90, self.v_angle_x, 90);
465 self.max_armorvalue += (save + take);
467 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
468 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
469 self.dmg_inflictor = inflictor;
471 float abot, vbot, awep;
472 abot = (IS_BOT_CLIENT(attacker));
473 vbot = (IS_BOT_CLIENT(self));
475 valid_damage_for_weaponstats = 0;
478 if(vbot || IS_REAL_CLIENT(self))
479 if(abot || IS_REAL_CLIENT(attacker))
480 if(attacker && self != attacker)
481 if(DIFF_TEAM(self, attacker))
483 if(DEATH_ISSPECIAL(deathtype))
484 awep = attacker.weapon;
486 awep = DEATH_WEAPONOF(deathtype);
487 valid_damage_for_weaponstats = 1;
490 if(valid_damage_for_weaponstats)
492 dh = dh - max(self.health, 0);
493 da = da - max(self.armorvalue, 0);
494 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
499 float defer_ClientKill_Now_TeamChange;
500 defer_ClientKill_Now_TeamChange = FALSE;
504 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
508 if(valid_damage_for_weaponstats)
509 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
511 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
512 if(sound_allowed(MSG_BROADCAST, attacker))
514 if(deathtype == DEATH_DROWN)
515 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
517 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
520 // get rid of kill indicator
521 if(self.killindicator)
523 remove(self.killindicator);
524 self.killindicator = world;
525 if(self.killindicator_teamchange)
526 defer_ClientKill_Now_TeamChange = TRUE;
528 if(self.classname == "body")
529 if(deathtype == DEATH_KILL)
531 // for the lemmings fans, a small harmless explosion
532 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
536 // print an obituary message
537 if(self.classname != "body")
538 Obituary (attacker, inflictor, self, deathtype);
540 // increment frag counter for used weapon type
542 w = DEATH_WEAPONOF(deathtype);
544 if(accuracy_isgooddamage(attacker, self))
545 attacker.accuracy.(accuracy_frags[w-1]) += 1;
547 frag_attacker = attacker;
548 frag_inflictor = inflictor;
550 frag_deathtype = deathtype;
551 MUTATOR_CALLHOOK(PlayerDies);
553 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
555 RemoveGrapplingHook(self);
557 Portal_ClearAllLater(self);
559 self.fixangle = TRUE;
561 if(defer_ClientKill_Now_TeamChange)
562 ClientKill_Now_TeamChange(); // can turn player into spectator
564 // player could have been miraculously resuscitated ;)
565 // e.g. players in freezetag get frozen, they don't really die
566 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
569 // when we get here, player actually dies
571 Unfreeze(self); // remove any icy remains
572 self.health = 0; // Unfreeze resets health, so we need to set it back
575 WaypointSprite_PlayerDead();
577 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
579 // become fully visible
580 self.alpha = default_player_alpha;
581 // make the corpse upright (not tilted)
585 self.avelocity = '0 0 0';
586 // view from the floor
587 self.view_ofs = '0 0 -8';
589 self.movetype = MOVETYPE_TOSS;
591 self.solid = SOLID_CORPSE;
592 self.ballistics_density = autocvar_g_ballistics_density_corpse;
593 // don't stick to the floor
594 self.flags &= ~FL_ONGROUND;
596 self.deadflag = DEAD_DYING;
598 // when to allow respawn
599 calculate_player_respawn_time();
601 self.death_time = time;
603 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
605 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
609 setsize(self, self.mins, self.maxs);
611 // set damage function to corpse damage
612 self.event_damage = PlayerCorpseDamage;
613 // call the corpse damage function just in case it wants to gib
614 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
616 // set up to fade out later
617 SUB_SetFade (self, time + 6 + random (), 1);
618 // reset body think wrapper broken by SUB_SetFade
619 if(self.classname == "body" && self.think != CopyBody_Think) {
620 self.CopyBody_think = self.think;
621 self.CopyBody_nextthink = self.nextthink;
622 self.think = CopyBody_Think;
623 self.nextthink = time;
626 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
628 // clones don't run any animation code any more, so we must gib them when they die :(
629 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
632 // reset fields the weapons may use just in case
633 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
635 WEP_ACTION(j, WR_RESETPLAYER);
636 ATTACK_FINISHED_FOR(self, j) = 0;
641 .float muted; // to be used by prvm_edictset server playernumber muted 1
642 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
643 // message "": do not say, just test flood control
649 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
651 var .float flood_field;
654 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
656 if(!teamsay && !privatesay)
657 if(substring(msgin, 0, 1) == " ")
658 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
660 msgin = formatmessage(msgin);
662 if (!IS_PLAYER(source))
663 colorstr = "^0"; // black for spectators
665 colorstr = Team_ColorCode(source.team);
672 if(intermission_running)
676 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
679 * using bprint solves this... me stupid
680 // how can we prevent the message from appearing in a listen server?
681 // for now, just give "say" back and only handle say_team
684 clientcommand(self, strcat("say ", msgin));
689 if(autocvar_g_chat_teamcolors)
690 namestr = playername(source);
692 namestr = source.netname;
694 if(strdecolorize(namestr) == namestr)
703 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
704 privatemsgprefixlen = strlen(msgstr);
705 msgstr = strcat(msgstr, msgin);
706 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
707 if(autocvar_g_chat_teamcolors)
708 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
710 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
714 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
715 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
719 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
722 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
726 msgstr = cmsgstr = "";
730 fullcmsgstr = cmsgstr;
734 flood_field = floodcontrol_chat;
743 flood_spl = autocvar_g_chat_flood_spl_tell;
744 flood_burst = autocvar_g_chat_flood_burst_tell;
745 flood_lmax = autocvar_g_chat_flood_lmax_tell;
746 flood_field = floodcontrol_chattell;
750 flood_spl = autocvar_g_chat_flood_spl_team;
751 flood_burst = autocvar_g_chat_flood_burst_team;
752 flood_lmax = autocvar_g_chat_flood_lmax_team;
753 flood_field = floodcontrol_chatteam;
757 flood_spl = autocvar_g_chat_flood_spl;
758 flood_burst = autocvar_g_chat_flood_burst;
759 flood_lmax = autocvar_g_chat_flood_lmax;
760 flood_field = floodcontrol_chat;
762 flood_burst = max(0, flood_burst - 1);
763 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
765 // do flood control for the default line size
768 getWrappedLine_remaining = msgstr;
771 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
773 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
776 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
778 if(getWrappedLine_remaining != "")
780 msgstr = strcat(msgstr, "\n");
784 if(time >= source.flood_field)
786 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
796 if(time >= source.flood_field)
797 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
802 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
803 source.flood_field = flood = 0;
806 if(flood == 2) // cannot happen for empty msgstr
808 if(autocvar_g_chat_flood_notify_flooder)
810 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
815 sourcemsgstr = fullmsgstr;
816 sourcecmsgstr = fullcmsgstr;
822 sourcemsgstr = msgstr;
823 sourcecmsgstr = cmsgstr;
827 if (!IS_PLAYER(source))
829 if (!intermission_running)
830 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
831 teamsay = -1; // spectators
835 print("NOTE: ", playername(source), "^7 is flooding.\n");
837 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
839 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
843 // always fake the message
848 if(autocvar_g_chat_flood_notify_flooder)
850 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
861 if(sourcemsgstr != "" && ret != 0)
863 if(ret < 0) // faked message, because the player is muted
865 sprint(source, sourcemsgstr);
866 if(sourcecmsgstr != "" && !privatesay)
867 centerprint(source, sourcecmsgstr);
869 else if(privatesay) // private message, between 2 people only
871 sprint(source, sourcemsgstr);
872 sprint(privatesay, msgstr);
873 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
875 centerprint(privatesay, cmsgstr);
877 else if(teamsay > 0) // team message, only sent to team mates
879 sprint(source, sourcemsgstr);
880 dedicated_print(msgstr); // send to server console too
881 if(sourcecmsgstr != "")
882 centerprint(source, sourcecmsgstr);
883 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
886 sprint(head, msgstr);
888 centerprint(head, cmsgstr);
891 else if(teamsay < 0) // spectator message, only sent to spectators
893 sprint(source, sourcemsgstr);
894 dedicated_print(msgstr); // send to server console too
895 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
897 sprint(head, msgstr);
899 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
901 sprint(source, sourcemsgstr);
902 dedicated_print(msgstr); // send to server console too
903 FOR_EACH_REALCLIENT(head)
905 sprint(head, msgstr);
908 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
914 float GetVoiceMessageVoiceType(string type)
917 return VOICETYPE_TAUNT;
918 if(type == "teamshoot")
919 return VOICETYPE_LASTATTACKER;
920 return VOICETYPE_TEAMRADIO;
923 string allvoicesamples;
924 .string GetVoiceMessageSampleField(string type)
926 GetPlayerSoundSampleField_notFound = 0;
929 #define _VOICEMSG(m) case #m: return playersound_##m;
933 GetPlayerSoundSampleField_notFound = 1;
934 return playersound_taunt;
937 .string GetPlayerSoundSampleField(string type)
939 GetPlayerSoundSampleField_notFound = 0;
942 #define _VOICEMSG(m) case #m: return playersound_##m;
946 GetPlayerSoundSampleField_notFound = 1;
947 return playersound_taunt;
950 void PrecacheGlobalSound(string samplestring)
953 tokenize_console(samplestring);
957 for(i = 1; i <= n; ++i)
958 precache_sound(strcat(argv(0), ftos(i), ".wav"));
962 precache_sound(strcat(argv(0), ".wav"));
966 void PrecachePlayerSounds(string f)
970 fh = fopen(f, FILE_READ);
973 while((s = fgets(fh)))
975 if(tokenize_console(s) != 3)
977 dprint("Invalid sound info line: ", s, "\n");
980 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
984 if (!allvoicesamples)
986 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
989 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
993 void ClearPlayerSounds()
995 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1001 float LoadPlayerSounds(string f, float first)
1006 fh = fopen(f, FILE_READ);
1009 dprint("Player sound file not found: ", f, "\n");
1012 while((s = fgets(fh)))
1014 if(tokenize_console(s) != 3)
1016 field = GetPlayerSoundSampleField(argv(0));
1017 if(GetPlayerSoundSampleField_notFound)
1018 field = GetVoiceMessageSampleField(argv(0));
1019 if(GetPlayerSoundSampleField_notFound)
1022 strunzone(self.field);
1023 self.field = strzone(strcat(argv(1), " ", argv(2)));
1029 .float modelindex_for_playersound;
1030 .float skin_for_playersound;
1031 void UpdatePlayerSounds()
1033 if(self.modelindex == self.modelindex_for_playersound)
1034 if(self.skin == self.skin_for_playersound)
1036 self.modelindex_for_playersound = self.modelindex;
1037 self.skin_for_playersound = self.skin;
1038 ClearPlayerSounds();
1039 LoadPlayerSounds("sound/player/default.sounds", 1);
1040 if(!autocvar_g_debug_defaultsounds)
1041 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1042 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1045 void FakeGlobalSound(string sample, float chan, float voicetype)
1053 tokenize_console(sample);
1056 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1058 sample = strcat(argv(0), ".wav"); // randomization
1062 case VOICETYPE_LASTATTACKER_ONLY:
1064 case VOICETYPE_LASTATTACKER:
1068 if(IS_REAL_CLIENT(msg_entity))
1069 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1072 case VOICETYPE_TEAMRADIO:
1074 if(msg_entity.cvar_cl_voice_directional == 1)
1075 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1077 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1079 case VOICETYPE_AUTOTAUNT:
1084 if(autocvar_sv_gentle)
1086 tauntrand = random();
1088 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1090 if (msg_entity.cvar_cl_voice_directional >= 1)
1091 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1093 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1096 case VOICETYPE_TAUNT:
1098 if(self.deadflag == DEAD_NO)
1099 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1102 if(autocvar_sv_gentle)
1105 if (msg_entity.cvar_cl_voice_directional >= 1)
1106 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1108 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1110 case VOICETYPE_PLAYERSOUND:
1112 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1115 backtrace("Invalid voice type!");
1120 void GlobalSound(string sample, float chan, float voicetype)
1128 tokenize_console(sample);
1131 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1133 sample = strcat(argv(0), ".wav"); // randomization
1137 case VOICETYPE_LASTATTACKER_ONLY:
1140 msg_entity = self.pusher;
1141 if(IS_REAL_CLIENT(msg_entity))
1143 if(msg_entity.cvar_cl_voice_directional == 1)
1144 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1146 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1150 case VOICETYPE_LASTATTACKER:
1153 msg_entity = self.pusher;
1154 if(IS_REAL_CLIENT(msg_entity))
1156 if(msg_entity.cvar_cl_voice_directional == 1)
1157 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1159 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1162 if(IS_REAL_CLIENT(msg_entity))
1163 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1166 case VOICETYPE_TEAMRADIO:
1167 FOR_EACH_REALCLIENT(msg_entity)
1168 if(!teamplay || msg_entity.team == self.team)
1170 if(msg_entity.cvar_cl_voice_directional == 1)
1171 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1173 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1176 case VOICETYPE_AUTOTAUNT:
1181 if(autocvar_sv_gentle)
1183 tauntrand = random();
1184 FOR_EACH_REALCLIENT(msg_entity)
1185 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1187 if (msg_entity.cvar_cl_voice_directional >= 1)
1188 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1190 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1193 case VOICETYPE_TAUNT:
1195 if(self.deadflag == DEAD_NO)
1196 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1199 if(autocvar_sv_gentle)
1201 FOR_EACH_REALCLIENT(msg_entity)
1203 if (msg_entity.cvar_cl_voice_directional >= 1)
1204 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1206 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1209 case VOICETYPE_PLAYERSOUND:
1210 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1213 backtrace("Invalid voice type!");
1218 void PlayerSound(.string samplefield, float chan, float voicetype)
1220 GlobalSound(self.samplefield, chan, voicetype);
1223 void VoiceMessage(string type, string msg)
1226 float voicetype, ownteam;
1228 sample = GetVoiceMessageSampleField(type);
1230 if(GetPlayerSoundSampleField_notFound)
1232 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1236 voicetype = GetVoiceMessageVoiceType(type);
1237 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1239 flood = Say(self, ownteam, world, msg, 1);
1241 if(IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1242 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1244 GlobalSound(self.sample, CH_VOICE, voicetype);
1247 void MoveToTeam(entity client, float team_colour, float type)
1249 float lockteams_backup;
1251 lockteams_backup = lockteams; // backup any team lock
1253 lockteams = 0; // disable locked teams
1255 TeamchangeFrags(client); // move the players frags
1256 SetPlayerColors(client, team_colour - 1); // set the players colour
1257 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1259 lockteams = lockteams_backup; // restore the team lock
1261 LogTeamchange(client.playerid, client.team, type);