2 .float accuracy_frags[WEP_MAXCOUNT];
4 float weaponstats_buffer;
6 void WeaponStats_Init()
8 if(autocvar_sv_weaponstats_file != "")
9 weaponstats_buffer = buf_create();
11 weaponstats_buffer = -1;
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
16 void WeaponStats_ready(entity fh, entity pass, float status)
18 float i, j, n, ibot, jbot, idx;
23 case URL_READY_CANWRITE:
25 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26 url_fputs(fh, "#begin statsfile\n");
27 url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29 url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
31 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33 n = tokenizebyseparator(cvar_purechanges, "\n");
34 for(i = 0; i < n; ++i)
35 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
39 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40 v = stov(bufstr_get(weaponstats_buffer, idx));
43 //vector is: kills hits damage
44 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
48 url_fputs(fh, "#end\n\n");
51 case URL_READY_CANREAD:
52 // url_fclose is processing, we got a response for writing the data
53 // this must come from HTTP
54 print("Got response from weapon stats server:\n");
55 while((s = url_fgets(fh)))
57 print("End of response.\n");
60 case URL_READY_CLOSED:
61 // url_fclose has finished
62 print("Weapon stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
68 print("Weapon stats writing failed: ", ftos(status), "\n");
69 buf_del(weaponstats_buffer);
70 weaponstats_buffer = -1;
75 void WeaponStats_Shutdown()
77 if(weaponstats_buffer < 0)
79 if(autocvar_sv_weaponstats_file != "")
81 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
85 buf_del(weaponstats_buffer);
86 weaponstats_buffer = -1;
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
93 if(weaponstats_buffer < 0)
95 if(awep < WEP_FIRST || vwep < WEP_FIRST)
97 if(awep > WEP_LAST || vwep > WEP_LAST)
99 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
105 error("negative damage?");
106 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
110 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
127 .float CopyBody_nextthink;
128 .void(void) CopyBody_think;
129 void CopyBody_Think(void)
131 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133 self.CopyBody_think();
136 self.CopyBody_nextthink = self.nextthink;
137 self.CopyBody_think = self.think;
138 self.think = CopyBody_Think;
140 CSQCMODEL_AUTOUPDATE();
141 self.nextthink = time;
143 void CopyBody(float keepvelocity)
146 if (self.effects & EF_NODRAW)
150 self.enemy = oldself;
151 self.lip = oldself.lip;
152 self.colormap = oldself.colormap;
153 self.iscreature = oldself.iscreature;
154 self.teleportable = oldself.teleportable;
155 self.damagedbycontents = oldself.damagedbycontents;
156 self.angles = oldself.angles;
157 self.avelocity = oldself.avelocity;
158 self.classname = "body";
159 self.damageforcescale = oldself.damageforcescale;
160 self.effects = oldself.effects;
161 self.glowmod = oldself.glowmod;
162 self.event_damage = oldself.event_damage;
163 self.animstate_startframe = oldself.animstate_startframe;
164 self.animstate_numframes = oldself.animstate_numframes;
165 self.animstate_framerate = oldself.animstate_framerate;
166 self.animstate_starttime = oldself.animstate_starttime;
167 self.animstate_endtime = oldself.animstate_endtime;
168 self.animstate_override = oldself.animstate_override;
169 self.animstate_looping = oldself.animstate_looping;
170 self.dphitcontentsmask = oldself.dphitcontentsmask;
171 self.death_time = oldself.death_time;
172 self.frame = oldself.frame;
173 self.pain_finished = oldself.pain_finished;
174 self.health = oldself.health;
175 self.armorvalue = oldself.armorvalue;
176 self.armortype = oldself.armortype;
177 self.model = oldself.model;
178 self.modelindex = oldself.modelindex;
179 self.skin = oldself.skin;
180 self.species = oldself.species;
181 self.movetype = oldself.movetype;
182 self.solid = oldself.solid;
183 self.ballistics_density = oldself.ballistics_density;
184 self.takedamage = oldself.takedamage;
185 self.customizeentityforclient = oldself.customizeentityforclient;
186 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
187 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
188 if (keepvelocity == 1)
189 self.velocity = oldself.velocity;
190 self.oldvelocity = self.velocity;
191 self.alpha = oldself.alpha;
192 self.fade_time = oldself.fade_time;
193 self.fade_rate = oldself.fade_rate;
194 //self.weapon = oldself.weapon;
195 setorigin(self, oldself.origin);
196 setsize(self, oldself.mins, oldself.maxs);
197 self.prevorigin = oldself.origin;
198 self.reset = SUB_Remove;
200 Drag_MoveDrag(oldself, self);
202 if(self.colormap <= maxclients && self.colormap > 0)
203 self.colormap = 1024 + oldself.clientcolors;
205 CSQCMODEL_AUTOINIT();
206 self.CopyBody_nextthink = oldself.nextthink;
207 self.CopyBody_think = oldself.think;
208 self.nextthink = time;
209 self.think = CopyBody_Think;
214 float player_getspecies()
217 get_model_parameters(self.model, self.skin);
218 s = get_model_parameters_species;
219 get_model_parameters(string_null, 0);
221 return SPECIES_HUMAN;
225 void player_setupanimsformodel()
227 // defaults for legacy .zym models without animinfo files
228 self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
229 self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
230 self.anim_draw = animfixfps(self, '2 1 3');
231 // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
232 self.anim_duckwalk = animfixfps(self, '4 1 1');
233 self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
234 self.anim_duckidle = animfixfps(self, '6 1 1');
235 self.anim_idle = animfixfps(self, '7 1 1');
236 self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
237 self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
238 self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
239 self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
240 self.anim_taunt = animfixfps(self, '12 1 0.33');
241 self.anim_run = animfixfps(self, '13 1 1');
242 self.anim_runbackwards = animfixfps(self, '14 1 1');
243 self.anim_strafeleft = animfixfps(self, '15 1 1');
244 self.anim_straferight = animfixfps(self, '16 1 1');
245 //self.anim_dead1 = animfixfps(self, '17 1 1');
246 //self.anim_dead2 = animfixfps(self, '18 1 1');
247 self.anim_forwardright = animfixfps(self, '19 1 1');
248 self.anim_forwardleft = animfixfps(self, '20 1 1');
249 self.anim_backright = animfixfps(self, '21 1 1');
250 self.anim_backleft = animfixfps(self, '22 1 1');
251 self.anim_melee = animfixfps(self, '23 1 1');
252 self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
253 self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
254 self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
255 self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
256 self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
257 self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
258 self.anim_duckwalkbackleft = animfixfps(self, '30 1 1');
259 // TODO introspect models for finding right "fps" value (1/duration)
260 // reset animstate now
261 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
264 void player_anim (void)
267 if (self.weaponentity)
268 updateanim(self.weaponentity);
270 if (self.deadflag != DEAD_NO)
273 if (!self.animstate_override)
275 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
279 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
281 traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
282 if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
284 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
285 self.restart_jump = FALSE;
291 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
293 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
294 if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
296 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
297 self.restart_jump = FALSE;
302 else if (self.crouch)
304 if (self.movement_x > 0 && self.movement_y == 0)
305 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
306 else if (self.movement_x < 0 && self.movement_y == 0)
307 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
308 else if (self.movement_x == 0 && self.movement_y > 0)
309 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
310 else if (self.movement_x == 0 && self.movement_y < 0)
311 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
312 else if (self.movement_x > 0 && self.movement_y > 0)
313 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
314 else if (self.movement_x > 0 && self.movement_y < 0)
315 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
316 else if (self.movement_x < 0 && self.movement_y > 0)
317 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
318 else if (self.movement_x < 0 && self.movement_y < 0)
319 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
321 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
323 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
325 if (self.movement_x > 0 && self.movement_y == 0)
326 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
327 else if (self.movement_x < 0 && self.movement_y == 0)
328 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
329 else if (self.movement_x == 0 && self.movement_y > 0)
330 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
331 else if (self.movement_x == 0 && self.movement_y < 0)
332 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
333 else if (self.movement_x > 0 && self.movement_y > 0)
334 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
335 else if (self.movement_x > 0 && self.movement_y < 0)
336 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
337 else if (self.movement_x < 0 && self.movement_y > 0)
338 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
339 else if (self.movement_x < 0 && self.movement_y < 0)
340 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
342 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
345 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
348 if (self.weaponentity)
349 if (!self.weaponentity.animstate_override)
350 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
353 void SpawnThrownWeapon (vector org, float w)
356 if(self.ammo_cells <= 0)
362 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
364 if(WEPSET_CONTAINS_EW(self, j))
365 if(W_IsWeaponThrowable(j))
366 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
371 if(W_IsWeaponThrowable(self.weapon))
372 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
376 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
380 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
382 // damage resistance (ignore most of the damage from a bullet or similar)
383 damage = max(damage - 5, 1);
385 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
389 if(sound_allowed(MSG_BROADCAST, attacker))
392 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
394 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
396 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
400 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
402 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
404 if (!(self.flags & FL_GODMODE))
406 self.armorvalue = self.armorvalue - save;
407 self.health = self.health - take;
408 // pause regeneration for 5 seconds
409 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
411 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
412 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
413 self.dmg_inflictor = inflictor;
415 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
417 // don't use any animations as a gib
419 // view just above the floor
420 self.view_ofs = '0 0 4';
422 Violence_GibSplash(self, 1, 1, attacker);
424 self.solid = SOLID_NOT; // restore later
425 self.takedamage = DAMAGE_NO; // restore later
429 void ClientKill_Now_TeamChange();
430 void freezetag_CheckWinner();
432 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
434 float take, save, waves, sdelay, dh, da, j;
436 float valid_damage_for_weaponstats;
439 if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
442 dh = max(self.health, 0);
443 da = max(self.armorvalue, 0);
445 if(!DEATH_ISSPECIAL(deathtype))
447 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
449 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
452 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
454 // tuba causes blood to come out of the ears
459 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
461 makevectors(self.angles);
462 ear1 += v_right * -10;
463 ear2 += v_right * +10;
464 d = inflictor.origin - self.origin;
465 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
466 force = v_right * vlen(force);
467 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
468 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
477 // force is already good
481 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
485 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
495 frag_inflictor = inflictor;
496 frag_attacker = attacker;
500 damage_force = force;
501 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
502 take = bound(0, damage_take, self.health);
503 save = bound(0, damage_save, self.armorvalue);
504 excess = max(0, damage - take - save);
506 if(sound_allowed(MSG_BROADCAST, attacker))
509 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
511 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
513 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
517 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
519 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
521 if (time >= self.spawnshieldtime)
523 if (!(self.flags & FL_GODMODE))
525 self.armorvalue = self.armorvalue - save;
526 self.health = self.health - take;
527 // pause regeneration for 5 seconds
529 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
531 if (time > self.pain_finished) //Don't switch pain sequences like crazy
533 self.pain_finished = time + 0.5; //Supajoe
536 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
538 if (!self.animstate_override)
541 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
543 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
547 if(sound_allowed(MSG_BROADCAST, attacker))
548 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
550 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
552 if(deathtype == DEATH_FALL)
553 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
554 else if(self.health > 75) // TODO make a "gentle" version?
555 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
556 else if(self.health > 50)
557 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
558 else if(self.health > 25)
559 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
561 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
565 // throw off bot aim temporarily
567 shake = damage * 5 / (bound(0,skill,100) + 1);
568 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
569 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
573 self.max_armorvalue += (save + take);
575 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
576 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
577 self.dmg_inflictor = inflictor;
581 // don't reset pushltime for self damage as it may be an attempt to
582 // escape a lava pit or similar
583 //self.pushltime = 0;
585 else if(attacker.classname == "player")
587 self.pusher = attacker;
588 self.pushltime = time + autocvar_g_maxpushtime;
590 else if(time < self.pushltime)
592 attacker = self.pusher;
593 self.pushltime = max(self.pushltime, time + 0.6);
598 float abot, vbot, awep;
599 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
600 vbot = (clienttype(self) == CLIENTTYPE_BOT);
602 valid_damage_for_weaponstats = 0;
603 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
604 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
605 if(attacker && self != attacker)
606 if(IsDifferentTeam(self, attacker))
608 if(DEATH_ISSPECIAL(deathtype))
609 awep = attacker.weapon;
611 awep = DEATH_WEAPONOF(deathtype);
612 valid_damage_for_weaponstats = 1;
615 if(valid_damage_for_weaponstats)
617 dh = dh - max(self.health, 0);
618 da = da - max(self.armorvalue, 0);
619 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
624 float defer_ClientKill_Now_TeamChange;
625 defer_ClientKill_Now_TeamChange = FALSE;
629 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
633 if(valid_damage_for_weaponstats)
634 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
636 if(sv_gentle < 1) // TODO make a "gentle" version?
637 if(sound_allowed(MSG_BROADCAST, attacker))
639 if(deathtype == DEATH_DROWN)
640 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
642 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
645 // get rid of kill indicator
646 if(self.killindicator)
648 remove(self.killindicator);
649 self.killindicator = world;
650 if(self.killindicator_teamchange)
651 defer_ClientKill_Now_TeamChange = TRUE;
653 if(self.classname == "body")
654 if(deathtype == DEATH_KILL)
656 // for the lemmings fans, a small harmless explosion
657 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
663 // become fully visible
664 self.alpha = default_player_alpha;
666 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
669 // print an obituary message
670 Obituary (attacker, inflictor, self, deathtype);
674 // increment frag counter for used weapon type
676 w = DEATH_WEAPONOF(deathtype);
678 if(accuracy_isgooddamage(attacker, self))
679 attacker.accuracy.(accuracy_frags[w-1]) += 1;
681 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
684 count_alive_players(); // re-count players
685 freezetag_CheckWinner();
689 frag_attacker = attacker;
690 frag_inflictor = inflictor;
692 MUTATOR_CALLHOOK(PlayerDies);
693 weapon_action(self.weapon, WR_PLAYERDEATH);
695 RemoveGrapplingHook(self);
697 Portal_ClearAllLater(self);
699 if(clienttype(self) == CLIENTTYPE_REAL)
701 stuffcmd(self, "-zoom\n");
702 self.fixangle = TRUE;
704 //WriteByte (MSG_ONE, SVC_SETANGLE);
705 //WriteAngle (MSG_ONE, self.v_angle_x);
706 //WriteAngle (MSG_ONE, self.v_angle_y);
707 //WriteAngle (MSG_ONE, 80);
710 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
711 ClientKill_Now_TeamChange();
714 Spawnqueue_Unmark(self);
719 // when we get here, player actually dies
720 // clear waypoints (do this AFTER FreezeTag)
721 WaypointSprite_PlayerDead();
723 // make the corpse upright (not tilted)
727 self.avelocity = '0 0 0';
728 // view from the floor
729 self.view_ofs = '0 0 -8';
731 self.movetype = MOVETYPE_TOSS;
733 self.solid = SOLID_CORPSE;
734 self.ballistics_density = autocvar_g_ballistics_density_corpse;
735 // don't stick to the floor
736 self.flags &~= FL_ONGROUND;
738 self.deadflag = DEAD_DYING;
739 // when to allow respawn
742 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
746 sdelay = 0; // no respawn delay in CTS
748 sdelay = autocvar_g_respawn_delay;
750 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
752 waves = autocvar_g_respawn_waves;
754 self.respawn_time = ceil((time + sdelay) / waves) * waves;
756 self.respawn_time = time + sdelay;
757 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
758 self.respawn_countdown = 10; // first number to count down from is 10
760 self.respawn_countdown = -1; // do not count down
761 self.death_time = time;
763 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
765 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
769 setsize(self, self.mins, self.maxs);
771 // set damage function to corpse damage
772 self.event_damage = PlayerCorpseDamage;
773 // call the corpse damage function just in case it wants to gib
774 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
775 // set up to fade out later
776 SUB_SetFade (self, time + 6 + random (), 1);
778 if(sv_gentle > 0 || autocvar_ekg) {
780 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
783 // reset fields the weapons may use just in case
784 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
786 weapon_action(j, WR_RESETPLAYER);
787 ATTACK_FINISHED_FOR(self, j) = 0;
792 .float muted; // to be used by prvm_edictset server playernumber muted 1
793 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
794 // message "": do not say, just test flood control
800 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
801 float flood, privatemsgprefixlen;
802 var .float flood_field;
806 if(!teamsay && !privatesay)
807 if(substring(msgin, 0, 1) == " ")
808 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
810 msgin = formatmessage(msgin);
812 if(source.classname != "player")
813 colorstr = "^0"; // black for spectators
815 colorstr = Team_ColorCode(source.team);
819 if(intermission_running)
823 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
826 * using bprint solves this... me stupid
827 // how can we prevent the message from appearing in a listen server?
828 // for now, just give "say" back and only handle say_team
831 clientcommand(self, strcat("say ", msgin));
836 if(autocvar_g_chat_teamcolors)
837 namestr = playername(source);
839 namestr = source.netname;
845 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
846 privatemsgprefixlen = strlen(msgstr);
847 msgstr = strcat(msgstr, msgin);
848 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
849 if(autocvar_g_chat_teamcolors)
850 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
852 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
856 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
857 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
861 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
864 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
868 msgstr = cmsgstr = "";
872 fullcmsgstr = cmsgstr;
884 flood_spl = autocvar_g_chat_flood_spl_tell;
885 flood_burst = autocvar_g_chat_flood_burst_tell;
886 flood_lmax = autocvar_g_chat_flood_lmax_tell;
887 flood_field = floodcontrol_chattell;
891 flood_spl = autocvar_g_chat_flood_spl_team;
892 flood_burst = autocvar_g_chat_flood_burst_team;
893 flood_lmax = autocvar_g_chat_flood_lmax_team;
894 flood_field = floodcontrol_chatteam;
898 flood_spl = autocvar_g_chat_flood_spl;
899 flood_burst = autocvar_g_chat_flood_burst;
900 flood_lmax = autocvar_g_chat_flood_lmax;
901 flood_field = floodcontrol_chat;
903 flood_burst = max(0, flood_burst - 1);
904 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
906 // do flood control for the default line size
909 getWrappedLine_remaining = msgstr;
912 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
914 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
917 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
919 if(getWrappedLine_remaining != "")
921 msgstr = strcat(msgstr, "\n");
925 if(time >= source.flood_field)
927 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
937 if(time >= source.flood_field)
938 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
943 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
944 source.flood_field = flood = 0;
947 if(flood == 2) // cannot happen for empty msgstr
949 if(autocvar_g_chat_flood_notify_flooder)
951 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
956 sourcemsgstr = fullmsgstr;
957 sourcecmsgstr = fullcmsgstr;
963 sourcemsgstr = msgstr;
964 sourcecmsgstr = cmsgstr;
968 if(source.classname != "player")
970 if not(intermission_running)
971 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
972 teamsay = -1; // spectators
976 print("NOTE: ", playername(source), "^7 is flooding.\n");
978 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
980 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
984 // always fake the message
989 if(autocvar_g_chat_flood_notify_flooder)
991 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1002 if(sourcemsgstr != "" && ret != 0)
1004 if(ret < 0) // faked message, because the player is muted
1006 sprint(source, sourcemsgstr);
1007 if(sourcecmsgstr != "" && !privatesay)
1008 centerprint(source, sourcecmsgstr);
1010 else if(privatesay) // private message, between 2 people only, not sent to server console
1012 sprint(source, sourcemsgstr);
1013 sprint(privatesay, msgstr);
1015 centerprint(privatesay, cmsgstr);
1017 else if(teamsay > 0) // team message, only sent to team mates
1019 sprint(source, sourcemsgstr);
1020 //print(msgstr); // send to server console too
1021 if(sourcecmsgstr != "")
1022 centerprint(source, sourcecmsgstr);
1023 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1026 sprint(head, msgstr);
1028 centerprint(head, cmsgstr);
1031 else if(teamsay < 0) // spectator message, only sent to spectators
1033 sprint(source, sourcemsgstr);
1034 //print(msgstr); // send to server console too
1035 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1037 sprint(head, msgstr);
1039 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1041 sprint(source, sourcemsgstr);
1042 //print(msgstr); // send to server console too
1043 FOR_EACH_REALCLIENT(head)
1045 sprint(head, msgstr);
1048 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1054 float GetVoiceMessageVoiceType(string type)
1057 return VOICETYPE_TAUNT;
1058 if(type == "teamshoot")
1059 return VOICETYPE_LASTATTACKER;
1060 return VOICETYPE_TEAMRADIO;
1063 string allvoicesamples;
1064 .string GetVoiceMessageSampleField(string type)
1066 GetPlayerSoundSampleField_notFound = 0;
1069 #define _VOICEMSG(m) case #m: return playersound_##m;
1073 GetPlayerSoundSampleField_notFound = 1;
1074 return playersound_taunt;
1077 .string GetPlayerSoundSampleField(string type)
1079 GetPlayerSoundSampleField_notFound = 0;
1082 #define _VOICEMSG(m) case #m: return playersound_##m;
1086 GetPlayerSoundSampleField_notFound = 1;
1087 return playersound_taunt;
1090 void PrecacheGlobalSound(string samplestring)
1093 tokenize_console(samplestring);
1097 for(i = 1; i <= n; ++i)
1098 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1102 precache_sound(strcat(argv(0), ".wav"));
1106 void PrecachePlayerSounds(string f)
1110 fh = fopen(f, FILE_READ);
1113 while((s = fgets(fh)))
1115 if(tokenize_console(s) != 3)
1117 dprint("Invalid sound info line: ", s, "\n");
1120 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1124 if not(allvoicesamples)
1126 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1129 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1133 void ClearPlayerSounds()
1135 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1141 float LoadPlayerSounds(string f, float first)
1146 fh = fopen(f, FILE_READ);
1149 dprint("Player sound file not found: ", f, "\n");
1152 while((s = fgets(fh)))
1154 if(tokenize_console(s) != 3)
1156 field = GetPlayerSoundSampleField(argv(0));
1157 if(GetPlayerSoundSampleField_notFound)
1158 field = GetVoiceMessageSampleField(argv(0));
1159 if(GetPlayerSoundSampleField_notFound)
1162 strunzone(self.field);
1163 self.field = strzone(strcat(argv(1), " ", argv(2)));
1169 .float modelindex_for_playersound;
1170 .float skin_for_playersound;
1171 void UpdatePlayerSounds()
1173 if(self.modelindex == self.modelindex_for_playersound)
1174 if(self.skin == self.skin_for_playersound)
1176 self.modelindex_for_playersound = self.modelindex;
1177 self.skin_for_playersound = self.skin;
1178 ClearPlayerSounds();
1179 LoadPlayerSounds("sound/player/default.sounds", 1);
1180 if(!autocvar_g_debug_defaultsounds)
1181 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1182 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1185 void FakeGlobalSound(string sample, float chan, float voicetype)
1193 tokenize_console(sample);
1196 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1198 sample = strcat(argv(0), ".wav"); // randomization
1202 case VOICETYPE_LASTATTACKER_ONLY:
1204 case VOICETYPE_LASTATTACKER:
1208 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1209 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1212 case VOICETYPE_TEAMRADIO:
1214 if(msg_entity.cvar_cl_voice_directional == 1)
1215 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1217 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1219 case VOICETYPE_AUTOTAUNT:
1226 tauntrand = random();
1228 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1230 if (msg_entity.cvar_cl_voice_directional >= 1)
1231 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1233 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1236 case VOICETYPE_TAUNT:
1237 if(self.classname == "player")
1238 if(self.deadflag == DEAD_NO)
1239 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1245 if (msg_entity.cvar_cl_voice_directional >= 1)
1246 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1248 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1250 case VOICETYPE_PLAYERSOUND:
1252 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1255 backtrace("Invalid voice type!");
1260 void GlobalSound(string sample, float chan, float voicetype)
1268 tokenize_console(sample);
1271 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1273 sample = strcat(argv(0), ".wav"); // randomization
1277 case VOICETYPE_LASTATTACKER_ONLY:
1280 msg_entity = self.pusher;
1281 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1283 if(msg_entity.cvar_cl_voice_directional == 1)
1284 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1286 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1290 case VOICETYPE_LASTATTACKER:
1293 msg_entity = self.pusher;
1294 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1296 if(msg_entity.cvar_cl_voice_directional == 1)
1297 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1299 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1302 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1303 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1306 case VOICETYPE_TEAMRADIO:
1307 FOR_EACH_REALCLIENT(msg_entity)
1308 if(!teamplay || msg_entity.team == self.team)
1310 if(msg_entity.cvar_cl_voice_directional == 1)
1311 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1313 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1316 case VOICETYPE_AUTOTAUNT:
1323 tauntrand = random();
1324 FOR_EACH_REALCLIENT(msg_entity)
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);
1341 FOR_EACH_REALCLIENT(msg_entity)
1343 if (msg_entity.cvar_cl_voice_directional >= 1)
1344 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1346 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1349 case VOICETYPE_PLAYERSOUND:
1350 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1353 backtrace("Invalid voice type!");
1358 void PlayerSound(.string samplefield, float chan, float voicetype)
1360 GlobalSound(self.samplefield, chan, voicetype);
1363 void VoiceMessage(string type, string msg)
1366 float voicetype, ownteam;
1368 sample = GetVoiceMessageSampleField(type);
1370 if(GetPlayerSoundSampleField_notFound)
1372 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1376 voicetype = GetVoiceMessageVoiceType(type);
1377 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1379 flood = Say(self, ownteam, world, msg, 1);
1382 GlobalSound(self.sample, CH_VOICE, voicetype);
1384 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1387 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1390 // 0 (00) automove centerprint, admin message
1391 // 1 (01) automove centerprint, no admin message
1392 // 2 (10) no centerprint, admin message
1393 // 3 (11) no centerprint, no admin message
1395 float lockteams_backup;
1397 lockteams_backup = lockteams; // backup any team lock
1399 lockteams = 0; // disable locked teams
1401 TeamchangeFrags(client); // move the players frags
1402 SetPlayerColors(client, team_colour - 1); // set the players colour
1403 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1405 lockteams = lockteams_backup; // restore the team lock
1407 LogTeamchange(client.playerid, client.team, type);
1409 if not(show_message & 1) // admin message
1410 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
1412 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));