3 #include <common/effects/all.qh>
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "weapons/throwing.qh"
12 #include "command/common.qh"
13 #include "../common/state.qh"
14 #include "../common/anim.qh"
15 #include "../common/animdecide.qh"
16 #include "../common/csqcmodel_settings.qh"
17 #include "../common/gamemodes/sv_rules.qh"
18 #include "../common/deathtypes/all.qh"
19 #include "../common/mapobjects/subs.qh"
20 #include "../common/playerstats.qh"
21 #include "../lib/csqcmodel/sv_model.qh"
23 #include "../common/minigames/sv_minigames.qh"
25 #include "../common/physics/player.qh"
26 #include "../common/effects/qc/_mod.qh"
27 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
28 #include "../common/mapobjects/_mod.qh"
29 #include "../common/wepent.qh"
31 #include "weapons/weaponstats.qh"
33 #include "../common/animdecide.qh"
35 void Drop_Special_Items(entity player)
37 // called when the player has become stuck or frozen
38 // so objective items aren't stuck with the player
40 MUTATOR_CALLHOOK(DropSpecialItems, player);
43 void CopyBody_Think(entity this)
45 if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
47 this.CopyBody_think(this);
50 this.CopyBody_nextthink = this.nextthink;
51 this.CopyBody_think = getthink(this);
52 setthink(this, CopyBody_Think);
54 CSQCMODEL_AUTOUPDATE(this);
55 this.nextthink = time;
57 void CopyBody(entity this, float keepvelocity)
59 if (this.effects & EF_NODRAW)
61 entity clone = new(body);
64 clone.colormap = this.colormap;
65 clone.iscreature = this.iscreature;
66 clone.teleportable = this.teleportable;
67 clone.damagedbycontents = this.damagedbycontents;
68 if(clone.damagedbycontents)
69 IL_PUSH(g_damagedbycontents, clone);
70 clone.angles = this.angles;
71 clone.v_angle = this.v_angle;
72 clone.avelocity = this.avelocity;
73 clone.damageforcescale = this.damageforcescale;
74 clone.effects = this.effects;
75 clone.glowmod = this.glowmod;
76 clone.event_damage = this.event_damage;
77 clone.event_heal = this.event_heal;
78 clone.anim_state = this.anim_state;
79 clone.anim_time = this.anim_time;
80 clone.anim_lower_action = this.anim_lower_action;
81 clone.anim_lower_time = this.anim_lower_time;
82 clone.anim_upper_action = this.anim_upper_action;
83 clone.anim_upper_time = this.anim_upper_time;
84 clone.anim_implicit_state = this.anim_implicit_state;
85 clone.anim_implicit_time = this.anim_implicit_time;
86 clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
87 clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
88 clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
89 clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
90 clone.dphitcontentsmask = this.dphitcontentsmask;
91 clone.death_time = this.death_time;
92 clone.pain_finished = this.pain_finished;
93 SetResourceAmountExplicit(clone, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH));
94 SetResourceAmountExplicit(clone, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR));
95 clone.armortype = this.armortype;
96 clone.model = this.model;
97 clone.modelindex = this.modelindex;
98 clone.skin = this.skin;
99 clone.species = this.species;
100 clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
101 set_movetype(clone, this.move_movetype);
102 clone.solid = this.solid;
103 clone.takedamage = this.takedamage;
104 setcefc(clone, getcefc(this));
105 clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
106 clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
107 if (keepvelocity == 1)
108 clone.velocity = this.velocity;
109 clone.oldvelocity = clone.velocity;
110 clone.alpha = this.alpha;
111 clone.fade_time = this.fade_time;
112 clone.fade_rate = this.fade_rate;
113 //clone.weapon = this.weapon;
114 setorigin(clone, this.origin);
115 setsize(clone, this.mins, this.maxs);
116 clone.reset = SUB_Remove;
117 clone._ps = this._ps;
119 Drag_MoveDrag(this, clone);
121 if(clone.colormap <= maxclients && clone.colormap > 0)
122 clone.colormap = 1024 + this.clientcolors;
124 CSQCMODEL_AUTOINIT(clone);
125 clone.CopyBody_nextthink = this.nextthink;
126 clone.CopyBody_think = getthink(this);
127 clone.nextthink = time;
128 setthink(clone, CopyBody_Think);
129 // "bake" the current animation frame for clones (they don't get clientside animation)
130 animdecide_load_if_needed(clone);
131 animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
133 IL_PUSH(g_clones, clone);
135 MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
138 void player_setupanimsformodel(entity this)
140 // load animation info
141 animdecide_load_if_needed(this);
142 animdecide_setstate(this, 0, false);
145 void player_anim(entity this)
147 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
150 // Decide on which death animation to use.
152 deadbits = ANIMSTATE_DEAD1;
154 deadbits = ANIMSTATE_DEAD2;
157 // Clear a previous death animation.
160 int animbits = deadbits;
161 if(STAT(FROZEN, this))
162 animbits |= ANIMSTATE_FROZEN;
163 if(this.move_movetype == MOVETYPE_FOLLOW)
164 animbits |= ANIMSTATE_FOLLOW;
166 animbits |= ANIMSTATE_DUCK;
167 animdecide_setstate(this, animbits, false);
168 animdecide_setimplicitstate(this, IS_ONGROUND(this));
171 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
175 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
177 v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
181 if(sound_allowed(MSG_BROADCAST, attacker))
184 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
186 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
188 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
192 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
194 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
196 TakeResource(this, RESOURCE_ARMOR, save);
197 TakeResource(this, RESOURCE_HEALTH, take);
198 // pause regeneration for 5 seconds
199 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
201 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
202 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
203 this.dmg_inflictor = inflictor;
205 if (GetResourceAmount(this, RESOURCE_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0)
207 // don't use any animations as a gib
209 // view just above the floor
210 this.view_ofs = '0 0 4';
212 Violence_GibSplash(this, 1, 1, attacker);
214 this.solid = SOLID_NOT; // restore later
215 this.takedamage = DAMAGE_NO; // restore later
216 if(this.damagedbycontents)
217 IL_REMOVE(g_damagedbycontents, this);
218 this.damagedbycontents = false;
222 void calculate_player_respawn_time(entity this)
224 if(MUTATOR_CALLHOOK(CalculateRespawnTime, this))
227 float gametype_setting_tmp;
228 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
229 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
230 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
231 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
232 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
233 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
235 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
238 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
239 if(it.team == this.team)
242 if (sdelay_small_count == 0)
243 sdelay_small_count = 1;
244 if (sdelay_large_count == 0)
245 sdelay_large_count = 1;
249 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
252 if (sdelay_small_count == 0)
254 if (IS_INDEPENDENT_PLAYER(this))
256 // Players play independently. No point in requiring enemies.
257 sdelay_small_count = 1;
261 // Players play AGAINST each other. Enemies required.
262 sdelay_small_count = 2;
265 if (sdelay_large_count == 0)
267 if (IS_INDEPENDENT_PLAYER(this))
269 // Players play independently. No point in requiring enemies.
270 sdelay_large_count = 1;
274 // Players play AGAINST each other. Enemies required.
275 sdelay_large_count = 2;
282 if (pcount <= sdelay_small_count)
283 sdelay = sdelay_small;
284 else if (pcount >= sdelay_large_count)
285 sdelay = sdelay_large;
286 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
287 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
290 this.respawn_time = ceil((time + sdelay) / waves) * waves;
292 this.respawn_time = time + sdelay;
294 if(sdelay < sdelay_max)
295 this.respawn_time_max = time + sdelay_max;
297 this.respawn_time_max = this.respawn_time;
299 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
300 this.respawn_countdown = 10; // first number to count down from is 10
302 this.respawn_countdown = -1; // do not count down
304 if(autocvar_g_forced_respawn)
305 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
308 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
310 float take, save, dh, da;
314 dh = max(GetResourceAmount(this, RESOURCE_HEALTH), 0);
315 da = max(GetResourceAmount(this, RESOURCE_ARMOR), 0);
317 if(!DEATH_ISSPECIAL(deathtype))
319 damage *= Handicap_GetTotalHandicap(this);
320 if (this != attacker && IS_PLAYER(attacker))
322 damage /= Handicap_GetTotalHandicap(attacker);
326 if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
327 damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
329 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
331 // tuba causes blood to come out of the ears
336 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
338 makevectors(this.angles);
339 ear1 += v_right * -10;
340 ear2 += v_right * +10;
341 d = inflictor.origin - this.origin;
343 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
345 f = 0; // Assum ecenter.
346 force = v_right * vlen(force);
347 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
348 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
357 // force is already good
361 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
363 v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
369 // don't reset pushltime for this damage as it may be an attempt to
370 // escape a lava pit or similar
371 //this.pushltime = 0;
374 else if(IS_PLAYER(attacker))
376 this.pusher = attacker;
377 this.pushltime = time + autocvar_g_maxpushtime;
378 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
380 else if(time < this.pushltime)
382 attacker = this.pusher;
383 this.pushltime = max(this.pushltime, time + 0.6);
391 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
392 take = bound(0, M_ARGV(4, float), GetResourceAmount(this, RESOURCE_HEALTH));
393 save = bound(0, M_ARGV(5, float), GetResourceAmount(this, RESOURCE_ARMOR));
394 excess = max(0, damage - take - save);
396 if(sound_allowed(MSG_BROADCAST, attacker))
399 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
401 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
403 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
407 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
409 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
411 if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
413 if (!(this.flags & FL_GODMODE))
415 TakeResource(this, RESOURCE_ARMOR, save);
416 TakeResource(this, RESOURCE_HEALTH, take);
417 // pause regeneration for 5 seconds
419 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
421 if (time > this.pain_finished) //Don't switch pain sequences like crazy
423 this.pain_finished = time + 0.5; //Supajoe
425 if(autocvar_sv_gentle < 1) {
426 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
428 if (!this.animstate_override)
431 animdecide_setaction(this, ANIMACTION_PAIN1, true);
433 animdecide_setaction(this, ANIMACTION_PAIN2, true);
436 float myhp = GetResourceAmount(this, RESOURCE_HEALTH);
438 if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
439 if(sound_allowed(MSG_BROADCAST, attacker))
440 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
442 if(deathtype == DEATH_FALL.m_id)
443 PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
445 PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
447 PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
449 PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
451 PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
456 // throw off bot aim temporarily
458 if(IS_BOT_CLIENT(this) && GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
460 shake = damage * 5 / (bound(0,skill,100) + 1);
461 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
462 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
463 this.v_angle_x = bound(-90, this.v_angle.x, 90);
466 if (this != attacker) {
467 float realdmg = damage - excess;
468 if (IS_PLAYER(attacker)) {
469 GameRules_scoring_add(attacker, DMG, realdmg);
471 if (IS_PLAYER(this)) {
472 GameRules_scoring_add(this, DMGTAKEN, realdmg);
477 this.max_armorvalue += (save + take);
479 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
480 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
481 this.dmg_inflictor = inflictor;
483 bool abot = (IS_BOT_CLIENT(attacker));
484 bool vbot = (IS_BOT_CLIENT(this));
486 bool valid_damage_for_weaponstats = false;
487 Weapon awep = WEP_Null;
489 if(vbot || IS_REAL_CLIENT(this))
490 if(abot || IS_REAL_CLIENT(attacker))
491 if(attacker && this != attacker)
492 if(DIFF_TEAM(this, attacker))
494 if(DEATH_ISSPECIAL(deathtype))
495 awep = attacker.(weaponentity).m_weapon;
497 awep = DEATH_WEAPONOF(deathtype);
498 valid_damage_for_weaponstats = true;
501 dh = dh - max(GetResourceAmount(this, RESOURCE_HEALTH), 0);
502 da = da - max(GetResourceAmount(this, RESOURCE_ARMOR), 0);
503 if(valid_damage_for_weaponstats)
505 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
508 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
510 if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
512 float defer_ClientKill_Now_TeamChange;
513 defer_ClientKill_Now_TeamChange = false;
517 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
521 if(valid_damage_for_weaponstats)
522 WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
524 if(autocvar_sv_gentle < 1)
525 if(sound_allowed(MSG_BROADCAST, attacker))
527 if(deathtype == DEATH_DROWN.m_id)
528 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
530 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
533 // get rid of kill indicator
534 if(this.killindicator)
536 delete(this.killindicator);
537 this.killindicator = NULL;
538 if(this.killindicator_teamchange)
539 defer_ClientKill_Now_TeamChange = true;
541 if(this.classname == "body")
542 if(deathtype == DEATH_KILL.m_id)
544 // for the lemmings fans, a small harmless explosion
545 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
549 // print an obituary message
550 if(this.classname != "body")
551 Obituary (attacker, inflictor, this, deathtype, weaponentity);
553 // increment frag counter for used weapon type
554 Weapon w = DEATH_WEAPONOF(deathtype);
555 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
556 CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
558 this.respawn_time = 0;
559 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
560 damage = M_ARGV(4, float);
561 excess = max(0, damage - take - save);
563 //Weapon wep = this.(weaponentity).m_weapon;
564 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
566 .entity went = weaponentities[slot];
568 continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
569 Weapon wep = this.(went).m_weapon;
570 wep.wr_playerdeath(wep, this, went);
573 RemoveGrapplingHooks(this);
575 Portal_ClearAllLater(this);
577 this.fixangle = true;
579 if(defer_ClientKill_Now_TeamChange)
580 ClientKill_Now_TeamChange(this); // can turn player into spectator
582 // player could have been miraculously resuscitated ;)
583 // e.g. players in freezetag get frozen, they don't really die
584 if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
587 if (!this.respawn_time) // can be set in the mutator hook PlayerDies
588 calculate_player_respawn_time(this);
590 // when we get here, player actually dies
592 Unfreeze(this); // remove any icy remains
593 SetResourceAmountExplicit(this, RESOURCE_HEALTH, 0); // Unfreeze resets health, so we need to set it back
596 WaypointSprite_PlayerDead(this);
598 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
600 .entity went = weaponentities[slot];
601 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
604 // become fully visible
605 this.alpha = default_player_alpha;
606 // make the corpse upright (not tilted)
610 this.avelocity = '0 0 0';
611 // view from the floor
612 this.view_ofs = '0 0 -8';
614 set_movetype(this, MOVETYPE_TOSS);
616 this.solid = SOLID_CORPSE;
617 PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
618 // don't stick to the floor
619 UNSET_ONGROUND(this);
621 this.deadflag = DEAD_DYING;
623 STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
625 this.death_time = time;
627 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
629 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
631 // set damage function to corpse damage
632 this.event_damage = PlayerCorpseDamage;
633 this.event_heal = func_null;
634 // call the corpse damage function just in case it wants to gib
635 this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force);
637 // set up to fade out later
638 SUB_SetFade (this, time + 6 + random (), 1);
639 // reset body think wrapper broken by SUB_SetFade
640 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
641 this.CopyBody_think = getthink(this);
642 this.CopyBody_nextthink = this.nextthink;
643 setthink(this, CopyBody_Think);
644 this.nextthink = time;
647 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
649 // clones don't run any animation code any more, so we must gib them when they die :(
650 this.event_damage(this, inflictor, attacker, autocvar_sv_gibhealth + 1, deathtype, weaponentity, hitloc, force);
653 // reset fields the weapons may use just in case
654 if(this.classname != "body")
656 FOREACH(Weapons, it != WEP_Null,
658 it.wr_resetplayer(it, this);
659 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
661 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
665 MUTATOR_CALLHOOK(PlayerDied, this);
669 bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
671 if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= limit)
674 GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, limit);
678 bool MoveToTeam(entity client, int team_colour, int type)
680 int lockteams_backup = lockteams; // backup any team lock
681 lockteams = 0; // disable locked teams
682 TeamchangeFrags(client); // move the players frags
683 if (!SetPlayerTeamSimple(client, team_colour))
687 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, DMG_NOWEP, client.origin, '0 0 0'); // kill the player
688 lockteams = lockteams_backup; // restore the team lock
689 LogTeamchange(client.playerid, client.team, type);
694 * message "": do not say, just test flood control
700 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
702 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
703 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
706 msgin = formatmessage(source, msgin);
709 if (!IS_PLAYER(source))
710 colorstr = "^0"; // black for spectators
712 colorstr = Team_ColorCode(source.team);
728 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
731 * using bprint solves this... me stupid
732 // how can we prevent the message from appearing in a listen server?
733 // for now, just give "say" back and only handle say_team
736 clientcommand(source, strcat("say ", msgin));
743 namestr = playername(source, autocvar_g_chat_teamcolors);
745 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
747 string msgstr, cmsgstr;
748 string privatemsgprefix = string_null;
749 int privatemsgprefixlen = 0;
751 msgstr = cmsgstr = "";
755 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
756 privatemsgprefixlen = strlen(msgstr);
757 msgstr = strcat(msgstr, msgin);
758 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
759 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
763 if(strstrofs(msgin, "/me", 0) >= 0)
765 //msgin = strreplace("/me", "", msgin);
766 //msgin = substring(msgin, 3, strlen(msgin));
767 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
768 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
771 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
772 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
776 if(strstrofs(msgin, "/me", 0) >= 0)
778 //msgin = strreplace("/me", "", msgin);
779 //msgin = substring(msgin, 3, strlen(msgin));
780 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
781 msgstr = strcat("\{1}^4* ", "^7", msgin);
785 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
786 msgstr = strcat(msgstr, msgin);
790 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
793 string fullmsgstr = msgstr;
794 string fullcmsgstr = cmsgstr;
798 var .float flood_field = floodcontrol_chat;
799 if(floodcontrol && source)
807 flood_spl = autocvar_g_chat_flood_spl_tell;
808 flood_burst = autocvar_g_chat_flood_burst_tell;
809 flood_lmax = autocvar_g_chat_flood_lmax_tell;
810 flood_field = floodcontrol_chattell;
814 flood_spl = autocvar_g_chat_flood_spl_team;
815 flood_burst = autocvar_g_chat_flood_burst_team;
816 flood_lmax = autocvar_g_chat_flood_lmax_team;
817 flood_field = floodcontrol_chatteam;
821 flood_spl = autocvar_g_chat_flood_spl;
822 flood_burst = autocvar_g_chat_flood_burst;
823 flood_lmax = autocvar_g_chat_flood_lmax;
824 flood_field = floodcontrol_chat;
826 flood_burst = max(0, flood_burst - 1);
827 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
829 // do flood control for the default line size
832 getWrappedLine_remaining = msgstr;
835 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
837 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
840 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
842 if(getWrappedLine_remaining != "")
844 msgstr = strcat(msgstr, "\n");
848 if (time >= source.(flood_field))
850 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
860 if (time >= source.(flood_field))
861 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
866 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
867 source.(flood_field) = flood = 0;
870 string sourcemsgstr, sourcecmsgstr;
871 if(flood == 2) // cannot happen for empty msgstr
873 if(autocvar_g_chat_flood_notify_flooder)
875 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
880 sourcemsgstr = fullmsgstr;
881 sourcecmsgstr = fullcmsgstr;
887 sourcemsgstr = msgstr;
888 sourcecmsgstr = cmsgstr;
891 if (!privatesay && source && !IS_PLAYER(source))
894 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
895 teamsay = -1; // spectators
899 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
901 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
903 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
906 if(source && CS(source).muted)
908 // always fake the message
913 if (autocvar_g_chat_flood_notify_flooder)
915 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
926 if (privatesay && source && !IS_PLAYER(source))
929 if ((privatesay && IS_PLAYER(privatesay)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)))
930 ret = -1; // just hide the message completely
933 MUTATOR_CALLHOOK(ChatMessage, source, ret);
934 ret = M_ARGV(1, int);
936 if(sourcemsgstr != "" && ret != 0)
938 if(ret < 0) // faked message, because the player is muted
940 sprint(source, sourcemsgstr);
941 if(sourcecmsgstr != "" && !privatesay)
942 centerprint(source, sourcecmsgstr);
944 else if(privatesay) // private message, between 2 people only
946 sprint(source, sourcemsgstr);
947 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
948 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
950 sprint(privatesay, msgstr);
952 centerprint(privatesay, cmsgstr);
955 else if ( teamsay && CS(source).active_minigame )
957 sprint(source, sourcemsgstr);
958 dedicated_print(msgstr); // send to server console too
959 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
961 else if(teamsay > 0) // team message, only sent to team mates
963 sprint(source, sourcemsgstr);
964 dedicated_print(msgstr); // send to server console too
965 if(sourcecmsgstr != "")
966 centerprint(source, sourcecmsgstr);
967 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
970 centerprint(it, cmsgstr);
973 else if(teamsay < 0) // spectator message, only sent to spectators
975 sprint(source, sourcemsgstr);
976 dedicated_print(msgstr); // send to server console too
977 FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
982 sprint(source, sourcemsgstr);
983 dedicated_print(msgstr); // send to server console too
984 MX_Say(strcat(playername(source, true), "^7: ", msgin));
986 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));