1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
13 void WeaponStats_Shutdown()
18 if(weaponstats_buffer < 0)
20 prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21 if(cvar_string("sv_weaponstats_killfile") != "")
23 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
26 fputs(fh, "#begin killfile\n");
27 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
32 idx = WEAPONSTATS_GETINDEX(i, j);
33 f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
35 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
37 fputs(fh, "#end\n\n");
39 print("Weapon kill stats written\n");
42 if(cvar_string("sv_weaponstats_damagefile") != "")
44 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
47 fputs(fh, "#begin damagefile\n");
48 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
53 idx = WEAPONSTATS_GETINDEX(i, j);
54 f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
56 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
58 fputs(fh, "#end\n\n");
60 print("Weapon damage stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
70 if(weaponstats_buffer < 0)
72 if(awep < WEP_FIRST || vwep < WEP_FIRST)
74 if(awep > WEP_LAST || vwep > WEP_LAST)
76 idx = WEAPONSTATS_GETINDEX(awep,vwep);
77 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
82 error("negative damage?");
83 WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
85 void WeaponStats_LogKill(float awep, float vwep)
87 WeaponStats_LogItem(awep, vwep, '0 1 0');
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
104 void CopyBody(float keepvelocity)
106 local entity oldself;
107 if (self.effects & EF_NODRAW)
111 self.enemy = oldself;
112 self.lip = oldself.lip;
113 self.colormap = oldself.colormap;
114 self.glowmod = oldself.glowmod;
115 self.iscreature = oldself.iscreature;
116 self.angles = oldself.angles;
117 self.avelocity = oldself.avelocity;
118 self.classname = "body";
119 self.damageforcescale = oldself.damageforcescale;
120 self.effects = oldself.effects;
121 self.event_damage = oldself.event_damage;
122 self.animstate_startframe = oldself.animstate_startframe;
123 self.animstate_numframes = oldself.animstate_numframes;
124 self.animstate_framerate = oldself.animstate_framerate;
125 self.animstate_starttime = oldself.animstate_starttime;
126 self.animstate_endtime = oldself.animstate_endtime;
127 self.animstate_override = oldself.animstate_override;
128 self.animstate_looping = oldself.animstate_looping;
129 self.frame = oldself.frame;
130 self.dead_frame = oldself.dead_frame;
131 self.pain_finished = oldself.pain_finished;
132 self.health = oldself.health;
133 self.armorvalue = oldself.armorvalue;
134 self.armortype = oldself.armortype;
135 self.model = oldself.model;
136 self.modelindex = oldself.modelindex;
137 self.modelindex_lod0 = oldself.modelindex_lod0;
138 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
139 self.modelindex_lod1 = oldself.modelindex_lod1;
140 self.modelindex_lod2 = oldself.modelindex_lod2;
141 self.skinindex = oldself.skinindex;
142 self.species = oldself.species;
143 self.movetype = oldself.movetype;
144 self.nextthink = oldself.nextthink;
145 self.solid = oldself.solid;
146 self.ballistics_density = oldself.ballistics_density;
147 self.takedamage = oldself.takedamage;
148 self.think = oldself.think;
149 self.customizeentityforclient = oldself.customizeentityforclient;
150 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
151 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
152 if (keepvelocity == 1)
153 self.velocity = oldself.velocity;
154 self.oldvelocity = self.velocity;
155 self.fade_time = oldself.fade_time;
156 self.fade_rate = oldself.fade_rate;
157 //self.weapon = oldself.weapon;
158 setorigin(self, oldself.origin);
159 setsize(self, oldself.mins, oldself.maxs);
160 self.prevorigin = oldself.origin;
161 self.reset = SUB_Remove;
163 Drag_MoveDrag(oldself, self);
168 float player_getspecies()
171 get_model_parameters(self.playermodel, self.skinindex);
172 s = get_model_parameters_species;
173 get_model_parameters(string_null, 0);
175 return SPECIES_HUMAN;
179 void player_setupanimsformodel()
181 local string animfilename;
182 local float animfile;
183 // defaults for legacy .zym models without animinfo files
184 self.anim_die1 = '0 1 0.5'; // 2 seconds
185 self.anim_die2 = '1 1 0.5'; // 2 seconds
186 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
187 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
188 self.anim_duckwalk = '4 1 1';
189 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
190 self.anim_duckidle = '6 1 1';
191 self.anim_idle = '7 1 1';
192 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
193 self.anim_pain1 = '9 1 2'; // 0.5 seconds
194 self.anim_pain2 = '10 1 2'; // 0.5 seconds
195 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
196 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
197 self.anim_run = '13 1 1';
198 self.anim_runbackwards = '14 1 1';
199 self.anim_strafeleft = '15 1 1';
200 self.anim_straferight = '16 1 1';
201 self.anim_dead1 = '17 1 1';
202 self.anim_dead2 = '18 1 1';
203 self.anim_forwardright = '19 1 1';
204 self.anim_forwardleft = '20 1 1';
205 self.anim_backright = '21 1 1';
206 self.anim_backleft = '22 1 1';
207 animparseerror = FALSE;
208 animfilename = strcat(self.model, ".animinfo");
209 animfile = fopen(animfilename, FILE_READ);
212 self.anim_die1 = animparseline(animfile);
213 self.anim_die2 = animparseline(animfile);
214 self.anim_draw = animparseline(animfile);
215 self.anim_duck = animparseline(animfile);
216 self.anim_duckwalk = animparseline(animfile);
217 self.anim_duckjump = animparseline(animfile);
218 self.anim_duckidle = animparseline(animfile);
219 self.anim_idle = animparseline(animfile);
220 self.anim_jump = animparseline(animfile);
221 self.anim_pain1 = animparseline(animfile);
222 self.anim_pain2 = animparseline(animfile);
223 self.anim_shoot = animparseline(animfile);
224 self.anim_taunt = animparseline(animfile);
225 self.anim_run = animparseline(animfile);
226 self.anim_runbackwards = animparseline(animfile);
227 self.anim_strafeleft = animparseline(animfile);
228 self.anim_straferight = animparseline(animfile);
229 self.anim_forwardright = animparseline(animfile);
230 self.anim_forwardleft = animparseline(animfile);
231 self.anim_backright = animparseline(animfile);
232 self.anim_backleft = animparseline(animfile);
236 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
237 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
240 print("Parse error in ", animfilename, ", some player animations are broken\n");
243 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
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))
273 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
275 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
276 self.restart_jump = FALSE;
278 else if (self.crouch)
280 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
281 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
283 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
285 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
287 if (self.movement_x > 0 && self.movement_y == 0)
288 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289 else if (self.movement_x < 0 && self.movement_y == 0)
290 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
291 else if (self.movement_x == 0 && self.movement_y > 0)
292 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
293 else if (self.movement_x == 0 && self.movement_y < 0)
294 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
295 else if (self.movement_x > 0 && self.movement_y > 0)
296 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
297 else if (self.movement_x > 0 && self.movement_y < 0)
298 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
299 else if (self.movement_x < 0 && self.movement_y > 0)
300 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
301 else if (self.movement_x < 0 && self.movement_y < 0)
302 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
304 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
307 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
310 if (self.weaponentity)
311 if (!self.weaponentity.animstate_override)
312 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
315 void SpawnThrownWeapon (vector org, float w)
318 if(self.ammo_cells <= 0)
324 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
326 if(self.weapons & W_WeaponBit(j))
327 if(W_IsWeaponThrowable(j))
328 W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
332 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
335 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
337 local float take, save;
339 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
341 // damage resistance (ignore most of the damage from a bullet or similar)
342 damage = max(damage - 5, 1);
344 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
348 if(sound_allowed(MSG_BROADCAST, attacker))
351 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
353 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
355 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
359 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
361 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
363 if (!(self.flags & FL_GODMODE))
365 self.armorvalue = self.armorvalue - save;
366 self.health = self.health - take;
367 // pause regeneration for 5 seconds
368 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
370 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
371 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
372 self.dmg_inflictor = inflictor;
374 if (self.health <= -100 && self.modelindex != 0)
376 // don't use any animations as a gib
379 // view just above the floor
380 self.view_ofs = '0 0 4';
382 Violence_GibSplash(self, 1, 1, attacker);
383 self.modelindex = 0; // restore later
384 self.solid = SOLID_NOT; // restore later
388 void ClientKill_Now_TeamChange();
389 void freezetag_CheckWinner();
390 void freezetag_Unfreeze();
392 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
394 local float take, save, waves, sdelay, dh, da, j;
396 float valid_damage_for_weaponstats;
398 dh = max(self.health, 0);
399 da = max(self.armorvalue, 0);
401 if(!DEATH_ISSPECIAL(deathtype))
403 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
405 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
408 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
410 // tuba causes blood to come out of the ears
415 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
417 makevectors(self.angles);
418 ear1 += v_right * -10;
419 ear2 += v_right * +10;
420 d = inflictor.origin - self.origin;
421 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
422 force = v_right * vlen(force);
423 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
424 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
433 // force is already good
437 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
439 if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
444 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
454 frag_inflictor = inflictor;
455 frag_attacker = attacker;
459 damage_force = force;
460 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
461 take = bound(0, damage_take, self.health);
462 save = bound(0, damage_save, self.armorvalue);
464 if(sound_allowed(MSG_BROADCAST, attacker))
467 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
469 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
471 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
475 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
477 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
479 if (time >= self.spawnshieldtime)
481 if (!(self.flags & FL_GODMODE))
483 self.armorvalue = self.armorvalue - save;
484 self.health = self.health - take;
485 // pause regeneration for 5 seconds
486 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
488 if (time > self.pain_finished) //Don't switch pain sequences like crazy
490 self.pain_finished = time + 0.5; //Supajoe
493 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
496 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
498 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
501 if(sound_allowed(MSG_BROADCAST, attacker))
502 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
504 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
506 if(deathtype == DEATH_FALL)
507 PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
508 else if(self.health > 75) // TODO make a "gentle" version?
509 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
510 else if(self.health > 50)
511 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
512 else if(self.health > 25)
513 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
515 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
519 // throw off bot aim temporarily
521 shake = damage * 5 / (bound(0,skill,100) + 1);
522 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
523 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
527 self.max_armorvalue += (save + take);
529 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
530 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
531 self.dmg_inflictor = inflictor;
535 // don't reset pushltime for self damage as it may be an attempt to
536 // escape a lava pit or similar
537 //self.pushltime = 0;
539 else if(attacker.classname == "player" || attacker.classname == "gib")
541 self.pusher = attacker;
542 self.pushltime = time + cvar("g_maxpushtime");
544 else if(time < self.pushltime)
546 attacker = self.pusher;
547 self.pushltime = max(self.pushltime, time + 0.6);
552 valid_damage_for_weaponstats = 0;
553 if(clienttype(self) == CLIENTTYPE_REAL)
554 if(clienttype(attacker) == CLIENTTYPE_REAL)
556 if(!DEATH_ISSPECIAL(deathtype))
557 if(IsDifferentTeam(self, attacker))
558 valid_damage_for_weaponstats = 1;
560 if(valid_damage_for_weaponstats)
562 dh = dh - max(self.health, 0);
563 da = da - max(self.armorvalue, 0);
564 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
569 float defer_ClientKill_Now_TeamChange;
570 defer_ClientKill_Now_TeamChange = FALSE;
574 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
578 if(valid_damage_for_weaponstats)
579 WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
581 if(sv_gentle < 1) // TODO make a "gentle" version?
582 if(sound_allowed(MSG_BROADCAST, attacker))
584 if(deathtype == DEATH_DROWN)
585 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
587 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
590 // get rid of kill indicator
591 if(self.killindicator)
593 remove(self.killindicator);
594 self.killindicator = world;
595 if(self.killindicator_teamchange)
596 defer_ClientKill_Now_TeamChange = TRUE;
598 if(self.classname == "body")
599 if(deathtype == DEATH_KILL)
601 // for the lemmings fans, a small harmless explosion
602 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
608 // become fully visible
610 // clear selected player display
611 ClearSelectedPlayer();
613 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
616 // print an obituary message
617 Obituary (attacker, inflictor, self, deathtype);
621 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
624 count_alive_players(); // re-count players
625 freezetag_CheckWinner();
629 frag_attacker = attacker;
630 frag_inflictor = inflictor;
632 MUTATOR_CALLHOOK(PlayerDies);
639 if(attacker.classname != "player" && attacker.classname != "gib")
640 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
641 else if(attacker.team == self.team)
642 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
644 DropFlag(self.flagcarried, world, attacker);
646 if(self.ballcarried && g_nexball)
647 DropBall(self.ballcarried, self.origin, self.velocity);
648 Portal_ClearAllLater(self);
650 WaypointSprite_PlayerDead();
651 // make the corpse upright (not tilted)
655 self.avelocity = '0 0 0';
656 // view from the floor
657 self.view_ofs = '0 0 -8';
659 self.movetype = MOVETYPE_TOSS;
661 self.solid = SOLID_CORPSE;
662 self.ballistics_density = cvar("g_ballistics_density_corpse");
663 // don't stick to the floor
664 self.flags &~= FL_ONGROUND;
666 self.deadflag = DEAD_DYING;
667 // when to allow respawn
670 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
672 sdelay = cvar("g_respawn_delay");
673 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
675 waves = cvar("g_respawn_waves");
677 self.death_time = ceil((time + sdelay) / waves) * waves;
679 self.death_time = time + sdelay;
680 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
681 self.respawn_countdown = 10; // first number to count down from is 10
683 self.respawn_countdown = -1; // do not count down
686 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
687 self.dead_frame = self.anim_dead1_x;
691 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
692 self.dead_frame = self.anim_dead2_x;
694 // set damage function to corpse damage
695 self.event_damage = PlayerCorpseDamage;
696 // call the corpse damage function just in case it wants to gib
697 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
698 // set up to fade out later
699 SUB_SetFade (self, time + 6 + random (), 1);
701 if(clienttype(self) == CLIENTTYPE_REAL)
703 self.fixangle = TRUE;
705 //WriteByte (MSG_ONE, SVC_SETANGLE);
706 //WriteAngle (MSG_ONE, self.v_angle_x);
707 //WriteAngle (MSG_ONE, self.v_angle_y);
708 //WriteAngle (MSG_ONE, 80);
712 Spawnqueue_Unmark(self);
714 if(defer_ClientKill_Now_TeamChange)
715 ClientKill_Now_TeamChange();
717 if(sv_gentle > 0 || cvar("ekg")) {
719 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
722 // reset fields the weapons may use just in case
723 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
725 weapon_action(j, WR_RESETPLAYER);
726 ATTACK_FINISHED_FOR(self, j) = 0;
731 float UpdateSelectedPlayer_countvalue(float v)
733 return max(0, (v - 1.0) / 0.5);
736 // returns: -2 if no hit, otherwise cos of the angle
737 // uses the global v_angle
738 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
749 so = self.origin + self.view_ofs;
753 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
756 // now find the cos of the angle...
757 c = normalize(d) * v_forward;
762 // not visible in any way? forget it
766 traceline(so, p.origin, MOVE_NOMONSTERS, self);
767 if(trace_fraction < 1)
773 void ClearSelectedPlayer()
775 if(self.selected_player)
777 centerprint_expire(self, CENTERPRIO_POINT);
778 self.selected_player = world;
779 self.selected_player_display_needs_update = FALSE;
783 void UpdateSelectedPlayer()
786 float selected_score;
788 selected_score = 0.95; // 18 degrees
790 if(!cvar("sv_allow_shownames"))
793 if(clienttype(self) != CLIENTTYPE_REAL)
796 if(self.cvar_cl_shownames == 0)
799 if(self.cvar_cl_shownames == 1 && !teams_matter)
802 makevectors(self.v_angle); // sets v_forward
804 // 1. cursor trace is always right
805 WarpZone_crosshair_trace(self);
806 if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
808 selected = trace_ent;
812 // 2. if we don't have a cursor trace, find the player which is least
818 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
829 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
833 if(time < self.selected_player_display_timeout)
834 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
835 selected = self.selected_player;
840 if(selected == self.selected_player)
843 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
844 self.selected_player_count = self.selected_player_count + frametime;
845 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
847 string namestr, healthstr;
848 namestr = playername(selected);
851 healthstr = ftos(floor(selected.health));
852 if(self.team == selected.team)
854 namestr = strcat(namestr, " (", healthstr, "%)");
855 self.selected_player_display_needs_update = TRUE;
858 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
863 ClearSelectedPlayer();
864 self.selected_player = selected;
865 self.selected_player_time = time;
866 self.selected_player_count = 0;
867 self.selected_player_display_needs_update = FALSE;
872 ClearSelectedPlayer();
875 if(self.selected_player)
876 self.last_selected_player = self.selected_player;
879 .float muted; // to be used by prvm_edictset server playernumber muted 1
880 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
881 // message "": do not say, just test flood control
887 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
888 float flood, privatemsgprefixlen;
889 var .float flood_field;
893 if(Ban_MaybeEnforceBan(source))
896 if(!teamsay && !privatesay)
897 if(substring(msgin, 0, 1) == " ")
898 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
900 msgin = formatmessage(msgin);
902 if(source.classname != "player")
903 colorstr = "^0"; // black for spectators
904 else if(teams_matter)
905 colorstr = Team_ColorCode(source.team);
909 if(intermission_running)
913 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
916 * using bprint solves this... me stupid
917 // how can we prevent the message from appearing in a listen server?
918 // for now, just give "say" back and only handle say_team
921 clientcommand(self, strcat("say ", msgin));
926 if(cvar("g_chat_teamcolors"))
927 namestr = playername(source);
929 namestr = source.netname;
935 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
936 privatemsgprefixlen = strlen(msgstr);
937 msgstr = strcat(msgstr, msgin);
938 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
939 if(cvar("g_chat_teamcolors"))
940 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
942 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
946 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
947 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
951 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
954 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
958 msgstr = cmsgstr = "";
962 fullcmsgstr = cmsgstr;
974 flood_spl = cvar("g_chat_flood_spl_tell");
975 flood_burst = cvar("g_chat_flood_burst_tell");
976 flood_lmax = cvar("g_chat_flood_lmax_tell");
977 flood_field = floodcontrol_chattell;
981 flood_spl = cvar("g_chat_flood_spl_team");
982 flood_burst = cvar("g_chat_flood_burst_team");
983 flood_lmax = cvar("g_chat_flood_lmax_team");
984 flood_field = floodcontrol_chatteam;
988 flood_spl = cvar("g_chat_flood_spl");
989 flood_burst = cvar("g_chat_flood_burst");
990 flood_lmax = cvar("g_chat_flood_lmax");
991 flood_field = floodcontrol_chat;
993 flood_burst = max(0, flood_burst - 1);
994 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
996 // do flood control for the default line size
999 getWrappedLine_remaining = msgstr;
1002 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1004 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1007 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1009 if(getWrappedLine_remaining != "")
1011 msgstr = strcat(msgstr, "\n");
1015 if(time >= source.flood_field)
1017 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1022 msgstr = fullmsgstr;
1027 if(time >= source.flood_field)
1028 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1033 if (timeoutStatus == 2) //when game is paused, no flood protection
1034 source.flood_field = flood = 0;
1037 if(flood == 2) // cannot happen for empty msgstr
1039 if(cvar("g_chat_flood_notify_flooder"))
1041 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1046 sourcemsgstr = fullmsgstr;
1047 sourcecmsgstr = fullcmsgstr;
1053 sourcemsgstr = msgstr;
1054 sourcecmsgstr = cmsgstr;
1058 if(source.classname != "player")
1060 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1061 teamsay = -1; // spectators
1065 print("NOTE: ", playername(source), "^7 is flooding.\n");
1067 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1069 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1073 // always fake the message
1078 if(cvar("g_chat_flood_notify_flooder"))
1080 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1091 if(sourcemsgstr != "" && ret != 0)
1095 sprint(source, sourcemsgstr);
1096 if(sourcecmsgstr != "" && !privatesay)
1097 centerprint(source, sourcecmsgstr);
1101 sprint(source, sourcemsgstr);
1102 sprint(privatesay, msgstr);
1104 centerprint(privatesay, cmsgstr);
1106 else if(teamsay > 0)
1108 sprint(source, sourcemsgstr);
1109 if(sourcecmsgstr != "")
1110 centerprint(source, sourcecmsgstr);
1111 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1114 sprint(head, msgstr);
1116 centerprint(head, cmsgstr);
1119 else if(teamsay < 0)
1121 sprint(source, sourcemsgstr);
1122 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1124 sprint(head, msgstr);
1126 else if(sourcemsgstr != msgstr)
1128 sprint(source, sourcemsgstr);
1129 FOR_EACH_REALCLIENT(head)
1131 sprint(head, msgstr);
1140 float GetVoiceMessageVoiceType(string type)
1143 return VOICETYPE_TAUNT;
1144 if(type == "teamshoot")
1145 return VOICETYPE_LASTATTACKER;
1146 return VOICETYPE_TEAMRADIO;
1149 string allvoicesamples;
1150 float GetPlayerSoundSampleField_notFound;
1151 float GetPlayerSoundSampleField_fixed;
1152 .string GetVoiceMessageSampleField(string type)
1154 GetPlayerSoundSampleField_notFound = 0;
1155 GetPlayerSoundSampleField_fixed = 0;
1158 #define _VOICEMSG(m) case #m: return playersound_##m;
1162 GetPlayerSoundSampleField_notFound = 1;
1163 return playersound_taunt;
1166 .string GetPlayerSoundSampleField(string type)
1168 GetPlayerSoundSampleField_notFound = 0;
1169 GetPlayerSoundSampleField_fixed = 0;
1172 #define _VOICEMSG(m) case #m: return playersound_##m;
1176 GetPlayerSoundSampleField_notFound = 1;
1177 return playersound_taunt;
1180 void PrecacheGlobalSound(string samplestring)
1183 tokenize_console(samplestring);
1187 for(i = 1; i <= n; ++i)
1188 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1192 precache_sound(strcat(argv(0), ".wav"));
1196 void PrecachePlayerSounds(string f)
1200 fh = fopen(f, FILE_READ);
1203 while((s = fgets(fh)))
1205 if(tokenize_console(s) != 3)
1207 dprint("Invalid sound info line: ", s, "\n");
1210 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1214 if not(allvoicesamples)
1216 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1219 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1223 void ClearPlayerSounds()
1225 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1231 void LoadPlayerSounds(string f, float first)
1236 fh = fopen(f, FILE_READ);
1239 dprint("Player sound file not found: ", f, "\n");
1242 while((s = fgets(fh)))
1244 if(tokenize_console(s) != 3)
1246 field = GetPlayerSoundSampleField(argv(0));
1247 if(GetPlayerSoundSampleField_notFound)
1248 field = GetVoiceMessageSampleField(argv(0));
1249 if(GetPlayerSoundSampleField_notFound)
1251 if(GetPlayerSoundSampleField_fixed)
1255 strunzone(self.field);
1256 self.field = strzone(strcat(argv(1), " ", argv(2)));
1261 .float modelindex_for_playersound;
1262 .float skinindex_for_playersound;
1263 void UpdatePlayerSounds()
1265 if(self.modelindex == self.modelindex_for_playersound)
1266 if(self.skinindex == self.skinindex_for_playersound)
1268 self.modelindex_for_playersound = self.modelindex;
1269 self.skinindex_for_playersound = self.skinindex;
1270 ClearPlayerSounds();
1271 LoadPlayerSounds("sound/player/default.sounds", 1);
1272 LoadPlayerSounds(get_model_datafilename(self.playermodel, self.skinindex, "sounds"), 0);
1275 void FakeGlobalSound(string sample, float chan, float voicetype)
1283 tokenize_console(sample);
1286 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1288 sample = strcat(argv(0), ".wav"); // randomization
1292 case VOICETYPE_LASTATTACKER_ONLY:
1294 case VOICETYPE_LASTATTACKER:
1298 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1299 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1302 case VOICETYPE_TEAMRADIO:
1304 if(msg_entity.cvar_cl_voice_directional == 1)
1305 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1307 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1309 case VOICETYPE_AUTOTAUNT:
1316 tauntrand = random();
1318 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1320 if (msg_entity.cvar_cl_voice_directional >= 1)
1321 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1323 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1326 case VOICETYPE_TAUNT:
1327 if(self.classname == "player")
1328 if(self.deadflag == DEAD_NO)
1329 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1335 if (msg_entity.cvar_cl_voice_directional >= 1)
1336 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1338 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1340 case VOICETYPE_PLAYERSOUND:
1342 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1345 backtrace("Invalid voice type!");
1350 void GlobalSound(string sample, float chan, float voicetype)
1358 tokenize_console(sample);
1361 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1363 sample = strcat(argv(0), ".wav"); // randomization
1367 case VOICETYPE_LASTATTACKER_ONLY:
1370 msg_entity = self.pusher;
1371 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1373 if(msg_entity.cvar_cl_voice_directional == 1)
1374 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1376 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1380 case VOICETYPE_LASTATTACKER:
1383 msg_entity = self.pusher;
1384 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1386 if(msg_entity.cvar_cl_voice_directional == 1)
1387 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1389 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1392 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1393 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1396 case VOICETYPE_TEAMRADIO:
1397 FOR_EACH_REALCLIENT(msg_entity)
1398 if(!teams_matter || msg_entity.team == self.team)
1400 if(msg_entity.cvar_cl_voice_directional == 1)
1401 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1403 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1406 case VOICETYPE_AUTOTAUNT:
1413 tauntrand = random();
1414 FOR_EACH_REALCLIENT(msg_entity)
1415 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1417 if (msg_entity.cvar_cl_voice_directional >= 1)
1418 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1420 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1423 case VOICETYPE_TAUNT:
1424 if(self.classname == "player")
1425 if(self.deadflag == DEAD_NO)
1426 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1431 FOR_EACH_REALCLIENT(msg_entity)
1433 if (msg_entity.cvar_cl_voice_directional >= 1)
1434 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1436 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1439 case VOICETYPE_PLAYERSOUND:
1440 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1443 backtrace("Invalid voice type!");
1448 void PlayerSound(.string samplefield, float chan, float voicetype)
1450 GlobalSound(self.samplefield, chan, voicetype);
1453 void VoiceMessage(string type, string msg)
1456 float voicetype, ownteam;
1458 sample = GetVoiceMessageSampleField(type);
1460 if(GetPlayerSoundSampleField_notFound)
1462 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1466 voicetype = GetVoiceMessageVoiceType(type);
1467 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1469 flood = Say(self, ownteam, world, msg, 1);
1472 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1474 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1477 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1480 // 0 (00) automove centerprint, admin message
1481 // 1 (01) automove centerprint, no admin message
1482 // 2 (10) no centerprint, admin message
1483 // 3 (11) no centerprint, no admin message
1485 float lockteams_backup;
1487 lockteams_backup = lockteams; // backup any team lock
1489 lockteams = 0; // disable locked teams
1491 TeamchangeFrags(client); // move the players frags
1492 SetPlayerColors(client, team_colour - 1); // set the players colour
1493 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1495 lockteams = lockteams_backup; // restore the team lock
1497 LogTeamchange(client.playerid, client.team, type);
1499 if not(show_message & 1) // admin message
1500 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
1502 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));