1 #include "cl_player.qh"
7 #include "miscfunctions.qh"
10 #include "weapons/throwing.qh"
11 #include "command/common.qh"
12 #include "../common/animdecide.qh"
13 #include "../common/csqcmodel_settings.qh"
14 #include "../common/deathtypes/all.qh"
15 #include "../common/triggers/subs.qh"
16 #include "../common/playerstats.qh"
17 #include "../lib/csqcmodel/sv_model.qh"
19 #include "../common/minigames/sv_minigames.qh"
21 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
22 #include "../common/triggers/include.qh"
24 #include "weapons/weaponstats.qh"
26 #include "../common/animdecide.qh"
28 void Drop_Special_Items(entity player)
30 // called when the player has become stuck or frozen
31 // so objective items aren't stuck with the player
33 MUTATOR_CALLHOOK(DropSpecialItems, player);
38 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
40 self.CopyBody_think();
43 self.CopyBody_nextthink = self.nextthink;
44 self.CopyBody_think = self.think;
45 self.think = CopyBody_Think;
47 CSQCMODEL_AUTOUPDATE(self);
48 self.nextthink = time;
50 void CopyBody(float keepvelocity)
52 if (self.effects & EF_NODRAW)
57 self.colormap = this.colormap;
58 self.iscreature = this.iscreature;
59 self.teleportable = this.teleportable;
60 self.damagedbycontents = this.damagedbycontents;
61 self.angles = this.angles;
62 self.v_angle = this.v_angle;
63 self.avelocity = this.avelocity;
64 self.damageforcescale = this.damageforcescale;
65 self.effects = this.effects;
66 self.glowmod = this.glowmod;
67 self.event_damage = this.event_damage;
68 self.anim_state = this.anim_state;
69 self.anim_time = this.anim_time;
70 self.anim_lower_action = this.anim_lower_action;
71 self.anim_lower_time = this.anim_lower_time;
72 self.anim_upper_action = this.anim_upper_action;
73 self.anim_upper_time = this.anim_upper_time;
74 self.anim_implicit_state = this.anim_implicit_state;
75 self.anim_implicit_time = this.anim_implicit_time;
76 self.anim_lower_implicit_action = this.anim_lower_implicit_action;
77 self.anim_lower_implicit_time = this.anim_lower_implicit_time;
78 self.anim_upper_implicit_action = this.anim_upper_implicit_action;
79 self.anim_upper_implicit_time = this.anim_upper_implicit_time;
80 self.dphitcontentsmask = this.dphitcontentsmask;
81 self.death_time = this.death_time;
82 self.pain_finished = this.pain_finished;
83 self.health = this.health;
84 self.armorvalue = this.armorvalue;
85 self.armortype = this.armortype;
86 self.model = this.model;
87 self.modelindex = this.modelindex;
88 self.skin = this.skin;
89 self.species = this.species;
90 self.movetype = this.movetype;
91 self.solid = this.solid;
92 self.ballistics_density = this.ballistics_density;
93 self.takedamage = this.takedamage;
94 self.customizeentityforclient = this.customizeentityforclient;
95 self.uncustomizeentityforclient = this.uncustomizeentityforclient;
96 self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
97 if (keepvelocity == 1)
98 self.velocity = this.velocity;
99 self.oldvelocity = self.velocity;
100 self.alpha = this.alpha;
101 self.fade_time = this.fade_time;
102 self.fade_rate = this.fade_rate;
103 //self.weapon = this.weapon;
104 setorigin(self, this.origin);
105 setsize(self, this.mins, this.maxs);
106 self.prevorigin = this.origin;
107 self.reset = SUB_Remove;
109 Drag_MoveDrag(this, self);
111 if(self.colormap <= maxclients && self.colormap > 0)
112 self.colormap = 1024 + this.clientcolors;
114 CSQCMODEL_AUTOINIT(self);
115 self.CopyBody_nextthink = this.nextthink;
116 self.CopyBody_think = this.think;
117 self.nextthink = time;
118 self.think = CopyBody_Think;
119 // "bake" the current animation frame for clones (they don't get clientside animation)
120 animdecide_load_if_needed(self);
121 animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
126 float player_getspecies()
129 get_model_parameters(self.model, self.skin);
130 s = get_model_parameters_species;
131 get_model_parameters(string_null, 0);
133 return SPECIES_HUMAN;
137 void player_setupanimsformodel()
139 // load animation info
140 animdecide_load_if_needed(self);
141 animdecide_setstate(self, 0, false);
146 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
149 // Decide on which death animation to use.
151 deadbits = ANIMSTATE_DEAD1;
153 deadbits = ANIMSTATE_DEAD2;
156 // Clear a previous death animation.
159 int animbits = deadbits;
161 animbits |= ANIMSTATE_FROZEN;
162 if(self.movetype == MOVETYPE_FOLLOW)
163 animbits |= ANIMSTATE_FOLLOW;
165 animbits |= ANIMSTATE_DUCK;
166 animdecide_setstate(self, animbits, false);
167 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
169 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
171 if (self.(weaponentity))
173 updateanim(self.(weaponentity));
174 if (!self.(weaponentity).animstate_override)
175 setanim(self.(weaponentity), self.(weaponentity).anim_idle, true, false, false);
180 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
184 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
186 // damage resistance (ignore most of the damage from a bullet or similar)
187 damage = max(damage - 5, 1);
189 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
193 if(sound_allowed(MSG_BROADCAST, attacker))
196 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
198 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
200 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
204 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
206 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
208 self.armorvalue = self.armorvalue - save;
209 self.health = self.health - take;
210 // pause regeneration for 5 seconds
211 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
213 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
214 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
215 self.dmg_inflictor = inflictor;
217 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
219 // don't use any animations as a gib
221 // view just above the floor
222 self.view_ofs = '0 0 4';
224 Violence_GibSplash(self, 1, 1, attacker);
226 self.solid = SOLID_NOT; // restore later
227 self.takedamage = DAMAGE_NO; // restore later
228 self.damagedbycontents = false;
232 void calculate_player_respawn_time()
237 float gametype_setting_tmp;
238 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
239 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
240 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
241 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
242 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
243 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
245 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
251 if (pl.team == self.team)
253 if (sdelay_small_count == 0)
254 sdelay_small_count = 1;
255 if (sdelay_large_count == 0)
256 sdelay_large_count = 1;
263 if (sdelay_small_count == 0)
267 // Players play independently. No point in requiring enemies.
268 sdelay_small_count = 1;
272 // Players play AGAINST each other. Enemies required.
273 sdelay_small_count = 2;
276 if (sdelay_large_count == 0)
280 // Players play independently. No point in requiring enemies.
281 sdelay_large_count = 1;
285 // Players play AGAINST each other. Enemies required.
286 sdelay_large_count = 2;
293 if (pcount <= sdelay_small_count)
294 sdelay = sdelay_small;
295 else if (pcount >= sdelay_large_count)
296 sdelay = sdelay_large;
297 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
298 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
301 self.respawn_time = ceil((time + sdelay) / waves) * waves;
303 self.respawn_time = time + sdelay;
305 if(sdelay < sdelay_max)
306 self.respawn_time_max = time + sdelay_max;
308 self.respawn_time_max = self.respawn_time;
310 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
311 self.respawn_countdown = 10; // first number to count down from is 10
313 self.respawn_countdown = -1; // do not count down
315 if(autocvar_g_forced_respawn)
316 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
319 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
321 float take, save, dh, da;
324 float valid_damage_for_weaponstats;
327 dh = max(self.health, 0);
328 da = max(self.armorvalue, 0);
330 if(!DEATH_ISSPECIAL(deathtype))
332 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
334 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
337 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
339 // tuba causes blood to come out of the ears
344 ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
346 makevectors(self.angles);
347 ear1 += v_right * -10;
348 ear2 += v_right * +10;
349 d = inflictor.origin - self.origin;
351 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
353 f = 0; // Assum ecenter.
354 force = v_right * vlen(force);
355 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
356 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
365 // force is already good
369 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
372 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
378 // don't reset pushltime for self damage as it may be an attempt to
379 // escape a lava pit or similar
380 //self.pushltime = 0;
383 else if(IS_PLAYER(attacker))
385 self.pusher = attacker;
386 self.pushltime = time + autocvar_g_maxpushtime;
387 self.istypefrag = self.BUTTON_CHAT;
389 else if(time < self.pushltime)
391 attacker = self.pusher;
392 self.pushltime = max(self.pushltime, time + 0.6);
400 frag_damage = damage;
401 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
402 take = bound(0, damage_take, self.health);
403 save = bound(0, damage_save, self.armorvalue);
404 excess = max(0, damage - take - save);
406 if(sound_allowed(MSG_BROADCAST, attacker))
409 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
411 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
413 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
417 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
419 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
421 if (time >= self.spawnshieldtime)
423 if (!(self.flags & FL_GODMODE))
425 self.armorvalue = self.armorvalue - save;
426 self.health = self.health - take;
427 // pause regeneration for 5 seconds
429 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
431 if (time > self.pain_finished) //Don't switch pain sequences like crazy
433 self.pain_finished = time + 0.5; //Supajoe
435 if(autocvar_sv_gentle < 1) {
436 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
438 if (!self.animstate_override)
441 animdecide_setaction(self, ANIMACTION_PAIN1, true);
443 animdecide_setaction(self, ANIMACTION_PAIN2, true);
447 if(sound_allowed(MSG_BROADCAST, attacker))
448 if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
450 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
452 if(deathtype == DEATH_FALL.m_id)
453 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
454 else if(self.health > 75) // TODO make a "gentle" version?
455 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
456 else if(self.health > 50)
457 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
458 else if(self.health > 25)
459 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
461 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
466 // throw off bot aim temporarily
468 if(IS_BOT_CLIENT(self) && self.health >= 1)
470 shake = damage * 5 / (bound(0,skill,100) + 1);
471 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
472 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
473 self.v_angle_x = bound(-90, self.v_angle.x, 90);
477 self.max_armorvalue += (save + take);
479 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
480 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
481 self.dmg_inflictor = inflictor;
483 if (self != attacker) {
484 float realdmg = damage - excess;
485 if (IS_PLAYER(attacker)) {
486 PlayerScore_Add(attacker, SP_DMG, realdmg);
488 if (IS_PLAYER(self)) {
489 PlayerScore_Add(self, SP_DMGTAKEN, realdmg);
493 bool abot = (IS_BOT_CLIENT(attacker));
494 bool vbot = (IS_BOT_CLIENT(self));
496 valid_damage_for_weaponstats = 0;
497 Weapon awep = WEP_Null;
499 if(vbot || IS_REAL_CLIENT(self))
500 if(abot || IS_REAL_CLIENT(attacker))
501 if(attacker && self != attacker)
502 if(DIFF_TEAM(self, attacker))
504 if(DEATH_ISSPECIAL(deathtype))
505 awep = get_weaponinfo(attacker.weapon);
507 awep = DEATH_WEAPONOF(deathtype);
508 valid_damage_for_weaponstats = 1;
511 if(valid_damage_for_weaponstats)
513 dh = dh - max(self.health, 0);
514 da = da - max(self.armorvalue, 0);
515 WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
516 MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
521 float defer_ClientKill_Now_TeamChange;
522 defer_ClientKill_Now_TeamChange = false;
526 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
530 if(valid_damage_for_weaponstats)
531 WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
533 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
534 if(sound_allowed(MSG_BROADCAST, attacker))
536 if(deathtype == DEATH_DROWN.m_id)
537 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
539 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
542 // get rid of kill indicator
543 if(self.killindicator)
545 remove(self.killindicator);
546 self.killindicator = world;
547 if(self.killindicator_teamchange)
548 defer_ClientKill_Now_TeamChange = true;
550 if(self.classname == "body")
551 if(deathtype == DEATH_KILL.m_id)
553 // for the lemmings fans, a small harmless explosion
554 Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
558 // print an obituary message
559 if(self.classname != "body")
560 Obituary (attacker, inflictor, self, deathtype);
562 // increment frag counter for used weapon type
563 Weapon w = DEATH_WEAPONOF(deathtype);
565 if(accuracy_isgooddamage(attacker, self))
566 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
568 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
569 excess = frag_damage;
571 Weapon wep = get_weaponinfo(self.weapon);
572 wep.wr_playerdeath(wep);
574 RemoveGrapplingHook(self);
576 Portal_ClearAllLater(self);
578 self.fixangle = true;
580 if(defer_ClientKill_Now_TeamChange)
581 ClientKill_Now_TeamChange(); // can turn player into spectator
583 // player could have been miraculously resuscitated ;)
584 // e.g. players in freezetag get frozen, they don't really die
585 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
588 // when we get here, player actually dies
590 Unfreeze(self); // remove any icy remains
591 self.health = 0; // Unfreeze resets health, so we need to set it back
594 WaypointSprite_PlayerDead();
596 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
598 // become fully visible
599 self.alpha = default_player_alpha;
600 // make the corpse upright (not tilted)
604 self.avelocity = '0 0 0';
605 // view from the floor
606 self.view_ofs = '0 0 -8';
608 self.movetype = MOVETYPE_TOSS;
610 self.solid = SOLID_CORPSE;
611 self.ballistics_density = autocvar_g_ballistics_density_corpse;
612 // don't stick to the floor
613 self.flags &= ~FL_ONGROUND;
615 self.deadflag = DEAD_DYING;
617 // when to allow respawn
618 calculate_player_respawn_time();
620 self.death_time = time;
622 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
624 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
628 setsize(self, self.mins, self.maxs);
630 // set damage function to corpse damage
631 self.event_damage = PlayerCorpseDamage;
632 // call the corpse damage function just in case it wants to gib
633 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
635 // set up to fade out later
636 SUB_SetFade (self, time + 6 + random (), 1);
637 // reset body think wrapper broken by SUB_SetFade
638 if(self.classname == "body" && self.think != CopyBody_Think) {
639 self.CopyBody_think = self.think;
640 self.CopyBody_nextthink = self.nextthink;
641 self.think = CopyBody_Think;
642 self.nextthink = time;
645 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
647 // clones don't run any animation code any more, so we must gib them when they die :(
648 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
651 // reset fields the weapons may use just in case
652 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
654 Weapon w = get_weaponinfo(j);
656 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
658 ATTACK_FINISHED_FOR(self, j, slot) = 0;
664 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
665 // message "": do not say, just test flood control
671 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
673 var .float flood_field;
676 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
678 if(!teamsay && !privatesay)
679 if(substring(msgin, 0, 1) == " ")
680 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
682 msgin = formatmessage(msgin);
684 if (!IS_PLAYER(source))
685 colorstr = "^0"; // black for spectators
687 colorstr = Team_ColorCode(source.team);
694 if(intermission_running)
698 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
701 * using bprint solves this... me stupid
702 // how can we prevent the message from appearing in a listen server?
703 // for now, just give "say" back and only handle say_team
706 clientcommand(self, strcat("say ", msgin));
711 if(autocvar_g_chat_teamcolors)
712 namestr = playername(source);
714 namestr = source.netname;
716 if(strdecolorize(namestr) == namestr)
725 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
726 privatemsgprefixlen = strlen(msgstr);
727 msgstr = strcat(msgstr, msgin);
728 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
729 if(autocvar_g_chat_teamcolors)
730 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
732 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
736 if(strstrofs(msgin, "/me", 0) >= 0)
738 //msgin = strreplace("/me", "", msgin);
739 //msgin = substring(msgin, 3, strlen(msgin));
740 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
741 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
744 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
745 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
749 if(strstrofs(msgin, "/me", 0) >= 0)
751 //msgin = strreplace("/me", "", msgin);
752 //msgin = substring(msgin, 3, strlen(msgin));
753 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
754 msgstr = strcat("\{1}^4* ", "^7", msgin);
757 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
760 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
764 msgstr = cmsgstr = "";
768 fullcmsgstr = cmsgstr;
772 flood_field = floodcontrol_chat;
781 flood_spl = autocvar_g_chat_flood_spl_tell;
782 flood_burst = autocvar_g_chat_flood_burst_tell;
783 flood_lmax = autocvar_g_chat_flood_lmax_tell;
784 flood_field = floodcontrol_chattell;
788 flood_spl = autocvar_g_chat_flood_spl_team;
789 flood_burst = autocvar_g_chat_flood_burst_team;
790 flood_lmax = autocvar_g_chat_flood_lmax_team;
791 flood_field = floodcontrol_chatteam;
795 flood_spl = autocvar_g_chat_flood_spl;
796 flood_burst = autocvar_g_chat_flood_burst;
797 flood_lmax = autocvar_g_chat_flood_lmax;
798 flood_field = floodcontrol_chat;
800 flood_burst = max(0, flood_burst - 1);
801 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
803 // do flood control for the default line size
806 getWrappedLine_remaining = msgstr;
809 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
811 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
814 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
816 if(getWrappedLine_remaining != "")
818 msgstr = strcat(msgstr, "\n");
822 if (time >= source.(flood_field))
824 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
834 if (time >= source.(flood_field))
835 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
840 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
841 source.(flood_field) = flood = 0;
844 if(flood == 2) // cannot happen for empty msgstr
846 if(autocvar_g_chat_flood_notify_flooder)
848 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
853 sourcemsgstr = fullmsgstr;
854 sourcecmsgstr = fullcmsgstr;
860 sourcemsgstr = msgstr;
861 sourcecmsgstr = cmsgstr;
865 if (!IS_PLAYER(source))
867 if (!intermission_running)
868 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
869 teamsay = -1; // spectators
873 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
875 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
877 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
881 // always fake the message
886 if (autocvar_g_chat_flood_notify_flooder)
888 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
899 if(sourcemsgstr != "" && ret != 0)
901 if(ret < 0) // faked message, because the player is muted
903 sprint(source, sourcemsgstr);
904 if(sourcecmsgstr != "" && !privatesay)
905 centerprint(source, sourcecmsgstr);
907 else if(privatesay) // private message, between 2 people only
909 sprint(source, sourcemsgstr);
910 sprint(privatesay, msgstr);
911 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
913 centerprint(privatesay, cmsgstr);
915 else if ( teamsay && source.active_minigame )
917 sprint(source, sourcemsgstr);
918 dedicated_print(msgstr); // send to server console too
919 FOR_EACH_REALCLIENT(head)
921 if(head.active_minigame == source.active_minigame)
922 sprint(head, msgstr);
924 else if(teamsay > 0) // team message, only sent to team mates
926 sprint(source, sourcemsgstr);
927 dedicated_print(msgstr); // send to server console too
928 if(sourcecmsgstr != "")
929 centerprint(source, sourcecmsgstr);
930 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
933 sprint(head, msgstr);
935 centerprint(head, cmsgstr);
938 else if(teamsay < 0) // spectator message, only sent to spectators
940 sprint(source, sourcemsgstr);
941 dedicated_print(msgstr); // send to server console too
942 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
944 sprint(head, msgstr);
946 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
948 sprint(source, sourcemsgstr);
949 dedicated_print(msgstr); // send to server console too
950 FOR_EACH_REALCLIENT(head)
952 sprint(head, msgstr);
955 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
961 float GetVoiceMessageVoiceType(string type)
964 return VOICETYPE_TAUNT;
965 if(type == "teamshoot")
966 return VOICETYPE_LASTATTACKER;
967 return VOICETYPE_TEAMRADIO;
970 .string GetVoiceMessageSampleField(string type)
972 GetPlayerSoundSampleField_notFound = 0;
975 #define _VOICEMSG(m) case #m: return playersound_##m;
979 GetPlayerSoundSampleField_notFound = 1;
980 return playersound_taunt;
983 .string GetPlayerSoundSampleField(string type)
985 GetPlayerSoundSampleField_notFound = 0;
988 #define _VOICEMSG(m) case #m: return playersound_##m;
992 GetPlayerSoundSampleField_notFound = 1;
993 return playersound_taunt;
996 void PrecacheGlobalSound(string samplestring)
999 tokenize_console(samplestring);
1003 for(i = 1; i <= n; ++i)
1004 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1008 precache_sound(strcat(argv(0), ".wav"));
1012 void PrecachePlayerSounds(string f)
1014 int fh = fopen(f, FILE_READ);
1017 for (string s; (s = fgets(fh)); )
1019 int n = tokenize_console(s);
1022 if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
1025 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1029 if (!allvoicesamples)
1031 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1034 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1038 void ClearPlayerSounds()
1040 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1046 float LoadPlayerSounds(string f, float first)
1051 fh = fopen(f, FILE_READ);
1054 LOG_TRACE("Player sound file not found: ", f, "\n");
1057 while((s = fgets(fh)))
1059 if(tokenize_console(s) != 3)
1061 field = GetPlayerSoundSampleField(argv(0));
1062 if(GetPlayerSoundSampleField_notFound)
1063 field = GetVoiceMessageSampleField(argv(0));
1064 if(GetPlayerSoundSampleField_notFound)
1067 strunzone(self.(field));
1068 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
1074 void UpdatePlayerSounds()
1076 if(self.modelindex == self.modelindex_for_playersound)
1077 if(self.skin == self.skin_for_playersound)
1079 self.modelindex_for_playersound = self.modelindex;
1080 self.skin_for_playersound = self.skin;
1081 ClearPlayerSounds();
1082 LoadPlayerSounds("sound/player/default.sounds", 1);
1083 if(!autocvar_g_debug_defaultsounds)
1084 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1085 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1088 void FakeGlobalSound(string sample, float chan, float voicetype)
1096 tokenize_console(sample);
1099 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1101 sample = strcat(argv(0), ".wav"); // randomization
1105 case VOICETYPE_LASTATTACKER_ONLY:
1107 case VOICETYPE_LASTATTACKER:
1111 if(IS_REAL_CLIENT(msg_entity))
1112 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1115 case VOICETYPE_TEAMRADIO:
1117 if(msg_entity.cvar_cl_voice_directional == 1)
1118 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1120 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1122 case VOICETYPE_AUTOTAUNT:
1127 if(autocvar_sv_gentle)
1129 tauntrand = random();
1131 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1133 if (msg_entity.cvar_cl_voice_directional >= 1)
1134 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1136 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1139 case VOICETYPE_TAUNT:
1141 if(self.deadflag == DEAD_NO)
1142 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1145 if(autocvar_sv_gentle)
1148 if (msg_entity.cvar_cl_voice_directional >= 1)
1149 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1151 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1153 case VOICETYPE_PLAYERSOUND:
1155 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1158 backtrace("Invalid voice type!");
1163 void GlobalSound(string sample, float chan, float voicetype)
1171 tokenize_console(sample);
1174 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1176 sample = strcat(argv(0), ".wav"); // randomization
1180 case VOICETYPE_LASTATTACKER_ONLY:
1183 msg_entity = self.pusher;
1184 if(IS_REAL_CLIENT(msg_entity))
1186 if(msg_entity.cvar_cl_voice_directional == 1)
1187 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1189 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1193 case VOICETYPE_LASTATTACKER:
1196 msg_entity = self.pusher;
1197 if(IS_REAL_CLIENT(msg_entity))
1199 if(msg_entity.cvar_cl_voice_directional == 1)
1200 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1202 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1205 if(IS_REAL_CLIENT(msg_entity))
1206 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1209 case VOICETYPE_TEAMRADIO:
1210 FOR_EACH_REALCLIENT(msg_entity)
1211 if(!teamplay || msg_entity.team == self.team)
1213 if(msg_entity.cvar_cl_voice_directional == 1)
1214 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1216 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1219 case VOICETYPE_AUTOTAUNT:
1224 if(autocvar_sv_gentle)
1226 tauntrand = random();
1227 FOR_EACH_REALCLIENT(msg_entity)
1228 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1230 if (msg_entity.cvar_cl_voice_directional >= 1)
1231 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1233 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1236 case VOICETYPE_TAUNT:
1238 if(self.deadflag == DEAD_NO)
1239 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1242 if(autocvar_sv_gentle)
1244 FOR_EACH_REALCLIENT(msg_entity)
1246 if (msg_entity.cvar_cl_voice_directional >= 1)
1247 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1249 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1252 case VOICETYPE_PLAYERSOUND:
1253 _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1256 backtrace("Invalid voice type!");
1261 void PlayerSound(.string samplefield, float chan, float voicetype)
1263 GlobalSound(self.(samplefield), chan, voicetype);
1266 void VoiceMessage(string type, string msg)
1268 float voicetype, ownteam;
1270 var .string sample = GetVoiceMessageSampleField(type);
1272 if(GetPlayerSoundSampleField_notFound)
1274 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1278 voicetype = GetVoiceMessageVoiceType(type);
1279 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1281 flood = Say(self, ownteam, world, msg, 1);
1283 if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1284 FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
1286 GlobalSound(self.(sample), CH_VOICE, voicetype);
1289 void MoveToTeam(entity client, float team_colour, float type)
1291 float lockteams_backup;
1293 lockteams_backup = lockteams; // backup any team lock
1295 lockteams = 0; // disable locked teams
1297 TeamchangeFrags(client); // move the players frags
1298 SetPlayerColors(client, team_colour - 1); // set the players colour
1299 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
1301 lockteams = lockteams_backup; // restore the team lock
1303 LogTeamchange(client.playerid, client.team, type);