2 .float accuracy_frags[WEP_MAXCOUNT];
4 float weaponstats_buffer;
6 void WeaponStats_Init()
8 if(autocvar_sv_weaponstats_file != "")
9 weaponstats_buffer = buf_create();
11 weaponstats_buffer = -1;
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
16 void WeaponStats_ready(entity fh, entity pass, float status)
18 float i, j, n, ibot, jbot, idx;
23 case URL_READY_CANWRITE:
25 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26 url_fputs(fh, "#begin statsfile\n");
27 url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29 url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
31 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33 n = tokenizebyseparator(cvar_purechanges, "\n");
34 for(i = 0; i < n; ++i)
35 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
39 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40 v = stov(bufstr_get(weaponstats_buffer, idx));
43 //vector is: kills hits damage
44 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
48 url_fputs(fh, "#end\n\n");
51 case URL_READY_CANREAD:
52 // url_fclose is processing, we got a response for writing the data
53 // this must come from HTTP
54 print("Got response from weapon stats server:\n");
55 while((s = url_fgets(fh)))
57 print("End of response.\n");
60 case URL_READY_CLOSED:
61 // url_fclose has finished
62 print("Weapon stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
68 print("Weapon stats writing failed: ", ftos(status), "\n");
69 buf_del(weaponstats_buffer);
70 weaponstats_buffer = -1;
75 void WeaponStats_Shutdown()
77 if(weaponstats_buffer < 0)
79 if(autocvar_sv_weaponstats_file != "")
81 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
85 buf_del(weaponstats_buffer);
86 weaponstats_buffer = -1;
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
93 if(weaponstats_buffer < 0)
95 if(awep < WEP_FIRST || vwep < WEP_FIRST)
97 if(awep > WEP_LAST || vwep > WEP_LAST)
99 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
105 error("negative damage?");
106 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
110 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
127 void CopyBody(float keepvelocity)
130 if (self.effects & EF_NODRAW)
134 self.enemy = oldself;
135 self.lip = oldself.lip;
136 self.colormap = oldself.colormap;
137 self.iscreature = oldself.iscreature;
138 self.damagedbycontents = oldself.damagedbycontents;
139 self.angles = oldself.angles;
140 self.avelocity = oldself.avelocity;
141 self.classname = "body";
142 self.damageforcescale = oldself.damageforcescale;
143 self.effects = oldself.effects;
144 self.glowmod = oldself.glowmod;
145 self.event_damage = oldself.event_damage;
146 self.animstate_startframe = oldself.animstate_startframe;
147 self.animstate_numframes = oldself.animstate_numframes;
148 self.animstate_framerate = oldself.animstate_framerate;
149 self.animstate_starttime = oldself.animstate_starttime;
150 self.animstate_endtime = oldself.animstate_endtime;
151 self.animstate_override = oldself.animstate_override;
152 self.animstate_looping = oldself.animstate_looping;
153 self.frame = oldself.frame;
154 self.dead_frame = oldself.dead_frame;
155 self.pain_finished = oldself.pain_finished;
156 self.health = oldself.health;
157 self.armorvalue = oldself.armorvalue;
158 self.armortype = oldself.armortype;
159 self.model = oldself.model;
160 self.modelindex = oldself.modelindex;
161 self.skin = oldself.skin;
162 self.species = oldself.species;
163 self.movetype = oldself.movetype;
164 self.nextthink = oldself.nextthink;
165 self.solid = oldself.solid;
166 self.ballistics_density = oldself.ballistics_density;
167 self.takedamage = oldself.takedamage;
168 self.think = oldself.think;
169 self.customizeentityforclient = oldself.customizeentityforclient;
170 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
171 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
172 if (keepvelocity == 1)
173 self.velocity = oldself.velocity;
174 self.oldvelocity = self.velocity;
175 self.fade_time = oldself.fade_time;
176 self.fade_rate = oldself.fade_rate;
177 //self.weapon = oldself.weapon;
178 setorigin(self, oldself.origin);
179 setsize(self, oldself.mins, oldself.maxs);
180 self.prevorigin = oldself.origin;
181 self.reset = SUB_Remove;
183 Drag_MoveDrag(oldself, self);
185 if(self.colormap <= maxclients && self.colormap > 0)
186 self.colormap = 1024 + self.clientcolors;
191 float player_getspecies()
194 get_model_parameters(self.model, self.skin);
195 s = get_model_parameters_species;
196 get_model_parameters(string_null, 0);
198 return SPECIES_HUMAN;
202 void player_setupanimsformodel()
204 // defaults for legacy .zym models without animinfo files
205 self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
206 self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
207 self.anim_draw = animfixfps(self, '2 1 3');
208 // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
209 self.anim_duckwalk = animfixfps(self, '4 1 1');
210 self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
211 self.anim_duckidle = animfixfps(self, '6 1 1');
212 self.anim_idle = animfixfps(self, '7 1 1');
213 self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
214 self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
215 self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
216 self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
217 self.anim_taunt = animfixfps(self, '12 1 0.33');
218 self.anim_run = animfixfps(self, '13 1 1');
219 self.anim_runbackwards = animfixfps(self, '14 1 1');
220 self.anim_strafeleft = animfixfps(self, '15 1 1');
221 self.anim_straferight = animfixfps(self, '16 1 1');
222 self.anim_dead1 = animfixfps(self, '17 1 1');
223 self.anim_dead2 = animfixfps(self, '18 1 1');
224 self.anim_forwardright = animfixfps(self, '19 1 1');
225 self.anim_forwardleft = animfixfps(self, '20 1 1');
226 self.anim_backright = animfixfps(self, '21 1 1');
227 self.anim_backleft = animfixfps(self, '22 1 1');
228 self.anim_melee = animfixfps(self, '23 1 1');
229 self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
230 self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
231 self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
232 self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
233 self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
234 self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
235 self.anim_duckwalkbackleft = animfixfps(self, '30 1 1');
236 // TODO introspect models for finding right "fps" value (1/duration)
237 // reset animstate now
238 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
241 void player_anim (void)
244 if (self.weaponentity)
245 updateanim(self.weaponentity);
247 if (self.deadflag != DEAD_NO)
249 if (time > self.animstate_endtime)
254 setsize(self, self.mins, self.maxs);
256 self.frame = self.dead_frame;
261 if (!self.animstate_override)
263 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
267 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
269 traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
270 if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
272 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
273 self.restart_jump = FALSE;
279 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
281 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
282 if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
284 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
285 self.restart_jump = FALSE;
290 else if (self.crouch)
292 if (self.movement_x > 0 && self.movement_y == 0)
293 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
294 else if (self.movement_x < 0 && self.movement_y == 0)
295 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
296 else if (self.movement_x == 0 && self.movement_y > 0)
297 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
298 else if (self.movement_x == 0 && self.movement_y < 0)
299 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
300 else if (self.movement_x > 0 && self.movement_y > 0)
301 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
302 else if (self.movement_x > 0 && self.movement_y < 0)
303 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
304 else if (self.movement_x < 0 && self.movement_y > 0)
305 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
306 else if (self.movement_x < 0 && self.movement_y < 0)
307 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
309 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
311 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
313 if (self.movement_x > 0 && self.movement_y == 0)
314 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
315 else if (self.movement_x < 0 && self.movement_y == 0)
316 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
317 else if (self.movement_x == 0 && self.movement_y > 0)
318 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
319 else if (self.movement_x == 0 && self.movement_y < 0)
320 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
321 else if (self.movement_x > 0 && self.movement_y > 0)
322 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
323 else if (self.movement_x > 0 && self.movement_y < 0)
324 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
325 else if (self.movement_x < 0 && self.movement_y > 0)
326 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
327 else if (self.movement_x < 0 && self.movement_y < 0)
328 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
330 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
333 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
336 if (self.weaponentity)
337 if (!self.weaponentity.animstate_override)
338 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
341 void SpawnThrownWeapon (vector org, float w)
344 if(self.ammo_cells <= 0)
350 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
352 if(self.weapons & W_WeaponBit(j))
353 if(W_IsWeaponThrowable(j))
354 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
359 if(W_IsWeaponThrowable(self.weapon))
360 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
364 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
368 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
370 // damage resistance (ignore most of the damage from a bullet or similar)
371 damage = max(damage - 5, 1);
373 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
377 if(sound_allowed(MSG_BROADCAST, attacker))
380 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
382 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
384 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
388 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
390 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
392 if (!(self.flags & FL_GODMODE))
394 self.armorvalue = self.armorvalue - save;
395 self.health = self.health - take;
396 // pause regeneration for 5 seconds
397 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
399 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
400 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
401 self.dmg_inflictor = inflictor;
403 if (self.health <= -autocvar_sv_gibhealth && !(self.effects & CSQCMODEL_EF_INVISIBLE))
405 // don't use any animations as a gib
408 // view just above the floor
409 self.view_ofs = '0 0 4';
411 Violence_GibSplash(self, 1, 1, attacker);
412 self.effects |= CSQCMODEL_EF_INVISIBLE;
413 self.solid = SOLID_NOT; // restore later
417 void ClientKill_Now_TeamChange();
418 void freezetag_CheckWinner();
420 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
422 float take, save, waves, sdelay, dh, da, j;
424 float valid_damage_for_weaponstats;
427 if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
430 dh = max(self.health, 0);
431 da = max(self.armorvalue, 0);
433 if(!DEATH_ISSPECIAL(deathtype))
435 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
437 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
440 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
442 // tuba causes blood to come out of the ears
447 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
449 makevectors(self.angles);
450 ear1 += v_right * -10;
451 ear2 += v_right * +10;
452 d = inflictor.origin - self.origin;
453 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
454 force = v_right * vlen(force);
455 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
456 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
465 // force is already good
469 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
473 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
483 frag_inflictor = inflictor;
484 frag_attacker = attacker;
488 damage_force = force;
489 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
490 take = bound(0, damage_take, self.health);
491 save = bound(0, damage_save, self.armorvalue);
492 excess = max(0, damage - take - save);
494 if(sound_allowed(MSG_BROADCAST, attacker))
497 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
499 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
501 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
505 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
507 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
509 if (time >= self.spawnshieldtime)
511 if (!(self.flags & FL_GODMODE))
513 self.armorvalue = self.armorvalue - save;
514 self.health = self.health - take;
515 // pause regeneration for 5 seconds
517 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
519 if (time > self.pain_finished) //Don't switch pain sequences like crazy
521 self.pain_finished = time + 0.5; //Supajoe
524 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
526 if (!self.animstate_override)
529 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
531 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
535 if(sound_allowed(MSG_BROADCAST, attacker))
536 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
538 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
540 if(deathtype == DEATH_FALL)
541 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
542 else if(self.health > 75) // TODO make a "gentle" version?
543 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
544 else if(self.health > 50)
545 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
546 else if(self.health > 25)
547 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
549 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
553 // throw off bot aim temporarily
555 shake = damage * 5 / (bound(0,skill,100) + 1);
556 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
557 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
561 self.max_armorvalue += (save + take);
563 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
564 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
565 self.dmg_inflictor = inflictor;
569 // don't reset pushltime for self damage as it may be an attempt to
570 // escape a lava pit or similar
571 //self.pushltime = 0;
573 else if(attacker.classname == "player")
575 self.pusher = attacker;
576 self.pushltime = time + autocvar_g_maxpushtime;
578 else if(time < self.pushltime)
580 attacker = self.pusher;
581 self.pushltime = max(self.pushltime, time + 0.6);
586 float abot, vbot, awep;
587 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
588 vbot = (clienttype(self) == CLIENTTYPE_BOT);
590 valid_damage_for_weaponstats = 0;
591 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
592 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
593 if(attacker && self != attacker)
594 if(IsDifferentTeam(self, attacker))
596 if(DEATH_ISSPECIAL(deathtype))
597 awep = attacker.weapon;
599 awep = DEATH_WEAPONOF(deathtype);
600 valid_damage_for_weaponstats = 1;
603 if(valid_damage_for_weaponstats)
605 dh = dh - max(self.health, 0);
606 da = da - max(self.armorvalue, 0);
607 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
612 float defer_ClientKill_Now_TeamChange;
613 defer_ClientKill_Now_TeamChange = FALSE;
617 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
621 if(valid_damage_for_weaponstats)
622 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
624 if(sv_gentle < 1) // TODO make a "gentle" version?
625 if(sound_allowed(MSG_BROADCAST, attacker))
627 if(deathtype == DEATH_DROWN)
628 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
630 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
633 // get rid of kill indicator
634 if(self.killindicator)
636 remove(self.killindicator);
637 self.killindicator = world;
638 if(self.killindicator_teamchange)
639 defer_ClientKill_Now_TeamChange = TRUE;
641 if(self.classname == "body")
642 if(deathtype == DEATH_KILL)
644 // for the lemmings fans, a small harmless explosion
645 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
651 // become fully visible
654 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
657 // print an obituary message
658 Obituary (attacker, inflictor, self, deathtype);
662 // increment frag counter for used weapon type
664 w = DEATH_WEAPONOF(deathtype);
666 if(accuracy_isgooddamage(attacker, self))
667 attacker.accuracy.(accuracy_frags[w-1]) += 1;
669 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
672 count_alive_players(); // re-count players
673 freezetag_CheckWinner();
677 frag_attacker = attacker;
678 frag_inflictor = inflictor;
680 MUTATOR_CALLHOOK(PlayerDies);
681 weapon_action(self.weapon, WR_PLAYERDEATH);
683 RemoveGrapplingHook(self);
687 if(attacker.classname != "player")
688 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
689 else if(attacker.team == self.team)
690 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
692 DropFlag(self.flagcarried, world, attacker);
694 if(self.ballcarried && g_nexball)
695 DropBall(self.ballcarried, self.origin, self.velocity);
696 Portal_ClearAllLater(self);
698 if(clienttype(self) == CLIENTTYPE_REAL)
700 stuffcmd(self, "-zoom\n");
701 self.fixangle = TRUE;
703 //WriteByte (MSG_ONE, SVC_SETANGLE);
704 //WriteAngle (MSG_ONE, self.v_angle_x);
705 //WriteAngle (MSG_ONE, self.v_angle_y);
706 //WriteAngle (MSG_ONE, 80);
709 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
710 ClientKill_Now_TeamChange();
713 Spawnqueue_Unmark(self);
718 // when we get here, player actually dies
719 // clear waypoints (do this AFTER FreezeTag)
720 WaypointSprite_PlayerDead();
722 // make the corpse upright (not tilted)
726 self.avelocity = '0 0 0';
727 // view from the floor
728 self.view_ofs = '0 0 -8';
730 self.movetype = MOVETYPE_TOSS;
732 self.solid = SOLID_CORPSE;
733 self.ballistics_density = autocvar_g_ballistics_density_corpse;
734 // don't stick to the floor
735 self.flags &~= FL_ONGROUND;
737 self.deadflag = DEAD_DYING;
738 // when to allow respawn
741 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
745 sdelay = 0; // no respawn delay in CTS
747 sdelay = autocvar_g_respawn_delay;
749 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
751 waves = autocvar_g_respawn_waves;
753 self.death_time = ceil((time + sdelay) / waves) * waves;
755 self.death_time = time + sdelay;
756 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
757 self.respawn_countdown = 10; // first number to count down from is 10
759 self.respawn_countdown = -1; // do not count down
762 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
763 self.dead_frame = self.anim_dead1_x;
767 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
768 self.dead_frame = self.anim_dead2_x;
770 // set damage function to corpse damage
771 self.event_damage = PlayerCorpseDamage;
772 // call the corpse damage function just in case it wants to gib
773 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
774 // set up to fade out later
775 SUB_SetFade (self, time + 6 + random (), 1);
777 if(sv_gentle > 0 || autocvar_ekg) {
779 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
782 // reset fields the weapons may use just in case
783 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
785 weapon_action(j, WR_RESETPLAYER);
786 ATTACK_FINISHED_FOR(self, j) = 0;
791 .float muted; // to be used by prvm_edictset server playernumber muted 1
792 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
793 // message "": do not say, just test flood control
799 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
800 float flood, privatemsgprefixlen;
801 var .float flood_field;
805 if(Ban_MaybeEnforceBan(source))
808 if(!teamsay && !privatesay)
809 if(substring(msgin, 0, 1) == " ")
810 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
812 msgin = formatmessage(msgin);
814 if(source.classname != "player")
815 colorstr = "^0"; // black for spectators
817 colorstr = Team_ColorCode(source.team);
821 if(intermission_running)
825 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
828 * using bprint solves this... me stupid
829 // how can we prevent the message from appearing in a listen server?
830 // for now, just give "say" back and only handle say_team
833 clientcommand(self, strcat("say ", msgin));
838 if(autocvar_g_chat_teamcolors)
839 namestr = playername(source);
841 namestr = source.netname;
847 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
848 privatemsgprefixlen = strlen(msgstr);
849 msgstr = strcat(msgstr, msgin);
850 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
851 if(autocvar_g_chat_teamcolors)
852 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
854 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
858 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
859 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
863 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
866 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
870 msgstr = cmsgstr = "";
874 fullcmsgstr = cmsgstr;
886 flood_spl = autocvar_g_chat_flood_spl_tell;
887 flood_burst = autocvar_g_chat_flood_burst_tell;
888 flood_lmax = autocvar_g_chat_flood_lmax_tell;
889 flood_field = floodcontrol_chattell;
893 flood_spl = autocvar_g_chat_flood_spl_team;
894 flood_burst = autocvar_g_chat_flood_burst_team;
895 flood_lmax = autocvar_g_chat_flood_lmax_team;
896 flood_field = floodcontrol_chatteam;
900 flood_spl = autocvar_g_chat_flood_spl;
901 flood_burst = autocvar_g_chat_flood_burst;
902 flood_lmax = autocvar_g_chat_flood_lmax;
903 flood_field = floodcontrol_chat;
905 flood_burst = max(0, flood_burst - 1);
906 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
908 // do flood control for the default line size
911 getWrappedLine_remaining = msgstr;
914 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
916 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
919 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
921 if(getWrappedLine_remaining != "")
923 msgstr = strcat(msgstr, "\n");
927 if(time >= source.flood_field)
929 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
939 if(time >= source.flood_field)
940 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
945 if (timeoutStatus == 2) //when game is paused, no flood protection
946 source.flood_field = flood = 0;
949 if(flood == 2) // cannot happen for empty msgstr
951 if(autocvar_g_chat_flood_notify_flooder)
953 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
958 sourcemsgstr = fullmsgstr;
959 sourcecmsgstr = fullcmsgstr;
965 sourcemsgstr = msgstr;
966 sourcecmsgstr = cmsgstr;
970 if(source.classname != "player")
972 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
973 teamsay = -1; // spectators
977 print("NOTE: ", playername(source), "^7 is flooding.\n");
979 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
981 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
985 // always fake the message
990 if(autocvar_g_chat_flood_notify_flooder)
992 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1003 if(sourcemsgstr != "" && ret != 0)
1007 sprint(source, sourcemsgstr);
1008 if(sourcecmsgstr != "" && !privatesay)
1009 centerprint(source, sourcecmsgstr);
1013 sprint(source, sourcemsgstr);
1014 sprint(privatesay, msgstr);
1016 centerprint(privatesay, cmsgstr);
1018 else if(teamsay > 0)
1020 sprint(source, sourcemsgstr);
1021 if(sourcecmsgstr != "")
1022 centerprint(source, sourcecmsgstr);
1023 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1026 sprint(head, msgstr);
1028 centerprint(head, cmsgstr);
1031 else if(teamsay < 0)
1033 sprint(source, sourcemsgstr);
1034 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1036 sprint(head, msgstr);
1038 else if(sourcemsgstr != msgstr)
1040 sprint(source, sourcemsgstr);
1041 FOR_EACH_REALCLIENT(head)
1043 sprint(head, msgstr);
1052 float GetVoiceMessageVoiceType(string type)
1055 return VOICETYPE_TAUNT;
1056 if(type == "teamshoot")
1057 return VOICETYPE_LASTATTACKER;
1058 return VOICETYPE_TEAMRADIO;
1061 string allvoicesamples;
1062 .string GetVoiceMessageSampleField(string type)
1064 GetPlayerSoundSampleField_notFound = 0;
1067 #define _VOICEMSG(m) case #m: return playersound_##m;
1071 GetPlayerSoundSampleField_notFound = 1;
1072 return playersound_taunt;
1075 .string GetPlayerSoundSampleField(string type)
1077 GetPlayerSoundSampleField_notFound = 0;
1080 #define _VOICEMSG(m) case #m: return playersound_##m;
1084 GetPlayerSoundSampleField_notFound = 1;
1085 return playersound_taunt;
1088 void PrecacheGlobalSound(string samplestring)
1091 tokenize_console(samplestring);
1095 for(i = 1; i <= n; ++i)
1096 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1100 precache_sound(strcat(argv(0), ".wav"));
1104 void PrecachePlayerSounds(string f)
1108 fh = fopen(f, FILE_READ);
1111 while((s = fgets(fh)))
1113 if(tokenize_console(s) != 3)
1115 dprint("Invalid sound info line: ", s, "\n");
1118 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1122 if not(allvoicesamples)
1124 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1127 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1131 void ClearPlayerSounds()
1133 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1139 float LoadPlayerSounds(string f, float first)
1144 fh = fopen(f, FILE_READ);
1147 dprint("Player sound file not found: ", f, "\n");
1150 while((s = fgets(fh)))
1152 if(tokenize_console(s) != 3)
1154 field = GetPlayerSoundSampleField(argv(0));
1155 if(GetPlayerSoundSampleField_notFound)
1156 field = GetVoiceMessageSampleField(argv(0));
1157 if(GetPlayerSoundSampleField_notFound)
1160 strunzone(self.field);
1161 self.field = strzone(strcat(argv(1), " ", argv(2)));
1167 .float modelindex_for_playersound;
1168 .float skin_for_playersound;
1169 void UpdatePlayerSounds()
1171 if(self.modelindex == self.modelindex_for_playersound)
1172 if(self.skin == self.skin_for_playersound)
1174 self.modelindex_for_playersound = self.modelindex;
1175 self.skin_for_playersound = self.skin;
1176 ClearPlayerSounds();
1177 LoadPlayerSounds("sound/player/default.sounds", 1);
1178 if(!autocvar_g_debug_defaultsounds)
1179 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1180 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1183 void FakeGlobalSound(string sample, float chan, float voicetype)
1191 tokenize_console(sample);
1194 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1196 sample = strcat(argv(0), ".wav"); // randomization
1200 case VOICETYPE_LASTATTACKER_ONLY:
1202 case VOICETYPE_LASTATTACKER:
1206 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1207 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1210 case VOICETYPE_TEAMRADIO:
1212 if(msg_entity.cvar_cl_voice_directional == 1)
1213 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1215 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1217 case VOICETYPE_AUTOTAUNT:
1224 tauntrand = random();
1226 if (tauntrand < msg_entity.cvar_cl_autotaunt)
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);
1234 case VOICETYPE_TAUNT:
1235 if(self.classname == "player")
1236 if(self.deadflag == DEAD_NO)
1237 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1243 if (msg_entity.cvar_cl_voice_directional >= 1)
1244 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1246 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1248 case VOICETYPE_PLAYERSOUND:
1250 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1253 backtrace("Invalid voice type!");
1258 void GlobalSound(string sample, float chan, float voicetype)
1266 tokenize_console(sample);
1269 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1271 sample = strcat(argv(0), ".wav"); // randomization
1275 case VOICETYPE_LASTATTACKER_ONLY:
1278 msg_entity = self.pusher;
1279 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1281 if(msg_entity.cvar_cl_voice_directional == 1)
1282 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1284 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1288 case VOICETYPE_LASTATTACKER:
1291 msg_entity = self.pusher;
1292 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1294 if(msg_entity.cvar_cl_voice_directional == 1)
1295 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1297 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1300 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1301 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1304 case VOICETYPE_TEAMRADIO:
1305 FOR_EACH_REALCLIENT(msg_entity)
1306 if(!teamplay || msg_entity.team == self.team)
1308 if(msg_entity.cvar_cl_voice_directional == 1)
1309 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1311 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1314 case VOICETYPE_AUTOTAUNT:
1321 tauntrand = random();
1322 FOR_EACH_REALCLIENT(msg_entity)
1323 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1325 if (msg_entity.cvar_cl_voice_directional >= 1)
1326 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1328 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1331 case VOICETYPE_TAUNT:
1332 if(self.classname == "player")
1333 if(self.deadflag == DEAD_NO)
1334 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1339 FOR_EACH_REALCLIENT(msg_entity)
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);
1347 case VOICETYPE_PLAYERSOUND:
1348 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1351 backtrace("Invalid voice type!");
1356 void PlayerSound(.string samplefield, float chan, float voicetype)
1358 GlobalSound(self.samplefield, chan, voicetype);
1361 void VoiceMessage(string type, string msg)
1364 float voicetype, ownteam;
1366 sample = GetVoiceMessageSampleField(type);
1368 if(GetPlayerSoundSampleField_notFound)
1370 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1374 voicetype = GetVoiceMessageVoiceType(type);
1375 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1377 flood = Say(self, ownteam, world, msg, 1);
1380 GlobalSound(self.sample, CH_VOICE, voicetype);
1382 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1385 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1388 // 0 (00) automove centerprint, admin message
1389 // 1 (01) automove centerprint, no admin message
1390 // 2 (10) no centerprint, admin message
1391 // 3 (11) no centerprint, no admin message
1393 float lockteams_backup;
1395 lockteams_backup = lockteams; // backup any team lock
1397 lockteams = 0; // disable locked teams
1399 TeamchangeFrags(client); // move the players frags
1400 SetPlayerColors(client, team_colour - 1); // set the players colour
1401 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1403 lockteams = lockteams_backup; // restore the team lock
1405 LogTeamchange(client.playerid, client.team, type);
1407 if not(show_message & 1) // admin message
1408 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
1410 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));