1 float weaponstats_buffer;
\r
3 void WeaponStats_Init()
\r
5 if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
\r
6 weaponstats_buffer = buf_create();
\r
8 weaponstats_buffer = -1;
\r
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
\r
13 void WeaponStats_Shutdown()
\r
18 if(weaponstats_buffer < 0)
\r
20 prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
\r
21 if(cvar_string("sv_weaponstats_killfile") != "")
\r
23 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
\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
32 idx = WEAPONSTATS_GETINDEX(i, j);
\r
33 f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
\r
35 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
\r
37 fputs(fh, "#end\n\n");
\r
39 print("Weapon kill stats written\n");
\r
42 if(cvar_string("sv_weaponstats_damagefile") != "")
\r
44 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
\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
53 idx = WEAPONSTATS_GETINDEX(i, j);
\r
54 f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
\r
56 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
\r
58 fputs(fh, "#end\n\n");
\r
60 print("Weapon damage stats written\n");
\r
63 buf_del(weaponstats_buffer);
\r
64 weaponstats_buffer = -1;
\r
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
\r
70 if(weaponstats_buffer < 0)
\r
72 if(awep < WEP_FIRST || vwep < WEP_FIRST)
\r
74 if(awep > WEP_LAST || vwep > WEP_LAST)
\r
76 idx = WEAPONSTATS_GETINDEX(awep,vwep);
\r
77 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
\r
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
\r
82 error("negative damage?");
\r
83 WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
\r
85 void WeaponStats_LogKill(float awep, float vwep)
\r
87 WeaponStats_LogItem(awep, vwep, '0 1 0');
\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
104 void CopyBody(float keepvelocity)
\r
106 local entity oldself;
\r
107 if (self.fakepredator.classname == "player")
\r
109 if (self.effects & EF_NODRAW || self.alpha < 0)
\r
113 self.enemy = oldself;
\r
114 self.lip = oldself.lip;
\r
115 self.colormap = oldself.colormap;
\r
116 self.colormod = oldself.colormod;
\r
117 self.iscreature = oldself.iscreature;
\r
118 self.angles = oldself.angles;
\r
119 self.avelocity = oldself.avelocity;
\r
120 self.classname = "body";
\r
121 self.damageforcescale = oldself.damageforcescale;
\r
122 self.effects = oldself.effects;
\r
123 self.event_damage = oldself.event_damage;
\r
124 self.animstate_startframe = oldself.animstate_startframe;
\r
125 self.animstate_numframes = oldself.animstate_numframes;
\r
126 self.animstate_framerate = oldself.animstate_framerate;
\r
127 self.animstate_starttime = oldself.animstate_starttime;
\r
128 self.animstate_endtime = oldself.animstate_endtime;
\r
129 self.animstate_override = oldself.animstate_override;
\r
130 self.animstate_looping = oldself.animstate_looping;
\r
131 self.frame = oldself.frame;
\r
132 self.dead_frame = oldself.dead_frame;
\r
133 self.pain_finished = oldself.pain_finished;
\r
134 self.health = oldself.health;
\r
135 self.armorvalue = oldself.armorvalue;
\r
136 self.armortype = oldself.armortype;
\r
137 self.model = oldself.model;
\r
138 self.modelindex = oldself.modelindex;
\r
139 self.skinindex = oldself.skinindex;
\r
140 self.species = oldself.species;
\r
141 self.movetype = oldself.movetype;
\r
142 self.nextthink = oldself.nextthink;
\r
143 self.solid = oldself.solid;
\r
144 self.takedamage = oldself.takedamage;
\r
145 self.think = oldself.think;
\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
160 Drag_MoveDrag(oldself, self);
\r
165 float player_getspecies()
\r
167 local float glob, i, j, fh, len, s, sk;
\r
168 local string fn, l;
\r
172 glob = search_begin("models/player/*.txt", TRUE, TRUE);
\r
175 for(j = 0; j <= 1; ++j)
\r
177 for(i = 0; i < search_getsize(glob); ++i)
\r
179 fn = search_getfilename(glob, i);
\r
180 fh = fopen(fn, FILE_READ);
\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
189 len = tokenize_console(l);
\r
192 if (argv(0) != "species")
\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
219 void player_setupanimsformodel()
\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.model, ".animinfo");
\r
249 animfile = fopen(animfilename, FILE_READ);
\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
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
279 if (animparseerror)
\r
280 print("Parse error in ", animfilename, ", some player animations are broken\n");
\r
283 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
\r
285 // the line below is disabled due to issues with the stomach model, which cannot be animated.
\r
286 // customizeentityforclient cannot let this part of the code know whether it's the stomach model or normal
\r
287 // player model we're using. Attempting to animate the stomach model causes BIG issues, and must not be allowed.
\r
289 // reset animstate now
\r
290 //setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
\r
293 void player_anim (void)
\r
296 if (self.weaponentity)
\r
297 updateanim(self.weaponentity);
\r
299 if (self.deadflag != DEAD_NO)
\r
301 if (time > self.animstate_endtime)
\r
303 if (self.maxs_z > 5)
\r
306 setsize(self, self.mins, self.maxs);
\r
308 self.frame = self.dead_frame;
\r
313 if (!self.animstate_override)
\r
315 if (!(self.flags & FL_ONGROUND))
\r
318 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
\r
320 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
\r
321 self.restart_jump = FALSE;
\r
323 else if (self.crouch)
\r
325 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
\r
326 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
\r
328 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
\r
330 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
\r
332 if (self.movement_x > 0 && self.movement_y == 0)
\r
333 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
\r
334 else if (self.movement_x < 0 && self.movement_y == 0)
\r
335 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
\r
336 else if (self.movement_x == 0 && self.movement_y > 0)
\r
337 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
\r
338 else if (self.movement_x == 0 && self.movement_y < 0)
\r
339 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
\r
340 else if (self.movement_x > 0 && self.movement_y > 0)
\r
341 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
\r
342 else if (self.movement_x > 0 && self.movement_y < 0)
\r
343 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
\r
344 else if (self.movement_x < 0 && self.movement_y > 0)
\r
345 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
\r
346 else if (self.movement_x < 0 && self.movement_y < 0)
\r
347 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
\r
349 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
\r
352 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
\r
355 if (self.weaponentity)
\r
356 if (!self.weaponentity.animstate_override)
\r
357 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
\r
360 void SpawnThrownWeapon (vector org, float w)
\r
362 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
\r
365 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
\r
367 local float take, save;
\r
369 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
\r
371 // damage resistance (ignore most of the damage from a bullet or similar)
\r
372 damage = max(damage - 5, 1);
\r
374 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
\r
378 if(sound_allowed(MSG_BROADCAST, attacker))
\r
381 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
\r
382 else if (take > 30)
\r
383 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
\r
384 else if (take > 10)
\r
385 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
\r
389 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
\r
391 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
\r
393 if (!(self.flags & FL_GODMODE))
\r
395 self.armorvalue = self.armorvalue - save;
\r
396 self.health = self.health - take;
\r
397 // pause regeneration for 5 seconds
\r
398 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));
\r
399 self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));
\r
401 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
\r
402 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
\r
403 self.dmg_inflictor = inflictor;
\r
405 if (self.health <= -75 && self.modelindex != 0)
\r
407 // don't use any animations as a gib
\r
409 self.dead_frame = 0;
\r
410 // view just above the floor
\r
411 self.view_ofs = '0 0 4';
\r
413 Violence_GibSplash(self, 1, 1, attacker);
\r
414 self.modelindex = 0; // restore later
\r
415 self.solid = SOLID_NOT; // restore later
\r
419 void ClientKill_Now_TeamChange();
\r
421 void setmodel_fix(string modelname)
\r
423 local vector m1, m2;
\r
426 setmodel(self, modelname);
\r
427 setsize (self, m1, m2);
\r
430 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
\r
432 local float take, save, waves, sdelay, dh, da, j;
\r
434 float valid_damage_for_weaponstats;
\r
436 dh = max(self.health, 0);
\r
437 da = max(self.armorvalue, 0);
\r
439 if(!DEATH_ISSPECIAL(deathtype))
\r
441 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
\r
442 if(self != attacker)
\r
443 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
\r
445 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
\r
447 if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
\r
450 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
\r
454 if(sound_allowed(MSG_BROADCAST, attacker))
\r
457 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
\r
458 else if (take > 30)
\r
459 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
\r
460 else if (take > 10)
\r
461 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
\r
465 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
\r
467 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
\r
469 if (time >= self.spawnshieldtime)
\r
471 if (!(self.flags & FL_GODMODE))
\r
473 self.armorvalue = self.armorvalue - save;
\r
474 self.health = self.health - take;
\r
475 // pause regeneration for 5 seconds
\r
476 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));
\r
477 self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));
\r
479 if (time > self.pain_finished) //Don't switch pain sequences like crazy
\r
481 self.pain_finished = time + 0.5; //Supajoe
\r
483 if(sv_gentle < 1) {
\r
484 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
\r
486 if (random() > 0.5)
\r
487 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
\r
489 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
\r
492 if(sound_allowed(MSG_BROADCAST, attacker))
\r
493 if(self.health > 1)
\r
495 if(deathtype == DEATH_FALL)
\r
496 PlayerSound(self, playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
497 else if(self.health > 75) // TODO make a "gentle" version?
\r
498 PlayerSound(self, playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
499 else if(self.health > 50)
\r
500 PlayerSound(self, playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
501 else if(self.health > 25)
\r
502 PlayerSound(self, playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
504 PlayerSound(self, playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
508 // throw off bot aim temporarily
\r
510 shake = damage * 5 / (bound(0,skill,100) + 1);
\r
511 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
\r
512 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
\r
516 self.max_armorvalue += (save + take);
\r
518 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
\r
519 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
\r
520 self.dmg_inflictor = inflictor;
\r
522 if(attacker == self)
\r
524 // don't reset pushltime for self damage as it may be an attempt to
\r
525 // escape a lava pit or similar
\r
526 //self.pushltime = 0;
\r
528 else if(attacker.classname == "player" || attacker.classname == "gib")
\r
530 self.pusher = attacker;
\r
531 self.pushltime = time + cvar("g_maxpushtime");
\r
533 else if(time < self.pushltime)
\r
535 attacker = self.pusher;
\r
536 self.pushltime = max(self.pushltime, time + 0.6);
\r
539 self.pushltime = 0;
\r
541 valid_damage_for_weaponstats = 0;
\r
542 if(clienttype(self) == CLIENTTYPE_REAL)
\r
543 if(clienttype(attacker) == CLIENTTYPE_REAL)
\r
544 if(self != attacker)
\r
545 if(!DEATH_ISSPECIAL(deathtype))
\r
546 if(IsDifferentTeam(self, attacker))
\r
547 valid_damage_for_weaponstats = 1;
\r
549 if(valid_damage_for_weaponstats)
\r
551 dh = dh - max(self.health, 0);
\r
552 da = da - max(self.armorvalue, 0);
\r
553 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
\r
556 if (self.health < 1)
\r
558 float defer_ClientKill_Now_TeamChange;
\r
559 defer_ClientKill_Now_TeamChange = FALSE;
\r
561 if(valid_damage_for_weaponstats)
\r
562 WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
\r
564 if(sv_gentle < 1) // TODO make a "gentle" version?
\r
565 if(sound_allowed(MSG_BROADCAST, attacker))
\r
567 if(deathtype == DEATH_DROWN)
\r
568 PlayerSound(self, playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
570 PlayerSound(self, playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
573 // get rid of kill indicator
\r
574 if(self.killindicator)
\r
576 remove(self.killindicator);
\r
577 self.killindicator = world;
\r
578 if(self.killindicator_teamchange)
\r
579 defer_ClientKill_Now_TeamChange = TRUE;
\r
581 if(self.classname == "body")
\r
582 if(deathtype == DEATH_KILL)
\r
584 // for the lemmings fans, a small harmless explosion
\r
585 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
\r
589 // undo belly states (or stomach model) and set the normal model back
\r
590 setmodel_fix(self.playermodel);
\r
591 // become fully visible
\r
593 // clear selected player display
\r
594 ClearSelectedPlayer();
\r
596 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
\r
597 // print an obituary message
\r
598 Obituary (attacker, inflictor, self, deathtype);
\r
600 if(self == attacker)
\r
601 kh_Key_DropAll(self, TRUE);
\r
602 else if(attacker.classname == "player" || attacker.classname == "gib")
\r
603 kh_Key_DropAll(self, FALSE);
\r
605 kh_Key_DropAll(self, TRUE);
\r
606 if(self.flagcarried)
\r
608 if(attacker.classname != "player" && attacker.classname != "gib")
\r
609 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
\r
610 else if(attacker.team == self.team)
\r
611 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
\r
613 DropFlag(self.flagcarried, world, attacker);
\r
616 WaypointSprite_PlayerDead();
\r
617 // make the corpse upright (not tilted)
\r
621 self.avelocity = '0 0 0';
\r
622 // view from the floor
\r
623 self.view_ofs = '0 0 -8';
\r
625 self.movetype = MOVETYPE_TOSS;
\r
626 // shootable corpse
\r
627 self.solid = SOLID_CORPSE;
\r
628 // don't stick to the floor
\r
629 self.flags &~= FL_ONGROUND;
\r
631 self.deadflag = DEAD_DYING;
\r
632 // when to allow respawn
\r
635 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
\r
637 sdelay = cvar("g_respawn_delay");
\r
638 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
\r
640 waves = cvar("g_respawn_waves");
\r
642 self.death_time = ceil((time + sdelay) / waves) * waves;
\r
644 self.death_time = time + sdelay;
\r
645 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
\r
646 self.respawn_countdown = 10; // first number to count down from is 10
\r
648 self.respawn_countdown = -1; // do not count down
\r
649 if (random() < 0.5)
\r
651 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
\r
652 self.dead_frame = self.anim_dead1_x;
\r
656 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
\r
657 self.dead_frame = self.anim_dead2_x;
\r
659 // set damage function to corpse damage
\r
660 self.event_damage = PlayerCorpseDamage;
\r
661 // call the corpse damage function just in case it wants to gib
\r
662 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
\r
663 // set up to fade out later
\r
664 SUB_SetFade (self, time + 12 + random () * 4, 1);
\r
666 if(clienttype(self) == CLIENTTYPE_REAL)
\r
668 self.fixangle = TRUE;
\r
669 //msg_entity = self;
\r
670 //WriteByte (MSG_ONE, SVC_SETANGLE);
\r
671 //WriteAngle (MSG_ONE, self.v_angle_x);
\r
672 //WriteAngle (MSG_ONE, self.v_angle_y);
\r
673 //WriteAngle (MSG_ONE, 80);
\r
677 Spawnqueue_Unmark(self);
\r
679 if(defer_ClientKill_Now_TeamChange)
\r
680 ClientKill_Now_TeamChange();
\r
682 if(sv_gentle > 0 || cvar("ekg")) {
\r
684 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
\r
687 // reset fields the weapons may use just in case
\r
688 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
690 weapon_action(j, WR_RESETPLAYER);
\r
691 ATTACK_FINISHED_FOR(self, j) = 0;
\r
696 float UpdateSelectedPlayer_countvalue(float v)
\r
698 return max(0, (v - 1.0) / 0.5);
\r
701 // returns: -2 if no hit, otherwise cos of the angle
\r
702 // uses the global v_angle
\r
703 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
\r
714 so = self.origin + self.view_ofs;
\r
718 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
\r
721 // now find the cos of the angle...
\r
722 c = normalize(d) * v_forward;
\r
724 if(c <= mincosangle)
\r
727 // not visible in any way? forget it
\r
728 if(!checkpvs(so, p))
\r
731 traceline(so, p.origin, MOVE_NOMONSTERS, self);
\r
732 if(trace_fraction < 1)
\r
738 void ClearSelectedPlayer()
\r
740 if(self.selected_player)
\r
742 centerprint_expire(self, CENTERPRIO_POINT);
\r
743 self.selected_player = world;
\r
744 self.selected_player_display_needs_update = FALSE;
\r
748 .float dropweapon_check;
\r
749 void UpdateSelectedPlayer()
\r
752 float selected_score;
\r
754 selected_score = 0.95; // 18 degrees
\r
756 if(self.predator.classname == "player")
\r
758 if(!self.dropweapon_check)
\r
759 if(self.predator.team != self.team) // don't disarm team mates when swallowing them
\r
760 if(random() < cvar("g_balance_vore_swallow_dropweapon"))
\r
761 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
\r
762 self.dropweapon_check = TRUE;
\r
765 self.dropweapon_check = FALSE;
\r
767 if(!cvar("sv_allow_shownames"))
\r
770 if(clienttype(self) != CLIENTTYPE_REAL)
\r
773 if(self.cvar_cl_shownames == 0)
\r
776 if(self.cvar_cl_shownames == 1 && !teams_matter)
\r
779 makevectors(self.v_angle); // sets v_forward
\r
781 // 1. cursor trace is always right
\r
782 WarpZone_crosshair_trace(self);
\r
783 if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
\r
785 selected = trace_ent;
\r
789 // 2. if we don't have a cursor trace, find the player which is least
\r
795 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
\r
799 selected_score = c;
\r
806 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
\r
810 if(time < self.selected_player_display_timeout)
\r
811 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
\r
812 selected = self.selected_player;
\r
817 if(selected == self.selected_player)
\r
820 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
\r
821 self.selected_player_count = self.selected_player_count + frametime;
\r
822 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
\r
824 string namestr, healthstr;
\r
825 namestr = playername(selected);
\r
828 healthstr = ftos(floor(selected.health));
\r
829 if(self.team == selected.team)
\r
831 namestr = strcat(namestr, " (", healthstr, "%)");
\r
832 self.selected_player_display_needs_update = TRUE;
\r
835 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
\r
840 ClearSelectedPlayer();
\r
841 self.selected_player = selected;
\r
842 self.selected_player_time = time;
\r
843 self.selected_player_count = 0;
\r
844 self.selected_player_display_needs_update = FALSE;
\r
849 ClearSelectedPlayer();
\r
852 if(self.selected_player)
\r
853 self.last_selected_player = self.selected_player;
\r
856 .float muted; // to be used by prvm_edictset server playernumber muted 1
\r
857 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
\r
859 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
\r
860 float flood, privatemsgprefixlen;
\r
863 if(Ban_MaybeEnforceBan(source))
\r
866 if(!teamsay && !privatesay)
\r
867 if(substring(msgin, 0, 1) == " ")
\r
868 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
\r
870 msgin = formatmessage(msgin);
\r
875 if(source.classname != "player")
\r
876 colorstr = "^0"; // black for spectators
\r
877 else if(teams_matter)
\r
878 colorstr = Team_ColorCode(source.team);
\r
882 if(intermission_running)
\r
885 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
\r
890 * using bprint solves this... me stupid
\r
891 // how can we prevent the message from appearing in a listen server?
\r
892 // for now, just give "say" back and only handle say_team
\r
895 clientcommand(self, strcat("say ", msgin));
\r
900 if(cvar("g_chat_teamcolors"))
\r
901 namestr = playername(source);
\r
903 namestr = source.netname;
\r
907 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
\r
908 privatemsgprefixlen = strlen(msgstr);
\r
909 msgstr = strcat(msgstr, msgin);
\r
910 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
\r
911 if(cvar("g_chat_teamcolors"))
\r
912 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
\r
914 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
\r
918 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
\r
919 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
\r
923 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
\r
927 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
\r
928 fullmsgstr = msgstr;
\r
929 fullcmsgstr = cmsgstr;
\r
938 var .float flood_field;
\r
942 flood_spl = cvar("g_chat_flood_spl_tell");
\r
943 flood_burst = cvar("g_chat_flood_burst_tell");
\r
944 flood_lmax = cvar("g_chat_flood_lmax_tell");
\r
945 flood_field = floodcontrol_chattell;
\r
949 flood_spl = cvar("g_chat_flood_spl_team");
\r
950 flood_burst = cvar("g_chat_flood_burst_team");
\r
951 flood_lmax = cvar("g_chat_flood_lmax_team");
\r
952 flood_field = floodcontrol_chatteam;
\r
956 flood_spl = cvar("g_chat_flood_spl");
\r
957 flood_burst = cvar("g_chat_flood_burst");
\r
958 flood_lmax = cvar("g_chat_flood_lmax");
\r
959 flood_field = floodcontrol_chat;
\r
961 flood_burst = max(0, flood_burst - 1);
\r
962 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
\r
964 // do flood control for the default line size
\r
965 getWrappedLine_remaining = msgstr;
\r
968 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
\r
970 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
\r
973 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
\r
975 if(getWrappedLine_remaining != "")
\r
977 msgstr = strcat(msgstr, "\n");
\r
981 if(time >= source.flood_field)
\r
983 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
\r
988 msgstr = fullmsgstr;
\r
992 if (timeoutStatus == 2) //when game is paused, no flood protection
\r
993 source.flood_field = flood = 0;
\r
997 if(cvar("g_chat_flood_notify_flooder"))
\r
999 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
\r
1000 sourcecmsgstr = "";
\r
1004 sourcemsgstr = fullmsgstr;
\r
1005 sourcecmsgstr = fullcmsgstr;
\r
1011 sourcemsgstr = msgstr;
\r
1012 sourcecmsgstr = cmsgstr;
\r
1016 if(source.classname != "player")
\r
1018 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
\r
1019 teamsay = -1; // spectators
\r
1023 print("NOTE: ", playername(source), "^7 is flooding.\n");
\r
1025 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
\r
1027 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
\r
1031 // always fake the message
\r
1032 sprint(source, sourcemsgstr);
\r
1033 if(cmsgstr != "" && !privatesay)
\r
1034 centerprint(source, sourcecmsgstr);
\r
1036 else if(flood == 1)
\r
1038 if(cvar("g_chat_flood_notify_flooder"))
\r
1039 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
\r
1042 sprint(source, sourcemsgstr);
\r
1043 if(cmsgstr != "" && !privatesay)
\r
1044 centerprint(source, sourcecmsgstr);
\r
1047 else if(privatesay)
\r
1049 sprint(source, sourcemsgstr);
\r
1050 sprint(privatesay, msgstr);
\r
1052 centerprint(privatesay, cmsgstr);
\r
1054 else if(teamsay > 0)
\r
1056 sprint(source, sourcemsgstr);
\r
1057 if(sourcecmsgstr != "")
\r
1058 centerprint(source, sourcecmsgstr);
\r
1059 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
\r
1060 if(head != source)
\r
1062 sprint(head, msgstr);
\r
1064 centerprint(head, cmsgstr);
\r
1067 else if(teamsay < 0)
\r
1069 sprint(source, sourcemsgstr);
\r
1070 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
\r
1071 if(head != source)
\r
1072 sprint(head, msgstr);
\r
1074 else if(sourcemsgstr != msgstr)
\r
1076 sprint(source, sourcemsgstr);
\r
1077 FOR_EACH_REALCLIENT(head)
\r
1078 if(head != source)
\r
1079 sprint(head, msgstr);
\r
1085 float GetVoiceMessageVoiceType(string type)
\r
1087 if(type == "taunt")
\r
1088 return VOICETYPE_TAUNT;
\r
1089 if(type == "teamshoot")
\r
1090 return VOICETYPE_LASTATTACKER;
\r
1091 return VOICETYPE_TEAMRADIO;
\r
1094 string allvoicesamples;
\r
1095 float GetPlayerSoundSampleField_notFound;
\r
1096 float GetPlayerSoundSampleField_fixed;
\r
1097 .string GetVoiceMessageSampleField(string type)
\r
1099 GetPlayerSoundSampleField_notFound = 0;
\r
1100 GetPlayerSoundSampleField_fixed = 0;
\r
1103 #define _VOICEMSG(m) case #m: return playersound_##m;
\r
1107 GetPlayerSoundSampleField_notFound = 1;
\r
1108 return playersound_taunt;
\r
1111 .string GetPlayerSoundSampleField(string type)
\r
1113 GetPlayerSoundSampleField_notFound = 0;
\r
1114 GetPlayerSoundSampleField_fixed = 0;
\r
1117 #define _VOICEMSG(m) case #m: return playersound_##m;
\r
1121 GetPlayerSoundSampleField_notFound = 1;
\r
1122 return playersound_taunt;
\r
1125 void PrecacheGlobalSound(string samplestring)
\r
1128 tokenize_console(samplestring);
\r
1129 n = stof(argv(1));
\r
1132 for(i = 1; i <= n; ++i)
\r
1133 precache_sound(strcat(argv(0), ftos(i), ".wav"));
\r
1137 precache_sound(strcat(argv(0), ".wav"));
\r
1141 void PrecachePlayerSounds(string f)
\r
1145 fh = fopen(f, FILE_READ);
\r
1148 while((s = fgets(fh)))
\r
1150 if(tokenize_console(s) != 3)
\r
1152 dprint("Invalid sound info line: ", s, "\n");
\r
1155 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
\r
1159 if not(allvoicesamples)
\r
1161 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
\r
1164 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
\r
1168 void ClearPlayerSounds()
\r
1170 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
\r
1176 void LoadPlayerSounds(string f, float first)
\r
1180 var .string field;
\r
1181 fh = fopen(f, FILE_READ);
\r
1184 while((s = fgets(fh)))
\r
1186 if(tokenize_console(s) != 3)
\r
1188 field = GetPlayerSoundSampleField(argv(0));
\r
1189 if(GetPlayerSoundSampleField_notFound)
\r
1190 field = GetVoiceMessageSampleField(argv(0));
\r
1191 if(GetPlayerSoundSampleField_notFound)
\r
1193 if(GetPlayerSoundSampleField_fixed)
\r
1197 strunzone(self.field);
\r
1198 self.field = strzone(strcat(argv(1), " ", argv(2)));
\r
1203 .float modelindex_for_playersound;
\r
1204 void UpdatePlayerSounds()
\r
1206 if(self.modelindex == self.modelindex_for_playersound)
\r
1208 self.modelindex_for_playersound = self.modelindex;
\r
1209 ClearPlayerSounds();
\r
1210 LoadPlayerSounds("sound/player/default.sounds", 1);
\r
1211 LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
\r
1214 void GlobalSound(string sample, float chan, float voicetype)
\r
1222 tokenize_console(sample);
\r
1223 n = stof(argv(1));
\r
1225 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
\r
1227 sample = strcat(argv(0), ".wav"); // randomization
\r
1231 case VOICETYPE_LASTATTACKER_ONLY:
\r
1233 if(self.pusher.team == self.team)
\r
1235 msg_entity = self.pusher;
\r
1236 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
\r
1238 if(msg_entity.cvar_cl_voice_directional == 1)
\r
1240 if(self.predator.classname == "player")
\r
1241 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);
\r
1243 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
\r
1246 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
\r
1250 case VOICETYPE_LASTATTACKER:
\r
1252 if(self.pusher.team == self.team)
\r
1254 msg_entity = self.pusher;
\r
1255 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
\r
1257 if(msg_entity.cvar_cl_voice_directional == 1)
\r
1259 if(self.predator.classname == "player")
\r
1260 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);
\r
1262 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
\r
1265 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
\r
1267 msg_entity = self;
\r
1268 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
\r
1269 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
\r
1272 case VOICETYPE_TEAMRADIO:
\r
1273 FOR_EACH_REALCLIENT(msg_entity)
\r
1274 if(!teams_matter || msg_entity.team == self.team)
\r
1276 if(msg_entity.cvar_cl_voice_directional == 1)
\r
1278 if(self.predator.classname == "player")
\r
1279 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);
\r
1281 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
\r
1284 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
\r
1287 case VOICETYPE_AUTOTAUNT:
\r
1294 tauntrand = random();
\r
1295 FOR_EACH_REALCLIENT(msg_entity)
\r
1296 if (tauntrand < msg_entity.cvar_cl_autotaunt)
\r
1298 if (msg_entity.cvar_cl_voice_directional >= 1)
\r
1300 if(self.predator.classname == "player")
\r
1301 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
\r
1303 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
\r
1306 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
\r
1309 case VOICETYPE_TAUNT:
\r
1310 if(self.classname == "player")
\r
1311 if(self.deadflag == DEAD_NO)
\r
1312 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
\r
1317 FOR_EACH_REALCLIENT(msg_entity)
\r
1319 if (msg_entity.cvar_cl_voice_directional >= 1)
\r
1321 if(self.predator.classname == "player")
\r
1322 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
\r
1324 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
\r
1327 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
\r
1329 case VOICETYPE_PLAYERSOUND:
\r
1330 if(self.predator.classname == "player")
\r
1331 sound(self, chan, sample, VOL_BASE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_NORM);
\r
1333 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
\r
1335 case VOICETYPE_GURGLE:
\r
1336 if(self.stomach_load)
\r
1337 sound(self, chan, sample, VOL_BASE * self.stomach_load / cvar("g_balance_vore_swallow_limit"), ATTN_NORM);
\r
1339 stopsound(self, chan);
\r
1342 backtrace("Invalid voice type!");
\r
1347 void PlayerSound(entity player, .string samplefield, float chan, float voicetype)
\r
1354 sample = self.samplefield;
\r
1355 GlobalSound(sample, chan, voicetype);
\r
1359 void VoiceMessage(string type, string msg)
\r
1361 var .string sample;
\r
1362 var float voicetype, ownteam;
\r
1363 sample = GetVoiceMessageSampleField(type);
\r
1365 if(GetPlayerSoundSampleField_notFound)
\r
1367 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
\r
1371 voicetype = GetVoiceMessageVoiceType(type);
\r
1372 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
\r
1376 var .float flood_field;
\r
1381 flood_spv = cvar("g_voice_flood_spv_team");
\r
1382 flood_field = floodcontrol_voiceteam;
\r
1386 flood_spv = cvar("g_voice_flood_spv");
\r
1387 flood_field = floodcontrol_voice;
\r
1390 if(time >= self.flood_field)
\r
1391 self.flood_field = max(time, self.flood_field) + flood_spv;
\r
1395 if (timeoutStatus == 2) //when game is paused, no flood protection
\r
1396 self.flood_field = flood = 0;
\r
1399 Say(self, ownteam, world, msg, 0);
\r
1402 PlayerSound(self, sample, CHAN_VOICE, voicetype);
\r
1405 void MoveToTeam(entity client, float team_colour, float type, float show_message)
\r
1408 // 0 (00) automove centerprint, admin message
\r
1409 // 1 (01) automove centerprint, no admin message
\r
1410 // 2 (10) no centerprint, admin message
\r
1411 // 3 (11) no centerprint, no admin message
\r
1413 float lockteams_backup;
\r
1415 lockteams_backup = lockteams; // backup any team lock
\r
1417 lockteams = 0; // disable locked teams
\r
1419 TeamchangeFrags(client); // move the players frags
\r
1420 SetPlayerColors(client, team_colour - 1); // set the players colour
\r
1421 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
\r
1423 lockteams = lockteams_backup; // restore the team lock
\r
1425 LogTeamchange(client.playerid, client.team, type);
\r
1427 if not(show_message & 1) // admin message
\r
1428 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
1430 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
\r