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 .float CopyBody_nextthink;
128 .void(void) CopyBody_think;
129 void CopyBody_Think(void)
131 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133 self.CopyBody_think();
136 self.CopyBody_nextthink = self.nextthink;
137 self.CopyBody_think = self.think;
138 self.think = CopyBody_Think;
140 CSQCMODEL_AUTOUPDATE();
141 self.nextthink = time;
143 void CopyBody(float keepvelocity)
146 if (self.effects & EF_NODRAW)
150 self.enemy = oldself;
151 self.lip = oldself.lip;
152 self.colormap = oldself.colormap;
153 self.iscreature = oldself.iscreature;
154 self.damagedbycontents = oldself.damagedbycontents;
155 self.angles = oldself.angles;
156 self.avelocity = oldself.avelocity;
157 self.classname = "body";
158 self.damageforcescale = oldself.damageforcescale;
159 self.effects = oldself.effects;
160 self.glowmod = oldself.glowmod;
161 self.event_damage = oldself.event_damage;
162 self.animstate_startframe = oldself.animstate_startframe;
163 self.animstate_numframes = oldself.animstate_numframes;
164 self.animstate_framerate = oldself.animstate_framerate;
165 self.animstate_starttime = oldself.animstate_starttime;
166 self.animstate_endtime = oldself.animstate_endtime;
167 self.animstate_override = oldself.animstate_override;
168 self.animstate_looping = oldself.animstate_looping;
169 self.frame = oldself.frame;
170 self.dead_frame = oldself.dead_frame;
171 self.pain_finished = oldself.pain_finished;
172 self.health = oldself.health;
173 self.armorvalue = oldself.armorvalue;
174 self.armortype = oldself.armortype;
175 self.model = oldself.model;
176 self.modelindex = oldself.modelindex;
177 self.skin = oldself.skin;
178 self.species = oldself.species;
179 self.movetype = oldself.movetype;
180 self.solid = oldself.solid;
181 self.ballistics_density = oldself.ballistics_density;
182 self.takedamage = oldself.takedamage;
183 self.customizeentityforclient = oldself.customizeentityforclient;
184 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
185 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
186 if (keepvelocity == 1)
187 self.velocity = oldself.velocity;
188 self.oldvelocity = self.velocity;
189 self.fade_time = oldself.fade_time;
190 self.fade_rate = oldself.fade_rate;
191 //self.weapon = oldself.weapon;
192 setorigin(self, oldself.origin);
193 setsize(self, oldself.mins, oldself.maxs);
194 self.prevorigin = oldself.origin;
195 self.reset = SUB_Remove;
197 Drag_MoveDrag(oldself, self);
199 if(self.colormap <= maxclients && self.colormap > 0)
200 self.colormap = 1024 + self.clientcolors;
202 CSQCMODEL_AUTOINIT();
203 self.CopyBody_nextthink = oldself.nextthink;
204 self.CopyBody_think = oldself.think;
205 self.nextthink = time;
206 self.think = CopyBody_Think;
211 float player_getspecies()
214 get_model_parameters(self.model, self.skin);
215 s = get_model_parameters_species;
216 get_model_parameters(string_null, 0);
218 return SPECIES_HUMAN;
222 void player_setupanimsformodel()
224 // defaults for legacy .zym models without animinfo files
225 self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
226 self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
227 self.anim_draw = animfixfps(self, '2 1 3');
228 // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
229 self.anim_duckwalk = animfixfps(self, '4 1 1');
230 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
231 self.anim_duckidle = animfixfps(self, '6 1 1');
232 self.anim_idle = animfixfps(self, '7 1 1');
233 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
234 self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
235 self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
236 self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
237 self.anim_taunt = animfixfps(self, '12 1 0.33');
238 self.anim_run = animfixfps(self, '13 1 1');
239 self.anim_runbackwards = animfixfps(self, '14 1 1');
240 self.anim_strafeleft = animfixfps(self, '15 1 1');
241 self.anim_straferight = animfixfps(self, '16 1 1');
242 self.anim_dead1 = animfixfps(self, '17 1 1');
243 self.anim_dead2 = animfixfps(self, '18 1 1');
244 self.anim_forwardright = animfixfps(self, '19 1 1');
245 self.anim_forwardleft = animfixfps(self, '20 1 1');
246 self.anim_backright = animfixfps(self, '21 1 1');
247 self.anim_backleft = animfixfps(self, '22 1 1');
248 self.anim_melee = animfixfps(self, '23 1 1');
249 self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
250 self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
251 self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
252 self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
253 self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
254 self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
255 self.anim_duckwalkbackleft = animfixfps(self, '30 1 1');
256 // TODO introspect models for finding right "fps" value (1/duration)
257 // reset animstate now
258 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
261 void player_anim (void)
264 if (self.weaponentity)
265 updateanim(self.weaponentity);
267 if (self.deadflag != DEAD_NO)
269 if (time > self.animstate_endtime)
274 setsize(self, self.mins, self.maxs);
276 self.frame = self.dead_frame;
281 if (!self.animstate_override)
283 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
287 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
289 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);
290 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
292 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
293 self.restart_jump = FALSE;
299 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
301 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
302 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
304 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
305 self.restart_jump = FALSE;
310 else if (self.crouch)
312 if (self.movement_x > 0 && self.movement_y == 0)
313 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
314 else if (self.movement_x < 0 && self.movement_y == 0)
315 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
316 else if (self.movement_x == 0 && self.movement_y > 0)
317 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
318 else if (self.movement_x == 0 && self.movement_y < 0)
319 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
320 else if (self.movement_x > 0 && self.movement_y > 0)
321 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
322 else if (self.movement_x > 0 && self.movement_y < 0)
323 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
324 else if (self.movement_x < 0 && self.movement_y > 0)
325 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
326 else if (self.movement_x < 0 && self.movement_y < 0)
327 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
329 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
331 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
333 if (self.movement_x > 0 && self.movement_y == 0)
334 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
335 else if (self.movement_x < 0 && self.movement_y == 0)
336 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
337 else if (self.movement_x == 0 && self.movement_y > 0)
338 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
339 else if (self.movement_x == 0 && self.movement_y < 0)
340 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
341 else if (self.movement_x > 0 && self.movement_y > 0)
342 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
343 else if (self.movement_x > 0 && self.movement_y < 0)
344 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
345 else if (self.movement_x < 0 && self.movement_y > 0)
346 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
347 else if (self.movement_x < 0 && self.movement_y < 0)
348 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
350 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
353 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
356 if (self.weaponentity)
357 if (!self.weaponentity.animstate_override)
358 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
361 void SpawnThrownWeapon (vector org, float w)
364 if(self.ammo_cells <= 0)
370 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
372 if(self.weapons & W_WeaponBit(j))
373 if(W_IsWeaponThrowable(j))
374 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
379 if(W_IsWeaponThrowable(self.weapon))
380 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
384 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
388 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
390 // damage resistance (ignore most of the damage from a bullet or similar)
391 damage = max(damage - 5, 1);
393 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
397 if(sound_allowed(MSG_BROADCAST, attacker))
400 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
402 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
404 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
408 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
410 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
412 if (!(self.flags & FL_GODMODE))
414 self.armorvalue = self.armorvalue - save;
415 self.health = self.health - take;
416 // pause regeneration for 5 seconds
417 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
419 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
420 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
421 self.dmg_inflictor = inflictor;
423 if (self.health <= -autocvar_sv_gibhealth && !(self.effects & CSQCMODEL_EF_INVISIBLE))
425 // don't use any animations as a gib
428 // view just above the floor
429 self.view_ofs = '0 0 4';
431 Violence_GibSplash(self, 1, 1, attacker);
432 self.effects |= CSQCMODEL_EF_INVISIBLE;
433 self.solid = SOLID_NOT; // restore later
437 void ClientKill_Now_TeamChange();
438 void freezetag_CheckWinner();
440 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
442 float take, save, waves, sdelay, dh, da, j;
444 float valid_damage_for_weaponstats;
447 if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
450 dh = max(self.health, 0);
451 da = max(self.armorvalue, 0);
453 if(!DEATH_ISSPECIAL(deathtype))
455 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
457 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
460 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
462 // tuba causes blood to come out of the ears
467 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
469 makevectors(self.angles);
470 ear1 += v_right * -10;
471 ear2 += v_right * +10;
472 d = inflictor.origin - self.origin;
473 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
474 force = v_right * vlen(force);
475 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
476 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
485 // force is already good
489 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
493 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
503 frag_inflictor = inflictor;
504 frag_attacker = attacker;
508 damage_force = force;
509 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
510 take = bound(0, damage_take, self.health);
511 save = bound(0, damage_save, self.armorvalue);
512 excess = max(0, damage - take - save);
514 if(sound_allowed(MSG_BROADCAST, attacker))
517 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
519 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
521 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
525 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
527 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
529 if (time >= self.spawnshieldtime)
531 if (!(self.flags & FL_GODMODE))
533 self.armorvalue = self.armorvalue - save;
534 self.health = self.health - take;
535 // pause regeneration for 5 seconds
537 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
539 if (time > self.pain_finished) //Don't switch pain sequences like crazy
541 self.pain_finished = time + 0.5; //Supajoe
544 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
546 if (!self.animstate_override)
549 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
551 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
555 if(sound_allowed(MSG_BROADCAST, attacker))
556 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
558 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
560 if(deathtype == DEATH_FALL)
561 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
562 else if(self.health > 75) // TODO make a "gentle" version?
563 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
564 else if(self.health > 50)
565 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
566 else if(self.health > 25)
567 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
569 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
573 // throw off bot aim temporarily
575 shake = damage * 5 / (bound(0,skill,100) + 1);
576 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
577 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
581 self.max_armorvalue += (save + take);
583 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
584 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
585 self.dmg_inflictor = inflictor;
589 // don't reset pushltime for self damage as it may be an attempt to
590 // escape a lava pit or similar
591 //self.pushltime = 0;
593 else if(attacker.classname == "player")
595 self.pusher = attacker;
596 self.pushltime = time + autocvar_g_maxpushtime;
598 else if(time < self.pushltime)
600 attacker = self.pusher;
601 self.pushltime = max(self.pushltime, time + 0.6);
606 float abot, vbot, awep;
607 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
608 vbot = (clienttype(self) == CLIENTTYPE_BOT);
610 valid_damage_for_weaponstats = 0;
611 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
612 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
613 if(attacker && self != attacker)
614 if(IsDifferentTeam(self, attacker))
616 if(DEATH_ISSPECIAL(deathtype))
617 awep = attacker.weapon;
619 awep = DEATH_WEAPONOF(deathtype);
620 valid_damage_for_weaponstats = 1;
623 if(valid_damage_for_weaponstats)
625 dh = dh - max(self.health, 0);
626 da = da - max(self.armorvalue, 0);
627 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
632 float defer_ClientKill_Now_TeamChange;
633 defer_ClientKill_Now_TeamChange = FALSE;
637 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
641 if(valid_damage_for_weaponstats)
642 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
644 if(sv_gentle < 1) // TODO make a "gentle" version?
645 if(sound_allowed(MSG_BROADCAST, attacker))
647 if(deathtype == DEATH_DROWN)
648 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
650 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
653 // get rid of kill indicator
654 if(self.killindicator)
656 remove(self.killindicator);
657 self.killindicator = world;
658 if(self.killindicator_teamchange)
659 defer_ClientKill_Now_TeamChange = TRUE;
661 if(self.classname == "body")
662 if(deathtype == DEATH_KILL)
664 // for the lemmings fans, a small harmless explosion
665 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
671 // become fully visible
674 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
677 // print an obituary message
678 Obituary (attacker, inflictor, self, deathtype);
682 // increment frag counter for used weapon type
684 w = DEATH_WEAPONOF(deathtype);
686 if(accuracy_isgooddamage(attacker, self))
687 attacker.accuracy.(accuracy_frags[w-1]) += 1;
689 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
692 count_alive_players(); // re-count players
693 freezetag_CheckWinner();
697 frag_attacker = attacker;
698 frag_inflictor = inflictor;
700 MUTATOR_CALLHOOK(PlayerDies);
701 weapon_action(self.weapon, WR_PLAYERDEATH);
703 RemoveGrapplingHook(self);
707 if(attacker.classname != "player")
708 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
709 else if(attacker.team == self.team)
710 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
712 DropFlag(self.flagcarried, world, attacker);
714 if(self.ballcarried && g_nexball)
715 DropBall(self.ballcarried, self.origin, self.velocity);
716 Portal_ClearAllLater(self);
718 if(clienttype(self) == CLIENTTYPE_REAL)
720 stuffcmd(self, "-zoom\n");
721 self.fixangle = TRUE;
723 //WriteByte (MSG_ONE, SVC_SETANGLE);
724 //WriteAngle (MSG_ONE, self.v_angle_x);
725 //WriteAngle (MSG_ONE, self.v_angle_y);
726 //WriteAngle (MSG_ONE, 80);
729 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
730 ClientKill_Now_TeamChange();
733 Spawnqueue_Unmark(self);
738 // when we get here, player actually dies
739 // clear waypoints (do this AFTER FreezeTag)
740 WaypointSprite_PlayerDead();
742 // make the corpse upright (not tilted)
746 self.avelocity = '0 0 0';
747 // view from the floor
748 self.view_ofs = '0 0 -8';
750 self.movetype = MOVETYPE_TOSS;
752 self.solid = SOLID_CORPSE;
753 self.ballistics_density = autocvar_g_ballistics_density_corpse;
754 // don't stick to the floor
755 self.flags &~= FL_ONGROUND;
757 self.deadflag = DEAD_DYING;
758 // when to allow respawn
761 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
765 sdelay = 0; // no respawn delay in CTS
767 sdelay = autocvar_g_respawn_delay;
769 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
771 waves = autocvar_g_respawn_waves;
773 self.death_time = ceil((time + sdelay) / waves) * waves;
775 self.death_time = time + sdelay;
776 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
777 self.respawn_countdown = 10; // first number to count down from is 10
779 self.respawn_countdown = -1; // do not count down
782 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
783 self.dead_frame = self.anim_dead1_x;
787 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
788 self.dead_frame = self.anim_dead2_x;
790 // set damage function to corpse damage
791 self.event_damage = PlayerCorpseDamage;
792 // call the corpse damage function just in case it wants to gib
793 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
794 // set up to fade out later
795 SUB_SetFade (self, time + 6 + random (), 1);
797 if(sv_gentle > 0 || autocvar_ekg) {
799 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
802 // reset fields the weapons may use just in case
803 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
805 weapon_action(j, WR_RESETPLAYER);
806 ATTACK_FINISHED_FOR(self, j) = 0;
811 .float muted; // to be used by prvm_edictset server playernumber muted 1
812 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
813 // message "": do not say, just test flood control
819 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
820 float flood, privatemsgprefixlen;
821 var .float flood_field;
825 if(Ban_MaybeEnforceBan(source))
828 if(!teamsay && !privatesay)
829 if(substring(msgin, 0, 1) == " ")
830 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
832 msgin = formatmessage(msgin);
834 if(source.classname != "player")
835 colorstr = "^0"; // black for spectators
837 colorstr = Team_ColorCode(source.team);
841 if(intermission_running)
845 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
848 * using bprint solves this... me stupid
849 // how can we prevent the message from appearing in a listen server?
850 // for now, just give "say" back and only handle say_team
853 clientcommand(self, strcat("say ", msgin));
858 if(autocvar_g_chat_teamcolors)
859 namestr = playername(source);
861 namestr = source.netname;
867 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
868 privatemsgprefixlen = strlen(msgstr);
869 msgstr = strcat(msgstr, msgin);
870 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
871 if(autocvar_g_chat_teamcolors)
872 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
874 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
878 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
879 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
883 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
886 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
890 msgstr = cmsgstr = "";
894 fullcmsgstr = cmsgstr;
906 flood_spl = autocvar_g_chat_flood_spl_tell;
907 flood_burst = autocvar_g_chat_flood_burst_tell;
908 flood_lmax = autocvar_g_chat_flood_lmax_tell;
909 flood_field = floodcontrol_chattell;
913 flood_spl = autocvar_g_chat_flood_spl_team;
914 flood_burst = autocvar_g_chat_flood_burst_team;
915 flood_lmax = autocvar_g_chat_flood_lmax_team;
916 flood_field = floodcontrol_chatteam;
920 flood_spl = autocvar_g_chat_flood_spl;
921 flood_burst = autocvar_g_chat_flood_burst;
922 flood_lmax = autocvar_g_chat_flood_lmax;
923 flood_field = floodcontrol_chat;
925 flood_burst = max(0, flood_burst - 1);
926 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
928 // do flood control for the default line size
931 getWrappedLine_remaining = msgstr;
934 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
936 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
939 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
941 if(getWrappedLine_remaining != "")
943 msgstr = strcat(msgstr, "\n");
947 if(time >= source.flood_field)
949 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
959 if(time >= source.flood_field)
960 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
965 if (timeoutStatus == 2) //when game is paused, no flood protection
966 source.flood_field = flood = 0;
969 if(flood == 2) // cannot happen for empty msgstr
971 if(autocvar_g_chat_flood_notify_flooder)
973 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
978 sourcemsgstr = fullmsgstr;
979 sourcecmsgstr = fullcmsgstr;
985 sourcemsgstr = msgstr;
986 sourcecmsgstr = cmsgstr;
990 if(source.classname != "player")
992 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
993 teamsay = -1; // spectators
997 print("NOTE: ", playername(source), "^7 is flooding.\n");
999 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1001 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1005 // always fake the message
1010 if(autocvar_g_chat_flood_notify_flooder)
1012 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1023 if(sourcemsgstr != "" && ret != 0)
1027 sprint(source, sourcemsgstr);
1028 if(sourcecmsgstr != "" && !privatesay)
1029 centerprint(source, sourcecmsgstr);
1033 sprint(source, sourcemsgstr);
1034 sprint(privatesay, msgstr);
1036 centerprint(privatesay, cmsgstr);
1038 else if(teamsay > 0)
1040 sprint(source, sourcemsgstr);
1041 if(sourcecmsgstr != "")
1042 centerprint(source, sourcecmsgstr);
1043 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1046 sprint(head, msgstr);
1048 centerprint(head, cmsgstr);
1051 else if(teamsay < 0)
1053 sprint(source, sourcemsgstr);
1054 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1056 sprint(head, msgstr);
1058 else if(sourcemsgstr != msgstr)
1060 sprint(source, sourcemsgstr);
1061 FOR_EACH_REALCLIENT(head)
1063 sprint(head, msgstr);
1072 float GetVoiceMessageVoiceType(string type)
1075 return VOICETYPE_TAUNT;
1076 if(type == "teamshoot")
1077 return VOICETYPE_LASTATTACKER;
1078 return VOICETYPE_TEAMRADIO;
1081 string allvoicesamples;
1082 .string GetVoiceMessageSampleField(string type)
1084 GetPlayerSoundSampleField_notFound = 0;
1087 #define _VOICEMSG(m) case #m: return playersound_##m;
1091 GetPlayerSoundSampleField_notFound = 1;
1092 return playersound_taunt;
1095 .string GetPlayerSoundSampleField(string type)
1097 GetPlayerSoundSampleField_notFound = 0;
1100 #define _VOICEMSG(m) case #m: return playersound_##m;
1104 GetPlayerSoundSampleField_notFound = 1;
1105 return playersound_taunt;
1108 void PrecacheGlobalSound(string samplestring)
1111 tokenize_console(samplestring);
1115 for(i = 1; i <= n; ++i)
1116 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1120 precache_sound(strcat(argv(0), ".wav"));
1124 void PrecachePlayerSounds(string f)
1128 fh = fopen(f, FILE_READ);
1131 while((s = fgets(fh)))
1133 if(tokenize_console(s) != 3)
1135 dprint("Invalid sound info line: ", s, "\n");
1138 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1142 if not(allvoicesamples)
1144 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1147 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1151 void ClearPlayerSounds()
1153 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1159 float LoadPlayerSounds(string f, float first)
1164 fh = fopen(f, FILE_READ);
1167 dprint("Player sound file not found: ", f, "\n");
1170 while((s = fgets(fh)))
1172 if(tokenize_console(s) != 3)
1174 field = GetPlayerSoundSampleField(argv(0));
1175 if(GetPlayerSoundSampleField_notFound)
1176 field = GetVoiceMessageSampleField(argv(0));
1177 if(GetPlayerSoundSampleField_notFound)
1180 strunzone(self.field);
1181 self.field = strzone(strcat(argv(1), " ", argv(2)));
1187 .float modelindex_for_playersound;
1188 .float skin_for_playersound;
1189 void UpdatePlayerSounds()
1191 if(self.modelindex == self.modelindex_for_playersound)
1192 if(self.skin == self.skin_for_playersound)
1194 self.modelindex_for_playersound = self.modelindex;
1195 self.skin_for_playersound = self.skin;
1196 ClearPlayerSounds();
1197 LoadPlayerSounds("sound/player/default.sounds", 1);
1198 if(!autocvar_g_debug_defaultsounds)
1199 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1200 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1203 void FakeGlobalSound(string sample, float chan, float voicetype)
1211 tokenize_console(sample);
1214 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1216 sample = strcat(argv(0), ".wav"); // randomization
1220 case VOICETYPE_LASTATTACKER_ONLY:
1222 case VOICETYPE_LASTATTACKER:
1226 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1227 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1230 case VOICETYPE_TEAMRADIO:
1232 if(msg_entity.cvar_cl_voice_directional == 1)
1233 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1235 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1237 case VOICETYPE_AUTOTAUNT:
1244 tauntrand = random();
1246 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1248 if (msg_entity.cvar_cl_voice_directional >= 1)
1249 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1251 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1254 case VOICETYPE_TAUNT:
1255 if(self.classname == "player")
1256 if(self.deadflag == DEAD_NO)
1257 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1263 if (msg_entity.cvar_cl_voice_directional >= 1)
1264 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1266 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1268 case VOICETYPE_PLAYERSOUND:
1270 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1273 backtrace("Invalid voice type!");
1278 void GlobalSound(string sample, float chan, float voicetype)
1286 tokenize_console(sample);
1289 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1291 sample = strcat(argv(0), ".wav"); // randomization
1295 case VOICETYPE_LASTATTACKER_ONLY:
1298 msg_entity = self.pusher;
1299 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1301 if(msg_entity.cvar_cl_voice_directional == 1)
1302 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1304 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1308 case VOICETYPE_LASTATTACKER:
1311 msg_entity = self.pusher;
1312 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1314 if(msg_entity.cvar_cl_voice_directional == 1)
1315 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1317 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1320 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1321 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1324 case VOICETYPE_TEAMRADIO:
1325 FOR_EACH_REALCLIENT(msg_entity)
1326 if(!teamplay || msg_entity.team == self.team)
1328 if(msg_entity.cvar_cl_voice_directional == 1)
1329 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1331 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1334 case VOICETYPE_AUTOTAUNT:
1341 tauntrand = random();
1342 FOR_EACH_REALCLIENT(msg_entity)
1343 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1345 if (msg_entity.cvar_cl_voice_directional >= 1)
1346 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1348 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1351 case VOICETYPE_TAUNT:
1352 if(self.classname == "player")
1353 if(self.deadflag == DEAD_NO)
1354 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1359 FOR_EACH_REALCLIENT(msg_entity)
1361 if (msg_entity.cvar_cl_voice_directional >= 1)
1362 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1364 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1367 case VOICETYPE_PLAYERSOUND:
1368 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1371 backtrace("Invalid voice type!");
1376 void PlayerSound(.string samplefield, float chan, float voicetype)
1378 GlobalSound(self.samplefield, chan, voicetype);
1381 void VoiceMessage(string type, string msg)
1384 float voicetype, ownteam;
1386 sample = GetVoiceMessageSampleField(type);
1388 if(GetPlayerSoundSampleField_notFound)
1390 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1394 voicetype = GetVoiceMessageVoiceType(type);
1395 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1397 flood = Say(self, ownteam, world, msg, 1);
1400 GlobalSound(self.sample, CH_VOICE, voicetype);
1402 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1405 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1408 // 0 (00) automove centerprint, admin message
1409 // 1 (01) automove centerprint, no admin message
1410 // 2 (10) no centerprint, admin message
1411 // 3 (11) no centerprint, no admin message
1413 float lockteams_backup;
1415 lockteams_backup = lockteams; // backup any team lock
1417 lockteams = 0; // disable locked teams
1419 TeamchangeFrags(client); // move the players frags
1420 SetPlayerColors(client, team_colour - 1); // set the players colour
1421 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1423 lockteams = lockteams_backup; // restore the team lock
1425 LogTeamchange(client.playerid, client.team, type);
1427 if not(show_message & 1) // admin message
1428 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
1430 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));