]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge branch 'master' into terencehill/freezetag_fixes
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
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))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // 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 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
30 #endif
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)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
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));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
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)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
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;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
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
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126
127 .float CopyBody_nextthink;
128 .void(void) CopyBody_think;
129 void CopyBody_Think(void)
130 {
131         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
132         {
133                 self.CopyBody_think();
134                 if(wasfreed(self))
135                         return;
136                 self.CopyBody_nextthink = self.nextthink;
137                 self.CopyBody_think = self.think;
138                 self.think = CopyBody_Think;
139         }
140         CSQCMODEL_AUTOUPDATE();
141         self.nextthink = time;
142 }
143 void CopyBody(float keepvelocity)
144 {
145         entity oldself;
146         if (self.effects & EF_NODRAW)
147                 return;
148         oldself = self;
149         self = spawn();
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.dphitcontentsmask = oldself.dphitcontentsmask;
170         self.death_time = oldself.death_time;
171         self.frame = oldself.frame;
172         self.pain_finished = oldself.pain_finished;
173         self.health = oldself.health;
174         self.armorvalue = oldself.armorvalue;
175         self.armortype = oldself.armortype;
176         self.model = oldself.model;
177         self.modelindex = oldself.modelindex;
178         self.skin = oldself.skin;
179         self.species = oldself.species;
180         self.movetype = oldself.movetype;
181         self.solid = oldself.solid;
182         self.ballistics_density = oldself.ballistics_density;
183         self.takedamage = oldself.takedamage;
184         self.customizeentityforclient = oldself.customizeentityforclient;
185         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
186         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
187         if (keepvelocity == 1)
188                 self.velocity = oldself.velocity;
189         self.oldvelocity = self.velocity;
190         self.alpha = oldself.alpha;
191         self.fade_time = oldself.fade_time;
192         self.fade_rate = oldself.fade_rate;
193         //self.weapon = oldself.weapon;
194         setorigin(self, oldself.origin);
195         setsize(self, oldself.mins, oldself.maxs);
196         self.prevorigin = oldself.origin;
197         self.reset = SUB_Remove;
198
199         Drag_MoveDrag(oldself, self);
200
201         if(self.colormap <= maxclients && self.colormap > 0)
202                 self.colormap = 1024 + oldself.clientcolors;
203
204         CSQCMODEL_AUTOINIT();
205         self.CopyBody_nextthink = oldself.nextthink;
206         self.CopyBody_think = oldself.think;
207         self.nextthink = time;
208         self.think = CopyBody_Think;
209
210         self = oldself;
211 }
212
213 float player_getspecies()
214 {
215         float s;
216         get_model_parameters(self.model, self.skin);
217         s = get_model_parameters_species;
218         get_model_parameters(string_null, 0);
219         if(s < 0)
220                 return SPECIES_HUMAN;
221         return s;
222 }
223
224 void player_setupanimsformodel()
225 {
226         // defaults for legacy .zym models without animinfo files
227         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
228         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
229         self.anim_draw = animfixfps(self, '2 1 3');
230         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
231         self.anim_duckwalk = animfixfps(self, '4 1 1');
232         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
233         self.anim_duckidle = animfixfps(self, '6 1 1');
234         self.anim_idle = animfixfps(self, '7 1 1');
235         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
236         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
237         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
238         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
239         self.anim_taunt = animfixfps(self, '12 1 0.33');
240         self.anim_run = animfixfps(self, '13 1 1');
241         self.anim_runbackwards = animfixfps(self, '14 1 1');
242         self.anim_strafeleft = animfixfps(self, '15 1 1');
243         self.anim_straferight = animfixfps(self, '16 1 1');
244         //self.anim_dead1 = animfixfps(self, '17 1 1');
245         //self.anim_dead2 = animfixfps(self, '18 1 1');
246         self.anim_forwardright = animfixfps(self, '19 1 1');
247         self.anim_forwardleft = animfixfps(self, '20 1 1');
248         self.anim_backright = animfixfps(self, '21 1 1');
249         self.anim_backleft  = animfixfps(self, '22 1 1');
250         self.anim_melee = animfixfps(self, '23 1 1');
251         self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
252         self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
253         self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
254         self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
255         self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
256         self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
257         self.anim_duckwalkbackleft  = animfixfps(self, '30 1 1');
258         // TODO introspect models for finding right "fps" value (1/duration)
259         // reset animstate now
260         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
261 }
262
263 void player_anim (void)
264 {
265         updateanim(self);
266         if (self.weaponentity)
267                 updateanim(self.weaponentity);
268
269         if (self.deadflag != DEAD_NO)
270                 return;
271
272         if (!self.animstate_override)
273         {
274                 if (self.freezetag_frozen)
275                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
276                 else if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
277                 {
278                         if (self.crouch)
279                         {
280                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
281                                 {
282                                         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);
283                                         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
284                                         {
285                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
286                                                 self.restart_jump = FALSE;
287                                         }
288                                 }
289                         }
290                         else
291                         {
292                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
293                 {
294                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
295                     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
296                     {
297                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
298                         self.restart_jump = FALSE;
299                     }
300                 }
301                         }
302                 }
303                 else if (self.crouch)
304                 {
305                         if (self.movement_x > 0 && self.movement_y == 0)
306                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
307                         else if (self.movement_x < 0 && self.movement_y == 0)
308                                 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
309                         else if (self.movement_x == 0 && self.movement_y > 0)
310                                 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
311                         else if (self.movement_x == 0 && self.movement_y < 0)
312                                 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
313                         else if (self.movement_x > 0 && self.movement_y > 0)
314                                 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
315                         else if (self.movement_x > 0 && self.movement_y < 0)
316                                 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
317                         else if (self.movement_x < 0 && self.movement_y > 0)
318                                 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
319                         else if (self.movement_x < 0 && self.movement_y < 0)
320                                 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
321                         else
322                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
323                 }
324                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
325                 {
326                         if (self.movement_x > 0 && self.movement_y == 0)
327                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
328                         else if (self.movement_x < 0 && self.movement_y == 0)
329                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
330                         else if (self.movement_x == 0 && self.movement_y > 0)
331                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
332                         else if (self.movement_x == 0 && self.movement_y < 0)
333                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
334                         else if (self.movement_x > 0 && self.movement_y > 0)
335                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
336                         else if (self.movement_x > 0 && self.movement_y < 0)
337                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
338                         else if (self.movement_x < 0 && self.movement_y > 0)
339                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
340                         else if (self.movement_x < 0 && self.movement_y < 0)
341                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
342                         else
343                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
344                 }
345                 else
346                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
347         }
348
349         if (self.weaponentity)
350         if (!self.weaponentity.animstate_override)
351                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
352 }
353
354 void SpawnThrownWeapon (vector org, float w)
355 {
356         if(g_minstagib)
357         if(self.ammo_cells <= 0)
358                 return;
359
360         if(g_pinata)
361         {
362                 float j;
363                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
364                 {
365                         if(WEPSET_CONTAINS_EW(self, j))
366                                 if(W_IsWeaponThrowable(j))
367                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
368                 }
369         }
370         else
371         {
372                 if(W_IsWeaponThrowable(self.weapon))
373                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
374         }
375 }
376
377 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
378 {
379         float take, save;
380         vector v;
381         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
382
383         // damage resistance (ignore most of the damage from a bullet or similar)
384         damage = max(damage - 5, 1);
385
386         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
387         take = v_x;
388         save = v_y;
389
390         if(sound_allowed(MSG_BROADCAST, attacker))
391         {
392                 if (save > 10)
393                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
394                 else if (take > 30)
395                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
396                 else if (take > 10)
397                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
398         }
399
400         if (take > 50)
401                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
402         if (take > 100)
403                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
404
405         if (!(self.flags & FL_GODMODE))
406         {
407                 self.armorvalue = self.armorvalue - save;
408                 self.health = self.health - take;
409                 // pause regeneration for 5 seconds
410                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
411         }
412         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
413         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
414         self.dmg_inflictor = inflictor;
415
416         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
417         {
418                 // don't use any animations as a gib
419                 self.frame = 0;
420                 // view just above the floor
421                 self.view_ofs = '0 0 4';
422
423                 Violence_GibSplash(self, 1, 1, attacker);
424                 self.alpha = -1;
425                 self.solid = SOLID_NOT; // restore later
426                 self.takedamage = DAMAGE_NO; // restore later
427         }
428 }
429
430 void ClientKill_Now_TeamChange();
431 void freezetag_CheckWinner();
432
433 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
434 {
435         float take, save, waves, sdelay, dh, da, j;
436         vector v;
437         float valid_damage_for_weaponstats;
438         float excess;
439
440         if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
441                 return;
442
443         dh = max(self.health, 0);
444         da = max(self.armorvalue, 0);
445
446         if(!DEATH_ISSPECIAL(deathtype))
447         {
448                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
449                 if(self != attacker)
450                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
451         }
452
453         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
454         {
455                 // tuba causes blood to come out of the ears
456                 vector ear1, ear2;
457                 vector d;
458                 float f;
459                 ear1 = self.origin;
460                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
461                 ear2 = ear1;
462                 makevectors(self.angles);
463                 ear1 += v_right * -10;
464                 ear2 += v_right * +10;
465                 d = inflictor.origin - self.origin;
466                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
467                 force = v_right * vlen(force);
468                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
469                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
470                 if(f > 0)
471                 {
472                         hitloc = ear1;
473                         force = force * -1;
474                 }
475                 else
476                 {
477                         hitloc = ear2;
478                         // force is already good
479                 }
480         }
481         else
482                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
483
484         if (!g_minstagib)
485         {
486                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
487                 take = v_x;
488                 save = v_y;
489         }
490         else
491         {
492                 save = 0;
493                 take = damage;
494         }
495
496         frag_inflictor = inflictor;
497         frag_attacker = attacker;
498         frag_target = self;
499         damage_take = take;
500         damage_save = save;
501         damage_force = force;
502         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
503         take = bound(0, damage_take, self.health);
504         save = bound(0, damage_save, self.armorvalue);
505         excess = max(0, damage - take - save);
506
507         if(sound_allowed(MSG_BROADCAST, attacker))
508         {
509                 if (save > 10)
510                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
511                 else if (take > 30)
512                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
513                 else if (take > 10)
514                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
515         }
516
517         if (take > 50)
518                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
519         if (take > 100)
520                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
521
522         if (time >= self.spawnshieldtime)
523         {
524                 if (!(self.flags & FL_GODMODE))
525                 {
526                         self.armorvalue = self.armorvalue - save;
527                         self.health = self.health - take;
528                         // pause regeneration for 5 seconds
529                         if(take)
530                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
531
532                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
533                         {
534                                 self.pain_finished = time + 0.5;        //Supajoe
535
536                                 if(sv_gentle < 1) {
537                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
538                                         {
539                                                 if (!self.animstate_override)
540                                                 {
541                                                         if (random() > 0.5)
542                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
543                                                         else
544                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
545                                                 }
546                                         }
547
548                                         if(sound_allowed(MSG_BROADCAST, attacker))
549                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
550                                         if(self.health > 1)
551                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
552                                         {
553                                                 if(deathtype == DEATH_FALL)
554                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
555                                                 else if(self.health > 75) // TODO make a "gentle" version?
556                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
557                                                 else if(self.health > 50)
558                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
559                                                 else if(self.health > 25)
560                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
561                                                 else
562                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
563                                         }
564                                 }
565
566                                 // throw off bot aim temporarily
567                                 float shake;
568                                 shake = damage * 5 / (bound(0,skill,100) + 1);
569                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
570                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
571                         }
572                 }
573                 else
574                         self.max_armorvalue += (save + take);
575         }
576         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
577         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
578         self.dmg_inflictor = inflictor;
579
580         if(attacker == self)
581         {
582                 // don't reset pushltime for self damage as it may be an attempt to
583                 // escape a lava pit or similar
584                 //self.pushltime = 0;
585         }
586         else if(attacker.classname == "player")
587         {
588                 self.pusher = attacker;
589                 self.pushltime = time + autocvar_g_maxpushtime;
590         }
591         else if(time < self.pushltime)
592         {
593                 attacker = self.pusher;
594                 self.pushltime = max(self.pushltime, time + 0.6);
595         }
596         else
597                 self.pushltime = 0;
598
599         float abot, vbot, awep;
600         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
601         vbot = (clienttype(self) == CLIENTTYPE_BOT);
602
603         valid_damage_for_weaponstats = 0;
604         awep = 0;
605
606         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
607         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
608         if(attacker && self != attacker)
609         if(IsDifferentTeam(self, attacker))
610         {
611                 if(DEATH_ISSPECIAL(deathtype))
612                         awep = attacker.weapon;
613                 else
614                         awep = DEATH_WEAPONOF(deathtype);
615                 valid_damage_for_weaponstats = 1;
616         }
617
618         if(valid_damage_for_weaponstats)
619         {
620                 dh = dh - max(self.health, 0);
621                 da = da - max(self.armorvalue, 0);
622                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
623         }
624
625         if (self.health < 1)
626         {
627                 float defer_ClientKill_Now_TeamChange;
628                 defer_ClientKill_Now_TeamChange = FALSE;
629
630                 if(self.alivetime)
631                 {
632                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
633                         self.alivetime = 0;
634                 }
635
636                 if(valid_damage_for_weaponstats)
637                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
638
639                 if(sv_gentle < 1) // TODO make a "gentle" version?
640                 if(sound_allowed(MSG_BROADCAST, attacker))
641                 {
642                         if(deathtype == DEATH_DROWN)
643                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
644                         else
645                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
646                 }
647
648                 // get rid of kill indicator
649                 if(self.killindicator)
650                 {
651                         remove(self.killindicator);
652                         self.killindicator = world;
653                         if(self.killindicator_teamchange)
654                                 defer_ClientKill_Now_TeamChange = TRUE;
655
656                         if(self.classname == "body")
657                         if(deathtype == DEATH_KILL)
658                         {
659                                 // for the lemmings fans, a small harmless explosion
660                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
661                         }
662                 }
663
664                 if(!g_freezetag)
665                 {
666                         // become fully visible
667                         self.alpha = default_player_alpha;
668                         // throw a weapon
669                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
670                 }
671
672                 // print an obituary message
673                 Obituary (attacker, inflictor, self, deathtype);
674                 race_PreDie();
675                 DropAllRunes(self);
676
677         // increment frag counter for used weapon type
678         float w;
679         w = DEATH_WEAPONOF(deathtype);
680         if(WEP_VALID(w))
681         if(accuracy_isgooddamage(attacker, self))
682         attacker.accuracy.(accuracy_frags[w-1]) += 1;
683
684                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
685                 {
686                         PutClientInServer();
687                         count_alive_players(); // re-count players
688                         freezetag_CheckWinner();
689                         return;
690                 }
691
692                 frag_attacker = attacker;
693                 frag_inflictor = inflictor;
694                 frag_target = self;
695                 MUTATOR_CALLHOOK(PlayerDies);
696                 weapon_action(self.weapon, WR_PLAYERDEATH);
697
698                 RemoveGrapplingHook(self);
699
700                 if(self.flagcarried)
701                 {
702                         if(attacker.classname != "player")
703                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
704                         else if(attacker.team == self.team)
705                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
706                         else
707                                 DropFlag(self.flagcarried, world, attacker);
708                 }
709                 Portal_ClearAllLater(self);
710
711                 if(clienttype(self) == CLIENTTYPE_REAL)
712                 {
713                         stuffcmd(self, "-zoom\n");
714                         self.fixangle = TRUE;
715                         //msg_entity = self;
716                         //WriteByte (MSG_ONE, SVC_SETANGLE);
717                         //WriteAngle (MSG_ONE, self.v_angle_x);
718                         //WriteAngle (MSG_ONE, self.v_angle_y);
719                         //WriteAngle (MSG_ONE, 80);
720                 }
721
722                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
723                         ClientKill_Now_TeamChange();
724
725                 if(g_arena)
726                         Spawnqueue_Unmark(self);
727
728                 if(g_freezetag)
729                         return;
730
731                 // when we get here, player actually dies
732                 // clear waypoints (do this AFTER FreezeTag)
733                 WaypointSprite_PlayerDead();
734
735                 // make the corpse upright (not tilted)
736                 self.angles_x = 0;
737                 self.angles_z = 0;
738                 // don't spin
739                 self.avelocity = '0 0 0';
740                 // view from the floor
741                 self.view_ofs = '0 0 -8';
742                 // toss the corpse
743                 self.movetype = MOVETYPE_TOSS;
744                 // shootable corpse
745                 self.solid = SOLID_CORPSE;
746                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
747                 // don't stick to the floor
748                 self.flags &~= FL_ONGROUND;
749                 // dying animation
750                 self.deadflag = DEAD_DYING;
751                 // when to allow respawn
752                 sdelay = 0;
753                 waves = 0;
754                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
755                 if(!sdelay)
756                 {
757                         if(g_cts)
758                                 sdelay = 0; // no respawn delay in CTS
759                         else
760                                 sdelay = autocvar_g_respawn_delay;
761                 }
762                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
763                 if(!waves)
764                         waves = autocvar_g_respawn_waves;
765                 if(waves)
766                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
767                 else
768                         self.respawn_time = time + sdelay;
769                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
770                         self.respawn_countdown = 10; // first number to count down from is 10
771                 else
772                         self.respawn_countdown = -1; // do not count down
773                 self.death_time = time;
774                 if (random() < 0.5)
775                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
776                 else
777                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
778                 if (self.maxs_z > 5)
779                 {
780                         self.maxs_z = 5;
781                         setsize(self, self.mins, self.maxs);
782                 }
783                 // set damage function to corpse damage
784                 self.event_damage = PlayerCorpseDamage;
785                 // call the corpse damage function just in case it wants to gib
786                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
787                 // set up to fade out later
788                 SUB_SetFade (self, time + 6 + random (), 1);
789
790                 if(sv_gentle > 0 || autocvar_ekg) {
791                         // remove corpse
792                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
793                 }
794
795                 // reset fields the weapons may use just in case
796                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
797                 {
798                         weapon_action(j, WR_RESETPLAYER);
799                         ATTACK_FINISHED_FOR(self, j) = 0;
800                 }
801         }
802 }
803
804 .float muted; // to be used by prvm_edictset server playernumber muted 1
805 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
806 // message "": do not say, just test flood control
807 // return value:
808 //   1 = accept
809 //   0 = reject
810 //  -1 = fake accept
811 {
812         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
813         float flood;
814         var .float flood_field;
815         entity head;
816         float ret;
817         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
818
819         if(!teamsay && !privatesay)
820                 if(substring(msgin, 0, 1) == " ")
821                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
822
823         msgin = formatmessage(msgin);
824
825         if(source.classname != "player")
826                 colorstr = "^0"; // black for spectators
827         else if(teamplay)
828                 colorstr = Team_ColorCode(source.team);
829         else
830         {
831                 colorstr = "";
832                 teamsay = FALSE;
833         }
834
835         if(intermission_running)
836                 teamsay = FALSE;
837
838         if(msgin != "")
839                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
840
841         /*
842          * using bprint solves this... me stupid
843         // how can we prevent the message from appearing in a listen server?
844         // for now, just give "say" back and only handle say_team
845         if(!teamsay)
846         {
847                 clientcommand(self, strcat("say ", msgin));
848                 return;
849         }
850         */
851
852         if(autocvar_g_chat_teamcolors)
853                 namestr = playername(source);
854         else
855                 namestr = source.netname;
856
857         if(msgin != "")
858         {
859                 if(privatesay)
860                 {
861                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
862                         privatemsgprefixlen = strlen(msgstr);
863                         msgstr = strcat(msgstr, msgin);
864                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
865                         if(autocvar_g_chat_teamcolors)
866                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
867                         else
868                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
869                 }
870                 else if(teamsay)
871                 {
872                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
873                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
874                 }
875                 else
876                 {
877                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
878                         cmsgstr = "";
879                 }
880                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
881         }
882         else
883         {
884                 msgstr = cmsgstr = "";
885         }
886
887         fullmsgstr = msgstr;
888         fullcmsgstr = cmsgstr;
889
890         // FLOOD CONTROL
891         flood = 0;
892         flood_field = floodcontrol_chat;
893         if(floodcontrol)
894         {
895                 float flood_spl;
896                 float flood_burst;
897                 float flood_lmax;
898                 float lines;
899                 if(privatesay)
900                 {
901                         flood_spl = autocvar_g_chat_flood_spl_tell;
902                         flood_burst = autocvar_g_chat_flood_burst_tell;
903                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
904                         flood_field = floodcontrol_chattell;
905                 }
906                 else if(teamsay)
907                 {
908                         flood_spl = autocvar_g_chat_flood_spl_team;
909                         flood_burst = autocvar_g_chat_flood_burst_team;
910                         flood_lmax = autocvar_g_chat_flood_lmax_team;
911                         flood_field = floodcontrol_chatteam;
912                 }
913                 else
914                 {
915                         flood_spl = autocvar_g_chat_flood_spl;
916                         flood_burst = autocvar_g_chat_flood_burst;
917                         flood_lmax = autocvar_g_chat_flood_lmax;
918                         flood_field = floodcontrol_chat;
919                 }
920                 flood_burst = max(0, flood_burst - 1);
921                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
922
923                 // do flood control for the default line size
924                 if(msgstr != "")
925                 {
926                         getWrappedLine_remaining = msgstr;
927                         msgstr = "";
928                         lines = 0;
929                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
930                         {
931                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
932                                 ++lines;
933                         }
934                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
935
936                         if(getWrappedLine_remaining != "")
937                         {
938                                 msgstr = strcat(msgstr, "\n");
939                                 flood = 2;
940                         }
941
942                         if(time >= source.flood_field)
943                         {
944                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
945                         }
946                         else
947                         {
948                                 flood = 1;
949                                 msgstr = fullmsgstr;
950                         }
951                 }
952                 else
953                 {
954                         if(time >= source.flood_field)
955                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
956                         else
957                                 flood = 1;
958                 }
959
960                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
961                         source.flood_field = flood = 0;
962         }
963
964         if(flood == 2) // cannot happen for empty msgstr
965         {
966                 if(autocvar_g_chat_flood_notify_flooder)
967                 {
968                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
969                         sourcecmsgstr = "";
970                 }
971                 else
972                 {
973                         sourcemsgstr = fullmsgstr;
974                         sourcecmsgstr = fullcmsgstr;
975                 }
976                 cmsgstr = "";
977         }
978         else
979         {
980                 sourcemsgstr = msgstr;
981                 sourcecmsgstr = cmsgstr;
982         }
983
984         if(!privatesay)
985         if(source.classname != "player")
986         {
987                 if not(intermission_running)
988                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
989                                 teamsay = -1; // spectators
990         }
991
992         if(flood)
993                 print("NOTE: ", playername(source), "^7 is flooding.\n");
994
995         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
996         if(privatesay)
997                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
998
999         if(source.muted)
1000         {
1001                 // always fake the message
1002                 ret = -1;
1003         }
1004         else if(flood == 1)
1005         {
1006                 if(autocvar_g_chat_flood_notify_flooder)
1007                 {
1008                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1009                         ret = 0;
1010                 }
1011                 else
1012                         ret = -1;
1013         }
1014         else
1015         {
1016                 ret = 1;
1017         }
1018
1019         if(sourcemsgstr != "" && ret != 0)
1020         {
1021                 if(ret < 0) // faked message, because the player is muted
1022                 {
1023                         sprint(source, sourcemsgstr);
1024                         if(sourcecmsgstr != "" && !privatesay)
1025                                 centerprint(source, sourcecmsgstr);
1026                 }
1027                 else if(privatesay) // private message, between 2 people only, not sent to server console
1028                 {
1029                         sprint(source, sourcemsgstr);
1030                         sprint(privatesay, msgstr);
1031                         if(cmsgstr != "")
1032                                 centerprint(privatesay, cmsgstr);
1033                 }
1034                 else if(teamsay > 0) // team message, only sent to team mates
1035                 {
1036                         sprint(source, sourcemsgstr);
1037                         //print(msgstr); // send to server console too
1038                         if(sourcecmsgstr != "")
1039                                 centerprint(source, sourcecmsgstr);
1040                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1041                                 if(head != source)
1042                                 {
1043                                         sprint(head, msgstr);
1044                                         if(cmsgstr != "")
1045                                                 centerprint(head, cmsgstr);
1046                                 }
1047                 }
1048                 else if(teamsay < 0) // spectator message, only sent to spectators
1049                 {
1050                         sprint(source, sourcemsgstr);
1051                         //print(msgstr); // send to server console too
1052                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1053                                 if(head != source)
1054                                         sprint(head, msgstr);
1055                 }
1056                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1057                 {
1058                         sprint(source, sourcemsgstr);
1059                         //print(msgstr); // send to server console too
1060                         FOR_EACH_REALCLIENT(head)
1061                                 if(head != source)
1062                                         sprint(head, msgstr);
1063                 }
1064                 else
1065                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1066         }
1067
1068         return ret;
1069 }
1070
1071 float GetVoiceMessageVoiceType(string type)
1072 {
1073         if(type == "taunt")
1074                 return VOICETYPE_TAUNT;
1075         if(type == "teamshoot")
1076                 return VOICETYPE_LASTATTACKER;
1077         return VOICETYPE_TEAMRADIO;
1078 }
1079
1080 string allvoicesamples;
1081 .string GetVoiceMessageSampleField(string type)
1082 {
1083         GetPlayerSoundSampleField_notFound = 0;
1084         switch(type)
1085         {
1086 #define _VOICEMSG(m) case #m: return playersound_##m;
1087                 ALLVOICEMSGS
1088 #undef _VOICEMSG
1089         }
1090         GetPlayerSoundSampleField_notFound = 1;
1091         return playersound_taunt;
1092 }
1093
1094 .string GetPlayerSoundSampleField(string type)
1095 {
1096         GetPlayerSoundSampleField_notFound = 0;
1097         switch(type)
1098         {
1099 #define _VOICEMSG(m) case #m: return playersound_##m;
1100                 ALLPLAYERSOUNDS
1101 #undef _VOICEMSG
1102         }
1103         GetPlayerSoundSampleField_notFound = 1;
1104         return playersound_taunt;
1105 }
1106
1107 void PrecacheGlobalSound(string samplestring)
1108 {
1109         float n, i;
1110         tokenize_console(samplestring);
1111         n = stof(argv(1));
1112         if(n > 0)
1113         {
1114                 for(i = 1; i <= n; ++i)
1115                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1116         }
1117         else
1118         {
1119                 precache_sound(strcat(argv(0), ".wav"));
1120         }
1121 }
1122
1123 void PrecachePlayerSounds(string f)
1124 {
1125         float fh;
1126         string s;
1127         fh = fopen(f, FILE_READ);
1128         if(fh < 0)
1129                 return;
1130         while((s = fgets(fh)))
1131         {
1132                 if(tokenize_console(s) != 3)
1133                 {
1134                         dprint("Invalid sound info line: ", s, "\n");
1135                         continue;
1136                 }
1137                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1138         }
1139         fclose(fh);
1140
1141         if not(allvoicesamples)
1142         {
1143 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1144                 ALLVOICEMSGS
1145 #undef _VOICEMSG
1146                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1147         }
1148 }
1149
1150 void ClearPlayerSounds()
1151 {
1152 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1153         ALLPLAYERSOUNDS
1154         ALLVOICEMSGS
1155 #undef _VOICEMSG
1156 }
1157
1158 float LoadPlayerSounds(string f, float first)
1159 {
1160         float fh;
1161         string s;
1162         var .string field;
1163         fh = fopen(f, FILE_READ);
1164         if(fh < 0)
1165         {
1166                 dprint("Player sound file not found: ", f, "\n");
1167                 return 0;
1168         }
1169         while((s = fgets(fh)))
1170         {
1171                 if(tokenize_console(s) != 3)
1172                         continue;
1173                 field = GetPlayerSoundSampleField(argv(0));
1174                 if(GetPlayerSoundSampleField_notFound)
1175                         field = GetVoiceMessageSampleField(argv(0));
1176                 if(GetPlayerSoundSampleField_notFound)
1177                         continue;
1178                 if(self.field)
1179                         strunzone(self.field);
1180                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1181         }
1182         fclose(fh);
1183         return 1;
1184 }
1185
1186 .float modelindex_for_playersound;
1187 .float skin_for_playersound;
1188 void UpdatePlayerSounds()
1189 {
1190         if(self.modelindex == self.modelindex_for_playersound)
1191         if(self.skin == self.skin_for_playersound)
1192                 return;
1193         self.modelindex_for_playersound = self.modelindex;
1194         self.skin_for_playersound = self.skin;
1195         ClearPlayerSounds();
1196         LoadPlayerSounds("sound/player/default.sounds", 1);
1197         if(!autocvar_g_debug_defaultsounds)
1198                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1199                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1200 }
1201
1202 void FakeGlobalSound(string sample, float chan, float voicetype)
1203 {
1204         float n;
1205         float tauntrand;
1206
1207         if(sample == "")
1208                 return;
1209
1210         tokenize_console(sample);
1211         n = stof(argv(1));
1212         if(n > 0)
1213                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1214         else
1215                 sample = strcat(argv(0), ".wav"); // randomization
1216
1217         switch(voicetype)
1218         {
1219                 case VOICETYPE_LASTATTACKER_ONLY:
1220                         break;
1221                 case VOICETYPE_LASTATTACKER:
1222                         if(self.pusher)
1223                         {
1224                                 msg_entity = self;
1225                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1226                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1227                         }
1228                         break;
1229                 case VOICETYPE_TEAMRADIO:
1230                         msg_entity = self;
1231                         if(msg_entity.cvar_cl_voice_directional == 1)
1232                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1233                         else
1234                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1235                         break;
1236                 case VOICETYPE_AUTOTAUNT:
1237                         if(!sv_autotaunt)
1238                                 break;
1239                         if(!sv_taunt)
1240                                 break;
1241                         if(sv_gentle)
1242                                 break;
1243                         tauntrand = random();
1244                         msg_entity = self;
1245                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1246                         {
1247                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1248                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1249                                 else
1250                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1251                         }
1252                         break;
1253                 case VOICETYPE_TAUNT:
1254                         if(self.classname == "player")
1255                                 if(self.deadflag == DEAD_NO)
1256                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1257                         if(!sv_taunt)
1258                                 break;
1259                         if(sv_gentle)
1260                                 break;
1261                         msg_entity = self;
1262                         if (msg_entity.cvar_cl_voice_directional >= 1)
1263                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1264                         else
1265                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1266                         break;
1267                 case VOICETYPE_PLAYERSOUND:
1268                         msg_entity = self;
1269                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1270                         break;
1271                 default:
1272                         backtrace("Invalid voice type!");
1273                         break;
1274         }
1275 }
1276
1277 void GlobalSound(string sample, float chan, float voicetype)
1278 {
1279         float n;
1280         float tauntrand;
1281
1282         if(sample == "")
1283                 return;
1284
1285         tokenize_console(sample);
1286         n = stof(argv(1));
1287         if(n > 0)
1288                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1289         else
1290                 sample = strcat(argv(0), ".wav"); // randomization
1291
1292         switch(voicetype)
1293         {
1294                 case VOICETYPE_LASTATTACKER_ONLY:
1295                         if(self.pusher)
1296                         {
1297                                 msg_entity = self.pusher;
1298                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1299                                 {
1300                                         if(msg_entity.cvar_cl_voice_directional == 1)
1301                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1302                                         else
1303                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1304                                 }
1305                         }
1306                         break;
1307                 case VOICETYPE_LASTATTACKER:
1308                         if(self.pusher)
1309                         {
1310                                 msg_entity = self.pusher;
1311                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1312                                 {
1313                                         if(msg_entity.cvar_cl_voice_directional == 1)
1314                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1315                                         else
1316                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1317                                 }
1318                                 msg_entity = self;
1319                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1320                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1321                         }
1322                         break;
1323                 case VOICETYPE_TEAMRADIO:
1324                         FOR_EACH_REALCLIENT(msg_entity)
1325                                 if(!teamplay || msg_entity.team == self.team)
1326                                 {
1327                                         if(msg_entity.cvar_cl_voice_directional == 1)
1328                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1329                                         else
1330                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1331                                 }
1332                         break;
1333                 case VOICETYPE_AUTOTAUNT:
1334                         if(!sv_autotaunt)
1335                                 break;
1336                         if(!sv_taunt)
1337                                 break;
1338                         if(sv_gentle)
1339                                 break;
1340                         tauntrand = random();
1341                         FOR_EACH_REALCLIENT(msg_entity)
1342                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1343                                 {
1344                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1345                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1346                                         else
1347                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1348                                 }
1349                         break;
1350                 case VOICETYPE_TAUNT:
1351                         if(self.classname == "player")
1352                                 if(self.deadflag == DEAD_NO)
1353                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1354                         if(!sv_taunt)
1355                                 break;
1356                         if(sv_gentle)
1357                                 break;
1358                         FOR_EACH_REALCLIENT(msg_entity)
1359                         {
1360                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1361                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1362                                 else
1363                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1364                         }
1365                         break;
1366                 case VOICETYPE_PLAYERSOUND:
1367                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1368                         break;
1369                 default:
1370                         backtrace("Invalid voice type!");
1371                         break;
1372         }
1373 }
1374
1375 void PlayerSound(.string samplefield, float chan, float voicetype)
1376 {
1377         GlobalSound(self.samplefield, chan, voicetype);
1378 }
1379
1380 void VoiceMessage(string type, string msg)
1381 {
1382         var .string sample;
1383         float voicetype, ownteam;
1384         float flood;
1385         sample = GetVoiceMessageSampleField(type);
1386
1387         if(GetPlayerSoundSampleField_notFound)
1388         {
1389                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1390                 return;
1391         }
1392
1393         voicetype = GetVoiceMessageVoiceType(type);
1394         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1395
1396         flood = Say(self, ownteam, world, msg, 1);
1397
1398         if (flood > 0)
1399                 GlobalSound(self.sample, CH_VOICE, voicetype);
1400         else if (flood < 0)
1401                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1402 }
1403
1404 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1405 {
1406 //      show_message
1407 //      0 (00) automove centerprint, admin message
1408 //      1 (01) automove centerprint, no admin message
1409 //      2 (10) no centerprint, admin message
1410 //      3 (11) no centerprint, no admin message
1411
1412         float lockteams_backup;
1413
1414         lockteams_backup = lockteams;  // backup any team lock
1415
1416         lockteams = 0;  // disable locked teams
1417
1418         TeamchangeFrags(client);  // move the players frags
1419         SetPlayerColors(client, team_colour - 1);  // set the players colour
1420         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1421
1422         lockteams = lockteams_backup;  // restore the team lock
1423
1424         LogTeamchange(client.playerid, client.team, type);
1425
1426         if not(show_message & 1) // admin message
1427                 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
1428
1429         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1430 }