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:
24 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
25 url_fputs(fh, "#begin statsfile\n");
26 url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
27 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
28 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
29 n = tokenizebyseparator(cvar_purechanges, "\n");
30 for(i = 0; i < n; ++i)
31 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
32 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
33 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
35 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
36 v = stov(bufstr_get(weaponstats_buffer, idx));
39 //vector is: kills hits damage
40 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
41 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
44 url_fputs(fh, "#end\n\n");
45 url_fclose(fh, WeaponStats_ready, world);
46 buf_del(weaponstats_buffer);
47 weaponstats_buffer = -1;
49 case URL_READY_CANREAD:
50 print("Got response from weapon stats server:\n");
51 while((s = url_fgets(fh)))
53 print("End of response.\n");
54 url_fclose(fh, WeaponStats_ready, world);
56 case URL_READY_CLOSED:
57 print("Weapon stats written\n");
61 print("Weapon stats writing failed: ", ftos(status), "\n");
66 void WeaponStats_Shutdown()
68 if(weaponstats_buffer < 0)
70 if(autocvar_sv_weaponstats_file != "")
72 url_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
76 buf_del(weaponstats_buffer);
77 weaponstats_buffer = -1;
81 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
84 if(weaponstats_buffer < 0)
86 if(awep < WEP_FIRST || vwep < WEP_FIRST)
88 if(awep > WEP_LAST || vwep > WEP_LAST)
90 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
91 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
93 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
96 error("negative damage?");
97 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
99 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
101 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
104 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
105 // merged player_run and player_stand to player_anim
106 // added death animations to player_anim
107 // can now spawn thrown weapons from anywhere, not just from players
108 // thrown weapons now fade out after 20 seconds
109 // created PlayerGib function
110 // PlayerDie no longer uses hitloc or damage
111 // PlayerDie now supports dying animations as well as gibbing
112 // cleaned up PlayerDie a lot
118 void CopyBody(float keepvelocity)
120 local entity oldself;
121 if (self.effects & EF_NODRAW)
125 self.enemy = oldself;
126 self.lip = oldself.lip;
127 self.colormap = oldself.colormap;
128 self.glowmod = oldself.glowmod;
129 self.iscreature = oldself.iscreature;
130 self.angles = oldself.angles;
131 self.avelocity = oldself.avelocity;
132 self.classname = "body";
133 self.damageforcescale = oldself.damageforcescale;
134 self.effects = oldself.effects;
135 self.event_damage = oldself.event_damage;
136 self.animstate_startframe = oldself.animstate_startframe;
137 self.animstate_numframes = oldself.animstate_numframes;
138 self.animstate_framerate = oldself.animstate_framerate;
139 self.animstate_starttime = oldself.animstate_starttime;
140 self.animstate_endtime = oldself.animstate_endtime;
141 self.animstate_override = oldself.animstate_override;
142 self.animstate_looping = oldself.animstate_looping;
143 self.frame = oldself.frame;
144 self.dead_frame = oldself.dead_frame;
145 self.pain_finished = oldself.pain_finished;
146 self.health = oldself.health;
147 self.armorvalue = oldself.armorvalue;
148 self.armortype = oldself.armortype;
149 self.model = oldself.model;
150 self.modelindex = oldself.modelindex;
151 self.modelindex_lod0 = oldself.modelindex_lod0;
152 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
153 self.modelindex_lod1 = oldself.modelindex_lod1;
154 self.modelindex_lod2 = oldself.modelindex_lod2;
155 self.skinindex = oldself.skinindex;
156 self.species = oldself.species;
157 self.movetype = oldself.movetype;
158 self.nextthink = oldself.nextthink;
159 self.solid = oldself.solid;
160 self.ballistics_density = oldself.ballistics_density;
161 self.takedamage = oldself.takedamage;
162 self.think = oldself.think;
163 self.customizeentityforclient = oldself.customizeentityforclient;
164 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
165 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
166 if (keepvelocity == 1)
167 self.velocity = oldself.velocity;
168 self.oldvelocity = self.velocity;
169 self.fade_time = oldself.fade_time;
170 self.fade_rate = oldself.fade_rate;
171 //self.weapon = oldself.weapon;
172 setorigin(self, oldself.origin);
173 setsize(self, oldself.mins, oldself.maxs);
174 self.prevorigin = oldself.origin;
175 self.reset = SUB_Remove;
177 Drag_MoveDrag(oldself, self);
182 float player_getspecies()
185 get_model_parameters(self.model, self.skinindex);
186 s = get_model_parameters_species;
187 get_model_parameters(string_null, 0);
189 return SPECIES_HUMAN;
193 void player_setupanimsformodel()
195 local string animfilename;
196 local float animfile;
197 // defaults for legacy .zym models without animinfo files
198 self.anim_die1 = '0 1 0.5'; // 2 seconds
199 self.anim_die2 = '1 1 0.5'; // 2 seconds
200 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
201 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
202 self.anim_duckwalk = '4 1 1';
203 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
204 self.anim_duckidle = '6 1 1';
205 self.anim_idle = '7 1 1';
206 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
207 self.anim_pain1 = '9 1 2'; // 0.5 seconds
208 self.anim_pain2 = '10 1 2'; // 0.5 seconds
209 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
210 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
211 self.anim_run = '13 1 1';
212 self.anim_runbackwards = '14 1 1';
213 self.anim_strafeleft = '15 1 1';
214 self.anim_straferight = '16 1 1';
215 self.anim_dead1 = '17 1 1';
216 self.anim_dead2 = '18 1 1';
217 self.anim_forwardright = '19 1 1';
218 self.anim_forwardleft = '20 1 1';
219 self.anim_backright = '21 1 1';
220 self.anim_backleft = '22 1 1';
221 self.anim_melee = '23 1 1';
222 animparseerror = FALSE;
223 animfilename = strcat(self.model, ".animinfo");
224 animfile = fopen(animfilename, FILE_READ);
227 self.anim_die1 = animparseline(animfile);
228 self.anim_die2 = animparseline(animfile);
229 self.anim_draw = animparseline(animfile);
230 self.anim_duck = animparseline(animfile);
231 self.anim_duckwalk = animparseline(animfile);
232 self.anim_duckjump = animparseline(animfile);
233 self.anim_duckidle = animparseline(animfile);
234 self.anim_idle = animparseline(animfile);
235 self.anim_jump = animparseline(animfile);
236 self.anim_pain1 = animparseline(animfile);
237 self.anim_pain2 = animparseline(animfile);
238 self.anim_shoot = animparseline(animfile);
239 self.anim_taunt = animparseline(animfile);
240 self.anim_run = animparseline(animfile);
241 self.anim_runbackwards = animparseline(animfile);
242 self.anim_strafeleft = animparseline(animfile);
243 self.anim_straferight = animparseline(animfile);
244 self.anim_forwardright = animparseline(animfile);
245 self.anim_forwardleft = animparseline(animfile);
246 self.anim_backright = animparseline(animfile);
247 self.anim_backleft = animparseline(animfile);
248 self.anim_melee = animparseline(animfile);
252 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
253 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
256 print("Parse error in ", animfilename, ", some player animations are broken\n");
259 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
260 // reset animstate now
261 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
264 void player_anim (void)
267 if (self.weaponentity)
268 updateanim(self.weaponentity);
270 if (self.deadflag != DEAD_NO)
272 if (time > self.animstate_endtime)
277 setsize(self, self.mins, self.maxs);
279 self.frame = self.dead_frame;
284 if (!self.animstate_override)
286 if (!(self.flags & FL_ONGROUND))
289 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
291 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
292 self.restart_jump = FALSE;
294 else if (self.crouch)
296 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
297 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
299 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
301 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
303 if (self.movement_x > 0 && self.movement_y == 0)
304 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
305 else if (self.movement_x < 0 && self.movement_y == 0)
306 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
307 else if (self.movement_x == 0 && self.movement_y > 0)
308 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
309 else if (self.movement_x == 0 && self.movement_y < 0)
310 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
311 else if (self.movement_x > 0 && self.movement_y > 0)
312 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
313 else if (self.movement_x > 0 && self.movement_y < 0)
314 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
315 else if (self.movement_x < 0 && self.movement_y > 0)
316 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
317 else if (self.movement_x < 0 && self.movement_y < 0)
318 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
320 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
323 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
326 if (self.weaponentity)
327 if (!self.weaponentity.animstate_override)
328 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
331 void SpawnThrownWeapon (vector org, float w)
334 if(self.ammo_cells <= 0)
340 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
342 if(self.weapons & W_WeaponBit(j))
343 if(W_IsWeaponThrowable(j))
344 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
349 if(W_IsWeaponThrowable(self.weapon))
350 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
354 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
356 local float take, save;
358 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
360 // damage resistance (ignore most of the damage from a bullet or similar)
361 damage = max(damage - 5, 1);
363 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
367 if(sound_allowed(MSG_BROADCAST, attacker))
370 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
372 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
374 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
378 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
380 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
382 if (!(self.flags & FL_GODMODE))
384 self.armorvalue = self.armorvalue - save;
385 self.health = self.health - take;
386 // pause regeneration for 5 seconds
387 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
389 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
390 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
391 self.dmg_inflictor = inflictor;
393 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
395 // don't use any animations as a gib
398 // view just above the floor
399 self.view_ofs = '0 0 4';
401 Violence_GibSplash(self, 1, 1, attacker);
402 self.modelindex = 0; // restore later
403 self.solid = SOLID_NOT; // restore later
407 void ClientKill_Now_TeamChange();
408 void freezetag_CheckWinner();
410 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
412 local float take, save, waves, sdelay, dh, da, j;
414 float valid_damage_for_weaponstats;
417 if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
420 dh = max(self.health, 0);
421 da = max(self.armorvalue, 0);
423 if(!DEATH_ISSPECIAL(deathtype))
425 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
427 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
430 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
432 // tuba causes blood to come out of the ears
437 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
439 makevectors(self.angles);
440 ear1 += v_right * -10;
441 ear2 += v_right * +10;
442 d = inflictor.origin - self.origin;
443 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
444 force = v_right * vlen(force);
445 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
446 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
455 // force is already good
459 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
463 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
473 frag_inflictor = inflictor;
474 frag_attacker = attacker;
478 damage_force = force;
479 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
480 take = bound(0, damage_take, self.health);
481 save = bound(0, damage_save, self.armorvalue);
482 excess = max(0, damage - take - save);
484 if(sound_allowed(MSG_BROADCAST, attacker))
487 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
489 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
491 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
495 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
497 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
499 if (time >= self.spawnshieldtime)
501 if (!(self.flags & FL_GODMODE))
503 self.armorvalue = self.armorvalue - save;
504 self.health = self.health - take;
505 // pause regeneration for 5 seconds
506 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
508 if (time > self.pain_finished) //Don't switch pain sequences like crazy
510 self.pain_finished = time + 0.5; //Supajoe
513 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
516 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
518 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
521 if(sound_allowed(MSG_BROADCAST, attacker))
522 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
524 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
526 if(deathtype == DEATH_FALL)
527 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
528 else if(self.health > 75) // TODO make a "gentle" version?
529 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
530 else if(self.health > 50)
531 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
532 else if(self.health > 25)
533 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
535 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
539 // throw off bot aim temporarily
541 shake = damage * 5 / (bound(0,skill,100) + 1);
542 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
543 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
547 self.max_armorvalue += (save + take);
549 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
550 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
551 self.dmg_inflictor = inflictor;
555 // don't reset pushltime for self damage as it may be an attempt to
556 // escape a lava pit or similar
557 //self.pushltime = 0;
559 else if(attacker.classname == "player")
561 self.pusher = attacker;
562 self.pushltime = time + autocvar_g_maxpushtime;
564 else if(time < self.pushltime)
566 attacker = self.pusher;
567 self.pushltime = max(self.pushltime, time + 0.6);
572 float abot, vbot, awep;
573 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
574 vbot = (clienttype(self) == CLIENTTYPE_BOT);
576 valid_damage_for_weaponstats = 0;
577 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
578 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
579 if(attacker && self != attacker)
580 if(IsDifferentTeam(self, attacker))
582 if(DEATH_ISSPECIAL(deathtype))
583 awep = attacker.weapon;
585 awep = DEATH_WEAPONOF(deathtype);
586 valid_damage_for_weaponstats = 1;
589 if(valid_damage_for_weaponstats)
591 dh = dh - max(self.health, 0);
592 da = da - max(self.armorvalue, 0);
593 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
598 float defer_ClientKill_Now_TeamChange;
599 defer_ClientKill_Now_TeamChange = FALSE;
603 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
607 if(valid_damage_for_weaponstats)
608 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
610 if(sv_gentle < 1) // TODO make a "gentle" version?
611 if(sound_allowed(MSG_BROADCAST, attacker))
613 if(deathtype == DEATH_DROWN)
614 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
616 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
619 // get rid of kill indicator
620 if(self.killindicator)
622 remove(self.killindicator);
623 self.killindicator = world;
624 if(self.killindicator_teamchange)
625 defer_ClientKill_Now_TeamChange = TRUE;
627 if(self.classname == "body")
628 if(deathtype == DEATH_KILL)
630 // for the lemmings fans, a small harmless explosion
631 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
637 // become fully visible
640 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
643 // print an obituary message
644 Obituary (attacker, inflictor, self, deathtype);
648 // increment frag counter for used weapon type
650 w = DEATH_WEAPONOF(deathtype);
652 if(self.classname == "player")
654 attacker.accuracy.(accuracy_frags[w-1]) += 1;
656 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
659 count_alive_players(); // re-count players
660 freezetag_CheckWinner();
664 frag_attacker = attacker;
665 frag_inflictor = inflictor;
667 MUTATOR_CALLHOOK(PlayerDies);
668 weapon_action(self.weapon, WR_PLAYERDEATH);
672 if(attacker.classname != "player")
673 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
674 else if(attacker.team == self.team)
675 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
677 DropFlag(self.flagcarried, world, attacker);
679 if(self.ballcarried && g_nexball)
680 DropBall(self.ballcarried, self.origin, self.velocity);
681 Portal_ClearAllLater(self);
683 if(clienttype(self) == CLIENTTYPE_REAL)
685 stuffcmd(self, "-zoom\n");
686 self.fixangle = TRUE;
688 //WriteByte (MSG_ONE, SVC_SETANGLE);
689 //WriteAngle (MSG_ONE, self.v_angle_x);
690 //WriteAngle (MSG_ONE, self.v_angle_y);
691 //WriteAngle (MSG_ONE, 80);
694 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
695 ClientKill_Now_TeamChange();
698 Spawnqueue_Unmark(self);
703 // when we get here, player actually dies
704 // clear waypoints (do this AFTER FreezeTag)
705 WaypointSprite_PlayerDead();
707 // make the corpse upright (not tilted)
711 self.avelocity = '0 0 0';
712 // view from the floor
713 self.view_ofs = '0 0 -8';
715 self.movetype = MOVETYPE_TOSS;
717 self.solid = SOLID_CORPSE;
718 self.ballistics_density = autocvar_g_ballistics_density_corpse;
719 // don't stick to the floor
720 self.flags &~= FL_ONGROUND;
722 self.deadflag = DEAD_DYING;
723 // when to allow respawn
726 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
730 sdelay = 0; // no respawn delay in CTS
732 sdelay = autocvar_g_respawn_delay;
734 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
736 waves = autocvar_g_respawn_waves;
738 self.death_time = ceil((time + sdelay) / waves) * waves;
740 self.death_time = time + sdelay;
741 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
742 self.respawn_countdown = 10; // first number to count down from is 10
744 self.respawn_countdown = -1; // do not count down
747 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
748 self.dead_frame = self.anim_dead1_x;
752 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
753 self.dead_frame = self.anim_dead2_x;
755 // set damage function to corpse damage
756 self.event_damage = PlayerCorpseDamage;
757 // call the corpse damage function just in case it wants to gib
758 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
759 // set up to fade out later
760 SUB_SetFade (self, time + 6 + random (), 1);
762 if(sv_gentle > 0 || autocvar_ekg) {
764 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
767 // reset fields the weapons may use just in case
768 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
770 weapon_action(j, WR_RESETPLAYER);
771 ATTACK_FINISHED_FOR(self, j) = 0;
776 .float muted; // to be used by prvm_edictset server playernumber muted 1
777 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
778 // message "": do not say, just test flood control
784 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
785 float flood, privatemsgprefixlen;
786 var .float flood_field;
790 if(Ban_MaybeEnforceBan(source))
793 if(!teamsay && !privatesay)
794 if(substring(msgin, 0, 1) == " ")
795 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
797 msgin = formatmessage(msgin);
799 if(source.classname != "player")
800 colorstr = "^0"; // black for spectators
802 colorstr = Team_ColorCode(source.team);
806 if(intermission_running)
810 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
813 * using bprint solves this... me stupid
814 // how can we prevent the message from appearing in a listen server?
815 // for now, just give "say" back and only handle say_team
818 clientcommand(self, strcat("say ", msgin));
823 if(autocvar_g_chat_teamcolors)
824 namestr = playername(source);
826 namestr = source.netname;
832 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
833 privatemsgprefixlen = strlen(msgstr);
834 msgstr = strcat(msgstr, msgin);
835 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
836 if(autocvar_g_chat_teamcolors)
837 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
839 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
843 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
844 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
848 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
851 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
855 msgstr = cmsgstr = "";
859 fullcmsgstr = cmsgstr;
871 flood_spl = autocvar_g_chat_flood_spl_tell;
872 flood_burst = autocvar_g_chat_flood_burst_tell;
873 flood_lmax = autocvar_g_chat_flood_lmax_tell;
874 flood_field = floodcontrol_chattell;
878 flood_spl = autocvar_g_chat_flood_spl_team;
879 flood_burst = autocvar_g_chat_flood_burst_team;
880 flood_lmax = autocvar_g_chat_flood_lmax_team;
881 flood_field = floodcontrol_chatteam;
885 flood_spl = autocvar_g_chat_flood_spl;
886 flood_burst = autocvar_g_chat_flood_burst;
887 flood_lmax = autocvar_g_chat_flood_lmax;
888 flood_field = floodcontrol_chat;
890 flood_burst = max(0, flood_burst - 1);
891 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
893 // do flood control for the default line size
896 getWrappedLine_remaining = msgstr;
899 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
901 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
904 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
906 if(getWrappedLine_remaining != "")
908 msgstr = strcat(msgstr, "\n");
912 if(time >= source.flood_field)
914 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
924 if(time >= source.flood_field)
925 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
930 if (timeoutStatus == 2) //when game is paused, no flood protection
931 source.flood_field = flood = 0;
934 if(flood == 2) // cannot happen for empty msgstr
936 if(autocvar_g_chat_flood_notify_flooder)
938 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
943 sourcemsgstr = fullmsgstr;
944 sourcecmsgstr = fullcmsgstr;
950 sourcemsgstr = msgstr;
951 sourcecmsgstr = cmsgstr;
955 if(source.classname != "player")
957 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
958 teamsay = -1; // spectators
962 print("NOTE: ", playername(source), "^7 is flooding.\n");
964 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
966 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
970 // always fake the message
975 if(autocvar_g_chat_flood_notify_flooder)
977 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
988 if(sourcemsgstr != "" && ret != 0)
992 sprint(source, sourcemsgstr);
993 if(sourcecmsgstr != "" && !privatesay)
994 centerprint(source, sourcecmsgstr);
998 sprint(source, sourcemsgstr);
999 sprint(privatesay, msgstr);
1001 centerprint(privatesay, cmsgstr);
1003 else if(teamsay > 0)
1005 sprint(source, sourcemsgstr);
1006 if(sourcecmsgstr != "")
1007 centerprint(source, sourcecmsgstr);
1008 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1011 sprint(head, msgstr);
1013 centerprint(head, cmsgstr);
1016 else if(teamsay < 0)
1018 sprint(source, sourcemsgstr);
1019 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1021 sprint(head, msgstr);
1023 else if(sourcemsgstr != msgstr)
1025 sprint(source, sourcemsgstr);
1026 FOR_EACH_REALCLIENT(head)
1028 sprint(head, msgstr);
1037 float GetVoiceMessageVoiceType(string type)
1040 return VOICETYPE_TAUNT;
1041 if(type == "teamshoot")
1042 return VOICETYPE_LASTATTACKER;
1043 return VOICETYPE_TEAMRADIO;
1046 string allvoicesamples;
1047 .string GetVoiceMessageSampleField(string type)
1049 GetPlayerSoundSampleField_notFound = 0;
1052 #define _VOICEMSG(m) case #m: return playersound_##m;
1056 GetPlayerSoundSampleField_notFound = 1;
1057 return playersound_taunt;
1060 .string GetPlayerSoundSampleField(string type)
1062 GetPlayerSoundSampleField_notFound = 0;
1065 #define _VOICEMSG(m) case #m: return playersound_##m;
1069 GetPlayerSoundSampleField_notFound = 1;
1070 return playersound_taunt;
1073 void PrecacheGlobalSound(string samplestring)
1076 tokenize_console(samplestring);
1080 for(i = 1; i <= n; ++i)
1081 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1085 precache_sound(strcat(argv(0), ".wav"));
1089 void PrecachePlayerSounds(string f)
1093 fh = fopen(f, FILE_READ);
1096 while((s = fgets(fh)))
1098 if(tokenize_console(s) != 3)
1100 dprint("Invalid sound info line: ", s, "\n");
1103 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1107 if not(allvoicesamples)
1109 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1112 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1116 void ClearPlayerSounds()
1118 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1124 float LoadPlayerSounds(string f, float first)
1129 fh = fopen(f, FILE_READ);
1132 dprint("Player sound file not found: ", f, "\n");
1135 while((s = fgets(fh)))
1137 if(tokenize_console(s) != 3)
1139 field = GetPlayerSoundSampleField(argv(0));
1140 if(GetPlayerSoundSampleField_notFound)
1141 field = GetVoiceMessageSampleField(argv(0));
1142 if(GetPlayerSoundSampleField_notFound)
1145 strunzone(self.field);
1146 self.field = strzone(strcat(argv(1), " ", argv(2)));
1152 .float modelindex_for_playersound;
1153 .float skinindex_for_playersound;
1154 void UpdatePlayerSounds()
1156 if(self.modelindex == self.modelindex_for_playersound)
1157 if(self.skinindex == self.skinindex_for_playersound)
1159 self.modelindex_for_playersound = self.modelindex;
1160 self.skinindex_for_playersound = self.skinindex;
1161 ClearPlayerSounds();
1162 LoadPlayerSounds("sound/player/default.sounds", 1);
1163 if(!autocvar_g_debug_defaultsounds)
1164 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1165 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1168 void FakeGlobalSound(string sample, float chan, float voicetype)
1176 tokenize_console(sample);
1179 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1181 sample = strcat(argv(0), ".wav"); // randomization
1185 case VOICETYPE_LASTATTACKER_ONLY:
1187 case VOICETYPE_LASTATTACKER:
1191 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1192 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1195 case VOICETYPE_TEAMRADIO:
1197 if(msg_entity.cvar_cl_voice_directional == 1)
1198 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1200 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1202 case VOICETYPE_AUTOTAUNT:
1209 tauntrand = random();
1211 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1213 if (msg_entity.cvar_cl_voice_directional >= 1)
1214 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1216 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1219 case VOICETYPE_TAUNT:
1220 if(self.classname == "player")
1221 if(self.deadflag == DEAD_NO)
1222 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1228 if (msg_entity.cvar_cl_voice_directional >= 1)
1229 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1231 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1233 case VOICETYPE_PLAYERSOUND:
1235 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1238 backtrace("Invalid voice type!");
1243 void GlobalSound(string sample, float chan, float voicetype)
1251 tokenize_console(sample);
1254 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1256 sample = strcat(argv(0), ".wav"); // randomization
1260 case VOICETYPE_LASTATTACKER_ONLY:
1263 msg_entity = self.pusher;
1264 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1266 if(msg_entity.cvar_cl_voice_directional == 1)
1267 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1269 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1273 case VOICETYPE_LASTATTACKER:
1276 msg_entity = self.pusher;
1277 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1279 if(msg_entity.cvar_cl_voice_directional == 1)
1280 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1282 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1285 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1286 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1289 case VOICETYPE_TEAMRADIO:
1290 FOR_EACH_REALCLIENT(msg_entity)
1291 if(!teamplay || msg_entity.team == self.team)
1293 if(msg_entity.cvar_cl_voice_directional == 1)
1294 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1296 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1299 case VOICETYPE_AUTOTAUNT:
1306 tauntrand = random();
1307 FOR_EACH_REALCLIENT(msg_entity)
1308 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1310 if (msg_entity.cvar_cl_voice_directional >= 1)
1311 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1313 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1316 case VOICETYPE_TAUNT:
1317 if(self.classname == "player")
1318 if(self.deadflag == DEAD_NO)
1319 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1324 FOR_EACH_REALCLIENT(msg_entity)
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_PLAYERSOUND:
1333 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1336 backtrace("Invalid voice type!");
1341 void PlayerSound(.string samplefield, float chan, float voicetype)
1343 GlobalSound(self.samplefield, chan, voicetype);
1346 void VoiceMessage(string type, string msg)
1349 float voicetype, ownteam;
1351 sample = GetVoiceMessageSampleField(type);
1353 if(GetPlayerSoundSampleField_notFound)
1355 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1359 voicetype = GetVoiceMessageVoiceType(type);
1360 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1362 flood = Say(self, ownteam, world, msg, 1);
1365 GlobalSound(self.sample, CH_VOICE, voicetype);
1367 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1370 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1373 // 0 (00) automove centerprint, admin message
1374 // 1 (01) automove centerprint, no admin message
1375 // 2 (10) no centerprint, admin message
1376 // 3 (11) no centerprint, no admin message
1378 float lockteams_backup;
1380 lockteams_backup = lockteams; // backup any team lock
1382 lockteams = 0; // disable locked teams
1384 TeamchangeFrags(client); // move the players frags
1385 SetPlayerColors(client, team_colour - 1); // set the players colour
1386 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1388 lockteams = lockteams_backup; // restore the team lock
1390 LogTeamchange(client.playerid, client.team, type);
1392 if not(show_message & 1) // admin message
1393 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
1395 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));