2 .float accuracy_frags[WEP_MAXCOUNT];
4 float weaponstats_buffer;
6 void WeaponStats_Init()
8 if(autocvar_sv_weaponstats_file != "")
9 weaponstats_buffer = buf_create();
11 weaponstats_buffer = -1;
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
16 void WeaponStats_ready(entity fh, entity pass, float status)
18 float i, j, n, ibot, jbot, idx;
23 case URL_READY_CANWRITE:
24 // url_fopen returned, we can write
25 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26 url_fputs(fh, "#begin statsfile\n");
27 url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29 url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
31 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33 n = tokenizebyseparator(cvar_purechanges, "\n");
34 for(i = 0; i < n; ++i)
35 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
39 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40 v = stov(bufstr_get(weaponstats_buffer, idx));
43 //vector is: kills hits damage
44 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
48 url_fputs(fh, "#end\n\n");
49 url_fclose(fh, WeaponStats_ready, world);
50 buf_del(weaponstats_buffer);
51 weaponstats_buffer = -1;
53 case URL_READY_CANREAD:
54 // url_fclose is processing, we got a response for writing the data
55 // this must come from HTTP
56 print("Got response from weapon stats server:\n");
57 while((s = url_fgets(fh)))
59 print("End of response.\n");
60 url_fclose(fh, WeaponStats_ready, world);
62 case URL_READY_CLOSED:
63 // url_fclose has finished
64 print("Weapon stats written\n");
68 print("Weapon stats writing failed: ", ftos(status), "\n");
73 void WeaponStats_Shutdown()
75 if(weaponstats_buffer < 0)
77 if(autocvar_sv_weaponstats_file != "")
79 url_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
83 buf_del(weaponstats_buffer);
84 weaponstats_buffer = -1;
88 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 if(weaponstats_buffer < 0)
93 if(awep < WEP_FIRST || vwep < WEP_FIRST)
95 if(awep > WEP_LAST || vwep > WEP_LAST)
97 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
98 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
100 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 error("negative damage?");
104 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
106 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
108 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
112 // merged player_run and player_stand to player_anim
113 // added death animations to player_anim
114 // can now spawn thrown weapons from anywhere, not just from players
115 // thrown weapons now fade out after 20 seconds
116 // created PlayerGib function
117 // PlayerDie no longer uses hitloc or damage
118 // PlayerDie now supports dying animations as well as gibbing
119 // cleaned up PlayerDie a lot
125 void CopyBody(float keepvelocity)
127 local entity oldself;
128 if (self.effects & EF_NODRAW)
132 self.enemy = oldself;
133 self.lip = oldself.lip;
134 self.colormap = oldself.colormap;
135 self.glowmod = oldself.glowmod;
136 self.iscreature = oldself.iscreature;
137 self.angles = oldself.angles;
138 self.avelocity = oldself.avelocity;
139 self.classname = "body";
140 self.damageforcescale = oldself.damageforcescale;
141 self.effects = oldself.effects;
142 self.event_damage = oldself.event_damage;
143 self.animstate_startframe = oldself.animstate_startframe;
144 self.animstate_numframes = oldself.animstate_numframes;
145 self.animstate_framerate = oldself.animstate_framerate;
146 self.animstate_starttime = oldself.animstate_starttime;
147 self.animstate_endtime = oldself.animstate_endtime;
148 self.animstate_override = oldself.animstate_override;
149 self.animstate_looping = oldself.animstate_looping;
150 self.frame = oldself.frame;
151 self.dead_frame = oldself.dead_frame;
152 self.pain_finished = oldself.pain_finished;
153 self.health = oldself.health;
154 self.armorvalue = oldself.armorvalue;
155 self.armortype = oldself.armortype;
156 self.model = oldself.model;
157 self.modelindex = oldself.modelindex;
158 self.modelindex_lod0 = oldself.modelindex_lod0;
159 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
160 self.modelindex_lod1 = oldself.modelindex_lod1;
161 self.modelindex_lod2 = oldself.modelindex_lod2;
162 self.skinindex = oldself.skinindex;
163 self.species = oldself.species;
164 self.movetype = oldself.movetype;
165 self.nextthink = oldself.nextthink;
166 self.solid = oldself.solid;
167 self.ballistics_density = oldself.ballistics_density;
168 self.takedamage = oldself.takedamage;
169 self.think = oldself.think;
170 self.customizeentityforclient = oldself.customizeentityforclient;
171 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
172 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
173 if (keepvelocity == 1)
174 self.velocity = oldself.velocity;
175 self.oldvelocity = self.velocity;
176 self.fade_time = oldself.fade_time;
177 self.fade_rate = oldself.fade_rate;
178 //self.weapon = oldself.weapon;
179 setorigin(self, oldself.origin);
180 setsize(self, oldself.mins, oldself.maxs);
181 self.prevorigin = oldself.origin;
182 self.reset = SUB_Remove;
184 Drag_MoveDrag(oldself, self);
189 float player_getspecies()
192 get_model_parameters(self.model, self.skinindex);
193 s = get_model_parameters_species;
194 get_model_parameters(string_null, 0);
196 return SPECIES_HUMAN;
200 void player_setupanimsformodel()
202 local string animfilename;
203 local float animfile;
204 // defaults for legacy .zym models without animinfo files
205 self.anim_die1 = '0 1 0.5'; // 2 seconds
206 self.anim_die2 = '1 1 0.5'; // 2 seconds
207 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
208 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
209 self.anim_duckwalk = '4 1 1';
210 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
211 self.anim_duckidle = '6 1 1';
212 self.anim_idle = '7 1 1';
213 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
214 self.anim_pain1 = '9 1 2'; // 0.5 seconds
215 self.anim_pain2 = '10 1 2'; // 0.5 seconds
216 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
217 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
218 self.anim_run = '13 1 1';
219 self.anim_runbackwards = '14 1 1';
220 self.anim_strafeleft = '15 1 1';
221 self.anim_straferight = '16 1 1';
222 self.anim_dead1 = '17 1 1';
223 self.anim_dead2 = '18 1 1';
224 self.anim_forwardright = '19 1 1';
225 self.anim_forwardleft = '20 1 1';
226 self.anim_backright = '21 1 1';
227 self.anim_backleft = '22 1 1';
228 self.anim_melee = '23 1 1';
229 self.anim_fly = '24 1 1';
230 animparseerror = FALSE;
231 animfilename = strcat(self.model, ".animinfo");
232 animfile = fopen(animfilename, FILE_READ);
235 self.anim_die1 = animparseline(animfile);
236 self.anim_die2 = animparseline(animfile);
237 self.anim_draw = animparseline(animfile);
238 self.anim_duck = animparseline(animfile);
239 self.anim_duckwalk = animparseline(animfile);
240 self.anim_duckjump = animparseline(animfile);
241 self.anim_duckidle = animparseline(animfile);
242 self.anim_idle = animparseline(animfile);
243 self.anim_jump = animparseline(animfile);
244 self.anim_pain1 = animparseline(animfile);
245 self.anim_pain2 = animparseline(animfile);
246 self.anim_shoot = animparseline(animfile);
247 self.anim_taunt = animparseline(animfile);
248 self.anim_run = animparseline(animfile);
249 self.anim_runbackwards = animparseline(animfile);
250 self.anim_strafeleft = animparseline(animfile);
251 self.anim_straferight = animparseline(animfile);
252 self.anim_forwardright = animparseline(animfile);
253 self.anim_forwardleft = animparseline(animfile);
254 self.anim_backright = animparseline(animfile);
255 self.anim_backleft = animparseline(animfile);
256 self.anim_melee = animparseline(animfile);
257 self.anim_fly = animparseline(animfile);
261 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
262 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
265 print("Parse error in ", animfilename, ", some player animations are broken\n");
268 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
269 // reset animstate now
270 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
273 void player_anim (void)
276 if (self.weaponentity)
277 updateanim(self.weaponentity);
279 if (self.deadflag != DEAD_NO)
281 if (time > self.animstate_endtime)
286 setsize(self, self.mins, self.maxs);
288 self.frame = self.dead_frame;
293 if (!self.animstate_override)
295 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
299 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
301 traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
302 if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
304 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
305 self.restart_jump = FALSE;
311 // 21/25 is the magic number here for how long the jump animation takes to play once (numframes/framerate)
312 if((self.animstate_startframe == self.anim_jump_x && time - self.animstate_starttime >= 21/25))
313 setanim(self, self.anim_fly, TRUE, FALSE, FALSE);
315 if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim
317 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
319 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
320 if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
322 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
323 self.restart_jump = FALSE;
329 else if (self.crouch)
331 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
332 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
334 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
336 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
338 if (self.movement_x > 0 && self.movement_y == 0)
339 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
340 else if (self.movement_x < 0 && self.movement_y == 0)
341 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
342 else if (self.movement_x == 0 && self.movement_y > 0)
343 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
344 else if (self.movement_x == 0 && self.movement_y < 0)
345 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
346 else if (self.movement_x > 0 && self.movement_y > 0)
347 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
348 else if (self.movement_x > 0 && self.movement_y < 0)
349 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
350 else if (self.movement_x < 0 && self.movement_y > 0)
351 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
352 else if (self.movement_x < 0 && self.movement_y < 0)
353 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
355 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
358 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
361 if (self.weaponentity)
362 if (!self.weaponentity.animstate_override)
363 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
366 void SpawnThrownWeapon (vector org, float w)
369 if(self.ammo_cells <= 0)
375 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
377 if(self.weapons & W_WeaponBit(j))
378 if(W_IsWeaponThrowable(j))
379 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
384 if(W_IsWeaponThrowable(self.weapon))
385 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
389 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
391 local float take, save;
393 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
395 // damage resistance (ignore most of the damage from a bullet or similar)
396 damage = max(damage - 5, 1);
398 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
402 if(sound_allowed(MSG_BROADCAST, attacker))
405 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
407 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
409 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
413 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
415 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
417 if (!(self.flags & FL_GODMODE))
419 self.armorvalue = self.armorvalue - save;
420 self.health = self.health - take;
421 // pause regeneration for 5 seconds
422 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
424 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
425 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
426 self.dmg_inflictor = inflictor;
428 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
430 // don't use any animations as a gib
433 // view just above the floor
434 self.view_ofs = '0 0 4';
436 Violence_GibSplash(self, 1, 1, attacker);
437 self.modelindex = 0; // restore later
438 self.solid = SOLID_NOT; // restore later
442 void ClientKill_Now_TeamChange();
443 void freezetag_CheckWinner();
445 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
447 local float take, save, waves, sdelay, dh, da, j;
449 float valid_damage_for_weaponstats;
452 if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
455 dh = max(self.health, 0);
456 da = max(self.armorvalue, 0);
458 if(!DEATH_ISSPECIAL(deathtype))
460 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
462 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
465 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
467 // tuba causes blood to come out of the ears
472 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
474 makevectors(self.angles);
475 ear1 += v_right * -10;
476 ear2 += v_right * +10;
477 d = inflictor.origin - self.origin;
478 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
479 force = v_right * vlen(force);
480 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
481 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
490 // force is already good
494 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
498 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
508 frag_inflictor = inflictor;
509 frag_attacker = attacker;
513 damage_force = force;
514 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
515 take = bound(0, damage_take, self.health);
516 save = bound(0, damage_save, self.armorvalue);
517 excess = max(0, damage - take - save);
519 if(sound_allowed(MSG_BROADCAST, attacker))
522 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
524 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
526 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
530 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
532 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
534 if (time >= self.spawnshieldtime)
536 if (!(self.flags & FL_GODMODE))
538 self.armorvalue = self.armorvalue - save;
539 self.health = self.health - take;
540 // pause regeneration for 5 seconds
541 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
543 if (time > self.pain_finished) //Don't switch pain sequences like crazy
545 self.pain_finished = time + 0.5; //Supajoe
548 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
550 if (!self.animstate_override)
553 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
555 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
559 if(sound_allowed(MSG_BROADCAST, attacker))
560 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
562 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
564 if(deathtype == DEATH_FALL)
565 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
566 else if(self.health > 75) // TODO make a "gentle" version?
567 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
568 else if(self.health > 50)
569 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
570 else if(self.health > 25)
571 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
573 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
577 // throw off bot aim temporarily
579 shake = damage * 5 / (bound(0,skill,100) + 1);
580 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
581 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
585 self.max_armorvalue += (save + take);
587 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
588 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
589 self.dmg_inflictor = inflictor;
593 // don't reset pushltime for self damage as it may be an attempt to
594 // escape a lava pit or similar
595 //self.pushltime = 0;
597 else if(attacker.classname == "player")
599 self.pusher = attacker;
600 self.pushltime = time + autocvar_g_maxpushtime;
602 else if(time < self.pushltime)
604 attacker = self.pusher;
605 self.pushltime = max(self.pushltime, time + 0.6);
610 float abot, vbot, awep;
611 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
612 vbot = (clienttype(self) == CLIENTTYPE_BOT);
614 valid_damage_for_weaponstats = 0;
615 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
616 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
617 if(attacker && self != attacker)
618 if(IsDifferentTeam(self, attacker))
620 if(DEATH_ISSPECIAL(deathtype))
621 awep = attacker.weapon;
623 awep = DEATH_WEAPONOF(deathtype);
624 valid_damage_for_weaponstats = 1;
627 if(valid_damage_for_weaponstats)
629 dh = dh - max(self.health, 0);
630 da = da - max(self.armorvalue, 0);
631 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
636 float defer_ClientKill_Now_TeamChange;
637 defer_ClientKill_Now_TeamChange = FALSE;
641 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
645 if(valid_damage_for_weaponstats)
646 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
648 if(sv_gentle < 1) // TODO make a "gentle" version?
649 if(sound_allowed(MSG_BROADCAST, attacker))
651 if(deathtype == DEATH_DROWN)
652 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
654 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
657 // get rid of kill indicator
658 if(self.killindicator)
660 remove(self.killindicator);
661 self.killindicator = world;
662 if(self.killindicator_teamchange)
663 defer_ClientKill_Now_TeamChange = TRUE;
665 if(self.classname == "body")
666 if(deathtype == DEATH_KILL)
668 // for the lemmings fans, a small harmless explosion
669 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
675 // become fully visible
678 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
681 // print an obituary message
682 Obituary (attacker, inflictor, self, deathtype);
686 // increment frag counter for used weapon type
688 w = DEATH_WEAPONOF(deathtype);
690 if(self.classname == "player")
692 attacker.accuracy.(accuracy_frags[w-1]) += 1;
694 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
697 count_alive_players(); // re-count players
698 freezetag_CheckWinner();
702 frag_attacker = attacker;
703 frag_inflictor = inflictor;
705 MUTATOR_CALLHOOK(PlayerDies);
706 weapon_action(self.weapon, WR_PLAYERDEATH);
710 if(attacker.classname != "player")
711 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
712 else if(attacker.team == self.team)
713 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
715 DropFlag(self.flagcarried, world, attacker);
717 if(self.ballcarried && g_nexball)
718 DropBall(self.ballcarried, self.origin, self.velocity);
719 Portal_ClearAllLater(self);
721 if(clienttype(self) == CLIENTTYPE_REAL)
723 stuffcmd(self, "-zoom\n");
724 self.fixangle = TRUE;
726 //WriteByte (MSG_ONE, SVC_SETANGLE);
727 //WriteAngle (MSG_ONE, self.v_angle_x);
728 //WriteAngle (MSG_ONE, self.v_angle_y);
729 //WriteAngle (MSG_ONE, 80);
732 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
733 ClientKill_Now_TeamChange();
736 Spawnqueue_Unmark(self);
741 // when we get here, player actually dies
742 // clear waypoints (do this AFTER FreezeTag)
743 WaypointSprite_PlayerDead();
745 // make the corpse upright (not tilted)
749 self.avelocity = '0 0 0';
750 // view from the floor
751 self.view_ofs = '0 0 -8';
753 self.movetype = MOVETYPE_TOSS;
755 self.solid = SOLID_CORPSE;
756 self.ballistics_density = autocvar_g_ballistics_density_corpse;
757 // don't stick to the floor
758 self.flags &~= FL_ONGROUND;
760 self.deadflag = DEAD_DYING;
761 // when to allow respawn
764 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
768 sdelay = 0; // no respawn delay in CTS
770 sdelay = autocvar_g_respawn_delay;
772 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
774 waves = autocvar_g_respawn_waves;
776 self.death_time = ceil((time + sdelay) / waves) * waves;
778 self.death_time = time + sdelay;
779 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
780 self.respawn_countdown = 10; // first number to count down from is 10
782 self.respawn_countdown = -1; // do not count down
785 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
786 self.dead_frame = self.anim_dead1_x;
790 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
791 self.dead_frame = self.anim_dead2_x;
793 // set damage function to corpse damage
794 self.event_damage = PlayerCorpseDamage;
795 // call the corpse damage function just in case it wants to gib
796 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
797 // set up to fade out later
798 SUB_SetFade (self, time + 6 + random (), 1);
800 if(sv_gentle > 0 || autocvar_ekg) {
802 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
805 // reset fields the weapons may use just in case
806 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
808 weapon_action(j, WR_RESETPLAYER);
809 ATTACK_FINISHED_FOR(self, j) = 0;
814 .float muted; // to be used by prvm_edictset server playernumber muted 1
815 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
816 // message "": do not say, just test flood control
822 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
823 float flood, privatemsgprefixlen;
824 var .float flood_field;
828 if(Ban_MaybeEnforceBan(source))
831 if(!teamsay && !privatesay)
832 if(substring(msgin, 0, 1) == " ")
833 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
835 msgin = formatmessage(msgin);
837 if(source.classname != "player")
838 colorstr = "^0"; // black for spectators
840 colorstr = Team_ColorCode(source.team);
844 if(intermission_running)
848 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
851 * using bprint solves this... me stupid
852 // how can we prevent the message from appearing in a listen server?
853 // for now, just give "say" back and only handle say_team
856 clientcommand(self, strcat("say ", msgin));
861 if(autocvar_g_chat_teamcolors)
862 namestr = playername(source);
864 namestr = source.netname;
870 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
871 privatemsgprefixlen = strlen(msgstr);
872 msgstr = strcat(msgstr, msgin);
873 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
874 if(autocvar_g_chat_teamcolors)
875 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
877 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
881 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
882 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
886 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
889 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
893 msgstr = cmsgstr = "";
897 fullcmsgstr = cmsgstr;
909 flood_spl = autocvar_g_chat_flood_spl_tell;
910 flood_burst = autocvar_g_chat_flood_burst_tell;
911 flood_lmax = autocvar_g_chat_flood_lmax_tell;
912 flood_field = floodcontrol_chattell;
916 flood_spl = autocvar_g_chat_flood_spl_team;
917 flood_burst = autocvar_g_chat_flood_burst_team;
918 flood_lmax = autocvar_g_chat_flood_lmax_team;
919 flood_field = floodcontrol_chatteam;
923 flood_spl = autocvar_g_chat_flood_spl;
924 flood_burst = autocvar_g_chat_flood_burst;
925 flood_lmax = autocvar_g_chat_flood_lmax;
926 flood_field = floodcontrol_chat;
928 flood_burst = max(0, flood_burst - 1);
929 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
931 // do flood control for the default line size
934 getWrappedLine_remaining = msgstr;
937 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
939 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
942 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
944 if(getWrappedLine_remaining != "")
946 msgstr = strcat(msgstr, "\n");
950 if(time >= source.flood_field)
952 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
962 if(time >= source.flood_field)
963 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
968 if (timeoutStatus == 2) //when game is paused, no flood protection
969 source.flood_field = flood = 0;
972 if(flood == 2) // cannot happen for empty msgstr
974 if(autocvar_g_chat_flood_notify_flooder)
976 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
981 sourcemsgstr = fullmsgstr;
982 sourcecmsgstr = fullcmsgstr;
988 sourcemsgstr = msgstr;
989 sourcecmsgstr = cmsgstr;
993 if(source.classname != "player")
995 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
996 teamsay = -1; // spectators
1000 print("NOTE: ", playername(source), "^7 is flooding.\n");
1002 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1004 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1008 // always fake the message
1013 if(autocvar_g_chat_flood_notify_flooder)
1015 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1026 if(sourcemsgstr != "" && ret != 0)
1030 sprint(source, sourcemsgstr);
1031 if(sourcecmsgstr != "" && !privatesay)
1032 centerprint(source, sourcecmsgstr);
1036 sprint(source, sourcemsgstr);
1037 sprint(privatesay, msgstr);
1039 centerprint(privatesay, cmsgstr);
1041 else if(teamsay > 0)
1043 sprint(source, sourcemsgstr);
1044 if(sourcecmsgstr != "")
1045 centerprint(source, sourcecmsgstr);
1046 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1049 sprint(head, msgstr);
1051 centerprint(head, cmsgstr);
1054 else if(teamsay < 0)
1056 sprint(source, sourcemsgstr);
1057 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1059 sprint(head, msgstr);
1061 else if(sourcemsgstr != msgstr)
1063 sprint(source, sourcemsgstr);
1064 FOR_EACH_REALCLIENT(head)
1066 sprint(head, msgstr);
1075 float GetVoiceMessageVoiceType(string type)
1078 return VOICETYPE_TAUNT;
1079 if(type == "teamshoot")
1080 return VOICETYPE_LASTATTACKER;
1081 return VOICETYPE_TEAMRADIO;
1084 string allvoicesamples;
1085 .string GetVoiceMessageSampleField(string type)
1087 GetPlayerSoundSampleField_notFound = 0;
1090 #define _VOICEMSG(m) case #m: return playersound_##m;
1094 GetPlayerSoundSampleField_notFound = 1;
1095 return playersound_taunt;
1098 .string GetPlayerSoundSampleField(string type)
1100 GetPlayerSoundSampleField_notFound = 0;
1103 #define _VOICEMSG(m) case #m: return playersound_##m;
1107 GetPlayerSoundSampleField_notFound = 1;
1108 return playersound_taunt;
1111 void PrecacheGlobalSound(string samplestring)
1114 tokenize_console(samplestring);
1118 for(i = 1; i <= n; ++i)
1119 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1123 precache_sound(strcat(argv(0), ".wav"));
1127 void PrecachePlayerSounds(string f)
1131 fh = fopen(f, FILE_READ);
1134 while((s = fgets(fh)))
1136 if(tokenize_console(s) != 3)
1138 dprint("Invalid sound info line: ", s, "\n");
1141 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1145 if not(allvoicesamples)
1147 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1150 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1154 void ClearPlayerSounds()
1156 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1162 float LoadPlayerSounds(string f, float first)
1167 fh = fopen(f, FILE_READ);
1170 dprint("Player sound file not found: ", f, "\n");
1173 while((s = fgets(fh)))
1175 if(tokenize_console(s) != 3)
1177 field = GetPlayerSoundSampleField(argv(0));
1178 if(GetPlayerSoundSampleField_notFound)
1179 field = GetVoiceMessageSampleField(argv(0));
1180 if(GetPlayerSoundSampleField_notFound)
1183 strunzone(self.field);
1184 self.field = strzone(strcat(argv(1), " ", argv(2)));
1190 .float modelindex_for_playersound;
1191 .float skinindex_for_playersound;
1192 void UpdatePlayerSounds()
1194 if(self.modelindex == self.modelindex_for_playersound)
1195 if(self.skinindex == self.skinindex_for_playersound)
1197 self.modelindex_for_playersound = self.modelindex;
1198 self.skinindex_for_playersound = self.skinindex;
1199 ClearPlayerSounds();
1200 LoadPlayerSounds("sound/player/default.sounds", 1);
1201 if(!autocvar_g_debug_defaultsounds)
1202 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1203 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1206 void FakeGlobalSound(string sample, float chan, float voicetype)
1214 tokenize_console(sample);
1217 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1219 sample = strcat(argv(0), ".wav"); // randomization
1223 case VOICETYPE_LASTATTACKER_ONLY:
1225 case VOICETYPE_LASTATTACKER:
1229 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1230 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1233 case VOICETYPE_TEAMRADIO:
1235 if(msg_entity.cvar_cl_voice_directional == 1)
1236 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1238 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1240 case VOICETYPE_AUTOTAUNT:
1247 tauntrand = random();
1249 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1251 if (msg_entity.cvar_cl_voice_directional >= 1)
1252 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1254 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1257 case VOICETYPE_TAUNT:
1258 if(self.classname == "player")
1259 if(self.deadflag == DEAD_NO)
1260 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1266 if (msg_entity.cvar_cl_voice_directional >= 1)
1267 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1269 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1271 case VOICETYPE_PLAYERSOUND:
1273 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1276 backtrace("Invalid voice type!");
1281 void GlobalSound(string sample, float chan, float voicetype)
1289 tokenize_console(sample);
1292 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1294 sample = strcat(argv(0), ".wav"); // randomization
1298 case VOICETYPE_LASTATTACKER_ONLY:
1301 msg_entity = self.pusher;
1302 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1304 if(msg_entity.cvar_cl_voice_directional == 1)
1305 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1307 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1311 case VOICETYPE_LASTATTACKER:
1314 msg_entity = self.pusher;
1315 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1317 if(msg_entity.cvar_cl_voice_directional == 1)
1318 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1320 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1323 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1324 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1327 case VOICETYPE_TEAMRADIO:
1328 FOR_EACH_REALCLIENT(msg_entity)
1329 if(!teamplay || msg_entity.team == self.team)
1331 if(msg_entity.cvar_cl_voice_directional == 1)
1332 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1334 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1337 case VOICETYPE_AUTOTAUNT:
1344 tauntrand = random();
1345 FOR_EACH_REALCLIENT(msg_entity)
1346 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1348 if (msg_entity.cvar_cl_voice_directional >= 1)
1349 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1351 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1354 case VOICETYPE_TAUNT:
1355 if(self.classname == "player")
1356 if(self.deadflag == DEAD_NO)
1357 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1362 FOR_EACH_REALCLIENT(msg_entity)
1364 if (msg_entity.cvar_cl_voice_directional >= 1)
1365 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1367 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1370 case VOICETYPE_PLAYERSOUND:
1371 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1374 backtrace("Invalid voice type!");
1379 void PlayerSound(.string samplefield, float chan, float voicetype)
1381 GlobalSound(self.samplefield, chan, voicetype);
1384 void VoiceMessage(string type, string msg)
1387 float voicetype, ownteam;
1389 sample = GetVoiceMessageSampleField(type);
1391 if(GetPlayerSoundSampleField_notFound)
1393 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1397 voicetype = GetVoiceMessageVoiceType(type);
1398 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1400 flood = Say(self, ownteam, world, msg, 1);
1403 GlobalSound(self.sample, CH_VOICE, voicetype);
1405 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1408 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1411 // 0 (00) automove centerprint, admin message
1412 // 1 (01) automove centerprint, no admin message
1413 // 2 (10) no centerprint, admin message
1414 // 3 (11) no centerprint, no admin message
1416 float lockteams_backup;
1418 lockteams_backup = lockteams; // backup any team lock
1420 lockteams = 0; // disable locked teams
1422 TeamchangeFrags(client); // move the players frags
1423 SetPlayerColors(client, team_colour - 1); // set the players colour
1424 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1426 lockteams = lockteams_backup; // restore the team lock
1428 LogTeamchange(client.playerid, client.team, type);
1430 if not(show_message & 1) // admin message
1431 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
1433 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));