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Allow dead prey to remain in the stomach and be digested. Not as fake prey this time...
[voretournament/voretournament.git] / data / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;\r
2 \r
3 void WeaponStats_Init()\r
4 {\r
5         if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")\r
6                 weaponstats_buffer = buf_create();\r
7         else\r
8                 weaponstats_buffer = -1;\r
9 }\r
10 \r
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))\r
12 \r
13 void WeaponStats_Shutdown()\r
14 {\r
15         float i, j, idx, f;\r
16         float fh;\r
17         string prefix;\r
18         if(weaponstats_buffer < 0)\r
19                 return;\r
20         prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");\r
21         if(cvar_string("sv_weaponstats_killfile") != "")\r
22         {\r
23                 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);\r
24                 if(fh >= 0)\r
25                 {\r
26                         fputs(fh, "#begin killfile\n");\r
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));\r
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));\r
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
31                                 {\r
32                                         idx = WEAPONSTATS_GETINDEX(i, j);\r
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';\r
34                                         if(f != 0)\r
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));\r
36                                 }\r
37                         fputs(fh, "#end\n\n");\r
38                         fclose(fh);\r
39                         print("Weapon kill stats written\n");\r
40                 }\r
41         }\r
42         if(cvar_string("sv_weaponstats_damagefile") != "")\r
43         {\r
44                 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);\r
45                 if(fh >= 0)\r
46                 {\r
47                         fputs(fh, "#begin damagefile\n");\r
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));\r
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));\r
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
52                                 {\r
53                                         idx = WEAPONSTATS_GETINDEX(i, j);\r
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';\r
55                                         if(f != 0)\r
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));\r
57                                 }\r
58                         fputs(fh, "#end\n\n");\r
59                         fclose(fh);\r
60                         print("Weapon damage stats written\n");\r
61                 }\r
62         }\r
63         buf_del(weaponstats_buffer);\r
64         weaponstats_buffer = -1;\r
65 }\r
66 \r
67 void WeaponStats_LogItem(float awep, float vwep, vector item)\r
68 {\r
69         float idx;\r
70         if(weaponstats_buffer < 0)\r
71                 return;\r
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)\r
73                 return;\r
74         if(awep > WEP_LAST || vwep > WEP_LAST)\r
75                 return;\r
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);\r
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));\r
78 }\r
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)\r
80 {\r
81         if(damage < 0)\r
82                 error("negative damage?");\r
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);\r
84 }\r
85 void WeaponStats_LogKill(float awep, float vwep)\r
86 {\r
87         WeaponStats_LogItem(awep, vwep, '0 1 0');\r
88 }\r
89 \r
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request\r
91 // merged player_run and player_stand to player_anim\r
92 // added death animations to player_anim\r
93 // can now spawn thrown weapons from anywhere, not just from players\r
94 // thrown weapons now fade out after 20 seconds\r
95 // created PlayerGib function\r
96 // PlayerDie no longer uses hitloc or damage\r
97 // PlayerDie now supports dying animations as well as gibbing\r
98 // cleaned up PlayerDie a lot\r
99 // added CopyBody\r
100 \r
101 .entity pusher;\r
102 .float pushltime;\r
103 \r
104 void CopyBody(float keepvelocity)\r
105 {\r
106         local entity oldself;\r
107         if (self.effects & EF_NODRAW || self.alpha < 0)\r
108                 return;\r
109         oldself = self;\r
110         self = spawn();\r
111         self.enemy = oldself;\r
112         self.lip = oldself.lip;\r
113         self.colormap = oldself.colormap;\r
114         self.colormod = oldself.colormod;\r
115         self.glowmod = oldself.glowmod;\r
116         self.iscreature = oldself.iscreature;\r
117         self.angles = oldself.angles;\r
118         self.avelocity = oldself.avelocity;\r
119         self.classname = "body";\r
120         self.damageforcescale = oldself.damageforcescale;\r
121         self.effects = oldself.effects;\r
122         self.event_damage = oldself.event_damage;\r
123         self.animstate_startframe = oldself.animstate_startframe;\r
124         self.animstate_numframes = oldself.animstate_numframes;\r
125         self.animstate_framerate = oldself.animstate_framerate;\r
126         self.animstate_starttime = oldself.animstate_starttime;\r
127         self.animstate_endtime = oldself.animstate_endtime;\r
128         self.animstate_override = oldself.animstate_override;\r
129         self.animstate_looping = oldself.animstate_looping;\r
130         self.frame = oldself.frame;\r
131         self.dead_frame = oldself.dead_frame;\r
132         self.pain_finished = oldself.pain_finished;\r
133         self.health = oldself.health;\r
134         self.armorvalue = oldself.armorvalue;\r
135         self.armortype = oldself.armortype;\r
136         self.model = oldself.model;\r
137         self.modelindex = oldself.modelindex;\r
138         self.skinindex = oldself.skinindex;\r
139         self.species = oldself.species;\r
140         self.movetype = oldself.movetype;\r
141         self.nextthink = oldself.nextthink;\r
142         self.solid = oldself.solid;\r
143         self.takedamage = oldself.takedamage;\r
144         self.think = oldself.think;\r
145         self.scale = oldself.scale;\r
146         self.customizeentityforclient = oldself.customizeentityforclient;\r
147         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;\r
148         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;\r
149         if (keepvelocity == 1)\r
150                 self.velocity = oldself.velocity;\r
151         self.oldvelocity = self.velocity;\r
152         self.fade_time = oldself.fade_time;\r
153         self.fade_rate = oldself.fade_rate;\r
154         //self.weapon = oldself.weapon;\r
155         setorigin(self, oldself.origin);\r
156         setsize(self, oldself.mins, oldself.maxs);\r
157         self.prevorigin = oldself.origin;\r
158         self.reset = SUB_Remove;\r
159 \r
160         Drag_MoveDrag(oldself, self);\r
161 \r
162         self = oldself;\r
163 }\r
164 \r
165 float player_getspecies()\r
166 {\r
167         local float glob, i, j, fh, len, s, sk;\r
168         local string fn, l;\r
169 \r
170         s = -1;\r
171 \r
172         glob = search_begin("models/player/*.txt", TRUE, TRUE);\r
173         if(glob < 0)\r
174                 return s;\r
175         for(j = 0; j <= 1; ++j)\r
176         {\r
177                 for(i = 0; i < search_getsize(glob); ++i)\r
178                 {\r
179                         fn = search_getfilename(glob, i);\r
180                         fh = fopen(fn, FILE_READ);\r
181                         if(fh < 0)\r
182                                 continue;\r
183                         fgets(fh); fgets(fh);\r
184                         sk = stof(fgets(fh));\r
185                         if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test\r
186                         if(fgets(fh) == self.model)\r
187                         {\r
188                                 l = fgets(fh);\r
189                                 len = tokenize_console(l);\r
190                                 if (len != 2)\r
191                                         goto nospecies;\r
192                                 if (argv(0) != "species")\r
193                                         goto nospecies;\r
194                                 switch(argv(1))\r
195                                 {\r
196                                         case "human":       s = SPECIES_HUMAN;       break;\r
197                                         case "alien":       s = SPECIES_ALIEN;       break;\r
198                                         case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;\r
199                                         case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;\r
200                                         case "robot_solid": s = SPECIES_ROBOT_SOLID; break;\r
201                                         case "animal":      s = SPECIES_ANIMAL;      break;\r
202                                         case "reserved":    s = SPECIES_RESERVED;    break;\r
203                                 }\r
204                         }\r
205 :nospecies\r
206                         fclose(fh);\r
207                 }\r
208                 if (s >= 0)\r
209                         break;\r
210         }\r
211         search_end(glob);\r
212 \r
213         if (s < 0)\r
214                 s = SPECIES_HUMAN;\r
215 \r
216         return s;\r
217 }\r
218 \r
219 void player_setupanimsformodel()\r
220 {\r
221         local string animfilename;\r
222         local float animfile;\r
223         // defaults for legacy .zym models without animinfo files\r
224         self.anim_die1 = '0 1 0.5'; // 2 seconds\r
225         self.anim_die2 = '1 1 0.5'; // 2 seconds\r
226         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate\r
227         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!\r
228         self.anim_duckwalk = '4 1 1';\r
229         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it\r
230         self.anim_duckidle = '6 1 1';\r
231         self.anim_idle = '7 1 1';\r
232         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it\r
233         self.anim_pain1 = '9 1 2'; // 0.5 seconds\r
234         self.anim_pain2 = '10 1 2'; // 0.5 seconds\r
235         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate\r
236         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim\r
237         self.anim_run = '13 1 1';\r
238         self.anim_runbackwards = '14 1 1';\r
239         self.anim_strafeleft = '15 1 1';\r
240         self.anim_straferight = '16 1 1';\r
241         self.anim_dead1 = '17 1 1';\r
242         self.anim_dead2 = '18 1 1';\r
243         self.anim_forwardright = '19 1 1';\r
244         self.anim_forwardleft = '20 1 1';\r
245         self.anim_backright = '21 1 1';\r
246         self.anim_backleft  = '22 1 1';\r
247         animparseerror = FALSE;\r
248         animfilename = strcat(self.playermodel, ".animinfo"); // only the normal player model may contain animation info\r
249         animfile = fopen(animfilename, FILE_READ);\r
250         if (animfile >= 0)\r
251         {\r
252                 self.anim_die1         = animparseline(animfile);\r
253                 self.anim_die2         = animparseline(animfile);\r
254                 self.anim_draw         = animparseline(animfile);\r
255                 self.anim_duck         = animparseline(animfile);\r
256                 self.anim_duckwalk     = animparseline(animfile);\r
257                 self.anim_duckjump     = animparseline(animfile);\r
258                 self.anim_duckidle     = animparseline(animfile);\r
259                 self.anim_idle         = animparseline(animfile);\r
260                 self.anim_jump         = animparseline(animfile);\r
261                 self.anim_pain1        = animparseline(animfile);\r
262                 self.anim_pain2        = animparseline(animfile);\r
263                 self.anim_shoot        = animparseline(animfile);\r
264                 self.anim_taunt        = animparseline(animfile);\r
265                 self.anim_run          = animparseline(animfile);\r
266                 self.anim_runbackwards = animparseline(animfile);\r
267                 self.anim_strafeleft   = animparseline(animfile);\r
268                 self.anim_straferight  = animparseline(animfile);\r
269                 self.anim_forwardright = animparseline(animfile);\r
270                 self.anim_forwardleft  = animparseline(animfile);\r
271                 self.anim_backright    = animparseline(animfile);\r
272                 self.anim_backleft     = animparseline(animfile);\r
273                 fclose(animfile);\r
274 \r
275                 // derived anims\r
276                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);\r
277                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);\r
278 \r
279                 if (animparseerror)\r
280                         print("Parse error in ", animfilename, ", some player animations are broken\n");\r
281         }\r
282         else\r
283                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");\r
284 \r
285         // reset animstate now\r
286         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
287 };\r
288 \r
289 void player_anim (void)\r
290 {\r
291         updateanim(self);\r
292         if (self.weaponentity)\r
293                 updateanim(self.weaponentity);\r
294 \r
295         if (self.deadflag != DEAD_NO)\r
296         {\r
297                 if (time > self.animstate_endtime)\r
298                 {\r
299                         if (self.maxs_z > 5)\r
300                         {\r
301                                 self.maxs_z = 5;\r
302                                 setsize(self, self.mins, self.maxs);\r
303                         }\r
304                         self.frame = self.dead_frame;\r
305                 }\r
306                 return;\r
307         }\r
308 \r
309         if (!self.animstate_override)\r
310         {\r
311                 if(self.swallow_progress_pred)\r
312                         setanim(self, self.anim_duckjump, TRUE, FALSE, FALSE); // looks good for predators who are swallowing\r
313                 else if(self.swallow_progress_prey)\r
314                         setanim(self, self.anim_die2, FALSE, FALSE, FALSE); // looks good for prey who's getting swallowed\r
315                 else if(self.stat_eaten)\r
316                 {\r
317                         if(self.BUTTON_ATCK || self.predator.digesting)\r
318                                 setanim(self, self.anim_pain2, FALSE, TRUE, FALSE); // looks good for prey attacking the stomach or being digested\r
319                         else\r
320                                 setanim(self, self.anim_jump, FALSE, TRUE, FALSE); // looks good for prey idling inside the stomach\r
321                 }\r
322                 else if (!(self.flags & FL_ONGROUND))\r
323                 {\r
324                         if (self.crouch)\r
325                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);\r
326                         else\r
327                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);\r
328                         self.restart_jump = FALSE;\r
329                 }\r
330                 else if (self.crouch)\r
331                 {\r
332                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)\r
333                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);\r
334                         else\r
335                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);\r
336                 }\r
337                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)\r
338                 {\r
339                         if (self.movement_x > 0 && self.movement_y == 0)\r
340                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);\r
341                         else if (self.movement_x < 0 && self.movement_y == 0)\r
342                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);\r
343                         else if (self.movement_x == 0 && self.movement_y > 0)\r
344                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);\r
345                         else if (self.movement_x == 0 && self.movement_y < 0)\r
346                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);\r
347                         else if (self.movement_x > 0 && self.movement_y > 0)\r
348                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);\r
349                         else if (self.movement_x > 0 && self.movement_y < 0)\r
350                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);\r
351                         else if (self.movement_x < 0 && self.movement_y > 0)\r
352                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);\r
353                         else if (self.movement_x < 0 && self.movement_y < 0)\r
354                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);\r
355                         else\r
356                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);\r
357                 }\r
358                 else\r
359                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);\r
360         }\r
361 \r
362         if (self.weaponentity)\r
363         if (!self.weaponentity.animstate_override)\r
364         {\r
365                 if(self.swallow_progress_pred)\r
366                         setanim(self.weaponentity, self.weaponentity.anim_fire2, TRUE, FALSE, FALSE); // looks good for predators who are swallowing\r
367                 else if(self.swallow_progress_prey)\r
368                         setanim(self.weaponentity, self.weaponentity.anim_reload, TRUE, FALSE, FALSE); // looks good for prey who's getting swallowed\r
369                 else if(self.stat_eaten && self.BUTTON_ATCK)\r
370                         setanim(self.weaponentity, self.weaponentity.anim_fire1, TRUE, FALSE, FALSE); // looks good for prey attacking the stomach\r
371                 else\r
372                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);\r
373         }\r
374 }\r
375 \r
376 void SpawnThrownWeapon (vector org, float w, float doreduce)\r
377 {\r
378         W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, doreduce);\r
379 }\r
380 \r
381 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
382 {\r
383         local float take, save;\r
384         vector v;\r
385         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);\r
386 \r
387         // damage resistance (ignore most of the damage from a bullet or similar)\r
388         damage = max(damage - 5, 1);\r
389 \r
390         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);\r
391         take = v_x;\r
392         save = v_y;\r
393 \r
394         if(sound_allowed(MSG_BROADCAST, attacker))\r
395         {\r
396                 if (save > 10)\r
397                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);\r
398                 else if (take > 30)\r
399                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);\r
400                 else if (take > 10)\r
401                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);\r
402         }\r
403 \r
404         if (take > 50)\r
405                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);\r
406         if (take > 100)\r
407                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);\r
408 \r
409         if (!(self.flags & FL_GODMODE))\r
410         {\r
411                 self.armorvalue = self.armorvalue - save;\r
412                 self.health = self.health - take;\r
413                 // pause regeneration for 5 seconds\r
414                 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));\r
415                 self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));\r
416         }\r
417         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);\r
418         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);\r
419         self.dmg_inflictor = inflictor;\r
420 \r
421         if (self.health <= -cvar("sv_gibhealth") && self.modelindex != 0)\r
422         {\r
423                 // don't use any animations as a gib\r
424                 self.frame = 0;\r
425                 self.dead_frame = 0;\r
426                 // view just above the floor\r
427                 self.view_ofs = '0 0 4';\r
428 \r
429                 Violence_GibSplash(self, 1, 1, attacker);\r
430                 self.modelindex = 0; // restore later\r
431                 self.solid = SOLID_NOT; // restore later\r
432         }\r
433 }\r
434 \r
435 void ClientKill_Now_TeamChange();\r
436 \r
437 void setmodel_fix(string modelname)\r
438 {\r
439         local vector m1, m2;\r
440         m1 = self.mins;\r
441         m2 = self.maxs;\r
442         setmodel(self, modelname);\r
443         setsize (self, m1, m2);\r
444 }\r
445 \r
446 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
447 {\r
448         local float take, save, waves, sdelay, dh, da, j;\r
449         vector v;\r
450         float valid_damage_for_weaponstats;\r
451 \r
452         dh = max(self.health, 0);\r
453         da = max(self.armorvalue, 0);\r
454 \r
455         if(!DEATH_ISSPECIAL(deathtype))\r
456         {\r
457                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));\r
458                 if(self != attacker)\r
459                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));\r
460         }\r
461         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);\r
462 \r
463         if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)\r
464                 return;\r
465 \r
466         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);\r
467         take = v_x;\r
468         save = v_y;\r
469 \r
470         if(sound_allowed(MSG_BROADCAST, attacker))\r
471         {\r
472                 if (save > 10)\r
473                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);\r
474                 else if (take > 30)\r
475                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);\r
476                 else if (take > 10)\r
477                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?\r
478         }\r
479 \r
480         if (take > 50)\r
481                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);\r
482         if (take > 100)\r
483                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);\r
484 \r
485         if (time >= self.spawnshieldtime)\r
486         {\r
487                 if (!(self.flags & FL_GODMODE))\r
488                 {\r
489                         self.armorvalue = self.armorvalue - save;\r
490                         self.health = self.health - take;\r
491                         // pause regeneration for 5 seconds\r
492                         self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));\r
493                         self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));\r
494 \r
495                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy\r
496                         {\r
497                                 self.pain_finished = time + 0.5;        //Supajoe\r
498 \r
499                                 if(sv_gentle < 1) {\r
500                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models\r
501                                         {\r
502                                                 if (random() > 0.5)\r
503                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);\r
504                                                 else\r
505                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);\r
506                                         }\r
507 \r
508                                         if(sound_allowed(MSG_BROADCAST, attacker))\r
509                                         if(self.health > 1)\r
510                                         {\r
511                                                 if(deathtype == DEATH_FALL)\r
512                                                         PlayerSound(self, playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
513                                                 else if(self.health > 75) // TODO make a "gentle" version?\r
514                                                         PlayerSound(self, playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
515                                                 else if(self.health > 50)\r
516                                                         PlayerSound(self, playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
517                                                 else if(self.health > 25)\r
518                                                         PlayerSound(self, playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
519                                                 else\r
520                                                         PlayerSound(self, playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
521                                         }\r
522                                 }\r
523 \r
524                                 // throw off bot aim temporarily\r
525                                 local float shake;\r
526                                 shake = damage * 5 / (bound(0,skill,100) + 1);\r
527                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;\r
528                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;\r
529                         }\r
530                 }\r
531                 else\r
532                         self.max_armorvalue += (save + take);\r
533         }\r
534         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);\r
535         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);\r
536         self.dmg_inflictor = inflictor;\r
537 \r
538         if(attacker == self)\r
539         {\r
540                 // don't reset pushltime for self damage as it may be an attempt to\r
541                 // escape a lava pit or similar\r
542                 //self.pushltime = 0;\r
543         }\r
544         else if(attacker.classname == "player" || attacker.classname == "gib")\r
545         {\r
546                 self.pusher = attacker;\r
547                 self.pushltime = time + cvar("g_maxpushtime");\r
548         }\r
549         else if(time < self.pushltime)\r
550         {\r
551                 attacker = self.pusher;\r
552                 self.pushltime = max(self.pushltime, time + 0.6);\r
553         }\r
554         else\r
555                 self.pushltime = 0;\r
556 \r
557         valid_damage_for_weaponstats = 0;\r
558         if(clienttype(self) == CLIENTTYPE_REAL)\r
559         if(clienttype(attacker) == CLIENTTYPE_REAL)\r
560         if(self != attacker)\r
561         if(!DEATH_ISSPECIAL(deathtype))\r
562         if(IsDifferentTeam(self, attacker))\r
563                 valid_damage_for_weaponstats = 1;\r
564         \r
565         if(valid_damage_for_weaponstats)\r
566         {\r
567                 dh = dh - max(self.health, 0);\r
568                 da = da - max(self.armorvalue, 0);\r
569                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);\r
570         }\r
571 \r
572         if (self.health < 1)\r
573         {\r
574                 float defer_ClientKill_Now_TeamChange;\r
575                 defer_ClientKill_Now_TeamChange = FALSE;\r
576 \r
577                 if(valid_damage_for_weaponstats)\r
578                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);\r
579 \r
580                 if(sv_gentle < 1) // TODO make a "gentle" version?\r
581                 if(sound_allowed(MSG_BROADCAST, attacker))\r
582                 {\r
583                         if(deathtype == DEATH_DROWN)\r
584                                 PlayerSound(self, playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
585                         else\r
586                                 PlayerSound(self, playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
587                 }\r
588 \r
589                 // get rid of kill indicator\r
590                 if(self.killindicator)\r
591                 {\r
592                         remove(self.killindicator);\r
593                         self.killindicator = world;\r
594                         if(self.killindicator_teamchange)\r
595                                 defer_ClientKill_Now_TeamChange = TRUE;\r
596 \r
597                         if(self.classname == "body")\r
598                         if(deathtype == DEATH_KILL)\r
599                         {\r
600                                 // for the lemmings fans, a small harmless explosion\r
601                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);\r
602                         }\r
603                 }\r
604 \r
605                 // undo belly states (or stomach model) and set the normal model back\r
606                 setmodel_fix(self.playermodel);\r
607                 // become fully visible\r
608                 self.alpha = 1;\r
609                 // clear selected player display\r
610                 ClearSelectedPlayer();\r
611                 // throw a weapon\r
612                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon, FALSE);\r
613                 // print an obituary message\r
614                 Obituary (attacker, inflictor, self, deathtype);\r
615                 race_PreDie();\r
616                 if(self == attacker)\r
617                         kh_Key_DropAll(self, TRUE);\r
618                 else if(attacker.classname == "player" || attacker.classname == "gib")\r
619                         kh_Key_DropAll(self, FALSE);\r
620                 else\r
621                         kh_Key_DropAll(self, TRUE);\r
622                 if(self.flagcarried)\r
623                 {\r
624                         if(attacker.classname != "player" && attacker.classname != "gib")\r
625                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide\r
626                         else if(attacker.team == self.team)\r
627                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill\r
628                         else\r
629                                 DropFlag(self.flagcarried, world, attacker);\r
630                 }\r
631                 // clear waypoints\r
632                 WaypointSprite_PlayerDead();\r
633 \r
634                 // configure these properties if the dead body is not a prey\r
635                 if(!self.stat_eaten)\r
636                 {\r
637                         // make the corpse upright (not tilted)\r
638                         self.angles_x = 0;\r
639                         self.angles_z = 0;\r
640                         // don't spin\r
641                         self.avelocity = '0 0 0';\r
642                         // view from the floor\r
643                         self.view_ofs = '0 0 -8';\r
644                         // toss the corpse\r
645                         self.movetype = MOVETYPE_TOSS;\r
646                         // shootable corpse\r
647                         self.solid = SOLID_CORPSE;\r
648                         // don't stick to the floor\r
649                         self.flags &~= FL_ONGROUND;\r
650                 }\r
651 \r
652                 // dying animation\r
653                 self.deadflag = DEAD_DYING;\r
654                 // when to allow respawn\r
655                 sdelay = 0;\r
656                 waves = 0;\r
657                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));\r
658                 if(!sdelay)\r
659                         sdelay = cvar("g_respawn_delay");\r
660                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));\r
661                 if(!waves)\r
662                         waves = cvar("g_respawn_waves");\r
663                 if(waves)\r
664                         self.death_time = ceil((time + sdelay) / waves) * waves;\r
665                 else\r
666                         self.death_time = time + sdelay;\r
667                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))\r
668                         self.respawn_countdown = 10; // first number to count down from is 10\r
669                 else\r
670                         self.respawn_countdown = -1; // do not count down\r
671                 if (random() < 0.5)\r
672                 {\r
673                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);\r
674                         self.dead_frame = self.anim_dead1_x;\r
675                 }\r
676                 else\r
677                 {\r
678                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);\r
679                         self.dead_frame = self.anim_dead2_x;\r
680                 }\r
681                 // set damage function to corpse damage\r
682                 self.event_damage = PlayerCorpseDamage;\r
683                 // call the corpse damage function just in case it wants to gib\r
684                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);\r
685                 // set up to fade out later\r
686                 SUB_SetFade (self, time + 12 + random () * 4, 1);\r
687 \r
688                 if(clienttype(self) == CLIENTTYPE_REAL)\r
689                 {\r
690                         self.fixangle = TRUE;\r
691                         //msg_entity = self;\r
692                         //WriteByte (MSG_ONE, SVC_SETANGLE);\r
693                         //WriteAngle (MSG_ONE, self.v_angle_x);\r
694                         //WriteAngle (MSG_ONE, self.v_angle_y);\r
695                         //WriteAngle (MSG_ONE, 80);\r
696                 }\r
697 \r
698                 if(g_arena)\r
699                         Spawnqueue_Unmark(self);\r
700 \r
701                 if(defer_ClientKill_Now_TeamChange)\r
702                         ClientKill_Now_TeamChange();\r
703 \r
704                 if(sv_gentle > 0 || cvar("ekg")) {\r
705                         // remove corpse\r
706                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);\r
707                 }\r
708 \r
709                 // reset fields the weapons may use just in case\r
710         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
711                 {\r
712             weapon_action(j, WR_RESETPLAYER);\r
713                         ATTACK_FINISHED_FOR(self, j) = 0;\r
714                 }\r
715         }\r
716 }\r
717 \r
718 float UpdateSelectedPlayer_countvalue(float v)\r
719 {\r
720         return max(0, (v - 1.0) / 0.5);\r
721 }\r
722 \r
723 // returns: -2 if no hit, otherwise cos of the angle\r
724 // uses the global v_angle\r
725 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)\r
726 {\r
727         vector so, d;\r
728         float c;\r
729 \r
730         if(p == self)\r
731                 return -2;\r
732 \r
733         if(p.deadflag)\r
734                 return -2;\r
735 \r
736         so = self.origin + self.view_ofs;\r
737         d = p.origin - so;\r
738 \r
739         // misaimed?\r
740         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)\r
741                 return -2;\r
742 \r
743         // now find the cos of the angle...\r
744         c = normalize(d) * v_forward;\r
745 \r
746         if(c <= mincosangle)\r
747                 return -2;\r
748 \r
749         // not visible in any way? forget it\r
750         if(!checkpvs(so, p))\r
751                 return -2;\r
752 \r
753         traceline(so, p.origin, MOVE_NOMONSTERS, self);\r
754         if(trace_fraction < 1)\r
755                 return -2;\r
756 \r
757         return c;\r
758 }\r
759 \r
760 void ClearSelectedPlayer()\r
761 {\r
762         if(self.selected_player)\r
763         {\r
764                 centerprint_expire(self, CENTERPRIO_POINT);\r
765                 self.selected_player = world;\r
766                 self.selected_player_display_needs_update = FALSE;\r
767         }\r
768 }\r
769 \r
770 void UpdateSelectedPlayer()\r
771 {\r
772         entity selected;\r
773         float selected_score;\r
774         selected = world;\r
775         selected_score = 0.95; // 18 degrees\r
776 \r
777         if(self.stat_eaten)\r
778         {\r
779                 if(!self.dropweapon_check)\r
780                 if(self.predator.team != self.team) // don't disarm team mates when swallowing them\r
781                 if(random() < cvar("g_balance_vore_swallow_dropweapon"))\r
782                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon, TRUE);\r
783                 self.dropweapon_check = TRUE;\r
784         }\r
785         else\r
786                 self.dropweapon_check = FALSE;\r
787 \r
788         if(!cvar("sv_allow_shownames"))\r
789                 return;\r
790 \r
791         if(clienttype(self) != CLIENTTYPE_REAL)\r
792                 return;\r
793 \r
794         if(self.cvar_cl_shownames == 0)\r
795                 return;\r
796 \r
797         if(self.cvar_cl_shownames == 1 && !teams_matter)\r
798                 return;\r
799 \r
800         makevectors(self.v_angle); // sets v_forward\r
801 \r
802         // 1. cursor trace is always right\r
803         WarpZone_crosshair_trace(self);\r
804         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)\r
805         {\r
806                 selected = trace_ent;\r
807         }\r
808         else\r
809         {\r
810                 // 2. if we don't have a cursor trace, find the player which is least\r
811                 //    mis-aimed at\r
812                 entity p;\r
813                 FOR_EACH_PLAYER(p)\r
814                 {\r
815                         float c;\r
816                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters\r
817                         if(c >= -1)\r
818                         {\r
819                                 selected = p;\r
820                                 selected_score = c;\r
821                         }\r
822                 }\r
823         }\r
824 \r
825         if(selected)\r
826         {\r
827                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;\r
828         }\r
829         else\r
830         {\r
831                 if(time < self.selected_player_display_timeout)\r
832                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees\r
833                                 selected = self.selected_player;\r
834         }\r
835 \r
836         if(selected)\r
837         {\r
838                 if(selected == self.selected_player)\r
839                 {\r
840                         float save;\r
841                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);\r
842                         self.selected_player_count = self.selected_player_count + frametime;\r
843                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))\r
844                         {\r
845                                 string namestr, healthstr;\r
846                                 namestr = playername(selected);\r
847                                 if(teams_matter)\r
848                                 {\r
849                                         healthstr = ftos(floor(selected.health));\r
850                                         if(self.team == selected.team)\r
851                                         {\r
852                                                 namestr = strcat(namestr, " (", healthstr, "%)");\r
853                                                 self.selected_player_display_needs_update = TRUE;\r
854                                         }\r
855                                 }\r
856                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);\r
857                         }\r
858                 }\r
859                 else\r
860                 {\r
861                         ClearSelectedPlayer();\r
862                         self.selected_player = selected;\r
863                         self.selected_player_time = time;\r
864                         self.selected_player_count = 0;\r
865                         self.selected_player_display_needs_update = FALSE;\r
866                 }\r
867         }\r
868         else\r
869         {\r
870                 ClearSelectedPlayer();\r
871         }\r
872 \r
873         if(self.selected_player)\r
874                 self.last_selected_player = self.selected_player;\r
875 }\r
876 \r
877 .float muted; // to be used by prvm_edictset server playernumber muted 1\r
878 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)\r
879 {\r
880         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;\r
881         float flood, privatemsgprefixlen;\r
882         entity head;\r
883 \r
884         if(Ban_MaybeEnforceBan(source))\r
885                 return;\r
886 \r
887         if(!teamsay && !privatesay)\r
888                 if(substring(msgin, 0, 1) == " ")\r
889                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)\r
890 \r
891         msgin = formatmessage(msgin);\r
892 \r
893         if(msgin == "")\r
894                 return;\r
895 \r
896         if(source.classname != "player")\r
897                 colorstr = "^0"; // black for spectators\r
898         else if(teams_matter)\r
899                 colorstr = Team_ColorCode(source.team);\r
900         else\r
901                 teamsay = FALSE;\r
902 \r
903         if(intermission_running)\r
904                 teamsay = FALSE;\r
905 \r
906         msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);\r
907         if(msgin == "")\r
908                 return;\r
909 \r
910         /*\r
911          * using bprint solves this... me stupid\r
912         // how can we prevent the message from appearing in a listen server?\r
913         // for now, just give "say" back and only handle say_team\r
914         if(!teamsay)\r
915         {\r
916                 clientcommand(self, strcat("say ", msgin));\r
917                 return;\r
918         }\r
919         */\r
920 \r
921         if(cvar("g_chat_teamcolors"))\r
922                 namestr = playername(source);\r
923         else\r
924                 namestr = source.netname;\r
925 \r
926         if(privatesay)\r
927         {\r
928                 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");\r
929                 privatemsgprefixlen = strlen(msgstr);\r
930                 msgstr = strcat(msgstr, msgin);\r
931                 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);\r
932                 if(cvar("g_chat_teamcolors"))\r
933                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");\r
934                 else\r
935                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");\r
936         }\r
937         else if(teamsay)\r
938         {\r
939                 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);\r
940                 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);\r
941         }\r
942         else\r
943         {\r
944                 msgstr = strcat("\{1}", namestr, "^7: ", msgin);\r
945                 cmsgstr = "";\r
946         }\r
947 \r
948         msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint\r
949         fullmsgstr = msgstr;\r
950         fullcmsgstr = cmsgstr;\r
951 \r
952         // FLOOD CONTROL\r
953         flood = 0;\r
954         if(floodcontrol)\r
955         {\r
956                 float flood_spl;\r
957                 float flood_burst;\r
958                 float flood_lmax;\r
959                 var .float flood_field;\r
960                 float lines;\r
961                 if(privatesay)\r
962                 {\r
963                         flood_spl = cvar("g_chat_flood_spl_tell");\r
964                         flood_burst = cvar("g_chat_flood_burst_tell");\r
965                         flood_lmax = cvar("g_chat_flood_lmax_tell");\r
966                         flood_field = floodcontrol_chattell;\r
967                 }\r
968                 else if(teamsay)\r
969                 {\r
970                         flood_spl = cvar("g_chat_flood_spl_team");\r
971                         flood_burst = cvar("g_chat_flood_burst_team");\r
972                         flood_lmax = cvar("g_chat_flood_lmax_team");\r
973                         flood_field = floodcontrol_chatteam;\r
974                 }\r
975                 else\r
976                 {\r
977                         flood_spl = cvar("g_chat_flood_spl");\r
978                         flood_burst = cvar("g_chat_flood_burst");\r
979                         flood_lmax = cvar("g_chat_flood_lmax");\r
980                         flood_field = floodcontrol_chat;\r
981                 }\r
982                 flood_burst = max(0, flood_burst - 1);\r
983                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!\r
984 \r
985                 // do flood control for the default line size\r
986                 getWrappedLine_remaining = msgstr;\r
987                 msgstr = "";\r
988                 lines = 0;\r
989                 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))\r
990                 {\r
991                         msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width\r
992                         ++lines;\r
993                 }\r
994                 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);\r
995 \r
996                 if(getWrappedLine_remaining != "")\r
997                 {\r
998                         msgstr = strcat(msgstr, "\n");\r
999                         flood = 2;\r
1000                 }\r
1001 \r
1002                 if(time >= source.flood_field)\r
1003                 {\r
1004                         source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;\r
1005                 }\r
1006                 else\r
1007                 {\r
1008                         flood = 1;\r
1009                         msgstr = fullmsgstr;\r
1010                 }\r
1011         }\r
1012 \r
1013         if (timeoutStatus == 2) //when game is paused, no flood protection\r
1014                 source.flood_field = flood = 0;\r
1015 \r
1016         if(flood == 2)\r
1017         {\r
1018                 if(cvar("g_chat_flood_notify_flooder"))\r
1019                 {\r
1020                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");\r
1021                         sourcecmsgstr = "";\r
1022                 }\r
1023                 else\r
1024                 {\r
1025                         sourcemsgstr = fullmsgstr;\r
1026                         sourcecmsgstr = fullcmsgstr;\r
1027                 }\r
1028                 cmsgstr = "";\r
1029         }\r
1030         else\r
1031         {\r
1032                 sourcemsgstr = msgstr;\r
1033                 sourcecmsgstr = cmsgstr;\r
1034         }\r
1035 \r
1036         if(!privatesay)\r
1037         if(source.classname != "player")\r
1038         {\r
1039                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))\r
1040                         teamsay = -1; // spectators\r
1041         }\r
1042 \r
1043         if(flood)\r
1044                 print("NOTE: ", playername(source), "^7 is flooding.\n");\r
1045 \r
1046         // build sourcemsgstr by cutting off a prefix and replacing it by the other one\r
1047         if(privatesay)\r
1048                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));\r
1049 \r
1050         if(source.muted)\r
1051         {\r
1052                 // always fake the message\r
1053                 sprint(source, sourcemsgstr);\r
1054                 if(cmsgstr != "" && !privatesay)\r
1055                         centerprint(source, sourcecmsgstr);\r
1056         }\r
1057         else if(flood == 1)\r
1058         {\r
1059                 if(cvar("g_chat_flood_notify_flooder"))\r
1060                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));\r
1061                 else\r
1062                 {\r
1063                         sprint(source, sourcemsgstr);\r
1064                         if(cmsgstr != "" && !privatesay)\r
1065                                 centerprint(source, sourcecmsgstr);\r
1066                 }\r
1067         }\r
1068         else if(privatesay)\r
1069         {\r
1070                 sprint(source, sourcemsgstr);\r
1071                 sprint(privatesay, msgstr);\r
1072                 if(cmsgstr != "")\r
1073                         centerprint(privatesay, cmsgstr);\r
1074         }\r
1075         else if(teamsay > 0)\r
1076         {\r
1077                 sprint(source, sourcemsgstr);\r
1078                 if(sourcecmsgstr != "")\r
1079                         centerprint(source, sourcecmsgstr);\r
1080                 FOR_EACH_REALPLAYER(head) if(head.team == source.team)\r
1081                         if(head != source)\r
1082                         {\r
1083                                 sprint(head, msgstr);\r
1084                                 if(cmsgstr != "")\r
1085                                         centerprint(head, cmsgstr);\r
1086                         }\r
1087         }\r
1088         else if(teamsay < 0)\r
1089         {\r
1090                 sprint(source, sourcemsgstr);\r
1091                 FOR_EACH_REALCLIENT(head) if(head.classname != "player")\r
1092                         if(head != source)\r
1093                                 sprint(head, msgstr);\r
1094         }\r
1095         else if(sourcemsgstr != msgstr)\r
1096         {\r
1097                 sprint(source, sourcemsgstr);\r
1098                 FOR_EACH_REALCLIENT(head)\r
1099                         if(head != source)\r
1100                                 sprint(head, msgstr);\r
1101         }\r
1102         else\r
1103                 bprint(msgstr);\r
1104 }\r
1105 \r
1106 float GetVoiceMessageVoiceType(string type)\r
1107 {\r
1108         if(type == "taunt")\r
1109                 return VOICETYPE_TAUNT;\r
1110         if(type == "teamshoot")\r
1111                 return VOICETYPE_LASTATTACKER;\r
1112         return VOICETYPE_TEAMRADIO;\r
1113 }\r
1114 \r
1115 string allvoicesamples;\r
1116 float GetPlayerSoundSampleField_notFound;\r
1117 float GetPlayerSoundSampleField_fixed;\r
1118 .string GetVoiceMessageSampleField(string type)\r
1119 {\r
1120         GetPlayerSoundSampleField_notFound = 0;\r
1121         GetPlayerSoundSampleField_fixed = 0;\r
1122         switch(type)\r
1123         {\r
1124 #define _VOICEMSG(m) case #m: return playersound_##m;\r
1125                 ALLVOICEMSGS\r
1126 #undef _VOICEMSG\r
1127         }\r
1128         GetPlayerSoundSampleField_notFound = 1;\r
1129         return playersound_taunt;\r
1130 }\r
1131 \r
1132 .string GetPlayerSoundSampleField(string type)\r
1133 {\r
1134         GetPlayerSoundSampleField_notFound = 0;\r
1135         GetPlayerSoundSampleField_fixed = 0;\r
1136         switch(type)\r
1137         {\r
1138 #define _VOICEMSG(m) case #m: return playersound_##m;\r
1139                 ALLPLAYERSOUNDS\r
1140 #undef _VOICEMSG\r
1141         }\r
1142         GetPlayerSoundSampleField_notFound = 1;\r
1143         return playersound_taunt;\r
1144 }\r
1145 \r
1146 void PrecacheGlobalSound(string samplestring)\r
1147 {\r
1148         float n, i;\r
1149         tokenize_console(samplestring);\r
1150         n = stof(argv(1));\r
1151         if(n > 0)\r
1152         {\r
1153                 for(i = 1; i <= n; ++i)\r
1154                         precache_sound(strcat(argv(0), ftos(i), ".wav"));\r
1155         }\r
1156         else\r
1157         {\r
1158                 precache_sound(strcat(argv(0), ".wav"));\r
1159         }\r
1160 }\r
1161 \r
1162 void PrecachePlayerSounds(string f)\r
1163 {\r
1164         float fh;\r
1165         string s;\r
1166         fh = fopen(f, FILE_READ);\r
1167         if(fh < 0)\r
1168                 return;\r
1169         while((s = fgets(fh)))\r
1170         {\r
1171                 if(tokenize_console(s) != 3)\r
1172                 {\r
1173                         dprint("Invalid sound info line: ", s, "\n");\r
1174                         continue;\r
1175                 }\r
1176                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));\r
1177         }\r
1178         fclose(fh);\r
1179 \r
1180         if not(allvoicesamples)\r
1181         {\r
1182 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);\r
1183                 ALLVOICEMSGS\r
1184 #undef _VOICEMSG\r
1185                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));\r
1186         }\r
1187 }\r
1188 \r
1189 void ClearPlayerSounds()\r
1190 {\r
1191 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }\r
1192         ALLPLAYERSOUNDS\r
1193         ALLVOICEMSGS\r
1194 #undef _VOICEMSG\r
1195 }\r
1196 \r
1197 void LoadPlayerSounds(string f, float first)\r
1198 {\r
1199         float fh;\r
1200         string s;\r
1201         var .string field;\r
1202         fh = fopen(f, FILE_READ);\r
1203         if(fh < 0)\r
1204                 return;\r
1205         while((s = fgets(fh)))\r
1206         {\r
1207                 if(tokenize_console(s) != 3)\r
1208                         continue;\r
1209                 field = GetPlayerSoundSampleField(argv(0));\r
1210                 if(GetPlayerSoundSampleField_notFound)\r
1211                         field = GetVoiceMessageSampleField(argv(0));\r
1212                 if(GetPlayerSoundSampleField_notFound)\r
1213                         continue;\r
1214                 if(GetPlayerSoundSampleField_fixed)\r
1215                         if not(first)\r
1216                                 continue;\r
1217                 if(self.field)\r
1218                         strunzone(self.field);\r
1219                 self.field = strzone(strcat(argv(1), " ", argv(2)));\r
1220         }\r
1221         fclose(fh);\r
1222 }\r
1223 \r
1224 .float modelindex_for_playersound;\r
1225 void UpdatePlayerSounds()\r
1226 {\r
1227         if(self.modelindex == self.modelindex_for_playersound)\r
1228                 return;\r
1229         self.modelindex_for_playersound = self.modelindex;\r
1230         ClearPlayerSounds();\r
1231         LoadPlayerSounds("sound/player/default.sounds", 1);\r
1232         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);\r
1233 }\r
1234 \r
1235 void GlobalSound(string sample, float chan, float voicetype)\r
1236 {\r
1237         float n;\r
1238         float tauntrand;\r
1239         float vol;\r
1240 \r
1241         if(sample == "")\r
1242                 return;\r
1243 \r
1244         tokenize_console(sample);\r
1245         n = stof(argv(1));\r
1246         if(n > 0)\r
1247                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization\r
1248         else\r
1249                 sample = strcat(argv(0), ".wav"); // randomization\r
1250 \r
1251         // modified volume, used for attenuated (non-radio) voices\r
1252         vol = VOL_BASEVOICE;\r
1253         if(self.stat_eaten && cvar("g_vore_soundocclusion")) // reduce sound volume for prey, to simulate stomach culling\r
1254                 vol *= cvar("g_vore_soundocclusion");\r
1255         if(cvar("g_healthsize") && cvar("g_healthsize_soundfactor")) // amplify or reduce sound volume based on the size of the player\r
1256                 vol *= pow(self.scale, cvar("g_healthsize_soundfactor"));\r
1257         vol = bound(0, vol, 1);\r
1258 \r
1259         switch(voicetype)\r
1260         {\r
1261                 case VOICETYPE_LASTATTACKER_ONLY:\r
1262                         if(self.pusher)\r
1263                                 if(self.pusher.team == self.team)\r
1264                                 {\r
1265                                         msg_entity = self.pusher;\r
1266                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1267                                         {\r
1268                                                 if(msg_entity.cvar_cl_voice_directional == 1)\r
1269                                                         soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
1270                                                 else\r
1271                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1272                                         }\r
1273                                 }\r
1274                         break;\r
1275                 case VOICETYPE_LASTATTACKER:\r
1276                         if(self.pusher)\r
1277                                 if(self.pusher.team == self.team)\r
1278                                 {\r
1279                                         msg_entity = self.pusher;\r
1280                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1281                                         {\r
1282                                                 if(msg_entity.cvar_cl_voice_directional == 1)\r
1283                                                         soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
1284                                                 else\r
1285                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1286                                         }\r
1287                                         msg_entity = self;\r
1288                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1289                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);\r
1290                                 }\r
1291                         break;\r
1292                 case VOICETYPE_TEAMRADIO:\r
1293                         FOR_EACH_REALCLIENT(msg_entity)\r
1294                                 if(!teams_matter || msg_entity.team == self.team)\r
1295                                 {\r
1296                                         if(msg_entity.cvar_cl_voice_directional == 1)\r
1297                                                 soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
1298                                         else\r
1299                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1300                                 }\r
1301                         break;\r
1302                 case VOICETYPE_AUTOTAUNT:\r
1303                         if(!sv_autotaunt)\r
1304                                 break;\r
1305                         if(!sv_taunt)\r
1306                                 break;\r
1307                         if(sv_gentle)\r
1308                                 break;\r
1309                         tauntrand = random();\r
1310                         FOR_EACH_REALCLIENT(msg_entity)\r
1311                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)\r
1312                                 {\r
1313                                         if (msg_entity.cvar_cl_voice_directional >= 1)\r
1314                                                 soundto(MSG_ONE, self, chan, sample, vol, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
1315                                         else\r
1316                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1317                                 }\r
1318                         break;\r
1319                 case VOICETYPE_TAUNT:\r
1320                         if(self.classname == "player")\r
1321                                 if(self.deadflag == DEAD_NO)\r
1322                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);\r
1323                         if(!sv_taunt)\r
1324                                 break;\r
1325                         if(sv_gentle)\r
1326                                 break;\r
1327                         FOR_EACH_REALCLIENT(msg_entity)\r
1328                         {\r
1329                                 if (msg_entity.cvar_cl_voice_directional >= 1)\r
1330                                         soundto(MSG_ONE, self, chan, sample, vol, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
1331                                 else\r
1332                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1333                         }\r
1334                 case VOICETYPE_PLAYERSOUND:\r
1335                                 sound(self, chan, sample, vol, ATTN_NORM);\r
1336                         break;\r
1337                 case VOICETYPE_GURGLE:\r
1338                         if(self.stomach_load)\r
1339                                 sound(self, chan, sample, bound(0, vol * (self.stomach_load / self.stomach_maxload), 1), ATTN_NORM);\r
1340                         else\r
1341                                 stopsound(self, chan);\r
1342                         break;\r
1343                 default:\r
1344                         backtrace("Invalid voice type!");\r
1345                         break;\r
1346         }\r
1347 }\r
1348 \r
1349 void PlayerSound(entity player, .string samplefield, float chan, float voicetype)\r
1350 {\r
1351         string sample;\r
1352         entity oldself;\r
1353 \r
1354         oldself = self;\r
1355         self = player;\r
1356         sample = self.samplefield;\r
1357         GlobalSound(sample, chan, voicetype);\r
1358         self = oldself;\r
1359 }\r
1360 \r
1361 void VoiceMessage(string type, string msg)\r
1362 {\r
1363         var .string sample;\r
1364         var float voicetype, ownteam;\r
1365         sample = GetVoiceMessageSampleField(type);\r
1366 \r
1367         if(GetPlayerSoundSampleField_notFound)\r
1368         {\r
1369                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));\r
1370                 return;\r
1371         }\r
1372 \r
1373         voicetype = GetVoiceMessageVoiceType(type);\r
1374         ownteam = (voicetype == VOICETYPE_TEAMRADIO);\r
1375 \r
1376         float flood;\r
1377         float flood_spv;\r
1378         var .float flood_field;\r
1379 \r
1380         flood = 0;\r
1381         if(ownteam)\r
1382         {\r
1383                 flood_spv = cvar("g_voice_flood_spv_team");\r
1384                 flood_field = floodcontrol_voiceteam;\r
1385         }\r
1386         else\r
1387         {\r
1388                 flood_spv = cvar("g_voice_flood_spv");\r
1389                 flood_field = floodcontrol_voice;\r
1390         }\r
1391 \r
1392         if(time >= self.flood_field)\r
1393                 self.flood_field = max(time, self.flood_field) + flood_spv;\r
1394         else\r
1395                 flood = 1;\r
1396 \r
1397         if (timeoutStatus == 2) //when game is paused, no flood protection\r
1398                 self.flood_field = flood = 0;\r
1399 \r
1400         if (msg != "")\r
1401                 Say(self, ownteam, world, msg, 0);\r
1402 \r
1403         if (!flood)\r
1404                 PlayerSound(self, sample, CHAN_VOICE, voicetype);\r
1405 }\r
1406 \r
1407 void MoveToTeam(entity client, float team_colour, float type, float show_message)\r
1408 {\r
1409 //      show_message\r
1410 //      0 (00) automove centerprint, admin message\r
1411 //      1 (01) automove centerprint, no admin message\r
1412 //      2 (10) no centerprint, admin message\r
1413 //      3 (11) no centerprint, no admin message\r
1414 \r
1415         float lockteams_backup;\r
1416 \r
1417         lockteams_backup = lockteams;  // backup any team lock\r
1418 \r
1419         lockteams = 0;  // disable locked teams\r
1420 \r
1421         TeamchangeFrags(client);  // move the players frags\r
1422         SetPlayerColors(client, team_colour - 1);  // set the players colour\r
1423         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player\r
1424 \r
1425         lockteams = lockteams_backup;  // restore the team lock\r
1426 \r
1427         LogTeamchange(client.playerid, client.team, type);\r
1428 \r
1429         if not(show_message & 1) // admin message\r
1430                 sprint(client, strcat("\{1}\{13}^3", admin_name(), "^7: You have been moved to the ", Team_ColorNameLowerCase(team_colour), " team\n"));  // send a chat message\r
1431 \r
1432         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));\r
1433 }\r