-.entity pusher;
-.float pushltime;
-.float istypefrag;
+#include "cl_player.qh"
+#include "_all.qh"
+
+#include "bot/bot.qh"
+#include "cheats.qh"
+#include "g_damage.qh"
+#include "g_subs.qh"
+#include "g_violence.qh"
+#include "miscfunctions.qh"
+#include "portals.qh"
+#include "teamplay.qh"
+#include "weapons/throwing.qh"
+#include "command/common.qh"
+#include "../common/animdecide.qh"
+#include "../common/csqcmodel_settings.qh"
+#include "../common/deathtypes.qh"
+#include "../common/triggers/subs.qh"
+#include "../common/playerstats.qh"
+#include "../csqcmodellib/sv_model.qh"
+
+#include "../common/minigames/sv_minigames.qh"
+
+#include "weapons/weaponstats.qh"
+
+#include "../common/animdecide.qh"
-.float CopyBody_nextthink;
-.void(void) CopyBody_think;
void CopyBody_Think(void)
-{
+{SELFPARAM();
if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
{
self.CopyBody_think();
self.CopyBody_think = self.think;
self.think = CopyBody_Think;
}
- CSQCMODEL_AUTOUPDATE();
+ CSQCMODEL_AUTOUPDATE(self);
self.nextthink = time;
}
void CopyBody(float keepvelocity)
-{
- entity oldself;
+{SELFPARAM();
if (self.effects & EF_NODRAW)
return;
- oldself = self;
- self = spawn();
- self.enemy = oldself;
- self.lip = oldself.lip;
- self.colormap = oldself.colormap;
- self.iscreature = oldself.iscreature;
- self.teleportable = oldself.teleportable;
- self.damagedbycontents = oldself.damagedbycontents;
- self.angles = oldself.angles;
- self.v_angle = oldself.v_angle;
- self.avelocity = oldself.avelocity;
+ setself(spawn());
+ self.enemy = this;
+ self.lip = this.lip;
+ self.colormap = this.colormap;
+ self.iscreature = this.iscreature;
+ self.teleportable = this.teleportable;
+ self.damagedbycontents = this.damagedbycontents;
+ self.angles = this.angles;
+ self.v_angle = this.v_angle;
+ self.avelocity = this.avelocity;
self.classname = "body";
- self.damageforcescale = oldself.damageforcescale;
- self.effects = oldself.effects;
- self.glowmod = oldself.glowmod;
- self.event_damage = oldself.event_damage;
- self.anim_state = oldself.anim_state;
- self.anim_time = oldself.anim_time;
- self.anim_lower_action = oldself.anim_lower_action;
- self.anim_lower_time = oldself.anim_lower_time;
- self.anim_upper_action = oldself.anim_upper_action;
- self.anim_upper_time = oldself.anim_upper_time;
- self.anim_implicit_state = oldself.anim_implicit_state;
- self.anim_implicit_time = oldself.anim_implicit_time;
- self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
- self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
- self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
- self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
- self.dphitcontentsmask = oldself.dphitcontentsmask;
- self.death_time = oldself.death_time;
- self.pain_finished = oldself.pain_finished;
- self.health = oldself.health;
- self.armorvalue = oldself.armorvalue;
- self.armortype = oldself.armortype;
- self.model = oldself.model;
- self.modelindex = oldself.modelindex;
- self.skin = oldself.skin;
- self.species = oldself.species;
- self.movetype = oldself.movetype;
- self.solid = oldself.solid;
- self.ballistics_density = oldself.ballistics_density;
- self.takedamage = oldself.takedamage;
- self.customizeentityforclient = oldself.customizeentityforclient;
- self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
- self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
+ self.damageforcescale = this.damageforcescale;
+ self.effects = this.effects;
+ self.glowmod = this.glowmod;
+ self.event_damage = this.event_damage;
+ self.anim_state = this.anim_state;
+ self.anim_time = this.anim_time;
+ self.anim_lower_action = this.anim_lower_action;
+ self.anim_lower_time = this.anim_lower_time;
+ self.anim_upper_action = this.anim_upper_action;
+ self.anim_upper_time = this.anim_upper_time;
+ self.anim_implicit_state = this.anim_implicit_state;
+ self.anim_implicit_time = this.anim_implicit_time;
+ self.anim_lower_implicit_action = this.anim_lower_implicit_action;
+ self.anim_lower_implicit_time = this.anim_lower_implicit_time;
+ self.anim_upper_implicit_action = this.anim_upper_implicit_action;
+ self.anim_upper_implicit_time = this.anim_upper_implicit_time;
+ self.dphitcontentsmask = this.dphitcontentsmask;
+ self.death_time = this.death_time;
+ self.pain_finished = this.pain_finished;
+ self.health = this.health;
+ self.armorvalue = this.armorvalue;
+ self.armortype = this.armortype;
+ self.model = this.model;
+ self.modelindex = this.modelindex;
+ self.skin = this.skin;
+ self.species = this.species;
+ self.movetype = this.movetype;
+ self.solid = this.solid;
+ self.ballistics_density = this.ballistics_density;
+ self.takedamage = this.takedamage;
+ self.customizeentityforclient = this.customizeentityforclient;
+ self.uncustomizeentityforclient = this.uncustomizeentityforclient;
+ self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
if (keepvelocity == 1)
- self.velocity = oldself.velocity;
+ self.velocity = this.velocity;
self.oldvelocity = self.velocity;
- self.alpha = oldself.alpha;
- self.fade_time = oldself.fade_time;
- self.fade_rate = oldself.fade_rate;
- //self.weapon = oldself.weapon;
- setorigin(self, oldself.origin);
- setsize(self, oldself.mins, oldself.maxs);
- self.prevorigin = oldself.origin;
+ self.alpha = this.alpha;
+ self.fade_time = this.fade_time;
+ self.fade_rate = this.fade_rate;
+ //self.weapon = this.weapon;
+ setorigin(self, this.origin);
+ setsize(self, this.mins, this.maxs);
+ self.prevorigin = this.origin;
self.reset = SUB_Remove;
- Drag_MoveDrag(oldself, self);
+ Drag_MoveDrag(this, self);
if(self.colormap <= maxclients && self.colormap > 0)
- self.colormap = 1024 + oldself.clientcolors;
+ self.colormap = 1024 + this.clientcolors;
- CSQCMODEL_AUTOINIT();
- self.CopyBody_nextthink = oldself.nextthink;
- self.CopyBody_think = oldself.think;
+ CSQCMODEL_AUTOINIT(self);
+ self.CopyBody_nextthink = this.nextthink;
+ self.CopyBody_think = this.think;
self.nextthink = time;
self.think = CopyBody_Think;
// "bake" the current animation frame for clones (they don't get clientside animation)
- animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
+ animdecide_load_if_needed(self);
+ animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
- self = oldself;
+ setself(this);
}
float player_getspecies()
-{
+{SELFPARAM();
float s;
get_model_parameters(self.model, self.skin);
s = get_model_parameters_species;
}
void player_setupanimsformodel()
-{
+{SELFPARAM();
// load animation info
- animdecide_init(self);
- animdecide_setstate(self, 0, FALSE);
+ animdecide_load_if_needed(self);
+ animdecide_setstate(self, 0, false);
}
void player_anim (void)
-{
- float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
- if(self.deadflag && !deadbits)
- if(random() < 0.5)
- deadbits = ANIMSTATE_DEAD1;
- else
- deadbits = ANIMSTATE_DEAD2;
- float animbits = deadbits;
- if(self.freezetag_frozen)
+{SELFPARAM();
+ int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+ if(self.deadflag) {
+ if (!deadbits) {
+ // Decide on which death animation to use.
+ if(random() < 0.5)
+ deadbits = ANIMSTATE_DEAD1;
+ else
+ deadbits = ANIMSTATE_DEAD2;
+ }
+ } else {
+ // Clear a previous death animation.
+ deadbits = 0;
+ }
+ int animbits = deadbits;
+ if(self.frozen)
animbits |= ANIMSTATE_FROZEN;
+ if(self.movetype == MOVETYPE_FOLLOW)
+ animbits |= ANIMSTATE_FOLLOW;
if(self.crouch)
animbits |= ANIMSTATE_DUCK;
- animdecide_setstate(self, animbits, FALSE);
+ animdecide_setstate(self, animbits, false);
animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
if (self.weaponentity)
{
updateanim(self.weaponentity);
if (!self.weaponentity.animstate_override)
- setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
+ setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
}
}
-void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
+void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{SELFPARAM();
float take, save;
vector v;
Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
damage = max(damage - 5, 1);
v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
- take = v_x;
- save = v_y;
+ take = v.x;
+ save = v.y;
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
}
if (take > 50)
if (take > 100)
Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
- if (!(self.flags & FL_GODMODE))
- {
- self.armorvalue = self.armorvalue - save;
- self.health = self.health - take;
- // pause regeneration for 5 seconds
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
- }
+ self.armorvalue = self.armorvalue - save;
+ self.health = self.health - take;
+ // pause regeneration for 5 seconds
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+
self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
self.dmg_inflictor = inflictor;
self.alpha = -1;
self.solid = SOLID_NOT; // restore later
self.takedamage = DAMAGE_NO; // restore later
- self.damagedbycontents = FALSE;
+ self.damagedbycontents = false;
}
}
-// g_<gametype>_str:
-// If 0, default is used.
-// If <0, 0 is used.
-// Otherwise, g_str (default value) is used.
-// For consistency, negative values there are mapped to zero too.
-#define GAMETYPE_DEFAULTED_SETTING(str) \
- ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
- (gametype_setting_tmp < 0) ? 0 : \
- (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
- gametype_setting_tmp)
-
-
void calculate_player_respawn_time()
-{
+{SELFPARAM();
+ if(g_ca)
+ return;
+
float gametype_setting_tmp;
float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
else
self.respawn_countdown = -1; // do not count down
- if(g_cts || autocvar_g_forced_respawn)
+ if(autocvar_g_forced_respawn)
self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
}
-void ClientKill_Now_TeamChange();
-
-void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
- float take, save, dh, da, j;
+void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{SELFPARAM();
+ float take, save, dh, da;
+ int j;
vector v;
float valid_damage_for_weaponstats;
float excess;
damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
}
- if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
+ if(DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
{
// tuba causes blood to come out of the ears
vector ear1, ear2;
vector d;
float f;
ear1 = self.origin;
- ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
+ ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
ear2 = ear1;
makevectors(self.angles);
ear1 += v_right * -10;
v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
- take = v_x;
- save = v_y;
+ take = v.x;
+ save = v.y;
if(attacker == self)
{
self.istypefrag = 0;
}
- frag_inflictor = inflictor;
- frag_attacker = attacker;
- frag_target = self;
frag_damage = damage;
- damage_take = take;
- damage_save = save;
- damage_force = force;
- MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
+ MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
take = bound(0, damage_take, self.health);
save = bound(0, damage_save, self.armorvalue);
excess = max(0, damage - take - save);
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
+ sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
+ sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
}
if (take > 50)
self.health = self.health - take;
// pause regeneration for 5 seconds
if(take)
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+ self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
if (time > self.pain_finished) //Don't switch pain sequences like crazy
{
if (!self.animstate_override)
{
if (random() > 0.5)
- animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
+ animdecide_setaction(self, ANIMACTION_PAIN1, true);
else
- animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
+ animdecide_setaction(self, ANIMACTION_PAIN2, true);
}
}
if(sound_allowed(MSG_BROADCAST, attacker))
- if(!DEATH_ISWEAPON(deathtype, WEP_BLASTER) || attacker != self || self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) // WEAPONTODO: create separate limit for pain notification with laser
+ if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
if(self.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
}
}
+ }
- // throw off bot aim temporarily
- float shake;
+ // throw off bot aim temporarily
+ float shake;
+ if(IS_BOT_CLIENT(self) && self.health >= 1)
+ {
shake = damage * 5 / (bound(0,skill,100) + 1);
- self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
- self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
+ self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
+ self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
+ self.v_angle_x = bound(-90, self.v_angle.x, 90);
}
}
else
dh = dh - max(self.health, 0);
da = da - max(self.armorvalue, 0);
WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
+ MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc);
}
if (self.health < 1)
{
float defer_ClientKill_Now_TeamChange;
- defer_ClientKill_Now_TeamChange = FALSE;
+ defer_ClientKill_Now_TeamChange = false;
if(self.alivetime)
{
- PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
+ PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
self.alivetime = 0;
}
remove(self.killindicator);
self.killindicator = world;
if(self.killindicator_teamchange)
- defer_ClientKill_Now_TeamChange = TRUE;
+ defer_ClientKill_Now_TeamChange = true;
if(self.classname == "body")
if(deathtype == DEATH_KILL)
{
// for the lemmings fans, a small harmless explosion
- pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
}
}
// print an obituary message
- Obituary (attacker, inflictor, self, deathtype);
- race_PreDie();
+ if(self.classname != "body")
+ Obituary (attacker, inflictor, self, deathtype);
// increment frag counter for used weapon type
- float w;
- w = DEATH_WEAPONOF(deathtype);
+ int w = DEATH_WEAPONOF(deathtype);
if(WEP_VALID(w))
if(accuracy_isgooddamage(attacker, self))
attacker.accuracy.(accuracy_frags[w-1]) += 1;
- frag_attacker = attacker;
- frag_inflictor = inflictor;
- frag_target = self;
- frag_deathtype = deathtype;
- MUTATOR_CALLHOOK(PlayerDies);
+ MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
+ excess = frag_damage;
- WEP_ACTION(self.weapon, WR_PLAYERDEATH);
+ Weapon wep = get_weaponinfo(self.weapon);
+ wep.wr_playerdeath(wep);
RemoveGrapplingHook(self);
Portal_ClearAllLater(self);
- self.fixangle = TRUE;
+ self.fixangle = true;
if(defer_ClientKill_Now_TeamChange)
ClientKill_Now_TeamChange(); // can turn player into spectator
// player could have been miraculously resuscitated ;)
// e.g. players in freezetag get frozen, they don't really die
- if(self.health >= 1 || !IS_PLAYER(self))
+ if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
return;
// when we get here, player actually dies
+ Unfreeze(self); // remove any icy remains
+ self.health = 0; // Unfreeze resets health, so we need to set it back
+
// clear waypoints
WaypointSprite_PlayerDead();
// throw a weapon
self.flags &= ~FL_ONGROUND;
// dying animation
self.deadflag = DEAD_DYING;
+
// when to allow respawn
calculate_player_respawn_time();
self.death_time = time;
if (random() < 0.5)
- animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
+ animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
else
- animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
- if (self.maxs_z > 5)
+ animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
+ if (self.maxs.z > 5)
{
self.maxs_z = 5;
setsize(self, self.mins, self.maxs);
self.event_damage = PlayerCorpseDamage;
// call the corpse damage function just in case it wants to gib
self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
+
// set up to fade out later
SUB_SetFade (self, time + 6 + random (), 1);
+ // reset body think wrapper broken by SUB_SetFade
+ if(self.classname == "body" && self.think != CopyBody_Think) {
+ self.CopyBody_think = self.think;
+ self.CopyBody_nextthink = self.nextthink;
+ self.think = CopyBody_Think;
+ self.nextthink = time;
+ }
- if(autocvar_sv_gentle > 0 || autocvar_ekg) {
+ if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
// remove corpse
+ // clones don't run any animation code any more, so we must gib them when they die :(
PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
}
// reset fields the weapons may use just in case
for (j = WEP_FIRST; j <= WEP_LAST; ++j)
{
- WEP_ACTION(j, WR_RESETPLAYER);
+ Weapon w = get_weaponinfo(j);
+ w.wr_resetplayer(w);
ATTACK_FINISHED_FOR(self, j) = 0;
}
}
}
-.float muted; // to be used by prvm_edictset server playernumber muted 1
float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
// message "": do not say, just test flood control
// return value:
else
{
colorstr = "";
- teamsay = FALSE;
+ teamsay = false;
}
if(intermission_running)
- teamsay = FALSE;
+ teamsay = false;
if(msgin != "")
msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
}
else if(teamsay)
{
- msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
+ if(strstrofs(msgin, "/me", 0) >= 0)
+ {
+ //msgin = strreplace("/me", "", msgin);
+ //msgin = substring(msgin, 3, strlen(msgin));
+ msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
+ msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
+ }
+ else
+ msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
}
else
{
- msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
+ if(strstrofs(msgin, "/me", 0) >= 0)
+ {
+ //msgin = strreplace("/me", "", msgin);
+ //msgin = substring(msgin, 3, strlen(msgin));
+ msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
+ msgstr = strcat("\{1}^4* ", "^7", msgin);
+ }
+ else
+ msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
cmsgstr = "";
}
msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
flood = 2;
}
- if(time >= source.flood_field)
+ if (time >= source.(flood_field))
{
- source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
+ source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
}
else
{
}
else
{
- if(time >= source.flood_field)
- source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
+ if (time >= source.(flood_field))
+ source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
else
flood = 1;
}
if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
- source.flood_field = flood = 0;
+ source.(flood_field) = flood = 0;
}
if(flood == 2) // cannot happen for empty msgstr
}
if(flood)
- print("NOTE: ", playername(source), "^7 is flooding.\n");
+ LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
// build sourcemsgstr by cutting off a prefix and replacing it by the other one
if(privatesay)
}
else if(flood == 1)
{
- if(autocvar_g_chat_flood_notify_flooder)
+ if (autocvar_g_chat_flood_notify_flooder)
{
- sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
+ sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
ret = 0;
}
else
if(cmsgstr != "")
centerprint(privatesay, cmsgstr);
}
+ else if ( teamsay && source.active_minigame )
+ {
+ sprint(source, sourcemsgstr);
+ dedicated_print(msgstr); // send to server console too
+ FOR_EACH_REALCLIENT(head)
+ if(head != source)
+ if(head.active_minigame == source.active_minigame)
+ sprint(head, msgstr);
+ }
else if(teamsay > 0) // team message, only sent to team mates
{
sprint(source, sourcemsgstr);
return VOICETYPE_TEAMRADIO;
}
-string allvoicesamples;
.string GetVoiceMessageSampleField(string type)
{
GetPlayerSoundSampleField_notFound = 0;
void PrecachePlayerSounds(string f)
{
- float fh;
- string s;
- fh = fopen(f, FILE_READ);
- if(fh < 0)
+ int fh = fopen(f, FILE_READ);
+ if (fh < 0)
return;
- while((s = fgets(fh)))
+ for (string s; (s = fgets(fh)); )
{
- if(tokenize_console(s) != 3)
+ int n = tokenize_console(s);
+ if (n != 3)
{
- dprint("Invalid sound info line: ", s, "\n");
+ if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
continue;
}
PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
}
void ClearPlayerSounds()
-{
+{SELFPARAM();
#define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
ALLPLAYERSOUNDS
ALLVOICEMSGS
}
float LoadPlayerSounds(string f, float first)
-{
+{SELFPARAM();
float fh;
string s;
var .string field;
fh = fopen(f, FILE_READ);
if(fh < 0)
{
- dprint("Player sound file not found: ", f, "\n");
+ LOG_TRACE("Player sound file not found: ", f, "\n");
return 0;
}
while((s = fgets(fh)))
field = GetVoiceMessageSampleField(argv(0));
if(GetPlayerSoundSampleField_notFound)
continue;
- if(self.field)
- strunzone(self.field);
- self.field = strzone(strcat(argv(1), " ", argv(2)));
+ if (self.(field))
+ strunzone(self.(field));
+ self.(field) = strzone(strcat(argv(1), " ", argv(2)));
}
fclose(fh);
return 1;
}
-.float modelindex_for_playersound;
-.float skin_for_playersound;
void UpdatePlayerSounds()
-{
+{SELFPARAM();
if(self.modelindex == self.modelindex_for_playersound)
if(self.skin == self.skin_for_playersound)
return;
}
void FakeGlobalSound(string sample, float chan, float voicetype)
-{
+{SELFPARAM();
float n;
float tauntrand;
case VOICETYPE_TAUNT:
if(IS_PLAYER(self))
if(self.deadflag == DEAD_NO)
- animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
+ animdecide_setaction(self, ANIMACTION_TAUNT, true);
if(!sv_taunt)
break;
if(autocvar_sv_gentle)
}
void GlobalSound(string sample, float chan, float voicetype)
-{
+{SELFPARAM();
float n;
float tauntrand;
case VOICETYPE_TAUNT:
if(IS_PLAYER(self))
if(self.deadflag == DEAD_NO)
- animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
+ animdecide_setaction(self, ANIMACTION_TAUNT, true);
if(!sv_taunt)
break;
if(autocvar_sv_gentle)
}
break;
case VOICETYPE_PLAYERSOUND:
- sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
+ _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
break;
default:
backtrace("Invalid voice type!");
}
void PlayerSound(.string samplefield, float chan, float voicetype)
-{
- GlobalSound(self.samplefield, chan, voicetype);
+{SELFPARAM();
+ GlobalSound(self.(samplefield), chan, voicetype);
}
void VoiceMessage(string type, string msg)
-{
- var .string sample;
+{SELFPARAM();
float voicetype, ownteam;
float flood;
- sample = GetVoiceMessageSampleField(type);
+ var .string sample = GetVoiceMessageSampleField(type);
if(GetPlayerSoundSampleField_notFound)
{
flood = Say(self, ownteam, world, msg, 1);
- if (flood > 0)
- GlobalSound(self.sample, CH_VOICE, voicetype);
- else if (flood < 0)
- FakeGlobalSound(self.sample, CH_VOICE, voicetype);
+ if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
+ FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
+ else if (flood > 0)
+ GlobalSound(self.(sample), CH_VOICE, voicetype);
}
void MoveToTeam(entity client, float team_colour, float type)