1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
13 void WeaponStats_Shutdown()
18 if(weaponstats_buffer < 0)
20 prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21 if(cvar_string("sv_weaponstats_killfile") != "")
23 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
26 fputs(fh, "#begin killfile\n");
27 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
32 idx = WEAPONSTATS_GETINDEX(i, j);
33 f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
35 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
37 fputs(fh, "#end\n\n");
39 print("Weapon kill stats written\n");
42 if(cvar_string("sv_weaponstats_damagefile") != "")
44 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
47 fputs(fh, "#begin damagefile\n");
48 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
53 idx = WEAPONSTATS_GETINDEX(i, j);
54 f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
56 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
58 fputs(fh, "#end\n\n");
60 print("Weapon damage stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
70 if(weaponstats_buffer < 0)
72 if(awep < WEP_FIRST || vwep < WEP_FIRST)
74 if(awep > WEP_LAST || vwep > WEP_LAST)
76 idx = WEAPONSTATS_GETINDEX(awep,vwep);
77 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
82 error("negative damage?");
83 WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
85 void WeaponStats_LogKill(float awep, float vwep)
87 WeaponStats_LogItem(awep, vwep, '0 1 0');
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
104 void CopyBody(float keepvelocity)
106 local entity oldself;
107 if (self.effects & EF_NODRAW)
111 self.enemy = oldself;
112 self.lip = oldself.lip;
113 self.colormap = oldself.colormap;
114 self.iscreature = oldself.iscreature;
115 self.angles = oldself.angles;
116 self.avelocity = oldself.avelocity;
117 self.classname = "body";
118 self.damageforcescale = oldself.damageforcescale;
119 self.effects = oldself.effects;
120 self.event_damage = oldself.event_damage;
121 self.animstate_startframe = oldself.animstate_startframe;
122 self.animstate_numframes = oldself.animstate_numframes;
123 self.animstate_framerate = oldself.animstate_framerate;
124 self.animstate_starttime = oldself.animstate_starttime;
125 self.animstate_endtime = oldself.animstate_endtime;
126 self.animstate_override = oldself.animstate_override;
127 self.animstate_looping = oldself.animstate_looping;
128 self.frame = oldself.frame;
129 self.dead_frame = oldself.dead_frame;
130 self.pain_finished = oldself.pain_finished;
131 self.health = oldself.health;
132 self.armorvalue = oldself.armorvalue;
133 self.armortype = oldself.armortype;
134 self.model = oldself.model;
135 self.modelindex = oldself.modelindex;
136 self.modelindex_lod0 = oldself.modelindex_lod0;
137 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
138 self.modelindex_lod1 = oldself.modelindex_lod1;
139 self.modelindex_lod2 = oldself.modelindex_lod2;
140 self.skinindex = oldself.skinindex;
141 self.species = oldself.species;
142 self.movetype = oldself.movetype;
143 self.nextthink = oldself.nextthink;
144 self.solid = oldself.solid;
145 self.takedamage = oldself.takedamage;
146 self.think = oldself.think;
147 self.customizeentityforclient = oldself.customizeentityforclient;
148 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
149 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
150 if (keepvelocity == 1)
151 self.velocity = oldself.velocity;
152 self.oldvelocity = self.velocity;
153 self.fade_time = oldself.fade_time;
154 self.fade_rate = oldself.fade_rate;
155 //self.weapon = oldself.weapon;
156 setorigin(self, oldself.origin);
157 setsize(self, oldself.mins, oldself.maxs);
158 self.prevorigin = oldself.origin;
159 self.reset = SUB_Remove;
161 Drag_MoveDrag(oldself, self);
166 float player_getspecies()
168 local float glob, i, j, fh, len, s, sk;
174 glob = search_begin("models/player/*.txt", TRUE, TRUE);
177 for(j = 0; j <= 1; ++j)
179 for(i = 0; i < search_getsize(glob); ++i)
181 fn = search_getfilename(glob, i);
182 fh = fopen(fn, FILE_READ);
185 fgets(fh); fgets(fh);
186 sk = stof(fgets(fh));
187 if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test
188 if(fgets(fh) == self.model)
190 tokens = tokenizebyseparator(fn, ".");
191 UpdatePlayerSounds(argv(0));
194 len = tokenize_console(l);
197 if (argv(0) != "species")
201 case "human": s = SPECIES_HUMAN; break;
202 case "alien": s = SPECIES_ALIEN; break;
203 case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
204 case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
205 case "robot_solid": s = SPECIES_ROBOT_SOLID; break;
206 case "animal": s = SPECIES_ANIMAL; break;
207 case "reserved": s = SPECIES_RESERVED; break;
224 void player_setupanimsformodel()
226 local string animfilename;
227 local float animfile;
228 // defaults for legacy .zym models without animinfo files
229 self.anim_die1 = '0 1 0.5'; // 2 seconds
230 self.anim_die2 = '1 1 0.5'; // 2 seconds
231 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
232 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
233 self.anim_duckwalk = '4 1 1';
234 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
235 self.anim_duckidle = '6 1 1';
236 self.anim_idle = '7 1 1';
237 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
238 self.anim_pain1 = '9 1 2'; // 0.5 seconds
239 self.anim_pain2 = '10 1 2'; // 0.5 seconds
240 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
241 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
242 self.anim_run = '13 1 1';
243 self.anim_runbackwards = '14 1 1';
244 self.anim_strafeleft = '15 1 1';
245 self.anim_straferight = '16 1 1';
246 self.anim_dead1 = '17 1 1';
247 self.anim_dead2 = '18 1 1';
248 self.anim_forwardright = '19 1 1';
249 self.anim_forwardleft = '20 1 1';
250 self.anim_backright = '21 1 1';
251 self.anim_backleft = '22 1 1';
252 animparseerror = FALSE;
253 animfilename = strcat(self.model, ".animinfo");
254 animfile = fopen(animfilename, FILE_READ);
257 self.anim_die1 = animparseline(animfile);
258 self.anim_die2 = animparseline(animfile);
259 self.anim_draw = animparseline(animfile);
260 self.anim_duck = animparseline(animfile);
261 self.anim_duckwalk = animparseline(animfile);
262 self.anim_duckjump = animparseline(animfile);
263 self.anim_duckidle = animparseline(animfile);
264 self.anim_idle = animparseline(animfile);
265 self.anim_jump = animparseline(animfile);
266 self.anim_pain1 = animparseline(animfile);
267 self.anim_pain2 = animparseline(animfile);
268 self.anim_shoot = animparseline(animfile);
269 self.anim_taunt = animparseline(animfile);
270 self.anim_run = animparseline(animfile);
271 self.anim_runbackwards = animparseline(animfile);
272 self.anim_strafeleft = animparseline(animfile);
273 self.anim_straferight = animparseline(animfile);
274 self.anim_forwardright = animparseline(animfile);
275 self.anim_forwardleft = animparseline(animfile);
276 self.anim_backright = animparseline(animfile);
277 self.anim_backleft = animparseline(animfile);
281 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
282 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
285 print("Parse error in ", animfilename, ", some player animations are broken\n");
288 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
289 // reset animstate now
290 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
293 void player_anim (void)
296 if (self.weaponentity)
297 updateanim(self.weaponentity);
299 if (self.deadflag != DEAD_NO)
301 if (time > self.animstate_endtime)
306 setsize(self, self.mins, self.maxs);
308 self.frame = self.dead_frame;
313 if (!self.animstate_override)
315 if (!(self.flags & FL_ONGROUND))
318 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
320 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
321 self.restart_jump = FALSE;
323 else if (self.crouch)
325 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
326 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
328 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
330 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
332 if (self.movement_x > 0 && self.movement_y == 0)
333 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
334 else if (self.movement_x < 0 && self.movement_y == 0)
335 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
336 else if (self.movement_x == 0 && self.movement_y > 0)
337 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
338 else if (self.movement_x == 0 && self.movement_y < 0)
339 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
340 else if (self.movement_x > 0 && self.movement_y > 0)
341 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
342 else if (self.movement_x > 0 && self.movement_y < 0)
343 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
344 else if (self.movement_x < 0 && self.movement_y > 0)
345 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
346 else if (self.movement_x < 0 && self.movement_y < 0)
347 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
349 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
352 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
355 if (self.weaponentity)
356 if (!self.weaponentity.animstate_override)
357 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
360 void SpawnThrownWeapon (vector org, float w)
363 if(self.ammo_cells <= 0)
369 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
371 if(self.weapons & W_WeaponBit(j))
372 if(W_IsWeaponThrowable(j))
373 W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
377 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
380 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
382 local float take, save;
384 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
386 // damage resistance (ignore most of the damage from a bullet or similar)
387 damage = max(damage - 5, 1);
389 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
393 if(sound_allowed(MSG_BROADCAST, attacker))
396 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
398 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
400 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
404 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
406 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
408 if (!(self.flags & FL_GODMODE))
410 self.armorvalue = self.armorvalue - save;
411 self.health = self.health - take;
412 // pause regeneration for 5 seconds
413 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
415 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
416 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
417 self.dmg_inflictor = inflictor;
419 if (self.health <= -75 && self.modelindex != 0)
421 // don't use any animations as a gib
424 // view just above the floor
425 self.view_ofs = '0 0 4';
427 Violence_GibSplash(self, 1, 1, attacker);
428 self.modelindex = 0; // restore later
429 self.solid = SOLID_NOT; // restore later
433 void ClientKill_Now_TeamChange();
435 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
437 local float take, save, waves, sdelay, dh, da, j;
439 float valid_damage_for_weaponstats;
441 dh = max(self.health, 0);
442 da = max(self.armorvalue, 0);
444 if(!DEATH_ISSPECIAL(deathtype))
446 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
448 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
451 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
453 // tuba causes blood to come out of the ears
458 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
460 makevectors(self.angles);
461 ear1 += v_right * -10;
462 ear2 += v_right * +10;
463 d = inflictor.origin - self.origin;
464 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
465 force = v_right * vlen(force);
466 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
467 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
476 // force is already good
480 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
482 if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
487 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
497 if(sound_allowed(MSG_BROADCAST, attacker))
500 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
502 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
504 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
508 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
510 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
512 if (time >= self.spawnshieldtime)
514 if (!(self.flags & FL_GODMODE))
516 self.armorvalue = self.armorvalue - save;
517 self.health = self.health - take;
518 // pause regeneration for 5 seconds
519 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
521 if (time > self.pain_finished) //Don't switch pain sequences like crazy
523 self.pain_finished = time + 0.5; //Supajoe
526 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
529 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
531 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
534 if(sound_allowed(MSG_BROADCAST, attacker))
535 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
536 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
538 if(self.health > 75) // TODO make a "gentle" version?
539 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
540 else if(self.health > 50)
541 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
542 else if(self.health > 25)
543 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
544 else if(self.health > 1)
545 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
549 // throw off bot aim temporarily
551 shake = damage * 5 / (bound(0,skill,100) + 1);
552 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
553 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
557 self.max_armorvalue += (save + take);
559 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
560 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
561 self.dmg_inflictor = inflictor;
565 // don't reset pushltime for self damage as it may be an attempt to
566 // escape a lava pit or similar
567 //self.pushltime = 0;
569 else if(attacker.classname == "player" || attacker.classname == "gib")
571 self.pusher = attacker;
572 self.pushltime = time + cvar("g_maxpushtime");
574 else if(time < self.pushltime)
576 attacker = self.pusher;
577 self.pushltime = max(self.pushltime, time + 0.6);
582 valid_damage_for_weaponstats = 0;
583 if(clienttype(self) == CLIENTTYPE_REAL)
584 if(clienttype(attacker) == CLIENTTYPE_REAL)
586 if(!DEATH_ISSPECIAL(deathtype))
587 if(IsDifferentTeam(self, attacker))
588 valid_damage_for_weaponstats = 1;
590 if(valid_damage_for_weaponstats)
592 dh = dh - max(self.health, 0);
593 da = da - max(self.armorvalue, 0);
594 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
599 float defer_ClientKill_Now_TeamChange;
600 defer_ClientKill_Now_TeamChange = FALSE;
602 if(valid_damage_for_weaponstats)
603 WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
605 if(sv_gentle < 1) // TODO make a "gentle" version?
606 if(sound_allowed(MSG_BROADCAST, attacker))
608 if(deathtype == DEATH_DROWN)
609 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
611 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
614 // get rid of kill indicator
615 if(self.killindicator)
617 remove(self.killindicator);
618 self.killindicator = world;
619 if(self.killindicator_teamchange)
620 defer_ClientKill_Now_TeamChange = TRUE;
622 if(self.classname == "body")
623 if(deathtype == DEATH_KILL)
625 // for the lemmings fans, a small harmless explosion
626 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
630 // become fully visible
632 // clear selected player display
633 ClearSelectedPlayer();
635 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
636 // print an obituary message
637 Obituary (attacker, inflictor, self, deathtype);
641 frag_attacker = attacker;
642 frag_inflictor = inflictor;
643 MUTATOR_CALLHOOK(PlayerDies);
647 if(attacker.classname != "player" && attacker.classname != "gib")
648 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
649 else if(attacker.team == self.team)
650 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
652 DropFlag(self.flagcarried, world, attacker);
655 DropBall(self.ballcarried, self.origin, self.velocity);
656 Portal_ClearAllLater(self);
658 WaypointSprite_PlayerDead();
659 // make the corpse upright (not tilted)
663 self.avelocity = '0 0 0';
664 // view from the floor
665 self.view_ofs = '0 0 -8';
667 self.movetype = MOVETYPE_TOSS;
669 self.solid = SOLID_CORPSE;
670 // don't stick to the floor
671 self.flags &~= FL_ONGROUND;
673 self.deadflag = DEAD_DYING;
674 // when to allow respawn
677 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
679 sdelay = cvar("g_respawn_delay");
680 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
682 waves = cvar("g_respawn_waves");
684 self.death_time = ceil((time + sdelay) / waves) * waves;
686 self.death_time = time + sdelay;
687 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
688 self.respawn_countdown = 10; // first number to count down from is 10
690 self.respawn_countdown = -1; // do not count down
693 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
694 self.dead_frame = self.anim_dead1_x;
698 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
699 self.dead_frame = self.anim_dead2_x;
701 // set damage function to corpse damage
702 self.event_damage = PlayerCorpseDamage;
703 // call the corpse damage function just in case it wants to gib
704 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
705 // set up to fade out later
706 SUB_SetFade (self, time + 12 + random () * 4, 1);
709 if(self.weaponentity)
710 if(self.weaponentity.lasertarget)
711 remove(self.weaponentity.lasertarget);
713 if(clienttype(self) == CLIENTTYPE_REAL)
715 self.fixangle = TRUE;
717 //WriteByte (MSG_ONE, SVC_SETANGLE);
718 //WriteAngle (MSG_ONE, self.v_angle_x);
719 //WriteAngle (MSG_ONE, self.v_angle_y);
720 //WriteAngle (MSG_ONE, 80);
724 Spawnqueue_Unmark(self);
726 if(defer_ClientKill_Now_TeamChange)
727 ClientKill_Now_TeamChange();
729 if(sv_gentle > 0 || cvar("ekg")) {
731 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
734 // reset fields the weapons may use just in case
735 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
737 weapon_action(j, WR_RESETPLAYER);
738 ATTACK_FINISHED_FOR(self, j) = 0;
743 float UpdateSelectedPlayer_countvalue(float v)
745 return max(0, (v - 1.0) / 0.5);
748 // returns: -2 if no hit, otherwise cos of the angle
749 // uses the global v_angle
750 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
761 so = self.origin + self.view_ofs;
765 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
768 // now find the cos of the angle...
769 c = normalize(d) * v_forward;
774 // not visible in any way? forget it
778 traceline(so, p.origin, MOVE_NOMONSTERS, self);
779 if(trace_fraction < 1)
785 void ClearSelectedPlayer()
787 if(self.selected_player)
789 centerprint_expire(self, CENTERPRIO_POINT);
790 self.selected_player = world;
791 self.selected_player_display_needs_update = FALSE;
795 void UpdateSelectedPlayer()
798 float selected_score;
800 selected_score = 0.95; // 18 degrees
802 if(!cvar("sv_allow_shownames"))
805 if(clienttype(self) != CLIENTTYPE_REAL)
808 if(self.cvar_cl_shownames == 0)
811 if(self.cvar_cl_shownames == 1 && !teams_matter)
814 makevectors(self.v_angle); // sets v_forward
816 // 1. cursor trace is always right
817 WarpZone_crosshair_trace(self);
818 if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
820 selected = trace_ent;
824 // 2. if we don't have a cursor trace, find the player which is least
830 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
841 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
845 if(time < self.selected_player_display_timeout)
846 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
847 selected = self.selected_player;
852 if(selected == self.selected_player)
855 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
856 self.selected_player_count = self.selected_player_count + frametime;
857 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
859 string namestr, healthstr;
860 namestr = playername(selected);
863 healthstr = ftos(floor(selected.health));
864 if(self.team == selected.team)
866 namestr = strcat(namestr, " (", healthstr, "%)");
867 self.selected_player_display_needs_update = TRUE;
870 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
875 ClearSelectedPlayer();
876 self.selected_player = selected;
877 self.selected_player_time = time;
878 self.selected_player_count = 0;
879 self.selected_player_display_needs_update = FALSE;
884 ClearSelectedPlayer();
887 if(self.selected_player)
888 self.last_selected_player = self.selected_player;
891 .float muted; // to be used by prvm_edictset server playernumber muted 1
892 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
893 // message "": do not say, just test flood control
899 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
900 float flood, privatemsgprefixlen;
904 if(Ban_MaybeEnforceBan(source))
907 if(!teamsay && !privatesay)
908 if(substring(msgin, 0, 1) == " ")
909 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
911 msgin = formatmessage(msgin);
913 if(source.classname != "player")
914 colorstr = "^0"; // black for spectators
915 else if(teams_matter)
916 colorstr = Team_ColorCode(source.team);
920 if(intermission_running)
924 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
927 * using bprint solves this... me stupid
928 // how can we prevent the message from appearing in a listen server?
929 // for now, just give "say" back and only handle say_team
932 clientcommand(self, strcat("say ", msgin));
937 if(cvar("g_chat_teamcolors"))
938 namestr = playername(source);
940 namestr = source.netname;
946 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
947 privatemsgprefixlen = strlen(msgstr);
948 msgstr = strcat(msgstr, msgin);
949 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
950 if(cvar("g_chat_teamcolors"))
951 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
953 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
957 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
958 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
962 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
965 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
969 msgstr = cmsgstr = "";
973 fullcmsgstr = cmsgstr;
982 var .float flood_field;
986 flood_spl = cvar("g_chat_flood_spl_tell");
987 flood_burst = cvar("g_chat_flood_burst_tell");
988 flood_lmax = cvar("g_chat_flood_lmax_tell");
989 flood_field = floodcontrol_chattell;
993 flood_spl = cvar("g_chat_flood_spl_team");
994 flood_burst = cvar("g_chat_flood_burst_team");
995 flood_lmax = cvar("g_chat_flood_lmax_team");
996 flood_field = floodcontrol_chatteam;
1000 flood_spl = cvar("g_chat_flood_spl");
1001 flood_burst = cvar("g_chat_flood_burst");
1002 flood_lmax = cvar("g_chat_flood_lmax");
1003 flood_field = floodcontrol_chat;
1005 flood_burst = max(0, flood_burst - 1);
1006 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1008 // do flood control for the default line size
1011 getWrappedLine_remaining = msgstr;
1014 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1016 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1019 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1021 if(getWrappedLine_remaining != "")
1023 msgstr = strcat(msgstr, "\n");
1027 if(time >= source.flood_field)
1029 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1034 msgstr = fullmsgstr;
1039 if(time >= source.flood_field)
1040 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1046 if (timeoutStatus == 2) //when game is paused, no flood protection
1047 source.flood_field = flood = 0;
1049 if(flood == 2) // cannot happen for empty msgstr
1051 if(cvar("g_chat_flood_notify_flooder"))
1053 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1058 sourcemsgstr = fullmsgstr;
1059 sourcecmsgstr = fullcmsgstr;
1065 sourcemsgstr = msgstr;
1066 sourcecmsgstr = cmsgstr;
1070 if(source.classname != "player")
1072 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1073 teamsay = -1; // spectators
1077 print("NOTE: ", playername(source), "^7 is flooding.\n");
1079 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1081 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1085 // always fake the message
1090 if(cvar("g_chat_flood_notify_flooder"))
1092 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1103 if(sourcemsgstr != "" && ret != 0)
1107 sprint(source, sourcemsgstr);
1108 if(sourcecmsgstr != "" && !privatesay)
1109 centerprint(source, sourcecmsgstr);
1113 sprint(source, sourcemsgstr);
1114 sprint(privatesay, msgstr);
1116 centerprint(privatesay, cmsgstr);
1118 else if(teamsay > 0)
1120 sprint(source, sourcemsgstr);
1121 if(sourcecmsgstr != "")
1122 centerprint(source, sourcecmsgstr);
1123 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1126 sprint(head, msgstr);
1128 centerprint(head, cmsgstr);
1131 else if(teamsay < 0)
1133 sprint(source, sourcemsgstr);
1134 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1136 sprint(head, msgstr);
1138 else if(sourcemsgstr != msgstr)
1140 sprint(source, sourcemsgstr);
1141 FOR_EACH_REALCLIENT(head)
1143 sprint(head, msgstr);
1152 float GetVoiceMessageVoiceType(string type)
1155 return VOICETYPE_TAUNT;
1156 if(type == "teamshoot")
1157 return VOICETYPE_LASTATTACKER;
1158 return VOICETYPE_TEAMRADIO;
1161 string allvoicesamples;
1162 float GetPlayerSoundSampleField_notFound;
1163 float GetPlayerSoundSampleField_fixed;
1164 .string GetVoiceMessageSampleField(string type)
1166 GetPlayerSoundSampleField_notFound = 0;
1167 GetPlayerSoundSampleField_fixed = 0;
1170 #define _VOICEMSG(m) case #m: return playersound_##m;
1174 GetPlayerSoundSampleField_notFound = 1;
1175 return playersound_taunt;
1178 .string GetPlayerSoundSampleField(string type)
1180 GetPlayerSoundSampleField_notFound = 0;
1181 GetPlayerSoundSampleField_fixed = 0;
1184 #define _VOICEMSG(m) case #m: return playersound_##m;
1188 GetPlayerSoundSampleField_notFound = 1;
1189 return playersound_taunt;
1192 void PrecacheGlobalSound(string samplestring)
1195 tokenize_console(samplestring);
1199 for(i = 1; i <= n; ++i)
1200 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1204 precache_sound(strcat(argv(0), ".wav"));
1208 void PrecachePlayerSounds(string f)
1212 fh = fopen(f, FILE_READ);
1215 while((s = fgets(fh)))
1217 if(tokenize_console(s) != 3)
1219 dprint("Invalid sound info line: ", s, "\n");
1222 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1226 if not(allvoicesamples)
1228 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1231 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1235 void ClearPlayerSounds()
1237 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1243 void LoadPlayerSounds(string f, float first)
1248 fh = fopen(f, FILE_READ);
1251 while((s = fgets(fh)))
1253 if(tokenize_console(s) != 3)
1255 field = GetPlayerSoundSampleField(argv(0));
1256 if(GetPlayerSoundSampleField_notFound)
1257 field = GetVoiceMessageSampleField(argv(0));
1258 if(GetPlayerSoundSampleField_notFound)
1260 if(GetPlayerSoundSampleField_fixed)
1264 strunzone(self.field);
1265 self.field = strzone(strcat(argv(1), " ", argv(2)));
1270 .float modelindex_for_playersound;
1271 void UpdatePlayerSounds(string filename)
1273 if(self.modelindex == self.modelindex_for_playersound)
1275 self.modelindex_for_playersound = self.modelindex;
1276 ClearPlayerSounds();
1277 LoadPlayerSounds("sound/player/default.sounds", 1);
1279 LoadPlayerSounds(strcat(filename, ".sounds"), 0);
1282 void FakeGlobalSound(string sample, float chan, float voicetype)
1290 tokenize_console(sample);
1293 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1295 sample = strcat(argv(0), ".wav"); // randomization
1299 case VOICETYPE_LASTATTACKER_ONLY:
1301 case VOICETYPE_LASTATTACKER:
1305 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1306 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1309 case VOICETYPE_TEAMRADIO:
1311 if(msg_entity.cvar_cl_voice_directional == 1)
1312 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1314 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1316 case VOICETYPE_AUTOTAUNT:
1323 tauntrand = random();
1325 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1327 if (msg_entity.cvar_cl_voice_directional >= 1)
1328 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1330 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1333 case VOICETYPE_TAUNT:
1334 if(self.classname == "player")
1335 if(self.deadflag == DEAD_NO)
1336 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1342 if (msg_entity.cvar_cl_voice_directional >= 1)
1343 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1345 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1347 case VOICETYPE_PLAYERSOUND:
1349 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1352 backtrace("Invalid voice type!");
1357 void GlobalSound(string sample, float chan, float voicetype)
1365 tokenize_console(sample);
1368 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1370 sample = strcat(argv(0), ".wav"); // randomization
1374 case VOICETYPE_LASTATTACKER_ONLY:
1377 msg_entity = self.pusher;
1378 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1380 if(msg_entity.cvar_cl_voice_directional == 1)
1381 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1383 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1387 case VOICETYPE_LASTATTACKER:
1390 msg_entity = self.pusher;
1391 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1393 if(msg_entity.cvar_cl_voice_directional == 1)
1394 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1396 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1399 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1400 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1403 case VOICETYPE_TEAMRADIO:
1404 FOR_EACH_REALCLIENT(msg_entity)
1405 if(!teams_matter || msg_entity.team == self.team)
1407 if(msg_entity.cvar_cl_voice_directional == 1)
1408 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1410 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1413 case VOICETYPE_AUTOTAUNT:
1420 tauntrand = random();
1421 FOR_EACH_REALCLIENT(msg_entity)
1422 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1424 if (msg_entity.cvar_cl_voice_directional >= 1)
1425 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1427 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1430 case VOICETYPE_TAUNT:
1431 if(self.classname == "player")
1432 if(self.deadflag == DEAD_NO)
1433 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1438 FOR_EACH_REALCLIENT(msg_entity)
1440 if (msg_entity.cvar_cl_voice_directional >= 1)
1441 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1443 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1446 case VOICETYPE_PLAYERSOUND:
1447 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1450 backtrace("Invalid voice type!");
1455 void PlayerSound(.string samplefield, float chan, float voicetype)
1457 GlobalSound(self.samplefield, chan, voicetype);
1460 void VoiceMessage(string type, string msg)
1463 float voicetype, ownteam;
1465 sample = GetVoiceMessageSampleField(type);
1467 if(GetPlayerSoundSampleField_notFound)
1469 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1473 voicetype = GetVoiceMessageVoiceType(type);
1474 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1476 flood = Say(self, ownteam, world, msg, 1);
1479 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1481 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1484 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1487 // 0 (00) automove centerprint, admin message
1488 // 1 (01) automove centerprint, no admin message
1489 // 2 (10) no centerprint, admin message
1490 // 3 (11) no centerprint, no admin message
1492 float lockteams_backup;
1494 lockteams_backup = lockteams; // backup any team lock
1496 lockteams = 0; // disable locked teams
1498 TeamchangeFrags(client); // move the players frags
1499 SetPlayerColors(client, team_colour - 1); // set the players colour
1500 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1502 lockteams = lockteams_backup; // restore the team lock
1504 LogTeamchange(client.playerid, client.team, type);
1506 if not(show_message & 1) // admin message
1507 sprint(client, strcat("\{1}\{13}^3", admin_name(), "^7: You have been moved to the ", Team_ColorNameLowerCase(team_colour), " team\n")); // send a chat message
1509 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));