5 .float CopyBody_nextthink;
6 .void(void) CopyBody_think;
7 void CopyBody_Think(void)
9 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
11 self.CopyBody_think();
14 self.CopyBody_nextthink = self.nextthink;
15 self.CopyBody_think = self.think;
16 self.think = CopyBody_Think;
18 CSQCMODEL_AUTOUPDATE();
19 self.nextthink = time;
21 void CopyBody(float keepvelocity)
24 if (self.effects & EF_NODRAW)
29 self.lip = oldself.lip;
30 self.colormap = oldself.colormap;
31 self.iscreature = oldself.iscreature;
32 self.teleportable = oldself.teleportable;
33 self.damagedbycontents = oldself.damagedbycontents;
34 self.angles = oldself.angles;
35 self.v_angle = oldself.v_angle;
36 self.avelocity = oldself.avelocity;
37 self.classname = "body";
38 self.damageforcescale = oldself.damageforcescale;
39 self.effects = oldself.effects;
40 self.glowmod = oldself.glowmod;
41 self.event_damage = oldself.event_damage;
42 self.anim_state = oldself.anim_state;
43 self.anim_time = oldself.anim_time;
44 self.anim_lower_action = oldself.anim_lower_action;
45 self.anim_lower_time = oldself.anim_lower_time;
46 self.anim_upper_action = oldself.anim_upper_action;
47 self.anim_upper_time = oldself.anim_upper_time;
48 self.anim_implicit_state = oldself.anim_implicit_state;
49 self.anim_implicit_time = oldself.anim_implicit_time;
50 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
51 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
52 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
53 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
54 self.dphitcontentsmask = oldself.dphitcontentsmask;
55 self.death_time = oldself.death_time;
56 self.pain_finished = oldself.pain_finished;
57 self.health = oldself.health;
58 self.armorvalue = oldself.armorvalue;
59 self.armortype = oldself.armortype;
60 self.model = oldself.model;
61 self.modelindex = oldself.modelindex;
62 self.skin = oldself.skin;
63 self.species = oldself.species;
64 self.movetype = oldself.movetype;
65 self.solid = oldself.solid;
66 self.ballistics_density = oldself.ballistics_density;
67 self.takedamage = oldself.takedamage;
68 self.customizeentityforclient = oldself.customizeentityforclient;
69 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
70 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
71 if (keepvelocity == 1)
72 self.velocity = oldself.velocity;
73 self.oldvelocity = self.velocity;
74 self.alpha = oldself.alpha;
75 self.fade_time = oldself.fade_time;
76 self.fade_rate = oldself.fade_rate;
77 //self.weapon = oldself.weapon;
78 setorigin(self, oldself.origin);
79 setsize(self, oldself.mins, oldself.maxs);
80 self.prevorigin = oldself.origin;
81 self.reset = SUB_Remove;
83 Drag_MoveDrag(oldself, self);
85 if(self.colormap <= maxclients && self.colormap > 0)
86 self.colormap = 1024 + oldself.clientcolors;
89 self.CopyBody_nextthink = oldself.nextthink;
90 self.CopyBody_think = oldself.think;
91 self.nextthink = time;
92 self.think = CopyBody_Think;
93 // "bake" the current animation frame for clones (they don't get clientside animation)
94 animdecide_init(self);
95 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
100 float player_getspecies()
103 get_model_parameters(self.model, self.skin);
104 s = get_model_parameters_species;
105 get_model_parameters(string_null, 0);
107 return SPECIES_HUMAN;
111 void player_setupanimsformodel()
113 // load animation info
114 animdecide_init(self);
115 animdecide_setstate(self, 0, FALSE);
118 void player_anim (void)
120 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
123 // Decide on which death animation to use.
125 deadbits = ANIMSTATE_DEAD1;
127 deadbits = ANIMSTATE_DEAD2;
130 // Clear a previous death animation.
133 float animbits = deadbits;
135 animbits |= ANIMSTATE_FROZEN;
137 animbits |= ANIMSTATE_DUCK;
138 animdecide_setstate(self, animbits, FALSE);
139 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
141 if (self.weaponentity)
143 updateanim(self.weaponentity);
144 if (!self.weaponentity.animstate_override)
145 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
149 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
153 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
155 // damage resistance (ignore most of the damage from a bullet or similar)
156 damage = max(damage - 5, 1);
158 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
162 if(sound_allowed(MSG_BROADCAST, attacker))
165 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
167 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
169 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
173 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
175 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
177 if (!(self.flags & FL_GODMODE))
179 self.armorvalue = self.armorvalue - save;
180 self.health = self.health - take;
181 // pause regeneration for 5 seconds
182 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
184 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
185 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
186 self.dmg_inflictor = inflictor;
188 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
190 // don't use any animations as a gib
192 // view just above the floor
193 self.view_ofs = '0 0 4';
195 Violence_GibSplash(self, 1, 1, attacker);
197 self.solid = SOLID_NOT; // restore later
198 self.takedamage = DAMAGE_NO; // restore later
199 self.damagedbycontents = FALSE;
204 // If 0, default is used.
206 // Otherwise, g_str (default value) is used.
207 // For consistency, negative values there are mapped to zero too.
208 #define GAMETYPE_DEFAULTED_SETTING(str) \
209 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
210 (gametype_setting_tmp < 0) ? 0 : \
211 (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
212 gametype_setting_tmp)
215 void calculate_player_respawn_time()
220 float gametype_setting_tmp;
221 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
222 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
223 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
224 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
225 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
226 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
228 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
234 if (pl.team == self.team)
236 if (sdelay_small_count == 0)
237 sdelay_small_count = 1;
238 if (sdelay_large_count == 0)
239 sdelay_large_count = 1;
246 if (sdelay_small_count == 0)
250 // Players play independently. No point in requiring enemies.
251 sdelay_small_count = 1;
255 // Players play AGAINST each other. Enemies required.
256 sdelay_small_count = 2;
259 if (sdelay_large_count == 0)
263 // Players play independently. No point in requiring enemies.
264 sdelay_large_count = 1;
268 // Players play AGAINST each other. Enemies required.
269 sdelay_large_count = 2;
276 if (pcount <= sdelay_small_count)
277 sdelay = sdelay_small;
278 else if (pcount >= sdelay_large_count)
279 sdelay = sdelay_large;
280 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
281 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
284 self.respawn_time = ceil((time + sdelay) / waves) * waves;
286 self.respawn_time = time + sdelay;
288 if(sdelay < sdelay_max)
289 self.respawn_time_max = time + sdelay_max;
291 self.respawn_time_max = self.respawn_time;
293 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
294 self.respawn_countdown = 10; // first number to count down from is 10
296 self.respawn_countdown = -1; // do not count down
298 if(autocvar_g_forced_respawn)
299 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
302 void ClientKill_Now_TeamChange();
304 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
306 float take, save, dh, da, j;
308 float valid_damage_for_weaponstats;
311 dh = max(self.health, 0);
312 da = max(self.armorvalue, 0);
314 if(!DEATH_ISSPECIAL(deathtype))
316 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
318 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
321 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
323 // tuba causes blood to come out of the ears
328 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
330 makevectors(self.angles);
331 ear1 += v_right * -10;
332 ear2 += v_right * +10;
333 d = inflictor.origin - self.origin;
335 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
337 f = 0; // Assum ecenter.
338 force = v_right * vlen(force);
339 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
340 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
349 // force is already good
353 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
356 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
362 // don't reset pushltime for self damage as it may be an attempt to
363 // escape a lava pit or similar
364 //self.pushltime = 0;
367 else if(IS_PLAYER(attacker))
369 self.pusher = attacker;
370 self.pushltime = time + autocvar_g_maxpushtime;
371 self.istypefrag = self.BUTTON_CHAT;
373 else if(time < self.pushltime)
375 attacker = self.pusher;
376 self.pushltime = max(self.pushltime, time + 0.6);
384 frag_inflictor = inflictor;
385 frag_attacker = attacker;
387 frag_damage = damage;
390 damage_force = force;
391 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
392 take = bound(0, damage_take, self.health);
393 save = bound(0, damage_save, self.armorvalue);
394 excess = max(0, damage - take - save);
396 if(sound_allowed(MSG_BROADCAST, attacker))
399 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
401 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
403 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
407 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
409 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
411 if (time >= self.spawnshieldtime)
413 if (!(self.flags & FL_GODMODE))
415 self.armorvalue = self.armorvalue - save;
416 self.health = self.health - take;
417 // pause regeneration for 5 seconds
419 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
421 if (time > self.pain_finished) //Don't switch pain sequences like crazy
423 self.pain_finished = time + 0.5; //Supajoe
425 if(autocvar_sv_gentle < 1) {
426 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
428 if (!self.animstate_override)
431 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
433 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
437 if(sound_allowed(MSG_BROADCAST, attacker))
438 if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
440 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
442 if(deathtype == DEATH_FALL)
443 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
444 else if(self.health > 75) // TODO make a "gentle" version?
445 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
446 else if(self.health > 50)
447 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
448 else if(self.health > 25)
449 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
451 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
456 // throw off bot aim temporarily
458 if(IS_BOT_CLIENT(self) && self.health >= 1)
460 shake = damage * 5 / (bound(0,skill,100) + 1);
461 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
462 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
463 self.v_angle_x = bound(-90, self.v_angle_x, 90);
467 self.max_armorvalue += (save + take);
469 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
470 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
471 self.dmg_inflictor = inflictor;
473 float abot, vbot, awep;
474 abot = (IS_BOT_CLIENT(attacker));
475 vbot = (IS_BOT_CLIENT(self));
477 valid_damage_for_weaponstats = 0;
480 if(vbot || IS_REAL_CLIENT(self))
481 if(abot || IS_REAL_CLIENT(attacker))
482 if(attacker && self != attacker)
483 if(DIFF_TEAM(self, attacker))
485 if(DEATH_ISSPECIAL(deathtype))
486 awep = attacker.weapon;
488 awep = DEATH_WEAPONOF(deathtype);
489 valid_damage_for_weaponstats = 1;
492 if(valid_damage_for_weaponstats)
494 dh = dh - max(self.health, 0);
495 da = da - max(self.armorvalue, 0);
496 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
501 float defer_ClientKill_Now_TeamChange;
502 defer_ClientKill_Now_TeamChange = FALSE;
506 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
510 if(valid_damage_for_weaponstats)
511 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
513 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
514 if(sound_allowed(MSG_BROADCAST, attacker))
516 if(deathtype == DEATH_DROWN)
517 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
519 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
522 // get rid of kill indicator
523 if(self.killindicator)
525 remove(self.killindicator);
526 self.killindicator = world;
527 if(self.killindicator_teamchange)
528 defer_ClientKill_Now_TeamChange = TRUE;
530 if(self.classname == "body")
531 if(deathtype == DEATH_KILL)
533 // for the lemmings fans, a small harmless explosion
534 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
538 // print an obituary message
539 if(self.classname != "body")
540 Obituary (attacker, inflictor, self, deathtype);
542 // increment frag counter for used weapon type
544 w = DEATH_WEAPONOF(deathtype);
546 if(accuracy_isgooddamage(attacker, self))
547 attacker.accuracy.(accuracy_frags[w-1]) += 1;
549 frag_attacker = attacker;
550 frag_inflictor = inflictor;
552 frag_deathtype = deathtype;
553 MUTATOR_CALLHOOK(PlayerDies);
555 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
557 RemoveGrapplingHook(self);
559 Portal_ClearAllLater(self);
561 self.fixangle = TRUE;
563 if(defer_ClientKill_Now_TeamChange)
564 ClientKill_Now_TeamChange(); // can turn player into spectator
566 // player could have been miraculously resuscitated ;)
567 // e.g. players in freezetag get frozen, they don't really die
568 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
571 // when we get here, player actually dies
573 Unfreeze(self); // remove any icy remains
574 self.health = 0; // Unfreeze resets health, so we need to set it back
577 WaypointSprite_PlayerDead();
579 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
581 // become fully visible
582 self.alpha = default_player_alpha;
583 // make the corpse upright (not tilted)
587 self.avelocity = '0 0 0';
588 // view from the floor
589 self.view_ofs = '0 0 -8';
591 self.movetype = MOVETYPE_TOSS;
593 self.solid = SOLID_CORPSE;
594 self.ballistics_density = autocvar_g_ballistics_density_corpse;
595 // don't stick to the floor
596 self.flags &= ~FL_ONGROUND;
598 self.deadflag = DEAD_DYING;
600 // when to allow respawn
601 calculate_player_respawn_time();
603 self.death_time = time;
605 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
607 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
611 setsize(self, self.mins, self.maxs);
613 // set damage function to corpse damage
614 self.event_damage = PlayerCorpseDamage;
615 // call the corpse damage function just in case it wants to gib
616 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
617 // set up to fade out later
618 SUB_SetFade (self, time + 6 + random (), 1);
620 // reset body think wrapper broken by SUB_SetFade
621 if(self.classname == "body" && self.think != CopyBody_Think) {
622 self.CopyBody_think = self.think;
623 self.CopyBody_nextthink = self.nextthink;
624 self.think = CopyBody_Think;
625 self.nextthink = time;
628 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
630 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
633 // reset fields the weapons may use just in case
634 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
636 WEP_ACTION(j, WR_RESETPLAYER);
637 ATTACK_FINISHED_FOR(self, j) = 0;
642 .float muted; // to be used by prvm_edictset server playernumber muted 1
643 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
644 // message "": do not say, just test flood control
650 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
652 var .float flood_field;
655 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
657 if(!teamsay && !privatesay)
658 if(substring(msgin, 0, 1) == " ")
659 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
661 msgin = formatmessage(msgin);
663 if (!IS_PLAYER(source))
664 colorstr = "^0"; // black for spectators
666 colorstr = Team_ColorCode(source.team);
673 if(intermission_running)
677 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
680 * using bprint solves this... me stupid
681 // how can we prevent the message from appearing in a listen server?
682 // for now, just give "say" back and only handle say_team
685 clientcommand(self, strcat("say ", msgin));
690 if(autocvar_g_chat_teamcolors)
691 namestr = playername(source);
693 namestr = source.netname;
695 if(strdecolorize(namestr) == namestr)
704 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
705 privatemsgprefixlen = strlen(msgstr);
706 msgstr = strcat(msgstr, msgin);
707 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
708 if(autocvar_g_chat_teamcolors)
709 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
711 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
715 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
716 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
720 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
723 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
727 msgstr = cmsgstr = "";
731 fullcmsgstr = cmsgstr;
735 flood_field = floodcontrol_chat;
744 flood_spl = autocvar_g_chat_flood_spl_tell;
745 flood_burst = autocvar_g_chat_flood_burst_tell;
746 flood_lmax = autocvar_g_chat_flood_lmax_tell;
747 flood_field = floodcontrol_chattell;
751 flood_spl = autocvar_g_chat_flood_spl_team;
752 flood_burst = autocvar_g_chat_flood_burst_team;
753 flood_lmax = autocvar_g_chat_flood_lmax_team;
754 flood_field = floodcontrol_chatteam;
758 flood_spl = autocvar_g_chat_flood_spl;
759 flood_burst = autocvar_g_chat_flood_burst;
760 flood_lmax = autocvar_g_chat_flood_lmax;
761 flood_field = floodcontrol_chat;
763 flood_burst = max(0, flood_burst - 1);
764 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
766 // do flood control for the default line size
769 getWrappedLine_remaining = msgstr;
772 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
774 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
777 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
779 if(getWrappedLine_remaining != "")
781 msgstr = strcat(msgstr, "\n");
785 if(time >= source.flood_field)
787 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
797 if(time >= source.flood_field)
798 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
803 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
804 source.flood_field = flood = 0;
807 if(flood == 2) // cannot happen for empty msgstr
809 if(autocvar_g_chat_flood_notify_flooder)
811 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
816 sourcemsgstr = fullmsgstr;
817 sourcecmsgstr = fullcmsgstr;
823 sourcemsgstr = msgstr;
824 sourcecmsgstr = cmsgstr;
828 if (!IS_PLAYER(source))
830 if (!intermission_running)
831 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
832 teamsay = -1; // spectators
836 print("NOTE: ", playername(source), "^7 is flooding.\n");
838 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
840 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
844 // always fake the message
849 if(autocvar_g_chat_flood_notify_flooder)
851 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
862 if(sourcemsgstr != "" && ret != 0)
864 if(ret < 0) // faked message, because the player is muted
866 sprint(source, sourcemsgstr);
867 if(sourcecmsgstr != "" && !privatesay)
868 centerprint(source, sourcecmsgstr);
870 else if(privatesay) // private message, between 2 people only
872 sprint(source, sourcemsgstr);
873 sprint(privatesay, msgstr);
874 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
876 centerprint(privatesay, cmsgstr);
878 else if(teamsay > 0) // team message, only sent to team mates
880 sprint(source, sourcemsgstr);
881 dedicated_print(msgstr); // send to server console too
882 if(sourcecmsgstr != "")
883 centerprint(source, sourcecmsgstr);
884 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
887 sprint(head, msgstr);
889 centerprint(head, cmsgstr);
892 else if(teamsay < 0) // spectator message, only sent to spectators
894 sprint(source, sourcemsgstr);
895 dedicated_print(msgstr); // send to server console too
896 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
898 sprint(head, msgstr);
900 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
902 sprint(source, sourcemsgstr);
903 dedicated_print(msgstr); // send to server console too
904 FOR_EACH_REALCLIENT(head)
906 sprint(head, msgstr);
909 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
915 float GetVoiceMessageVoiceType(string type)
918 return VOICETYPE_TAUNT;
919 if(type == "teamshoot")
920 return VOICETYPE_LASTATTACKER;
921 return VOICETYPE_TEAMRADIO;
924 string allvoicesamples;
925 .string GetVoiceMessageSampleField(string type)
927 GetPlayerSoundSampleField_notFound = 0;
930 #define _VOICEMSG(m) case #m: return playersound_##m;
934 GetPlayerSoundSampleField_notFound = 1;
935 return playersound_taunt;
938 .string GetPlayerSoundSampleField(string type)
940 GetPlayerSoundSampleField_notFound = 0;
943 #define _VOICEMSG(m) case #m: return playersound_##m;
947 GetPlayerSoundSampleField_notFound = 1;
948 return playersound_taunt;
951 void PrecacheGlobalSound(string samplestring)
954 tokenize_console(samplestring);
958 for(i = 1; i <= n; ++i)
959 precache_sound(strcat(argv(0), ftos(i), ".wav"));
963 precache_sound(strcat(argv(0), ".wav"));
967 void PrecachePlayerSounds(string f)
971 fh = fopen(f, FILE_READ);
974 while((s = fgets(fh)))
976 if(tokenize_console(s) != 3)
978 dprint("Invalid sound info line: ", s, "\n");
981 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
985 if (!allvoicesamples)
987 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
990 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
994 void ClearPlayerSounds()
996 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1002 float LoadPlayerSounds(string f, float first)
1007 fh = fopen(f, FILE_READ);
1010 dprint("Player sound file not found: ", f, "\n");
1013 while((s = fgets(fh)))
1015 if(tokenize_console(s) != 3)
1017 field = GetPlayerSoundSampleField(argv(0));
1018 if(GetPlayerSoundSampleField_notFound)
1019 field = GetVoiceMessageSampleField(argv(0));
1020 if(GetPlayerSoundSampleField_notFound)
1023 strunzone(self.field);
1024 self.field = strzone(strcat(argv(1), " ", argv(2)));
1030 .float modelindex_for_playersound;
1031 .float skin_for_playersound;
1032 void UpdatePlayerSounds()
1034 if(self.modelindex == self.modelindex_for_playersound)
1035 if(self.skin == self.skin_for_playersound)
1037 self.modelindex_for_playersound = self.modelindex;
1038 self.skin_for_playersound = self.skin;
1039 ClearPlayerSounds();
1040 LoadPlayerSounds("sound/player/default.sounds", 1);
1041 if(!autocvar_g_debug_defaultsounds)
1042 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1043 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1046 void FakeGlobalSound(string sample, float chan, float voicetype)
1054 tokenize_console(sample);
1057 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1059 sample = strcat(argv(0), ".wav"); // randomization
1063 case VOICETYPE_LASTATTACKER_ONLY:
1065 case VOICETYPE_LASTATTACKER:
1069 if(IS_REAL_CLIENT(msg_entity))
1070 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1073 case VOICETYPE_TEAMRADIO:
1075 if(msg_entity.cvar_cl_voice_directional == 1)
1076 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1078 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1080 case VOICETYPE_AUTOTAUNT:
1085 if(autocvar_sv_gentle)
1087 tauntrand = random();
1089 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1091 if (msg_entity.cvar_cl_voice_directional >= 1)
1092 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1094 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1097 case VOICETYPE_TAUNT:
1099 if(self.deadflag == DEAD_NO)
1100 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1103 if(autocvar_sv_gentle)
1106 if (msg_entity.cvar_cl_voice_directional >= 1)
1107 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1109 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1111 case VOICETYPE_PLAYERSOUND:
1113 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1116 backtrace("Invalid voice type!");
1121 void GlobalSound(string sample, float chan, float voicetype)
1129 tokenize_console(sample);
1132 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1134 sample = strcat(argv(0), ".wav"); // randomization
1138 case VOICETYPE_LASTATTACKER_ONLY:
1141 msg_entity = self.pusher;
1142 if(IS_REAL_CLIENT(msg_entity))
1144 if(msg_entity.cvar_cl_voice_directional == 1)
1145 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1147 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1151 case VOICETYPE_LASTATTACKER:
1154 msg_entity = self.pusher;
1155 if(IS_REAL_CLIENT(msg_entity))
1157 if(msg_entity.cvar_cl_voice_directional == 1)
1158 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1160 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1163 if(IS_REAL_CLIENT(msg_entity))
1164 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1167 case VOICETYPE_TEAMRADIO:
1168 FOR_EACH_REALCLIENT(msg_entity)
1169 if(!teamplay || msg_entity.team == self.team)
1171 if(msg_entity.cvar_cl_voice_directional == 1)
1172 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1174 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1177 case VOICETYPE_AUTOTAUNT:
1182 if(autocvar_sv_gentle)
1184 tauntrand = random();
1185 FOR_EACH_REALCLIENT(msg_entity)
1186 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1188 if (msg_entity.cvar_cl_voice_directional >= 1)
1189 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1191 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1194 case VOICETYPE_TAUNT:
1196 if(self.deadflag == DEAD_NO)
1197 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1200 if(autocvar_sv_gentle)
1202 FOR_EACH_REALCLIENT(msg_entity)
1204 if (msg_entity.cvar_cl_voice_directional >= 1)
1205 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1207 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1210 case VOICETYPE_PLAYERSOUND:
1211 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1214 backtrace("Invalid voice type!");
1219 void PlayerSound(.string samplefield, float chan, float voicetype)
1221 GlobalSound(self.samplefield, chan, voicetype);
1224 void VoiceMessage(string type, string msg)
1227 float voicetype, ownteam;
1229 sample = GetVoiceMessageSampleField(type);
1231 if(GetPlayerSoundSampleField_notFound)
1233 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1237 voicetype = GetVoiceMessageVoiceType(type);
1238 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1240 flood = Say(self, ownteam, world, msg, 1);
1242 if(IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1243 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1245 GlobalSound(self.sample, CH_VOICE, voicetype);
1248 void MoveToTeam(entity client, float team_colour, float type)
1250 float lockteams_backup;
1252 lockteams_backup = lockteams; // backup any team lock
1254 lockteams = 0; // disable locked teams
1256 TeamchangeFrags(client); // move the players frags
1257 SetPlayerColors(client, team_colour - 1); // set the players colour
1258 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1260 lockteams = lockteams_backup; // restore the team lock
1262 LogTeamchange(client.playerid, client.team, type);