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:
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");
51 case URL_READY_CANREAD:
52 // url_fclose is processing, we got a response for writing the data
53 // this must come from HTTP
54 print("Got response from weapon stats server:\n");
55 while((s = url_fgets(fh)))
57 print("End of response.\n");
60 case URL_READY_CLOSED:
61 // url_fclose has finished
62 print("Weapon stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
68 print("Weapon stats writing failed: ", ftos(status), "\n");
69 buf_del(weaponstats_buffer);
70 weaponstats_buffer = -1;
75 void WeaponStats_Shutdown()
77 if(weaponstats_buffer < 0)
79 if(autocvar_sv_weaponstats_file != "")
81 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
85 buf_del(weaponstats_buffer);
86 weaponstats_buffer = -1;
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
93 if(weaponstats_buffer < 0)
95 if(awep < WEP_FIRST || vwep < WEP_FIRST)
97 if(awep > WEP_LAST || vwep > WEP_LAST)
99 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
105 error("negative damage?");
106 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
110 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
132 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
134 self.CopyBody_think();
137 self.CopyBody_nextthink = self.nextthink;
138 self.CopyBody_think = self.think;
139 self.think = CopyBody_Think;
141 CSQCMODEL_AUTOUPDATE();
142 self.nextthink = time;
144 void CopyBody(float keepvelocity)
147 if (self.effects & EF_NODRAW)
151 self.enemy = oldself;
152 self.lip = oldself.lip;
153 self.colormap = oldself.colormap;
154 self.iscreature = oldself.iscreature;
155 self.teleportable = oldself.teleportable;
156 self.damagedbycontents = oldself.damagedbycontents;
157 self.angles = oldself.angles;
158 self.v_angle = oldself.v_angle;
159 self.avelocity = oldself.avelocity;
160 self.classname = "body";
161 self.damageforcescale = oldself.damageforcescale;
162 self.effects = oldself.effects;
163 self.glowmod = oldself.glowmod;
164 self.event_damage = oldself.event_damage;
165 self.anim_state = oldself.anim_state;
166 self.anim_time = oldself.anim_time;
167 self.anim_lower_action = oldself.anim_lower_action;
168 self.anim_lower_time = oldself.anim_lower_time;
169 self.anim_upper_action = oldself.anim_upper_action;
170 self.anim_upper_time = oldself.anim_upper_time;
171 self.anim_implicit_state = oldself.anim_implicit_state;
172 self.anim_implicit_time = oldself.anim_implicit_time;
173 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
174 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
175 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
176 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
177 self.dphitcontentsmask = oldself.dphitcontentsmask;
178 self.death_time = oldself.death_time;
179 self.pain_finished = oldself.pain_finished;
180 self.health = oldself.health;
181 self.armorvalue = oldself.armorvalue;
182 self.armortype = oldself.armortype;
183 self.model = oldself.model;
184 self.modelindex = oldself.modelindex;
185 self.skin = oldself.skin;
186 self.species = oldself.species;
187 self.movetype = oldself.movetype;
188 self.solid = oldself.solid;
189 self.ballistics_density = oldself.ballistics_density;
190 self.takedamage = oldself.takedamage;
191 self.customizeentityforclient = oldself.customizeentityforclient;
192 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
193 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
194 if (keepvelocity == 1)
195 self.velocity = oldself.velocity;
196 self.oldvelocity = self.velocity;
197 self.alpha = oldself.alpha;
198 self.fade_time = oldself.fade_time;
199 self.fade_rate = oldself.fade_rate;
200 //self.weapon = oldself.weapon;
201 setorigin(self, oldself.origin);
202 setsize(self, oldself.mins, oldself.maxs);
203 self.prevorigin = oldself.origin;
204 self.reset = SUB_Remove;
206 Drag_MoveDrag(oldself, self);
208 if(self.colormap <= maxclients && self.colormap > 0)
209 self.colormap = 1024 + oldself.clientcolors;
211 CSQCMODEL_AUTOINIT();
212 self.CopyBody_nextthink = oldself.nextthink;
213 self.CopyBody_think = oldself.think;
214 self.nextthink = time;
215 self.think = CopyBody_Think;
216 // "bake" the current animation frame for clones (they don't get clientside animation)
217 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
222 float player_getspecies()
225 get_model_parameters(self.model, self.skin);
226 s = get_model_parameters_species;
227 get_model_parameters(string_null, 0);
229 return SPECIES_HUMAN;
233 void player_setupanimsformodel()
235 // load animation info
236 animdecide_init(self);
237 animdecide_setstate(self, 0, FALSE);
240 void player_anim (void)
242 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
243 if(self.deadflag && !deadbits)
245 deadbits = ANIMSTATE_DEAD1;
247 deadbits = ANIMSTATE_DEAD2;
248 float animbits = deadbits;
250 animbits |= ANIMSTATE_FROZEN;
252 animbits |= ANIMSTATE_DUCK;
253 animdecide_setstate(self, animbits, FALSE);
254 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
256 if (self.weaponentity)
258 updateanim(self.weaponentity);
259 if (!self.weaponentity.animstate_override)
260 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
264 void SpawnThrownWeapon (vector org, float w)
266 if(self.weapons & WepSet_FromWeapon(self.weapon))
267 if(W_IsWeaponThrowable(self.weapon))
268 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
271 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
275 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
277 // damage resistance (ignore most of the damage from a bullet or similar)
278 damage = max(damage - 5, 1);
280 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
284 if(sound_allowed(MSG_BROADCAST, attacker))
287 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
289 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
291 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
295 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
297 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
299 if (!(self.flags & FL_GODMODE))
301 self.armorvalue = self.armorvalue - save;
302 self.health = self.health - take;
303 // pause regeneration for 5 seconds
304 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
306 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
307 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
308 self.dmg_inflictor = inflictor;
310 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
312 // don't use any animations as a gib
314 // view just above the floor
315 self.view_ofs = '0 0 4';
317 Violence_GibSplash(self, 1, 1, attacker);
319 self.solid = SOLID_NOT; // restore later
320 self.takedamage = DAMAGE_NO; // restore later
321 self.damagedbycontents = FALSE;
325 void ClientKill_Now_TeamChange();
327 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
329 float take, save, waves, sdelay, dh, da, j;
331 float valid_damage_for_weaponstats;
334 dh = max(self.health, 0);
335 da = max(self.armorvalue, 0);
337 if(!DEATH_ISSPECIAL(deathtype))
339 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
341 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
344 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
346 // tuba causes blood to come out of the ears
351 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
353 makevectors(self.angles);
354 ear1 += v_right * -10;
355 ear2 += v_right * +10;
356 d = inflictor.origin - self.origin;
358 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
360 f = 0; // Assum ecenter.
361 force = v_right * vlen(force);
362 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
363 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
372 // force is already good
376 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
379 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
385 // don't reset pushltime for self damage as it may be an attempt to
386 // escape a lava pit or similar
387 //self.pushltime = 0;
390 else if(IS_PLAYER(attacker))
392 self.pusher = attacker;
393 self.pushltime = time + autocvar_g_maxpushtime;
394 self.istypefrag = self.BUTTON_CHAT;
396 else if(time < self.pushltime)
398 attacker = self.pusher;
399 self.pushltime = max(self.pushltime, time + 0.6);
407 frag_inflictor = inflictor;
408 frag_attacker = attacker;
410 frag_damage = damage;
413 damage_force = force;
414 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
415 take = bound(0, damage_take, self.health);
416 save = bound(0, damage_save, self.armorvalue);
417 excess = max(0, damage - take - save);
419 if(sound_allowed(MSG_BROADCAST, attacker))
422 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
424 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
426 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
430 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
432 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
434 if (time >= self.spawnshieldtime)
436 if (!(self.flags & FL_GODMODE))
438 self.armorvalue = self.armorvalue - save;
439 self.health = self.health - take;
440 // pause regeneration for 5 seconds
442 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
444 if (time > self.pain_finished) //Don't switch pain sequences like crazy
446 self.pain_finished = time + 0.5; //Supajoe
448 if(autocvar_sv_gentle < 1) {
449 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
451 if (!self.animstate_override)
454 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
456 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
460 if(sound_allowed(MSG_BROADCAST, attacker))
461 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
463 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
465 if(deathtype == DEATH_FALL)
466 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
467 else if(self.health > 75) // TODO make a "gentle" version?
468 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
469 else if(self.health > 50)
470 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
471 else if(self.health > 25)
472 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
474 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
478 // throw off bot aim temporarily
480 shake = damage * 5 / (bound(0,skill,100) + 1);
481 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
482 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
486 self.max_armorvalue += (save + take);
488 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
489 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
490 self.dmg_inflictor = inflictor;
492 float abot, vbot, awep;
493 abot = (IS_BOT_CLIENT(attacker));
494 vbot = (IS_BOT_CLIENT(self));
496 valid_damage_for_weaponstats = 0;
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 = 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, abot, self.weapon, vbot, dh + da);
520 float defer_ClientKill_Now_TeamChange;
521 defer_ClientKill_Now_TeamChange = FALSE;
525 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
529 if(valid_damage_for_weaponstats)
530 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
532 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
533 if(sound_allowed(MSG_BROADCAST, attacker))
535 if(deathtype == DEATH_DROWN)
536 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
538 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
541 // get rid of kill indicator
542 if(self.killindicator)
544 remove(self.killindicator);
545 self.killindicator = world;
546 if(self.killindicator_teamchange)
547 defer_ClientKill_Now_TeamChange = TRUE;
549 if(self.classname == "body")
550 if(deathtype == DEATH_KILL)
552 // for the lemmings fans, a small harmless explosion
553 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
557 // print an obituary message
558 Obituary (attacker, inflictor, self, deathtype);
561 // increment frag counter for used weapon type
563 w = DEATH_WEAPONOF(deathtype);
565 if(accuracy_isgooddamage(attacker, self))
566 attacker.accuracy.(accuracy_frags[w-1]) += 1;
568 frag_attacker = attacker;
569 frag_inflictor = inflictor;
571 frag_deathtype = deathtype;
572 MUTATOR_CALLHOOK(PlayerDies);
574 weapon_action(self.weapon, WR_PLAYERDEATH);
576 RemoveGrapplingHook(self);
578 Portal_ClearAllLater(self);
580 if(IS_REAL_CLIENT(self))
582 self.fixangle = TRUE;
584 //WriteByte (MSG_ONE, SVC_SETANGLE);
585 //WriteAngle (MSG_ONE, self.v_angle_x);
586 //WriteAngle (MSG_ONE, self.v_angle_y);
587 //WriteAngle (MSG_ONE, 80);
590 if(defer_ClientKill_Now_TeamChange)
591 ClientKill_Now_TeamChange(); // can turn player into spectator
593 // player could have been miraculously resuscitated ;)
594 // e.g. players in freezetag get frozen, they don't really die
595 if(self.health >= 1 || !IS_PLAYER(self))
598 // when we get here, player actually dies
601 WaypointSprite_PlayerDead();
603 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
605 // become fully visible
606 self.alpha = default_player_alpha;
607 // make the corpse upright (not tilted)
611 self.avelocity = '0 0 0';
612 // view from the floor
613 self.view_ofs = '0 0 -8';
615 self.movetype = MOVETYPE_TOSS;
617 self.solid = SOLID_CORPSE;
618 self.ballistics_density = autocvar_g_ballistics_density_corpse;
619 // don't stick to the floor
620 self.flags &= ~FL_ONGROUND;
622 self.deadflag = DEAD_DYING;
623 // when to allow respawn
626 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
630 sdelay = 0; // no respawn delay in CTS
632 sdelay = autocvar_g_respawn_delay;
634 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
636 waves = autocvar_g_respawn_waves;
638 self.respawn_time = ceil((time + sdelay) / waves) * waves;
640 self.respawn_time = time + sdelay;
641 if(autocvar_g_respawn_delay_max > sdelay)
642 self.respawn_time_max = time + autocvar_g_respawn_delay_max;
644 self.respawn_time_max = self.respawn_time;
645 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
646 self.respawn_countdown = 10; // first number to count down from is 10
648 self.respawn_countdown = -1; // do not count down
650 if(g_cts || autocvar_g_forced_respawn)
651 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
653 self.death_time = time;
655 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
657 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
661 setsize(self, self.mins, self.maxs);
663 // set damage function to corpse damage
664 self.event_damage = PlayerCorpseDamage;
665 // call the corpse damage function just in case it wants to gib
666 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
667 // set up to fade out later
668 SUB_SetFade (self, time + 6 + random (), 1);
670 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
672 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
675 // reset fields the weapons may use just in case
676 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
678 weapon_action(j, WR_RESETPLAYER);
679 ATTACK_FINISHED_FOR(self, j) = 0;
684 .float muted; // to be used by prvm_edictset server playernumber muted 1
685 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
686 // message "": do not say, just test flood control
692 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
694 var .float flood_field;
697 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
699 if(!teamsay && !privatesay)
700 if(substring(msgin, 0, 1) == " ")
701 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
703 msgin = formatmessage(msgin);
705 if (!IS_PLAYER(source))
706 colorstr = "^0"; // black for spectators
708 colorstr = Team_ColorCode(source.team);
715 if(intermission_running)
719 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
722 * using bprint solves this... me stupid
723 // how can we prevent the message from appearing in a listen server?
724 // for now, just give "say" back and only handle say_team
727 clientcommand(self, strcat("say ", msgin));
732 if(autocvar_g_chat_teamcolors)
733 namestr = playername(source);
735 namestr = source.netname;
741 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
742 privatemsgprefixlen = strlen(msgstr);
743 msgstr = strcat(msgstr, msgin);
744 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
745 if(autocvar_g_chat_teamcolors)
746 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
748 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
752 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
753 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
757 msgstr = strcat("\{1}", 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 print("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 > 0) // team message, only sent to team mates
917 sprint(source, sourcemsgstr);
918 dedicated_print(msgstr); // send to server console too
919 if(sourcecmsgstr != "")
920 centerprint(source, sourcecmsgstr);
921 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
924 sprint(head, msgstr);
926 centerprint(head, cmsgstr);
929 else if(teamsay < 0) // spectator message, only sent to spectators
931 sprint(source, sourcemsgstr);
932 dedicated_print(msgstr); // send to server console too
933 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
935 sprint(head, msgstr);
937 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
939 sprint(source, sourcemsgstr);
940 dedicated_print(msgstr); // send to server console too
941 FOR_EACH_REALCLIENT(head)
943 sprint(head, msgstr);
946 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
952 float GetVoiceMessageVoiceType(string type)
955 return VOICETYPE_TAUNT;
956 if(type == "teamshoot")
957 return VOICETYPE_LASTATTACKER;
958 return VOICETYPE_TEAMRADIO;
961 string allvoicesamples;
962 .string GetVoiceMessageSampleField(string type)
964 GetPlayerSoundSampleField_notFound = 0;
967 #define _VOICEMSG(m) case #m: return playersound_##m;
971 GetPlayerSoundSampleField_notFound = 1;
972 return playersound_taunt;
975 .string GetPlayerSoundSampleField(string type)
977 GetPlayerSoundSampleField_notFound = 0;
980 #define _VOICEMSG(m) case #m: return playersound_##m;
984 GetPlayerSoundSampleField_notFound = 1;
985 return playersound_taunt;
988 void PrecacheGlobalSound(string samplestring)
991 tokenize_console(samplestring);
995 for(i = 1; i <= n; ++i)
996 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1000 precache_sound(strcat(argv(0), ".wav"));
1004 void PrecachePlayerSounds(string f)
1008 fh = fopen(f, FILE_READ);
1011 while((s = fgets(fh)))
1013 if(tokenize_console(s) != 3)
1015 dprint("Invalid sound info line: ", s, "\n");
1018 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1022 if (!allvoicesamples)
1024 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1027 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1031 void ClearPlayerSounds()
1033 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1039 float LoadPlayerSounds(string f, float first)
1044 fh = fopen(f, FILE_READ);
1047 dprint("Player sound file not found: ", f, "\n");
1050 while((s = fgets(fh)))
1052 if(tokenize_console(s) != 3)
1054 field = GetPlayerSoundSampleField(argv(0));
1055 if(GetPlayerSoundSampleField_notFound)
1056 field = GetVoiceMessageSampleField(argv(0));
1057 if(GetPlayerSoundSampleField_notFound)
1060 strunzone(self.field);
1061 self.field = strzone(strcat(argv(1), " ", argv(2)));
1067 .float modelindex_for_playersound;
1068 .float skin_for_playersound;
1069 void UpdatePlayerSounds()
1071 if(self.modelindex == self.modelindex_for_playersound)
1072 if(self.skin == self.skin_for_playersound)
1074 self.modelindex_for_playersound = self.modelindex;
1075 self.skin_for_playersound = self.skin;
1076 ClearPlayerSounds();
1077 LoadPlayerSounds("sound/player/default.sounds", 1);
1078 if(!autocvar_g_debug_defaultsounds)
1079 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1080 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1083 void FakeGlobalSound(string sample, float chan, float voicetype)
1091 tokenize_console(sample);
1094 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1096 sample = strcat(argv(0), ".wav"); // randomization
1100 case VOICETYPE_LASTATTACKER_ONLY:
1102 case VOICETYPE_LASTATTACKER:
1106 if(IS_REAL_CLIENT(msg_entity))
1107 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1110 case VOICETYPE_TEAMRADIO:
1112 if(msg_entity.cvar_cl_voice_directional == 1)
1113 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1115 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1117 case VOICETYPE_AUTOTAUNT:
1122 if(autocvar_sv_gentle)
1124 tauntrand = random();
1126 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1128 if (msg_entity.cvar_cl_voice_directional >= 1)
1129 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1131 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1134 case VOICETYPE_TAUNT:
1136 if(self.deadflag == DEAD_NO)
1137 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1140 if(autocvar_sv_gentle)
1143 if (msg_entity.cvar_cl_voice_directional >= 1)
1144 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1146 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1148 case VOICETYPE_PLAYERSOUND:
1150 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1153 backtrace("Invalid voice type!");
1158 void GlobalSound(string sample, float chan, float voicetype)
1166 tokenize_console(sample);
1169 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1171 sample = strcat(argv(0), ".wav"); // randomization
1175 case VOICETYPE_LASTATTACKER_ONLY:
1178 msg_entity = self.pusher;
1179 if(IS_REAL_CLIENT(msg_entity))
1181 if(msg_entity.cvar_cl_voice_directional == 1)
1182 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1184 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1188 case VOICETYPE_LASTATTACKER:
1191 msg_entity = self.pusher;
1192 if(IS_REAL_CLIENT(msg_entity))
1194 if(msg_entity.cvar_cl_voice_directional == 1)
1195 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1197 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1200 if(IS_REAL_CLIENT(msg_entity))
1201 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1204 case VOICETYPE_TEAMRADIO:
1205 FOR_EACH_REALCLIENT(msg_entity)
1206 if(!teamplay || msg_entity.team == self.team)
1208 if(msg_entity.cvar_cl_voice_directional == 1)
1209 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1211 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1214 case VOICETYPE_AUTOTAUNT:
1219 if(autocvar_sv_gentle)
1221 tauntrand = random();
1222 FOR_EACH_REALCLIENT(msg_entity)
1223 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1225 if (msg_entity.cvar_cl_voice_directional >= 1)
1226 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1228 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1231 case VOICETYPE_TAUNT:
1233 if(self.deadflag == DEAD_NO)
1234 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1237 if(autocvar_sv_gentle)
1239 FOR_EACH_REALCLIENT(msg_entity)
1241 if (msg_entity.cvar_cl_voice_directional >= 1)
1242 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1244 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1247 case VOICETYPE_PLAYERSOUND:
1248 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1251 backtrace("Invalid voice type!");
1256 void PlayerSound(.string samplefield, float chan, float voicetype)
1258 GlobalSound(self.samplefield, chan, voicetype);
1261 void VoiceMessage(string type, string msg)
1264 float voicetype, ownteam;
1266 sample = GetVoiceMessageSampleField(type);
1268 if(GetPlayerSoundSampleField_notFound)
1270 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1274 voicetype = GetVoiceMessageVoiceType(type);
1275 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1277 flood = Say(self, ownteam, world, msg, 1);
1280 GlobalSound(self.sample, CH_VOICE, voicetype);
1282 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1285 void MoveToTeam(entity client, float team_colour, float type)
1287 float lockteams_backup;
1289 lockteams_backup = lockteams; // backup any team lock
1291 lockteams = 0; // disable locked teams
1293 TeamchangeFrags(client); // move the players frags
1294 SetPlayerColors(client, team_colour - 1); // set the players colour
1295 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1297 lockteams = lockteams_backup; // restore the team lock
1299 LogTeamchange(client.playerid, client.team, type);