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 string WeaponStats_prefix;
17 void WeaponStats_ready(entity fh, entity pass, float status)
19 float i, j, n, ibot, jbot, idx;
24 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"));
28 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
29 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
30 n = tokenizebyseparator(cvar_purechanges, "\n");
31 for(i = 0; i < n; ++i)
32 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
33 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
34 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
36 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
37 v = stov(bufstr_get(weaponstats_buffer, idx));
40 //vector is: kills hits damage
41 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
42 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
45 url_fputs(fh, "#end\n\n");
46 url_fclose(fh, WeaponStats_ready, world);
47 buf_del(weaponstats_buffer);
48 weaponstats_buffer = -1;
50 case URL_READY_CANREAD:
51 print("Got response from weapon stats server:\n");
52 while((s = url_fgets(fh)))
54 print("End of response.\n");
55 url_fclose(fh, WeaponStats_ready, world);
57 case URL_READY_CLOSED:
58 print("Weapon stats written\n");
62 print("Weapon stats writing failed: ", ftos(status), "\n");
67 void WeaponStats_Shutdown()
69 if(weaponstats_buffer < 0)
71 if(autocvar_sv_weaponstats_file != "")
73 url_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
77 buf_del(weaponstats_buffer);
78 weaponstats_buffer = -1;
82 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
85 if(weaponstats_buffer < 0)
87 if(awep < WEP_FIRST || vwep < WEP_FIRST)
89 if(awep > WEP_LAST || vwep > WEP_LAST)
91 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
92 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
94 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
97 error("negative damage?");
98 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
100 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
102 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
105 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
106 // merged player_run and player_stand to player_anim
107 // added death animations to player_anim
108 // can now spawn thrown weapons from anywhere, not just from players
109 // thrown weapons now fade out after 20 seconds
110 // created PlayerGib function
111 // PlayerDie no longer uses hitloc or damage
112 // PlayerDie now supports dying animations as well as gibbing
113 // cleaned up PlayerDie a lot
119 void CopyBody(float keepvelocity)
121 local entity oldself;
122 if (self.effects & EF_NODRAW)
126 self.enemy = oldself;
127 self.lip = oldself.lip;
128 self.colormap = oldself.colormap;
129 self.glowmod = oldself.glowmod;
130 self.iscreature = oldself.iscreature;
131 self.angles = oldself.angles;
132 self.avelocity = oldself.avelocity;
133 self.classname = "body";
134 self.damageforcescale = oldself.damageforcescale;
135 self.effects = oldself.effects;
136 self.event_damage = oldself.event_damage;
137 self.animstate_startframe = oldself.animstate_startframe;
138 self.animstate_numframes = oldself.animstate_numframes;
139 self.animstate_framerate = oldself.animstate_framerate;
140 self.animstate_starttime = oldself.animstate_starttime;
141 self.animstate_endtime = oldself.animstate_endtime;
142 self.animstate_override = oldself.animstate_override;
143 self.animstate_looping = oldself.animstate_looping;
144 self.frame = oldself.frame;
145 self.dead_frame = oldself.dead_frame;
146 self.pain_finished = oldself.pain_finished;
147 self.health = oldself.health;
148 self.armorvalue = oldself.armorvalue;
149 self.armortype = oldself.armortype;
150 self.model = oldself.model;
151 self.modelindex = oldself.modelindex;
152 self.modelindex_lod0 = oldself.modelindex_lod0;
153 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
154 self.modelindex_lod1 = oldself.modelindex_lod1;
155 self.modelindex_lod2 = oldself.modelindex_lod2;
156 self.skinindex = oldself.skinindex;
157 self.species = oldself.species;
158 self.movetype = oldself.movetype;
159 self.nextthink = oldself.nextthink;
160 self.solid = oldself.solid;
161 self.ballistics_density = oldself.ballistics_density;
162 self.takedamage = oldself.takedamage;
163 self.think = oldself.think;
164 self.customizeentityforclient = oldself.customizeentityforclient;
165 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
166 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
167 if (keepvelocity == 1)
168 self.velocity = oldself.velocity;
169 self.oldvelocity = self.velocity;
170 self.fade_time = oldself.fade_time;
171 self.fade_rate = oldself.fade_rate;
172 //self.weapon = oldself.weapon;
173 setorigin(self, oldself.origin);
174 setsize(self, oldself.mins, oldself.maxs);
175 self.prevorigin = oldself.origin;
176 self.reset = SUB_Remove;
178 Drag_MoveDrag(oldself, self);
183 float player_getspecies()
186 get_model_parameters(self.model, self.skinindex);
187 s = get_model_parameters_species;
188 get_model_parameters(string_null, 0);
190 return SPECIES_HUMAN;
194 void player_setupanimsformodel()
196 local string animfilename;
197 local float animfile;
198 // defaults for legacy .zym models without animinfo files
199 self.anim_die1 = '0 1 0.5'; // 2 seconds
200 self.anim_die2 = '1 1 0.5'; // 2 seconds
201 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
202 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
203 self.anim_duckwalk = '4 1 1';
204 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
205 self.anim_duckidle = '6 1 1';
206 self.anim_idle = '7 1 1';
207 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
208 self.anim_pain1 = '9 1 2'; // 0.5 seconds
209 self.anim_pain2 = '10 1 2'; // 0.5 seconds
210 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
211 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
212 self.anim_run = '13 1 1';
213 self.anim_runbackwards = '14 1 1';
214 self.anim_strafeleft = '15 1 1';
215 self.anim_straferight = '16 1 1';
216 self.anim_dead1 = '17 1 1';
217 self.anim_dead2 = '18 1 1';
218 self.anim_forwardright = '19 1 1';
219 self.anim_forwardleft = '20 1 1';
220 self.anim_backright = '21 1 1';
221 self.anim_backleft = '22 1 1';
222 self.anim_melee = '23 1 1';
223 animparseerror = FALSE;
224 animfilename = strcat(self.model, ".animinfo");
225 animfile = fopen(animfilename, FILE_READ);
228 self.anim_die1 = animparseline(animfile);
229 self.anim_die2 = animparseline(animfile);
230 self.anim_draw = animparseline(animfile);
231 self.anim_duck = animparseline(animfile);
232 self.anim_duckwalk = animparseline(animfile);
233 self.anim_duckjump = animparseline(animfile);
234 self.anim_duckidle = animparseline(animfile);
235 self.anim_idle = animparseline(animfile);
236 self.anim_jump = animparseline(animfile);
237 self.anim_pain1 = animparseline(animfile);
238 self.anim_pain2 = animparseline(animfile);
239 self.anim_shoot = animparseline(animfile);
240 self.anim_taunt = animparseline(animfile);
241 self.anim_run = animparseline(animfile);
242 self.anim_runbackwards = animparseline(animfile);
243 self.anim_strafeleft = animparseline(animfile);
244 self.anim_straferight = animparseline(animfile);
245 self.anim_forwardright = animparseline(animfile);
246 self.anim_forwardleft = animparseline(animfile);
247 self.anim_backright = animparseline(animfile);
248 self.anim_backleft = animparseline(animfile);
249 self.anim_melee = animparseline(animfile);
253 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
254 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
257 print("Parse error in ", animfilename, ", some player animations are broken\n");
260 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
261 // reset animstate now
262 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
265 void player_anim (void)
268 if (self.weaponentity)
269 updateanim(self.weaponentity);
271 if (self.deadflag != DEAD_NO)
273 if (time > self.animstate_endtime)
278 setsize(self, self.mins, self.maxs);
280 self.frame = self.dead_frame;
285 if (!self.animstate_override)
287 if (!(self.flags & FL_ONGROUND))
290 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
292 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
293 self.restart_jump = FALSE;
295 else if (self.crouch)
297 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
298 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
300 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
302 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
304 if (self.movement_x > 0 && self.movement_y == 0)
305 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
306 else if (self.movement_x < 0 && self.movement_y == 0)
307 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
308 else if (self.movement_x == 0 && self.movement_y > 0)
309 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
310 else if (self.movement_x == 0 && self.movement_y < 0)
311 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
312 else if (self.movement_x > 0 && self.movement_y > 0)
313 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
314 else if (self.movement_x > 0 && self.movement_y < 0)
315 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
316 else if (self.movement_x < 0 && self.movement_y > 0)
317 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
318 else if (self.movement_x < 0 && self.movement_y < 0)
319 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
321 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
324 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
327 if (self.weaponentity)
328 if (!self.weaponentity.animstate_override)
329 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
332 void SpawnThrownWeapon (vector org, float w)
335 if(self.ammo_cells <= 0)
341 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
343 if(self.weapons & W_WeaponBit(j))
344 if(W_IsWeaponThrowable(j))
345 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
350 if(W_IsWeaponThrowable(self.weapon))
351 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
355 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
357 local float take, save;
359 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
361 // damage resistance (ignore most of the damage from a bullet or similar)
362 damage = max(damage - 5, 1);
364 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
368 if(sound_allowed(MSG_BROADCAST, attacker))
371 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
373 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
375 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
379 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
381 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
383 if (!(self.flags & FL_GODMODE))
385 self.armorvalue = self.armorvalue - save;
386 self.health = self.health - take;
387 // pause regeneration for 5 seconds
388 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
390 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
391 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
392 self.dmg_inflictor = inflictor;
394 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
396 // don't use any animations as a gib
399 // view just above the floor
400 self.view_ofs = '0 0 4';
402 Violence_GibSplash(self, 1, 1, attacker);
403 self.modelindex = 0; // restore later
404 self.solid = SOLID_NOT; // restore later
408 void ClientKill_Now_TeamChange();
409 void freezetag_CheckWinner();
411 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
413 local float take, save, waves, sdelay, dh, da, j;
415 float valid_damage_for_weaponstats;
418 if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
421 dh = max(self.health, 0);
422 da = max(self.armorvalue, 0);
424 if(!DEATH_ISSPECIAL(deathtype))
426 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
428 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
431 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
433 // tuba causes blood to come out of the ears
438 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
440 makevectors(self.angles);
441 ear1 += v_right * -10;
442 ear2 += v_right * +10;
443 d = inflictor.origin - self.origin;
444 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
445 force = v_right * vlen(force);
446 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
447 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
456 // force is already good
460 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
464 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
474 frag_inflictor = inflictor;
475 frag_attacker = attacker;
479 damage_force = force;
480 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
481 take = bound(0, damage_take, self.health);
482 save = bound(0, damage_save, self.armorvalue);
483 excess = max(0, damage - take - save);
485 if(sound_allowed(MSG_BROADCAST, attacker))
488 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
490 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
492 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
496 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
498 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
500 if (time >= self.spawnshieldtime)
502 if (!(self.flags & FL_GODMODE))
504 self.armorvalue = self.armorvalue - save;
505 self.health = self.health - take;
506 // pause regeneration for 5 seconds
507 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
509 if (time > self.pain_finished) //Don't switch pain sequences like crazy
511 self.pain_finished = time + 0.5; //Supajoe
514 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
517 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
519 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
522 if(sound_allowed(MSG_BROADCAST, attacker))
523 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
525 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
527 if(deathtype == DEATH_FALL)
528 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
529 else if(self.health > 75) // TODO make a "gentle" version?
530 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
531 else if(self.health > 50)
532 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
533 else if(self.health > 25)
534 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
536 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
540 // throw off bot aim temporarily
542 shake = damage * 5 / (bound(0,skill,100) + 1);
543 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
544 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
548 self.max_armorvalue += (save + take);
550 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
551 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
552 self.dmg_inflictor = inflictor;
556 // don't reset pushltime for self damage as it may be an attempt to
557 // escape a lava pit or similar
558 //self.pushltime = 0;
560 else if(attacker.classname == "player")
562 self.pusher = attacker;
563 self.pushltime = time + autocvar_g_maxpushtime;
565 else if(time < self.pushltime)
567 attacker = self.pusher;
568 self.pushltime = max(self.pushltime, time + 0.6);
573 float abot, vbot, awep;
574 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
575 vbot = (clienttype(self) == CLIENTTYPE_BOT);
577 valid_damage_for_weaponstats = 0;
578 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
579 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
580 if(attacker && self != attacker)
581 if(IsDifferentTeam(self, attacker))
583 if(DEATH_ISSPECIAL(deathtype))
584 awep = attacker.weapon;
586 awep = DEATH_WEAPONOF(deathtype);
587 valid_damage_for_weaponstats = 1;
590 if(valid_damage_for_weaponstats)
592 dh = dh - max(self.health, 0);
593 da = da - max(self.armorvalue, 0);
594 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
599 float defer_ClientKill_Now_TeamChange;
600 defer_ClientKill_Now_TeamChange = FALSE;
604 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
608 if(valid_damage_for_weaponstats)
609 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
611 if(sv_gentle < 1) // TODO make a "gentle" version?
612 if(sound_allowed(MSG_BROADCAST, attacker))
614 if(deathtype == DEATH_DROWN)
615 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
617 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
620 // get rid of kill indicator
621 if(self.killindicator)
623 remove(self.killindicator);
624 self.killindicator = world;
625 if(self.killindicator_teamchange)
626 defer_ClientKill_Now_TeamChange = TRUE;
628 if(self.classname == "body")
629 if(deathtype == DEATH_KILL)
631 // for the lemmings fans, a small harmless explosion
632 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
638 // become fully visible
641 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
644 // print an obituary message
645 Obituary (attacker, inflictor, self, deathtype);
649 // increment frag counter for used weapon type
651 w = DEATH_WEAPONOF(deathtype);
653 if(self.classname == "player")
655 attacker.accuracy.(accuracy_frags[w-1]) += 1;
657 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
660 count_alive_players(); // re-count players
661 freezetag_CheckWinner();
665 frag_attacker = attacker;
666 frag_inflictor = inflictor;
668 MUTATOR_CALLHOOK(PlayerDies);
669 weapon_action(self.weapon, WR_PLAYERDEATH);
673 if(attacker.classname != "player")
674 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
675 else if(attacker.team == self.team)
676 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
678 DropFlag(self.flagcarried, world, attacker);
680 if(self.ballcarried && g_nexball)
681 DropBall(self.ballcarried, self.origin, self.velocity);
682 Portal_ClearAllLater(self);
684 if(clienttype(self) == CLIENTTYPE_REAL)
686 stuffcmd(self, "-zoom\n");
687 self.fixangle = TRUE;
689 //WriteByte (MSG_ONE, SVC_SETANGLE);
690 //WriteAngle (MSG_ONE, self.v_angle_x);
691 //WriteAngle (MSG_ONE, self.v_angle_y);
692 //WriteAngle (MSG_ONE, 80);
695 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
696 ClientKill_Now_TeamChange();
699 Spawnqueue_Unmark(self);
704 // when we get here, player actually dies
705 // clear waypoints (do this AFTER FreezeTag)
706 WaypointSprite_PlayerDead();
708 // make the corpse upright (not tilted)
712 self.avelocity = '0 0 0';
713 // view from the floor
714 self.view_ofs = '0 0 -8';
716 self.movetype = MOVETYPE_TOSS;
718 self.solid = SOLID_CORPSE;
719 self.ballistics_density = autocvar_g_ballistics_density_corpse;
720 // don't stick to the floor
721 self.flags &~= FL_ONGROUND;
723 self.deadflag = DEAD_DYING;
724 // when to allow respawn
727 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
731 sdelay = 0; // no respawn delay in CTS
733 sdelay = autocvar_g_respawn_delay;
735 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
737 waves = autocvar_g_respawn_waves;
739 self.death_time = ceil((time + sdelay) / waves) * waves;
741 self.death_time = time + sdelay;
742 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
743 self.respawn_countdown = 10; // first number to count down from is 10
745 self.respawn_countdown = -1; // do not count down
748 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
749 self.dead_frame = self.anim_dead1_x;
753 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
754 self.dead_frame = self.anim_dead2_x;
756 // set damage function to corpse damage
757 self.event_damage = PlayerCorpseDamage;
758 // call the corpse damage function just in case it wants to gib
759 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
760 // set up to fade out later
761 SUB_SetFade (self, time + 6 + random (), 1);
763 if(sv_gentle > 0 || autocvar_ekg) {
765 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
768 // reset fields the weapons may use just in case
769 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
771 weapon_action(j, WR_RESETPLAYER);
772 ATTACK_FINISHED_FOR(self, j) = 0;
777 .float muted; // to be used by prvm_edictset server playernumber muted 1
778 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
779 // message "": do not say, just test flood control
785 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
786 float flood, privatemsgprefixlen;
787 var .float flood_field;
791 if(Ban_MaybeEnforceBan(source))
794 if(!teamsay && !privatesay)
795 if(substring(msgin, 0, 1) == " ")
796 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
798 msgin = formatmessage(msgin);
800 if(source.classname != "player")
801 colorstr = "^0"; // black for spectators
803 colorstr = Team_ColorCode(source.team);
807 if(intermission_running)
811 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
814 * using bprint solves this... me stupid
815 // how can we prevent the message from appearing in a listen server?
816 // for now, just give "say" back and only handle say_team
819 clientcommand(self, strcat("say ", msgin));
824 if(autocvar_g_chat_teamcolors)
825 namestr = playername(source);
827 namestr = source.netname;
833 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
834 privatemsgprefixlen = strlen(msgstr);
835 msgstr = strcat(msgstr, msgin);
836 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
837 if(autocvar_g_chat_teamcolors)
838 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
840 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
844 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
845 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
849 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
852 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
856 msgstr = cmsgstr = "";
860 fullcmsgstr = cmsgstr;
872 flood_spl = autocvar_g_chat_flood_spl_tell;
873 flood_burst = autocvar_g_chat_flood_burst_tell;
874 flood_lmax = autocvar_g_chat_flood_lmax_tell;
875 flood_field = floodcontrol_chattell;
879 flood_spl = autocvar_g_chat_flood_spl_team;
880 flood_burst = autocvar_g_chat_flood_burst_team;
881 flood_lmax = autocvar_g_chat_flood_lmax_team;
882 flood_field = floodcontrol_chatteam;
886 flood_spl = autocvar_g_chat_flood_spl;
887 flood_burst = autocvar_g_chat_flood_burst;
888 flood_lmax = autocvar_g_chat_flood_lmax;
889 flood_field = floodcontrol_chat;
891 flood_burst = max(0, flood_burst - 1);
892 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
894 // do flood control for the default line size
897 getWrappedLine_remaining = msgstr;
900 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
902 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
905 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
907 if(getWrappedLine_remaining != "")
909 msgstr = strcat(msgstr, "\n");
913 if(time >= source.flood_field)
915 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
925 if(time >= source.flood_field)
926 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
931 if (timeoutStatus == 2) //when game is paused, no flood protection
932 source.flood_field = flood = 0;
935 if(flood == 2) // cannot happen for empty msgstr
937 if(autocvar_g_chat_flood_notify_flooder)
939 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
944 sourcemsgstr = fullmsgstr;
945 sourcecmsgstr = fullcmsgstr;
951 sourcemsgstr = msgstr;
952 sourcecmsgstr = cmsgstr;
956 if(source.classname != "player")
958 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
959 teamsay = -1; // spectators
963 print("NOTE: ", playername(source), "^7 is flooding.\n");
965 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
967 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
971 // always fake the message
976 if(autocvar_g_chat_flood_notify_flooder)
978 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
989 if(sourcemsgstr != "" && ret != 0)
993 sprint(source, sourcemsgstr);
994 if(sourcecmsgstr != "" && !privatesay)
995 centerprint(source, sourcecmsgstr);
999 sprint(source, sourcemsgstr);
1000 sprint(privatesay, msgstr);
1002 centerprint(privatesay, cmsgstr);
1004 else if(teamsay > 0)
1006 sprint(source, sourcemsgstr);
1007 if(sourcecmsgstr != "")
1008 centerprint(source, sourcecmsgstr);
1009 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1012 sprint(head, msgstr);
1014 centerprint(head, cmsgstr);
1017 else if(teamsay < 0)
1019 sprint(source, sourcemsgstr);
1020 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1022 sprint(head, msgstr);
1024 else if(sourcemsgstr != msgstr)
1026 sprint(source, sourcemsgstr);
1027 FOR_EACH_REALCLIENT(head)
1029 sprint(head, msgstr);
1038 float GetVoiceMessageVoiceType(string type)
1041 return VOICETYPE_TAUNT;
1042 if(type == "teamshoot")
1043 return VOICETYPE_LASTATTACKER;
1044 return VOICETYPE_TEAMRADIO;
1047 string allvoicesamples;
1048 .string GetVoiceMessageSampleField(string type)
1050 GetPlayerSoundSampleField_notFound = 0;
1053 #define _VOICEMSG(m) case #m: return playersound_##m;
1057 GetPlayerSoundSampleField_notFound = 1;
1058 return playersound_taunt;
1061 .string GetPlayerSoundSampleField(string type)
1063 GetPlayerSoundSampleField_notFound = 0;
1066 #define _VOICEMSG(m) case #m: return playersound_##m;
1070 GetPlayerSoundSampleField_notFound = 1;
1071 return playersound_taunt;
1074 void PrecacheGlobalSound(string samplestring)
1077 tokenize_console(samplestring);
1081 for(i = 1; i <= n; ++i)
1082 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1086 precache_sound(strcat(argv(0), ".wav"));
1090 void PrecachePlayerSounds(string f)
1094 fh = fopen(f, FILE_READ);
1097 while((s = fgets(fh)))
1099 if(tokenize_console(s) != 3)
1101 dprint("Invalid sound info line: ", s, "\n");
1104 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1108 if not(allvoicesamples)
1110 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1113 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1117 void ClearPlayerSounds()
1119 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1125 float LoadPlayerSounds(string f, float first)
1130 fh = fopen(f, FILE_READ);
1133 dprint("Player sound file not found: ", f, "\n");
1136 while((s = fgets(fh)))
1138 if(tokenize_console(s) != 3)
1140 field = GetPlayerSoundSampleField(argv(0));
1141 if(GetPlayerSoundSampleField_notFound)
1142 field = GetVoiceMessageSampleField(argv(0));
1143 if(GetPlayerSoundSampleField_notFound)
1146 strunzone(self.field);
1147 self.field = strzone(strcat(argv(1), " ", argv(2)));
1153 .float modelindex_for_playersound;
1154 .float skinindex_for_playersound;
1155 void UpdatePlayerSounds()
1157 if(self.modelindex == self.modelindex_for_playersound)
1158 if(self.skinindex == self.skinindex_for_playersound)
1160 self.modelindex_for_playersound = self.modelindex;
1161 self.skinindex_for_playersound = self.skinindex;
1162 ClearPlayerSounds();
1163 LoadPlayerSounds("sound/player/default.sounds", 1);
1164 if(!autocvar_g_debug_defaultsounds)
1165 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1166 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1169 void FakeGlobalSound(string sample, float chan, float voicetype)
1177 tokenize_console(sample);
1180 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1182 sample = strcat(argv(0), ".wav"); // randomization
1186 case VOICETYPE_LASTATTACKER_ONLY:
1188 case VOICETYPE_LASTATTACKER:
1192 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1193 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1196 case VOICETYPE_TEAMRADIO:
1198 if(msg_entity.cvar_cl_voice_directional == 1)
1199 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1201 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1203 case VOICETYPE_AUTOTAUNT:
1210 tauntrand = random();
1212 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1214 if (msg_entity.cvar_cl_voice_directional >= 1)
1215 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1217 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1220 case VOICETYPE_TAUNT:
1221 if(self.classname == "player")
1222 if(self.deadflag == DEAD_NO)
1223 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1229 if (msg_entity.cvar_cl_voice_directional >= 1)
1230 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1232 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1234 case VOICETYPE_PLAYERSOUND:
1236 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1239 backtrace("Invalid voice type!");
1244 void GlobalSound(string sample, float chan, float voicetype)
1252 tokenize_console(sample);
1255 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1257 sample = strcat(argv(0), ".wav"); // randomization
1261 case VOICETYPE_LASTATTACKER_ONLY:
1264 msg_entity = self.pusher;
1265 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1267 if(msg_entity.cvar_cl_voice_directional == 1)
1268 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1270 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1274 case VOICETYPE_LASTATTACKER:
1277 msg_entity = self.pusher;
1278 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1280 if(msg_entity.cvar_cl_voice_directional == 1)
1281 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1283 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1286 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1287 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1290 case VOICETYPE_TEAMRADIO:
1291 FOR_EACH_REALCLIENT(msg_entity)
1292 if(!teamplay || msg_entity.team == self.team)
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 case VOICETYPE_AUTOTAUNT:
1307 tauntrand = random();
1308 FOR_EACH_REALCLIENT(msg_entity)
1309 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1311 if (msg_entity.cvar_cl_voice_directional >= 1)
1312 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1314 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1317 case VOICETYPE_TAUNT:
1318 if(self.classname == "player")
1319 if(self.deadflag == DEAD_NO)
1320 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1325 FOR_EACH_REALCLIENT(msg_entity)
1327 if (msg_entity.cvar_cl_voice_directional >= 1)
1328 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1330 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1333 case VOICETYPE_PLAYERSOUND:
1334 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1337 backtrace("Invalid voice type!");
1342 void PlayerSound(.string samplefield, float chan, float voicetype)
1344 GlobalSound(self.samplefield, chan, voicetype);
1347 void VoiceMessage(string type, string msg)
1350 float voicetype, ownteam;
1352 sample = GetVoiceMessageSampleField(type);
1354 if(GetPlayerSoundSampleField_notFound)
1356 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1360 voicetype = GetVoiceMessageVoiceType(type);
1361 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1363 flood = Say(self, ownteam, world, msg, 1);
1366 GlobalSound(self.sample, CH_VOICE, voicetype);
1368 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1371 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1374 // 0 (00) automove centerprint, admin message
1375 // 1 (01) automove centerprint, no admin message
1376 // 2 (10) no centerprint, admin message
1377 // 3 (11) no centerprint, no admin message
1379 float lockteams_backup;
1381 lockteams_backup = lockteams; // backup any team lock
1383 lockteams = 0; // disable locked teams
1385 TeamchangeFrags(client); // move the players frags
1386 SetPlayerColors(client, team_colour - 1); // set the players colour
1387 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1389 lockteams = lockteams_backup; // restore the team lock
1391 LogTeamchange(client.playerid, client.team, type);
1393 if not(show_message & 1) // admin message
1394 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
1396 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));