]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge remote-tracking branch 'origin/master' into terencehill/directmenu_options
[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.animstate_startframe = oldself.animstate_startframe;
165         self.animstate_numframes = oldself.animstate_numframes;
166         self.animstate_framerate = oldself.animstate_framerate;
167         self.animstate_starttime = oldself.animstate_starttime;
168         self.animstate_endtime = oldself.animstate_endtime;
169         self.animstate_override = oldself.animstate_override;
170         self.animstate_looping = oldself.animstate_looping;
171         self.dphitcontentsmask = oldself.dphitcontentsmask;
172         self.death_time = oldself.death_time;
173         self.frame = oldself.frame;
174         self.pain_finished = oldself.pain_finished;
175         self.health = oldself.health;
176         self.armorvalue = oldself.armorvalue;
177         self.armortype = oldself.armortype;
178         self.model = oldself.model;
179         self.modelindex = oldself.modelindex;
180         self.skin = oldself.skin;
181         self.species = oldself.species;
182         self.movetype = oldself.movetype;
183         self.solid = oldself.solid;
184         self.ballistics_density = oldself.ballistics_density;
185         self.takedamage = oldself.takedamage;
186         self.customizeentityforclient = oldself.customizeentityforclient;
187         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
188         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
189         if (keepvelocity == 1)
190                 self.velocity = oldself.velocity;
191         self.oldvelocity = self.velocity;
192         self.alpha = oldself.alpha;
193         self.fade_time = oldself.fade_time;
194         self.fade_rate = oldself.fade_rate;
195         //self.weapon = oldself.weapon;
196         setorigin(self, oldself.origin);
197         setsize(self, oldself.mins, oldself.maxs);
198         self.prevorigin = oldself.origin;
199         self.reset = SUB_Remove;
200
201         Drag_MoveDrag(oldself, self);
202
203         if(self.colormap <= maxclients && self.colormap > 0)
204                 self.colormap = 1024 + oldself.clientcolors;
205
206         CSQCMODEL_AUTOINIT();
207         self.CopyBody_nextthink = oldself.nextthink;
208         self.CopyBody_think = oldself.think;
209         self.nextthink = time;
210         self.think = CopyBody_Think;
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         // defaults for legacy .zym models without animinfo files
229         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
230         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
231         self.anim_draw = animfixfps(self, '2 1 3');
232         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
233         self.anim_duckwalk = animfixfps(self, '4 1 1');
234         self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
235         self.anim_duckidle = animfixfps(self, '6 1 1');
236         self.anim_idle = animfixfps(self, '7 1 1');
237         self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
238         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
239         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
240         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
241         self.anim_taunt = animfixfps(self, '12 1 0.33');
242         self.anim_run = animfixfps(self, '13 1 1');
243         self.anim_runbackwards = animfixfps(self, '14 1 1');
244         self.anim_strafeleft = animfixfps(self, '15 1 1');
245         self.anim_straferight = animfixfps(self, '16 1 1');
246         //self.anim_dead1 = animfixfps(self, '17 1 1');
247         //self.anim_dead2 = animfixfps(self, '18 1 1');
248         self.anim_forwardright = animfixfps(self, '19 1 1');
249         self.anim_forwardleft = animfixfps(self, '20 1 1');
250         self.anim_backright = animfixfps(self, '21 1 1');
251         self.anim_backleft  = animfixfps(self, '22 1 1');
252         self.anim_melee = animfixfps(self, '23 1 1');
253         self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
254         self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
255         self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
256         self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
257         self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
258         self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
259         self.anim_duckwalkbackleft  = animfixfps(self, '30 1 1');
260         // TODO introspect models for finding right "fps" value (1/duration)
261         // reset animstate now
262         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
263 }
264
265 void player_anim (void)
266 {
267         updateanim(self);
268         if (self.weaponentity)
269                 updateanim(self.weaponentity);
270
271         if (self.deadflag != DEAD_NO)
272                 return;
273
274         if (!self.animstate_override)
275         {
276                 if (self.freezetag_frozen)
277                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
278                 else if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
279                 {
280                         if (self.crouch)
281                         {
282                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
283                                 {
284                                         traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
285                                         if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
286                                         {
287                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
288                                                 self.restart_jump = FALSE;
289                                         }
290                                 }
291                         }
292                         else
293                         {
294                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
295                 {
296                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
297                     if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
298                     {
299                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
300                         self.restart_jump = FALSE;
301                     }
302                 }
303                         }
304                 }
305                 else if (self.crouch)
306                 {
307                         if (self.movement_x > 0 && self.movement_y == 0)
308                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
309                         else if (self.movement_x < 0 && self.movement_y == 0)
310                                 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
311                         else if (self.movement_x == 0 && self.movement_y > 0)
312                                 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
313                         else if (self.movement_x == 0 && self.movement_y < 0)
314                                 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
315                         else if (self.movement_x > 0 && self.movement_y > 0)
316                                 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
317                         else if (self.movement_x > 0 && self.movement_y < 0)
318                                 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
319                         else if (self.movement_x < 0 && self.movement_y > 0)
320                                 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
321                         else if (self.movement_x < 0 && self.movement_y < 0)
322                                 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
323                         else
324                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
325                 }
326                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
327                 {
328                         if (self.movement_x > 0 && self.movement_y == 0)
329                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
330                         else if (self.movement_x < 0 && self.movement_y == 0)
331                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
332                         else if (self.movement_x == 0 && self.movement_y > 0)
333                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
334                         else if (self.movement_x == 0 && self.movement_y < 0)
335                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
336                         else if (self.movement_x > 0 && self.movement_y > 0)
337                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
338                         else if (self.movement_x > 0 && self.movement_y < 0)
339                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
340                         else if (self.movement_x < 0 && self.movement_y > 0)
341                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
342                         else if (self.movement_x < 0 && self.movement_y < 0)
343                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
344                         else
345                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
346                 }
347                 else
348                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
349         }
350
351         if (self.weaponentity)
352         if (!self.weaponentity.animstate_override)
353                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
354 }
355
356 void SpawnThrownWeapon (vector org, float w)
357 {
358         if(g_minstagib)
359         if(self.ammo_cells <= 0)
360                 return;
361
362         if(g_pinata)
363         {
364                 float j;
365                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
366                 {
367                         if(WEPSET_CONTAINS_EW(self, j))
368                                 if(W_IsWeaponThrowable(j))
369                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
370                 }
371         }
372         else
373         {
374                 if(W_IsWeaponThrowable(self.weapon))
375                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
376         }
377 }
378
379 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
380 {
381         float take, save;
382         vector v;
383         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
384
385         // damage resistance (ignore most of the damage from a bullet or similar)
386         damage = max(damage - 5, 1);
387
388         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
389         take = v_x;
390         save = v_y;
391
392         if(sound_allowed(MSG_BROADCAST, attacker))
393         {
394                 if (save > 10)
395                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
396                 else if (take > 30)
397                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
398                 else if (take > 10)
399                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
400         }
401
402         if (take > 50)
403                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
404         if (take > 100)
405                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
406
407         if (!(self.flags & FL_GODMODE))
408         {
409                 self.armorvalue = self.armorvalue - save;
410                 self.health = self.health - take;
411                 // pause regeneration for 5 seconds
412                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
413         }
414         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
415         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
416         self.dmg_inflictor = inflictor;
417
418         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
419         {
420                 // don't use any animations as a gib
421                 self.frame = 0;
422                 // view just above the floor
423                 self.view_ofs = '0 0 4';
424
425                 Violence_GibSplash(self, 1, 1, attacker);
426                 self.alpha = -1;
427                 self.solid = SOLID_NOT; // restore later
428                 self.takedamage = DAMAGE_NO; // restore later
429                 self.damagedbycontents = FALSE;
430         }
431 }
432
433 void ClientKill_Now_TeamChange();
434 void freezetag_CheckWinner();
435
436 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
437 {
438         float take, save, waves, sdelay, dh, da, j;
439         vector v;
440         float valid_damage_for_weaponstats;
441         float excess;
442
443         if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
444                 return;
445
446         dh = max(self.health, 0);
447         da = max(self.armorvalue, 0);
448
449         if(!DEATH_ISSPECIAL(deathtype))
450         {
451                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
452                 if(self != attacker)
453                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
454         }
455
456         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
457         {
458                 // tuba causes blood to come out of the ears
459                 vector ear1, ear2;
460                 vector d;
461                 float f;
462                 ear1 = self.origin;
463                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
464                 ear2 = ear1;
465                 makevectors(self.angles);
466                 ear1 += v_right * -10;
467                 ear2 += v_right * +10;
468                 d = inflictor.origin - self.origin;
469                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
470                 force = v_right * vlen(force);
471                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
472                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
473                 if(f > 0)
474                 {
475                         hitloc = ear1;
476                         force = force * -1;
477                 }
478                 else
479                 {
480                         hitloc = ear2;
481                         // force is already good
482                 }
483         }
484         else
485                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
486
487         if (!g_minstagib)
488         {
489                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
490                 take = v_x;
491                 save = v_y;
492         }
493         else
494         {
495                 save = 0;
496                 take = damage;
497         }
498
499         if(attacker == self)
500         {
501                 // don't reset pushltime for self damage as it may be an attempt to
502                 // escape a lava pit or similar
503                 //self.pushltime = 0;
504                 self.istypefrag = 0;
505         }
506         else if(attacker.classname == "player")
507         {
508                 self.pusher = attacker;
509                 self.pushltime = time + autocvar_g_maxpushtime;
510                 self.istypefrag = self.BUTTON_CHAT;
511         }
512         else if(time < self.pushltime)
513         {
514                 attacker = self.pusher;
515                 self.pushltime = max(self.pushltime, time + 0.6);
516         }
517         else
518         {
519                 self.pushltime = 0;
520                 self.istypefrag = 0;
521         }
522
523         frag_inflictor = inflictor;
524         frag_attacker = attacker;
525         frag_target = self;
526         damage_take = take;
527         damage_save = save;
528         damage_force = force;
529         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
530         take = bound(0, damage_take, self.health);
531         save = bound(0, damage_save, self.armorvalue);
532         excess = max(0, damage - take - save);
533
534         if(sound_allowed(MSG_BROADCAST, attacker))
535         {
536                 if (save > 10)
537                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
538                 else if (take > 30)
539                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
540                 else if (take > 10)
541                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
542         }
543
544         if (take > 50)
545                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
546         if (take > 100)
547                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
548
549         if (time >= self.spawnshieldtime)
550         {
551                 if (!(self.flags & FL_GODMODE))
552                 {
553                         self.armorvalue = self.armorvalue - save;
554                         self.health = self.health - take;
555                         // pause regeneration for 5 seconds
556                         if(take)
557                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
558
559                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
560                         {
561                                 self.pain_finished = time + 0.5;        //Supajoe
562
563                                 if(sv_gentle < 1) {
564                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
565                                         {
566                                                 if (!self.animstate_override)
567                                                 {
568                                                         if (random() > 0.5)
569                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
570                                                         else
571                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
572                                                 }
573                                         }
574
575                                         if(sound_allowed(MSG_BROADCAST, attacker))
576                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
577                                         if(self.health > 1)
578                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
579                                         {
580                                                 if(deathtype == DEATH_FALL)
581                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
582                                                 else if(self.health > 75) // TODO make a "gentle" version?
583                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
584                                                 else if(self.health > 50)
585                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
586                                                 else if(self.health > 25)
587                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
588                                                 else
589                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
590                                         }
591                                 }
592
593                                 // throw off bot aim temporarily
594                                 float shake;
595                                 shake = damage * 5 / (bound(0,skill,100) + 1);
596                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
597                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
598                         }
599                 }
600                 else
601                         self.max_armorvalue += (save + take);
602         }
603         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
604         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
605         self.dmg_inflictor = inflictor;
606
607         if(g_ca && self != attacker && attacker.classname == "player")
608                 PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
609
610         float abot, vbot, awep;
611         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
612         vbot = (clienttype(self) == CLIENTTYPE_BOT);
613
614         valid_damage_for_weaponstats = 0;
615         awep = 0;
616
617         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
618         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
619         if(attacker && self != attacker)
620         if(IsDifferentTeam(self, attacker))
621         {
622                 if(DEATH_ISSPECIAL(deathtype))
623                         awep = attacker.weapon;
624                 else
625                         awep = DEATH_WEAPONOF(deathtype);
626                 valid_damage_for_weaponstats = 1;
627         }
628
629         if(valid_damage_for_weaponstats)
630         {
631                 dh = dh - max(self.health, 0);
632                 da = da - max(self.armorvalue, 0);
633                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
634         }
635
636         if (self.health < 1)
637         {
638                 float defer_ClientKill_Now_TeamChange;
639                 defer_ClientKill_Now_TeamChange = FALSE;
640
641                 if(self.alivetime)
642                 {
643                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
644                         self.alivetime = 0;
645                 }
646
647                 if(valid_damage_for_weaponstats)
648                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
649
650                 if(sv_gentle < 1) // TODO make a "gentle" version?
651                 if(sound_allowed(MSG_BROADCAST, attacker))
652                 {
653                         if(deathtype == DEATH_DROWN)
654                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
655                         else
656                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
657                 }
658
659                 // get rid of kill indicator
660                 if(self.killindicator)
661                 {
662                         remove(self.killindicator);
663                         self.killindicator = world;
664                         if(self.killindicator_teamchange)
665                                 defer_ClientKill_Now_TeamChange = TRUE;
666
667                         if(self.classname == "body")
668                         if(deathtype == DEATH_KILL)
669                         {
670                                 // for the lemmings fans, a small harmless explosion
671                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
672                         }
673                 }
674
675                 if(!g_freezetag)
676                 {
677                         // become fully visible
678                         self.alpha = default_player_alpha;
679                         // throw a weapon
680                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
681                 }
682
683                 // print an obituary message
684                 Obituary (attacker, inflictor, self, deathtype);
685                 race_PreDie();
686                 DropAllRunes(self);
687
688         // increment frag counter for used weapon type
689         float w;
690         w = DEATH_WEAPONOF(deathtype);
691         if(WEP_VALID(w))
692         if(accuracy_isgooddamage(attacker, self))
693         attacker.accuracy.(accuracy_frags[w-1]) += 1;
694
695                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
696                 {
697                         PutClientInServer();
698                         count_alive_players(); // re-count players
699                         freezetag_CheckWinner();
700                         return;
701                 }
702
703                 frag_attacker = attacker;
704                 frag_inflictor = inflictor;
705                 frag_target = self;
706                 MUTATOR_CALLHOOK(PlayerDies);
707                 weapon_action(self.weapon, WR_PLAYERDEATH);
708
709                 RemoveGrapplingHook(self);
710
711                 Portal_ClearAllLater(self);
712
713                 if(clienttype(self) == CLIENTTYPE_REAL)
714                 {
715                         stuffcmd(self, "-zoom\n");
716                         self.fixangle = TRUE;
717                         //msg_entity = self;
718                         //WriteByte (MSG_ONE, SVC_SETANGLE);
719                         //WriteAngle (MSG_ONE, self.v_angle_x);
720                         //WriteAngle (MSG_ONE, self.v_angle_y);
721                         //WriteAngle (MSG_ONE, 80);
722                 }
723
724                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
725                         ClientKill_Now_TeamChange();
726
727                 if(g_arena)
728                         Spawnqueue_Unmark(self);
729
730                 if(g_freezetag)
731                         return;
732
733                 // when we get here, player actually dies
734                 // clear waypoints (do this AFTER FreezeTag)
735                 WaypointSprite_PlayerDead();
736
737                 // make the corpse upright (not tilted)
738                 self.angles_x = 0;
739                 self.angles_z = 0;
740                 // don't spin
741                 self.avelocity = '0 0 0';
742                 // view from the floor
743                 self.view_ofs = '0 0 -8';
744                 // toss the corpse
745                 self.movetype = MOVETYPE_TOSS;
746                 // shootable corpse
747                 self.solid = SOLID_CORPSE;
748                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
749                 // don't stick to the floor
750                 self.flags &~= FL_ONGROUND;
751                 // dying animation
752                 self.deadflag = DEAD_DYING;
753                 // when to allow respawn
754                 sdelay = 0;
755                 waves = 0;
756                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
757                 if(!sdelay)
758                 {
759                         if(g_cts)
760                                 sdelay = 0; // no respawn delay in CTS
761                         else
762                                 sdelay = autocvar_g_respawn_delay;
763                 }
764                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
765                 if(!waves)
766                         waves = autocvar_g_respawn_waves;
767                 if(waves)
768                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
769                 else
770                         self.respawn_time = time + sdelay;
771                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
772                         self.respawn_countdown = 10; // first number to count down from is 10
773                 else
774                         self.respawn_countdown = -1; // do not count down
775                 self.death_time = time;
776                 if (random() < 0.5)
777                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
778                 else
779                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
780                 if (self.maxs_z > 5)
781                 {
782                         self.maxs_z = 5;
783                         setsize(self, self.mins, self.maxs);
784                 }
785                 // set damage function to corpse damage
786                 self.event_damage = PlayerCorpseDamage;
787                 // call the corpse damage function just in case it wants to gib
788                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
789                 // set up to fade out later
790                 SUB_SetFade (self, time + 6 + random (), 1);
791
792                 if(sv_gentle > 0 || autocvar_ekg) {
793                         // remove corpse
794                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
795                 }
796
797                 // reset fields the weapons may use just in case
798                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
799                 {
800                         weapon_action(j, WR_RESETPLAYER);
801                         ATTACK_FINISHED_FOR(self, j) = 0;
802                 }
803         }
804 }
805
806 .float muted; // to be used by prvm_edictset server playernumber muted 1
807 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
808 // message "": do not say, just test flood control
809 // return value:
810 //   1 = accept
811 //   0 = reject
812 //  -1 = fake accept
813 {
814         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
815         float flood;
816         var .float flood_field;
817         entity head;
818         float ret;
819         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
820
821         if(!teamsay && !privatesay)
822                 if(substring(msgin, 0, 1) == " ")
823                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
824
825         msgin = formatmessage(msgin);
826
827         if(source.classname != "player")
828                 colorstr = "^0"; // black for spectators
829         else if(teamplay)
830                 colorstr = Team_ColorCode(source.team);
831         else
832         {
833                 colorstr = "";
834                 teamsay = FALSE;
835         }
836
837         if(intermission_running)
838                 teamsay = FALSE;
839
840         if(msgin != "")
841                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
842
843         /*
844          * using bprint solves this... me stupid
845         // how can we prevent the message from appearing in a listen server?
846         // for now, just give "say" back and only handle say_team
847         if(!teamsay)
848         {
849                 clientcommand(self, strcat("say ", msgin));
850                 return;
851         }
852         */
853
854         if(autocvar_g_chat_teamcolors)
855                 namestr = playername(source);
856         else
857                 namestr = source.netname;
858
859         if(msgin != "")
860         {
861                 if(privatesay)
862                 {
863                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
864                         privatemsgprefixlen = strlen(msgstr);
865                         msgstr = strcat(msgstr, msgin);
866                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
867                         if(autocvar_g_chat_teamcolors)
868                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
869                         else
870                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
871                 }
872                 else if(teamsay)
873                 {
874                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
875                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
876                 }
877                 else
878                 {
879                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
880                         cmsgstr = "";
881                 }
882                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
883         }
884         else
885         {
886                 msgstr = cmsgstr = "";
887         }
888
889         fullmsgstr = msgstr;
890         fullcmsgstr = cmsgstr;
891
892         // FLOOD CONTROL
893         flood = 0;
894         flood_field = floodcontrol_chat;
895         if(floodcontrol)
896         {
897                 float flood_spl;
898                 float flood_burst;
899                 float flood_lmax;
900                 float lines;
901                 if(privatesay)
902                 {
903                         flood_spl = autocvar_g_chat_flood_spl_tell;
904                         flood_burst = autocvar_g_chat_flood_burst_tell;
905                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
906                         flood_field = floodcontrol_chattell;
907                 }
908                 else if(teamsay)
909                 {
910                         flood_spl = autocvar_g_chat_flood_spl_team;
911                         flood_burst = autocvar_g_chat_flood_burst_team;
912                         flood_lmax = autocvar_g_chat_flood_lmax_team;
913                         flood_field = floodcontrol_chatteam;
914                 }
915                 else
916                 {
917                         flood_spl = autocvar_g_chat_flood_spl;
918                         flood_burst = autocvar_g_chat_flood_burst;
919                         flood_lmax = autocvar_g_chat_flood_lmax;
920                         flood_field = floodcontrol_chat;
921                 }
922                 flood_burst = max(0, flood_burst - 1);
923                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
924
925                 // do flood control for the default line size
926                 if(msgstr != "")
927                 {
928                         getWrappedLine_remaining = msgstr;
929                         msgstr = "";
930                         lines = 0;
931                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
932                         {
933                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
934                                 ++lines;
935                         }
936                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
937
938                         if(getWrappedLine_remaining != "")
939                         {
940                                 msgstr = strcat(msgstr, "\n");
941                                 flood = 2;
942                         }
943
944                         if(time >= source.flood_field)
945                         {
946                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
947                         }
948                         else
949                         {
950                                 flood = 1;
951                                 msgstr = fullmsgstr;
952                         }
953                 }
954                 else
955                 {
956                         if(time >= source.flood_field)
957                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
958                         else
959                                 flood = 1;
960                 }
961
962                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
963                         source.flood_field = flood = 0;
964         }
965
966         if(flood == 2) // cannot happen for empty msgstr
967         {
968                 if(autocvar_g_chat_flood_notify_flooder)
969                 {
970                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
971                         sourcecmsgstr = "";
972                 }
973                 else
974                 {
975                         sourcemsgstr = fullmsgstr;
976                         sourcecmsgstr = fullcmsgstr;
977                 }
978                 cmsgstr = "";
979         }
980         else
981         {
982                 sourcemsgstr = msgstr;
983                 sourcecmsgstr = cmsgstr;
984         }
985
986         if(!privatesay)
987         if(source.classname != "player")
988         {
989                 if not(intermission_running)
990                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
991                                 teamsay = -1; // spectators
992         }
993
994         if(flood)
995                 print("NOTE: ", playername(source), "^7 is flooding.\n");
996
997         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
998         if(privatesay)
999                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1000
1001         if(source.muted)
1002         {
1003                 // always fake the message
1004                 ret = -1;
1005         }
1006         else if(flood == 1)
1007         {
1008                 if(autocvar_g_chat_flood_notify_flooder)
1009                 {
1010                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1011                         ret = 0;
1012                 }
1013                 else
1014                         ret = -1;
1015         }
1016         else
1017         {
1018                 ret = 1;
1019         }
1020
1021         if(sourcemsgstr != "" && ret != 0)
1022         {
1023                 if(ret < 0) // faked message, because the player is muted
1024                 {
1025                         sprint(source, sourcemsgstr);
1026                         if(sourcecmsgstr != "" && !privatesay)
1027                                 centerprint(source, sourcecmsgstr);
1028                 }
1029                 else if(privatesay) // private message, between 2 people only, not sent to server console
1030                 {
1031                         sprint(source, sourcemsgstr);
1032                         sprint(privatesay, msgstr);
1033                         if(cmsgstr != "")
1034                                 centerprint(privatesay, cmsgstr);
1035                 }
1036                 else if(teamsay > 0) // team message, only sent to team mates
1037                 {
1038                         sprint(source, sourcemsgstr);
1039                         //print(msgstr); // send to server console too
1040                         if(sourcecmsgstr != "")
1041                                 centerprint(source, sourcecmsgstr);
1042                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1043                                 if(head != source)
1044                                 {
1045                                         sprint(head, msgstr);
1046                                         if(cmsgstr != "")
1047                                                 centerprint(head, cmsgstr);
1048                                 }
1049                 }
1050                 else if(teamsay < 0) // spectator message, only sent to spectators
1051                 {
1052                         sprint(source, sourcemsgstr);
1053                         //print(msgstr); // send to server console too
1054                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1055                                 if(head != source)
1056                                         sprint(head, msgstr);
1057                 }
1058                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1059                 {
1060                         sprint(source, sourcemsgstr);
1061                         //print(msgstr); // send to server console too
1062                         FOR_EACH_REALCLIENT(head)
1063                                 if(head != source)
1064                                         sprint(head, msgstr);
1065                 }
1066                 else
1067                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1068         }
1069
1070         return ret;
1071 }
1072
1073 float GetVoiceMessageVoiceType(string type)
1074 {
1075         if(type == "taunt")
1076                 return VOICETYPE_TAUNT;
1077         if(type == "teamshoot")
1078                 return VOICETYPE_LASTATTACKER;
1079         return VOICETYPE_TEAMRADIO;
1080 }
1081
1082 string allvoicesamples;
1083 .string GetVoiceMessageSampleField(string type)
1084 {
1085         GetPlayerSoundSampleField_notFound = 0;
1086         switch(type)
1087         {
1088 #define _VOICEMSG(m) case #m: return playersound_##m;
1089                 ALLVOICEMSGS
1090 #undef _VOICEMSG
1091         }
1092         GetPlayerSoundSampleField_notFound = 1;
1093         return playersound_taunt;
1094 }
1095
1096 .string GetPlayerSoundSampleField(string type)
1097 {
1098         GetPlayerSoundSampleField_notFound = 0;
1099         switch(type)
1100         {
1101 #define _VOICEMSG(m) case #m: return playersound_##m;
1102                 ALLPLAYERSOUNDS
1103 #undef _VOICEMSG
1104         }
1105         GetPlayerSoundSampleField_notFound = 1;
1106         return playersound_taunt;
1107 }
1108
1109 void PrecacheGlobalSound(string samplestring)
1110 {
1111         float n, i;
1112         tokenize_console(samplestring);
1113         n = stof(argv(1));
1114         if(n > 0)
1115         {
1116                 for(i = 1; i <= n; ++i)
1117                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1118         }
1119         else
1120         {
1121                 precache_sound(strcat(argv(0), ".wav"));
1122         }
1123 }
1124
1125 void PrecachePlayerSounds(string f)
1126 {
1127         float fh;
1128         string s;
1129         fh = fopen(f, FILE_READ);
1130         if(fh < 0)
1131                 return;
1132         while((s = fgets(fh)))
1133         {
1134                 if(tokenize_console(s) != 3)
1135                 {
1136                         dprint("Invalid sound info line: ", s, "\n");
1137                         continue;
1138                 }
1139                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1140         }
1141         fclose(fh);
1142
1143         if not(allvoicesamples)
1144         {
1145 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1146                 ALLVOICEMSGS
1147 #undef _VOICEMSG
1148                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1149         }
1150 }
1151
1152 void ClearPlayerSounds()
1153 {
1154 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1155         ALLPLAYERSOUNDS
1156         ALLVOICEMSGS
1157 #undef _VOICEMSG
1158 }
1159
1160 float LoadPlayerSounds(string f, float first)
1161 {
1162         float fh;
1163         string s;
1164         var .string field;
1165         fh = fopen(f, FILE_READ);
1166         if(fh < 0)
1167         {
1168                 dprint("Player sound file not found: ", f, "\n");
1169                 return 0;
1170         }
1171         while((s = fgets(fh)))
1172         {
1173                 if(tokenize_console(s) != 3)
1174                         continue;
1175                 field = GetPlayerSoundSampleField(argv(0));
1176                 if(GetPlayerSoundSampleField_notFound)
1177                         field = GetVoiceMessageSampleField(argv(0));
1178                 if(GetPlayerSoundSampleField_notFound)
1179                         continue;
1180                 if(self.field)
1181                         strunzone(self.field);
1182                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1183         }
1184         fclose(fh);
1185         return 1;
1186 }
1187
1188 .float modelindex_for_playersound;
1189 .float skin_for_playersound;
1190 void UpdatePlayerSounds()
1191 {
1192         if(self.modelindex == self.modelindex_for_playersound)
1193         if(self.skin == self.skin_for_playersound)
1194                 return;
1195         self.modelindex_for_playersound = self.modelindex;
1196         self.skin_for_playersound = self.skin;
1197         ClearPlayerSounds();
1198         LoadPlayerSounds("sound/player/default.sounds", 1);
1199         if(!autocvar_g_debug_defaultsounds)
1200                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1201                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1202 }
1203
1204 void FakeGlobalSound(string sample, float chan, float voicetype)
1205 {
1206         float n;
1207         float tauntrand;
1208
1209         if(sample == "")
1210                 return;
1211
1212         tokenize_console(sample);
1213         n = stof(argv(1));
1214         if(n > 0)
1215                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1216         else
1217                 sample = strcat(argv(0), ".wav"); // randomization
1218
1219         switch(voicetype)
1220         {
1221                 case VOICETYPE_LASTATTACKER_ONLY:
1222                         break;
1223                 case VOICETYPE_LASTATTACKER:
1224                         if(self.pusher)
1225                         {
1226                                 msg_entity = self;
1227                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1228                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1229                         }
1230                         break;
1231                 case VOICETYPE_TEAMRADIO:
1232                         msg_entity = self;
1233                         if(msg_entity.cvar_cl_voice_directional == 1)
1234                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1235                         else
1236                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1237                         break;
1238                 case VOICETYPE_AUTOTAUNT:
1239                         if(!sv_autotaunt)
1240                                 break;
1241                         if(!sv_taunt)
1242                                 break;
1243                         if(sv_gentle)
1244                                 break;
1245                         tauntrand = random();
1246                         msg_entity = self;
1247                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1248                         {
1249                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1250                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1251                                 else
1252                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1253                         }
1254                         break;
1255                 case VOICETYPE_TAUNT:
1256                         if(self.classname == "player")
1257                                 if(self.deadflag == DEAD_NO)
1258                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1259                         if(!sv_taunt)
1260                                 break;
1261                         if(sv_gentle)
1262                                 break;
1263                         msg_entity = self;
1264                         if (msg_entity.cvar_cl_voice_directional >= 1)
1265                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1266                         else
1267                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1268                         break;
1269                 case VOICETYPE_PLAYERSOUND:
1270                         msg_entity = self;
1271                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1272                         break;
1273                 default:
1274                         backtrace("Invalid voice type!");
1275                         break;
1276         }
1277 }
1278
1279 void GlobalSound(string sample, float chan, float voicetype)
1280 {
1281         float n;
1282         float tauntrand;
1283
1284         if(sample == "")
1285                 return;
1286
1287         tokenize_console(sample);
1288         n = stof(argv(1));
1289         if(n > 0)
1290                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1291         else
1292                 sample = strcat(argv(0), ".wav"); // randomization
1293
1294         switch(voicetype)
1295         {
1296                 case VOICETYPE_LASTATTACKER_ONLY:
1297                         if(self.pusher)
1298                         {
1299                                 msg_entity = self.pusher;
1300                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1301                                 {
1302                                         if(msg_entity.cvar_cl_voice_directional == 1)
1303                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1304                                         else
1305                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1306                                 }
1307                         }
1308                         break;
1309                 case VOICETYPE_LASTATTACKER:
1310                         if(self.pusher)
1311                         {
1312                                 msg_entity = self.pusher;
1313                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1314                                 {
1315                                         if(msg_entity.cvar_cl_voice_directional == 1)
1316                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1317                                         else
1318                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1319                                 }
1320                                 msg_entity = self;
1321                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1322                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1323                         }
1324                         break;
1325                 case VOICETYPE_TEAMRADIO:
1326                         FOR_EACH_REALCLIENT(msg_entity)
1327                                 if(!teamplay || msg_entity.team == self.team)
1328                                 {
1329                                         if(msg_entity.cvar_cl_voice_directional == 1)
1330                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1331                                         else
1332                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1333                                 }
1334                         break;
1335                 case VOICETYPE_AUTOTAUNT:
1336                         if(!sv_autotaunt)
1337                                 break;
1338                         if(!sv_taunt)
1339                                 break;
1340                         if(sv_gentle)
1341                                 break;
1342                         tauntrand = random();
1343                         FOR_EACH_REALCLIENT(msg_entity)
1344                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1345                                 {
1346                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1347                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1348                                         else
1349                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1350                                 }
1351                         break;
1352                 case VOICETYPE_TAUNT:
1353                         if(self.classname == "player")
1354                                 if(self.deadflag == DEAD_NO)
1355                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1356                         if(!sv_taunt)
1357                                 break;
1358                         if(sv_gentle)
1359                                 break;
1360                         FOR_EACH_REALCLIENT(msg_entity)
1361                         {
1362                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1363                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1364                                 else
1365                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1366                         }
1367                         break;
1368                 case VOICETYPE_PLAYERSOUND:
1369                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1370                         break;
1371                 default:
1372                         backtrace("Invalid voice type!");
1373                         break;
1374         }
1375 }
1376
1377 void PlayerSound(.string samplefield, float chan, float voicetype)
1378 {
1379         GlobalSound(self.samplefield, chan, voicetype);
1380 }
1381
1382 void VoiceMessage(string type, string msg)
1383 {
1384         var .string sample;
1385         float voicetype, ownteam;
1386         float flood;
1387         sample = GetVoiceMessageSampleField(type);
1388
1389         if(GetPlayerSoundSampleField_notFound)
1390         {
1391                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1392                 return;
1393         }
1394
1395         voicetype = GetVoiceMessageVoiceType(type);
1396         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1397
1398         flood = Say(self, ownteam, world, msg, 1);
1399
1400         if (flood > 0)
1401                 GlobalSound(self.sample, CH_VOICE, voicetype);
1402         else if (flood < 0)
1403                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1404 }
1405
1406 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1407 {
1408 //      show_message
1409 //      0 (00) automove centerprint, admin message
1410 //      1 (01) automove centerprint, no admin message
1411 //      2 (10) no centerprint, admin message
1412 //      3 (11) no centerprint, no admin message
1413
1414         float lockteams_backup;
1415
1416         lockteams_backup = lockteams;  // backup any team lock
1417
1418         lockteams = 0;  // disable locked teams
1419
1420         TeamchangeFrags(client);  // move the players frags
1421         SetPlayerColors(client, team_colour - 1);  // set the players colour
1422         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1423
1424         lockteams = lockteams_backup;  // restore the team lock
1425
1426         LogTeamchange(client.playerid, client.team, type);
1427
1428         if not(show_message & 1) // admin message
1429                 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
1430
1431         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1432 }