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Make respawn code cleaner by adding respawn flags and the new mutator hook GetRespawn...
[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 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
151         self.enemy = oldself;
152         self.lip = oldself.lip;
153         self.colormap = oldself.colormap;
154         self.iscreature = oldself.iscreature;
155         self.teleportable = oldself.teleportable;
156         self.damagedbycontents = oldself.damagedbycontents;
157         self.angles = oldself.angles;
158         self.avelocity = oldself.avelocity;
159         self.classname = "body";
160         self.damageforcescale = oldself.damageforcescale;
161         self.effects = oldself.effects;
162         self.glowmod = oldself.glowmod;
163         self.event_damage = oldself.event_damage;
164         self.anim_state = oldself.anim_state;
165         self.anim_time = oldself.anim_time;
166         self.anim_lower_action = oldself.anim_lower_action;
167         self.anim_lower_time = oldself.anim_lower_time;
168         self.anim_upper_action = oldself.anim_upper_action;
169         self.anim_upper_time = oldself.anim_upper_time;
170         self.anim_implicit_state = oldself.anim_implicit_state;
171         self.anim_implicit_time = oldself.anim_implicit_time;
172         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
173         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
174         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
175         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
176         self.dphitcontentsmask = oldself.dphitcontentsmask;
177         self.death_time = oldself.death_time;
178         self.pain_finished = oldself.pain_finished;
179         self.health = oldself.health;
180         self.armorvalue = oldself.armorvalue;
181         self.armortype = oldself.armortype;
182         self.model = oldself.model;
183         self.modelindex = oldself.modelindex;
184         self.skin = oldself.skin;
185         self.species = oldself.species;
186         self.movetype = oldself.movetype;
187         self.solid = oldself.solid;
188         self.ballistics_density = oldself.ballistics_density;
189         self.takedamage = oldself.takedamage;
190         self.customizeentityforclient = oldself.customizeentityforclient;
191         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
192         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
193         if (keepvelocity == 1)
194                 self.velocity = oldself.velocity;
195         self.oldvelocity = self.velocity;
196         self.alpha = oldself.alpha;
197         self.fade_time = oldself.fade_time;
198         self.fade_rate = oldself.fade_rate;
199         //self.weapon = oldself.weapon;
200         setorigin(self, oldself.origin);
201         setsize(self, oldself.mins, oldself.maxs);
202         self.prevorigin = oldself.origin;
203         self.reset = SUB_Remove;
204
205         Drag_MoveDrag(oldself, self);
206
207         if(self.colormap <= maxclients && self.colormap > 0)
208                 self.colormap = 1024 + oldself.clientcolors;
209
210         CSQCMODEL_AUTOINIT();
211         self.CopyBody_nextthink = oldself.nextthink;
212         self.CopyBody_think = oldself.think;
213         self.nextthink = time;
214         self.think = CopyBody_Think;
215         // "bake" the current animation frame for clones (they don't get clientside animation)
216         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
217
218         self = oldself;
219 }
220
221 float player_getspecies()
222 {
223         float s;
224         get_model_parameters(self.model, self.skin);
225         s = get_model_parameters_species;
226         get_model_parameters(string_null, 0);
227         if(s < 0)
228                 return SPECIES_HUMAN;
229         return s;
230 }
231
232 void player_setupanimsformodel()
233 {
234         // load animation info
235         animdecide_init(self);
236         animdecide_setstate(self, 0, FALSE);
237 }
238
239 void player_anim (void)
240 {
241         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
242         if(self.deadflag && !deadbits)
243                 if(random() < 0.5)
244                         deadbits = ANIMSTATE_DEAD1;
245                 else
246                         deadbits = ANIMSTATE_DEAD2;
247         float animbits = deadbits;
248         if(self.freezetag_frozen)
249                 animbits |= ANIMSTATE_FROZEN;
250         if(self.crouch)
251                 animbits |= ANIMSTATE_DUCK;
252         animdecide_setstate(self, animbits, FALSE);
253         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
254
255         if (self.weaponentity)
256         {
257                 updateanim(self.weaponentity);
258                 if (!self.weaponentity.animstate_override)
259                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
260         }
261 }
262
263 void SpawnThrownWeapon (vector org, float w)
264 {
265         if(g_minstagib)
266         if(self.ammo_cells <= 0)
267                 return;
268
269         if(g_pinata)
270         {
271                 float j;
272                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
273                 {
274                         if(WEPSET_CONTAINS_EW(self, j))
275                                 if(W_IsWeaponThrowable(j))
276                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
277                 }
278         }
279         else
280         {
281                 if(W_IsWeaponThrowable(self.weapon))
282                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
283         }
284 }
285
286 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
287 {
288         float take, save;
289         vector v;
290         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
291
292         // damage resistance (ignore most of the damage from a bullet or similar)
293         damage = max(damage - 5, 1);
294
295         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
296         take = v_x;
297         save = v_y;
298
299         if(sound_allowed(MSG_BROADCAST, attacker))
300         {
301                 if (save > 10)
302                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
303                 else if (take > 30)
304                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
305                 else if (take > 10)
306                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
307         }
308
309         if (take > 50)
310                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
311         if (take > 100)
312                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
313
314         if (!(self.flags & FL_GODMODE))
315         {
316                 self.armorvalue = self.armorvalue - save;
317                 self.health = self.health - take;
318                 // pause regeneration for 5 seconds
319                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
320         }
321         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
322         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
323         self.dmg_inflictor = inflictor;
324
325         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
326         {
327                 // don't use any animations as a gib
328                 self.frame = 0;
329                 // view just above the floor
330                 self.view_ofs = '0 0 4';
331
332                 Violence_GibSplash(self, 1, 1, attacker);
333                 self.alpha = -1;
334                 self.solid = SOLID_NOT; // restore later
335                 self.takedamage = DAMAGE_NO; // restore later
336                 self.damagedbycontents = FALSE;
337         }
338 }
339
340 void ClientKill_Now_TeamChange();
341
342 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
343 {
344         float take, save, waves, sdelay, dh, da, j;
345         vector v;
346         float valid_damage_for_weaponstats;
347         float excess;
348
349         dh = max(self.health, 0);
350         da = max(self.armorvalue, 0);
351
352         if(!DEATH_ISSPECIAL(deathtype))
353         {
354                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
355                 if(self != attacker)
356                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
357         }
358
359         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
360         {
361                 // tuba causes blood to come out of the ears
362                 vector ear1, ear2;
363                 vector d;
364                 float f;
365                 ear1 = self.origin;
366                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
367                 ear2 = ear1;
368                 makevectors(self.angles);
369                 ear1 += v_right * -10;
370                 ear2 += v_right * +10;
371                 d = inflictor.origin - self.origin;
372                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
373                 force = v_right * vlen(force);
374                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
375                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
376                 if(f > 0)
377                 {
378                         hitloc = ear1;
379                         force = force * -1;
380                 }
381                 else
382                 {
383                         hitloc = ear2;
384                         // force is already good
385                 }
386         }
387         else
388                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
389
390         if (!g_minstagib)
391         {
392                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
393                 take = v_x;
394                 save = v_y;
395         }
396         else
397         {
398                 save = 0;
399                 take = damage;
400         }
401
402         if(attacker == self)
403         {
404                 // don't reset pushltime for self damage as it may be an attempt to
405                 // escape a lava pit or similar
406                 //self.pushltime = 0;
407                 self.istypefrag = 0;
408         }
409         else if(attacker.classname == "player")
410         {
411                 self.pusher = attacker;
412                 self.pushltime = time + autocvar_g_maxpushtime;
413                 self.istypefrag = self.BUTTON_CHAT;
414         }
415         else if(time < self.pushltime)
416         {
417                 attacker = self.pusher;
418                 self.pushltime = max(self.pushltime, time + 0.6);
419         }
420         else
421         {
422                 self.pushltime = 0;
423                 self.istypefrag = 0;
424         }
425
426         frag_inflictor = inflictor;
427         frag_attacker = attacker;
428         frag_target = self;
429         damage_take = take;
430         damage_save = save;
431         damage_force = force;
432         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
433         take = bound(0, damage_take, self.health);
434         save = bound(0, damage_save, self.armorvalue);
435         excess = max(0, damage - take - save);
436
437         if(sound_allowed(MSG_BROADCAST, attacker))
438         {
439                 if (save > 10)
440                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
441                 else if (take > 30)
442                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
443                 else if (take > 10)
444                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
445         }
446
447         if (take > 50)
448                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
449         if (take > 100)
450                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
451
452         if (time >= self.spawnshieldtime)
453         {
454                 if (!(self.flags & FL_GODMODE))
455                 {
456                         self.armorvalue = self.armorvalue - save;
457                         self.health = self.health - take;
458                         // pause regeneration for 5 seconds
459                         if(take)
460                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
461
462                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
463                         {
464                                 self.pain_finished = time + 0.5;        //Supajoe
465
466                                 if(autocvar_sv_gentle < 1) {
467                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
468                                         {
469                                                 if (!self.animstate_override)
470                                                 {
471                                                         if (random() > 0.5)
472                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
473                                                         else
474                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
475                                                 }
476                                         }
477
478                                         if(sound_allowed(MSG_BROADCAST, attacker))
479                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
480                                         if(self.health > 1)
481                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
482                                         {
483                                                 if(deathtype == DEATH_FALL)
484                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
485                                                 else if(self.health > 75) // TODO make a "gentle" version?
486                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
487                                                 else if(self.health > 50)
488                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
489                                                 else if(self.health > 25)
490                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
491                                                 else
492                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
493                                         }
494                                 }
495
496                                 // throw off bot aim temporarily
497                                 float shake;
498                                 shake = damage * 5 / (bound(0,skill,100) + 1);
499                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
500                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
501                         }
502                 }
503                 else
504                         self.max_armorvalue += (save + take);
505         }
506         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
507         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
508         self.dmg_inflictor = inflictor;
509
510         if(g_ca && self != attacker && attacker.classname == "player")
511                 PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
512
513         float abot, vbot, awep;
514         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
515         vbot = (clienttype(self) == CLIENTTYPE_BOT);
516
517         valid_damage_for_weaponstats = 0;
518         awep = 0;
519
520         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
521         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
522         if(attacker && self != attacker)
523         if(IsDifferentTeam(self, attacker))
524         {
525                 if(DEATH_ISSPECIAL(deathtype))
526                         awep = attacker.weapon;
527                 else
528                         awep = DEATH_WEAPONOF(deathtype);
529                 valid_damage_for_weaponstats = 1;
530         }
531
532         if(valid_damage_for_weaponstats)
533         {
534                 dh = dh - max(self.health, 0);
535                 da = da - max(self.armorvalue, 0);
536                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
537         }
538
539         if (self.health < 1)
540         {
541                 float defer_ClientKill_Now_TeamChange;
542                 defer_ClientKill_Now_TeamChange = FALSE;
543
544                 if(self.alivetime)
545                 {
546                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
547                         self.alivetime = 0;
548                 }
549
550                 if(valid_damage_for_weaponstats)
551                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
552
553                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
554                 if(sound_allowed(MSG_BROADCAST, attacker))
555                 {
556                         if(deathtype == DEATH_DROWN)
557                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
558                         else
559                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
560                 }
561
562                 // get rid of kill indicator
563                 if(self.killindicator)
564                 {
565                         remove(self.killindicator);
566                         self.killindicator = world;
567                         if(self.killindicator_teamchange)
568                                 defer_ClientKill_Now_TeamChange = TRUE;
569
570                         if(self.classname == "body")
571                         if(deathtype == DEATH_KILL)
572                         {
573                                 // for the lemmings fans, a small harmless explosion
574                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
575                         }
576                 }
577
578                 // print an obituary message
579                 Obituary (attacker, inflictor, self, deathtype);
580                 race_PreDie();
581                 DropAllRunes(self);
582
583         // increment frag counter for used weapon type
584         float w;
585         w = DEATH_WEAPONOF(deathtype);
586         if(WEP_VALID(w))
587         if(accuracy_isgooddamage(attacker, self))
588         attacker.accuracy.(accuracy_frags[w-1]) += 1;
589
590                 frag_attacker = attacker;
591                 frag_inflictor = inflictor;
592                 frag_target = self;
593                 frag_deathtype = deathtype;
594                 MUTATOR_CALLHOOK(PlayerDies);
595
596                 weapon_action(self.weapon, WR_PLAYERDEATH);
597
598                 RemoveGrapplingHook(self);
599
600                 Portal_ClearAllLater(self);
601
602                 if(clienttype(self) == CLIENTTYPE_REAL)
603                 {
604                         stuffcmd(self, "-zoom\n");
605                         self.fixangle = TRUE;
606                         //msg_entity = self;
607                         //WriteByte (MSG_ONE, SVC_SETANGLE);
608                         //WriteAngle (MSG_ONE, self.v_angle_x);
609                         //WriteAngle (MSG_ONE, self.v_angle_y);
610                         //WriteAngle (MSG_ONE, 80);
611                 }
612
613                 if(defer_ClientKill_Now_TeamChange)
614                         ClientKill_Now_TeamChange(); // can turn player into spectator
615
616                 // player could have been miraculously resuscitated ;)
617                 // e.g. players in freezetag get frozen, they don't really die
618                 if(self.health >= 1 || self.classname != "player")
619                         return;
620
621                 // when we get here, player actually dies
622
623                 // clear waypoints
624                 WaypointSprite_PlayerDead();
625                 // throw a weapon
626                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
627
628                 // become fully visible
629                 self.alpha = default_player_alpha;
630                 // make the corpse upright (not tilted)
631                 self.angles_x = 0;
632                 self.angles_z = 0;
633                 // don't spin
634                 self.avelocity = '0 0 0';
635                 // view from the floor
636                 self.view_ofs = '0 0 -8';
637                 // toss the corpse
638                 self.movetype = MOVETYPE_TOSS;
639                 // shootable corpse
640                 self.solid = SOLID_CORPSE;
641                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
642                 // don't stick to the floor
643                 self.flags &~= FL_ONGROUND;
644                 // dying animation
645                 self.deadflag = DEAD_DYING;
646                 // when to allow respawn
647                 sdelay = 0;
648                 waves = 0;
649                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
650                 if(!sdelay)
651                 {
652                         if(g_cts)
653                                 sdelay = 0; // no respawn delay in CTS
654                         else
655                                 sdelay = autocvar_g_respawn_delay;
656                 }
657                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
658                 if(!waves)
659                         waves = autocvar_g_respawn_waves;
660                 if(waves)
661                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
662                 else
663                         self.respawn_time = time + sdelay;
664                 self.stat_respawn_time = self.respawn_time;
665                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
666                         self.respawn_countdown = 10; // first number to count down from is 10
667                 else
668                         self.respawn_countdown = -1; // do not count down
669                 self.death_time = time;
670                 if (random() < 0.5)
671                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
672                 else
673                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
674                 if (self.maxs_z > 5)
675                 {
676                         self.maxs_z = 5;
677                         setsize(self, self.mins, self.maxs);
678                 }
679                 // set damage function to corpse damage
680                 self.event_damage = PlayerCorpseDamage;
681                 // call the corpse damage function just in case it wants to gib
682                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
683                 // set up to fade out later
684                 SUB_SetFade (self, time + 6 + random (), 1);
685
686                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
687                         // remove corpse
688                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
689                 }
690
691                 // reset fields the weapons may use just in case
692                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
693                 {
694                         weapon_action(j, WR_RESETPLAYER);
695                         ATTACK_FINISHED_FOR(self, j) = 0;
696                 }
697         }
698 }
699
700 .float muted; // to be used by prvm_edictset server playernumber muted 1
701 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
702 // message "": do not say, just test flood control
703 // return value:
704 //   1 = accept
705 //   0 = reject
706 //  -1 = fake accept
707 {
708         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
709         float flood;
710         var .float flood_field;
711         entity head;
712         float ret;
713         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
714
715         if(!teamsay && !privatesay)
716                 if(substring(msgin, 0, 1) == " ")
717                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
718
719         msgin = formatmessage(msgin);
720
721         if(source.classname != "player")
722                 colorstr = "^0"; // black for spectators
723         else if(teamplay)
724                 colorstr = Team_ColorCode(source.team);
725         else
726         {
727                 colorstr = "";
728                 teamsay = FALSE;
729         }
730
731         if(intermission_running)
732                 teamsay = FALSE;
733
734         if(msgin != "")
735                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
736
737         /*
738          * using bprint solves this... me stupid
739         // how can we prevent the message from appearing in a listen server?
740         // for now, just give "say" back and only handle say_team
741         if(!teamsay)
742         {
743                 clientcommand(self, strcat("say ", msgin));
744                 return;
745         }
746         */
747
748         if(autocvar_g_chat_teamcolors)
749                 namestr = playername(source);
750         else
751                 namestr = source.netname;
752
753         if(msgin != "")
754         {
755                 if(privatesay)
756                 {
757                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
758                         privatemsgprefixlen = strlen(msgstr);
759                         msgstr = strcat(msgstr, msgin);
760                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
761                         if(autocvar_g_chat_teamcolors)
762                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
763                         else
764                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
765                 }
766                 else if(teamsay)
767                 {
768                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
769                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
770                 }
771                 else
772                 {
773                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
774                         cmsgstr = "";
775                 }
776                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
777         }
778         else
779         {
780                 msgstr = cmsgstr = "";
781         }
782
783         fullmsgstr = msgstr;
784         fullcmsgstr = cmsgstr;
785
786         // FLOOD CONTROL
787         flood = 0;
788         flood_field = floodcontrol_chat;
789         if(floodcontrol)
790         {
791                 float flood_spl;
792                 float flood_burst;
793                 float flood_lmax;
794                 float lines;
795                 if(privatesay)
796                 {
797                         flood_spl = autocvar_g_chat_flood_spl_tell;
798                         flood_burst = autocvar_g_chat_flood_burst_tell;
799                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
800                         flood_field = floodcontrol_chattell;
801                 }
802                 else if(teamsay)
803                 {
804                         flood_spl = autocvar_g_chat_flood_spl_team;
805                         flood_burst = autocvar_g_chat_flood_burst_team;
806                         flood_lmax = autocvar_g_chat_flood_lmax_team;
807                         flood_field = floodcontrol_chatteam;
808                 }
809                 else
810                 {
811                         flood_spl = autocvar_g_chat_flood_spl;
812                         flood_burst = autocvar_g_chat_flood_burst;
813                         flood_lmax = autocvar_g_chat_flood_lmax;
814                         flood_field = floodcontrol_chat;
815                 }
816                 flood_burst = max(0, flood_burst - 1);
817                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
818
819                 // do flood control for the default line size
820                 if(msgstr != "")
821                 {
822                         getWrappedLine_remaining = msgstr;
823                         msgstr = "";
824                         lines = 0;
825                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
826                         {
827                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
828                                 ++lines;
829                         }
830                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
831
832                         if(getWrappedLine_remaining != "")
833                         {
834                                 msgstr = strcat(msgstr, "\n");
835                                 flood = 2;
836                         }
837
838                         if(time >= source.flood_field)
839                         {
840                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
841                         }
842                         else
843                         {
844                                 flood = 1;
845                                 msgstr = fullmsgstr;
846                         }
847                 }
848                 else
849                 {
850                         if(time >= source.flood_field)
851                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
852                         else
853                                 flood = 1;
854                 }
855
856                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
857                         source.flood_field = flood = 0;
858         }
859
860         if(flood == 2) // cannot happen for empty msgstr
861         {
862                 if(autocvar_g_chat_flood_notify_flooder)
863                 {
864                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
865                         sourcecmsgstr = "";
866                 }
867                 else
868                 {
869                         sourcemsgstr = fullmsgstr;
870                         sourcecmsgstr = fullcmsgstr;
871                 }
872                 cmsgstr = "";
873         }
874         else
875         {
876                 sourcemsgstr = msgstr;
877                 sourcecmsgstr = cmsgstr;
878         }
879
880         if(!privatesay)
881         if(source.classname != "player")
882         {
883                 if not(intermission_running)
884                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
885                                 teamsay = -1; // spectators
886         }
887
888         if(flood)
889                 print("NOTE: ", playername(source), "^7 is flooding.\n");
890
891         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
892         if(privatesay)
893                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
894
895         if(source.muted)
896         {
897                 // always fake the message
898                 ret = -1;
899         }
900         else if(flood == 1)
901         {
902                 if(autocvar_g_chat_flood_notify_flooder)
903                 {
904                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
905                         ret = 0;
906                 }
907                 else
908                         ret = -1;
909         }
910         else
911         {
912                 ret = 1;
913         }
914
915         if(sourcemsgstr != "" && ret != 0)
916         {
917                 if(ret < 0) // faked message, because the player is muted
918                 {
919                         sprint(source, sourcemsgstr);
920                         if(sourcecmsgstr != "" && !privatesay)
921                                 centerprint(source, sourcecmsgstr);
922                 }
923                 else if(privatesay) // private message, between 2 people only
924                 {
925                         sprint(source, sourcemsgstr);
926                         sprint(privatesay, msgstr);
927                         if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
928                         if(cmsgstr != "")
929                                 centerprint(privatesay, cmsgstr);
930                 }
931                 else if(teamsay > 0) // team message, only sent to team mates
932                 {
933                         sprint(source, sourcemsgstr);
934                         dedicated_print(msgstr); // send to server console too
935                         if(sourcecmsgstr != "")
936                                 centerprint(source, sourcecmsgstr);
937                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
938                                 if(head != source)
939                                 {
940                                         sprint(head, msgstr);
941                                         if(cmsgstr != "")
942                                                 centerprint(head, cmsgstr);
943                                 }
944                 }
945                 else if(teamsay < 0) // spectator message, only sent to spectators
946                 {
947                         sprint(source, sourcemsgstr);
948                         dedicated_print(msgstr); // send to server console too
949                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
950                                 if(head != source)
951                                         sprint(head, msgstr);
952                 }
953                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
954                 {
955                         sprint(source, sourcemsgstr);
956                         dedicated_print(msgstr); // send to server console too
957                         FOR_EACH_REALCLIENT(head)
958                                 if(head != source)
959                                         sprint(head, msgstr);
960                 }
961                 else
962                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
963         }
964
965         return ret;
966 }
967
968 float GetVoiceMessageVoiceType(string type)
969 {
970         if(type == "taunt")
971                 return VOICETYPE_TAUNT;
972         if(type == "teamshoot")
973                 return VOICETYPE_LASTATTACKER;
974         return VOICETYPE_TEAMRADIO;
975 }
976
977 string allvoicesamples;
978 .string GetVoiceMessageSampleField(string type)
979 {
980         GetPlayerSoundSampleField_notFound = 0;
981         switch(type)
982         {
983 #define _VOICEMSG(m) case #m: return playersound_##m;
984                 ALLVOICEMSGS
985 #undef _VOICEMSG
986         }
987         GetPlayerSoundSampleField_notFound = 1;
988         return playersound_taunt;
989 }
990
991 .string GetPlayerSoundSampleField(string type)
992 {
993         GetPlayerSoundSampleField_notFound = 0;
994         switch(type)
995         {
996 #define _VOICEMSG(m) case #m: return playersound_##m;
997                 ALLPLAYERSOUNDS
998 #undef _VOICEMSG
999         }
1000         GetPlayerSoundSampleField_notFound = 1;
1001         return playersound_taunt;
1002 }
1003
1004 void PrecacheGlobalSound(string samplestring)
1005 {
1006         float n, i;
1007         tokenize_console(samplestring);
1008         n = stof(argv(1));
1009         if(n > 0)
1010         {
1011                 for(i = 1; i <= n; ++i)
1012                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1013         }
1014         else
1015         {
1016                 precache_sound(strcat(argv(0), ".wav"));
1017         }
1018 }
1019
1020 void PrecachePlayerSounds(string f)
1021 {
1022         float fh;
1023         string s;
1024         fh = fopen(f, FILE_READ);
1025         if(fh < 0)
1026                 return;
1027         while((s = fgets(fh)))
1028         {
1029                 if(tokenize_console(s) != 3)
1030                 {
1031                         dprint("Invalid sound info line: ", s, "\n");
1032                         continue;
1033                 }
1034                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1035         }
1036         fclose(fh);
1037
1038         if not(allvoicesamples)
1039         {
1040 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1041                 ALLVOICEMSGS
1042 #undef _VOICEMSG
1043                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1044         }
1045 }
1046
1047 void ClearPlayerSounds()
1048 {
1049 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1050         ALLPLAYERSOUNDS
1051         ALLVOICEMSGS
1052 #undef _VOICEMSG
1053 }
1054
1055 float LoadPlayerSounds(string f, float first)
1056 {
1057         float fh;
1058         string s;
1059         var .string field;
1060         fh = fopen(f, FILE_READ);
1061         if(fh < 0)
1062         {
1063                 dprint("Player sound file not found: ", f, "\n");
1064                 return 0;
1065         }
1066         while((s = fgets(fh)))
1067         {
1068                 if(tokenize_console(s) != 3)
1069                         continue;
1070                 field = GetPlayerSoundSampleField(argv(0));
1071                 if(GetPlayerSoundSampleField_notFound)
1072                         field = GetVoiceMessageSampleField(argv(0));
1073                 if(GetPlayerSoundSampleField_notFound)
1074                         continue;
1075                 if(self.field)
1076                         strunzone(self.field);
1077                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1078         }
1079         fclose(fh);
1080         return 1;
1081 }
1082
1083 .float modelindex_for_playersound;
1084 .float skin_for_playersound;
1085 void UpdatePlayerSounds()
1086 {
1087         if(self.modelindex == self.modelindex_for_playersound)
1088         if(self.skin == self.skin_for_playersound)
1089                 return;
1090         self.modelindex_for_playersound = self.modelindex;
1091         self.skin_for_playersound = self.skin;
1092         ClearPlayerSounds();
1093         LoadPlayerSounds("sound/player/default.sounds", 1);
1094         if(!autocvar_g_debug_defaultsounds)
1095                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1096                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1097 }
1098
1099 void FakeGlobalSound(string sample, float chan, float voicetype)
1100 {
1101         float n;
1102         float tauntrand;
1103
1104         if(sample == "")
1105                 return;
1106
1107         tokenize_console(sample);
1108         n = stof(argv(1));
1109         if(n > 0)
1110                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1111         else
1112                 sample = strcat(argv(0), ".wav"); // randomization
1113
1114         switch(voicetype)
1115         {
1116                 case VOICETYPE_LASTATTACKER_ONLY:
1117                         break;
1118                 case VOICETYPE_LASTATTACKER:
1119                         if(self.pusher)
1120                         {
1121                                 msg_entity = self;
1122                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1123                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1124                         }
1125                         break;
1126                 case VOICETYPE_TEAMRADIO:
1127                         msg_entity = self;
1128                         if(msg_entity.cvar_cl_voice_directional == 1)
1129                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1130                         else
1131                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1132                         break;
1133                 case VOICETYPE_AUTOTAUNT:
1134                         if(!sv_autotaunt)
1135                                 break;
1136                         if(!sv_taunt)
1137                                 break;
1138                         if(autocvar_sv_gentle)
1139                                 break;
1140                         tauntrand = random();
1141                         msg_entity = self;
1142                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1143                         {
1144                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1145                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1146                                 else
1147                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1148                         }
1149                         break;
1150                 case VOICETYPE_TAUNT:
1151                         if(self.classname == "player")
1152                                 if(self.deadflag == DEAD_NO)
1153                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1154                         if(!sv_taunt)
1155                                 break;
1156                         if(autocvar_sv_gentle)
1157                                 break;
1158                         msg_entity = self;
1159                         if (msg_entity.cvar_cl_voice_directional >= 1)
1160                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1161                         else
1162                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1163                         break;
1164                 case VOICETYPE_PLAYERSOUND:
1165                         msg_entity = self;
1166                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1167                         break;
1168                 default:
1169                         backtrace("Invalid voice type!");
1170                         break;
1171         }
1172 }
1173
1174 void GlobalSound(string sample, float chan, float voicetype)
1175 {
1176         float n;
1177         float tauntrand;
1178
1179         if(sample == "")
1180                 return;
1181
1182         tokenize_console(sample);
1183         n = stof(argv(1));
1184         if(n > 0)
1185                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1186         else
1187                 sample = strcat(argv(0), ".wav"); // randomization
1188
1189         switch(voicetype)
1190         {
1191                 case VOICETYPE_LASTATTACKER_ONLY:
1192                         if(self.pusher)
1193                         {
1194                                 msg_entity = self.pusher;
1195                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1196                                 {
1197                                         if(msg_entity.cvar_cl_voice_directional == 1)
1198                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1199                                         else
1200                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1201                                 }
1202                         }
1203                         break;
1204                 case VOICETYPE_LASTATTACKER:
1205                         if(self.pusher)
1206                         {
1207                                 msg_entity = self.pusher;
1208                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1209                                 {
1210                                         if(msg_entity.cvar_cl_voice_directional == 1)
1211                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1212                                         else
1213                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1214                                 }
1215                                 msg_entity = self;
1216                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1217                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1218                         }
1219                         break;
1220                 case VOICETYPE_TEAMRADIO:
1221                         FOR_EACH_REALCLIENT(msg_entity)
1222                                 if(!teamplay || msg_entity.team == self.team)
1223                                 {
1224                                         if(msg_entity.cvar_cl_voice_directional == 1)
1225                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1226                                         else
1227                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1228                                 }
1229                         break;
1230                 case VOICETYPE_AUTOTAUNT:
1231                         if(!sv_autotaunt)
1232                                 break;
1233                         if(!sv_taunt)
1234                                 break;
1235                         if(autocvar_sv_gentle)
1236                                 break;
1237                         tauntrand = random();
1238                         FOR_EACH_REALCLIENT(msg_entity)
1239                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1240                                 {
1241                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1242                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1243                                         else
1244                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1245                                 }
1246                         break;
1247                 case VOICETYPE_TAUNT:
1248                         if(self.classname == "player")
1249                                 if(self.deadflag == DEAD_NO)
1250                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1251                         if(!sv_taunt)
1252                                 break;
1253                         if(autocvar_sv_gentle)
1254                                 break;
1255                         FOR_EACH_REALCLIENT(msg_entity)
1256                         {
1257                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1258                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1259                                 else
1260                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1261                         }
1262                         break;
1263                 case VOICETYPE_PLAYERSOUND:
1264                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1265                         break;
1266                 default:
1267                         backtrace("Invalid voice type!");
1268                         break;
1269         }
1270 }
1271
1272 void PlayerSound(.string samplefield, float chan, float voicetype)
1273 {
1274         GlobalSound(self.samplefield, chan, voicetype);
1275 }
1276
1277 void VoiceMessage(string type, string msg)
1278 {
1279         var .string sample;
1280         float voicetype, ownteam;
1281         float flood;
1282         sample = GetVoiceMessageSampleField(type);
1283
1284         if(GetPlayerSoundSampleField_notFound)
1285         {
1286                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1287                 return;
1288         }
1289
1290         voicetype = GetVoiceMessageVoiceType(type);
1291         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1292
1293         flood = Say(self, ownteam, world, msg, 1);
1294
1295         if (flood > 0)
1296                 GlobalSound(self.sample, CH_VOICE, voicetype);
1297         else if (flood < 0)
1298                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1299 }
1300
1301 void MoveToTeam(entity client, float team_colour, float type)
1302 {
1303         float lockteams_backup;
1304
1305         lockteams_backup = lockteams;  // backup any team lock
1306
1307         lockteams = 0;  // disable locked teams
1308
1309         TeamchangeFrags(client);  // move the players frags
1310         SetPlayerColors(client, team_colour - 1);  // set the players colour
1311         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1312
1313         lockteams = lockteams_backup;  // restore the team lock
1314
1315         LogTeamchange(client.playerid, client.team, type);
1316 }