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;
326 // If 0, default is used.
328 // Otherwise, g_str (default value) is used.
329 // For consistency, negative values there are mapped to zero too.
330 #define GAMETYPE_DEFAULTED_SETTING(str) \
331 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
332 (gametype_setting_tmp < 0) ? 0 : \
333 (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
334 gametype_setting_tmp)
337 void calculate_player_respawn_time()
339 float gametype_setting_tmp;
340 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
341 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
342 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
343 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
344 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
345 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
347 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
353 if (pl.team == self.team)
355 if (sdelay_small_count == 0)
356 sdelay_small_count = 1;
357 if (sdelay_large_count == 0)
358 sdelay_large_count = 1;
365 if (sdelay_small_count == 0)
369 // Players play independently. No point in requiring enemies.
370 sdelay_small_count = 1;
374 // Players play AGAINST each other. Enemies required.
375 sdelay_small_count = 2;
378 if (sdelay_large_count == 0)
382 // Players play independently. No point in requiring enemies.
383 sdelay_large_count = 1;
387 // Players play AGAINST each other. Enemies required.
388 sdelay_large_count = 2;
395 if (pcount <= sdelay_small_count)
396 sdelay = sdelay_small;
397 else if (pcount >= sdelay_large_count)
398 sdelay = sdelay_large;
399 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
400 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
403 self.respawn_time = ceil((time + sdelay) / waves) * waves;
405 self.respawn_time = time + sdelay;
407 if(sdelay < sdelay_max)
408 self.respawn_time_max = time + sdelay_max;
410 self.respawn_time_max = self.respawn_time;
412 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
413 self.respawn_countdown = 10; // first number to count down from is 10
415 self.respawn_countdown = -1; // do not count down
417 if(autocvar_g_forced_respawn)
418 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
421 void ClientKill_Now_TeamChange();
423 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
425 float take, save, dh, da, j;
427 float valid_damage_for_weaponstats;
430 dh = max(self.health, 0);
431 da = max(self.armorvalue, 0);
433 if(!DEATH_ISSPECIAL(deathtype))
435 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
437 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
440 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
442 // tuba causes blood to come out of the ears
447 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
449 makevectors(self.angles);
450 ear1 += v_right * -10;
451 ear2 += v_right * +10;
452 d = inflictor.origin - self.origin;
454 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
456 f = 0; // Assum ecenter.
457 force = v_right * vlen(force);
458 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
459 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
468 // force is already good
472 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
475 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
481 // don't reset pushltime for self damage as it may be an attempt to
482 // escape a lava pit or similar
483 //self.pushltime = 0;
486 else if(IS_PLAYER(attacker))
488 self.pusher = attacker;
489 self.pushltime = time + autocvar_g_maxpushtime;
490 self.istypefrag = self.BUTTON_CHAT;
492 else if(time < self.pushltime)
494 attacker = self.pusher;
495 self.pushltime = max(self.pushltime, time + 0.6);
503 frag_inflictor = inflictor;
504 frag_attacker = attacker;
506 frag_damage = damage;
509 damage_force = force;
510 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
511 take = bound(0, damage_take, self.health);
512 save = bound(0, damage_save, self.armorvalue);
513 excess = max(0, damage - take - save);
515 if(sound_allowed(MSG_BROADCAST, attacker))
518 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
520 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
522 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
526 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
528 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
530 if (time >= self.spawnshieldtime)
532 if (!(self.flags & FL_GODMODE))
534 self.armorvalue = self.armorvalue - save;
535 self.health = self.health - take;
536 // pause regeneration for 5 seconds
538 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
540 if (time > self.pain_finished) //Don't switch pain sequences like crazy
542 self.pain_finished = time + 0.5; //Supajoe
544 if(autocvar_sv_gentle < 1) {
545 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
547 if (!self.animstate_override)
550 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
552 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
556 if(sound_allowed(MSG_BROADCAST, attacker))
557 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
559 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
561 if(deathtype == DEATH_FALL)
562 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
563 else if(self.health > 75) // TODO make a "gentle" version?
564 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
565 else if(self.health > 50)
566 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
567 else if(self.health > 25)
568 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
570 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
574 // throw off bot aim temporarily
576 shake = damage * 5 / (bound(0,skill,100) + 1);
577 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
578 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
582 self.max_armorvalue += (save + take);
584 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
585 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
586 self.dmg_inflictor = inflictor;
588 float abot, vbot, awep;
589 abot = (IS_BOT_CLIENT(attacker));
590 vbot = (IS_BOT_CLIENT(self));
592 valid_damage_for_weaponstats = 0;
595 if(vbot || IS_REAL_CLIENT(self))
596 if(abot || IS_REAL_CLIENT(attacker))
597 if(attacker && self != attacker)
598 if(DIFF_TEAM(self, attacker))
600 if(DEATH_ISSPECIAL(deathtype))
601 awep = attacker.weapon;
603 awep = DEATH_WEAPONOF(deathtype);
604 valid_damage_for_weaponstats = 1;
607 if(valid_damage_for_weaponstats)
609 dh = dh - max(self.health, 0);
610 da = da - max(self.armorvalue, 0);
611 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
616 float defer_ClientKill_Now_TeamChange;
617 defer_ClientKill_Now_TeamChange = FALSE;
621 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
625 if(valid_damage_for_weaponstats)
626 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
628 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
629 if(sound_allowed(MSG_BROADCAST, attacker))
631 if(deathtype == DEATH_DROWN)
632 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
634 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
637 // get rid of kill indicator
638 if(self.killindicator)
640 remove(self.killindicator);
641 self.killindicator = world;
642 if(self.killindicator_teamchange)
643 defer_ClientKill_Now_TeamChange = TRUE;
645 if(self.classname == "body")
646 if(deathtype == DEATH_KILL)
648 // for the lemmings fans, a small harmless explosion
649 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
653 // print an obituary message
654 Obituary (attacker, inflictor, self, deathtype);
656 // increment frag counter for used weapon type
658 w = DEATH_WEAPONOF(deathtype);
660 if(accuracy_isgooddamage(attacker, self))
661 attacker.accuracy.(accuracy_frags[w-1]) += 1;
663 frag_attacker = attacker;
664 frag_inflictor = inflictor;
666 frag_deathtype = deathtype;
667 MUTATOR_CALLHOOK(PlayerDies);
669 weapon_action(self.weapon, WR_PLAYERDEATH);
671 RemoveGrapplingHook(self);
673 Portal_ClearAllLater(self);
675 self.fixangle = TRUE;
677 if(defer_ClientKill_Now_TeamChange)
678 ClientKill_Now_TeamChange(); // can turn player into spectator
680 // player could have been miraculously resuscitated ;)
681 // e.g. players in freezetag get frozen, they don't really die
682 if(self.health >= 1 || !IS_PLAYER(self))
685 // when we get here, player actually dies
687 Unfreeze(self); // remove any icy remains
688 self.health = 0; // Unfreeze resets health, so we need to set it back
691 WaypointSprite_PlayerDead();
693 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
695 // become fully visible
696 self.alpha = default_player_alpha;
697 // make the corpse upright (not tilted)
701 self.avelocity = '0 0 0';
702 // view from the floor
703 self.view_ofs = '0 0 -8';
705 self.movetype = MOVETYPE_TOSS;
707 self.solid = SOLID_CORPSE;
708 self.ballistics_density = autocvar_g_ballistics_density_corpse;
709 // don't stick to the floor
710 self.flags &= ~FL_ONGROUND;
712 self.deadflag = DEAD_DYING;
713 // when to allow respawn
714 calculate_player_respawn_time();
716 self.death_time = time;
718 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
720 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
724 setsize(self, self.mins, self.maxs);
726 // set damage function to corpse damage
727 self.event_damage = PlayerCorpseDamage;
728 // call the corpse damage function just in case it wants to gib
729 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
730 // set up to fade out later
731 SUB_SetFade (self, time + 6 + random (), 1);
733 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
735 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
738 // reset fields the weapons may use just in case
739 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
741 weapon_action(j, WR_RESETPLAYER);
742 ATTACK_FINISHED_FOR(self, j) = 0;
747 .float muted; // to be used by prvm_edictset server playernumber muted 1
748 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
749 // message "": do not say, just test flood control
755 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
757 var .float flood_field;
760 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
762 if(!teamsay && !privatesay)
763 if(substring(msgin, 0, 1) == " ")
764 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
766 msgin = formatmessage(msgin);
768 if (!IS_PLAYER(source))
769 colorstr = "^0"; // black for spectators
771 colorstr = Team_ColorCode(source.team);
778 if(intermission_running)
782 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
785 * using bprint solves this... me stupid
786 // how can we prevent the message from appearing in a listen server?
787 // for now, just give "say" back and only handle say_team
790 clientcommand(self, strcat("say ", msgin));
795 if(autocvar_g_chat_teamcolors)
796 namestr = playername(source);
798 namestr = source.netname;
800 if(strdecolorize(namestr) == namestr)
809 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
810 privatemsgprefixlen = strlen(msgstr);
811 msgstr = strcat(msgstr, msgin);
812 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
813 if(autocvar_g_chat_teamcolors)
814 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
816 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
820 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
821 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
825 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
828 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
832 msgstr = cmsgstr = "";
836 fullcmsgstr = cmsgstr;
840 flood_field = floodcontrol_chat;
849 flood_spl = autocvar_g_chat_flood_spl_tell;
850 flood_burst = autocvar_g_chat_flood_burst_tell;
851 flood_lmax = autocvar_g_chat_flood_lmax_tell;
852 flood_field = floodcontrol_chattell;
856 flood_spl = autocvar_g_chat_flood_spl_team;
857 flood_burst = autocvar_g_chat_flood_burst_team;
858 flood_lmax = autocvar_g_chat_flood_lmax_team;
859 flood_field = floodcontrol_chatteam;
863 flood_spl = autocvar_g_chat_flood_spl;
864 flood_burst = autocvar_g_chat_flood_burst;
865 flood_lmax = autocvar_g_chat_flood_lmax;
866 flood_field = floodcontrol_chat;
868 flood_burst = max(0, flood_burst - 1);
869 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
871 // do flood control for the default line size
874 getWrappedLine_remaining = msgstr;
877 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
879 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
882 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
884 if(getWrappedLine_remaining != "")
886 msgstr = strcat(msgstr, "\n");
890 if(time >= source.flood_field)
892 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
902 if(time >= source.flood_field)
903 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
908 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
909 source.flood_field = flood = 0;
912 if(flood == 2) // cannot happen for empty msgstr
914 if(autocvar_g_chat_flood_notify_flooder)
916 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
921 sourcemsgstr = fullmsgstr;
922 sourcecmsgstr = fullcmsgstr;
928 sourcemsgstr = msgstr;
929 sourcecmsgstr = cmsgstr;
933 if (!IS_PLAYER(source))
935 if (!intermission_running)
936 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
937 teamsay = -1; // spectators
941 print("NOTE: ", playername(source), "^7 is flooding.\n");
943 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
945 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
949 // always fake the message
954 if(autocvar_g_chat_flood_notify_flooder)
956 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
967 if(sourcemsgstr != "" && ret != 0)
969 if(ret < 0) // faked message, because the player is muted
971 sprint(source, sourcemsgstr);
972 if(sourcecmsgstr != "" && !privatesay)
973 centerprint(source, sourcecmsgstr);
975 else if(privatesay) // private message, between 2 people only
977 sprint(source, sourcemsgstr);
978 sprint(privatesay, msgstr);
979 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
981 centerprint(privatesay, cmsgstr);
983 else if(teamsay > 0) // team message, only sent to team mates
985 sprint(source, sourcemsgstr);
986 dedicated_print(msgstr); // send to server console too
987 if(sourcecmsgstr != "")
988 centerprint(source, sourcecmsgstr);
989 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
992 sprint(head, msgstr);
994 centerprint(head, cmsgstr);
997 else if(teamsay < 0) // spectator message, only sent to spectators
999 sprint(source, sourcemsgstr);
1000 dedicated_print(msgstr); // send to server console too
1001 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
1003 sprint(head, msgstr);
1005 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1007 sprint(source, sourcemsgstr);
1008 dedicated_print(msgstr); // send to server console too
1009 FOR_EACH_REALCLIENT(head)
1011 sprint(head, msgstr);
1014 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1020 float GetVoiceMessageVoiceType(string type)
1023 return VOICETYPE_TAUNT;
1024 if(type == "teamshoot")
1025 return VOICETYPE_LASTATTACKER;
1026 return VOICETYPE_TEAMRADIO;
1029 string allvoicesamples;
1030 .string GetVoiceMessageSampleField(string type)
1032 GetPlayerSoundSampleField_notFound = 0;
1035 #define _VOICEMSG(m) case #m: return playersound_##m;
1039 GetPlayerSoundSampleField_notFound = 1;
1040 return playersound_taunt;
1043 .string GetPlayerSoundSampleField(string type)
1045 GetPlayerSoundSampleField_notFound = 0;
1048 #define _VOICEMSG(m) case #m: return playersound_##m;
1052 GetPlayerSoundSampleField_notFound = 1;
1053 return playersound_taunt;
1056 void PrecacheGlobalSound(string samplestring)
1059 tokenize_console(samplestring);
1063 for(i = 1; i <= n; ++i)
1064 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1068 precache_sound(strcat(argv(0), ".wav"));
1072 void PrecachePlayerSounds(string f)
1076 fh = fopen(f, FILE_READ);
1079 while((s = fgets(fh)))
1081 if(tokenize_console(s) != 3)
1083 dprint("Invalid sound info line: ", s, "\n");
1086 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1090 if (!allvoicesamples)
1092 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1095 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1099 void ClearPlayerSounds()
1101 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1107 float LoadPlayerSounds(string f, float first)
1112 fh = fopen(f, FILE_READ);
1115 dprint("Player sound file not found: ", f, "\n");
1118 while((s = fgets(fh)))
1120 if(tokenize_console(s) != 3)
1122 field = GetPlayerSoundSampleField(argv(0));
1123 if(GetPlayerSoundSampleField_notFound)
1124 field = GetVoiceMessageSampleField(argv(0));
1125 if(GetPlayerSoundSampleField_notFound)
1128 strunzone(self.field);
1129 self.field = strzone(strcat(argv(1), " ", argv(2)));
1135 .float modelindex_for_playersound;
1136 .float skin_for_playersound;
1137 void UpdatePlayerSounds()
1139 if(self.modelindex == self.modelindex_for_playersound)
1140 if(self.skin == self.skin_for_playersound)
1142 self.modelindex_for_playersound = self.modelindex;
1143 self.skin_for_playersound = self.skin;
1144 ClearPlayerSounds();
1145 LoadPlayerSounds("sound/player/default.sounds", 1);
1146 if(!autocvar_g_debug_defaultsounds)
1147 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1148 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1151 void FakeGlobalSound(string sample, float chan, float voicetype)
1159 tokenize_console(sample);
1162 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1164 sample = strcat(argv(0), ".wav"); // randomization
1168 case VOICETYPE_LASTATTACKER_ONLY:
1170 case VOICETYPE_LASTATTACKER:
1174 if(IS_REAL_CLIENT(msg_entity))
1175 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1178 case VOICETYPE_TEAMRADIO:
1180 if(msg_entity.cvar_cl_voice_directional == 1)
1181 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1183 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1185 case VOICETYPE_AUTOTAUNT:
1190 if(autocvar_sv_gentle)
1192 tauntrand = random();
1194 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1196 if (msg_entity.cvar_cl_voice_directional >= 1)
1197 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1199 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1202 case VOICETYPE_TAUNT:
1204 if(self.deadflag == DEAD_NO)
1205 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1208 if(autocvar_sv_gentle)
1211 if (msg_entity.cvar_cl_voice_directional >= 1)
1212 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1214 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1216 case VOICETYPE_PLAYERSOUND:
1218 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1221 backtrace("Invalid voice type!");
1226 void GlobalSound(string sample, float chan, float voicetype)
1234 tokenize_console(sample);
1237 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1239 sample = strcat(argv(0), ".wav"); // randomization
1243 case VOICETYPE_LASTATTACKER_ONLY:
1246 msg_entity = self.pusher;
1247 if(IS_REAL_CLIENT(msg_entity))
1249 if(msg_entity.cvar_cl_voice_directional == 1)
1250 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1252 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1256 case VOICETYPE_LASTATTACKER:
1259 msg_entity = self.pusher;
1260 if(IS_REAL_CLIENT(msg_entity))
1262 if(msg_entity.cvar_cl_voice_directional == 1)
1263 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1265 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1268 if(IS_REAL_CLIENT(msg_entity))
1269 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1272 case VOICETYPE_TEAMRADIO:
1273 FOR_EACH_REALCLIENT(msg_entity)
1274 if(!teamplay || msg_entity.team == self.team)
1276 if(msg_entity.cvar_cl_voice_directional == 1)
1277 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1279 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1282 case VOICETYPE_AUTOTAUNT:
1287 if(autocvar_sv_gentle)
1289 tauntrand = random();
1290 FOR_EACH_REALCLIENT(msg_entity)
1291 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1293 if (msg_entity.cvar_cl_voice_directional >= 1)
1294 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1296 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1299 case VOICETYPE_TAUNT:
1301 if(self.deadflag == DEAD_NO)
1302 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1305 if(autocvar_sv_gentle)
1307 FOR_EACH_REALCLIENT(msg_entity)
1309 if (msg_entity.cvar_cl_voice_directional >= 1)
1310 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1312 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1315 case VOICETYPE_PLAYERSOUND:
1316 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1319 backtrace("Invalid voice type!");
1324 void PlayerSound(.string samplefield, float chan, float voicetype)
1326 GlobalSound(self.samplefield, chan, voicetype);
1329 void VoiceMessage(string type, string msg)
1332 float voicetype, ownteam;
1334 sample = GetVoiceMessageSampleField(type);
1336 if(GetPlayerSoundSampleField_notFound)
1338 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1342 voicetype = GetVoiceMessageVoiceType(type);
1343 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1345 flood = Say(self, ownteam, world, msg, 1);
1348 GlobalSound(self.sample, CH_VOICE, voicetype);
1350 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1353 void MoveToTeam(entity client, float team_colour, float type)
1355 float lockteams_backup;
1357 lockteams_backup = lockteams; // backup any team lock
1359 lockteams = 0; // disable locked teams
1361 TeamchangeFrags(client); // move the players frags
1362 SetPlayerColors(client, team_colour - 1); // set the players colour
1363 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1365 lockteams = lockteams_backup; // restore the team lock
1367 LogTeamchange(client.playerid, client.team, type);