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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
151         self.enemy = oldself;
152         self.lip = oldself.lip;
153         self.colormap = oldself.colormap;
154         self.iscreature = oldself.iscreature;
155         self.teleportable = oldself.teleportable;
156         self.damagedbycontents = oldself.damagedbycontents;
157         self.angles = oldself.angles;
158         self.avelocity = oldself.avelocity;
159         self.classname = "body";
160         self.damageforcescale = oldself.damageforcescale;
161         self.effects = oldself.effects;
162         self.glowmod = oldself.glowmod;
163         self.event_damage = oldself.event_damage;
164         self.anim_state = oldself.anim_state;
165         self.anim_time = oldself.anim_time;
166         self.anim_lower_action = oldself.anim_lower_action;
167         self.anim_lower_time = oldself.anim_lower_time;
168         self.anim_upper_action = oldself.anim_upper_action;
169         self.anim_upper_time = oldself.anim_upper_time;
170         self.dphitcontentsmask = oldself.dphitcontentsmask;
171         self.death_time = oldself.death_time;
172         self.pain_finished = oldself.pain_finished;
173         self.health = oldself.health;
174         self.armorvalue = oldself.armorvalue;
175         self.armortype = oldself.armortype;
176         self.model = oldself.model;
177         self.modelindex = oldself.modelindex;
178         self.skin = oldself.skin;
179         self.species = oldself.species;
180         self.movetype = oldself.movetype;
181         self.solid = oldself.solid;
182         self.ballistics_density = oldself.ballistics_density;
183         self.takedamage = oldself.takedamage;
184         self.customizeentityforclient = oldself.customizeentityforclient;
185         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
186         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
187         if (keepvelocity == 1)
188                 self.velocity = oldself.velocity;
189         self.oldvelocity = self.velocity;
190         self.alpha = oldself.alpha;
191         self.fade_time = oldself.fade_time;
192         self.fade_rate = oldself.fade_rate;
193         //self.weapon = oldself.weapon;
194         setorigin(self, oldself.origin);
195         setsize(self, oldself.mins, oldself.maxs);
196         self.prevorigin = oldself.origin;
197         self.reset = SUB_Remove;
198
199         Drag_MoveDrag(oldself, self);
200
201         if(self.colormap <= maxclients && self.colormap > 0)
202                 self.colormap = 1024 + oldself.clientcolors;
203
204         CSQCMODEL_AUTOINIT();
205         self.CopyBody_nextthink = oldself.nextthink;
206         self.CopyBody_think = oldself.think;
207         self.nextthink = time;
208         self.think = CopyBody_Think;
209         // "bake" the current animation frame for clones (they don't get clientside animation)
210         animdecide_setframes(self, self.flags, FALSE, frame, frame1time, frame2, frame2time);
211
212         self = oldself;
213 }
214
215 float player_getspecies()
216 {
217         float s;
218         get_model_parameters(self.model, self.skin);
219         s = get_model_parameters_species;
220         get_model_parameters(string_null, 0);
221         if(s < 0)
222                 return SPECIES_HUMAN;
223         return s;
224 }
225
226 void player_setupanimsformodel()
227 {
228         // load animation info
229         animdecide_init(self);
230         animdecide_setstate(self, 0, FALSE);
231 }
232
233 void player_anim (void)
234 {
235         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
236         if(self.deadflag && !deadbits)
237                 if(random() < 0.5)
238                         deadbits = ANIMSTATE_DEAD1;
239                 else
240                         deadbits = ANIMSTATE_DEAD2;
241         float animbits = deadbits;
242         if(self.freezetag_frozen)
243                 animbits |= ANIMSTATE_FROZEN;
244         if(self.crouch)
245                 animbits |= ANIMSTATE_DUCK;
246         animdecide_setstate(self, animbits, FALSE);
247
248         if (self.weaponentity)
249         {
250                 updateanim(self.weaponentity);
251                 if (!self.weaponentity.animstate_override)
252                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
253         }
254 }
255
256 void SpawnThrownWeapon (vector org, float w)
257 {
258         if(g_minstagib)
259         if(self.ammo_cells <= 0)
260                 return;
261
262         if(g_pinata)
263         {
264                 float j;
265                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
266                 {
267                         if(WEPSET_CONTAINS_EW(self, j))
268                                 if(W_IsWeaponThrowable(j))
269                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
270                 }
271         }
272         else
273         {
274                 if(W_IsWeaponThrowable(self.weapon))
275                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
276         }
277 }
278
279 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
280 {
281         float take, save;
282         vector v;
283         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
284
285         // damage resistance (ignore most of the damage from a bullet or similar)
286         damage = max(damage - 5, 1);
287
288         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
289         take = v_x;
290         save = v_y;
291
292         if(sound_allowed(MSG_BROADCAST, attacker))
293         {
294                 if (save > 10)
295                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
296                 else if (take > 30)
297                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
298                 else if (take > 10)
299                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
300         }
301
302         if (take > 50)
303                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
304         if (take > 100)
305                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
306
307         if (!(self.flags & FL_GODMODE))
308         {
309                 self.armorvalue = self.armorvalue - save;
310                 self.health = self.health - take;
311                 // pause regeneration for 5 seconds
312                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
313         }
314         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
315         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
316         self.dmg_inflictor = inflictor;
317
318         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
319         {
320                 // don't use any animations as a gib
321                 self.frame = 0;
322                 // view just above the floor
323                 self.view_ofs = '0 0 4';
324
325                 Violence_GibSplash(self, 1, 1, attacker);
326                 self.alpha = -1;
327                 self.solid = SOLID_NOT; // restore later
328                 self.takedamage = DAMAGE_NO; // restore later
329                 self.damagedbycontents = FALSE;
330         }
331 }
332
333 void ClientKill_Now_TeamChange();
334 void freezetag_CheckWinner();
335
336 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
337 {
338         float take, save, waves, sdelay, dh, da, j;
339         vector v;
340         float valid_damage_for_weaponstats;
341         float excess;
342
343         if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
344                 return;
345
346         dh = max(self.health, 0);
347         da = max(self.armorvalue, 0);
348
349         if(!DEATH_ISSPECIAL(deathtype))
350         {
351                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
352                 if(self != attacker)
353                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
354         }
355
356         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
357         {
358                 // tuba causes blood to come out of the ears
359                 vector ear1, ear2;
360                 vector d;
361                 float f;
362                 ear1 = self.origin;
363                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
364                 ear2 = ear1;
365                 makevectors(self.angles);
366                 ear1 += v_right * -10;
367                 ear2 += v_right * +10;
368                 d = inflictor.origin - self.origin;
369                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
370                 force = v_right * vlen(force);
371                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
372                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
373                 if(f > 0)
374                 {
375                         hitloc = ear1;
376                         force = force * -1;
377                 }
378                 else
379                 {
380                         hitloc = ear2;
381                         // force is already good
382                 }
383         }
384         else
385                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
386
387         if (!g_minstagib)
388         {
389                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
390                 take = v_x;
391                 save = v_y;
392         }
393         else
394         {
395                 save = 0;
396                 take = damage;
397         }
398
399         if(attacker == self)
400         {
401                 // don't reset pushltime for self damage as it may be an attempt to
402                 // escape a lava pit or similar
403                 //self.pushltime = 0;
404                 self.istypefrag = 0;
405         }
406         else if(attacker.classname == "player")
407         {
408                 self.pusher = attacker;
409                 self.pushltime = time + autocvar_g_maxpushtime;
410                 self.istypefrag = self.BUTTON_CHAT;
411         }
412         else if(time < self.pushltime)
413         {
414                 attacker = self.pusher;
415                 self.pushltime = max(self.pushltime, time + 0.6);
416         }
417         else
418         {
419                 self.pushltime = 0;
420                 self.istypefrag = 0;
421         }
422
423         frag_inflictor = inflictor;
424         frag_attacker = attacker;
425         frag_target = self;
426         damage_take = take;
427         damage_save = save;
428         damage_force = force;
429         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
430         take = bound(0, damage_take, self.health);
431         save = bound(0, damage_save, self.armorvalue);
432         excess = max(0, damage - take - save);
433
434         if(sound_allowed(MSG_BROADCAST, attacker))
435         {
436                 if (save > 10)
437                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
438                 else if (take > 30)
439                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
440                 else if (take > 10)
441                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
442         }
443
444         if (take > 50)
445                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
446         if (take > 100)
447                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
448
449         if (time >= self.spawnshieldtime)
450         {
451                 if (!(self.flags & FL_GODMODE))
452                 {
453                         self.armorvalue = self.armorvalue - save;
454                         self.health = self.health - take;
455                         // pause regeneration for 5 seconds
456                         if(take)
457                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
458
459                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
460                         {
461                                 self.pain_finished = time + 0.5;        //Supajoe
462
463                                 if(sv_gentle < 1) {
464                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
465                                         {
466                                                 if (!self.animstate_override)
467                                                 {
468                                                         if (random() > 0.5)
469                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
470                                                         else
471                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
472                                                 }
473                                         }
474
475                                         if(sound_allowed(MSG_BROADCAST, attacker))
476                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
477                                         if(self.health > 1)
478                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
479                                         {
480                                                 if(deathtype == DEATH_FALL)
481                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
482                                                 else if(self.health > 75) // TODO make a "gentle" version?
483                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
484                                                 else if(self.health > 50)
485                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
486                                                 else if(self.health > 25)
487                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
488                                                 else
489                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
490                                         }
491                                 }
492
493                                 // throw off bot aim temporarily
494                                 float shake;
495                                 shake = damage * 5 / (bound(0,skill,100) + 1);
496                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
497                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
498                         }
499                 }
500                 else
501                         self.max_armorvalue += (save + take);
502         }
503         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
504         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
505         self.dmg_inflictor = inflictor;
506
507         if(g_ca && self != attacker && attacker.classname == "player")
508                 PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
509
510         float abot, vbot, awep;
511         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
512         vbot = (clienttype(self) == CLIENTTYPE_BOT);
513
514         valid_damage_for_weaponstats = 0;
515         awep = 0;
516
517         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
518         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
519         if(attacker && self != attacker)
520         if(IsDifferentTeam(self, attacker))
521         {
522                 if(DEATH_ISSPECIAL(deathtype))
523                         awep = attacker.weapon;
524                 else
525                         awep = DEATH_WEAPONOF(deathtype);
526                 valid_damage_for_weaponstats = 1;
527         }
528
529         if(valid_damage_for_weaponstats)
530         {
531                 dh = dh - max(self.health, 0);
532                 da = da - max(self.armorvalue, 0);
533                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
534         }
535
536         if (self.health < 1)
537         {
538                 float defer_ClientKill_Now_TeamChange;
539                 defer_ClientKill_Now_TeamChange = FALSE;
540
541                 if(self.alivetime)
542                 {
543                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
544                         self.alivetime = 0;
545                 }
546
547                 if(valid_damage_for_weaponstats)
548                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
549
550                 if(sv_gentle < 1) // TODO make a "gentle" version?
551                 if(sound_allowed(MSG_BROADCAST, attacker))
552                 {
553                         if(deathtype == DEATH_DROWN)
554                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
555                         else
556                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
557                 }
558
559                 // get rid of kill indicator
560                 if(self.killindicator)
561                 {
562                         remove(self.killindicator);
563                         self.killindicator = world;
564                         if(self.killindicator_teamchange)
565                                 defer_ClientKill_Now_TeamChange = TRUE;
566
567                         if(self.classname == "body")
568                         if(deathtype == DEATH_KILL)
569                         {
570                                 // for the lemmings fans, a small harmless explosion
571                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
572                         }
573                 }
574
575                 if(!g_freezetag)
576                 {
577                         // become fully visible
578                         self.alpha = default_player_alpha;
579                         // throw a weapon
580                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
581                 }
582
583                 // print an obituary message
584                 Obituary (attacker, inflictor, self, deathtype);
585                 race_PreDie();
586                 DropAllRunes(self);
587
588         // increment frag counter for used weapon type
589         float w;
590         w = DEATH_WEAPONOF(deathtype);
591         if(WEP_VALID(w))
592         if(accuracy_isgooddamage(attacker, self))
593         attacker.accuracy.(accuracy_frags[w-1]) += 1;
594
595                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
596                 {
597                         PutClientInServer();
598                         count_alive_players(); // re-count players
599                         freezetag_CheckWinner();
600                         return;
601                 }
602
603                 frag_attacker = attacker;
604                 frag_inflictor = inflictor;
605                 frag_target = self;
606                 MUTATOR_CALLHOOK(PlayerDies);
607                 weapon_action(self.weapon, WR_PLAYERDEATH);
608
609                 RemoveGrapplingHook(self);
610
611                 Portal_ClearAllLater(self);
612
613                 if(clienttype(self) == CLIENTTYPE_REAL)
614                 {
615                         stuffcmd(self, "-zoom\n");
616                         self.fixangle = TRUE;
617                         //msg_entity = self;
618                         //WriteByte (MSG_ONE, SVC_SETANGLE);
619                         //WriteAngle (MSG_ONE, self.v_angle_x);
620                         //WriteAngle (MSG_ONE, self.v_angle_y);
621                         //WriteAngle (MSG_ONE, 80);
622                 }
623
624                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
625                         ClientKill_Now_TeamChange();
626
627                 if(g_arena)
628                         Spawnqueue_Unmark(self);
629
630                 if(g_freezetag)
631                         return;
632
633                 // when we get here, player actually dies
634                 // clear waypoints (do this AFTER FreezeTag)
635                 WaypointSprite_PlayerDead();
636
637                 // make the corpse upright (not tilted)
638                 self.angles_x = 0;
639                 self.angles_z = 0;
640                 // don't spin
641                 self.avelocity = '0 0 0';
642                 // view from the floor
643                 self.view_ofs = '0 0 -8';
644                 // toss the corpse
645                 self.movetype = MOVETYPE_TOSS;
646                 // shootable corpse
647                 self.solid = SOLID_CORPSE;
648                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
649                 // don't stick to the floor
650                 self.flags &~= FL_ONGROUND;
651                 // dying animation
652                 self.deadflag = DEAD_DYING;
653                 // when to allow respawn
654                 sdelay = 0;
655                 waves = 0;
656                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
657                 if(!sdelay)
658                 {
659                         if(g_cts)
660                                 sdelay = 0; // no respawn delay in CTS
661                         else
662                                 sdelay = autocvar_g_respawn_delay;
663                 }
664                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
665                 if(!waves)
666                         waves = autocvar_g_respawn_waves;
667                 if(waves)
668                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
669                 else
670                         self.respawn_time = time + sdelay;
671                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
672                         self.respawn_countdown = 10; // first number to count down from is 10
673                 else
674                         self.respawn_countdown = -1; // do not count down
675                 self.death_time = time;
676                 if (random() < 0.5)
677                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
678                 else
679                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
680                 if (self.maxs_z > 5)
681                 {
682                         self.maxs_z = 5;
683                         setsize(self, self.mins, self.maxs);
684                 }
685                 // set damage function to corpse damage
686                 self.event_damage = PlayerCorpseDamage;
687                 // call the corpse damage function just in case it wants to gib
688                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
689                 // set up to fade out later
690                 SUB_SetFade (self, time + 6 + random (), 1);
691
692                 if(sv_gentle > 0 || autocvar_ekg) {
693                         // remove corpse
694                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
695                 }
696
697                 // reset fields the weapons may use just in case
698                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
699                 {
700                         weapon_action(j, WR_RESETPLAYER);
701                         ATTACK_FINISHED_FOR(self, j) = 0;
702                 }
703         }
704 }
705
706 .float muted; // to be used by prvm_edictset server playernumber muted 1
707 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
708 // message "": do not say, just test flood control
709 // return value:
710 //   1 = accept
711 //   0 = reject
712 //  -1 = fake accept
713 {
714         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
715         float flood;
716         var .float flood_field;
717         entity head;
718         float ret;
719         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
720
721         if(!teamsay && !privatesay)
722                 if(substring(msgin, 0, 1) == " ")
723                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
724
725         msgin = formatmessage(msgin);
726
727         if(source.classname != "player")
728                 colorstr = "^0"; // black for spectators
729         else if(teamplay)
730                 colorstr = Team_ColorCode(source.team);
731         else
732         {
733                 colorstr = "";
734                 teamsay = FALSE;
735         }
736
737         if(intermission_running)
738                 teamsay = FALSE;
739
740         if(msgin != "")
741                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
742
743         /*
744          * using bprint solves this... me stupid
745         // how can we prevent the message from appearing in a listen server?
746         // for now, just give "say" back and only handle say_team
747         if(!teamsay)
748         {
749                 clientcommand(self, strcat("say ", msgin));
750                 return;
751         }
752         */
753
754         if(autocvar_g_chat_teamcolors)
755                 namestr = playername(source);
756         else
757                 namestr = source.netname;
758
759         if(msgin != "")
760         {
761                 if(privatesay)
762                 {
763                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
764                         privatemsgprefixlen = strlen(msgstr);
765                         msgstr = strcat(msgstr, msgin);
766                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
767                         if(autocvar_g_chat_teamcolors)
768                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
769                         else
770                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
771                 }
772                 else if(teamsay)
773                 {
774                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
775                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
776                 }
777                 else
778                 {
779                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
780                         cmsgstr = "";
781                 }
782                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
783         }
784         else
785         {
786                 msgstr = cmsgstr = "";
787         }
788
789         fullmsgstr = msgstr;
790         fullcmsgstr = cmsgstr;
791
792         // FLOOD CONTROL
793         flood = 0;
794         flood_field = floodcontrol_chat;
795         if(floodcontrol)
796         {
797                 float flood_spl;
798                 float flood_burst;
799                 float flood_lmax;
800                 float lines;
801                 if(privatesay)
802                 {
803                         flood_spl = autocvar_g_chat_flood_spl_tell;
804                         flood_burst = autocvar_g_chat_flood_burst_tell;
805                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
806                         flood_field = floodcontrol_chattell;
807                 }
808                 else if(teamsay)
809                 {
810                         flood_spl = autocvar_g_chat_flood_spl_team;
811                         flood_burst = autocvar_g_chat_flood_burst_team;
812                         flood_lmax = autocvar_g_chat_flood_lmax_team;
813                         flood_field = floodcontrol_chatteam;
814                 }
815                 else
816                 {
817                         flood_spl = autocvar_g_chat_flood_spl;
818                         flood_burst = autocvar_g_chat_flood_burst;
819                         flood_lmax = autocvar_g_chat_flood_lmax;
820                         flood_field = floodcontrol_chat;
821                 }
822                 flood_burst = max(0, flood_burst - 1);
823                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
824
825                 // do flood control for the default line size
826                 if(msgstr != "")
827                 {
828                         getWrappedLine_remaining = msgstr;
829                         msgstr = "";
830                         lines = 0;
831                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
832                         {
833                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
834                                 ++lines;
835                         }
836                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
837
838                         if(getWrappedLine_remaining != "")
839                         {
840                                 msgstr = strcat(msgstr, "\n");
841                                 flood = 2;
842                         }
843
844                         if(time >= source.flood_field)
845                         {
846                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
847                         }
848                         else
849                         {
850                                 flood = 1;
851                                 msgstr = fullmsgstr;
852                         }
853                 }
854                 else
855                 {
856                         if(time >= source.flood_field)
857                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
858                         else
859                                 flood = 1;
860                 }
861
862                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
863                         source.flood_field = flood = 0;
864         }
865
866         if(flood == 2) // cannot happen for empty msgstr
867         {
868                 if(autocvar_g_chat_flood_notify_flooder)
869                 {
870                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
871                         sourcecmsgstr = "";
872                 }
873                 else
874                 {
875                         sourcemsgstr = fullmsgstr;
876                         sourcecmsgstr = fullcmsgstr;
877                 }
878                 cmsgstr = "";
879         }
880         else
881         {
882                 sourcemsgstr = msgstr;
883                 sourcecmsgstr = cmsgstr;
884         }
885
886         if(!privatesay)
887         if(source.classname != "player")
888         {
889                 if not(intermission_running)
890                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
891                                 teamsay = -1; // spectators
892         }
893
894         if(flood)
895                 print("NOTE: ", playername(source), "^7 is flooding.\n");
896
897         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
898         if(privatesay)
899                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
900
901         if(source.muted)
902         {
903                 // always fake the message
904                 ret = -1;
905         }
906         else if(flood == 1)
907         {
908                 if(autocvar_g_chat_flood_notify_flooder)
909                 {
910                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
911                         ret = 0;
912                 }
913                 else
914                         ret = -1;
915         }
916         else
917         {
918                 ret = 1;
919         }
920
921         if(sourcemsgstr != "" && ret != 0)
922         {
923                 if(ret < 0) // faked message, because the player is muted
924                 {
925                         sprint(source, sourcemsgstr);
926                         if(sourcecmsgstr != "" && !privatesay)
927                                 centerprint(source, sourcecmsgstr);
928                 }
929                 else if(privatesay) // private message, between 2 people only, not sent to server console
930                 {
931                         sprint(source, sourcemsgstr);
932                         sprint(privatesay, msgstr);
933                         if(cmsgstr != "")
934                                 centerprint(privatesay, cmsgstr);
935                 }
936                 else if(teamsay > 0) // team message, only sent to team mates
937                 {
938                         sprint(source, sourcemsgstr);
939                         //print(msgstr); // send to server console too
940                         if(sourcecmsgstr != "")
941                                 centerprint(source, sourcecmsgstr);
942                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
943                                 if(head != source)
944                                 {
945                                         sprint(head, msgstr);
946                                         if(cmsgstr != "")
947                                                 centerprint(head, cmsgstr);
948                                 }
949                 }
950                 else if(teamsay < 0) // spectator message, only sent to spectators
951                 {
952                         sprint(source, sourcemsgstr);
953                         //print(msgstr); // send to server console too
954                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
955                                 if(head != source)
956                                         sprint(head, msgstr);
957                 }
958                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
959                 {
960                         sprint(source, sourcemsgstr);
961                         //print(msgstr); // send to server console too
962                         FOR_EACH_REALCLIENT(head)
963                                 if(head != source)
964                                         sprint(head, msgstr);
965                 }
966                 else
967                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
968         }
969
970         return ret;
971 }
972
973 float GetVoiceMessageVoiceType(string type)
974 {
975         if(type == "taunt")
976                 return VOICETYPE_TAUNT;
977         if(type == "teamshoot")
978                 return VOICETYPE_LASTATTACKER;
979         return VOICETYPE_TEAMRADIO;
980 }
981
982 string allvoicesamples;
983 .string GetVoiceMessageSampleField(string type)
984 {
985         GetPlayerSoundSampleField_notFound = 0;
986         switch(type)
987         {
988 #define _VOICEMSG(m) case #m: return playersound_##m;
989                 ALLVOICEMSGS
990 #undef _VOICEMSG
991         }
992         GetPlayerSoundSampleField_notFound = 1;
993         return playersound_taunt;
994 }
995
996 .string GetPlayerSoundSampleField(string type)
997 {
998         GetPlayerSoundSampleField_notFound = 0;
999         switch(type)
1000         {
1001 #define _VOICEMSG(m) case #m: return playersound_##m;
1002                 ALLPLAYERSOUNDS
1003 #undef _VOICEMSG
1004         }
1005         GetPlayerSoundSampleField_notFound = 1;
1006         return playersound_taunt;
1007 }
1008
1009 void PrecacheGlobalSound(string samplestring)
1010 {
1011         float n, i;
1012         tokenize_console(samplestring);
1013         n = stof(argv(1));
1014         if(n > 0)
1015         {
1016                 for(i = 1; i <= n; ++i)
1017                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1018         }
1019         else
1020         {
1021                 precache_sound(strcat(argv(0), ".wav"));
1022         }
1023 }
1024
1025 void PrecachePlayerSounds(string f)
1026 {
1027         float fh;
1028         string s;
1029         fh = fopen(f, FILE_READ);
1030         if(fh < 0)
1031                 return;
1032         while((s = fgets(fh)))
1033         {
1034                 if(tokenize_console(s) != 3)
1035                 {
1036                         dprint("Invalid sound info line: ", s, "\n");
1037                         continue;
1038                 }
1039                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1040         }
1041         fclose(fh);
1042
1043         if not(allvoicesamples)
1044         {
1045 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1046                 ALLVOICEMSGS
1047 #undef _VOICEMSG
1048                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1049         }
1050 }
1051
1052 void ClearPlayerSounds()
1053 {
1054 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1055         ALLPLAYERSOUNDS
1056         ALLVOICEMSGS
1057 #undef _VOICEMSG
1058 }
1059
1060 float LoadPlayerSounds(string f, float first)
1061 {
1062         float fh;
1063         string s;
1064         var .string field;
1065         fh = fopen(f, FILE_READ);
1066         if(fh < 0)
1067         {
1068                 dprint("Player sound file not found: ", f, "\n");
1069                 return 0;
1070         }
1071         while((s = fgets(fh)))
1072         {
1073                 if(tokenize_console(s) != 3)
1074                         continue;
1075                 field = GetPlayerSoundSampleField(argv(0));
1076                 if(GetPlayerSoundSampleField_notFound)
1077                         field = GetVoiceMessageSampleField(argv(0));
1078                 if(GetPlayerSoundSampleField_notFound)
1079                         continue;
1080                 if(self.field)
1081                         strunzone(self.field);
1082                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1083         }
1084         fclose(fh);
1085         return 1;
1086 }
1087
1088 .float modelindex_for_playersound;
1089 .float skin_for_playersound;
1090 void UpdatePlayerSounds()
1091 {
1092         if(self.modelindex == self.modelindex_for_playersound)
1093         if(self.skin == self.skin_for_playersound)
1094                 return;
1095         self.modelindex_for_playersound = self.modelindex;
1096         self.skin_for_playersound = self.skin;
1097         ClearPlayerSounds();
1098         LoadPlayerSounds("sound/player/default.sounds", 1);
1099         if(!autocvar_g_debug_defaultsounds)
1100                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1101                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1102 }
1103
1104 void FakeGlobalSound(string sample, float chan, float voicetype)
1105 {
1106         float n;
1107         float tauntrand;
1108
1109         if(sample == "")
1110                 return;
1111
1112         tokenize_console(sample);
1113         n = stof(argv(1));
1114         if(n > 0)
1115                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1116         else
1117                 sample = strcat(argv(0), ".wav"); // randomization
1118
1119         switch(voicetype)
1120         {
1121                 case VOICETYPE_LASTATTACKER_ONLY:
1122                         break;
1123                 case VOICETYPE_LASTATTACKER:
1124                         if(self.pusher)
1125                         {
1126                                 msg_entity = self;
1127                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1128                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1129                         }
1130                         break;
1131                 case VOICETYPE_TEAMRADIO:
1132                         msg_entity = self;
1133                         if(msg_entity.cvar_cl_voice_directional == 1)
1134                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1135                         else
1136                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1137                         break;
1138                 case VOICETYPE_AUTOTAUNT:
1139                         if(!sv_autotaunt)
1140                                 break;
1141                         if(!sv_taunt)
1142                                 break;
1143                         if(sv_gentle)
1144                                 break;
1145                         tauntrand = random();
1146                         msg_entity = self;
1147                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1148                         {
1149                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1150                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1151                                 else
1152                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1153                         }
1154                         break;
1155                 case VOICETYPE_TAUNT:
1156                         if(self.classname == "player")
1157                                 if(self.deadflag == DEAD_NO)
1158                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1159                         if(!sv_taunt)
1160                                 break;
1161                         if(sv_gentle)
1162                                 break;
1163                         msg_entity = self;
1164                         if (msg_entity.cvar_cl_voice_directional >= 1)
1165                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1166                         else
1167                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1168                         break;
1169                 case VOICETYPE_PLAYERSOUND:
1170                         msg_entity = self;
1171                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1172                         break;
1173                 default:
1174                         backtrace("Invalid voice type!");
1175                         break;
1176         }
1177 }
1178
1179 void GlobalSound(string sample, float chan, float voicetype)
1180 {
1181         float n;
1182         float tauntrand;
1183
1184         if(sample == "")
1185                 return;
1186
1187         tokenize_console(sample);
1188         n = stof(argv(1));
1189         if(n > 0)
1190                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1191         else
1192                 sample = strcat(argv(0), ".wav"); // randomization
1193
1194         switch(voicetype)
1195         {
1196                 case VOICETYPE_LASTATTACKER_ONLY:
1197                         if(self.pusher)
1198                         {
1199                                 msg_entity = self.pusher;
1200                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1201                                 {
1202                                         if(msg_entity.cvar_cl_voice_directional == 1)
1203                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1204                                         else
1205                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1206                                 }
1207                         }
1208                         break;
1209                 case VOICETYPE_LASTATTACKER:
1210                         if(self.pusher)
1211                         {
1212                                 msg_entity = self.pusher;
1213                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1214                                 {
1215                                         if(msg_entity.cvar_cl_voice_directional == 1)
1216                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1217                                         else
1218                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1219                                 }
1220                                 msg_entity = self;
1221                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1222                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1223                         }
1224                         break;
1225                 case VOICETYPE_TEAMRADIO:
1226                         FOR_EACH_REALCLIENT(msg_entity)
1227                                 if(!teamplay || msg_entity.team == self.team)
1228                                 {
1229                                         if(msg_entity.cvar_cl_voice_directional == 1)
1230                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1231                                         else
1232                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1233                                 }
1234                         break;
1235                 case VOICETYPE_AUTOTAUNT:
1236                         if(!sv_autotaunt)
1237                                 break;
1238                         if(!sv_taunt)
1239                                 break;
1240                         if(sv_gentle)
1241                                 break;
1242                         tauntrand = random();
1243                         FOR_EACH_REALCLIENT(msg_entity)
1244                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1245                                 {
1246                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1247                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1248                                         else
1249                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1250                                 }
1251                         break;
1252                 case VOICETYPE_TAUNT:
1253                         if(self.classname == "player")
1254                                 if(self.deadflag == DEAD_NO)
1255                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1256                         if(!sv_taunt)
1257                                 break;
1258                         if(sv_gentle)
1259                                 break;
1260                         FOR_EACH_REALCLIENT(msg_entity)
1261                         {
1262                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1263                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1264                                 else
1265                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1266                         }
1267                         break;
1268                 case VOICETYPE_PLAYERSOUND:
1269                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1270                         break;
1271                 default:
1272                         backtrace("Invalid voice type!");
1273                         break;
1274         }
1275 }
1276
1277 void PlayerSound(.string samplefield, float chan, float voicetype)
1278 {
1279         GlobalSound(self.samplefield, chan, voicetype);
1280 }
1281
1282 void VoiceMessage(string type, string msg)
1283 {
1284         var .string sample;
1285         float voicetype, ownteam;
1286         float flood;
1287         sample = GetVoiceMessageSampleField(type);
1288
1289         if(GetPlayerSoundSampleField_notFound)
1290         {
1291                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1292                 return;
1293         }
1294
1295         voicetype = GetVoiceMessageVoiceType(type);
1296         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1297
1298         flood = Say(self, ownteam, world, msg, 1);
1299
1300         if (flood > 0)
1301                 GlobalSound(self.sample, CH_VOICE, voicetype);
1302         else if (flood < 0)
1303                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1304 }
1305
1306 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1307 {
1308 //      show_message
1309 //      0 (00) automove centerprint, admin message
1310 //      1 (01) automove centerprint, no admin message
1311 //      2 (10) no centerprint, admin message
1312 //      3 (11) no centerprint, no admin message
1313
1314         float lockteams_backup;
1315
1316         lockteams_backup = lockteams;  // backup any team lock
1317
1318         lockteams = 0;  // disable locked teams
1319
1320         TeamchangeFrags(client);  // move the players frags
1321         SetPlayerColors(client, team_colour - 1);  // set the players colour
1322         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1323
1324         lockteams = lockteams_backup;  // restore the team lock
1325
1326         LogTeamchange(client.playerid, client.team, type);
1327
1328         if not(show_message & 1) // admin message
1329                 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
1330
1331         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1332 }