2 .float accuracy_frags[WEP_MAXCOUNT];
4 float weaponstats_buffer;
6 void WeaponStats_Init()
8 if(autocvar_sv_weaponstats_file != "")
9 weaponstats_buffer = buf_create();
11 weaponstats_buffer = -1;
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
16 void WeaponStats_ready(entity fh, entity pass, float status)
18 float i, j, n, ibot, jbot, idx;
23 case URL_READY_CANWRITE:
25 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26 url_fputs(fh, "#begin statsfile\n");
27 url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29 url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
31 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33 n = tokenizebyseparator(cvar_purechanges, "\n");
34 for(i = 0; i < n; ++i)
35 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
39 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40 v = stov(bufstr_get(weaponstats_buffer, idx));
43 //vector is: kills hits damage
44 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
48 url_fputs(fh, "#end\n\n");
51 case URL_READY_CANREAD:
52 // url_fclose is processing, we got a response for writing the data
53 // this must come from HTTP
54 print("Got response from weapon stats server:\n");
55 while((s = url_fgets(fh)))
57 print("End of response.\n");
60 case URL_READY_CLOSED:
61 // url_fclose has finished
62 print("Weapon stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
68 print("Weapon stats writing failed: ", ftos(status), "\n");
69 buf_del(weaponstats_buffer);
70 weaponstats_buffer = -1;
75 void WeaponStats_Shutdown()
77 if(weaponstats_buffer < 0)
79 if(autocvar_sv_weaponstats_file != "")
81 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
85 buf_del(weaponstats_buffer);
86 weaponstats_buffer = -1;
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
93 if(weaponstats_buffer < 0)
95 if(awep < WEP_FIRST || vwep < WEP_FIRST)
97 if(awep > WEP_LAST || vwep > WEP_LAST)
99 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
105 error("negative damage?");
106 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
110 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
132 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
134 self.CopyBody_think();
137 self.CopyBody_nextthink = self.nextthink;
138 self.CopyBody_think = self.think;
139 self.think = CopyBody_Think;
141 CSQCMODEL_AUTOUPDATE();
142 self.nextthink = time;
144 void CopyBody(float keepvelocity)
147 if (self.effects & EF_NODRAW)
151 self.enemy = oldself;
152 self.lip = oldself.lip;
153 self.colormap = oldself.colormap;
154 self.iscreature = oldself.iscreature;
155 self.teleportable = oldself.teleportable;
156 self.damagedbycontents = oldself.damagedbycontents;
157 self.angles = oldself.angles;
158 self.v_angle = oldself.v_angle;
159 self.avelocity = oldself.avelocity;
160 self.classname = "body";
161 self.damageforcescale = oldself.damageforcescale;
162 self.effects = oldself.effects;
163 self.glowmod = oldself.glowmod;
164 self.event_damage = oldself.event_damage;
165 self.anim_state = oldself.anim_state;
166 self.anim_time = oldself.anim_time;
167 self.anim_lower_action = oldself.anim_lower_action;
168 self.anim_lower_time = oldself.anim_lower_time;
169 self.anim_upper_action = oldself.anim_upper_action;
170 self.anim_upper_time = oldself.anim_upper_time;
171 self.anim_implicit_state = oldself.anim_implicit_state;
172 self.anim_implicit_time = oldself.anim_implicit_time;
173 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
174 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
175 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
176 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
177 self.dphitcontentsmask = oldself.dphitcontentsmask;
178 self.death_time = oldself.death_time;
179 self.pain_finished = oldself.pain_finished;
180 self.health = oldself.health;
181 self.armorvalue = oldself.armorvalue;
182 self.armortype = oldself.armortype;
183 self.model = oldself.model;
184 self.modelindex = oldself.modelindex;
185 self.skin = oldself.skin;
186 self.species = oldself.species;
187 self.movetype = oldself.movetype;
188 self.solid = oldself.solid;
189 self.ballistics_density = oldself.ballistics_density;
190 self.takedamage = oldself.takedamage;
191 self.customizeentityforclient = oldself.customizeentityforclient;
192 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
193 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
194 if (keepvelocity == 1)
195 self.velocity = oldself.velocity;
196 self.oldvelocity = self.velocity;
197 self.alpha = oldself.alpha;
198 self.fade_time = oldself.fade_time;
199 self.fade_rate = oldself.fade_rate;
200 //self.weapon = oldself.weapon;
201 setorigin(self, oldself.origin);
202 setsize(self, oldself.mins, oldself.maxs);
203 self.prevorigin = oldself.origin;
204 self.reset = SUB_Remove;
206 Drag_MoveDrag(oldself, self);
208 if(self.colormap <= maxclients && self.colormap > 0)
209 self.colormap = 1024 + oldself.clientcolors;
211 CSQCMODEL_AUTOINIT();
212 self.CopyBody_nextthink = oldself.nextthink;
213 self.CopyBody_think = oldself.think;
214 self.nextthink = time;
215 self.think = CopyBody_Think;
216 // "bake" the current animation frame for clones (they don't get clientside animation)
217 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
222 float player_getspecies()
225 get_model_parameters(self.model, self.skin);
226 s = get_model_parameters_species;
227 get_model_parameters(string_null, 0);
229 return SPECIES_HUMAN;
233 void player_setupanimsformodel()
235 // load animation info
236 animdecide_init(self);
237 animdecide_setstate(self, 0, FALSE);
240 void player_anim (void)
242 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
245 // Decide on which death animation to use.
247 deadbits = ANIMSTATE_DEAD1;
249 deadbits = ANIMSTATE_DEAD2;
252 // Clear a previous death animation.
255 float animbits = deadbits;
257 animbits |= ANIMSTATE_FROZEN;
259 animbits |= ANIMSTATE_DUCK;
260 animdecide_setstate(self, animbits, FALSE);
261 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
263 if (self.weaponentity)
265 updateanim(self.weaponentity);
266 if (!self.weaponentity.animstate_override)
267 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
271 void SpawnThrownWeapon (vector org, float w)
273 if(self.weapons & WepSet_FromWeapon(self.weapon))
274 if(W_IsWeaponThrowable(self.weapon))
275 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
278 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
282 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
284 // damage resistance (ignore most of the damage from a bullet or similar)
285 damage = max(damage - 5, 1);
287 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
291 if(sound_allowed(MSG_BROADCAST, attacker))
294 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
296 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
298 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
302 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
304 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
306 if (!(self.flags & FL_GODMODE))
308 self.armorvalue = self.armorvalue - save;
309 self.health = self.health - take;
310 // pause regeneration for 5 seconds
311 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
313 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
314 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
315 self.dmg_inflictor = inflictor;
317 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
319 // don't use any animations as a gib
321 // view just above the floor
322 self.view_ofs = '0 0 4';
324 Violence_GibSplash(self, 1, 1, attacker);
326 self.solid = SOLID_NOT; // restore later
327 self.takedamage = DAMAGE_NO; // restore later
328 self.damagedbycontents = FALSE;
333 // If 0, default is used.
335 // Otherwise, g_str (default value) is used.
336 // For consistency, negative values there are mapped to zero too.
337 #define GAMETYPE_DEFAULTED_SETTING(str) \
338 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
339 (gametype_setting_tmp < 0) ? 0 : \
340 (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
341 gametype_setting_tmp)
344 void calculate_player_respawn_time()
346 float gametype_setting_tmp;
347 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
348 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
349 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
350 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
351 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
352 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
354 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
360 if (pl.team == self.team)
362 if (sdelay_small_count == 0)
363 sdelay_small_count = 1;
364 if (sdelay_large_count == 0)
365 sdelay_large_count = 1;
372 if (sdelay_small_count == 0)
376 // Players play independently. No point in requiring enemies.
377 sdelay_small_count = 1;
381 // Players play AGAINST each other. Enemies required.
382 sdelay_small_count = 2;
385 if (sdelay_large_count == 0)
389 // Players play independently. No point in requiring enemies.
390 sdelay_large_count = 1;
394 // Players play AGAINST each other. Enemies required.
395 sdelay_large_count = 2;
402 if (pcount <= sdelay_small_count)
403 sdelay = sdelay_small;
404 else if (pcount >= sdelay_large_count)
405 sdelay = sdelay_large;
406 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
407 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
410 self.respawn_time = ceil((time + sdelay) / waves) * waves;
412 self.respawn_time = time + sdelay;
414 if(sdelay < sdelay_max)
415 self.respawn_time_max = time + sdelay_max;
417 self.respawn_time_max = self.respawn_time;
419 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
420 self.respawn_countdown = 10; // first number to count down from is 10
422 self.respawn_countdown = -1; // do not count down
424 if(autocvar_g_forced_respawn)
425 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
428 void ClientKill_Now_TeamChange();
430 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
432 float take, save, dh, da, j;
434 float valid_damage_for_weaponstats;
437 dh = max(self.health, 0);
438 da = max(self.armorvalue, 0);
440 if(!DEATH_ISSPECIAL(deathtype))
442 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
444 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
447 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
449 // tuba causes blood to come out of the ears
454 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
456 makevectors(self.angles);
457 ear1 += v_right * -10;
458 ear2 += v_right * +10;
459 d = inflictor.origin - self.origin;
461 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
463 f = 0; // Assum ecenter.
464 force = v_right * vlen(force);
465 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
466 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
475 // force is already good
479 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
482 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
488 // don't reset pushltime for self damage as it may be an attempt to
489 // escape a lava pit or similar
490 //self.pushltime = 0;
493 else if(IS_PLAYER(attacker))
495 self.pusher = attacker;
496 self.pushltime = time + autocvar_g_maxpushtime;
497 self.istypefrag = self.BUTTON_CHAT;
499 else if(time < self.pushltime)
501 attacker = self.pusher;
502 self.pushltime = max(self.pushltime, time + 0.6);
510 frag_inflictor = inflictor;
511 frag_attacker = attacker;
513 frag_damage = damage;
516 damage_force = force;
517 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
518 take = bound(0, damage_take, self.health);
519 save = bound(0, damage_save, self.armorvalue);
520 excess = max(0, damage - take - save);
522 if(sound_allowed(MSG_BROADCAST, attacker))
525 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
527 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
529 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
533 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
535 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
537 if (time >= self.spawnshieldtime)
539 if (!(self.flags & FL_GODMODE))
541 self.armorvalue = self.armorvalue - save;
542 self.health = self.health - take;
543 // pause regeneration for 5 seconds
545 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
547 if (time > self.pain_finished) //Don't switch pain sequences like crazy
549 self.pain_finished = time + 0.5; //Supajoe
551 if(autocvar_sv_gentle < 1) {
552 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
554 if (!self.animstate_override)
557 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
559 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
563 if(sound_allowed(MSG_BROADCAST, attacker))
564 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
566 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
568 if(deathtype == DEATH_FALL)
569 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
570 else if(self.health > 75) // TODO make a "gentle" version?
571 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
572 else if(self.health > 50)
573 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
574 else if(self.health > 25)
575 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
577 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
581 // throw off bot aim temporarily
583 shake = damage * 5 / (bound(0,skill,100) + 1);
584 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
585 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
589 self.max_armorvalue += (save + take);
591 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
592 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
593 self.dmg_inflictor = inflictor;
595 float abot, vbot, awep;
596 abot = (IS_BOT_CLIENT(attacker));
597 vbot = (IS_BOT_CLIENT(self));
599 valid_damage_for_weaponstats = 0;
602 if(vbot || IS_REAL_CLIENT(self))
603 if(abot || IS_REAL_CLIENT(attacker))
604 if(attacker && self != attacker)
605 if(DIFF_TEAM(self, attacker))
607 if(DEATH_ISSPECIAL(deathtype))
608 awep = attacker.weapon;
610 awep = DEATH_WEAPONOF(deathtype);
611 valid_damage_for_weaponstats = 1;
614 if(valid_damage_for_weaponstats)
616 dh = dh - max(self.health, 0);
617 da = da - max(self.armorvalue, 0);
618 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
623 float defer_ClientKill_Now_TeamChange;
624 defer_ClientKill_Now_TeamChange = FALSE;
628 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
632 if(valid_damage_for_weaponstats)
633 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
635 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
636 if(sound_allowed(MSG_BROADCAST, attacker))
638 if(deathtype == DEATH_DROWN)
639 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
641 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
644 // get rid of kill indicator
645 if(self.killindicator)
647 remove(self.killindicator);
648 self.killindicator = world;
649 if(self.killindicator_teamchange)
650 defer_ClientKill_Now_TeamChange = TRUE;
652 if(self.classname == "body")
653 if(deathtype == DEATH_KILL)
655 // for the lemmings fans, a small harmless explosion
656 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
660 // print an obituary message
661 Obituary (attacker, inflictor, self, deathtype);
663 // increment frag counter for used weapon type
665 w = DEATH_WEAPONOF(deathtype);
667 if(accuracy_isgooddamage(attacker, self))
668 attacker.accuracy.(accuracy_frags[w-1]) += 1;
670 frag_attacker = attacker;
671 frag_inflictor = inflictor;
673 frag_deathtype = deathtype;
674 MUTATOR_CALLHOOK(PlayerDies);
676 weapon_action(self.weapon, WR_PLAYERDEATH);
678 RemoveGrapplingHook(self);
680 Portal_ClearAllLater(self);
682 self.fixangle = TRUE;
684 if(defer_ClientKill_Now_TeamChange)
685 ClientKill_Now_TeamChange(); // can turn player into spectator
687 // player could have been miraculously resuscitated ;)
688 // e.g. players in freezetag get frozen, they don't really die
689 if(self.health >= 1 || !IS_PLAYER(self))
692 // when we get here, player actually dies
694 Unfreeze(self); // remove any icy remains
695 self.health = 0; // Unfreeze resets health, so we need to set it back
698 WaypointSprite_PlayerDead();
700 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
702 // become fully visible
703 self.alpha = default_player_alpha;
704 // make the corpse upright (not tilted)
708 self.avelocity = '0 0 0';
709 // view from the floor
710 self.view_ofs = '0 0 -8';
712 self.movetype = MOVETYPE_TOSS;
714 self.solid = SOLID_CORPSE;
715 self.ballistics_density = autocvar_g_ballistics_density_corpse;
716 // don't stick to the floor
717 self.flags &= ~FL_ONGROUND;
719 self.deadflag = DEAD_DYING;
720 // when to allow respawn
721 calculate_player_respawn_time();
723 self.death_time = time;
725 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
727 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
731 setsize(self, self.mins, self.maxs);
733 // set damage function to corpse damage
734 self.event_damage = PlayerCorpseDamage;
735 // call the corpse damage function just in case it wants to gib
736 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
737 // set up to fade out later
738 SUB_SetFade (self, time + 6 + random (), 1);
740 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
742 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
745 // reset fields the weapons may use just in case
746 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
748 weapon_action(j, WR_RESETPLAYER);
749 ATTACK_FINISHED_FOR(self, j) = 0;
754 .float muted; // to be used by prvm_edictset server playernumber muted 1
755 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
756 // message "": do not say, just test flood control
762 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
764 var .float flood_field;
767 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
769 if(!teamsay && !privatesay)
770 if(substring(msgin, 0, 1) == " ")
771 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
773 msgin = formatmessage(msgin);
775 if (!IS_PLAYER(source))
776 colorstr = "^0"; // black for spectators
778 colorstr = Team_ColorCode(source.team);
785 if(intermission_running)
789 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
792 * using bprint solves this... me stupid
793 // how can we prevent the message from appearing in a listen server?
794 // for now, just give "say" back and only handle say_team
797 clientcommand(self, strcat("say ", msgin));
802 if(autocvar_g_chat_teamcolors)
803 namestr = playername(source);
805 namestr = source.netname;
807 if(strdecolorize(namestr) == namestr)
816 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
817 privatemsgprefixlen = strlen(msgstr);
818 msgstr = strcat(msgstr, msgin);
819 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
820 if(autocvar_g_chat_teamcolors)
821 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
823 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
827 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
828 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
832 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
835 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
839 msgstr = cmsgstr = "";
843 fullcmsgstr = cmsgstr;
847 flood_field = floodcontrol_chat;
856 flood_spl = autocvar_g_chat_flood_spl_tell;
857 flood_burst = autocvar_g_chat_flood_burst_tell;
858 flood_lmax = autocvar_g_chat_flood_lmax_tell;
859 flood_field = floodcontrol_chattell;
863 flood_spl = autocvar_g_chat_flood_spl_team;
864 flood_burst = autocvar_g_chat_flood_burst_team;
865 flood_lmax = autocvar_g_chat_flood_lmax_team;
866 flood_field = floodcontrol_chatteam;
870 flood_spl = autocvar_g_chat_flood_spl;
871 flood_burst = autocvar_g_chat_flood_burst;
872 flood_lmax = autocvar_g_chat_flood_lmax;
873 flood_field = floodcontrol_chat;
875 flood_burst = max(0, flood_burst - 1);
876 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
878 // do flood control for the default line size
881 getWrappedLine_remaining = msgstr;
884 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
886 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
889 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
891 if(getWrappedLine_remaining != "")
893 msgstr = strcat(msgstr, "\n");
897 if(time >= source.flood_field)
899 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
909 if(time >= source.flood_field)
910 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
915 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
916 source.flood_field = flood = 0;
919 if(flood == 2) // cannot happen for empty msgstr
921 if(autocvar_g_chat_flood_notify_flooder)
923 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
928 sourcemsgstr = fullmsgstr;
929 sourcecmsgstr = fullcmsgstr;
935 sourcemsgstr = msgstr;
936 sourcecmsgstr = cmsgstr;
940 if (!IS_PLAYER(source))
942 if (!intermission_running)
943 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
944 teamsay = -1; // spectators
948 print("NOTE: ", playername(source), "^7 is flooding.\n");
950 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
952 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
956 // always fake the message
961 if(autocvar_g_chat_flood_notify_flooder)
963 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
974 if(sourcemsgstr != "" && ret != 0)
976 if(ret < 0) // faked message, because the player is muted
978 sprint(source, sourcemsgstr);
979 if(sourcecmsgstr != "" && !privatesay)
980 centerprint(source, sourcecmsgstr);
982 else if(privatesay) // private message, between 2 people only
984 sprint(source, sourcemsgstr);
985 sprint(privatesay, msgstr);
986 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
988 centerprint(privatesay, cmsgstr);
990 else if(teamsay > 0) // team message, only sent to team mates
992 sprint(source, sourcemsgstr);
993 dedicated_print(msgstr); // send to server console too
994 if(sourcecmsgstr != "")
995 centerprint(source, sourcecmsgstr);
996 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
999 sprint(head, msgstr);
1001 centerprint(head, cmsgstr);
1004 else if(teamsay < 0) // spectator message, only sent to spectators
1006 sprint(source, sourcemsgstr);
1007 dedicated_print(msgstr); // send to server console too
1008 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
1010 sprint(head, msgstr);
1012 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1014 sprint(source, sourcemsgstr);
1015 dedicated_print(msgstr); // send to server console too
1016 FOR_EACH_REALCLIENT(head)
1018 sprint(head, msgstr);
1021 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1027 float GetVoiceMessageVoiceType(string type)
1030 return VOICETYPE_TAUNT;
1031 if(type == "teamshoot")
1032 return VOICETYPE_LASTATTACKER;
1033 return VOICETYPE_TEAMRADIO;
1036 string allvoicesamples;
1037 .string GetVoiceMessageSampleField(string type)
1039 GetPlayerSoundSampleField_notFound = 0;
1042 #define _VOICEMSG(m) case #m: return playersound_##m;
1046 GetPlayerSoundSampleField_notFound = 1;
1047 return playersound_taunt;
1050 .string GetPlayerSoundSampleField(string type)
1052 GetPlayerSoundSampleField_notFound = 0;
1055 #define _VOICEMSG(m) case #m: return playersound_##m;
1059 GetPlayerSoundSampleField_notFound = 1;
1060 return playersound_taunt;
1063 void PrecacheGlobalSound(string samplestring)
1066 tokenize_console(samplestring);
1070 for(i = 1; i <= n; ++i)
1071 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1075 precache_sound(strcat(argv(0), ".wav"));
1079 void PrecachePlayerSounds(string f)
1083 fh = fopen(f, FILE_READ);
1086 while((s = fgets(fh)))
1088 if(tokenize_console(s) != 3)
1090 dprint("Invalid sound info line: ", s, "\n");
1093 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1097 if (!allvoicesamples)
1099 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1102 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1106 void ClearPlayerSounds()
1108 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1114 float LoadPlayerSounds(string f, float first)
1119 fh = fopen(f, FILE_READ);
1122 dprint("Player sound file not found: ", f, "\n");
1125 while((s = fgets(fh)))
1127 if(tokenize_console(s) != 3)
1129 field = GetPlayerSoundSampleField(argv(0));
1130 if(GetPlayerSoundSampleField_notFound)
1131 field = GetVoiceMessageSampleField(argv(0));
1132 if(GetPlayerSoundSampleField_notFound)
1135 strunzone(self.field);
1136 self.field = strzone(strcat(argv(1), " ", argv(2)));
1142 .float modelindex_for_playersound;
1143 .float skin_for_playersound;
1144 void UpdatePlayerSounds()
1146 if(self.modelindex == self.modelindex_for_playersound)
1147 if(self.skin == self.skin_for_playersound)
1149 self.modelindex_for_playersound = self.modelindex;
1150 self.skin_for_playersound = self.skin;
1151 ClearPlayerSounds();
1152 LoadPlayerSounds("sound/player/default.sounds", 1);
1153 if(!autocvar_g_debug_defaultsounds)
1154 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1155 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1158 void FakeGlobalSound(string sample, float chan, float voicetype)
1166 tokenize_console(sample);
1169 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1171 sample = strcat(argv(0), ".wav"); // randomization
1175 case VOICETYPE_LASTATTACKER_ONLY:
1177 case VOICETYPE_LASTATTACKER:
1181 if(IS_REAL_CLIENT(msg_entity))
1182 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1185 case VOICETYPE_TEAMRADIO:
1187 if(msg_entity.cvar_cl_voice_directional == 1)
1188 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1190 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1192 case VOICETYPE_AUTOTAUNT:
1197 if(autocvar_sv_gentle)
1199 tauntrand = random();
1201 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1203 if (msg_entity.cvar_cl_voice_directional >= 1)
1204 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1206 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1209 case VOICETYPE_TAUNT:
1211 if(self.deadflag == DEAD_NO)
1212 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1215 if(autocvar_sv_gentle)
1218 if (msg_entity.cvar_cl_voice_directional >= 1)
1219 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1221 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1223 case VOICETYPE_PLAYERSOUND:
1225 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1228 backtrace("Invalid voice type!");
1233 void GlobalSound(string sample, float chan, float voicetype)
1241 tokenize_console(sample);
1244 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1246 sample = strcat(argv(0), ".wav"); // randomization
1250 case VOICETYPE_LASTATTACKER_ONLY:
1253 msg_entity = self.pusher;
1254 if(IS_REAL_CLIENT(msg_entity))
1256 if(msg_entity.cvar_cl_voice_directional == 1)
1257 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1259 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1263 case VOICETYPE_LASTATTACKER:
1266 msg_entity = self.pusher;
1267 if(IS_REAL_CLIENT(msg_entity))
1269 if(msg_entity.cvar_cl_voice_directional == 1)
1270 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1272 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1275 if(IS_REAL_CLIENT(msg_entity))
1276 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1279 case VOICETYPE_TEAMRADIO:
1280 FOR_EACH_REALCLIENT(msg_entity)
1281 if(!teamplay || msg_entity.team == self.team)
1283 if(msg_entity.cvar_cl_voice_directional == 1)
1284 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1286 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1289 case VOICETYPE_AUTOTAUNT:
1294 if(autocvar_sv_gentle)
1296 tauntrand = random();
1297 FOR_EACH_REALCLIENT(msg_entity)
1298 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1300 if (msg_entity.cvar_cl_voice_directional >= 1)
1301 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1303 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1306 case VOICETYPE_TAUNT:
1308 if(self.deadflag == DEAD_NO)
1309 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1312 if(autocvar_sv_gentle)
1314 FOR_EACH_REALCLIENT(msg_entity)
1316 if (msg_entity.cvar_cl_voice_directional >= 1)
1317 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1319 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1322 case VOICETYPE_PLAYERSOUND:
1323 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1326 backtrace("Invalid voice type!");
1331 void PlayerSound(.string samplefield, float chan, float voicetype)
1333 GlobalSound(self.samplefield, chan, voicetype);
1336 void VoiceMessage(string type, string msg)
1339 float voicetype, ownteam;
1341 sample = GetVoiceMessageSampleField(type);
1343 if(GetPlayerSoundSampleField_notFound)
1345 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1349 voicetype = GetVoiceMessageVoiceType(type);
1350 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1352 flood = Say(self, ownteam, world, msg, 1);
1355 GlobalSound(self.sample, CH_VOICE, voicetype);
1357 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1360 void MoveToTeam(entity client, float team_colour, float type)
1362 float lockteams_backup;
1364 lockteams_backup = lockteams; // backup any team lock
1366 lockteams = 0; // disable locked teams
1368 TeamchangeFrags(client); // move the players frags
1369 SetPlayerColors(client, team_colour - 1); // set the players colour
1370 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1372 lockteams = lockteams_backup; // restore the team lock
1374 LogTeamchange(client.playerid, client.team, type);