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 // url_fopen returned, we can write
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 // url_fclose is processing, we got a response for writing the data
52 // this must come from HTTP
53 print("Got response from weapon stats server:\n");
54 while((s = url_fgets(fh)))
56 print("End of response.\n");
57 url_fclose(fh, WeaponStats_ready, world);
59 case URL_READY_CLOSED:
60 // url_fclose has finished
61 print("Weapon stats written\n");
65 print("Weapon stats writing failed: ", ftos(status), "\n");
70 void WeaponStats_Shutdown()
72 if(weaponstats_buffer < 0)
74 if(autocvar_sv_weaponstats_file != "")
76 url_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
80 buf_del(weaponstats_buffer);
81 weaponstats_buffer = -1;
85 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
88 if(weaponstats_buffer < 0)
90 if(awep < WEP_FIRST || vwep < WEP_FIRST)
92 if(awep > WEP_LAST || vwep > WEP_LAST)
94 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
95 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
97 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
100 error("negative damage?");
101 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
103 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
105 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
108 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
109 // merged player_run and player_stand to player_anim
110 // added death animations to player_anim
111 // can now spawn thrown weapons from anywhere, not just from players
112 // thrown weapons now fade out after 20 seconds
113 // created PlayerGib function
114 // PlayerDie no longer uses hitloc or damage
115 // PlayerDie now supports dying animations as well as gibbing
116 // cleaned up PlayerDie a lot
122 void CopyBody(float keepvelocity)
124 local entity oldself;
125 if (self.effects & EF_NODRAW)
129 self.enemy = oldself;
130 self.lip = oldself.lip;
131 self.colormap = oldself.colormap;
132 self.glowmod = oldself.glowmod;
133 self.iscreature = oldself.iscreature;
134 self.angles = oldself.angles;
135 self.avelocity = oldself.avelocity;
136 self.classname = "body";
137 self.damageforcescale = oldself.damageforcescale;
138 self.effects = oldself.effects;
139 self.event_damage = oldself.event_damage;
140 self.animstate_startframe = oldself.animstate_startframe;
141 self.animstate_numframes = oldself.animstate_numframes;
142 self.animstate_framerate = oldself.animstate_framerate;
143 self.animstate_starttime = oldself.animstate_starttime;
144 self.animstate_endtime = oldself.animstate_endtime;
145 self.animstate_override = oldself.animstate_override;
146 self.animstate_looping = oldself.animstate_looping;
147 self.frame = oldself.frame;
148 self.dead_frame = oldself.dead_frame;
149 self.pain_finished = oldself.pain_finished;
150 self.health = oldself.health;
151 self.armorvalue = oldself.armorvalue;
152 self.armortype = oldself.armortype;
153 self.model = oldself.model;
154 self.modelindex = oldself.modelindex;
155 self.modelindex_lod0 = oldself.modelindex_lod0;
156 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
157 self.modelindex_lod1 = oldself.modelindex_lod1;
158 self.modelindex_lod2 = oldself.modelindex_lod2;
159 self.skinindex = oldself.skinindex;
160 self.species = oldself.species;
161 self.movetype = oldself.movetype;
162 self.nextthink = oldself.nextthink;
163 self.solid = oldself.solid;
164 self.ballistics_density = oldself.ballistics_density;
165 self.takedamage = oldself.takedamage;
166 self.think = oldself.think;
167 self.customizeentityforclient = oldself.customizeentityforclient;
168 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
169 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
170 if (keepvelocity == 1)
171 self.velocity = oldself.velocity;
172 self.oldvelocity = self.velocity;
173 self.fade_time = oldself.fade_time;
174 self.fade_rate = oldself.fade_rate;
175 //self.weapon = oldself.weapon;
176 setorigin(self, oldself.origin);
177 setsize(self, oldself.mins, oldself.maxs);
178 self.prevorigin = oldself.origin;
179 self.reset = SUB_Remove;
181 Drag_MoveDrag(oldself, self);
186 float player_getspecies()
189 get_model_parameters(self.model, self.skinindex);
190 s = get_model_parameters_species;
191 get_model_parameters(string_null, 0);
193 return SPECIES_HUMAN;
197 void player_setupanimsformodel()
199 local string animfilename;
200 local float animfile;
201 // defaults for legacy .zym models without animinfo files
202 self.anim_die1 = '0 1 0.5'; // 2 seconds
203 self.anim_die2 = '1 1 0.5'; // 2 seconds
204 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
205 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
206 self.anim_duckwalk = '4 1 1';
207 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
208 self.anim_duckidle = '6 1 1';
209 self.anim_idle = '7 1 1';
210 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
211 self.anim_pain1 = '9 1 2'; // 0.5 seconds
212 self.anim_pain2 = '10 1 2'; // 0.5 seconds
213 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
214 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
215 self.anim_run = '13 1 1';
216 self.anim_runbackwards = '14 1 1';
217 self.anim_strafeleft = '15 1 1';
218 self.anim_straferight = '16 1 1';
219 self.anim_dead1 = '17 1 1';
220 self.anim_dead2 = '18 1 1';
221 self.anim_forwardright = '19 1 1';
222 self.anim_forwardleft = '20 1 1';
223 self.anim_backright = '21 1 1';
224 self.anim_backleft = '22 1 1';
225 self.anim_melee = '23 1 1';
226 animparseerror = FALSE;
227 animfilename = strcat(self.model, ".animinfo");
228 animfile = fopen(animfilename, FILE_READ);
231 self.anim_die1 = animparseline(animfile);
232 self.anim_die2 = animparseline(animfile);
233 self.anim_draw = animparseline(animfile);
234 self.anim_duck = animparseline(animfile);
235 self.anim_duckwalk = animparseline(animfile);
236 self.anim_duckjump = animparseline(animfile);
237 self.anim_duckidle = animparseline(animfile);
238 self.anim_idle = animparseline(animfile);
239 self.anim_jump = animparseline(animfile);
240 self.anim_pain1 = animparseline(animfile);
241 self.anim_pain2 = animparseline(animfile);
242 self.anim_shoot = animparseline(animfile);
243 self.anim_taunt = animparseline(animfile);
244 self.anim_run = animparseline(animfile);
245 self.anim_runbackwards = animparseline(animfile);
246 self.anim_strafeleft = animparseline(animfile);
247 self.anim_straferight = animparseline(animfile);
248 self.anim_forwardright = animparseline(animfile);
249 self.anim_forwardleft = animparseline(animfile);
250 self.anim_backright = animparseline(animfile);
251 self.anim_backleft = animparseline(animfile);
252 self.anim_melee = animparseline(animfile);
256 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
257 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
260 print("Parse error in ", animfilename, ", some player animations are broken\n");
263 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
264 // reset animstate now
265 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
268 void player_anim (void)
271 if (self.weaponentity)
272 updateanim(self.weaponentity);
274 if (self.deadflag != DEAD_NO)
276 if (time > self.animstate_endtime)
281 setsize(self, self.mins, self.maxs);
283 self.frame = self.dead_frame;
288 if (!self.animstate_override)
290 if (!(self.flags & FL_ONGROUND))
293 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
295 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
296 self.restart_jump = FALSE;
298 else if (self.crouch)
300 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
301 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
303 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
305 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
307 if (self.movement_x > 0 && self.movement_y == 0)
308 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
309 else if (self.movement_x < 0 && self.movement_y == 0)
310 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
311 else if (self.movement_x == 0 && self.movement_y > 0)
312 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
313 else if (self.movement_x == 0 && self.movement_y < 0)
314 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
315 else if (self.movement_x > 0 && self.movement_y > 0)
316 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
317 else if (self.movement_x > 0 && self.movement_y < 0)
318 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
319 else if (self.movement_x < 0 && self.movement_y > 0)
320 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
321 else if (self.movement_x < 0 && self.movement_y < 0)
322 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
324 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
327 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
330 if (self.weaponentity)
331 if (!self.weaponentity.animstate_override)
332 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
335 void SpawnThrownWeapon (vector org, float w)
338 if(self.ammo_cells <= 0)
344 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
346 if(self.weapons & W_WeaponBit(j))
347 if(W_IsWeaponThrowable(j))
348 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
353 if(W_IsWeaponThrowable(self.weapon))
354 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
358 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
360 local float take, save;
362 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
364 // damage resistance (ignore most of the damage from a bullet or similar)
365 damage = max(damage - 5, 1);
367 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
371 if(sound_allowed(MSG_BROADCAST, attacker))
374 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
376 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
378 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
382 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
384 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
386 if (!(self.flags & FL_GODMODE))
388 self.armorvalue = self.armorvalue - save;
389 self.health = self.health - take;
390 // pause regeneration for 5 seconds
391 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
393 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
394 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
395 self.dmg_inflictor = inflictor;
397 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
399 // don't use any animations as a gib
402 // view just above the floor
403 self.view_ofs = '0 0 4';
405 Violence_GibSplash(self, 1, 1, attacker);
406 self.modelindex = 0; // restore later
407 self.solid = SOLID_NOT; // restore later
411 void ClientKill_Now_TeamChange();
412 void freezetag_CheckWinner();
414 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
416 local float take, save, waves, sdelay, dh, da, j;
418 float valid_damage_for_weaponstats;
421 if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
424 dh = max(self.health, 0);
425 da = max(self.armorvalue, 0);
427 if(!DEATH_ISSPECIAL(deathtype))
429 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
431 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
434 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
436 // tuba causes blood to come out of the ears
441 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
443 makevectors(self.angles);
444 ear1 += v_right * -10;
445 ear2 += v_right * +10;
446 d = inflictor.origin - self.origin;
447 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
448 force = v_right * vlen(force);
449 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
450 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
459 // force is already good
463 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
467 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
477 frag_inflictor = inflictor;
478 frag_attacker = attacker;
482 damage_force = force;
483 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
484 take = bound(0, damage_take, self.health);
485 save = bound(0, damage_save, self.armorvalue);
486 excess = max(0, damage - take - save);
488 if(sound_allowed(MSG_BROADCAST, attacker))
491 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
493 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
495 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
499 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
501 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
503 if (time >= self.spawnshieldtime)
505 if (!(self.flags & FL_GODMODE))
507 self.armorvalue = self.armorvalue - save;
508 self.health = self.health - take;
509 // pause regeneration for 5 seconds
510 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
512 if (time > self.pain_finished) //Don't switch pain sequences like crazy
514 self.pain_finished = time + 0.5; //Supajoe
517 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
520 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
522 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
525 if(sound_allowed(MSG_BROADCAST, attacker))
526 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
528 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
530 if(deathtype == DEATH_FALL)
531 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
532 else if(self.health > 75) // TODO make a "gentle" version?
533 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
534 else if(self.health > 50)
535 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
536 else if(self.health > 25)
537 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
539 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
543 // throw off bot aim temporarily
545 shake = damage * 5 / (bound(0,skill,100) + 1);
546 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
547 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
551 self.max_armorvalue += (save + take);
553 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
554 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
555 self.dmg_inflictor = inflictor;
559 // don't reset pushltime for self damage as it may be an attempt to
560 // escape a lava pit or similar
561 //self.pushltime = 0;
563 else if(attacker.classname == "player")
565 self.pusher = attacker;
566 self.pushltime = time + autocvar_g_maxpushtime;
568 else if(time < self.pushltime)
570 attacker = self.pusher;
571 self.pushltime = max(self.pushltime, time + 0.6);
576 float abot, vbot, awep;
577 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
578 vbot = (clienttype(self) == CLIENTTYPE_BOT);
580 valid_damage_for_weaponstats = 0;
581 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
582 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
583 if(attacker && self != attacker)
584 if(IsDifferentTeam(self, attacker))
586 if(DEATH_ISSPECIAL(deathtype))
587 awep = attacker.weapon;
589 awep = DEATH_WEAPONOF(deathtype);
590 valid_damage_for_weaponstats = 1;
593 if(valid_damage_for_weaponstats)
595 dh = dh - max(self.health, 0);
596 da = da - max(self.armorvalue, 0);
597 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
602 float defer_ClientKill_Now_TeamChange;
603 defer_ClientKill_Now_TeamChange = FALSE;
607 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
611 if(valid_damage_for_weaponstats)
612 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
614 if(sv_gentle < 1) // TODO make a "gentle" version?
615 if(sound_allowed(MSG_BROADCAST, attacker))
617 if(deathtype == DEATH_DROWN)
618 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
620 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
623 // get rid of kill indicator
624 if(self.killindicator)
626 remove(self.killindicator);
627 self.killindicator = world;
628 if(self.killindicator_teamchange)
629 defer_ClientKill_Now_TeamChange = TRUE;
631 if(self.classname == "body")
632 if(deathtype == DEATH_KILL)
634 // for the lemmings fans, a small harmless explosion
635 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
641 // become fully visible
644 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
647 // print an obituary message
648 Obituary (attacker, inflictor, self, deathtype);
652 // increment frag counter for used weapon type
654 w = DEATH_WEAPONOF(deathtype);
656 if(self.classname == "player")
658 attacker.accuracy.(accuracy_frags[w-1]) += 1;
660 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
663 count_alive_players(); // re-count players
664 freezetag_CheckWinner();
668 frag_attacker = attacker;
669 frag_inflictor = inflictor;
671 MUTATOR_CALLHOOK(PlayerDies);
672 weapon_action(self.weapon, WR_PLAYERDEATH);
676 if(attacker.classname != "player")
677 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
678 else if(attacker.team == self.team)
679 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
681 DropFlag(self.flagcarried, world, attacker);
683 if(self.ballcarried && g_nexball)
684 DropBall(self.ballcarried, self.origin, self.velocity);
685 Portal_ClearAllLater(self);
687 if(clienttype(self) == CLIENTTYPE_REAL)
689 stuffcmd(self, "-zoom\n");
690 self.fixangle = TRUE;
692 //WriteByte (MSG_ONE, SVC_SETANGLE);
693 //WriteAngle (MSG_ONE, self.v_angle_x);
694 //WriteAngle (MSG_ONE, self.v_angle_y);
695 //WriteAngle (MSG_ONE, 80);
698 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
699 ClientKill_Now_TeamChange();
702 Spawnqueue_Unmark(self);
707 // when we get here, player actually dies
708 // clear waypoints (do this AFTER FreezeTag)
709 WaypointSprite_PlayerDead();
711 // make the corpse upright (not tilted)
715 self.avelocity = '0 0 0';
716 // view from the floor
717 self.view_ofs = '0 0 -8';
719 self.movetype = MOVETYPE_TOSS;
721 self.solid = SOLID_CORPSE;
722 self.ballistics_density = autocvar_g_ballistics_density_corpse;
723 // don't stick to the floor
724 self.flags &~= FL_ONGROUND;
726 self.deadflag = DEAD_DYING;
727 // when to allow respawn
730 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
734 sdelay = 0; // no respawn delay in CTS
736 sdelay = autocvar_g_respawn_delay;
738 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
740 waves = autocvar_g_respawn_waves;
742 self.death_time = ceil((time + sdelay) / waves) * waves;
744 self.death_time = time + sdelay;
745 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
746 self.respawn_countdown = 10; // first number to count down from is 10
748 self.respawn_countdown = -1; // do not count down
751 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
752 self.dead_frame = self.anim_dead1_x;
756 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
757 self.dead_frame = self.anim_dead2_x;
759 // set damage function to corpse damage
760 self.event_damage = PlayerCorpseDamage;
761 // call the corpse damage function just in case it wants to gib
762 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
763 // set up to fade out later
764 SUB_SetFade (self, time + 6 + random (), 1);
766 if(sv_gentle > 0 || autocvar_ekg) {
768 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
771 // reset fields the weapons may use just in case
772 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
774 weapon_action(j, WR_RESETPLAYER);
775 ATTACK_FINISHED_FOR(self, j) = 0;
780 .float muted; // to be used by prvm_edictset server playernumber muted 1
781 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
782 // message "": do not say, just test flood control
788 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
789 float flood, privatemsgprefixlen;
790 var .float flood_field;
794 if(Ban_MaybeEnforceBan(source))
797 if(!teamsay && !privatesay)
798 if(substring(msgin, 0, 1) == " ")
799 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
801 msgin = formatmessage(msgin);
803 if(source.classname != "player")
804 colorstr = "^0"; // black for spectators
806 colorstr = Team_ColorCode(source.team);
810 if(intermission_running)
814 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
817 * using bprint solves this... me stupid
818 // how can we prevent the message from appearing in a listen server?
819 // for now, just give "say" back and only handle say_team
822 clientcommand(self, strcat("say ", msgin));
827 if(autocvar_g_chat_teamcolors)
828 namestr = playername(source);
830 namestr = source.netname;
836 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
837 privatemsgprefixlen = strlen(msgstr);
838 msgstr = strcat(msgstr, msgin);
839 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
840 if(autocvar_g_chat_teamcolors)
841 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
843 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
847 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
848 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
852 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
855 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
859 msgstr = cmsgstr = "";
863 fullcmsgstr = cmsgstr;
875 flood_spl = autocvar_g_chat_flood_spl_tell;
876 flood_burst = autocvar_g_chat_flood_burst_tell;
877 flood_lmax = autocvar_g_chat_flood_lmax_tell;
878 flood_field = floodcontrol_chattell;
882 flood_spl = autocvar_g_chat_flood_spl_team;
883 flood_burst = autocvar_g_chat_flood_burst_team;
884 flood_lmax = autocvar_g_chat_flood_lmax_team;
885 flood_field = floodcontrol_chatteam;
889 flood_spl = autocvar_g_chat_flood_spl;
890 flood_burst = autocvar_g_chat_flood_burst;
891 flood_lmax = autocvar_g_chat_flood_lmax;
892 flood_field = floodcontrol_chat;
894 flood_burst = max(0, flood_burst - 1);
895 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
897 // do flood control for the default line size
900 getWrappedLine_remaining = msgstr;
903 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
905 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
908 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
910 if(getWrappedLine_remaining != "")
912 msgstr = strcat(msgstr, "\n");
916 if(time >= source.flood_field)
918 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
928 if(time >= source.flood_field)
929 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
934 if (timeoutStatus == 2) //when game is paused, no flood protection
935 source.flood_field = flood = 0;
938 if(flood == 2) // cannot happen for empty msgstr
940 if(autocvar_g_chat_flood_notify_flooder)
942 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
947 sourcemsgstr = fullmsgstr;
948 sourcecmsgstr = fullcmsgstr;
954 sourcemsgstr = msgstr;
955 sourcecmsgstr = cmsgstr;
959 if(source.classname != "player")
961 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
962 teamsay = -1; // spectators
966 print("NOTE: ", playername(source), "^7 is flooding.\n");
968 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
970 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
974 // always fake the message
979 if(autocvar_g_chat_flood_notify_flooder)
981 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
992 if(sourcemsgstr != "" && ret != 0)
996 sprint(source, sourcemsgstr);
997 if(sourcecmsgstr != "" && !privatesay)
998 centerprint(source, sourcecmsgstr);
1002 sprint(source, sourcemsgstr);
1003 sprint(privatesay, msgstr);
1005 centerprint(privatesay, cmsgstr);
1007 else if(teamsay > 0)
1009 sprint(source, sourcemsgstr);
1010 if(sourcecmsgstr != "")
1011 centerprint(source, sourcecmsgstr);
1012 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1015 sprint(head, msgstr);
1017 centerprint(head, cmsgstr);
1020 else if(teamsay < 0)
1022 sprint(source, sourcemsgstr);
1023 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1025 sprint(head, msgstr);
1027 else if(sourcemsgstr != msgstr)
1029 sprint(source, sourcemsgstr);
1030 FOR_EACH_REALCLIENT(head)
1032 sprint(head, msgstr);
1041 float GetVoiceMessageVoiceType(string type)
1044 return VOICETYPE_TAUNT;
1045 if(type == "teamshoot")
1046 return VOICETYPE_LASTATTACKER;
1047 return VOICETYPE_TEAMRADIO;
1050 string allvoicesamples;
1051 .string GetVoiceMessageSampleField(string type)
1053 GetPlayerSoundSampleField_notFound = 0;
1056 #define _VOICEMSG(m) case #m: return playersound_##m;
1060 GetPlayerSoundSampleField_notFound = 1;
1061 return playersound_taunt;
1064 .string GetPlayerSoundSampleField(string type)
1066 GetPlayerSoundSampleField_notFound = 0;
1069 #define _VOICEMSG(m) case #m: return playersound_##m;
1073 GetPlayerSoundSampleField_notFound = 1;
1074 return playersound_taunt;
1077 void PrecacheGlobalSound(string samplestring)
1080 tokenize_console(samplestring);
1084 for(i = 1; i <= n; ++i)
1085 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1089 precache_sound(strcat(argv(0), ".wav"));
1093 void PrecachePlayerSounds(string f)
1097 fh = fopen(f, FILE_READ);
1100 while((s = fgets(fh)))
1102 if(tokenize_console(s) != 3)
1104 dprint("Invalid sound info line: ", s, "\n");
1107 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1111 if not(allvoicesamples)
1113 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1116 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1120 void ClearPlayerSounds()
1122 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1128 float LoadPlayerSounds(string f, float first)
1133 fh = fopen(f, FILE_READ);
1136 dprint("Player sound file not found: ", f, "\n");
1139 while((s = fgets(fh)))
1141 if(tokenize_console(s) != 3)
1143 field = GetPlayerSoundSampleField(argv(0));
1144 if(GetPlayerSoundSampleField_notFound)
1145 field = GetVoiceMessageSampleField(argv(0));
1146 if(GetPlayerSoundSampleField_notFound)
1149 strunzone(self.field);
1150 self.field = strzone(strcat(argv(1), " ", argv(2)));
1156 .float modelindex_for_playersound;
1157 .float skinindex_for_playersound;
1158 void UpdatePlayerSounds()
1160 if(self.modelindex == self.modelindex_for_playersound)
1161 if(self.skinindex == self.skinindex_for_playersound)
1163 self.modelindex_for_playersound = self.modelindex;
1164 self.skinindex_for_playersound = self.skinindex;
1165 ClearPlayerSounds();
1166 LoadPlayerSounds("sound/player/default.sounds", 1);
1167 if(!autocvar_g_debug_defaultsounds)
1168 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1169 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1172 void FakeGlobalSound(string sample, float chan, float voicetype)
1180 tokenize_console(sample);
1183 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1185 sample = strcat(argv(0), ".wav"); // randomization
1189 case VOICETYPE_LASTATTACKER_ONLY:
1191 case VOICETYPE_LASTATTACKER:
1195 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1196 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1199 case VOICETYPE_TEAMRADIO:
1201 if(msg_entity.cvar_cl_voice_directional == 1)
1202 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1204 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1206 case VOICETYPE_AUTOTAUNT:
1213 tauntrand = random();
1215 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1217 if (msg_entity.cvar_cl_voice_directional >= 1)
1218 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1220 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1223 case VOICETYPE_TAUNT:
1224 if(self.classname == "player")
1225 if(self.deadflag == DEAD_NO)
1226 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1232 if (msg_entity.cvar_cl_voice_directional >= 1)
1233 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1235 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1237 case VOICETYPE_PLAYERSOUND:
1239 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1242 backtrace("Invalid voice type!");
1247 void GlobalSound(string sample, float chan, float voicetype)
1255 tokenize_console(sample);
1258 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1260 sample = strcat(argv(0), ".wav"); // randomization
1264 case VOICETYPE_LASTATTACKER_ONLY:
1267 msg_entity = self.pusher;
1268 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1270 if(msg_entity.cvar_cl_voice_directional == 1)
1271 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1273 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1277 case VOICETYPE_LASTATTACKER:
1280 msg_entity = self.pusher;
1281 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1283 if(msg_entity.cvar_cl_voice_directional == 1)
1284 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1286 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1289 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1290 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1293 case VOICETYPE_TEAMRADIO:
1294 FOR_EACH_REALCLIENT(msg_entity)
1295 if(!teamplay || msg_entity.team == self.team)
1297 if(msg_entity.cvar_cl_voice_directional == 1)
1298 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1300 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1303 case VOICETYPE_AUTOTAUNT:
1310 tauntrand = random();
1311 FOR_EACH_REALCLIENT(msg_entity)
1312 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1314 if (msg_entity.cvar_cl_voice_directional >= 1)
1315 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1317 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1320 case VOICETYPE_TAUNT:
1321 if(self.classname == "player")
1322 if(self.deadflag == DEAD_NO)
1323 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1328 FOR_EACH_REALCLIENT(msg_entity)
1330 if (msg_entity.cvar_cl_voice_directional >= 1)
1331 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1333 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1336 case VOICETYPE_PLAYERSOUND:
1337 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1340 backtrace("Invalid voice type!");
1345 void PlayerSound(.string samplefield, float chan, float voicetype)
1347 GlobalSound(self.samplefield, chan, voicetype);
1350 void VoiceMessage(string type, string msg)
1353 float voicetype, ownteam;
1355 sample = GetVoiceMessageSampleField(type);
1357 if(GetPlayerSoundSampleField_notFound)
1359 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1363 voicetype = GetVoiceMessageVoiceType(type);
1364 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1366 flood = Say(self, ownteam, world, msg, 1);
1369 GlobalSound(self.sample, CH_VOICE, voicetype);
1371 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1374 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1377 // 0 (00) automove centerprint, admin message
1378 // 1 (01) automove centerprint, no admin message
1379 // 2 (10) no centerprint, admin message
1380 // 3 (11) no centerprint, no admin message
1382 float lockteams_backup;
1384 lockteams_backup = lockteams; // backup any team lock
1386 lockteams = 0; // disable locked teams
1388 TeamchangeFrags(client); // move the players frags
1389 SetPlayerColors(client, team_colour - 1); // set the players colour
1390 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1392 lockteams = lockteams_backup; // restore the team lock
1394 LogTeamchange(client.playerid, client.team, type);
1396 if not(show_message & 1) // admin message
1397 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
1399 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));