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_Think(void)
129 CSQCMODEL_AUTOUPDATE();
130 self.nextthink = time;
132 void CopyBody(float keepvelocity)
135 if (self.effects & EF_NODRAW)
139 self.enemy = oldself;
140 self.lip = oldself.lip;
141 self.colormap = oldself.colormap;
142 self.iscreature = oldself.iscreature;
143 self.damagedbycontents = oldself.damagedbycontents;
144 self.angles = oldself.angles;
145 self.avelocity = oldself.avelocity;
146 self.classname = "body";
147 self.damageforcescale = oldself.damageforcescale;
148 self.effects = oldself.effects;
149 self.glowmod = oldself.glowmod;
150 self.event_damage = oldself.event_damage;
151 self.animstate_startframe = oldself.animstate_startframe;
152 self.animstate_numframes = oldself.animstate_numframes;
153 self.animstate_framerate = oldself.animstate_framerate;
154 self.animstate_starttime = oldself.animstate_starttime;
155 self.animstate_endtime = oldself.animstate_endtime;
156 self.animstate_override = oldself.animstate_override;
157 self.animstate_looping = oldself.animstate_looping;
158 self.frame = oldself.frame;
159 self.dead_frame = oldself.dead_frame;
160 self.pain_finished = oldself.pain_finished;
161 self.health = oldself.health;
162 self.armorvalue = oldself.armorvalue;
163 self.armortype = oldself.armortype;
164 self.model = oldself.model;
165 self.modelindex = oldself.modelindex;
166 self.skin = oldself.skin;
167 self.species = oldself.species;
168 self.movetype = oldself.movetype;
169 self.solid = oldself.solid;
170 self.ballistics_density = oldself.ballistics_density;
171 self.takedamage = oldself.takedamage;
172 self.customizeentityforclient = oldself.customizeentityforclient;
173 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
174 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
175 if (keepvelocity == 1)
176 self.velocity = oldself.velocity;
177 self.oldvelocity = self.velocity;
178 self.fade_time = oldself.fade_time;
179 self.fade_rate = oldself.fade_rate;
180 //self.weapon = oldself.weapon;
181 setorigin(self, oldself.origin);
182 setsize(self, oldself.mins, oldself.maxs);
183 self.prevorigin = oldself.origin;
184 self.reset = SUB_Remove;
186 Drag_MoveDrag(oldself, self);
188 if(self.colormap <= maxclients && self.colormap > 0)
189 self.colormap = 1024 + self.clientcolors;
191 CSQCMODEL_AUTOINIT();
192 self.nextthink = time;
193 self.think = CopyBody_Think;
198 float player_getspecies()
201 get_model_parameters(self.model, self.skin);
202 s = get_model_parameters_species;
203 get_model_parameters(string_null, 0);
205 return SPECIES_HUMAN;
209 void player_setupanimsformodel()
211 // defaults for legacy .zym models without animinfo files
212 self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
213 self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
214 self.anim_draw = animfixfps(self, '2 1 3');
215 // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
216 self.anim_duckwalk = animfixfps(self, '4 1 1');
217 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
218 self.anim_duckidle = animfixfps(self, '6 1 1');
219 self.anim_idle = animfixfps(self, '7 1 1');
220 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
221 self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
222 self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
223 self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
224 self.anim_taunt = animfixfps(self, '12 1 0.33');
225 self.anim_run = animfixfps(self, '13 1 1');
226 self.anim_runbackwards = animfixfps(self, '14 1 1');
227 self.anim_strafeleft = animfixfps(self, '15 1 1');
228 self.anim_straferight = animfixfps(self, '16 1 1');
229 self.anim_dead1 = animfixfps(self, '17 1 1');
230 self.anim_dead2 = animfixfps(self, '18 1 1');
231 self.anim_forwardright = animfixfps(self, '19 1 1');
232 self.anim_forwardleft = animfixfps(self, '20 1 1');
233 self.anim_backright = animfixfps(self, '21 1 1');
234 self.anim_backleft = animfixfps(self, '22 1 1');
235 self.anim_melee = animfixfps(self, '23 1 1');
236 self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
237 self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
238 self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
239 self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
240 self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
241 self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
242 self.anim_duckwalkbackleft = animfixfps(self, '30 1 1');
243 // TODO introspect models for finding right "fps" value (1/duration)
244 // reset animstate now
245 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
248 void player_anim (void)
251 if (self.weaponentity)
252 updateanim(self.weaponentity);
254 if (self.deadflag != DEAD_NO)
256 if (time > self.animstate_endtime)
261 setsize(self, self.mins, self.maxs);
263 self.frame = self.dead_frame;
268 if (!self.animstate_override)
270 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
274 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
276 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);
277 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
279 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
280 self.restart_jump = FALSE;
286 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
288 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
289 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
291 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
292 self.restart_jump = FALSE;
297 else if (self.crouch)
299 if (self.movement_x > 0 && self.movement_y == 0)
300 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
301 else if (self.movement_x < 0 && self.movement_y == 0)
302 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
303 else if (self.movement_x == 0 && self.movement_y > 0)
304 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
305 else if (self.movement_x == 0 && self.movement_y < 0)
306 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
307 else if (self.movement_x > 0 && self.movement_y > 0)
308 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
309 else if (self.movement_x > 0 && self.movement_y < 0)
310 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
311 else if (self.movement_x < 0 && self.movement_y > 0)
312 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
313 else if (self.movement_x < 0 && self.movement_y < 0)
314 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
316 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
318 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
320 if (self.movement_x > 0 && self.movement_y == 0)
321 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
322 else if (self.movement_x < 0 && self.movement_y == 0)
323 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
324 else if (self.movement_x == 0 && self.movement_y > 0)
325 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
326 else if (self.movement_x == 0 && self.movement_y < 0)
327 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
328 else if (self.movement_x > 0 && self.movement_y > 0)
329 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
330 else if (self.movement_x > 0 && self.movement_y < 0)
331 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
332 else if (self.movement_x < 0 && self.movement_y > 0)
333 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
334 else if (self.movement_x < 0 && self.movement_y < 0)
335 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
337 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
340 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
343 if (self.weaponentity)
344 if (!self.weaponentity.animstate_override)
345 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
348 void SpawnThrownWeapon (vector org, float w)
351 if(self.ammo_cells <= 0)
357 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
359 if(self.weapons & W_WeaponBit(j))
360 if(W_IsWeaponThrowable(j))
361 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
366 if(W_IsWeaponThrowable(self.weapon))
367 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
371 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
375 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
377 // damage resistance (ignore most of the damage from a bullet or similar)
378 damage = max(damage - 5, 1);
380 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
384 if(sound_allowed(MSG_BROADCAST, attacker))
387 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
389 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
391 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
395 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
397 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
399 if (!(self.flags & FL_GODMODE))
401 self.armorvalue = self.armorvalue - save;
402 self.health = self.health - take;
403 // pause regeneration for 5 seconds
404 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
406 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
407 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
408 self.dmg_inflictor = inflictor;
410 if (self.health <= -autocvar_sv_gibhealth && !(self.effects & CSQCMODEL_EF_INVISIBLE))
412 // don't use any animations as a gib
415 // view just above the floor
416 self.view_ofs = '0 0 4';
418 Violence_GibSplash(self, 1, 1, attacker);
419 self.effects |= CSQCMODEL_EF_INVISIBLE;
420 self.solid = SOLID_NOT; // restore later
424 void ClientKill_Now_TeamChange();
425 void freezetag_CheckWinner();
427 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
429 float take, save, waves, sdelay, dh, da, j;
431 float valid_damage_for_weaponstats;
434 if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
437 dh = max(self.health, 0);
438 da = max(self.armorvalue, 0);
440 if(!DEATH_ISSPECIAL(deathtype))
442 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
444 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
447 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
449 // tuba causes blood to come out of the ears
454 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
456 makevectors(self.angles);
457 ear1 += v_right * -10;
458 ear2 += v_right * +10;
459 d = inflictor.origin - self.origin;
460 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
461 force = v_right * vlen(force);
462 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
463 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
472 // force is already good
476 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
480 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
490 frag_inflictor = inflictor;
491 frag_attacker = attacker;
495 damage_force = force;
496 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
497 take = bound(0, damage_take, self.health);
498 save = bound(0, damage_save, self.armorvalue);
499 excess = max(0, damage - take - save);
501 if(sound_allowed(MSG_BROADCAST, attacker))
504 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
506 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
508 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
512 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
514 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
516 if (time >= self.spawnshieldtime)
518 if (!(self.flags & FL_GODMODE))
520 self.armorvalue = self.armorvalue - save;
521 self.health = self.health - take;
522 // pause regeneration for 5 seconds
524 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
526 if (time > self.pain_finished) //Don't switch pain sequences like crazy
528 self.pain_finished = time + 0.5; //Supajoe
531 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
533 if (!self.animstate_override)
536 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
538 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
542 if(sound_allowed(MSG_BROADCAST, attacker))
543 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
545 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
547 if(deathtype == DEATH_FALL)
548 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
549 else if(self.health > 75) // TODO make a "gentle" version?
550 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
551 else if(self.health > 50)
552 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
553 else if(self.health > 25)
554 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
556 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
560 // throw off bot aim temporarily
562 shake = damage * 5 / (bound(0,skill,100) + 1);
563 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
564 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
568 self.max_armorvalue += (save + take);
570 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
571 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
572 self.dmg_inflictor = inflictor;
576 // don't reset pushltime for self damage as it may be an attempt to
577 // escape a lava pit or similar
578 //self.pushltime = 0;
580 else if(attacker.classname == "player")
582 self.pusher = attacker;
583 self.pushltime = time + autocvar_g_maxpushtime;
585 else if(time < self.pushltime)
587 attacker = self.pusher;
588 self.pushltime = max(self.pushltime, time + 0.6);
593 float abot, vbot, awep;
594 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
595 vbot = (clienttype(self) == CLIENTTYPE_BOT);
597 valid_damage_for_weaponstats = 0;
598 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
599 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
600 if(attacker && self != attacker)
601 if(IsDifferentTeam(self, attacker))
603 if(DEATH_ISSPECIAL(deathtype))
604 awep = attacker.weapon;
606 awep = DEATH_WEAPONOF(deathtype);
607 valid_damage_for_weaponstats = 1;
610 if(valid_damage_for_weaponstats)
612 dh = dh - max(self.health, 0);
613 da = da - max(self.armorvalue, 0);
614 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
619 float defer_ClientKill_Now_TeamChange;
620 defer_ClientKill_Now_TeamChange = FALSE;
624 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
628 if(valid_damage_for_weaponstats)
629 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
631 if(sv_gentle < 1) // TODO make a "gentle" version?
632 if(sound_allowed(MSG_BROADCAST, attacker))
634 if(deathtype == DEATH_DROWN)
635 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
637 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
640 // get rid of kill indicator
641 if(self.killindicator)
643 remove(self.killindicator);
644 self.killindicator = world;
645 if(self.killindicator_teamchange)
646 defer_ClientKill_Now_TeamChange = TRUE;
648 if(self.classname == "body")
649 if(deathtype == DEATH_KILL)
651 // for the lemmings fans, a small harmless explosion
652 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
658 // become fully visible
661 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
664 // print an obituary message
665 Obituary (attacker, inflictor, self, deathtype);
669 // increment frag counter for used weapon type
671 w = DEATH_WEAPONOF(deathtype);
673 if(accuracy_isgooddamage(attacker, self))
674 attacker.accuracy.(accuracy_frags[w-1]) += 1;
676 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
679 count_alive_players(); // re-count players
680 freezetag_CheckWinner();
684 frag_attacker = attacker;
685 frag_inflictor = inflictor;
687 MUTATOR_CALLHOOK(PlayerDies);
688 weapon_action(self.weapon, WR_PLAYERDEATH);
690 RemoveGrapplingHook(self);
694 if(attacker.classname != "player")
695 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
696 else if(attacker.team == self.team)
697 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
699 DropFlag(self.flagcarried, world, attacker);
701 if(self.ballcarried && g_nexball)
702 DropBall(self.ballcarried, self.origin, self.velocity);
703 Portal_ClearAllLater(self);
705 if(clienttype(self) == CLIENTTYPE_REAL)
707 stuffcmd(self, "-zoom\n");
708 self.fixangle = TRUE;
710 //WriteByte (MSG_ONE, SVC_SETANGLE);
711 //WriteAngle (MSG_ONE, self.v_angle_x);
712 //WriteAngle (MSG_ONE, self.v_angle_y);
713 //WriteAngle (MSG_ONE, 80);
716 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
717 ClientKill_Now_TeamChange();
720 Spawnqueue_Unmark(self);
725 // when we get here, player actually dies
726 // clear waypoints (do this AFTER FreezeTag)
727 WaypointSprite_PlayerDead();
729 // make the corpse upright (not tilted)
733 self.avelocity = '0 0 0';
734 // view from the floor
735 self.view_ofs = '0 0 -8';
737 self.movetype = MOVETYPE_TOSS;
739 self.solid = SOLID_CORPSE;
740 self.ballistics_density = autocvar_g_ballistics_density_corpse;
741 // don't stick to the floor
742 self.flags &~= FL_ONGROUND;
744 self.deadflag = DEAD_DYING;
745 // when to allow respawn
748 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
752 sdelay = 0; // no respawn delay in CTS
754 sdelay = autocvar_g_respawn_delay;
756 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
758 waves = autocvar_g_respawn_waves;
760 self.death_time = ceil((time + sdelay) / waves) * waves;
762 self.death_time = time + sdelay;
763 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
764 self.respawn_countdown = 10; // first number to count down from is 10
766 self.respawn_countdown = -1; // do not count down
769 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
770 self.dead_frame = self.anim_dead1_x;
774 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
775 self.dead_frame = self.anim_dead2_x;
777 // set damage function to corpse damage
778 self.event_damage = PlayerCorpseDamage;
779 // call the corpse damage function just in case it wants to gib
780 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
781 // set up to fade out later
782 SUB_SetFade (self, time + 6 + random (), 1);
784 if(sv_gentle > 0 || autocvar_ekg) {
786 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
789 // reset fields the weapons may use just in case
790 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
792 weapon_action(j, WR_RESETPLAYER);
793 ATTACK_FINISHED_FOR(self, j) = 0;
798 .float muted; // to be used by prvm_edictset server playernumber muted 1
799 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
800 // message "": do not say, just test flood control
806 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
807 float flood, privatemsgprefixlen;
808 var .float flood_field;
812 if(Ban_MaybeEnforceBan(source))
815 if(!teamsay && !privatesay)
816 if(substring(msgin, 0, 1) == " ")
817 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
819 msgin = formatmessage(msgin);
821 if(source.classname != "player")
822 colorstr = "^0"; // black for spectators
824 colorstr = Team_ColorCode(source.team);
828 if(intermission_running)
832 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
835 * using bprint solves this... me stupid
836 // how can we prevent the message from appearing in a listen server?
837 // for now, just give "say" back and only handle say_team
840 clientcommand(self, strcat("say ", msgin));
845 if(autocvar_g_chat_teamcolors)
846 namestr = playername(source);
848 namestr = source.netname;
854 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
855 privatemsgprefixlen = strlen(msgstr);
856 msgstr = strcat(msgstr, msgin);
857 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
858 if(autocvar_g_chat_teamcolors)
859 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
861 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
865 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
866 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
870 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
873 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
877 msgstr = cmsgstr = "";
881 fullcmsgstr = cmsgstr;
893 flood_spl = autocvar_g_chat_flood_spl_tell;
894 flood_burst = autocvar_g_chat_flood_burst_tell;
895 flood_lmax = autocvar_g_chat_flood_lmax_tell;
896 flood_field = floodcontrol_chattell;
900 flood_spl = autocvar_g_chat_flood_spl_team;
901 flood_burst = autocvar_g_chat_flood_burst_team;
902 flood_lmax = autocvar_g_chat_flood_lmax_team;
903 flood_field = floodcontrol_chatteam;
907 flood_spl = autocvar_g_chat_flood_spl;
908 flood_burst = autocvar_g_chat_flood_burst;
909 flood_lmax = autocvar_g_chat_flood_lmax;
910 flood_field = floodcontrol_chat;
912 flood_burst = max(0, flood_burst - 1);
913 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
915 // do flood control for the default line size
918 getWrappedLine_remaining = msgstr;
921 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
923 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
926 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
928 if(getWrappedLine_remaining != "")
930 msgstr = strcat(msgstr, "\n");
934 if(time >= source.flood_field)
936 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
946 if(time >= source.flood_field)
947 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
952 if (timeoutStatus == 2) //when game is paused, no flood protection
953 source.flood_field = flood = 0;
956 if(flood == 2) // cannot happen for empty msgstr
958 if(autocvar_g_chat_flood_notify_flooder)
960 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
965 sourcemsgstr = fullmsgstr;
966 sourcecmsgstr = fullcmsgstr;
972 sourcemsgstr = msgstr;
973 sourcecmsgstr = cmsgstr;
977 if(source.classname != "player")
979 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
980 teamsay = -1; // spectators
984 print("NOTE: ", playername(source), "^7 is flooding.\n");
986 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
988 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
992 // always fake the message
997 if(autocvar_g_chat_flood_notify_flooder)
999 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1010 if(sourcemsgstr != "" && ret != 0)
1014 sprint(source, sourcemsgstr);
1015 if(sourcecmsgstr != "" && !privatesay)
1016 centerprint(source, sourcecmsgstr);
1020 sprint(source, sourcemsgstr);
1021 sprint(privatesay, msgstr);
1023 centerprint(privatesay, cmsgstr);
1025 else if(teamsay > 0)
1027 sprint(source, sourcemsgstr);
1028 if(sourcecmsgstr != "")
1029 centerprint(source, sourcecmsgstr);
1030 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1033 sprint(head, msgstr);
1035 centerprint(head, cmsgstr);
1038 else if(teamsay < 0)
1040 sprint(source, sourcemsgstr);
1041 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1043 sprint(head, msgstr);
1045 else if(sourcemsgstr != msgstr)
1047 sprint(source, sourcemsgstr);
1048 FOR_EACH_REALCLIENT(head)
1050 sprint(head, msgstr);
1059 float GetVoiceMessageVoiceType(string type)
1062 return VOICETYPE_TAUNT;
1063 if(type == "teamshoot")
1064 return VOICETYPE_LASTATTACKER;
1065 return VOICETYPE_TEAMRADIO;
1068 string allvoicesamples;
1069 .string GetVoiceMessageSampleField(string type)
1071 GetPlayerSoundSampleField_notFound = 0;
1074 #define _VOICEMSG(m) case #m: return playersound_##m;
1078 GetPlayerSoundSampleField_notFound = 1;
1079 return playersound_taunt;
1082 .string GetPlayerSoundSampleField(string type)
1084 GetPlayerSoundSampleField_notFound = 0;
1087 #define _VOICEMSG(m) case #m: return playersound_##m;
1091 GetPlayerSoundSampleField_notFound = 1;
1092 return playersound_taunt;
1095 void PrecacheGlobalSound(string samplestring)
1098 tokenize_console(samplestring);
1102 for(i = 1; i <= n; ++i)
1103 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1107 precache_sound(strcat(argv(0), ".wav"));
1111 void PrecachePlayerSounds(string f)
1115 fh = fopen(f, FILE_READ);
1118 while((s = fgets(fh)))
1120 if(tokenize_console(s) != 3)
1122 dprint("Invalid sound info line: ", s, "\n");
1125 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1129 if not(allvoicesamples)
1131 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1134 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1138 void ClearPlayerSounds()
1140 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1146 float LoadPlayerSounds(string f, float first)
1151 fh = fopen(f, FILE_READ);
1154 dprint("Player sound file not found: ", f, "\n");
1157 while((s = fgets(fh)))
1159 if(tokenize_console(s) != 3)
1161 field = GetPlayerSoundSampleField(argv(0));
1162 if(GetPlayerSoundSampleField_notFound)
1163 field = GetVoiceMessageSampleField(argv(0));
1164 if(GetPlayerSoundSampleField_notFound)
1167 strunzone(self.field);
1168 self.field = strzone(strcat(argv(1), " ", argv(2)));
1174 .float modelindex_for_playersound;
1175 .float skin_for_playersound;
1176 void UpdatePlayerSounds()
1178 if(self.modelindex == self.modelindex_for_playersound)
1179 if(self.skin == self.skin_for_playersound)
1181 self.modelindex_for_playersound = self.modelindex;
1182 self.skin_for_playersound = self.skin;
1183 ClearPlayerSounds();
1184 LoadPlayerSounds("sound/player/default.sounds", 1);
1185 if(!autocvar_g_debug_defaultsounds)
1186 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1187 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1190 void FakeGlobalSound(string sample, float chan, float voicetype)
1198 tokenize_console(sample);
1201 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1203 sample = strcat(argv(0), ".wav"); // randomization
1207 case VOICETYPE_LASTATTACKER_ONLY:
1209 case VOICETYPE_LASTATTACKER:
1213 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1214 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1217 case VOICETYPE_TEAMRADIO:
1219 if(msg_entity.cvar_cl_voice_directional == 1)
1220 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1222 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1224 case VOICETYPE_AUTOTAUNT:
1231 tauntrand = random();
1233 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1235 if (msg_entity.cvar_cl_voice_directional >= 1)
1236 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1238 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1241 case VOICETYPE_TAUNT:
1242 if(self.classname == "player")
1243 if(self.deadflag == DEAD_NO)
1244 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1250 if (msg_entity.cvar_cl_voice_directional >= 1)
1251 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1253 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1255 case VOICETYPE_PLAYERSOUND:
1257 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1260 backtrace("Invalid voice type!");
1265 void GlobalSound(string sample, float chan, float voicetype)
1273 tokenize_console(sample);
1276 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1278 sample = strcat(argv(0), ".wav"); // randomization
1282 case VOICETYPE_LASTATTACKER_ONLY:
1285 msg_entity = self.pusher;
1286 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1288 if(msg_entity.cvar_cl_voice_directional == 1)
1289 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1291 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1295 case VOICETYPE_LASTATTACKER:
1298 msg_entity = self.pusher;
1299 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1301 if(msg_entity.cvar_cl_voice_directional == 1)
1302 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1304 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1307 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1308 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1311 case VOICETYPE_TEAMRADIO:
1312 FOR_EACH_REALCLIENT(msg_entity)
1313 if(!teamplay || msg_entity.team == self.team)
1315 if(msg_entity.cvar_cl_voice_directional == 1)
1316 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1318 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1321 case VOICETYPE_AUTOTAUNT:
1328 tauntrand = random();
1329 FOR_EACH_REALCLIENT(msg_entity)
1330 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1332 if (msg_entity.cvar_cl_voice_directional >= 1)
1333 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1335 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1338 case VOICETYPE_TAUNT:
1339 if(self.classname == "player")
1340 if(self.deadflag == DEAD_NO)
1341 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1346 FOR_EACH_REALCLIENT(msg_entity)
1348 if (msg_entity.cvar_cl_voice_directional >= 1)
1349 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1351 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1354 case VOICETYPE_PLAYERSOUND:
1355 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1358 backtrace("Invalid voice type!");
1363 void PlayerSound(.string samplefield, float chan, float voicetype)
1365 GlobalSound(self.samplefield, chan, voicetype);
1368 void VoiceMessage(string type, string msg)
1371 float voicetype, ownteam;
1373 sample = GetVoiceMessageSampleField(type);
1375 if(GetPlayerSoundSampleField_notFound)
1377 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1381 voicetype = GetVoiceMessageVoiceType(type);
1382 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1384 flood = Say(self, ownteam, world, msg, 1);
1387 GlobalSound(self.sample, CH_VOICE, voicetype);
1389 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1392 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1395 // 0 (00) automove centerprint, admin message
1396 // 1 (01) automove centerprint, no admin message
1397 // 2 (10) no centerprint, admin message
1398 // 3 (11) no centerprint, no admin message
1400 float lockteams_backup;
1402 lockteams_backup = lockteams; // backup any team lock
1404 lockteams = 0; // disable locked teams
1406 TeamchangeFrags(client); // move the players frags
1407 SetPlayerColors(client, team_colour - 1); // set the players colour
1408 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1410 lockteams = lockteams_backup; // restore the team lock
1412 LogTeamchange(client.playerid, client.team, type);
1414 if not(show_message & 1) // admin message
1415 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
1417 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));