X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_player.qc;h=1c5daa19f1eb7999d4541a8f586c2de5332e9834;hb=5c4ae3ec7458cf4e8d07f6eed4fe24fceea13b70;hp=db82486b953a8cf6ab2c2c7e79b7cd0356726185;hpb=88b09101a9d0a8d5832eb9f31df59ab69be14ef6;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index db82486b9..1c5daa19f 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -26,7 +26,7 @@ void WeaponStats_ready(entity fh, entity pass, float status) url_fputs(fh, "#begin statsfile\n"); url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n")); #ifdef WATERMARK - url_fputs(fh, strcat("#version ", WATERMARK(), "\n")); + url_fputs(fh, strcat("#version ", WATERMARK, "\n")); #endif url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n")); url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n")); @@ -161,16 +161,20 @@ void CopyBody(float keepvelocity) self.effects = oldself.effects; self.glowmod = oldself.glowmod; self.event_damage = oldself.event_damage; - self.animstate_startframe = oldself.animstate_startframe; - self.animstate_numframes = oldself.animstate_numframes; - self.animstate_framerate = oldself.animstate_framerate; - self.animstate_starttime = oldself.animstate_starttime; - self.animstate_endtime = oldself.animstate_endtime; - self.animstate_override = oldself.animstate_override; - self.animstate_looping = oldself.animstate_looping; + 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.frame = oldself.frame; self.pain_finished = oldself.pain_finished; self.health = oldself.health; self.armorvalue = oldself.armorvalue; @@ -208,6 +212,8 @@ void CopyBody(float keepvelocity) self.CopyBody_think = oldself.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); self = oldself; } @@ -225,155 +231,40 @@ float player_getspecies() void player_setupanimsformodel() { - // defaults for legacy .zym models without animinfo files - self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds - self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds - self.anim_draw = animfixfps(self, '2 1 3'); - // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;) - self.anim_duckwalk = animfixfps(self, '4 1 1'); - self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it - self.anim_duckidle = animfixfps(self, '6 1 1'); - self.anim_idle = animfixfps(self, '7 1 1'); - self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it - self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds - self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds - self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate - self.anim_taunt = animfixfps(self, '12 1 0.33'); - self.anim_run = animfixfps(self, '13 1 1'); - self.anim_runbackwards = animfixfps(self, '14 1 1'); - self.anim_strafeleft = animfixfps(self, '15 1 1'); - self.anim_straferight = animfixfps(self, '16 1 1'); - //self.anim_dead1 = animfixfps(self, '17 1 1'); - //self.anim_dead2 = animfixfps(self, '18 1 1'); - self.anim_forwardright = animfixfps(self, '19 1 1'); - self.anim_forwardleft = animfixfps(self, '20 1 1'); - self.anim_backright = animfixfps(self, '21 1 1'); - self.anim_backleft = animfixfps(self, '22 1 1'); - self.anim_melee = animfixfps(self, '23 1 1'); - self.anim_duckwalkbackwards = animfixfps(self, '24 1 1'); - self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1'); - self.anim_duckwalkstraferight = animfixfps(self, '26 1 1'); - self.anim_duckwalkforwardright = animfixfps(self, '27 1 1'); - self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1'); - self.anim_duckwalkbackright = animfixfps(self, '29 1 1'); - self.anim_duckwalkbackleft = animfixfps(self, '30 1 1'); - // TODO introspect models for finding right "fps" value (1/duration) - // reset animstate now - setanim(self, self.anim_idle, TRUE, FALSE, TRUE); + // load animation info + animdecide_init(self); + animdecide_setstate(self, 0, FALSE); } void player_anim (void) { - updateanim(self); - if (self.weaponentity) - updateanim(self.weaponentity); - - if (self.deadflag != DEAD_NO) - return; - - if (!self.animstate_override) - { - if (self.freezetag_frozen) - setanim(self, self.anim_idle, TRUE, FALSE, FALSE); - else if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP) - { - if (self.crouch) - { - if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim - { - traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self); - if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims - { - setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump); - self.restart_jump = FALSE; - } - } - } - else - { - if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim - { - traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self); - if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished - { - setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump); - self.restart_jump = FALSE; - } - } - } - } - else if (self.crouch) - { - if (self.movement_x > 0 && self.movement_y == 0) - setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE); - else if (self.movement_x < 0 && self.movement_y == 0) - setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE); - else if (self.movement_x == 0 && self.movement_y > 0) - setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE); - else if (self.movement_x == 0 && self.movement_y < 0) - setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE); - else if (self.movement_x > 0 && self.movement_y > 0) - setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE); - else if (self.movement_x > 0 && self.movement_y < 0) - setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE); - else if (self.movement_x < 0 && self.movement_y > 0) - setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE); - else if (self.movement_x < 0 && self.movement_y < 0) - setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE); - else - setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE); - } - else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20) - { - if (self.movement_x > 0 && self.movement_y == 0) - setanim(self, self.anim_run, TRUE, FALSE, FALSE); - else if (self.movement_x < 0 && self.movement_y == 0) - setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE); - else if (self.movement_x == 0 && self.movement_y > 0) - setanim(self, self.anim_straferight, TRUE, FALSE, FALSE); - else if (self.movement_x == 0 && self.movement_y < 0) - setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE); - else if (self.movement_x > 0 && self.movement_y > 0) - setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE); - else if (self.movement_x > 0 && self.movement_y < 0) - setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE); - else if (self.movement_x < 0 && self.movement_y > 0) - setanim(self, self.anim_backright, TRUE, FALSE, FALSE); - else if (self.movement_x < 0 && self.movement_y < 0) - setanim(self, self.anim_backleft, TRUE, FALSE, FALSE); - else - setanim(self, self.anim_run, TRUE, FALSE, FALSE); - } + float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); + if(self.deadflag && !deadbits) + if(random() < 0.5) + deadbits = ANIMSTATE_DEAD1; else - setanim(self, self.anim_idle, TRUE, FALSE, FALSE); - } + deadbits = ANIMSTATE_DEAD2; + float animbits = deadbits; + if(self.freezetag_frozen) + animbits |= ANIMSTATE_FROZEN; + if(self.crouch) + animbits |= ANIMSTATE_DUCK; + animdecide_setstate(self, animbits, FALSE); + animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND)); if (self.weaponentity) - if (!self.weaponentity.animstate_override) - setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE); + { + updateanim(self.weaponentity); + if (!self.weaponentity.animstate_override) + setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE); + } } void SpawnThrownWeapon (vector org, float w) { - if(g_minstagib) - if(self.ammo_cells <= 0) - return; - - if(g_pinata) - { - float j; - for(j = WEP_FIRST; j <= WEP_LAST; ++j) - { - if(WEPSET_CONTAINS_EW(self, j)) - if(W_IsWeaponThrowable(j)) - W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325'); - } - } - else - { + if(self.weapons & WepSet_FromWeapon(self.weapon)) if(W_IsWeaponThrowable(self.weapon)) W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200'); - } } void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) @@ -385,18 +276,18 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float // damage resistance (ignore most of the damage from a bullet or similar) damage = max(damage - 5, 1); - v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage); + v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v_x; save = v_y; if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) - sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM); else if (take > 30) - sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM); else if (take > 10) - sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); } if (take > 50) @@ -431,7 +322,6 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float } void ClientKill_Now_TeamChange(); -void freezetag_CheckWinner(); void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { @@ -440,9 +330,6 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht float valid_damage_for_weaponstats; float excess; - if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage) - return; - dh = max(self.health, 0); da = max(self.armorvalue, 0); @@ -484,21 +371,39 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht else Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); - if (!g_minstagib) + + v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); + take = v_x; + save = v_y; + + if(attacker == self) { - v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage); - take = v_x; - save = v_y; + // don't reset pushltime for self damage as it may be an attempt to + // escape a lava pit or similar + //self.pushltime = 0; + self.istypefrag = 0; + } + else if(IS_PLAYER(attacker)) + { + self.pusher = attacker; + self.pushltime = time + autocvar_g_maxpushtime; + self.istypefrag = self.BUTTON_CHAT; + } + else if(time < self.pushltime) + { + attacker = self.pusher; + self.pushltime = max(self.pushltime, time + 0.6); } else { - save = 0; - take = damage; + self.pushltime = 0; + self.istypefrag = 0; } frag_inflictor = inflictor; frag_attacker = attacker; frag_target = self; + frag_damage = damage; damage_take = take; damage_save = save; damage_force = force; @@ -510,11 +415,11 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) - sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM); else if (take > 30) - sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM); + sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM); else if (take > 10) - sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them? + sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them? } if (take > 50) @@ -542,9 +447,9 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht if (!self.animstate_override) { if (random() > 0.5) - setanim(self, self.anim_pain1, FALSE, TRUE, TRUE); + animdecide_setaction(self, ANIMACTION_PAIN1, TRUE); else - setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); + animdecide_setaction(self, ANIMACTION_PAIN2, TRUE); } } @@ -580,41 +485,17 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht self.dmg_take = self.dmg_take + take;//max(take - 10, 0); self.dmg_inflictor = inflictor; - if(attacker == self) - { - // don't reset pushltime for self damage as it may be an attempt to - // escape a lava pit or similar - //self.pushltime = 0; - self.istypefrag = 0; - } - else if(attacker.classname == "player") - { - self.pusher = attacker; - self.pushltime = time + autocvar_g_maxpushtime; - self.istypefrag = self.BUTTON_CHAT; - } - else if(time < self.pushltime) - { - attacker = self.pusher; - self.pushltime = max(self.pushltime, time + 0.6); - } - else - { - self.pushltime = 0; - self.istypefrag = 0; - } - float abot, vbot, awep; - abot = (clienttype(attacker) == CLIENTTYPE_BOT); - vbot = (clienttype(self) == CLIENTTYPE_BOT); + abot = (IS_BOT_CLIENT(attacker)); + vbot = (IS_BOT_CLIENT(self)); valid_damage_for_weaponstats = 0; awep = 0; - if(vbot || clienttype(self) == CLIENTTYPE_REAL) - if(abot || clienttype(attacker) == CLIENTTYPE_REAL) + if(vbot || IS_REAL_CLIENT(self)) + if(abot || IS_REAL_CLIENT(attacker)) if(attacker && self != attacker) - if(IsDifferentTeam(self, attacker)) + if(DIFF_TEAM(self, attacker)) { if(DEATH_ISSPECIAL(deathtype)) awep = attacker.weapon; @@ -669,18 +550,9 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht } } - if(!g_freezetag) - { - // become fully visible - self.alpha = default_player_alpha; - // throw a weapon - SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon); - } - // print an obituary message Obituary (attacker, inflictor, self, deathtype); race_PreDie(); - DropAllRunes(self); // increment frag counter for used weapon type float w; @@ -689,27 +561,20 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht if(accuracy_isgooddamage(attacker, self)) attacker.accuracy.(accuracy_frags[w-1]) += 1; - if(deathtype == DEATH_HURTTRIGGER && g_freezetag) - { - PutClientInServer(); - count_alive_players(); // re-count players - freezetag_CheckWinner(); - return; - } - frag_attacker = attacker; frag_inflictor = inflictor; frag_target = self; + frag_deathtype = deathtype; MUTATOR_CALLHOOK(PlayerDies); + weapon_action(self.weapon, WR_PLAYERDEATH); RemoveGrapplingHook(self); Portal_ClearAllLater(self); - if(clienttype(self) == CLIENTTYPE_REAL) + if(IS_REAL_CLIENT(self)) { - stuffcmd(self, "-zoom\n"); self.fixangle = TRUE; //msg_entity = self; //WriteByte (MSG_ONE, SVC_SETANGLE); @@ -718,19 +583,23 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht //WriteAngle (MSG_ONE, 80); } - if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag? - ClientKill_Now_TeamChange(); - - if(g_arena) - Spawnqueue_Unmark(self); + if(defer_ClientKill_Now_TeamChange) + ClientKill_Now_TeamChange(); // can turn player into spectator - if(g_freezetag) + // 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)) return; // when we get here, player actually dies - // clear waypoints (do this AFTER FreezeTag) + + // clear waypoints WaypointSprite_PlayerDead(); + // throw a weapon + SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon); + // become fully visible + self.alpha = default_player_alpha; // make the corpse upright (not tilted) self.angles_x = 0; self.angles_z = 0; @@ -744,7 +613,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht self.solid = SOLID_CORPSE; self.ballistics_density = autocvar_g_ballistics_density_corpse; // don't stick to the floor - self.flags &~= FL_ONGROUND; + self.flags &= ~FL_ONGROUND; // dying animation self.deadflag = DEAD_DYING; // when to allow respawn @@ -769,11 +638,15 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht self.respawn_countdown = 10; // first number to count down from is 10 else self.respawn_countdown = -1; // do not count down + + if(g_cts || autocvar_g_forced_respawn) + self.respawn_flags = self.respawn_flags | RESPAWN_FORCE; + self.death_time = time; if (random() < 0.5) - setanim(self, self.anim_die1, FALSE, TRUE, TRUE); + animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE); else - setanim(self, self.anim_die2, FALSE, TRUE, TRUE); + animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE); if (self.maxs_z > 5) { self.maxs_z = 5; @@ -821,7 +694,7 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f msgin = formatmessage(msgin); - if(source.classname != "player") + if not(IS_PLAYER(source)) colorstr = "^0"; // black for spectators else if(teamplay) colorstr = Team_ColorCode(source.team); @@ -981,10 +854,10 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f } if(!privatesay) - if(source.classname != "player") + if not(IS_PLAYER(source)) { if not(intermission_running) - if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover))) + if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover))) teamsay = -1; // spectators } @@ -1049,7 +922,7 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too - FOR_EACH_REALCLIENT(head) if(head.classname != "player") + FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head)) if(head != source) sprint(head, msgstr); } @@ -1222,16 +1095,16 @@ void FakeGlobalSound(string sample, float chan, float voicetype) if(self.pusher) { msg_entity = self; - if(clienttype(msg_entity) == CLIENTTYPE_REAL) - soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE); + if(IS_REAL_CLIENT(msg_entity)) + soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE); } break; case VOICETYPE_TEAMRADIO: msg_entity = self; if(msg_entity.cvar_cl_voice_directional == 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN); else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); break; case VOICETYPE_AUTOTAUNT: if(!sv_autotaunt) @@ -1245,28 +1118,28 @@ void FakeGlobalSound(string sample, float chan, float voicetype) if (tauntrand < msg_entity.cvar_cl_autotaunt) { if (msg_entity.cvar_cl_voice_directional >= 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); } break; case VOICETYPE_TAUNT: - if(self.classname == "player") + if(IS_PLAYER(self)) if(self.deadflag == DEAD_NO) - setanim(self, self.anim_taunt, FALSE, TRUE, TRUE); + animdecide_setaction(self, ANIMACTION_TAUNT, TRUE); if(!sv_taunt) break; if(autocvar_sv_gentle) break; msg_entity = self; if (msg_entity.cvar_cl_voice_directional >= 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); break; case VOICETYPE_PLAYERSOUND: msg_entity = self; - soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM); + soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM); break; default: backtrace("Invalid voice type!"); @@ -1295,12 +1168,12 @@ void GlobalSound(string sample, float chan, float voicetype) if(self.pusher) { msg_entity = self.pusher; - if(clienttype(msg_entity) == CLIENTTYPE_REAL) + if(IS_REAL_CLIENT(msg_entity)) { if(msg_entity.cvar_cl_voice_directional == 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN); else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); } } break; @@ -1308,16 +1181,16 @@ void GlobalSound(string sample, float chan, float voicetype) if(self.pusher) { msg_entity = self.pusher; - if(clienttype(msg_entity) == CLIENTTYPE_REAL) + if(IS_REAL_CLIENT(msg_entity)) { if(msg_entity.cvar_cl_voice_directional == 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN); else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); } msg_entity = self; - if(clienttype(msg_entity) == CLIENTTYPE_REAL) - soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE); + if(IS_REAL_CLIENT(msg_entity)) + soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE); } break; case VOICETYPE_TEAMRADIO: @@ -1325,9 +1198,9 @@ void GlobalSound(string sample, float chan, float voicetype) if(!teamplay || msg_entity.team == self.team) { if(msg_entity.cvar_cl_voice_directional == 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN); else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); } break; case VOICETYPE_AUTOTAUNT: @@ -1342,15 +1215,15 @@ void GlobalSound(string sample, float chan, float voicetype) if (tauntrand < msg_entity.cvar_cl_autotaunt) { if (msg_entity.cvar_cl_voice_directional >= 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); } break; case VOICETYPE_TAUNT: - if(self.classname == "player") + if(IS_PLAYER(self)) if(self.deadflag == DEAD_NO) - setanim(self, self.anim_taunt, FALSE, TRUE, TRUE); + animdecide_setaction(self, ANIMACTION_TAUNT, TRUE); if(!sv_taunt) break; if(autocvar_sv_gentle) @@ -1358,13 +1231,13 @@ void GlobalSound(string sample, float chan, float voicetype) FOR_EACH_REALCLIENT(msg_entity) { if (msg_entity.cvar_cl_voice_directional >= 1) - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); else - soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); + soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); } break; case VOICETYPE_PLAYERSOUND: - sound(self, chan, sample, VOL_BASE, ATTN_NORM); + sound(self, chan, sample, VOL_BASE, ATTEN_NORM); break; default: backtrace("Invalid voice type!"); @@ -1401,14 +1274,8 @@ void VoiceMessage(string type, string msg) FakeGlobalSound(self.sample, CH_VOICE, voicetype); } -void MoveToTeam(entity client, float team_colour, float type, float show_message) +void MoveToTeam(entity client, float team_colour, float type) { -// show_message -// 0 (00) automove centerprint, admin message -// 1 (01) automove centerprint, no admin message -// 2 (10) no centerprint, admin message -// 3 (11) no centerprint, no admin message - float lockteams_backup; lockteams_backup = lockteams; // backup any team lock @@ -1422,10 +1289,4 @@ void MoveToTeam(entity client, float team_colour, float type, float show_message lockteams = lockteams_backup; // restore the team lock LogTeamchange(client.playerid, client.team, type); - - // TODO FIXME FIXNOTIF - if not(show_message & 1) // admin message - sprint(client, strcat("\{1}\{13}^3", admin_name(), "^7: You have been moved to the ", Team_ColorName_Lower(team_colour), " team\n")); // send a chat message - - bprint(strcat(client.netname, " joined the ", Team_ColoredFullName(client.team), "\n")); }