3 #include <common/anim.qh>
4 #include <common/animdecide.qh>
5 #include <common/animdecide.qh>
6 #include <common/csqcmodel_settings.qh>
7 #include <common/deathtypes/all.qh>
8 #include <common/effects/all.qh>
9 #include <common/effects/qc/_mod.qh>
10 #include <common/gamemodes/_mod.qh>
11 #include <common/gamemodes/sv_rules.qh>
12 #include <common/mapobjects/_mod.qh>
13 #include <common/mapobjects/subs.qh>
14 #include <common/mapobjects/teleporters.qh>
15 #include <common/minigames/sv_minigames.qh>
16 #include <common/mutators/mutator/waypoints/waypointsprites.qh>
17 #include <common/physics/player.qh>
18 #include <common/playerstats.qh>
19 #include <common/state.qh>
20 #include <common/wepent.qh>
21 #include <lib/csqcmodel/sv_model.qh>
22 #include <server/bot/api.qh>
23 #include <server/cheats.qh>
24 #include <server/client.qh>
25 #include <server/clientkill.qh>
26 #include <server/command/common.qh>
27 #include <server/command/vote.qh>
28 #include <server/damage.qh>
29 #include <server/handicap.qh>
30 #include <server/hook.qh>
31 #include <server/main.qh>
32 #include <server/mutators/_mod.qh>
33 #include <server/portals.qh>
34 #include <server/teamplay.qh>
35 #include <server/weapons/accuracy.qh>
36 #include <server/weapons/common.qh>
37 #include <server/weapons/throwing.qh>
38 #include <server/weapons/weaponstats.qh>
39 #include <server/weapons/weaponsystem.qh>
40 #include <server/world.qh>
42 void Drop_Special_Items(entity player)
44 // called when the player has become stuck or frozen
45 // so objective items aren't stuck with the player
47 MUTATOR_CALLHOOK(DropSpecialItems, player);
50 void CopyBody_Think(entity this)
52 if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
54 this.CopyBody_think(this);
57 this.CopyBody_nextthink = this.nextthink;
58 this.CopyBody_think = getthink(this);
59 setthink(this, CopyBody_Think);
61 CSQCMODEL_AUTOUPDATE(this);
62 this.nextthink = time;
64 void CopyBody(entity this, float keepvelocity)
66 if (this.effects & EF_NODRAW)
68 entity clone = new(body);
71 clone.colormap = this.colormap;
72 clone.iscreature = this.iscreature;
73 clone.teleportable = this.teleportable;
74 clone.damagedbycontents = this.damagedbycontents;
75 if(clone.damagedbycontents)
76 IL_PUSH(g_damagedbycontents, clone);
77 clone.angles = this.angles;
78 clone.v_angle = this.v_angle;
79 clone.avelocity = this.avelocity;
80 clone.damageforcescale = this.damageforcescale;
81 clone.effects = this.effects;
82 clone.glowmod = this.glowmod;
83 clone.event_damage = this.event_damage;
84 clone.event_heal = this.event_heal;
85 clone.anim_state = this.anim_state;
86 clone.anim_time = this.anim_time;
87 clone.anim_lower_action = this.anim_lower_action;
88 clone.anim_lower_time = this.anim_lower_time;
89 clone.anim_upper_action = this.anim_upper_action;
90 clone.anim_upper_time = this.anim_upper_time;
91 clone.anim_implicit_state = this.anim_implicit_state;
92 clone.anim_implicit_time = this.anim_implicit_time;
93 clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
94 clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
95 clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
96 clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
97 clone.dphitcontentsmask = this.dphitcontentsmask;
98 clone.death_time = this.death_time;
99 clone.pain_finished = this.pain_finished;
100 SetResourceExplicit(clone, RES_HEALTH, GetResource(this, RES_HEALTH));
101 SetResourceExplicit(clone, RES_ARMOR, GetResource(this, RES_ARMOR));
102 clone.armortype = this.armortype;
103 clone.model = this.model;
104 clone.modelindex = this.modelindex;
105 clone.skin = this.skin;
106 clone.species = this.species;
107 clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
108 set_movetype(clone, this.move_movetype);
109 clone.solid = this.solid;
110 clone.takedamage = this.takedamage;
111 setcefc(clone, getcefc(this));
112 clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
113 clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
114 if (keepvelocity == 1)
115 clone.velocity = this.velocity;
116 clone.oldvelocity = clone.velocity;
117 clone.alpha = this.alpha;
118 clone.fade_time = this.fade_time;
119 clone.fade_rate = this.fade_rate;
120 //clone.weapon = this.weapon;
121 setorigin(clone, this.origin);
122 setsize(clone, this.mins, this.maxs);
123 clone.reset = SUB_Remove;
124 clone._ps = this._ps;
126 Drag_MoveDrag(this, clone);
128 if(clone.colormap <= maxclients && clone.colormap > 0)
129 clone.colormap = 1024 + this.clientcolors;
131 CSQCMODEL_AUTOINIT(clone);
132 clone.CopyBody_nextthink = this.nextthink;
133 clone.CopyBody_think = getthink(this);
134 clone.nextthink = time;
135 setthink(clone, CopyBody_Think);
136 // "bake" the current animation frame for clones (they don't get clientside animation)
137 animdecide_load_if_needed(clone);
138 animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
140 IL_PUSH(g_clones, clone);
142 MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
145 void player_setupanimsformodel(entity this)
147 // load animation info
148 animdecide_load_if_needed(this);
149 animdecide_setstate(this, 0, false);
152 void player_anim(entity this)
154 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
157 // Decide on which death animation to use.
159 deadbits = ANIMSTATE_DEAD1;
161 deadbits = ANIMSTATE_DEAD2;
164 // Clear a previous death animation.
167 int animbits = deadbits;
168 if(STAT(FROZEN, this))
169 animbits |= ANIMSTATE_FROZEN;
170 if(this.move_movetype == MOVETYPE_FOLLOW)
171 animbits |= ANIMSTATE_FOLLOW;
173 animbits |= ANIMSTATE_DUCK;
174 animdecide_setstate(this, animbits, false);
175 animdecide_setimplicitstate(this, IS_ONGROUND(this));
178 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
182 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
184 v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
188 if(sound_allowed(MSG_BROADCAST, attacker))
191 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
193 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
195 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
199 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
201 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
203 TakeResource(this, RES_ARMOR, save);
204 TakeResource(this, RES_HEALTH, take);
205 // pause regeneration for 5 seconds
206 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
208 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
209 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
210 this.dmg_inflictor = inflictor;
212 if (GetResource(this, RES_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0)
214 // don't use any animations as a gib
216 // view just above the floor
217 this.view_ofs = '0 0 4';
219 Violence_GibSplash(this, 1, 1, attacker);
221 this.solid = SOLID_NOT; // restore later
222 this.takedamage = DAMAGE_NO; // restore later
223 if(this.damagedbycontents)
224 IL_REMOVE(g_damagedbycontents, this);
225 this.damagedbycontents = false;
229 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
232 float dh = max(GetResource(this, RES_HEALTH), 0);
233 float da = max(GetResource(this, RES_ARMOR), 0);
234 float take = 0, save = 0;
238 if(!DEATH_ISSPECIAL(deathtype))
240 damage *= Handicap_GetTotalHandicap(this);
241 if (this != attacker && IS_PLAYER(attacker))
243 damage /= Handicap_GetTotalHandicap(attacker);
247 if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
248 damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
250 if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears
256 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
258 makevectors(this.angles);
259 ear1 += v_right * -10;
260 ear2 += v_right * +10;
261 d = inflictor.origin - this.origin;
263 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
265 f = 0; // Assum ecenter.
266 force = v_right * vlen(force);
267 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
268 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
277 // force is already good
281 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
283 v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
290 // don't reset pushltime for self damage as it may be an attempt to
291 // escape a lava pit or similar
292 //this.pushltime = 0;
295 else if(IS_PLAYER(attacker))
297 this.pusher = attacker;
298 this.pushltime = time + autocvar_g_maxpushtime;
299 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
301 else if(time < this.pushltime)
303 attacker = this.pusher;
304 this.pushltime = max(this.pushltime, time + 0.6);
312 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
313 take = bound(0, M_ARGV(4, float), GetResource(this, RES_HEALTH));
314 save = bound(0, M_ARGV(5, float), GetResource(this, RES_ARMOR));
315 float excess = max(0, damage - take - save);
317 if(sound_allowed(MSG_BROADCAST, attacker))
319 if (save > 10 && (dh - take) > 0) // don't play armor sound if the attack is fatal
320 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
322 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
324 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
328 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
330 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
332 if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
334 if (!(this.flags & FL_GODMODE))
336 TakeResource(this, RES_ARMOR, save);
337 TakeResource(this, RES_HEALTH, take);
338 // pause regeneration for 5 seconds
340 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
342 if (time > this.pain_finished) //Don't switch pain sequences like crazy
344 this.pain_finished = time + 0.5; //Supajoe
346 if(autocvar_sv_gentle < 1) {
347 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
349 if (!this.animstate_override)
352 animdecide_setaction(this, ANIMACTION_PAIN1, true);
354 animdecide_setaction(this, ANIMACTION_PAIN2, true);
357 float myhp = GetResource(this, RES_HEALTH);
359 if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
360 if(sound_allowed(MSG_BROADCAST, attacker))
361 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
363 if(deathtype == DEATH_FALL.m_id)
364 PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
366 PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
368 PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
370 PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
372 PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
377 // throw off bot aim temporarily
379 if(IS_BOT_CLIENT(this) && GetResource(this, RES_HEALTH) >= 1)
381 shake = damage * 5 / (bound(0,skill,100) + 1);
382 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
383 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
384 this.v_angle_x = bound(-90, this.v_angle.x, 90);
387 float realdmg = damage - excess;
388 if (this != attacker && realdmg)
389 if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
391 if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) {
392 GameRules_scoring_add(attacker, DMG, realdmg);
394 if (IS_PLAYER(this)) {
395 GameRules_scoring_add(this, DMGTAKEN, realdmg);
400 this.max_armorvalue += (save + take);
402 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
403 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
404 this.dmg_inflictor = inflictor;
406 bool abot = (IS_BOT_CLIENT(attacker));
407 bool vbot = (IS_BOT_CLIENT(this));
409 bool valid_damage_for_weaponstats = false;
410 Weapon awep = WEP_Null;
412 if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
413 if(vbot || IS_REAL_CLIENT(this))
414 if(abot || IS_REAL_CLIENT(attacker))
415 if(attacker && this != attacker)
416 if(DIFF_TEAM(this, attacker))
418 if(DEATH_ISSPECIAL(deathtype))
419 awep = attacker.(weaponentity).m_weapon;
421 awep = DEATH_WEAPONOF(deathtype);
422 valid_damage_for_weaponstats = true;
425 dh = dh - max(GetResource(this, RES_HEALTH), 0);
426 da = da - max(GetResource(this, RES_ARMOR), 0);
427 if(valid_damage_for_weaponstats)
429 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
432 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
434 if (GetResource(this, RES_HEALTH) < 1)
436 float defer_ClientKill_Now_TeamChange;
437 defer_ClientKill_Now_TeamChange = false;
441 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
445 if(valid_damage_for_weaponstats)
446 WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
448 if(autocvar_sv_gentle < 1)
449 if(sound_allowed(MSG_BROADCAST, attacker))
451 if(deathtype == DEATH_DROWN.m_id)
452 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
454 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
457 // get rid of kill indicator
458 if(this.killindicator)
460 delete(this.killindicator);
461 this.killindicator = NULL;
462 if(this.killindicator_teamchange)
463 defer_ClientKill_Now_TeamChange = true;
465 if(this.classname == "body")
466 if(deathtype == DEATH_KILL.m_id)
468 // for the lemmings fans, a small harmless explosion
469 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
473 // print an obituary message
474 if(this.classname != "body")
475 Obituary(attacker, inflictor, this, deathtype, weaponentity);
477 // increment frag counter for used weapon type
478 Weapon w = DEATH_WEAPONOF(deathtype);
479 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
480 CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
482 this.respawn_time = 0;
483 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
484 damage = M_ARGV(4, float);
485 excess = max(0, damage - take - save);
487 //Weapon wep = this.(weaponentity).m_weapon;
488 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
490 .entity went = weaponentities[slot];
492 continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
493 Weapon wep = this.(went).m_weapon;
494 wep.wr_playerdeath(wep, this, went);
497 RemoveGrapplingHooks(this);
499 Portal_ClearAllLater(this);
501 this.fixangle = true;
503 if(defer_ClientKill_Now_TeamChange)
504 ClientKill_Now_TeamChange(this); // can turn player into spectator
506 // player could have been miraculously resuscitated ;)
507 // e.g. players in freezetag get frozen, they don't really die
508 if(GetResource(this, RES_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
511 if (!this.respawn_time) // can be set in the mutator hook PlayerDies
512 calculate_player_respawn_time(this);
514 // when we get here, player actually dies
516 Unfreeze(this, false); // remove any icy remains
519 WaypointSprite_PlayerDead(this);
521 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
523 .entity went = weaponentities[slot];
524 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
527 // become fully visible
528 this.alpha = default_player_alpha;
529 // make the corpse upright (not tilted)
533 this.avelocity = '0 0 0';
534 // view from the floor
535 this.view_ofs = '0 0 -8';
536 if(this.move_movetype == MOVETYPE_NOCLIP)
538 // don't toss the corpse in this case, it can get stuck in solid (causing low fps)
539 // or fall indefinitely into the void if out of the map
540 this.velocity = '0 0 0';
545 set_movetype(this, MOVETYPE_TOSS);
548 this.solid = SOLID_CORPSE;
549 PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
550 // don't stick to the floor
551 UNSET_ONGROUND(this);
553 this.deadflag = DEAD_DYING;
555 STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
557 this.death_time = time;
559 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
561 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
563 // set damage function to corpse damage
564 this.event_damage = PlayerCorpseDamage;
565 this.event_heal = func_null;
566 // call the corpse damage function just in case it wants to gib
567 this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force);
569 // set up to fade out later
570 SUB_SetFade (this, time + 6 + random (), 1);
571 // reset body think wrapper broken by SUB_SetFade
572 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
573 this.CopyBody_think = getthink(this);
574 this.CopyBody_nextthink = this.nextthink;
575 setthink(this, CopyBody_Think);
576 this.nextthink = time;
579 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
581 // clones don't run any animation code any more, so we must gib them when they die :(
582 this.event_damage(this, inflictor, attacker, autocvar_sv_gibhealth + 1, deathtype, weaponentity, hitloc, force);
585 // reset fields the weapons may use just in case
586 if(this.classname != "body")
588 FOREACH(Weapons, it != WEP_Null,
590 it.wr_resetplayer(it, this);
591 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
593 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
597 MUTATOR_CALLHOOK(PlayerDied, this);
601 bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
603 if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= limit)
606 GiveResourceWithLimit(targ, RES_HEALTH, amount, limit);
610 void precache_playermodel(string m)
612 int globhandle, i, n;
615 // remove :<skinnumber> suffix
616 int j = strstrofs(m, ":", 0);
618 m = substring(m, 0, j);
620 if(substring(m, -9, 5) == "_lod1")
622 if(substring(m, -9, 5) == "_lod2")
625 f = strcat(substring(m, 0, -5), "_lod1", substring(m, -4, -1));
628 f = strcat(substring(m, 0, -5), "_lod2", substring(m, -4, -1));
632 globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
635 n = search_getsize(globhandle);
636 for (i = 0; i < n; ++i)
638 //print(search_getfilename(globhandle, i), "\n");
639 f = search_getfilename(globhandle, i);
640 PrecachePlayerSounds(f);
642 search_end(globhandle);
644 void precache_all_playermodels(string pattern)
646 int globhandle = search_begin(pattern, true, false);
647 if (globhandle < 0) return;
648 int n = search_getsize(globhandle);
649 for (int i = 0; i < n; ++i)
651 string s = search_getfilename(globhandle, i);
652 precache_playermodel(s);
654 search_end(globhandle);
657 void precache_playermodels(string s)
659 FOREACH_WORD(s, true, { precache_playermodel(it); });
662 PRECACHE(PlayerModels)
664 // Precache all player models if desired
665 if (autocvar_sv_precacheplayermodels)
667 PrecachePlayerSounds("sound/player/default.sounds");
668 precache_all_playermodels("models/player/*.zym");
669 precache_all_playermodels("models/player/*.dpm");
670 precache_all_playermodels("models/player/*.md3");
671 precache_all_playermodels("models/player/*.psk");
672 precache_all_playermodels("models/player/*.iqm");
675 if (autocvar_sv_defaultcharacter)
677 precache_playermodels(autocvar_sv_defaultplayermodel_red);
678 precache_playermodels(autocvar_sv_defaultplayermodel_blue);
679 precache_playermodels(autocvar_sv_defaultplayermodel_yellow);
680 precache_playermodels(autocvar_sv_defaultplayermodel_pink);
681 precache_playermodels(autocvar_sv_defaultplayermodel);