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.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;
199 Drag_MoveDrag(oldself, self);
201 if(self.colormap <= maxclients && self.colormap > 0)
202 self.colormap = 1024 + oldself.clientcolors;
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);
215 float player_getspecies()
218 get_model_parameters(self.model, self.skin);
219 s = get_model_parameters_species;
220 get_model_parameters(string_null, 0);
222 return SPECIES_HUMAN;
226 void player_setupanimsformodel()
228 // load animation info
229 animdecide_init(self);
230 animdecide_setstate(self, 0, FALSE);
233 void player_anim (void)
235 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
236 if(self.deadflag && !deadbits)
238 deadbits = ANIMSTATE_DEAD1;
240 deadbits = ANIMSTATE_DEAD2;
241 float animbits = deadbits;
242 if(self.freezetag_frozen)
243 animbits |= ANIMSTATE_FROZEN;
245 animbits |= ANIMSTATE_DUCK;
246 animdecide_setstate(self, animbits, FALSE);
248 if (self.weaponentity)
250 updateanim(self.weaponentity);
251 if (!self.weaponentity.animstate_override)
252 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
256 void SpawnThrownWeapon (vector org, float w)
259 if(self.ammo_cells <= 0)
265 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
267 if(WEPSET_CONTAINS_EW(self, j))
268 if(W_IsWeaponThrowable(j))
269 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
274 if(W_IsWeaponThrowable(self.weapon))
275 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
279 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
283 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
285 // damage resistance (ignore most of the damage from a bullet or similar)
286 damage = max(damage - 5, 1);
288 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
292 if(sound_allowed(MSG_BROADCAST, attacker))
295 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
297 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
299 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
303 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
305 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
307 if (!(self.flags & FL_GODMODE))
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);
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;
318 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
320 // don't use any animations as a gib
322 // view just above the floor
323 self.view_ofs = '0 0 4';
325 Violence_GibSplash(self, 1, 1, attacker);
327 self.solid = SOLID_NOT; // restore later
328 self.takedamage = DAMAGE_NO; // restore later
329 self.damagedbycontents = FALSE;
333 void ClientKill_Now_TeamChange();
334 void freezetag_CheckWinner();
336 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
338 float take, save, waves, sdelay, dh, da, j;
340 float valid_damage_for_weaponstats;
343 if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
346 dh = max(self.health, 0);
347 da = max(self.armorvalue, 0);
349 if(!DEATH_ISSPECIAL(deathtype))
351 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
353 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
356 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
358 // tuba causes blood to come out of the ears
363 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
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);
381 // force is already good
385 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
389 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
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;
406 else if(attacker.classname == "player")
408 self.pusher = attacker;
409 self.pushltime = time + autocvar_g_maxpushtime;
410 self.istypefrag = self.BUTTON_CHAT;
412 else if(time < self.pushltime)
414 attacker = self.pusher;
415 self.pushltime = max(self.pushltime, time + 0.6);
423 frag_inflictor = inflictor;
424 frag_attacker = attacker;
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);
434 if(sound_allowed(MSG_BROADCAST, attacker))
437 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
439 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
441 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
445 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
447 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
449 if (time >= self.spawnshieldtime)
451 if (!(self.flags & FL_GODMODE))
453 self.armorvalue = self.armorvalue - save;
454 self.health = self.health - take;
455 // pause regeneration for 5 seconds
457 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
459 if (time > self.pain_finished) //Don't switch pain sequences like crazy
461 self.pain_finished = time + 0.5; //Supajoe
464 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
466 if (!self.animstate_override)
469 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
471 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
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)
478 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
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);
489 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
493 // throw off bot aim temporarily
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;
501 self.max_armorvalue += (save + take);
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;
507 if(g_ca && self != attacker && attacker.classname == "player")
508 PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
510 float abot, vbot, awep;
511 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
512 vbot = (clienttype(self) == CLIENTTYPE_BOT);
514 valid_damage_for_weaponstats = 0;
517 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
518 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
519 if(attacker && self != attacker)
520 if(IsDifferentTeam(self, attacker))
522 if(DEATH_ISSPECIAL(deathtype))
523 awep = attacker.weapon;
525 awep = DEATH_WEAPONOF(deathtype);
526 valid_damage_for_weaponstats = 1;
529 if(valid_damage_for_weaponstats)
531 dh = dh - max(self.health, 0);
532 da = da - max(self.armorvalue, 0);
533 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
538 float defer_ClientKill_Now_TeamChange;
539 defer_ClientKill_Now_TeamChange = FALSE;
543 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
547 if(valid_damage_for_weaponstats)
548 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
550 if(sv_gentle < 1) // TODO make a "gentle" version?
551 if(sound_allowed(MSG_BROADCAST, attacker))
553 if(deathtype == DEATH_DROWN)
554 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
556 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
559 // get rid of kill indicator
560 if(self.killindicator)
562 remove(self.killindicator);
563 self.killindicator = world;
564 if(self.killindicator_teamchange)
565 defer_ClientKill_Now_TeamChange = TRUE;
567 if(self.classname == "body")
568 if(deathtype == DEATH_KILL)
570 // for the lemmings fans, a small harmless explosion
571 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
577 // become fully visible
578 self.alpha = default_player_alpha;
580 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
583 // print an obituary message
584 Obituary (attacker, inflictor, self, deathtype);
588 // increment frag counter for used weapon type
590 w = DEATH_WEAPONOF(deathtype);
592 if(accuracy_isgooddamage(attacker, self))
593 attacker.accuracy.(accuracy_frags[w-1]) += 1;
595 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
598 count_alive_players(); // re-count players
599 freezetag_CheckWinner();
603 frag_attacker = attacker;
604 frag_inflictor = inflictor;
606 MUTATOR_CALLHOOK(PlayerDies);
607 weapon_action(self.weapon, WR_PLAYERDEATH);
609 RemoveGrapplingHook(self);
611 Portal_ClearAllLater(self);
613 if(clienttype(self) == CLIENTTYPE_REAL)
615 stuffcmd(self, "-zoom\n");
616 self.fixangle = TRUE;
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);
624 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
625 ClientKill_Now_TeamChange();
628 Spawnqueue_Unmark(self);
633 // when we get here, player actually dies
634 // clear waypoints (do this AFTER FreezeTag)
635 WaypointSprite_PlayerDead();
637 // make the corpse upright (not tilted)
641 self.avelocity = '0 0 0';
642 // view from the floor
643 self.view_ofs = '0 0 -8';
645 self.movetype = MOVETYPE_TOSS;
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;
652 self.deadflag = DEAD_DYING;
653 // when to allow respawn
656 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
660 sdelay = 0; // no respawn delay in CTS
662 sdelay = autocvar_g_respawn_delay;
664 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
666 waves = autocvar_g_respawn_waves;
668 self.respawn_time = ceil((time + sdelay) / waves) * waves;
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
674 self.respawn_countdown = -1; // do not count down
675 self.death_time = time;
677 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
679 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
683 setsize(self, self.mins, self.maxs);
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);
692 if(sv_gentle > 0 || autocvar_ekg) {
694 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
697 // reset fields the weapons may use just in case
698 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
700 weapon_action(j, WR_RESETPLAYER);
701 ATTACK_FINISHED_FOR(self, j) = 0;
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
714 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
716 var .float flood_field;
719 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
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!)
725 msgin = formatmessage(msgin);
727 if(source.classname != "player")
728 colorstr = "^0"; // black for spectators
730 colorstr = Team_ColorCode(source.team);
737 if(intermission_running)
741 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
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
749 clientcommand(self, strcat("say ", msgin));
754 if(autocvar_g_chat_teamcolors)
755 namestr = playername(source);
757 namestr = source.netname;
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");
770 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
774 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
775 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
779 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
782 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
786 msgstr = cmsgstr = "";
790 fullcmsgstr = cmsgstr;
794 flood_field = floodcontrol_chat;
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;
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;
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;
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!
825 // do flood control for the default line size
828 getWrappedLine_remaining = msgstr;
831 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
833 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
836 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
838 if(getWrappedLine_remaining != "")
840 msgstr = strcat(msgstr, "\n");
844 if(time >= source.flood_field)
846 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
856 if(time >= source.flood_field)
857 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
862 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
863 source.flood_field = flood = 0;
866 if(flood == 2) // cannot happen for empty msgstr
868 if(autocvar_g_chat_flood_notify_flooder)
870 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
875 sourcemsgstr = fullmsgstr;
876 sourcecmsgstr = fullcmsgstr;
882 sourcemsgstr = msgstr;
883 sourcecmsgstr = cmsgstr;
887 if(source.classname != "player")
889 if not(intermission_running)
890 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
891 teamsay = -1; // spectators
895 print("NOTE: ", playername(source), "^7 is flooding.\n");
897 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
899 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
903 // always fake the message
908 if(autocvar_g_chat_flood_notify_flooder)
910 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
921 if(sourcemsgstr != "" && ret != 0)
923 if(ret < 0) // faked message, because the player is muted
925 sprint(source, sourcemsgstr);
926 if(sourcecmsgstr != "" && !privatesay)
927 centerprint(source, sourcecmsgstr);
929 else if(privatesay) // private message, between 2 people only, not sent to server console
931 sprint(source, sourcemsgstr);
932 sprint(privatesay, msgstr);
934 centerprint(privatesay, cmsgstr);
936 else if(teamsay > 0) // team message, only sent to team mates
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)
945 sprint(head, msgstr);
947 centerprint(head, cmsgstr);
950 else if(teamsay < 0) // spectator message, only sent to spectators
952 sprint(source, sourcemsgstr);
953 //print(msgstr); // send to server console too
954 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
956 sprint(head, msgstr);
958 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
960 sprint(source, sourcemsgstr);
961 //print(msgstr); // send to server console too
962 FOR_EACH_REALCLIENT(head)
964 sprint(head, msgstr);
967 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
973 float GetVoiceMessageVoiceType(string type)
976 return VOICETYPE_TAUNT;
977 if(type == "teamshoot")
978 return VOICETYPE_LASTATTACKER;
979 return VOICETYPE_TEAMRADIO;
982 string allvoicesamples;
983 .string GetVoiceMessageSampleField(string type)
985 GetPlayerSoundSampleField_notFound = 0;
988 #define _VOICEMSG(m) case #m: return playersound_##m;
992 GetPlayerSoundSampleField_notFound = 1;
993 return playersound_taunt;
996 .string GetPlayerSoundSampleField(string type)
998 GetPlayerSoundSampleField_notFound = 0;
1001 #define _VOICEMSG(m) case #m: return playersound_##m;
1005 GetPlayerSoundSampleField_notFound = 1;
1006 return playersound_taunt;
1009 void PrecacheGlobalSound(string samplestring)
1012 tokenize_console(samplestring);
1016 for(i = 1; i <= n; ++i)
1017 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1021 precache_sound(strcat(argv(0), ".wav"));
1025 void PrecachePlayerSounds(string f)
1029 fh = fopen(f, FILE_READ);
1032 while((s = fgets(fh)))
1034 if(tokenize_console(s) != 3)
1036 dprint("Invalid sound info line: ", s, "\n");
1039 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1043 if not(allvoicesamples)
1045 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1048 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1052 void ClearPlayerSounds()
1054 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1060 float LoadPlayerSounds(string f, float first)
1065 fh = fopen(f, FILE_READ);
1068 dprint("Player sound file not found: ", f, "\n");
1071 while((s = fgets(fh)))
1073 if(tokenize_console(s) != 3)
1075 field = GetPlayerSoundSampleField(argv(0));
1076 if(GetPlayerSoundSampleField_notFound)
1077 field = GetVoiceMessageSampleField(argv(0));
1078 if(GetPlayerSoundSampleField_notFound)
1081 strunzone(self.field);
1082 self.field = strzone(strcat(argv(1), " ", argv(2)));
1088 .float modelindex_for_playersound;
1089 .float skin_for_playersound;
1090 void UpdatePlayerSounds()
1092 if(self.modelindex == self.modelindex_for_playersound)
1093 if(self.skin == self.skin_for_playersound)
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);
1104 void FakeGlobalSound(string sample, float chan, float voicetype)
1112 tokenize_console(sample);
1115 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1117 sample = strcat(argv(0), ".wav"); // randomization
1121 case VOICETYPE_LASTATTACKER_ONLY:
1123 case VOICETYPE_LASTATTACKER:
1127 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1128 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1131 case VOICETYPE_TEAMRADIO:
1133 if(msg_entity.cvar_cl_voice_directional == 1)
1134 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1136 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1138 case VOICETYPE_AUTOTAUNT:
1145 tauntrand = random();
1147 if (tauntrand < msg_entity.cvar_cl_autotaunt)
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));
1152 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1155 case VOICETYPE_TAUNT:
1156 if(self.classname == "player")
1157 if(self.deadflag == DEAD_NO)
1158 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
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));
1167 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1169 case VOICETYPE_PLAYERSOUND:
1171 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1174 backtrace("Invalid voice type!");
1179 void GlobalSound(string sample, float chan, float voicetype)
1187 tokenize_console(sample);
1190 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1192 sample = strcat(argv(0), ".wav"); // randomization
1196 case VOICETYPE_LASTATTACKER_ONLY:
1199 msg_entity = self.pusher;
1200 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1202 if(msg_entity.cvar_cl_voice_directional == 1)
1203 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1205 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1209 case VOICETYPE_LASTATTACKER:
1212 msg_entity = self.pusher;
1213 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1215 if(msg_entity.cvar_cl_voice_directional == 1)
1216 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1218 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1221 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1222 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1225 case VOICETYPE_TEAMRADIO:
1226 FOR_EACH_REALCLIENT(msg_entity)
1227 if(!teamplay || msg_entity.team == self.team)
1229 if(msg_entity.cvar_cl_voice_directional == 1)
1230 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1232 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1235 case VOICETYPE_AUTOTAUNT:
1242 tauntrand = random();
1243 FOR_EACH_REALCLIENT(msg_entity)
1244 if (tauntrand < msg_entity.cvar_cl_autotaunt)
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));
1249 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1252 case VOICETYPE_TAUNT:
1253 if(self.classname == "player")
1254 if(self.deadflag == DEAD_NO)
1255 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1260 FOR_EACH_REALCLIENT(msg_entity)
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));
1265 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1268 case VOICETYPE_PLAYERSOUND:
1269 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1272 backtrace("Invalid voice type!");
1277 void PlayerSound(.string samplefield, float chan, float voicetype)
1279 GlobalSound(self.samplefield, chan, voicetype);
1282 void VoiceMessage(string type, string msg)
1285 float voicetype, ownteam;
1287 sample = GetVoiceMessageSampleField(type);
1289 if(GetPlayerSoundSampleField_notFound)
1291 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1295 voicetype = GetVoiceMessageVoiceType(type);
1296 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1298 flood = Say(self, ownteam, world, msg, 1);
1301 GlobalSound(self.sample, CH_VOICE, voicetype);
1303 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1306 void MoveToTeam(entity client, float team_colour, float type, float 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
1314 float lockteams_backup;
1316 lockteams_backup = lockteams; // backup any team lock
1318 lockteams = 0; // disable locked teams
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
1324 lockteams = lockteams_backup; // restore the team lock
1326 LogTeamchange(client.playerid, client.team, type);
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
1331 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));