]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge remote-tracking branch 'origin/mrbougo/killspree_bugfix'
[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.damagedbycontents = oldself.damagedbycontents;
156         self.angles = oldself.angles;
157         self.avelocity = oldself.avelocity;
158         self.classname = "body";
159         self.damageforcescale = oldself.damageforcescale;
160         self.effects = oldself.effects;
161         self.glowmod = oldself.glowmod;
162         self.event_damage = oldself.event_damage;
163         self.animstate_startframe = oldself.animstate_startframe;
164         self.animstate_numframes = oldself.animstate_numframes;
165         self.animstate_framerate = oldself.animstate_framerate;
166         self.animstate_starttime = oldself.animstate_starttime;
167         self.animstate_endtime = oldself.animstate_endtime;
168         self.animstate_override = oldself.animstate_override;
169         self.animstate_looping = oldself.animstate_looping;
170         self.dphitcontentsmask = oldself.dphitcontentsmask;
171         self.death_time = oldself.death_time;
172         self.frame = oldself.frame;
173         self.pain_finished = oldself.pain_finished;
174         self.health = oldself.health;
175         self.armorvalue = oldself.armorvalue;
176         self.armortype = oldself.armortype;
177         self.model = oldself.model;
178         self.modelindex = oldself.modelindex;
179         self.skin = oldself.skin;
180         self.species = oldself.species;
181         self.movetype = oldself.movetype;
182         self.solid = oldself.solid;
183         self.ballistics_density = oldself.ballistics_density;
184         self.takedamage = oldself.takedamage;
185         self.customizeentityforclient = oldself.customizeentityforclient;
186         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
187         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
188         if (keepvelocity == 1)
189                 self.velocity = oldself.velocity;
190         self.oldvelocity = self.velocity;
191         self.alpha = oldself.alpha;
192         self.fade_time = oldself.fade_time;
193         self.fade_rate = oldself.fade_rate;
194         //self.weapon = oldself.weapon;
195         setorigin(self, oldself.origin);
196         setsize(self, oldself.mins, oldself.maxs);
197         self.prevorigin = oldself.origin;
198         self.reset = SUB_Remove;
199
200         Drag_MoveDrag(oldself, self);
201
202         if(self.colormap <= maxclients && self.colormap > 0)
203                 self.colormap = 1024 + oldself.clientcolors;
204
205         CSQCMODEL_AUTOINIT();
206         self.CopyBody_nextthink = oldself.nextthink;
207         self.CopyBody_think = oldself.think;
208         self.nextthink = time;
209         self.think = CopyBody_Think;
210
211         self = oldself;
212 }
213
214 float player_getspecies()
215 {
216         float s;
217         get_model_parameters(self.model, self.skin);
218         s = get_model_parameters_species;
219         get_model_parameters(string_null, 0);
220         if(s < 0)
221                 return SPECIES_HUMAN;
222         return s;
223 }
224
225 void player_setupanimsformodel()
226 {
227         // defaults for legacy .zym models without animinfo files
228         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
229         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
230         self.anim_draw = animfixfps(self, '2 1 3');
231         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
232         self.anim_duckwalk = animfixfps(self, '4 1 1');
233         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
234         self.anim_duckidle = animfixfps(self, '6 1 1');
235         self.anim_idle = animfixfps(self, '7 1 1');
236         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
237         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
238         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
239         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
240         self.anim_taunt = animfixfps(self, '12 1 0.33');
241         self.anim_run = animfixfps(self, '13 1 1');
242         self.anim_runbackwards = animfixfps(self, '14 1 1');
243         self.anim_strafeleft = animfixfps(self, '15 1 1');
244         self.anim_straferight = animfixfps(self, '16 1 1');
245         //self.anim_dead1 = animfixfps(self, '17 1 1');
246         //self.anim_dead2 = animfixfps(self, '18 1 1');
247         self.anim_forwardright = animfixfps(self, '19 1 1');
248         self.anim_forwardleft = animfixfps(self, '20 1 1');
249         self.anim_backright = animfixfps(self, '21 1 1');
250         self.anim_backleft  = animfixfps(self, '22 1 1');
251         self.anim_melee = animfixfps(self, '23 1 1');
252         self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
253         self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
254         self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
255         self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
256         self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
257         self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
258         self.anim_duckwalkbackleft  = animfixfps(self, '30 1 1');
259         // TODO introspect models for finding right "fps" value (1/duration)
260         // reset animstate now
261         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
262 }
263
264 void player_anim (void)
265 {
266         updateanim(self);
267         if (self.weaponentity)
268                 updateanim(self.weaponentity);
269
270         if (self.deadflag != DEAD_NO)
271                 return;
272
273         if (!self.animstate_override)
274         {
275                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
276                 {
277                         if (self.crouch)
278                         {
279                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
280                                 {
281                                         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);
282                                         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
283                                         {
284                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
285                                                 self.restart_jump = FALSE;
286                                         }
287                                 }
288                         }
289                         else
290                         {
291                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
292                 {
293                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
294                     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
295                     {
296                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
297                         self.restart_jump = FALSE;
298                     }
299                 }
300                         }
301                 }
302                 else if (self.crouch)
303                 {
304                         if (self.movement_x > 0 && self.movement_y == 0)
305                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
306                         else if (self.movement_x < 0 && self.movement_y == 0)
307                                 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
308                         else if (self.movement_x == 0 && self.movement_y > 0)
309                                 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
310                         else if (self.movement_x == 0 && self.movement_y < 0)
311                                 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
312                         else if (self.movement_x > 0 && self.movement_y > 0)
313                                 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
314                         else if (self.movement_x > 0 && self.movement_y < 0)
315                                 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
316                         else if (self.movement_x < 0 && self.movement_y > 0)
317                                 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
318                         else if (self.movement_x < 0 && self.movement_y < 0)
319                                 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
320                         else
321                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
322                 }
323                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
324                 {
325                         if (self.movement_x > 0 && self.movement_y == 0)
326                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
327                         else if (self.movement_x < 0 && self.movement_y == 0)
328                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
329                         else if (self.movement_x == 0 && self.movement_y > 0)
330                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
331                         else if (self.movement_x == 0 && self.movement_y < 0)
332                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
333                         else if (self.movement_x > 0 && self.movement_y > 0)
334                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
335                         else if (self.movement_x > 0 && self.movement_y < 0)
336                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
337                         else if (self.movement_x < 0 && self.movement_y > 0)
338                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
339                         else if (self.movement_x < 0 && self.movement_y < 0)
340                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
341                         else
342                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
343                 }
344                 else
345                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
346         }
347
348         if (self.weaponentity)
349         if (!self.weaponentity.animstate_override)
350                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
351 }
352
353 void SpawnThrownWeapon (vector org, float w)
354 {
355         if(g_minstagib)
356         if(self.ammo_cells <= 0)
357                 return;
358
359         if(g_pinata)
360         {
361                 float j;
362                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
363                 {
364                         if(WEPSET_CONTAINS_EW(self, j))
365                                 if(W_IsWeaponThrowable(j))
366                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
367                 }
368         }
369         else
370         {
371                 if(W_IsWeaponThrowable(self.weapon))
372                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
373         }
374 }
375
376 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
377 {
378         float take, save;
379         vector v;
380         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
381
382         // damage resistance (ignore most of the damage from a bullet or similar)
383         damage = max(damage - 5, 1);
384
385         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
386         take = v_x;
387         save = v_y;
388
389         if(sound_allowed(MSG_BROADCAST, attacker))
390         {
391                 if (save > 10)
392                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
393                 else if (take > 30)
394                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
395                 else if (take > 10)
396                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
397         }
398
399         if (take > 50)
400                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
401         if (take > 100)
402                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
403
404         if (!(self.flags & FL_GODMODE))
405         {
406                 self.armorvalue = self.armorvalue - save;
407                 self.health = self.health - take;
408                 // pause regeneration for 5 seconds
409                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
410         }
411         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
412         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
413         self.dmg_inflictor = inflictor;
414
415         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
416         {
417                 // don't use any animations as a gib
418                 self.frame = 0;
419                 // view just above the floor
420                 self.view_ofs = '0 0 4';
421
422                 Violence_GibSplash(self, 1, 1, attacker);
423                 self.alpha = -1;
424                 self.solid = SOLID_NOT; // restore later
425                 self.takedamage = DAMAGE_NO; // restore later
426         }
427 }
428
429 void ClientKill_Now_TeamChange();
430 void freezetag_CheckWinner();
431
432 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
433 {
434         float take, save, waves, sdelay, dh, da, j;
435         vector v;
436         float valid_damage_for_weaponstats;
437         float excess;
438
439         if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
440                 return;
441
442         dh = max(self.health, 0);
443         da = max(self.armorvalue, 0);
444
445         if(!DEATH_ISSPECIAL(deathtype))
446         {
447                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
448                 if(self != attacker)
449                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
450         }
451
452         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
453         {
454                 // tuba causes blood to come out of the ears
455                 vector ear1, ear2;
456                 vector d;
457                 float f;
458                 ear1 = self.origin;
459                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
460                 ear2 = ear1;
461                 makevectors(self.angles);
462                 ear1 += v_right * -10;
463                 ear2 += v_right * +10;
464                 d = inflictor.origin - self.origin;
465                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
466                 force = v_right * vlen(force);
467                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
468                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
469                 if(f > 0)
470                 {
471                         hitloc = ear1;
472                         force = force * -1;
473                 }
474                 else
475                 {
476                         hitloc = ear2;
477                         // force is already good
478                 }
479         }
480         else
481                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
482
483         if (!g_minstagib)
484         {
485                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
486                 take = v_x;
487                 save = v_y;
488         }
489         else
490         {
491                 save = 0;
492                 take = damage;
493         }
494
495         frag_inflictor = inflictor;
496         frag_attacker = attacker;
497         frag_target = self;
498         damage_take = take;
499         damage_save = save;
500         damage_force = force;
501         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
502         take = bound(0, damage_take, self.health);
503         save = bound(0, damage_save, self.armorvalue);
504         excess = max(0, damage - take - save);
505
506         if(sound_allowed(MSG_BROADCAST, attacker))
507         {
508                 if (save > 10)
509                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
510                 else if (take > 30)
511                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
512                 else if (take > 10)
513                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
514         }
515
516         if (take > 50)
517                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
518         if (take > 100)
519                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
520
521         if (time >= self.spawnshieldtime)
522         {
523                 if (!(self.flags & FL_GODMODE))
524                 {
525                         self.armorvalue = self.armorvalue - save;
526                         self.health = self.health - take;
527                         // pause regeneration for 5 seconds
528                         if(take)
529                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
530
531                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
532                         {
533                                 self.pain_finished = time + 0.5;        //Supajoe
534
535                                 if(sv_gentle < 1) {
536                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
537                                         {
538                                                 if (!self.animstate_override)
539                                                 {
540                                                         if (random() > 0.5)
541                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
542                                                         else
543                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
544                                                 }
545                                         }
546
547                                         if(sound_allowed(MSG_BROADCAST, attacker))
548                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
549                                         if(self.health > 1)
550                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
551                                         {
552                                                 if(deathtype == DEATH_FALL)
553                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
554                                                 else if(self.health > 75) // TODO make a "gentle" version?
555                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
556                                                 else if(self.health > 50)
557                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
558                                                 else if(self.health > 25)
559                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
560                                                 else
561                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
562                                         }
563                                 }
564
565                                 // throw off bot aim temporarily
566                                 float shake;
567                                 shake = damage * 5 / (bound(0,skill,100) + 1);
568                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
569                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
570                         }
571                 }
572                 else
573                         self.max_armorvalue += (save + take);
574         }
575         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
576         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
577         self.dmg_inflictor = inflictor;
578
579         if(attacker == self)
580         {
581                 // don't reset pushltime for self damage as it may be an attempt to
582                 // escape a lava pit or similar
583                 //self.pushltime = 0;
584                 self.istypefrag = 0;
585         }
586         else if(attacker.classname == "player")
587         {
588                 self.pusher = attacker;
589                 self.pushltime = time + autocvar_g_maxpushtime;
590                 self.istypefrag = self.BUTTON_CHAT;
591         }
592         else if(time < self.pushltime)
593         {
594                 attacker = self.pusher;
595                 self.pushltime = max(self.pushltime, time + 0.6);
596         }
597         else
598         {
599                 self.pushltime = 0;
600                 self.istypefrag = 0;
601         }
602
603         float abot, vbot, awep;
604         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
605         vbot = (clienttype(self) == CLIENTTYPE_BOT);
606
607         valid_damage_for_weaponstats = 0;
608         awep = 0;
609
610         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
611         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
612         if(attacker && self != attacker)
613         if(IsDifferentTeam(self, attacker))
614         {
615                 if(DEATH_ISSPECIAL(deathtype))
616                         awep = attacker.weapon;
617                 else
618                         awep = DEATH_WEAPONOF(deathtype);
619                 valid_damage_for_weaponstats = 1;
620         }
621
622         if(valid_damage_for_weaponstats)
623         {
624                 dh = dh - max(self.health, 0);
625                 da = da - max(self.armorvalue, 0);
626                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
627         }
628
629         if (self.health < 1)
630         {
631                 float defer_ClientKill_Now_TeamChange;
632                 defer_ClientKill_Now_TeamChange = FALSE;
633
634                 if(self.alivetime)
635                 {
636                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
637                         self.alivetime = 0;
638                 }
639
640                 if(valid_damage_for_weaponstats)
641                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
642
643                 if(sv_gentle < 1) // TODO make a "gentle" version?
644                 if(sound_allowed(MSG_BROADCAST, attacker))
645                 {
646                         if(deathtype == DEATH_DROWN)
647                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
648                         else
649                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
650                 }
651
652                 // get rid of kill indicator
653                 if(self.killindicator)
654                 {
655                         remove(self.killindicator);
656                         self.killindicator = world;
657                         if(self.killindicator_teamchange)
658                                 defer_ClientKill_Now_TeamChange = TRUE;
659
660                         if(self.classname == "body")
661                         if(deathtype == DEATH_KILL)
662                         {
663                                 // for the lemmings fans, a small harmless explosion
664                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
665                         }
666                 }
667
668                 if(!g_freezetag)
669                 {
670                         // become fully visible
671                         self.alpha = default_player_alpha;
672                         // throw a weapon
673                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
674                 }
675
676                 // print an obituary message
677                 Obituary (attacker, inflictor, self, deathtype);
678                 race_PreDie();
679                 DropAllRunes(self);
680
681         // increment frag counter for used weapon type
682         float w;
683         w = DEATH_WEAPONOF(deathtype);
684         if(WEP_VALID(w))
685         if(accuracy_isgooddamage(attacker, self))
686         attacker.accuracy.(accuracy_frags[w-1]) += 1;
687
688                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
689                 {
690                         PutClientInServer();
691                         count_alive_players(); // re-count players
692                         freezetag_CheckWinner();
693                         return;
694                 }
695
696                 frag_attacker = attacker;
697                 frag_inflictor = inflictor;
698                 frag_target = self;
699                 MUTATOR_CALLHOOK(PlayerDies);
700                 weapon_action(self.weapon, WR_PLAYERDEATH);
701
702                 RemoveGrapplingHook(self);
703
704                 if(self.flagcarried)
705                 {
706                         if(attacker.classname != "player")
707                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
708                         else if(attacker.team == self.team)
709                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
710                         else
711                                 DropFlag(self.flagcarried, world, attacker);
712                 }
713                 Portal_ClearAllLater(self);
714
715                 if(clienttype(self) == CLIENTTYPE_REAL)
716                 {
717                         stuffcmd(self, "-zoom\n");
718                         self.fixangle = TRUE;
719                         //msg_entity = self;
720                         //WriteByte (MSG_ONE, SVC_SETANGLE);
721                         //WriteAngle (MSG_ONE, self.v_angle_x);
722                         //WriteAngle (MSG_ONE, self.v_angle_y);
723                         //WriteAngle (MSG_ONE, 80);
724                 }
725
726                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
727                         ClientKill_Now_TeamChange();
728
729                 if(g_arena)
730                         Spawnqueue_Unmark(self);
731
732                 if(g_freezetag)
733                         return;
734
735                 // when we get here, player actually dies
736                 // clear waypoints (do this AFTER FreezeTag)
737                 WaypointSprite_PlayerDead();
738
739                 // make the corpse upright (not tilted)
740                 self.angles_x = 0;
741                 self.angles_z = 0;
742                 // don't spin
743                 self.avelocity = '0 0 0';
744                 // view from the floor
745                 self.view_ofs = '0 0 -8';
746                 // toss the corpse
747                 self.movetype = MOVETYPE_TOSS;
748                 // shootable corpse
749                 self.solid = SOLID_CORPSE;
750                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
751                 // don't stick to the floor
752                 self.flags &~= FL_ONGROUND;
753                 // dying animation
754                 self.deadflag = DEAD_DYING;
755                 // when to allow respawn
756                 sdelay = 0;
757                 waves = 0;
758                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
759                 if(!sdelay)
760                 {
761                         if(g_cts)
762                                 sdelay = 0; // no respawn delay in CTS
763                         else
764                                 sdelay = autocvar_g_respawn_delay;
765                 }
766                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
767                 if(!waves)
768                         waves = autocvar_g_respawn_waves;
769                 if(waves)
770                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
771                 else
772                         self.respawn_time = time + sdelay;
773                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
774                         self.respawn_countdown = 10; // first number to count down from is 10
775                 else
776                         self.respawn_countdown = -1; // do not count down
777                 self.death_time = time;
778                 if (random() < 0.5)
779                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
780                 else
781                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
782                 if (self.maxs_z > 5)
783                 {
784                         self.maxs_z = 5;
785                         setsize(self, self.mins, self.maxs);
786                 }
787                 // set damage function to corpse damage
788                 self.event_damage = PlayerCorpseDamage;
789                 // call the corpse damage function just in case it wants to gib
790                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
791                 // set up to fade out later
792                 SUB_SetFade (self, time + 6 + random (), 1);
793
794                 if(sv_gentle > 0 || autocvar_ekg) {
795                         // remove corpse
796                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
797                 }
798
799                 // reset fields the weapons may use just in case
800                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
801                 {
802                         weapon_action(j, WR_RESETPLAYER);
803                         ATTACK_FINISHED_FOR(self, j) = 0;
804                 }
805         }
806 }
807
808 .float muted; // to be used by prvm_edictset server playernumber muted 1
809 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
810 // message "": do not say, just test flood control
811 // return value:
812 //   1 = accept
813 //   0 = reject
814 //  -1 = fake accept
815 {
816         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
817         float flood;
818         var .float flood_field;
819         entity head;
820         float ret;
821         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
822
823         if(!teamsay && !privatesay)
824                 if(substring(msgin, 0, 1) == " ")
825                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
826
827         msgin = formatmessage(msgin);
828
829         if(source.classname != "player")
830                 colorstr = "^0"; // black for spectators
831         else if(teamplay)
832                 colorstr = Team_ColorCode(source.team);
833         else
834         {
835                 colorstr = "";
836                 teamsay = FALSE;
837         }
838
839         if(intermission_running)
840                 teamsay = FALSE;
841
842         if(msgin != "")
843                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
844
845         /*
846          * using bprint solves this... me stupid
847         // how can we prevent the message from appearing in a listen server?
848         // for now, just give "say" back and only handle say_team
849         if(!teamsay)
850         {
851                 clientcommand(self, strcat("say ", msgin));
852                 return;
853         }
854         */
855
856         if(autocvar_g_chat_teamcolors)
857                 namestr = playername(source);
858         else
859                 namestr = source.netname;
860
861         if(msgin != "")
862         {
863                 if(privatesay)
864                 {
865                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
866                         privatemsgprefixlen = strlen(msgstr);
867                         msgstr = strcat(msgstr, msgin);
868                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
869                         if(autocvar_g_chat_teamcolors)
870                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
871                         else
872                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
873                 }
874                 else if(teamsay)
875                 {
876                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
877                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
878                 }
879                 else
880                 {
881                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
882                         cmsgstr = "";
883                 }
884                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
885         }
886         else
887         {
888                 msgstr = cmsgstr = "";
889         }
890
891         fullmsgstr = msgstr;
892         fullcmsgstr = cmsgstr;
893
894         // FLOOD CONTROL
895         flood = 0;
896         flood_field = floodcontrol_chat;
897         if(floodcontrol)
898         {
899                 float flood_spl;
900                 float flood_burst;
901                 float flood_lmax;
902                 float lines;
903                 if(privatesay)
904                 {
905                         flood_spl = autocvar_g_chat_flood_spl_tell;
906                         flood_burst = autocvar_g_chat_flood_burst_tell;
907                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
908                         flood_field = floodcontrol_chattell;
909                 }
910                 else if(teamsay)
911                 {
912                         flood_spl = autocvar_g_chat_flood_spl_team;
913                         flood_burst = autocvar_g_chat_flood_burst_team;
914                         flood_lmax = autocvar_g_chat_flood_lmax_team;
915                         flood_field = floodcontrol_chatteam;
916                 }
917                 else
918                 {
919                         flood_spl = autocvar_g_chat_flood_spl;
920                         flood_burst = autocvar_g_chat_flood_burst;
921                         flood_lmax = autocvar_g_chat_flood_lmax;
922                         flood_field = floodcontrol_chat;
923                 }
924                 flood_burst = max(0, flood_burst - 1);
925                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
926
927                 // do flood control for the default line size
928                 if(msgstr != "")
929                 {
930                         getWrappedLine_remaining = msgstr;
931                         msgstr = "";
932                         lines = 0;
933                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
934                         {
935                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
936                                 ++lines;
937                         }
938                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
939
940                         if(getWrappedLine_remaining != "")
941                         {
942                                 msgstr = strcat(msgstr, "\n");
943                                 flood = 2;
944                         }
945
946                         if(time >= source.flood_field)
947                         {
948                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
949                         }
950                         else
951                         {
952                                 flood = 1;
953                                 msgstr = fullmsgstr;
954                         }
955                 }
956                 else
957                 {
958                         if(time >= source.flood_field)
959                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
960                         else
961                                 flood = 1;
962                 }
963
964                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
965                         source.flood_field = flood = 0;
966         }
967
968         if(flood == 2) // cannot happen for empty msgstr
969         {
970                 if(autocvar_g_chat_flood_notify_flooder)
971                 {
972                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
973                         sourcecmsgstr = "";
974                 }
975                 else
976                 {
977                         sourcemsgstr = fullmsgstr;
978                         sourcecmsgstr = fullcmsgstr;
979                 }
980                 cmsgstr = "";
981         }
982         else
983         {
984                 sourcemsgstr = msgstr;
985                 sourcecmsgstr = cmsgstr;
986         }
987
988         if(!privatesay)
989         if(source.classname != "player")
990         {
991                 if not(intermission_running)
992                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
993                                 teamsay = -1; // spectators
994         }
995
996         if(flood)
997                 print("NOTE: ", playername(source), "^7 is flooding.\n");
998
999         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1000         if(privatesay)
1001                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1002
1003         if(source.muted)
1004         {
1005                 // always fake the message
1006                 ret = -1;
1007         }
1008         else if(flood == 1)
1009         {
1010                 if(autocvar_g_chat_flood_notify_flooder)
1011                 {
1012                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1013                         ret = 0;
1014                 }
1015                 else
1016                         ret = -1;
1017         }
1018         else
1019         {
1020                 ret = 1;
1021         }
1022
1023         if(sourcemsgstr != "" && ret != 0)
1024         {
1025                 if(ret < 0) // faked message, because the player is muted
1026                 {
1027                         sprint(source, sourcemsgstr);
1028                         if(sourcecmsgstr != "" && !privatesay)
1029                                 centerprint(source, sourcecmsgstr);
1030                 }
1031                 else if(privatesay) // private message, between 2 people only, not sent to server console
1032                 {
1033                         sprint(source, sourcemsgstr);
1034                         sprint(privatesay, msgstr);
1035                         if(cmsgstr != "")
1036                                 centerprint(privatesay, cmsgstr);
1037                 }
1038                 else if(teamsay > 0) // team message, only sent to team mates
1039                 {
1040                         sprint(source, sourcemsgstr);
1041                         //print(msgstr); // send to server console too
1042                         if(sourcecmsgstr != "")
1043                                 centerprint(source, sourcecmsgstr);
1044                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1045                                 if(head != source)
1046                                 {
1047                                         sprint(head, msgstr);
1048                                         if(cmsgstr != "")
1049                                                 centerprint(head, cmsgstr);
1050                                 }
1051                 }
1052                 else if(teamsay < 0) // spectator message, only sent to spectators
1053                 {
1054                         sprint(source, sourcemsgstr);
1055                         //print(msgstr); // send to server console too
1056                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1057                                 if(head != source)
1058                                         sprint(head, msgstr);
1059                 }
1060                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1061                 {
1062                         sprint(source, sourcemsgstr);
1063                         //print(msgstr); // send to server console too
1064                         FOR_EACH_REALCLIENT(head)
1065                                 if(head != source)
1066                                         sprint(head, msgstr);
1067                 }
1068                 else
1069                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1070         }
1071
1072         return ret;
1073 }
1074
1075 float GetVoiceMessageVoiceType(string type)
1076 {
1077         if(type == "taunt")
1078                 return VOICETYPE_TAUNT;
1079         if(type == "teamshoot")
1080                 return VOICETYPE_LASTATTACKER;
1081         return VOICETYPE_TEAMRADIO;
1082 }
1083
1084 string allvoicesamples;
1085 .string GetVoiceMessageSampleField(string type)
1086 {
1087         GetPlayerSoundSampleField_notFound = 0;
1088         switch(type)
1089         {
1090 #define _VOICEMSG(m) case #m: return playersound_##m;
1091                 ALLVOICEMSGS
1092 #undef _VOICEMSG
1093         }
1094         GetPlayerSoundSampleField_notFound = 1;
1095         return playersound_taunt;
1096 }
1097
1098 .string GetPlayerSoundSampleField(string type)
1099 {
1100         GetPlayerSoundSampleField_notFound = 0;
1101         switch(type)
1102         {
1103 #define _VOICEMSG(m) case #m: return playersound_##m;
1104                 ALLPLAYERSOUNDS
1105 #undef _VOICEMSG
1106         }
1107         GetPlayerSoundSampleField_notFound = 1;
1108         return playersound_taunt;
1109 }
1110
1111 void PrecacheGlobalSound(string samplestring)
1112 {
1113         float n, i;
1114         tokenize_console(samplestring);
1115         n = stof(argv(1));
1116         if(n > 0)
1117         {
1118                 for(i = 1; i <= n; ++i)
1119                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1120         }
1121         else
1122         {
1123                 precache_sound(strcat(argv(0), ".wav"));
1124         }
1125 }
1126
1127 void PrecachePlayerSounds(string f)
1128 {
1129         float fh;
1130         string s;
1131         fh = fopen(f, FILE_READ);
1132         if(fh < 0)
1133                 return;
1134         while((s = fgets(fh)))
1135         {
1136                 if(tokenize_console(s) != 3)
1137                 {
1138                         dprint("Invalid sound info line: ", s, "\n");
1139                         continue;
1140                 }
1141                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1142         }
1143         fclose(fh);
1144
1145         if not(allvoicesamples)
1146         {
1147 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1148                 ALLVOICEMSGS
1149 #undef _VOICEMSG
1150                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1151         }
1152 }
1153
1154 void ClearPlayerSounds()
1155 {
1156 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1157         ALLPLAYERSOUNDS
1158         ALLVOICEMSGS
1159 #undef _VOICEMSG
1160 }
1161
1162 float LoadPlayerSounds(string f, float first)
1163 {
1164         float fh;
1165         string s;
1166         var .string field;
1167         fh = fopen(f, FILE_READ);
1168         if(fh < 0)
1169         {
1170                 dprint("Player sound file not found: ", f, "\n");
1171                 return 0;
1172         }
1173         while((s = fgets(fh)))
1174         {
1175                 if(tokenize_console(s) != 3)
1176                         continue;
1177                 field = GetPlayerSoundSampleField(argv(0));
1178                 if(GetPlayerSoundSampleField_notFound)
1179                         field = GetVoiceMessageSampleField(argv(0));
1180                 if(GetPlayerSoundSampleField_notFound)
1181                         continue;
1182                 if(self.field)
1183                         strunzone(self.field);
1184                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1185         }
1186         fclose(fh);
1187         return 1;
1188 }
1189
1190 .float modelindex_for_playersound;
1191 .float skin_for_playersound;
1192 void UpdatePlayerSounds()
1193 {
1194         if(self.modelindex == self.modelindex_for_playersound)
1195         if(self.skin == self.skin_for_playersound)
1196                 return;
1197         self.modelindex_for_playersound = self.modelindex;
1198         self.skin_for_playersound = self.skin;
1199         ClearPlayerSounds();
1200         LoadPlayerSounds("sound/player/default.sounds", 1);
1201         if(!autocvar_g_debug_defaultsounds)
1202                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1203                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1204 }
1205
1206 void FakeGlobalSound(string sample, float chan, float voicetype)
1207 {
1208         float n;
1209         float tauntrand;
1210
1211         if(sample == "")
1212                 return;
1213
1214         tokenize_console(sample);
1215         n = stof(argv(1));
1216         if(n > 0)
1217                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1218         else
1219                 sample = strcat(argv(0), ".wav"); // randomization
1220
1221         switch(voicetype)
1222         {
1223                 case VOICETYPE_LASTATTACKER_ONLY:
1224                         break;
1225                 case VOICETYPE_LASTATTACKER:
1226                         if(self.pusher)
1227                         {
1228                                 msg_entity = self;
1229                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1230                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1231                         }
1232                         break;
1233                 case VOICETYPE_TEAMRADIO:
1234                         msg_entity = self;
1235                         if(msg_entity.cvar_cl_voice_directional == 1)
1236                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1237                         else
1238                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1239                         break;
1240                 case VOICETYPE_AUTOTAUNT:
1241                         if(!sv_autotaunt)
1242                                 break;
1243                         if(!sv_taunt)
1244                                 break;
1245                         if(sv_gentle)
1246                                 break;
1247                         tauntrand = random();
1248                         msg_entity = self;
1249                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1250                         {
1251                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1252                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1253                                 else
1254                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1255                         }
1256                         break;
1257                 case VOICETYPE_TAUNT:
1258                         if(self.classname == "player")
1259                                 if(self.deadflag == DEAD_NO)
1260                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1261                         if(!sv_taunt)
1262                                 break;
1263                         if(sv_gentle)
1264                                 break;
1265                         msg_entity = self;
1266                         if (msg_entity.cvar_cl_voice_directional >= 1)
1267                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1268                         else
1269                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1270                         break;
1271                 case VOICETYPE_PLAYERSOUND:
1272                         msg_entity = self;
1273                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1274                         break;
1275                 default:
1276                         backtrace("Invalid voice type!");
1277                         break;
1278         }
1279 }
1280
1281 void GlobalSound(string sample, float chan, float voicetype)
1282 {
1283         float n;
1284         float tauntrand;
1285
1286         if(sample == "")
1287                 return;
1288
1289         tokenize_console(sample);
1290         n = stof(argv(1));
1291         if(n > 0)
1292                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1293         else
1294                 sample = strcat(argv(0), ".wav"); // randomization
1295
1296         switch(voicetype)
1297         {
1298                 case VOICETYPE_LASTATTACKER_ONLY:
1299                         if(self.pusher)
1300                         {
1301                                 msg_entity = self.pusher;
1302                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1303                                 {
1304                                         if(msg_entity.cvar_cl_voice_directional == 1)
1305                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1306                                         else
1307                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1308                                 }
1309                         }
1310                         break;
1311                 case VOICETYPE_LASTATTACKER:
1312                         if(self.pusher)
1313                         {
1314                                 msg_entity = self.pusher;
1315                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1316                                 {
1317                                         if(msg_entity.cvar_cl_voice_directional == 1)
1318                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1319                                         else
1320                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1321                                 }
1322                                 msg_entity = self;
1323                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1324                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1325                         }
1326                         break;
1327                 case VOICETYPE_TEAMRADIO:
1328                         FOR_EACH_REALCLIENT(msg_entity)
1329                                 if(!teamplay || msg_entity.team == self.team)
1330                                 {
1331                                         if(msg_entity.cvar_cl_voice_directional == 1)
1332                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1333                                         else
1334                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1335                                 }
1336                         break;
1337                 case VOICETYPE_AUTOTAUNT:
1338                         if(!sv_autotaunt)
1339                                 break;
1340                         if(!sv_taunt)
1341                                 break;
1342                         if(sv_gentle)
1343                                 break;
1344                         tauntrand = random();
1345                         FOR_EACH_REALCLIENT(msg_entity)
1346                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1347                                 {
1348                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1349                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1350                                         else
1351                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1352                                 }
1353                         break;
1354                 case VOICETYPE_TAUNT:
1355                         if(self.classname == "player")
1356                                 if(self.deadflag == DEAD_NO)
1357                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1358                         if(!sv_taunt)
1359                                 break;
1360                         if(sv_gentle)
1361                                 break;
1362                         FOR_EACH_REALCLIENT(msg_entity)
1363                         {
1364                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1365                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1366                                 else
1367                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1368                         }
1369                         break;
1370                 case VOICETYPE_PLAYERSOUND:
1371                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1372                         break;
1373                 default:
1374                         backtrace("Invalid voice type!");
1375                         break;
1376         }
1377 }
1378
1379 void PlayerSound(.string samplefield, float chan, float voicetype)
1380 {
1381         GlobalSound(self.samplefield, chan, voicetype);
1382 }
1383
1384 void VoiceMessage(string type, string msg)
1385 {
1386         var .string sample;
1387         float voicetype, ownteam;
1388         float flood;
1389         sample = GetVoiceMessageSampleField(type);
1390
1391         if(GetPlayerSoundSampleField_notFound)
1392         {
1393                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1394                 return;
1395         }
1396
1397         voicetype = GetVoiceMessageVoiceType(type);
1398         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1399
1400         flood = Say(self, ownteam, world, msg, 1);
1401
1402         if (flood > 0)
1403                 GlobalSound(self.sample, CH_VOICE, voicetype);
1404         else if (flood < 0)
1405                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1406 }
1407
1408 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1409 {
1410 //      show_message
1411 //      0 (00) automove centerprint, admin message
1412 //      1 (01) automove centerprint, no admin message
1413 //      2 (10) no centerprint, admin message
1414 //      3 (11) no centerprint, no admin message
1415
1416         float lockteams_backup;
1417
1418         lockteams_backup = lockteams;  // backup any team lock
1419
1420         lockteams = 0;  // disable locked teams
1421
1422         TeamchangeFrags(client);  // move the players frags
1423         SetPlayerColors(client, team_colour - 1);  // set the players colour
1424         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1425
1426         lockteams = lockteams_backup;  // restore the team lock
1427
1428         LogTeamchange(client.playerid, client.team, type);
1429
1430         if not(show_message & 1) // admin message
1431                 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
1432
1433         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1434 }