Base stomach kick sounds on player scale difference, and tweak the system a bit
[voretournament/voretournament.git] / data / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;\r
2 \r
3 void WeaponStats_Init()\r
4 {\r
5         if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")\r
6                 weaponstats_buffer = buf_create();\r
7         else\r
8                 weaponstats_buffer = -1;\r
9 }\r
10 \r
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))\r
12 \r
13 void WeaponStats_Shutdown()\r
14 {\r
15         float i, j, idx, f;\r
16         float fh;\r
17         string prefix;\r
18         if(weaponstats_buffer < 0)\r
19                 return;\r
20         prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");\r
21         if(cvar_string("sv_weaponstats_killfile") != "")\r
22         {\r
23                 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);\r
24                 if(fh >= 0)\r
25                 {\r
26                         fputs(fh, "#begin killfile\n");\r
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));\r
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));\r
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
31                                 {\r
32                                         idx = WEAPONSTATS_GETINDEX(i, j);\r
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';\r
34                                         if(f != 0)\r
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));\r
36                                 }\r
37                         fputs(fh, "#end\n\n");\r
38                         fclose(fh);\r
39                         print("Weapon kill stats written\n");\r
40                 }\r
41         }\r
42         if(cvar_string("sv_weaponstats_damagefile") != "")\r
43         {\r
44                 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);\r
45                 if(fh >= 0)\r
46                 {\r
47                         fputs(fh, "#begin damagefile\n");\r
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));\r
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));\r
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)\r
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)\r
52                                 {\r
53                                         idx = WEAPONSTATS_GETINDEX(i, j);\r
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';\r
55                                         if(f != 0)\r
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));\r
57                                 }\r
58                         fputs(fh, "#end\n\n");\r
59                         fclose(fh);\r
60                         print("Weapon damage stats written\n");\r
61                 }\r
62         }\r
63         buf_del(weaponstats_buffer);\r
64         weaponstats_buffer = -1;\r
65 }\r
66 \r
67 void WeaponStats_LogItem(float awep, float vwep, vector item)\r
68 {\r
69         float idx;\r
70         if(weaponstats_buffer < 0)\r
71                 return;\r
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)\r
73                 return;\r
74         if(awep > WEP_LAST || vwep > WEP_LAST)\r
75                 return;\r
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);\r
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));\r
78 }\r
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)\r
80 {\r
81         if(damage < 0)\r
82                 error("negative damage?");\r
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);\r
84 }\r
85 void WeaponStats_LogKill(float awep, float vwep)\r
86 {\r
87         WeaponStats_LogItem(awep, vwep, '0 1 0');\r
88 }\r
89 \r
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request\r
91 // merged player_run and player_stand to player_anim\r
92 // added death animations to player_anim\r
93 // can now spawn thrown weapons from anywhere, not just from players\r
94 // thrown weapons now fade out after 20 seconds\r
95 // created PlayerGib function\r
96 // PlayerDie no longer uses hitloc or damage\r
97 // PlayerDie now supports dying animations as well as gibbing\r
98 // cleaned up PlayerDie a lot\r
99 // added CopyBody\r
100 \r
101 .entity pusher;\r
102 .float pushltime;\r
103 \r
104 void CopyBody(float keepvelocity)\r
105 {\r
106         local entity oldself;\r
107         if (self.fakeprey)\r
108                 return;\r
109         if (self.effects & EF_NODRAW || self.alpha < 0)\r
110                 return;\r
111         oldself = self;\r
112         self = spawn();\r
113         self.enemy = oldself;\r
114         self.lip = oldself.lip;\r
115         self.colormap = oldself.colormap;\r
116         self.colormod = oldself.colormod;\r
117         self.glowmod = oldself.glowmod;\r
118         self.iscreature = oldself.iscreature;\r
119         self.angles = oldself.angles;\r
120         self.avelocity = oldself.avelocity;\r
121         self.classname = "body";\r
122         self.damageforcescale = oldself.damageforcescale;\r
123         self.effects = oldself.effects;\r
124         self.event_damage = oldself.event_damage;\r
125         self.animstate_startframe = oldself.animstate_startframe;\r
126         self.animstate_numframes = oldself.animstate_numframes;\r
127         self.animstate_framerate = oldself.animstate_framerate;\r
128         self.animstate_starttime = oldself.animstate_starttime;\r
129         self.animstate_endtime = oldself.animstate_endtime;\r
130         self.animstate_override = oldself.animstate_override;\r
131         self.animstate_looping = oldself.animstate_looping;\r
132         self.frame = oldself.frame;\r
133         self.dead_frame = oldself.dead_frame;\r
134         self.pain_finished = oldself.pain_finished;\r
135         self.health = oldself.health;\r
136         self.armorvalue = oldself.armorvalue;\r
137         self.armortype = oldself.armortype;\r
138         self.model = oldself.model;\r
139         self.modelindex = oldself.modelindex;\r
140         self.skinindex = oldself.skinindex;\r
141         self.species = oldself.species;\r
142         self.movetype = oldself.movetype;\r
143         self.nextthink = oldself.nextthink;\r
144         self.solid = oldself.solid;\r
145         self.takedamage = oldself.takedamage;\r
146         self.think = oldself.think;\r
147         self.scale = oldself.scale;\r
148         self.customizeentityforclient = oldself.customizeentityforclient;\r
149         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;\r
150         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;\r
151         if (keepvelocity == 1)\r
152                 self.velocity = oldself.velocity;\r
153         self.oldvelocity = self.velocity;\r
154         self.fade_time = oldself.fade_time;\r
155         self.fade_rate = oldself.fade_rate;\r
156         //self.weapon = oldself.weapon;\r
157         setorigin(self, oldself.origin);\r
158         setsize(self, oldself.mins, oldself.maxs);\r
159         self.prevorigin = oldself.origin;\r
160         self.reset = SUB_Remove;\r
161 \r
162         Drag_MoveDrag(oldself, self);\r
163 \r
164         self = oldself;\r
165 }\r
166 \r
167 float player_getspecies()\r
168 {\r
169         local float glob, i, j, fh, len, s, sk;\r
170         local string fn, l;\r
171 \r
172         s = -1;\r
173 \r
174         glob = search_begin("models/player/*.txt", TRUE, TRUE);\r
175         if(glob < 0)\r
176                 return s;\r
177         for(j = 0; j <= 1; ++j)\r
178         {\r
179                 for(i = 0; i < search_getsize(glob); ++i)\r
180                 {\r
181                         fn = search_getfilename(glob, i);\r
182                         fh = fopen(fn, FILE_READ);\r
183                         if(fh < 0)\r
184                                 continue;\r
185                         fgets(fh); fgets(fh);\r
186                         sk = stof(fgets(fh));\r
187                         if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test\r
188                         if(fgets(fh) == self.model)\r
189                         {\r
190                                 l = fgets(fh);\r
191                                 len = tokenize_console(l);\r
192                                 if (len != 2)\r
193                                         goto nospecies;\r
194                                 if (argv(0) != "species")\r
195                                         goto nospecies;\r
196                                 switch(argv(1))\r
197                                 {\r
198                                         case "human":       s = SPECIES_HUMAN;       break;\r
199                                         case "alien":       s = SPECIES_ALIEN;       break;\r
200                                         case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;\r
201                                         case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;\r
202                                         case "robot_solid": s = SPECIES_ROBOT_SOLID; break;\r
203                                         case "animal":      s = SPECIES_ANIMAL;      break;\r
204                                         case "reserved":    s = SPECIES_RESERVED;    break;\r
205                                 }\r
206                         }\r
207 :nospecies\r
208                         fclose(fh);\r
209                 }\r
210                 if (s >= 0)\r
211                         break;\r
212         }\r
213         search_end(glob);\r
214 \r
215         if (s < 0)\r
216                 s = SPECIES_HUMAN;\r
217 \r
218         return s;\r
219 }\r
220 \r
221 void player_setupanimsformodel()\r
222 {\r
223         local string animfilename;\r
224         local float animfile;\r
225         // defaults for legacy .zym models without animinfo files\r
226         self.anim_die1 = '0 1 0.5'; // 2 seconds\r
227         self.anim_die2 = '1 1 0.5'; // 2 seconds\r
228         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate\r
229         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!\r
230         self.anim_duckwalk = '4 1 1';\r
231         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it\r
232         self.anim_duckidle = '6 1 1';\r
233         self.anim_idle = '7 1 1';\r
234         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it\r
235         self.anim_pain1 = '9 1 2'; // 0.5 seconds\r
236         self.anim_pain2 = '10 1 2'; // 0.5 seconds\r
237         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate\r
238         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim\r
239         self.anim_run = '13 1 1';\r
240         self.anim_runbackwards = '14 1 1';\r
241         self.anim_strafeleft = '15 1 1';\r
242         self.anim_straferight = '16 1 1';\r
243         self.anim_dead1 = '17 1 1';\r
244         self.anim_dead2 = '18 1 1';\r
245         self.anim_forwardright = '19 1 1';\r
246         self.anim_forwardleft = '20 1 1';\r
247         self.anim_backright = '21 1 1';\r
248         self.anim_backleft  = '22 1 1';\r
249         animparseerror = FALSE;\r
250         animfilename = strcat(self.playermodel, ".animinfo"); // only the normal player model may contain animation info\r
251         animfile = fopen(animfilename, FILE_READ);\r
252         if (animfile >= 0)\r
253         {\r
254                 self.anim_die1         = animparseline(animfile);\r
255                 self.anim_die2         = animparseline(animfile);\r
256                 self.anim_draw         = animparseline(animfile);\r
257                 self.anim_duck         = animparseline(animfile);\r
258                 self.anim_duckwalk     = animparseline(animfile);\r
259                 self.anim_duckjump     = animparseline(animfile);\r
260                 self.anim_duckidle     = animparseline(animfile);\r
261                 self.anim_idle         = animparseline(animfile);\r
262                 self.anim_jump         = animparseline(animfile);\r
263                 self.anim_pain1        = animparseline(animfile);\r
264                 self.anim_pain2        = animparseline(animfile);\r
265                 self.anim_shoot        = animparseline(animfile);\r
266                 self.anim_taunt        = animparseline(animfile);\r
267                 self.anim_run          = animparseline(animfile);\r
268                 self.anim_runbackwards = animparseline(animfile);\r
269                 self.anim_strafeleft   = animparseline(animfile);\r
270                 self.anim_straferight  = animparseline(animfile);\r
271                 self.anim_forwardright = animparseline(animfile);\r
272                 self.anim_forwardleft  = animparseline(animfile);\r
273                 self.anim_backright    = animparseline(animfile);\r
274                 self.anim_backleft     = animparseline(animfile);\r
275                 fclose(animfile);\r
276 \r
277                 // derived anims\r
278                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);\r
279                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);\r
280 \r
281                 if (animparseerror)\r
282                         print("Parse error in ", animfilename, ", some player animations are broken\n");\r
283         }\r
284         else\r
285                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");\r
286 \r
287         // reset animstate now\r
288         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
289 };\r
290 \r
291 void player_anim (void)\r
292 {\r
293         updateanim(self);\r
294         if (self.weaponentity)\r
295                 updateanim(self.weaponentity);\r
296 \r
297         if (self.deadflag != DEAD_NO)\r
298         {\r
299                 if (time > self.animstate_endtime)\r
300                 {\r
301                         if (self.maxs_z > 5)\r
302                         {\r
303                                 self.maxs_z = 5;\r
304                                 setsize(self, self.mins, self.maxs);\r
305                         }\r
306                         self.frame = self.dead_frame;\r
307                 }\r
308                 return;\r
309         }\r
310 \r
311         if (!self.animstate_override)\r
312         {\r
313                 if(self.stat_eaten)\r
314                 {\r
315                         if(self.BUTTON_ATCK || self.predator.digesting)\r
316                                 setanim(self, self.anim_pain2, FALSE, TRUE, FALSE); // looks good for prey attacking the stomach or being digested\r
317                         else\r
318                                 setanim(self, self.anim_jump, FALSE, TRUE, FALSE); // looks good for prey idling inside the stomach\r
319                 }\r
320                 else if (!(self.flags & FL_ONGROUND))\r
321                 {\r
322                         if (self.crouch)\r
323                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);\r
324                         else\r
325                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);\r
326                         self.restart_jump = FALSE;\r
327                 }\r
328                 else if (self.crouch)\r
329                 {\r
330                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)\r
331                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);\r
332                         else\r
333                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);\r
334                 }\r
335                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)\r
336                 {\r
337                         if (self.movement_x > 0 && self.movement_y == 0)\r
338                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);\r
339                         else if (self.movement_x < 0 && self.movement_y == 0)\r
340                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);\r
341                         else if (self.movement_x == 0 && self.movement_y > 0)\r
342                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);\r
343                         else if (self.movement_x == 0 && self.movement_y < 0)\r
344                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);\r
345                         else if (self.movement_x > 0 && self.movement_y > 0)\r
346                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);\r
347                         else if (self.movement_x > 0 && self.movement_y < 0)\r
348                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);\r
349                         else if (self.movement_x < 0 && self.movement_y > 0)\r
350                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);\r
351                         else if (self.movement_x < 0 && self.movement_y < 0)\r
352                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);\r
353                         else\r
354                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);\r
355                 }\r
356                 else\r
357                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);\r
358         }\r
359 \r
360         if (self.weaponentity)\r
361         if (!self.weaponentity.animstate_override)\r
362                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);\r
363 }\r
364 \r
365 void SpawnThrownWeapon (vector org, float w, float doreduce)\r
366 {\r
367         W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, doreduce);\r
368 }\r
369 \r
370 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
371 {\r
372         local float take, save;\r
373         vector v;\r
374         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);\r
375 \r
376         // damage resistance (ignore most of the damage from a bullet or similar)\r
377         damage = max(damage - 5, 1);\r
378 \r
379         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);\r
380         take = v_x;\r
381         save = v_y;\r
382 \r
383         if(sound_allowed(MSG_BROADCAST, attacker))\r
384         {\r
385                 if (save > 10)\r
386                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);\r
387                 else if (take > 30)\r
388                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);\r
389                 else if (take > 10)\r
390                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);\r
391         }\r
392 \r
393         if (take > 50)\r
394                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);\r
395         if (take > 100)\r
396                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);\r
397 \r
398         if (!(self.flags & FL_GODMODE))\r
399         {\r
400                 self.armorvalue = self.armorvalue - save;\r
401                 self.health = self.health - take;\r
402                 // pause regeneration for 5 seconds\r
403                 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));\r
404                 self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));\r
405         }\r
406         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);\r
407         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);\r
408         self.dmg_inflictor = inflictor;\r
409 \r
410         if (self.health <= -cvar("sv_gibhealth") && self.modelindex != 0)\r
411         {\r
412                 // don't use any animations as a gib\r
413                 self.frame = 0;\r
414                 self.dead_frame = 0;\r
415                 // view just above the floor\r
416                 self.view_ofs = '0 0 4';\r
417 \r
418                 Violence_GibSplash(self, 1, 1, attacker);\r
419                 self.modelindex = 0; // restore later\r
420                 self.solid = SOLID_NOT; // restore later\r
421         }\r
422 }\r
423 \r
424 void ClientKill_Now_TeamChange();\r
425 \r
426 void setmodel_fix(string modelname)\r
427 {\r
428         local vector m1, m2;\r
429         m1 = self.mins;\r
430         m2 = self.maxs;\r
431         setmodel(self, modelname);\r
432         setsize (self, m1, m2);\r
433 }\r
434 \r
435 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
436 {\r
437         local float take, save, waves, sdelay, dh, da, j;\r
438         vector v;\r
439         float valid_damage_for_weaponstats;\r
440 \r
441         dh = max(self.health, 0);\r
442         da = max(self.armorvalue, 0);\r
443 \r
444         if(!DEATH_ISSPECIAL(deathtype))\r
445         {\r
446                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));\r
447                 if(self != attacker)\r
448                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));\r
449         }\r
450         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);\r
451 \r
452         if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)\r
453                 return;\r
454 \r
455         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);\r
456         take = v_x;\r
457         save = v_y;\r
458 \r
459         if(sound_allowed(MSG_BROADCAST, attacker))\r
460         {\r
461                 if (save > 10)\r
462                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);\r
463                 else if (take > 30)\r
464                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);\r
465                 else if (take > 10)\r
466                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?\r
467         }\r
468 \r
469         if (take > 50)\r
470                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);\r
471         if (take > 100)\r
472                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);\r
473 \r
474         if (time >= self.spawnshieldtime)\r
475         {\r
476                 if (!(self.flags & FL_GODMODE))\r
477                 {\r
478                         self.armorvalue = self.armorvalue - save;\r
479                         self.health = self.health - take;\r
480                         // pause regeneration for 5 seconds\r
481                         self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));\r
482                         self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));\r
483 \r
484                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy\r
485                         {\r
486                                 self.pain_finished = time + 0.5;        //Supajoe\r
487 \r
488                                 if(sv_gentle < 1) {\r
489                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models\r
490                                         {\r
491                                                 if (random() > 0.5)\r
492                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);\r
493                                                 else\r
494                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);\r
495                                         }\r
496 \r
497                                         if(sound_allowed(MSG_BROADCAST, attacker))\r
498                                         if(self.health > 1)\r
499                                         {\r
500                                                 if(deathtype == DEATH_FALL)\r
501                                                         PlayerSound(self, playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
502                                                 else if(self.health > 75) // TODO make a "gentle" version?\r
503                                                         PlayerSound(self, playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
504                                                 else if(self.health > 50)\r
505                                                         PlayerSound(self, playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
506                                                 else if(self.health > 25)\r
507                                                         PlayerSound(self, playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
508                                                 else\r
509                                                         PlayerSound(self, playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
510                                         }\r
511                                 }\r
512 \r
513                                 // throw off bot aim temporarily\r
514                                 local float shake;\r
515                                 shake = damage * 5 / (bound(0,skill,100) + 1);\r
516                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;\r
517                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;\r
518                         }\r
519                 }\r
520                 else\r
521                         self.max_armorvalue += (save + take);\r
522         }\r
523         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);\r
524         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);\r
525         self.dmg_inflictor = inflictor;\r
526 \r
527         if(attacker == self)\r
528         {\r
529                 // don't reset pushltime for self damage as it may be an attempt to\r
530                 // escape a lava pit or similar\r
531                 //self.pushltime = 0;\r
532         }\r
533         else if(attacker.classname == "player" || attacker.classname == "gib")\r
534         {\r
535                 self.pusher = attacker;\r
536                 self.pushltime = time + cvar("g_maxpushtime");\r
537         }\r
538         else if(time < self.pushltime)\r
539         {\r
540                 attacker = self.pusher;\r
541                 self.pushltime = max(self.pushltime, time + 0.6);\r
542         }\r
543         else\r
544                 self.pushltime = 0;\r
545 \r
546         valid_damage_for_weaponstats = 0;\r
547         if(clienttype(self) == CLIENTTYPE_REAL)\r
548         if(clienttype(attacker) == CLIENTTYPE_REAL)\r
549         if(self != attacker)\r
550         if(!DEATH_ISSPECIAL(deathtype))\r
551         if(IsDifferentTeam(self, attacker))\r
552                 valid_damage_for_weaponstats = 1;\r
553         \r
554         if(valid_damage_for_weaponstats)\r
555         {\r
556                 dh = dh - max(self.health, 0);\r
557                 da = da - max(self.armorvalue, 0);\r
558                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);\r
559         }\r
560 \r
561         if (self.health < 1)\r
562         {\r
563                 float defer_ClientKill_Now_TeamChange;\r
564                 defer_ClientKill_Now_TeamChange = FALSE;\r
565 \r
566                 if(valid_damage_for_weaponstats)\r
567                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);\r
568 \r
569                 if(sv_gentle < 1) // TODO make a "gentle" version?\r
570                 if(sound_allowed(MSG_BROADCAST, attacker))\r
571                 {\r
572                         if(deathtype == DEATH_DROWN)\r
573                                 PlayerSound(self, playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
574                         else\r
575                                 PlayerSound(self, playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
576                 }\r
577 \r
578                 // get rid of kill indicator\r
579                 if(self.killindicator)\r
580                 {\r
581                         remove(self.killindicator);\r
582                         self.killindicator = world;\r
583                         if(self.killindicator_teamchange)\r
584                                 defer_ClientKill_Now_TeamChange = TRUE;\r
585 \r
586                         if(self.classname == "body")\r
587                         if(deathtype == DEATH_KILL)\r
588                         {\r
589                                 // for the lemmings fans, a small harmless explosion\r
590                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);\r
591                         }\r
592                 }\r
593 \r
594                 // undo belly states (or stomach model) and set the normal model back\r
595                 setmodel_fix(self.playermodel);\r
596                 // become fully visible\r
597                 self.alpha = 1;\r
598                 // clear selected player display\r
599                 ClearSelectedPlayer();\r
600                 // throw a weapon\r
601                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon, FALSE);\r
602                 // print an obituary message\r
603                 Obituary (attacker, inflictor, self, deathtype);\r
604                 race_PreDie();\r
605                 if(self == attacker)\r
606                         kh_Key_DropAll(self, TRUE);\r
607                 else if(attacker.classname == "player" || attacker.classname == "gib")\r
608                         kh_Key_DropAll(self, FALSE);\r
609                 else\r
610                         kh_Key_DropAll(self, TRUE);\r
611                 if(self.flagcarried)\r
612                 {\r
613                         if(attacker.classname != "player" && attacker.classname != "gib")\r
614                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide\r
615                         else if(attacker.team == self.team)\r
616                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill\r
617                         else\r
618                                 DropFlag(self.flagcarried, world, attacker);\r
619                 }\r
620                 // clear waypoints\r
621                 WaypointSprite_PlayerDead();\r
622                 // make the corpse upright (not tilted)\r
623                 self.angles_x = 0;\r
624                 self.angles_z = 0;\r
625                 // don't spin\r
626                 self.avelocity = '0 0 0';\r
627                 // view from the floor\r
628                 self.view_ofs = '0 0 -8';\r
629                 // toss the corpse\r
630                 self.movetype = MOVETYPE_TOSS;\r
631                 // shootable corpse\r
632                 self.solid = SOLID_CORPSE;\r
633                 // don't stick to the floor\r
634                 self.flags &~= FL_ONGROUND;\r
635                 // dying animation\r
636                 self.deadflag = DEAD_DYING;\r
637                 // when to allow respawn\r
638                 sdelay = 0;\r
639                 waves = 0;\r
640                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));\r
641                 if(!sdelay)\r
642                         sdelay = cvar("g_respawn_delay");\r
643                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));\r
644                 if(!waves)\r
645                         waves = cvar("g_respawn_waves");\r
646                 if(waves)\r
647                         self.death_time = ceil((time + sdelay) / waves) * waves;\r
648                 else\r
649                         self.death_time = time + sdelay;\r
650                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))\r
651                         self.respawn_countdown = 10; // first number to count down from is 10\r
652                 else\r
653                         self.respawn_countdown = -1; // do not count down\r
654                 if (random() < 0.5)\r
655                 {\r
656                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);\r
657                         self.dead_frame = self.anim_dead1_x;\r
658                 }\r
659                 else\r
660                 {\r
661                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);\r
662                         self.dead_frame = self.anim_dead2_x;\r
663                 }\r
664                 // set damage function to corpse damage\r
665                 self.event_damage = PlayerCorpseDamage;\r
666                 // call the corpse damage function just in case it wants to gib\r
667                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);\r
668                 // set up to fade out later\r
669                 SUB_SetFade (self, time + 12 + random () * 4, 1);\r
670 \r
671                 if(clienttype(self) == CLIENTTYPE_REAL)\r
672                 {\r
673                         self.fixangle = TRUE;\r
674                         //msg_entity = self;\r
675                         //WriteByte (MSG_ONE, SVC_SETANGLE);\r
676                         //WriteAngle (MSG_ONE, self.v_angle_x);\r
677                         //WriteAngle (MSG_ONE, self.v_angle_y);\r
678                         //WriteAngle (MSG_ONE, 80);\r
679                 }\r
680 \r
681                 if(g_arena)\r
682                         Spawnqueue_Unmark(self);\r
683 \r
684                 if(defer_ClientKill_Now_TeamChange)\r
685                         ClientKill_Now_TeamChange();\r
686 \r
687                 if(sv_gentle > 0 || cvar("ekg")) {\r
688                         // remove corpse\r
689                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);\r
690                 }\r
691 \r
692                 // reset fields the weapons may use just in case\r
693         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
694                 {\r
695             weapon_action(j, WR_RESETPLAYER);\r
696                         ATTACK_FINISHED_FOR(self, j) = 0;\r
697                 }\r
698         }\r
699 }\r
700 \r
701 float UpdateSelectedPlayer_countvalue(float v)\r
702 {\r
703         return max(0, (v - 1.0) / 0.5);\r
704 }\r
705 \r
706 // returns: -2 if no hit, otherwise cos of the angle\r
707 // uses the global v_angle\r
708 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)\r
709 {\r
710         vector so, d;\r
711         float c;\r
712 \r
713         if(p == self)\r
714                 return -2;\r
715 \r
716         if(p.deadflag)\r
717                 return -2;\r
718 \r
719         so = self.origin + self.view_ofs;\r
720         d = p.origin - so;\r
721 \r
722         // misaimed?\r
723         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)\r
724                 return -2;\r
725 \r
726         // now find the cos of the angle...\r
727         c = normalize(d) * v_forward;\r
728 \r
729         if(c <= mincosangle)\r
730                 return -2;\r
731 \r
732         // not visible in any way? forget it\r
733         if(!checkpvs(so, p))\r
734                 return -2;\r
735 \r
736         traceline(so, p.origin, MOVE_NOMONSTERS, self);\r
737         if(trace_fraction < 1)\r
738                 return -2;\r
739 \r
740         return c;\r
741 }\r
742 \r
743 void ClearSelectedPlayer()\r
744 {\r
745         if(self.selected_player)\r
746         {\r
747                 centerprint_expire(self, CENTERPRIO_POINT);\r
748                 self.selected_player = world;\r
749                 self.selected_player_display_needs_update = FALSE;\r
750         }\r
751 }\r
752 \r
753 void UpdateSelectedPlayer()\r
754 {\r
755         entity selected;\r
756         float selected_score;\r
757         selected = world;\r
758         selected_score = 0.95; // 18 degrees\r
759 \r
760         if(self.stat_eaten)\r
761         {\r
762                 if(!self.dropweapon_check)\r
763                 if(self.predator.team != self.team) // don't disarm team mates when swallowing them\r
764                 if(random() < cvar("g_balance_vore_swallow_dropweapon"))\r
765                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon, TRUE);\r
766                 self.dropweapon_check = TRUE;\r
767         }\r
768         else\r
769                 self.dropweapon_check = FALSE;\r
770 \r
771         if(!cvar("sv_allow_shownames"))\r
772                 return;\r
773 \r
774         if(clienttype(self) != CLIENTTYPE_REAL)\r
775                 return;\r
776 \r
777         if(self.cvar_cl_shownames == 0)\r
778                 return;\r
779 \r
780         if(self.cvar_cl_shownames == 1 && !teams_matter)\r
781                 return;\r
782 \r
783         makevectors(self.v_angle); // sets v_forward\r
784 \r
785         // 1. cursor trace is always right\r
786         WarpZone_crosshair_trace(self);\r
787         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)\r
788         {\r
789                 selected = trace_ent;\r
790         }\r
791         else\r
792         {\r
793                 // 2. if we don't have a cursor trace, find the player which is least\r
794                 //    mis-aimed at\r
795                 entity p;\r
796                 FOR_EACH_PLAYER(p)\r
797                 {\r
798                         float c;\r
799                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters\r
800                         if(c >= -1)\r
801                         {\r
802                                 selected = p;\r
803                                 selected_score = c;\r
804                         }\r
805                 }\r
806         }\r
807 \r
808         if(selected)\r
809         {\r
810                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;\r
811         }\r
812         else\r
813         {\r
814                 if(time < self.selected_player_display_timeout)\r
815                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees\r
816                                 selected = self.selected_player;\r
817         }\r
818 \r
819         if(selected)\r
820         {\r
821                 if(selected == self.selected_player)\r
822                 {\r
823                         float save;\r
824                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);\r
825                         self.selected_player_count = self.selected_player_count + frametime;\r
826                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))\r
827                         {\r
828                                 string namestr, healthstr;\r
829                                 namestr = playername(selected);\r
830                                 if(teams_matter)\r
831                                 {\r
832                                         healthstr = ftos(floor(selected.health));\r
833                                         if(self.team == selected.team)\r
834                                         {\r
835                                                 namestr = strcat(namestr, " (", healthstr, "%)");\r
836                                                 self.selected_player_display_needs_update = TRUE;\r
837                                         }\r
838                                 }\r
839                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);\r
840                         }\r
841                 }\r
842                 else\r
843                 {\r
844                         ClearSelectedPlayer();\r
845                         self.selected_player = selected;\r
846                         self.selected_player_time = time;\r
847                         self.selected_player_count = 0;\r
848                         self.selected_player_display_needs_update = FALSE;\r
849                 }\r
850         }\r
851         else\r
852         {\r
853                 ClearSelectedPlayer();\r
854         }\r
855 \r
856         if(self.selected_player)\r
857                 self.last_selected_player = self.selected_player;\r
858 }\r
859 \r
860 .float muted; // to be used by prvm_edictset server playernumber muted 1\r
861 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)\r
862 {\r
863         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;\r
864         float flood, privatemsgprefixlen;\r
865         entity head;\r
866 \r
867         if(Ban_MaybeEnforceBan(source))\r
868                 return;\r
869 \r
870         if(!teamsay && !privatesay)\r
871                 if(substring(msgin, 0, 1) == " ")\r
872                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)\r
873 \r
874         msgin = formatmessage(msgin);\r
875 \r
876         if(msgin == "")\r
877                 return;\r
878 \r
879         if(source.classname != "player")\r
880                 colorstr = "^0"; // black for spectators\r
881         else if(teams_matter)\r
882                 colorstr = Team_ColorCode(source.team);\r
883         else\r
884                 teamsay = FALSE;\r
885 \r
886         if(intermission_running)\r
887                 teamsay = FALSE;\r
888 \r
889         msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);\r
890         if(msgin == "")\r
891                 return;\r
892 \r
893         /*\r
894          * using bprint solves this... me stupid\r
895         // how can we prevent the message from appearing in a listen server?\r
896         // for now, just give "say" back and only handle say_team\r
897         if(!teamsay)\r
898         {\r
899                 clientcommand(self, strcat("say ", msgin));\r
900                 return;\r
901         }\r
902         */\r
903 \r
904         if(cvar("g_chat_teamcolors"))\r
905                 namestr = playername(source);\r
906         else\r
907                 namestr = source.netname;\r
908 \r
909         if(privatesay)\r
910         {\r
911                 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");\r
912                 privatemsgprefixlen = strlen(msgstr);\r
913                 msgstr = strcat(msgstr, msgin);\r
914                 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);\r
915                 if(cvar("g_chat_teamcolors"))\r
916                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");\r
917                 else\r
918                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");\r
919         }\r
920         else if(teamsay)\r
921         {\r
922                 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);\r
923                 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);\r
924         }\r
925         else\r
926         {\r
927                 msgstr = strcat("\{1}", namestr, "^7: ", msgin);\r
928                 cmsgstr = "";\r
929         }\r
930 \r
931         msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint\r
932         fullmsgstr = msgstr;\r
933         fullcmsgstr = cmsgstr;\r
934 \r
935         // FLOOD CONTROL\r
936         flood = 0;\r
937         if(floodcontrol)\r
938         {\r
939                 float flood_spl;\r
940                 float flood_burst;\r
941                 float flood_lmax;\r
942                 var .float flood_field;\r
943                 float lines;\r
944                 if(privatesay)\r
945                 {\r
946                         flood_spl = cvar("g_chat_flood_spl_tell");\r
947                         flood_burst = cvar("g_chat_flood_burst_tell");\r
948                         flood_lmax = cvar("g_chat_flood_lmax_tell");\r
949                         flood_field = floodcontrol_chattell;\r
950                 }\r
951                 else if(teamsay)\r
952                 {\r
953                         flood_spl = cvar("g_chat_flood_spl_team");\r
954                         flood_burst = cvar("g_chat_flood_burst_team");\r
955                         flood_lmax = cvar("g_chat_flood_lmax_team");\r
956                         flood_field = floodcontrol_chatteam;\r
957                 }\r
958                 else\r
959                 {\r
960                         flood_spl = cvar("g_chat_flood_spl");\r
961                         flood_burst = cvar("g_chat_flood_burst");\r
962                         flood_lmax = cvar("g_chat_flood_lmax");\r
963                         flood_field = floodcontrol_chat;\r
964                 }\r
965                 flood_burst = max(0, flood_burst - 1);\r
966                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!\r
967 \r
968                 // do flood control for the default line size\r
969                 getWrappedLine_remaining = msgstr;\r
970                 msgstr = "";\r
971                 lines = 0;\r
972                 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))\r
973                 {\r
974                         msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width\r
975                         ++lines;\r
976                 }\r
977                 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);\r
978 \r
979                 if(getWrappedLine_remaining != "")\r
980                 {\r
981                         msgstr = strcat(msgstr, "\n");\r
982                         flood = 2;\r
983                 }\r
984 \r
985                 if(time >= source.flood_field)\r
986                 {\r
987                         source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;\r
988                 }\r
989                 else\r
990                 {\r
991                         flood = 1;\r
992                         msgstr = fullmsgstr;\r
993                 }\r
994         }\r
995 \r
996         if (timeoutStatus == 2) //when game is paused, no flood protection\r
997                 source.flood_field = flood = 0;\r
998 \r
999         if(flood == 2)\r
1000         {\r
1001                 if(cvar("g_chat_flood_notify_flooder"))\r
1002                 {\r
1003                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");\r
1004                         sourcecmsgstr = "";\r
1005                 }\r
1006                 else\r
1007                 {\r
1008                         sourcemsgstr = fullmsgstr;\r
1009                         sourcecmsgstr = fullcmsgstr;\r
1010                 }\r
1011                 cmsgstr = "";\r
1012         }\r
1013         else\r
1014         {\r
1015                 sourcemsgstr = msgstr;\r
1016                 sourcecmsgstr = cmsgstr;\r
1017         }\r
1018 \r
1019         if(!privatesay)\r
1020         if(source.classname != "player")\r
1021         {\r
1022                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))\r
1023                         teamsay = -1; // spectators\r
1024         }\r
1025 \r
1026         if(flood)\r
1027                 print("NOTE: ", playername(source), "^7 is flooding.\n");\r
1028 \r
1029         // build sourcemsgstr by cutting off a prefix and replacing it by the other one\r
1030         if(privatesay)\r
1031                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));\r
1032 \r
1033         if(source.muted)\r
1034         {\r
1035                 // always fake the message\r
1036                 sprint(source, sourcemsgstr);\r
1037                 if(cmsgstr != "" && !privatesay)\r
1038                         centerprint(source, sourcecmsgstr);\r
1039         }\r
1040         else if(flood == 1)\r
1041         {\r
1042                 if(cvar("g_chat_flood_notify_flooder"))\r
1043                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));\r
1044                 else\r
1045                 {\r
1046                         sprint(source, sourcemsgstr);\r
1047                         if(cmsgstr != "" && !privatesay)\r
1048                                 centerprint(source, sourcecmsgstr);\r
1049                 }\r
1050         }\r
1051         else if(privatesay)\r
1052         {\r
1053                 sprint(source, sourcemsgstr);\r
1054                 sprint(privatesay, msgstr);\r
1055                 if(cmsgstr != "")\r
1056                         centerprint(privatesay, cmsgstr);\r
1057         }\r
1058         else if(teamsay > 0)\r
1059         {\r
1060                 sprint(source, sourcemsgstr);\r
1061                 if(sourcecmsgstr != "")\r
1062                         centerprint(source, sourcecmsgstr);\r
1063                 FOR_EACH_REALPLAYER(head) if(head.team == source.team)\r
1064                         if(head != source)\r
1065                         {\r
1066                                 sprint(head, msgstr);\r
1067                                 if(cmsgstr != "")\r
1068                                         centerprint(head, cmsgstr);\r
1069                         }\r
1070         }\r
1071         else if(teamsay < 0)\r
1072         {\r
1073                 sprint(source, sourcemsgstr);\r
1074                 FOR_EACH_REALCLIENT(head) if(head.classname != "player")\r
1075                         if(head != source)\r
1076                                 sprint(head, msgstr);\r
1077         }\r
1078         else if(sourcemsgstr != msgstr)\r
1079         {\r
1080                 sprint(source, sourcemsgstr);\r
1081                 FOR_EACH_REALCLIENT(head)\r
1082                         if(head != source)\r
1083                                 sprint(head, msgstr);\r
1084         }\r
1085         else\r
1086                 bprint(msgstr);\r
1087 }\r
1088 \r
1089 float GetVoiceMessageVoiceType(string type)\r
1090 {\r
1091         if(type == "taunt")\r
1092                 return VOICETYPE_TAUNT;\r
1093         if(type == "teamshoot")\r
1094                 return VOICETYPE_LASTATTACKER;\r
1095         return VOICETYPE_TEAMRADIO;\r
1096 }\r
1097 \r
1098 string allvoicesamples;\r
1099 float GetPlayerSoundSampleField_notFound;\r
1100 float GetPlayerSoundSampleField_fixed;\r
1101 .string GetVoiceMessageSampleField(string type)\r
1102 {\r
1103         GetPlayerSoundSampleField_notFound = 0;\r
1104         GetPlayerSoundSampleField_fixed = 0;\r
1105         switch(type)\r
1106         {\r
1107 #define _VOICEMSG(m) case #m: return playersound_##m;\r
1108                 ALLVOICEMSGS\r
1109 #undef _VOICEMSG\r
1110         }\r
1111         GetPlayerSoundSampleField_notFound = 1;\r
1112         return playersound_taunt;\r
1113 }\r
1114 \r
1115 .string GetPlayerSoundSampleField(string type)\r
1116 {\r
1117         GetPlayerSoundSampleField_notFound = 0;\r
1118         GetPlayerSoundSampleField_fixed = 0;\r
1119         switch(type)\r
1120         {\r
1121 #define _VOICEMSG(m) case #m: return playersound_##m;\r
1122                 ALLPLAYERSOUNDS\r
1123 #undef _VOICEMSG\r
1124         }\r
1125         GetPlayerSoundSampleField_notFound = 1;\r
1126         return playersound_taunt;\r
1127 }\r
1128 \r
1129 void PrecacheGlobalSound(string samplestring)\r
1130 {\r
1131         float n, i;\r
1132         tokenize_console(samplestring);\r
1133         n = stof(argv(1));\r
1134         if(n > 0)\r
1135         {\r
1136                 for(i = 1; i <= n; ++i)\r
1137                         precache_sound(strcat(argv(0), ftos(i), ".wav"));\r
1138         }\r
1139         else\r
1140         {\r
1141                 precache_sound(strcat(argv(0), ".wav"));\r
1142         }\r
1143 }\r
1144 \r
1145 void PrecachePlayerSounds(string f)\r
1146 {\r
1147         float fh;\r
1148         string s;\r
1149         fh = fopen(f, FILE_READ);\r
1150         if(fh < 0)\r
1151                 return;\r
1152         while((s = fgets(fh)))\r
1153         {\r
1154                 if(tokenize_console(s) != 3)\r
1155                 {\r
1156                         dprint("Invalid sound info line: ", s, "\n");\r
1157                         continue;\r
1158                 }\r
1159                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));\r
1160         }\r
1161         fclose(fh);\r
1162 \r
1163         if not(allvoicesamples)\r
1164         {\r
1165 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);\r
1166                 ALLVOICEMSGS\r
1167 #undef _VOICEMSG\r
1168                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));\r
1169         }\r
1170 }\r
1171 \r
1172 void ClearPlayerSounds()\r
1173 {\r
1174 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }\r
1175         ALLPLAYERSOUNDS\r
1176         ALLVOICEMSGS\r
1177 #undef _VOICEMSG\r
1178 }\r
1179 \r
1180 void LoadPlayerSounds(string f, float first)\r
1181 {\r
1182         float fh;\r
1183         string s;\r
1184         var .string field;\r
1185         fh = fopen(f, FILE_READ);\r
1186         if(fh < 0)\r
1187                 return;\r
1188         while((s = fgets(fh)))\r
1189         {\r
1190                 if(tokenize_console(s) != 3)\r
1191                         continue;\r
1192                 field = GetPlayerSoundSampleField(argv(0));\r
1193                 if(GetPlayerSoundSampleField_notFound)\r
1194                         field = GetVoiceMessageSampleField(argv(0));\r
1195                 if(GetPlayerSoundSampleField_notFound)\r
1196                         continue;\r
1197                 if(GetPlayerSoundSampleField_fixed)\r
1198                         if not(first)\r
1199                                 continue;\r
1200                 if(self.field)\r
1201                         strunzone(self.field);\r
1202                 self.field = strzone(strcat(argv(1), " ", argv(2)));\r
1203         }\r
1204         fclose(fh);\r
1205 }\r
1206 \r
1207 .float modelindex_for_playersound;\r
1208 void UpdatePlayerSounds()\r
1209 {\r
1210         if(self.modelindex == self.modelindex_for_playersound)\r
1211                 return;\r
1212         self.modelindex_for_playersound = self.modelindex;\r
1213         ClearPlayerSounds();\r
1214         LoadPlayerSounds("sound/player/default.sounds", 1);\r
1215         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);\r
1216 }\r
1217 \r
1218 void GlobalSound(string sample, float chan, float voicetype)\r
1219 {\r
1220         float n;\r
1221         float tauntrand;\r
1222         float vol;\r
1223 \r
1224         if(sample == "")\r
1225                 return;\r
1226 \r
1227         tokenize_console(sample);\r
1228         n = stof(argv(1));\r
1229         if(n > 0)\r
1230                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization\r
1231         else\r
1232                 sample = strcat(argv(0), ".wav"); // randomization\r
1233 \r
1234         // modified volume, used for attenuated (non-radio) voices\r
1235         vol = VOL_BASEVOICE;\r
1236         if(self.stat_eaten && cvar("g_vore_soundocclusion")) // reduce sound volume for prey, to simulate stomach culling\r
1237                 vol *= cvar("g_vore_soundocclusion");\r
1238         if(cvar("g_healthsize") && cvar("g_healthsize_soundfactor")) // amplify or reduce sound volume based on the size of the player\r
1239                 vol *= (self.scale * cvar("g_healthsize_soundfactor"));\r
1240         vol = bound(0, vol, 1);\r
1241 \r
1242         switch(voicetype)\r
1243         {\r
1244                 case VOICETYPE_LASTATTACKER_ONLY:\r
1245                         if(self.pusher)\r
1246                                 if(self.pusher.team == self.team)\r
1247                                 {\r
1248                                         msg_entity = self.pusher;\r
1249                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1250                                         {\r
1251                                                 if(msg_entity.cvar_cl_voice_directional == 1)\r
1252                                                         soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
1253                                                 else\r
1254                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1255                                         }\r
1256                                 }\r
1257                         break;\r
1258                 case VOICETYPE_LASTATTACKER:\r
1259                         if(self.pusher)\r
1260                                 if(self.pusher.team == self.team)\r
1261                                 {\r
1262                                         msg_entity = self.pusher;\r
1263                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1264                                         {\r
1265                                                 if(msg_entity.cvar_cl_voice_directional == 1)\r
1266                                                         soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
1267                                                 else\r
1268                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1269                                         }\r
1270                                         msg_entity = self;\r
1271                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1272                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);\r
1273                                 }\r
1274                         break;\r
1275                 case VOICETYPE_TEAMRADIO:\r
1276                         FOR_EACH_REALCLIENT(msg_entity)\r
1277                                 if(!teams_matter || msg_entity.team == self.team)\r
1278                                 {\r
1279                                         if(msg_entity.cvar_cl_voice_directional == 1)\r
1280                                                 soundto(MSG_ONE, self, chan, sample, vol, ATTN_MIN);\r
1281                                         else\r
1282                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1283                                 }\r
1284                         break;\r
1285                 case VOICETYPE_AUTOTAUNT:\r
1286                         if(!sv_autotaunt)\r
1287                                 break;\r
1288                         if(!sv_taunt)\r
1289                                 break;\r
1290                         if(sv_gentle)\r
1291                                 break;\r
1292                         tauntrand = random();\r
1293                         FOR_EACH_REALCLIENT(msg_entity)\r
1294                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)\r
1295                                 {\r
1296                                         if (msg_entity.cvar_cl_voice_directional >= 1)\r
1297                                                 soundto(MSG_ONE, self, chan, sample, vol, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
1298                                         else\r
1299                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1300                                 }\r
1301                         break;\r
1302                 case VOICETYPE_TAUNT:\r
1303                         if(self.classname == "player")\r
1304                                 if(self.deadflag == DEAD_NO)\r
1305                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);\r
1306                         if(!sv_taunt)\r
1307                                 break;\r
1308                         if(sv_gentle)\r
1309                                 break;\r
1310                         FOR_EACH_REALCLIENT(msg_entity)\r
1311                         {\r
1312                                 if (msg_entity.cvar_cl_voice_directional >= 1)\r
1313                                         soundto(MSG_ONE, self, chan, sample, vol, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
1314                                 else\r
1315                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1316                         }\r
1317                 case VOICETYPE_PLAYERSOUND:\r
1318                                 sound(self, chan, sample, vol, ATTN_NORM);\r
1319                         break;\r
1320                 case VOICETYPE_GURGLE:\r
1321                         if(self.stomach_load)\r
1322                                 sound(self, chan, sample, vol * self.stomach_load / g_balance_vore_swallow_limit, ATTN_NORM);\r
1323                         else\r
1324                                 stopsound(self, chan);\r
1325                         break;\r
1326                 default:\r
1327                         backtrace("Invalid voice type!");\r
1328                         break;\r
1329         }\r
1330 }\r
1331 \r
1332 void PlayerSound(entity player, .string samplefield, float chan, float voicetype)\r
1333 {\r
1334         string sample;\r
1335         entity oldself;\r
1336 \r
1337         oldself = self;\r
1338         self = player;\r
1339         sample = self.samplefield;\r
1340         GlobalSound(sample, chan, voicetype);\r
1341         self = oldself;\r
1342 }\r
1343 \r
1344 void VoiceMessage(string type, string msg)\r
1345 {\r
1346         var .string sample;\r
1347         var float voicetype, ownteam;\r
1348         sample = GetVoiceMessageSampleField(type);\r
1349 \r
1350         if(GetPlayerSoundSampleField_notFound)\r
1351         {\r
1352                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));\r
1353                 return;\r
1354         }\r
1355 \r
1356         voicetype = GetVoiceMessageVoiceType(type);\r
1357         ownteam = (voicetype == VOICETYPE_TEAMRADIO);\r
1358 \r
1359         float flood;\r
1360         float flood_spv;\r
1361         var .float flood_field;\r
1362 \r
1363         flood = 0;\r
1364         if(ownteam)\r
1365         {\r
1366                 flood_spv = cvar("g_voice_flood_spv_team");\r
1367                 flood_field = floodcontrol_voiceteam;\r
1368         }\r
1369         else\r
1370         {\r
1371                 flood_spv = cvar("g_voice_flood_spv");\r
1372                 flood_field = floodcontrol_voice;\r
1373         }\r
1374 \r
1375         if(time >= self.flood_field)\r
1376                 self.flood_field = max(time, self.flood_field) + flood_spv;\r
1377         else\r
1378                 flood = 1;\r
1379 \r
1380         if (timeoutStatus == 2) //when game is paused, no flood protection\r
1381                 self.flood_field = flood = 0;\r
1382 \r
1383         if (msg != "")\r
1384                 Say(self, ownteam, world, msg, 0);\r
1385 \r
1386         if (!flood)\r
1387                 PlayerSound(self, sample, CHAN_VOICE, voicetype);\r
1388 }\r
1389 \r
1390 void MoveToTeam(entity client, float team_colour, float type, float show_message)\r
1391 {\r
1392 //      show_message\r
1393 //      0 (00) automove centerprint, admin message\r
1394 //      1 (01) automove centerprint, no admin message\r
1395 //      2 (10) no centerprint, admin message\r
1396 //      3 (11) no centerprint, no admin message\r
1397 \r
1398         float lockteams_backup;\r
1399 \r
1400         lockteams_backup = lockteams;  // backup any team lock\r
1401 \r
1402         lockteams = 0;  // disable locked teams\r
1403 \r
1404         TeamchangeFrags(client);  // move the players frags\r
1405         SetPlayerColors(client, team_colour - 1);  // set the players colour\r
1406         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player\r
1407 \r
1408         lockteams = lockteams_backup;  // restore the team lock\r
1409 \r
1410         LogTeamchange(client.playerid, client.team, type);\r
1411 \r
1412         if not(show_message & 1) // admin message\r
1413                 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\r
1414 \r
1415         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));\r
1416 }\r