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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
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))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // 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"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
30 #endif
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)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
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));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
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)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
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;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
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
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
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;
205
206         Drag_MoveDrag(oldself, self);
207
208         if(self.colormap <= maxclients && self.colormap > 0)
209                 self.colormap = 1024 + oldself.clientcolors;
210
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);
218
219         self = oldself;
220 }
221
222 float player_getspecies()
223 {
224         float s;
225         get_model_parameters(self.model, self.skin);
226         s = get_model_parameters_species;
227         get_model_parameters(string_null, 0);
228         if(s < 0)
229                 return SPECIES_HUMAN;
230         return s;
231 }
232
233 void player_setupanimsformodel()
234 {
235         // load animation info
236         animdecide_init(self);
237         animdecide_setstate(self, 0, FALSE);
238 }
239
240 void player_anim (void)
241 {
242         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
243         if(self.deadflag && !deadbits)
244                 if(random() < 0.5)
245                         deadbits = ANIMSTATE_DEAD1;
246                 else
247                         deadbits = ANIMSTATE_DEAD2;
248         float animbits = deadbits;
249         if(self.frozen)
250                 animbits |= ANIMSTATE_FROZEN;
251         if(self.crouch)
252                 animbits |= ANIMSTATE_DUCK;
253         animdecide_setstate(self, animbits, FALSE);
254         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
255
256         if (self.weaponentity)
257         {
258                 updateanim(self.weaponentity);
259                 if (!self.weaponentity.animstate_override)
260                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
261         }
262 }
263
264 void SpawnThrownWeapon (vector org, float w)
265 {
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');
269 }
270
271 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
272 {
273         float take, save;
274         vector v;
275         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
276
277         // damage resistance (ignore most of the damage from a bullet or similar)
278         damage = max(damage - 5, 1);
279
280         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
281         take = v_x;
282         save = v_y;
283
284         if(sound_allowed(MSG_BROADCAST, attacker))
285         {
286                 if (save > 10)
287                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
288                 else if (take > 30)
289                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
290                 else if (take > 10)
291                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
292         }
293
294         if (take > 50)
295                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
296         if (take > 100)
297                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
298
299         if (!(self.flags & FL_GODMODE))
300         {
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);
305         }
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;
309
310         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
311         {
312                 // don't use any animations as a gib
313                 self.frame = 0;
314                 // view just above the floor
315                 self.view_ofs = '0 0 4';
316
317                 Violence_GibSplash(self, 1, 1, attacker);
318                 self.alpha = -1;
319                 self.solid = SOLID_NOT; // restore later
320                 self.takedamage = DAMAGE_NO; // restore later
321                 self.damagedbycontents = FALSE;
322         }
323 }
324
325 // g_<gametype>_str:
326 // If 0, default is used.
327 // If <0, 0 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)
335
336
337 void calculate_player_respawn_time()
338 {
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);
346
347         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
348         entity pl;
349         if (teamplay)
350         {
351                 FOR_EACH_PLAYER(pl)
352                         if (pl != self)
353                                 if (pl.team == self.team)
354                                         ++pcount;
355                 if (sdelay_small_count == 0)
356                         sdelay_small_count = 1;
357                 if (sdelay_large_count == 0)
358                         sdelay_large_count = 1;
359         }
360         else
361         {
362                 FOR_EACH_PLAYER(pl)
363                         if (pl != self)
364                                 ++pcount;
365                 if (sdelay_small_count == 0)
366                 {
367                         if (g_cts)
368                         {
369                                 // Players play independently. No point in requiring enemies.
370                                 sdelay_small_count = 1;
371                         }
372                         else
373                         {
374                                 // Players play AGAINST each other. Enemies required.
375                                 sdelay_small_count = 2;
376                         }
377                 }
378                 if (sdelay_large_count == 0)
379                 {
380                         if (g_cts)
381                         {
382                                 // Players play independently. No point in requiring enemies.
383                                 sdelay_large_count = 1;
384                         }
385                         else
386                         {
387                                 // Players play AGAINST each other. Enemies required.
388                                 sdelay_large_count = 2;
389                         }
390                 }
391         }
392
393         float sdelay;
394
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);
401
402         if(waves)
403                 self.respawn_time = ceil((time + sdelay) / waves) * waves;
404         else
405                 self.respawn_time = time + sdelay;
406
407         if(sdelay < sdelay_max)
408                 self.respawn_time_max = time + sdelay_max;
409         else
410                 self.respawn_time_max = self.respawn_time;
411
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
414         else
415                 self.respawn_countdown = -1; // do not count down
416
417         if(autocvar_g_forced_respawn)
418                 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
419 }
420
421 void ClientKill_Now_TeamChange();
422
423 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
424 {
425         float take, save, dh, da, j;
426         vector v;
427         float valid_damage_for_weaponstats;
428         float excess;
429
430         dh = max(self.health, 0);
431         da = max(self.armorvalue, 0);
432
433         if(!DEATH_ISSPECIAL(deathtype))
434         {
435                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
436                 if(self != attacker)
437                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
438         }
439
440         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
441         {
442                 // tuba causes blood to come out of the ears
443                 vector ear1, ear2;
444                 vector d;
445                 float f;
446                 ear1 = self.origin;
447                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
448                 ear2 = ear1;
449                 makevectors(self.angles);
450                 ear1 += v_right * -10;
451                 ear2 += v_right * +10;
452                 d = inflictor.origin - self.origin;
453                 if (d)
454                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
455                 else
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);
460                 if(f > 0)
461                 {
462                         hitloc = ear1;
463                         force = force * -1;
464                 }
465                 else
466                 {
467                         hitloc = ear2;
468                         // force is already good
469                 }
470         }
471         else
472                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
473
474
475         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
476         take = v_x;
477         save = v_y;
478
479         if(attacker == self)
480         {
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;
484                 self.istypefrag = 0;
485         }
486         else if(IS_PLAYER(attacker))
487         {
488                 self.pusher = attacker;
489                 self.pushltime = time + autocvar_g_maxpushtime;
490                 self.istypefrag = self.BUTTON_CHAT;
491         }
492         else if(time < self.pushltime)
493         {
494                 attacker = self.pusher;
495                 self.pushltime = max(self.pushltime, time + 0.6);
496         }
497         else
498         {
499                 self.pushltime = 0;
500                 self.istypefrag = 0;
501         }
502
503         frag_inflictor = inflictor;
504         frag_attacker = attacker;
505         frag_target = self;
506         frag_damage = damage;
507         damage_take = take;
508         damage_save = save;
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);
514
515         if(sound_allowed(MSG_BROADCAST, attacker))
516         {
517                 if (save > 10)
518                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
519                 else if (take > 30)
520                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
521                 else if (take > 10)
522                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
523         }
524
525         if (take > 50)
526                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
527         if (take > 100)
528                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
529
530         if (time >= self.spawnshieldtime)
531         {
532                 if (!(self.flags & FL_GODMODE))
533                 {
534                         self.armorvalue = self.armorvalue - save;
535                         self.health = self.health - take;
536                         // pause regeneration for 5 seconds
537                         if(take)
538                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
539
540                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
541                         {
542                                 self.pain_finished = time + 0.5;        //Supajoe
543
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
546                                         {
547                                                 if (!self.animstate_override)
548                                                 {
549                                                         if (random() > 0.5)
550                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
551                                                         else
552                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
553                                                 }
554                                         }
555
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)
558                                         if(self.health > 1)
559                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
560                                         {
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);
569                                                 else
570                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
571                                         }
572                                 }
573
574                                 // throw off bot aim temporarily
575                                 float shake;
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;
579                         }
580                 }
581                 else
582                         self.max_armorvalue += (save + take);
583         }
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;
587
588         float abot, vbot, awep;
589         abot = (IS_BOT_CLIENT(attacker));
590         vbot = (IS_BOT_CLIENT(self));
591
592         valid_damage_for_weaponstats = 0;
593         awep = 0;
594
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))
599         {
600                 if(DEATH_ISSPECIAL(deathtype))
601                         awep = attacker.weapon;
602                 else
603                         awep = DEATH_WEAPONOF(deathtype);
604                 valid_damage_for_weaponstats = 1;
605         }
606
607         if(valid_damage_for_weaponstats)
608         {
609                 dh = dh - max(self.health, 0);
610                 da = da - max(self.armorvalue, 0);
611                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
612         }
613
614         if (self.health < 1)
615         {
616                 float defer_ClientKill_Now_TeamChange;
617                 defer_ClientKill_Now_TeamChange = FALSE;
618
619                 if(self.alivetime)
620                 {
621                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
622                         self.alivetime = 0;
623                 }
624
625                 if(valid_damage_for_weaponstats)
626                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
627
628                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
629                 if(sound_allowed(MSG_BROADCAST, attacker))
630                 {
631                         if(deathtype == DEATH_DROWN)
632                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
633                         else
634                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
635                 }
636
637                 // get rid of kill indicator
638                 if(self.killindicator)
639                 {
640                         remove(self.killindicator);
641                         self.killindicator = world;
642                         if(self.killindicator_teamchange)
643                                 defer_ClientKill_Now_TeamChange = TRUE;
644
645                         if(self.classname == "body")
646                         if(deathtype == DEATH_KILL)
647                         {
648                                 // for the lemmings fans, a small harmless explosion
649                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
650                         }
651                 }
652
653                 // print an obituary message
654                 Obituary (attacker, inflictor, self, deathtype);
655
656         // increment frag counter for used weapon type
657         float w;
658         w = DEATH_WEAPONOF(deathtype);
659         if(WEP_VALID(w))
660         if(accuracy_isgooddamage(attacker, self))
661         attacker.accuracy.(accuracy_frags[w-1]) += 1;
662
663                 frag_attacker = attacker;
664                 frag_inflictor = inflictor;
665                 frag_target = self;
666                 frag_deathtype = deathtype;
667                 MUTATOR_CALLHOOK(PlayerDies);
668
669                 weapon_action(self.weapon, WR_PLAYERDEATH);
670
671                 RemoveGrapplingHook(self);
672
673                 Portal_ClearAllLater(self);
674
675                 self.fixangle = TRUE;
676
677                 if(defer_ClientKill_Now_TeamChange)
678                         ClientKill_Now_TeamChange(); // can turn player into spectator
679
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))
683                         return;
684
685                 // when we get here, player actually dies
686
687                 Unfreeze(self); // remove any icy remains
688                 self.health = 0; // Unfreeze resets health, so we need to set it back
689
690                 // clear waypoints
691                 WaypointSprite_PlayerDead();
692                 // throw a weapon
693                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
694
695                 // become fully visible
696                 self.alpha = default_player_alpha;
697                 // make the corpse upright (not tilted)
698                 self.angles_x = 0;
699                 self.angles_z = 0;
700                 // don't spin
701                 self.avelocity = '0 0 0';
702                 // view from the floor
703                 self.view_ofs = '0 0 -8';
704                 // toss the corpse
705                 self.movetype = MOVETYPE_TOSS;
706                 // shootable corpse
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;
711                 // dying animation
712                 self.deadflag = DEAD_DYING;
713                 // when to allow respawn
714                 calculate_player_respawn_time();
715
716                 self.death_time = time;
717                 if (random() < 0.5)
718                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
719                 else
720                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
721                 if (self.maxs_z > 5)
722                 {
723                         self.maxs_z = 5;
724                         setsize(self, self.mins, self.maxs);
725                 }
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);
732
733                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
734                         // remove corpse
735                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
736                 }
737
738                 // reset fields the weapons may use just in case
739                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
740                 {
741                         weapon_action(j, WR_RESETPLAYER);
742                         ATTACK_FINISHED_FOR(self, j) = 0;
743                 }
744         }
745 }
746
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
750 // return value:
751 //   1 = accept
752 //   0 = reject
753 //  -1 = fake accept
754 {
755         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
756         float flood;
757         var .float flood_field;
758         entity head;
759         float ret;
760         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
761
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!)
765
766         msgin = formatmessage(msgin);
767
768         if (!IS_PLAYER(source))
769                 colorstr = "^0"; // black for spectators
770         else if(teamplay)
771                 colorstr = Team_ColorCode(source.team);
772         else
773         {
774                 colorstr = "";
775                 teamsay = FALSE;
776         }
777
778         if(intermission_running)
779                 teamsay = FALSE;
780
781         if(msgin != "")
782                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
783
784         /*
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
788         if(!teamsay)
789         {
790                 clientcommand(self, strcat("say ", msgin));
791                 return;
792         }
793         */
794
795         if(autocvar_g_chat_teamcolors)
796                 namestr = playername(source);
797         else
798                 namestr = source.netname;
799
800         if(strdecolorize(namestr) == namestr)
801                 colorprefix = "^3";
802         else
803                 colorprefix = "^7";
804
805         if(msgin != "")
806         {
807                 if(privatesay)
808                 {
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");
815                         else
816                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
817                 }
818                 else if(teamsay)
819                 {
820                         msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
821                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
822                 }
823                 else
824                 {
825                         msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
826                         cmsgstr = "";
827                 }
828                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
829         }
830         else
831         {
832                 msgstr = cmsgstr = "";
833         }
834
835         fullmsgstr = msgstr;
836         fullcmsgstr = cmsgstr;
837
838         // FLOOD CONTROL
839         flood = 0;
840         flood_field = floodcontrol_chat;
841         if(floodcontrol)
842         {
843                 float flood_spl;
844                 float flood_burst;
845                 float flood_lmax;
846                 float lines;
847                 if(privatesay)
848                 {
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;
853                 }
854                 else if(teamsay)
855                 {
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;
860                 }
861                 else
862                 {
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;
867                 }
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!
870
871                 // do flood control for the default line size
872                 if(msgstr != "")
873                 {
874                         getWrappedLine_remaining = msgstr;
875                         msgstr = "";
876                         lines = 0;
877                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
878                         {
879                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
880                                 ++lines;
881                         }
882                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
883
884                         if(getWrappedLine_remaining != "")
885                         {
886                                 msgstr = strcat(msgstr, "\n");
887                                 flood = 2;
888                         }
889
890                         if(time >= source.flood_field)
891                         {
892                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
893                         }
894                         else
895                         {
896                                 flood = 1;
897                                 msgstr = fullmsgstr;
898                         }
899                 }
900                 else
901                 {
902                         if(time >= source.flood_field)
903                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
904                         else
905                                 flood = 1;
906                 }
907
908                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
909                         source.flood_field = flood = 0;
910         }
911
912         if(flood == 2) // cannot happen for empty msgstr
913         {
914                 if(autocvar_g_chat_flood_notify_flooder)
915                 {
916                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
917                         sourcecmsgstr = "";
918                 }
919                 else
920                 {
921                         sourcemsgstr = fullmsgstr;
922                         sourcecmsgstr = fullcmsgstr;
923                 }
924                 cmsgstr = "";
925         }
926         else
927         {
928                 sourcemsgstr = msgstr;
929                 sourcecmsgstr = cmsgstr;
930         }
931
932         if(!privatesay)
933         if (!IS_PLAYER(source))
934         {
935                 if (!intermission_running)
936                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
937                                 teamsay = -1; // spectators
938         }
939
940         if(flood)
941                 print("NOTE: ", playername(source), "^7 is flooding.\n");
942
943         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
944         if(privatesay)
945                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
946
947         if(source.muted)
948         {
949                 // always fake the message
950                 ret = -1;
951         }
952         else if(flood == 1)
953         {
954                 if(autocvar_g_chat_flood_notify_flooder)
955                 {
956                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
957                         ret = 0;
958                 }
959                 else
960                         ret = -1;
961         }
962         else
963         {
964                 ret = 1;
965         }
966
967         if(sourcemsgstr != "" && ret != 0)
968         {
969                 if(ret < 0) // faked message, because the player is muted
970                 {
971                         sprint(source, sourcemsgstr);
972                         if(sourcecmsgstr != "" && !privatesay)
973                                 centerprint(source, sourcecmsgstr);
974                 }
975                 else if(privatesay) // private message, between 2 people only
976                 {
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
980                         if(cmsgstr != "")
981                                 centerprint(privatesay, cmsgstr);
982                 }
983                 else if(teamsay > 0) // team message, only sent to team mates
984                 {
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)
990                                 if(head != source)
991                                 {
992                                         sprint(head, msgstr);
993                                         if(cmsgstr != "")
994                                                 centerprint(head, cmsgstr);
995                                 }
996                 }
997                 else if(teamsay < 0) // spectator message, only sent to spectators
998                 {
999                         sprint(source, sourcemsgstr);
1000                         dedicated_print(msgstr); // send to server console too
1001                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
1002                                 if(head != source)
1003                                         sprint(head, msgstr);
1004                 }
1005                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1006                 {
1007                         sprint(source, sourcemsgstr);
1008                         dedicated_print(msgstr); // send to server console too
1009                         FOR_EACH_REALCLIENT(head)
1010                                 if(head != source)
1011                                         sprint(head, msgstr);
1012                 }
1013                 else
1014                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1015         }
1016
1017         return ret;
1018 }
1019
1020 float GetVoiceMessageVoiceType(string type)
1021 {
1022         if(type == "taunt")
1023                 return VOICETYPE_TAUNT;
1024         if(type == "teamshoot")
1025                 return VOICETYPE_LASTATTACKER;
1026         return VOICETYPE_TEAMRADIO;
1027 }
1028
1029 string allvoicesamples;
1030 .string GetVoiceMessageSampleField(string type)
1031 {
1032         GetPlayerSoundSampleField_notFound = 0;
1033         switch(type)
1034         {
1035 #define _VOICEMSG(m) case #m: return playersound_##m;
1036                 ALLVOICEMSGS
1037 #undef _VOICEMSG
1038         }
1039         GetPlayerSoundSampleField_notFound = 1;
1040         return playersound_taunt;
1041 }
1042
1043 .string GetPlayerSoundSampleField(string type)
1044 {
1045         GetPlayerSoundSampleField_notFound = 0;
1046         switch(type)
1047         {
1048 #define _VOICEMSG(m) case #m: return playersound_##m;
1049                 ALLPLAYERSOUNDS
1050 #undef _VOICEMSG
1051         }
1052         GetPlayerSoundSampleField_notFound = 1;
1053         return playersound_taunt;
1054 }
1055
1056 void PrecacheGlobalSound(string samplestring)
1057 {
1058         float n, i;
1059         tokenize_console(samplestring);
1060         n = stof(argv(1));
1061         if(n > 0)
1062         {
1063                 for(i = 1; i <= n; ++i)
1064                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1065         }
1066         else
1067         {
1068                 precache_sound(strcat(argv(0), ".wav"));
1069         }
1070 }
1071
1072 void PrecachePlayerSounds(string f)
1073 {
1074         float fh;
1075         string s;
1076         fh = fopen(f, FILE_READ);
1077         if(fh < 0)
1078                 return;
1079         while((s = fgets(fh)))
1080         {
1081                 if(tokenize_console(s) != 3)
1082                 {
1083                         dprint("Invalid sound info line: ", s, "\n");
1084                         continue;
1085                 }
1086                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1087         }
1088         fclose(fh);
1089
1090         if (!allvoicesamples)
1091         {
1092 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1093                 ALLVOICEMSGS
1094 #undef _VOICEMSG
1095                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1096         }
1097 }
1098
1099 void ClearPlayerSounds()
1100 {
1101 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1102         ALLPLAYERSOUNDS
1103         ALLVOICEMSGS
1104 #undef _VOICEMSG
1105 }
1106
1107 float LoadPlayerSounds(string f, float first)
1108 {
1109         float fh;
1110         string s;
1111         var .string field;
1112         fh = fopen(f, FILE_READ);
1113         if(fh < 0)
1114         {
1115                 dprint("Player sound file not found: ", f, "\n");
1116                 return 0;
1117         }
1118         while((s = fgets(fh)))
1119         {
1120                 if(tokenize_console(s) != 3)
1121                         continue;
1122                 field = GetPlayerSoundSampleField(argv(0));
1123                 if(GetPlayerSoundSampleField_notFound)
1124                         field = GetVoiceMessageSampleField(argv(0));
1125                 if(GetPlayerSoundSampleField_notFound)
1126                         continue;
1127                 if(self.field)
1128                         strunzone(self.field);
1129                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1130         }
1131         fclose(fh);
1132         return 1;
1133 }
1134
1135 .float modelindex_for_playersound;
1136 .float skin_for_playersound;
1137 void UpdatePlayerSounds()
1138 {
1139         if(self.modelindex == self.modelindex_for_playersound)
1140         if(self.skin == self.skin_for_playersound)
1141                 return;
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);
1149 }
1150
1151 void FakeGlobalSound(string sample, float chan, float voicetype)
1152 {
1153         float n;
1154         float tauntrand;
1155
1156         if(sample == "")
1157                 return;
1158
1159         tokenize_console(sample);
1160         n = stof(argv(1));
1161         if(n > 0)
1162                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1163         else
1164                 sample = strcat(argv(0), ".wav"); // randomization
1165
1166         switch(voicetype)
1167         {
1168                 case VOICETYPE_LASTATTACKER_ONLY:
1169                         break;
1170                 case VOICETYPE_LASTATTACKER:
1171                         if(self.pusher)
1172                         {
1173                                 msg_entity = self;
1174                                 if(IS_REAL_CLIENT(msg_entity))
1175                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1176                         }
1177                         break;
1178                 case VOICETYPE_TEAMRADIO:
1179                         msg_entity = self;
1180                         if(msg_entity.cvar_cl_voice_directional == 1)
1181                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1182                         else
1183                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1184                         break;
1185                 case VOICETYPE_AUTOTAUNT:
1186                         if(!sv_autotaunt)
1187                                 break;
1188                         if(!sv_taunt)
1189                                 break;
1190                         if(autocvar_sv_gentle)
1191                                 break;
1192                         tauntrand = random();
1193                         msg_entity = self;
1194                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1195                         {
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));
1198                                 else
1199                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1200                         }
1201                         break;
1202                 case VOICETYPE_TAUNT:
1203                         if(IS_PLAYER(self))
1204                                 if(self.deadflag == DEAD_NO)
1205                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1206                         if(!sv_taunt)
1207                                 break;
1208                         if(autocvar_sv_gentle)
1209                                 break;
1210                         msg_entity = self;
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));
1213                         else
1214                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1215                         break;
1216                 case VOICETYPE_PLAYERSOUND:
1217                         msg_entity = self;
1218                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1219                         break;
1220                 default:
1221                         backtrace("Invalid voice type!");
1222                         break;
1223         }
1224 }
1225
1226 void GlobalSound(string sample, float chan, float voicetype)
1227 {
1228         float n;
1229         float tauntrand;
1230
1231         if(sample == "")
1232                 return;
1233
1234         tokenize_console(sample);
1235         n = stof(argv(1));
1236         if(n > 0)
1237                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1238         else
1239                 sample = strcat(argv(0), ".wav"); // randomization
1240
1241         switch(voicetype)
1242         {
1243                 case VOICETYPE_LASTATTACKER_ONLY:
1244                         if(self.pusher)
1245                         {
1246                                 msg_entity = self.pusher;
1247                                 if(IS_REAL_CLIENT(msg_entity))
1248                                 {
1249                                         if(msg_entity.cvar_cl_voice_directional == 1)
1250                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1251                                         else
1252                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1253                                 }
1254                         }
1255                         break;
1256                 case VOICETYPE_LASTATTACKER:
1257                         if(self.pusher)
1258                         {
1259                                 msg_entity = self.pusher;
1260                                 if(IS_REAL_CLIENT(msg_entity))
1261                                 {
1262                                         if(msg_entity.cvar_cl_voice_directional == 1)
1263                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1264                                         else
1265                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1266                                 }
1267                                 msg_entity = self;
1268                                 if(IS_REAL_CLIENT(msg_entity))
1269                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1270                         }
1271                         break;
1272                 case VOICETYPE_TEAMRADIO:
1273                         FOR_EACH_REALCLIENT(msg_entity)
1274                                 if(!teamplay || msg_entity.team == self.team)
1275                                 {
1276                                         if(msg_entity.cvar_cl_voice_directional == 1)
1277                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1278                                         else
1279                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1280                                 }
1281                         break;
1282                 case VOICETYPE_AUTOTAUNT:
1283                         if(!sv_autotaunt)
1284                                 break;
1285                         if(!sv_taunt)
1286                                 break;
1287                         if(autocvar_sv_gentle)
1288                                 break;
1289                         tauntrand = random();
1290                         FOR_EACH_REALCLIENT(msg_entity)
1291                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1292                                 {
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));
1295                                         else
1296                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1297                                 }
1298                         break;
1299                 case VOICETYPE_TAUNT:
1300                         if(IS_PLAYER(self))
1301                                 if(self.deadflag == DEAD_NO)
1302                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1303                         if(!sv_taunt)
1304                                 break;
1305                         if(autocvar_sv_gentle)
1306                                 break;
1307                         FOR_EACH_REALCLIENT(msg_entity)
1308                         {
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));
1311                                 else
1312                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1313                         }
1314                         break;
1315                 case VOICETYPE_PLAYERSOUND:
1316                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1317                         break;
1318                 default:
1319                         backtrace("Invalid voice type!");
1320                         break;
1321         }
1322 }
1323
1324 void PlayerSound(.string samplefield, float chan, float voicetype)
1325 {
1326         GlobalSound(self.samplefield, chan, voicetype);
1327 }
1328
1329 void VoiceMessage(string type, string msg)
1330 {
1331         var .string sample;
1332         float voicetype, ownteam;
1333         float flood;
1334         sample = GetVoiceMessageSampleField(type);
1335
1336         if(GetPlayerSoundSampleField_notFound)
1337         {
1338                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1339                 return;
1340         }
1341
1342         voicetype = GetVoiceMessageVoiceType(type);
1343         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1344
1345         flood = Say(self, ownteam, world, msg, 1);
1346
1347         if (flood > 0)
1348                 GlobalSound(self.sample, CH_VOICE, voicetype);
1349         else if (flood < 0)
1350                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1351 }
1352
1353 void MoveToTeam(entity client, float team_colour, float type)
1354 {
1355         float lockteams_backup;
1356
1357         lockteams_backup = lockteams;  // backup any team lock
1358
1359         lockteams = 0;  // disable locked teams
1360
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
1364
1365         lockteams = lockteams_backup;  // restore the team lock
1366
1367         LogTeamchange(client.playerid, client.team, type);
1368 }