2 .float accuracy_frags[WEP_MAXCOUNT];
4 float weaponstats_buffer;
6 void WeaponStats_Init()
8 if(autocvar_sv_weaponstats_file != "")
9 weaponstats_buffer = buf_create();
11 weaponstats_buffer = -1;
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
16 void WeaponStats_ready(entity fh, entity pass, float status)
18 float i, j, n, ibot, jbot, idx;
23 case URL_READY_CANWRITE:
25 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26 url_fputs(fh, "#begin statsfile\n");
27 url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29 url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
31 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33 n = tokenizebyseparator(cvar_purechanges, "\n");
34 for(i = 0; i < n; ++i)
35 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
39 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40 v = stov(bufstr_get(weaponstats_buffer, idx));
43 //vector is: kills hits damage
44 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
48 url_fputs(fh, "#end\n\n");
51 case URL_READY_CANREAD:
52 // url_fclose is processing, we got a response for writing the data
53 // this must come from HTTP
54 print("Got response from weapon stats server:\n");
55 while((s = url_fgets(fh)))
57 print("End of response.\n");
60 case URL_READY_CLOSED:
61 // url_fclose has finished
62 print("Weapon stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
68 print("Weapon stats writing failed: ", ftos(status), "\n");
69 buf_del(weaponstats_buffer);
70 weaponstats_buffer = -1;
75 void WeaponStats_Shutdown()
77 if(weaponstats_buffer < 0)
79 if(autocvar_sv_weaponstats_file != "")
81 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
85 buf_del(weaponstats_buffer);
86 weaponstats_buffer = -1;
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
93 if(weaponstats_buffer < 0)
95 if(awep < WEP_FIRST || vwep < WEP_FIRST)
97 if(awep > WEP_LAST || vwep > WEP_LAST)
99 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
105 error("negative damage?");
106 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
110 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
127 void CopyBody(float keepvelocity)
130 if (self.effects & EF_NODRAW)
134 self.enemy = oldself;
135 self.lip = oldself.lip;
136 self.colormap = oldself.colormap;
137 self.iscreature = oldself.iscreature;
138 self.damagedbycontents = oldself.damagedbycontents;
139 self.angles = oldself.angles;
140 self.avelocity = oldself.avelocity;
141 self.classname = "body";
142 self.damageforcescale = oldself.damageforcescale;
143 self.effects = oldself.effects;
144 self.event_damage = oldself.event_damage;
145 self.animstate_startframe = oldself.animstate_startframe;
146 self.animstate_numframes = oldself.animstate_numframes;
147 self.animstate_framerate = oldself.animstate_framerate;
148 self.animstate_starttime = oldself.animstate_starttime;
149 self.animstate_endtime = oldself.animstate_endtime;
150 self.animstate_override = oldself.animstate_override;
151 self.animstate_looping = oldself.animstate_looping;
152 self.frame = oldself.frame;
153 self.dead_frame = oldself.dead_frame;
154 self.pain_finished = oldself.pain_finished;
155 self.health = oldself.health;
156 self.armorvalue = oldself.armorvalue;
157 self.armortype = oldself.armortype;
158 self.model = oldself.model;
159 self.modelindex = oldself.modelindex;
160 self.skin = oldself.skin;
161 self.species = oldself.species;
162 self.movetype = oldself.movetype;
163 self.nextthink = oldself.nextthink;
164 self.solid = oldself.solid;
165 self.ballistics_density = oldself.ballistics_density;
166 self.takedamage = oldself.takedamage;
167 self.think = oldself.think;
168 self.customizeentityforclient = oldself.customizeentityforclient;
169 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
170 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
171 if (keepvelocity == 1)
172 self.velocity = oldself.velocity;
173 self.oldvelocity = self.velocity;
174 self.fade_time = oldself.fade_time;
175 self.fade_rate = oldself.fade_rate;
176 //self.weapon = oldself.weapon;
177 setorigin(self, oldself.origin);
178 setsize(self, oldself.mins, oldself.maxs);
179 self.prevorigin = oldself.origin;
180 self.reset = SUB_Remove;
182 Drag_MoveDrag(oldself, self);
184 if(self.colormap <= maxclients && self.colormap > 0)
185 self.colormap = 1024 + self.clientcolors;
190 float player_getspecies()
193 get_model_parameters(self.model, self.skin);
194 s = get_model_parameters_species;
195 get_model_parameters(string_null, 0);
197 return SPECIES_HUMAN;
201 void player_setupanimsformodel()
203 // defaults for legacy .zym models without animinfo files
204 self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
205 self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
206 self.anim_draw = animfixfps(self, '2 1 3');
207 // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
208 self.anim_duckwalk = animfixfps(self, '4 1 1');
209 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
210 self.anim_duckidle = animfixfps(self, '6 1 1');
211 self.anim_idle = animfixfps(self, '7 1 1');
212 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
213 self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
214 self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
215 self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
216 self.anim_taunt = animfixfps(self, '12 1 0.33');
217 self.anim_run = animfixfps(self, '13 1 1');
218 self.anim_runbackwards = animfixfps(self, '14 1 1');
219 self.anim_strafeleft = animfixfps(self, '15 1 1');
220 self.anim_straferight = animfixfps(self, '16 1 1');
221 self.anim_dead1 = animfixfps(self, '17 1 1');
222 self.anim_dead2 = animfixfps(self, '18 1 1');
223 self.anim_forwardright = animfixfps(self, '19 1 1');
224 self.anim_forwardleft = animfixfps(self, '20 1 1');
225 self.anim_backright = animfixfps(self, '21 1 1');
226 self.anim_backleft = animfixfps(self, '22 1 1');
227 self.anim_melee = animfixfps(self, '23 1 1');
228 // TODO introspect models for finding right "fps" value (1/duration)
229 // reset animstate now
230 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
233 void player_anim (void)
236 if (self.weaponentity)
237 updateanim(self.weaponentity);
239 if (self.deadflag != DEAD_NO)
241 if (time > self.animstate_endtime)
246 setsize(self, self.mins, self.maxs);
248 self.frame = self.dead_frame;
253 if (!self.animstate_override)
255 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
259 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
261 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);
262 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
264 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
265 self.restart_jump = FALSE;
271 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
273 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
274 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
276 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
277 self.restart_jump = FALSE;
282 else if (self.crouch)
284 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
285 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
287 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
289 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
291 if (self.movement_x > 0 && self.movement_y == 0)
292 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
293 else if (self.movement_x < 0 && self.movement_y == 0)
294 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
295 else if (self.movement_x == 0 && self.movement_y > 0)
296 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
297 else if (self.movement_x == 0 && self.movement_y < 0)
298 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
299 else if (self.movement_x > 0 && self.movement_y > 0)
300 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
301 else if (self.movement_x > 0 && self.movement_y < 0)
302 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
303 else if (self.movement_x < 0 && self.movement_y > 0)
304 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
305 else if (self.movement_x < 0 && self.movement_y < 0)
306 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
308 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
311 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
314 if (self.weaponentity)
315 if (!self.weaponentity.animstate_override)
316 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
319 void SpawnThrownWeapon (vector org, float w)
322 if(self.ammo_cells <= 0)
328 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
330 if(self.weapons & W_WeaponBit(j))
331 if(W_IsWeaponThrowable(j))
332 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
337 if(W_IsWeaponThrowable(self.weapon))
338 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
342 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
346 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
348 // damage resistance (ignore most of the damage from a bullet or similar)
349 damage = max(damage - 5, 1);
351 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
355 if(sound_allowed(MSG_BROADCAST, attacker))
358 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
360 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
362 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
366 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
368 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
370 if (!(self.flags & FL_GODMODE))
372 self.armorvalue = self.armorvalue - save;
373 self.health = self.health - take;
374 // pause regeneration for 5 seconds
375 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
377 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
378 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
379 self.dmg_inflictor = inflictor;
381 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
383 // don't use any animations as a gib
386 // view just above the floor
387 self.view_ofs = '0 0 4';
389 Violence_GibSplash(self, 1, 1, attacker);
390 self.modelindex = 0; // restore later
391 self.solid = SOLID_NOT; // restore later
395 void ClientKill_Now_TeamChange();
396 void freezetag_CheckWinner();
398 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
400 float take, save, waves, sdelay, dh, da, j;
402 float valid_damage_for_weaponstats;
405 if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
408 dh = max(self.health, 0);
409 da = max(self.armorvalue, 0);
411 if(!DEATH_ISSPECIAL(deathtype))
413 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
415 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
418 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
420 // tuba causes blood to come out of the ears
425 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
427 makevectors(self.angles);
428 ear1 += v_right * -10;
429 ear2 += v_right * +10;
430 d = inflictor.origin - self.origin;
431 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
432 force = v_right * vlen(force);
433 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
434 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
443 // force is already good
447 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
451 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
461 frag_inflictor = inflictor;
462 frag_attacker = attacker;
466 damage_force = force;
467 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
468 take = bound(0, damage_take, self.health);
469 save = bound(0, damage_save, self.armorvalue);
470 excess = max(0, damage - take - save);
472 if(sound_allowed(MSG_BROADCAST, attacker))
475 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
477 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
479 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
483 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
485 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
487 if (time >= self.spawnshieldtime)
489 if (!(self.flags & FL_GODMODE))
491 self.armorvalue = self.armorvalue - save;
492 self.health = self.health - take;
493 // pause regeneration for 5 seconds
495 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
497 if (time > self.pain_finished) //Don't switch pain sequences like crazy
499 self.pain_finished = time + 0.5; //Supajoe
502 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
504 if (!self.animstate_override)
507 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
509 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
513 if(sound_allowed(MSG_BROADCAST, attacker))
514 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
516 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
518 if(deathtype == DEATH_FALL)
519 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
520 else if(self.health > 75) // TODO make a "gentle" version?
521 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
522 else if(self.health > 50)
523 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
524 else if(self.health > 25)
525 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
527 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
531 // throw off bot aim temporarily
533 shake = damage * 5 / (bound(0,skill,100) + 1);
534 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
535 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
539 self.max_armorvalue += (save + take);
541 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
542 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
543 self.dmg_inflictor = inflictor;
547 // don't reset pushltime for self damage as it may be an attempt to
548 // escape a lava pit or similar
549 //self.pushltime = 0;
551 else if(attacker.classname == "player")
553 self.pusher = attacker;
554 self.pushltime = time + autocvar_g_maxpushtime;
556 else if(time < self.pushltime)
558 attacker = self.pusher;
559 self.pushltime = max(self.pushltime, time + 0.6);
564 float abot, vbot, awep;
565 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
566 vbot = (clienttype(self) == CLIENTTYPE_BOT);
568 valid_damage_for_weaponstats = 0;
569 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
570 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
571 if(attacker && self != attacker)
572 if(IsDifferentTeam(self, attacker))
574 if(DEATH_ISSPECIAL(deathtype))
575 awep = attacker.weapon;
577 awep = DEATH_WEAPONOF(deathtype);
578 valid_damage_for_weaponstats = 1;
581 if(valid_damage_for_weaponstats)
583 dh = dh - max(self.health, 0);
584 da = da - max(self.armorvalue, 0);
585 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
590 float defer_ClientKill_Now_TeamChange;
591 defer_ClientKill_Now_TeamChange = FALSE;
595 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
599 if(valid_damage_for_weaponstats)
600 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
602 if(sv_gentle < 1) // TODO make a "gentle" version?
603 if(sound_allowed(MSG_BROADCAST, attacker))
605 if(deathtype == DEATH_DROWN)
606 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
608 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
611 // get rid of kill indicator
612 if(self.killindicator)
614 remove(self.killindicator);
615 self.killindicator = world;
616 if(self.killindicator_teamchange)
617 defer_ClientKill_Now_TeamChange = TRUE;
619 if(self.classname == "body")
620 if(deathtype == DEATH_KILL)
622 // for the lemmings fans, a small harmless explosion
623 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
629 // become fully visible
632 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
635 // print an obituary message
636 Obituary (attacker, inflictor, self, deathtype);
640 // increment frag counter for used weapon type
642 w = DEATH_WEAPONOF(deathtype);
644 if(self.classname == "player")
646 attacker.accuracy.(accuracy_frags[w-1]) += 1;
648 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
651 count_alive_players(); // re-count players
652 freezetag_CheckWinner();
656 frag_attacker = attacker;
657 frag_inflictor = inflictor;
659 MUTATOR_CALLHOOK(PlayerDies);
660 weapon_action(self.weapon, WR_PLAYERDEATH);
662 RemoveGrapplingHook(self);
666 if(attacker.classname != "player")
667 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
668 else if(attacker.team == self.team)
669 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
671 DropFlag(self.flagcarried, world, attacker);
673 if(self.ballcarried && g_nexball)
674 DropBall(self.ballcarried, self.origin, self.velocity);
675 Portal_ClearAllLater(self);
677 if(clienttype(self) == CLIENTTYPE_REAL)
679 stuffcmd(self, "-zoom\n");
680 self.fixangle = TRUE;
682 //WriteByte (MSG_ONE, SVC_SETANGLE);
683 //WriteAngle (MSG_ONE, self.v_angle_x);
684 //WriteAngle (MSG_ONE, self.v_angle_y);
685 //WriteAngle (MSG_ONE, 80);
688 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
689 ClientKill_Now_TeamChange();
692 Spawnqueue_Unmark(self);
697 // when we get here, player actually dies
698 // clear waypoints (do this AFTER FreezeTag)
699 WaypointSprite_PlayerDead();
701 // make the corpse upright (not tilted)
705 self.avelocity = '0 0 0';
706 // view from the floor
707 self.view_ofs = '0 0 -8';
709 self.movetype = MOVETYPE_TOSS;
711 self.solid = SOLID_CORPSE;
712 self.ballistics_density = autocvar_g_ballistics_density_corpse;
713 // don't stick to the floor
714 self.flags &~= FL_ONGROUND;
716 self.deadflag = DEAD_DYING;
717 // when to allow respawn
720 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
724 sdelay = 0; // no respawn delay in CTS
726 sdelay = autocvar_g_respawn_delay;
728 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
730 waves = autocvar_g_respawn_waves;
732 self.death_time = ceil((time + sdelay) / waves) * waves;
734 self.death_time = time + sdelay;
735 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
736 self.respawn_countdown = 10; // first number to count down from is 10
738 self.respawn_countdown = -1; // do not count down
741 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
742 self.dead_frame = self.anim_dead1_x;
746 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
747 self.dead_frame = self.anim_dead2_x;
749 // set damage function to corpse damage
750 self.event_damage = PlayerCorpseDamage;
751 // call the corpse damage function just in case it wants to gib
752 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
753 // set up to fade out later
754 SUB_SetFade (self, time + 6 + random (), 1);
756 if(sv_gentle > 0 || autocvar_ekg) {
758 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
761 // reset fields the weapons may use just in case
762 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
764 weapon_action(j, WR_RESETPLAYER);
765 ATTACK_FINISHED_FOR(self, j) = 0;
770 .float muted; // to be used by prvm_edictset server playernumber muted 1
771 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
772 // message "": do not say, just test flood control
778 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
779 float flood, privatemsgprefixlen;
780 var .float flood_field;
784 if(Ban_MaybeEnforceBan(source))
787 if(!teamsay && !privatesay)
788 if(substring(msgin, 0, 1) == " ")
789 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
791 msgin = formatmessage(msgin);
793 if(source.classname != "player")
794 colorstr = "^0"; // black for spectators
796 colorstr = Team_ColorCode(source.team);
800 if(intermission_running)
804 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
807 * using bprint solves this... me stupid
808 // how can we prevent the message from appearing in a listen server?
809 // for now, just give "say" back and only handle say_team
812 clientcommand(self, strcat("say ", msgin));
817 if(autocvar_g_chat_teamcolors)
818 namestr = playername(source);
820 namestr = source.netname;
826 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
827 privatemsgprefixlen = strlen(msgstr);
828 msgstr = strcat(msgstr, msgin);
829 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
830 if(autocvar_g_chat_teamcolors)
831 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
833 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
837 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
838 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
842 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
845 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
849 msgstr = cmsgstr = "";
853 fullcmsgstr = cmsgstr;
865 flood_spl = autocvar_g_chat_flood_spl_tell;
866 flood_burst = autocvar_g_chat_flood_burst_tell;
867 flood_lmax = autocvar_g_chat_flood_lmax_tell;
868 flood_field = floodcontrol_chattell;
872 flood_spl = autocvar_g_chat_flood_spl_team;
873 flood_burst = autocvar_g_chat_flood_burst_team;
874 flood_lmax = autocvar_g_chat_flood_lmax_team;
875 flood_field = floodcontrol_chatteam;
879 flood_spl = autocvar_g_chat_flood_spl;
880 flood_burst = autocvar_g_chat_flood_burst;
881 flood_lmax = autocvar_g_chat_flood_lmax;
882 flood_field = floodcontrol_chat;
884 flood_burst = max(0, flood_burst - 1);
885 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
887 // do flood control for the default line size
890 getWrappedLine_remaining = msgstr;
893 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
895 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
898 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
900 if(getWrappedLine_remaining != "")
902 msgstr = strcat(msgstr, "\n");
906 if(time >= source.flood_field)
908 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
918 if(time >= source.flood_field)
919 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
924 if (timeoutStatus == 2) //when game is paused, no flood protection
925 source.flood_field = flood = 0;
928 if(flood == 2) // cannot happen for empty msgstr
930 if(autocvar_g_chat_flood_notify_flooder)
932 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
937 sourcemsgstr = fullmsgstr;
938 sourcecmsgstr = fullcmsgstr;
944 sourcemsgstr = msgstr;
945 sourcecmsgstr = cmsgstr;
949 if(source.classname != "player")
951 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
952 teamsay = -1; // spectators
956 print("NOTE: ", playername(source), "^7 is flooding.\n");
958 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
960 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
964 // always fake the message
969 if(autocvar_g_chat_flood_notify_flooder)
971 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
982 if(sourcemsgstr != "" && ret != 0)
986 sprint(source, sourcemsgstr);
987 if(sourcecmsgstr != "" && !privatesay)
988 centerprint(source, sourcecmsgstr);
992 sprint(source, sourcemsgstr);
993 sprint(privatesay, msgstr);
995 centerprint(privatesay, cmsgstr);
999 sprint(source, sourcemsgstr);
1000 if(sourcecmsgstr != "")
1001 centerprint(source, sourcecmsgstr);
1002 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1005 sprint(head, msgstr);
1007 centerprint(head, cmsgstr);
1010 else if(teamsay < 0)
1012 sprint(source, sourcemsgstr);
1013 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1015 sprint(head, msgstr);
1017 else if(sourcemsgstr != msgstr)
1019 sprint(source, sourcemsgstr);
1020 FOR_EACH_REALCLIENT(head)
1022 sprint(head, msgstr);
1031 float GetVoiceMessageVoiceType(string type)
1034 return VOICETYPE_TAUNT;
1035 if(type == "teamshoot")
1036 return VOICETYPE_LASTATTACKER;
1037 return VOICETYPE_TEAMRADIO;
1040 string allvoicesamples;
1041 .string GetVoiceMessageSampleField(string type)
1043 GetPlayerSoundSampleField_notFound = 0;
1046 #define _VOICEMSG(m) case #m: return playersound_##m;
1050 GetPlayerSoundSampleField_notFound = 1;
1051 return playersound_taunt;
1054 .string GetPlayerSoundSampleField(string type)
1056 GetPlayerSoundSampleField_notFound = 0;
1059 #define _VOICEMSG(m) case #m: return playersound_##m;
1063 GetPlayerSoundSampleField_notFound = 1;
1064 return playersound_taunt;
1067 void PrecacheGlobalSound(string samplestring)
1070 tokenize_console(samplestring);
1074 for(i = 1; i <= n; ++i)
1075 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1079 precache_sound(strcat(argv(0), ".wav"));
1083 void PrecachePlayerSounds(string f)
1087 fh = fopen(f, FILE_READ);
1090 while((s = fgets(fh)))
1092 if(tokenize_console(s) != 3)
1094 dprint("Invalid sound info line: ", s, "\n");
1097 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1101 if not(allvoicesamples)
1103 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1106 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1110 void ClearPlayerSounds()
1112 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1118 float LoadPlayerSounds(string f, float first)
1123 fh = fopen(f, FILE_READ);
1126 dprint("Player sound file not found: ", f, "\n");
1129 while((s = fgets(fh)))
1131 if(tokenize_console(s) != 3)
1133 field = GetPlayerSoundSampleField(argv(0));
1134 if(GetPlayerSoundSampleField_notFound)
1135 field = GetVoiceMessageSampleField(argv(0));
1136 if(GetPlayerSoundSampleField_notFound)
1139 strunzone(self.field);
1140 self.field = strzone(strcat(argv(1), " ", argv(2)));
1146 .float modelindex_for_playersound;
1147 .float skin_for_playersound;
1148 void UpdatePlayerSounds()
1150 if(self.modelindex == self.modelindex_for_playersound)
1151 if(self.skin == self.skin_for_playersound)
1153 self.modelindex_for_playersound = self.modelindex;
1154 self.skin_for_playersound = self.skin;
1155 ClearPlayerSounds();
1156 LoadPlayerSounds("sound/player/default.sounds", 1);
1157 if(!autocvar_g_debug_defaultsounds)
1158 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1159 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1162 void FakeGlobalSound(string sample, float chan, float voicetype)
1170 tokenize_console(sample);
1173 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1175 sample = strcat(argv(0), ".wav"); // randomization
1179 case VOICETYPE_LASTATTACKER_ONLY:
1181 case VOICETYPE_LASTATTACKER:
1185 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1186 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1189 case VOICETYPE_TEAMRADIO:
1191 if(msg_entity.cvar_cl_voice_directional == 1)
1192 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1194 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1196 case VOICETYPE_AUTOTAUNT:
1203 tauntrand = random();
1205 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1207 if (msg_entity.cvar_cl_voice_directional >= 1)
1208 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1210 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1213 case VOICETYPE_TAUNT:
1214 if(self.classname == "player")
1215 if(self.deadflag == DEAD_NO)
1216 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1222 if (msg_entity.cvar_cl_voice_directional >= 1)
1223 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1225 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1227 case VOICETYPE_PLAYERSOUND:
1229 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1232 backtrace("Invalid voice type!");
1237 void GlobalSound(string sample, float chan, float voicetype)
1245 tokenize_console(sample);
1248 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1250 sample = strcat(argv(0), ".wav"); // randomization
1254 case VOICETYPE_LASTATTACKER_ONLY:
1257 msg_entity = self.pusher;
1258 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1260 if(msg_entity.cvar_cl_voice_directional == 1)
1261 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1263 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1267 case VOICETYPE_LASTATTACKER:
1270 msg_entity = self.pusher;
1271 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1273 if(msg_entity.cvar_cl_voice_directional == 1)
1274 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1276 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1279 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1280 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1283 case VOICETYPE_TEAMRADIO:
1284 FOR_EACH_REALCLIENT(msg_entity)
1285 if(!teamplay || msg_entity.team == self.team)
1287 if(msg_entity.cvar_cl_voice_directional == 1)
1288 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1290 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1293 case VOICETYPE_AUTOTAUNT:
1300 tauntrand = random();
1301 FOR_EACH_REALCLIENT(msg_entity)
1302 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1304 if (msg_entity.cvar_cl_voice_directional >= 1)
1305 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1307 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1310 case VOICETYPE_TAUNT:
1311 if(self.classname == "player")
1312 if(self.deadflag == DEAD_NO)
1313 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1318 FOR_EACH_REALCLIENT(msg_entity)
1320 if (msg_entity.cvar_cl_voice_directional >= 1)
1321 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1323 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1326 case VOICETYPE_PLAYERSOUND:
1327 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1330 backtrace("Invalid voice type!");
1335 void PlayerSound(.string samplefield, float chan, float voicetype)
1337 GlobalSound(self.samplefield, chan, voicetype);
1340 void VoiceMessage(string type, string msg)
1343 float voicetype, ownteam;
1345 sample = GetVoiceMessageSampleField(type);
1347 if(GetPlayerSoundSampleField_notFound)
1349 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1353 voicetype = GetVoiceMessageVoiceType(type);
1354 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1356 flood = Say(self, ownteam, world, msg, 1);
1359 GlobalSound(self.sample, CH_VOICE, voicetype);
1361 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1364 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1367 // 0 (00) automove centerprint, admin message
1368 // 1 (01) automove centerprint, no admin message
1369 // 2 (10) no centerprint, admin message
1370 // 3 (11) no centerprint, no admin message
1372 float lockteams_backup;
1374 lockteams_backup = lockteams; // backup any team lock
1376 lockteams = 0; // disable locked teams
1378 TeamchangeFrags(client); // move the players frags
1379 SetPlayerColors(client, team_colour - 1); // set the players colour
1380 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1382 lockteams = lockteams_backup; // restore the team lock
1384 LogTeamchange(client.playerid, client.team, type);
1386 if not(show_message & 1) // admin message
1387 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
1389 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));