Attempt to fix multiplayer animation issue found in 0.5.1. This also fixes a dumb...
[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.iscreature = oldself.iscreature;\r
118         self.angles = oldself.angles;\r
119         self.avelocity = oldself.avelocity;\r
120         self.classname = "body";\r
121         self.damageforcescale = oldself.damageforcescale;\r
122         self.effects = oldself.effects;\r
123         self.event_damage = oldself.event_damage;\r
124         self.animstate_startframe = oldself.animstate_startframe;\r
125         self.animstate_numframes = oldself.animstate_numframes;\r
126         self.animstate_framerate = oldself.animstate_framerate;\r
127         self.animstate_starttime = oldself.animstate_starttime;\r
128         self.animstate_endtime = oldself.animstate_endtime;\r
129         self.animstate_override = oldself.animstate_override;\r
130         self.animstate_looping = oldself.animstate_looping;\r
131         self.frame = oldself.frame;\r
132         self.dead_frame = oldself.dead_frame;\r
133         self.pain_finished = oldself.pain_finished;\r
134         self.health = oldself.health;\r
135         self.armorvalue = oldself.armorvalue;\r
136         self.armortype = oldself.armortype;\r
137         self.model = oldself.model;\r
138         self.modelindex = oldself.modelindex;\r
139         self.skinindex = oldself.skinindex;\r
140         self.species = oldself.species;\r
141         self.movetype = oldself.movetype;\r
142         self.nextthink = oldself.nextthink;\r
143         self.solid = oldself.solid;\r
144         self.takedamage = oldself.takedamage;\r
145         self.think = oldself.think;\r
146         self.customizeentityforclient = oldself.customizeentityforclient;\r
147         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;\r
148         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;\r
149         if (keepvelocity == 1)\r
150                 self.velocity = oldself.velocity;\r
151         self.oldvelocity = self.velocity;\r
152         self.fade_time = oldself.fade_time;\r
153         self.fade_rate = oldself.fade_rate;\r
154         //self.weapon = oldself.weapon;\r
155         setorigin(self, oldself.origin);\r
156         setsize(self, oldself.mins, oldself.maxs);\r
157         self.prevorigin = oldself.origin;\r
158         self.reset = SUB_Remove;\r
159 \r
160         Drag_MoveDrag(oldself, self);\r
161 \r
162         self = oldself;\r
163 }\r
164 \r
165 float player_getspecies()\r
166 {\r
167         local float glob, i, j, fh, len, s, sk;\r
168         local string fn, l;\r
169 \r
170         s = -1;\r
171 \r
172         glob = search_begin("models/player/*.txt", TRUE, TRUE);\r
173         if(glob < 0)\r
174                 return s;\r
175         for(j = 0; j <= 1; ++j)\r
176         {\r
177                 for(i = 0; i < search_getsize(glob); ++i)\r
178                 {\r
179                         fn = search_getfilename(glob, i);\r
180                         fh = fopen(fn, FILE_READ);\r
181                         if(fh < 0)\r
182                                 continue;\r
183                         fgets(fh); fgets(fh);\r
184                         sk = stof(fgets(fh));\r
185                         if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test\r
186                         if(fgets(fh) == self.model)\r
187                         {\r
188                                 l = fgets(fh);\r
189                                 len = tokenize_console(l);\r
190                                 if (len != 2)\r
191                                         goto nospecies;\r
192                                 if (argv(0) != "species")\r
193                                         goto nospecies;\r
194                                 switch(argv(1))\r
195                                 {\r
196                                         case "human":       s = SPECIES_HUMAN;       break;\r
197                                         case "alien":       s = SPECIES_ALIEN;       break;\r
198                                         case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;\r
199                                         case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;\r
200                                         case "robot_solid": s = SPECIES_ROBOT_SOLID; break;\r
201                                         case "animal":      s = SPECIES_ANIMAL;      break;\r
202                                         case "reserved":    s = SPECIES_RESERVED;    break;\r
203                                 }\r
204                         }\r
205 :nospecies\r
206                         fclose(fh);\r
207                 }\r
208                 if (s >= 0)\r
209                         break;\r
210         }\r
211         search_end(glob);\r
212 \r
213         if (s < 0)\r
214                 s = SPECIES_HUMAN;\r
215 \r
216         return s;\r
217 }\r
218 \r
219 void player_setupanimsformodel()\r
220 {\r
221         local string animfilename;\r
222         local float animfile;\r
223         // defaults for legacy .zym models without animinfo files\r
224         self.anim_die1 = '0 1 0.5'; // 2 seconds\r
225         self.anim_die2 = '1 1 0.5'; // 2 seconds\r
226         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate\r
227         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!\r
228         self.anim_duckwalk = '4 1 1';\r
229         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
230         self.anim_duckidle = '6 1 1';\r
231         self.anim_idle = '7 1 1';\r
232         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
233         self.anim_pain1 = '9 1 2'; // 0.5 seconds\r
234         self.anim_pain2 = '10 1 2'; // 0.5 seconds\r
235         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate\r
236         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim\r
237         self.anim_run = '13 1 1';\r
238         self.anim_runbackwards = '14 1 1';\r
239         self.anim_strafeleft = '15 1 1';\r
240         self.anim_straferight = '16 1 1';\r
241         self.anim_dead1 = '17 1 1';\r
242         self.anim_dead2 = '18 1 1';\r
243         self.anim_forwardright = '19 1 1';\r
244         self.anim_forwardleft = '20 1 1';\r
245         self.anim_backright = '21 1 1';\r
246         self.anim_backleft  = '22 1 1';\r
247         animparseerror = FALSE;\r
248         animfilename = strcat(self.model, ".animinfo");\r
249         animfile = fopen(animfilename, FILE_READ);\r
250         if (animfile >= 0)\r
251         {\r
252                 self.anim_die1         = animparseline(animfile);\r
253                 self.anim_die2         = animparseline(animfile);\r
254                 self.anim_draw         = animparseline(animfile);\r
255                 self.anim_duck         = animparseline(animfile);\r
256                 self.anim_duckwalk     = animparseline(animfile);\r
257                 self.anim_duckjump     = animparseline(animfile);\r
258                 self.anim_duckidle     = animparseline(animfile);\r
259                 self.anim_idle         = animparseline(animfile);\r
260                 self.anim_jump         = animparseline(animfile);\r
261                 self.anim_pain1        = animparseline(animfile);\r
262                 self.anim_pain2        = animparseline(animfile);\r
263                 self.anim_shoot        = animparseline(animfile);\r
264                 self.anim_taunt        = animparseline(animfile);\r
265                 self.anim_run          = animparseline(animfile);\r
266                 self.anim_runbackwards = animparseline(animfile);\r
267                 self.anim_strafeleft   = animparseline(animfile);\r
268                 self.anim_straferight  = animparseline(animfile);\r
269                 self.anim_forwardright = animparseline(animfile);\r
270                 self.anim_forwardleft  = animparseline(animfile);\r
271                 self.anim_backright    = animparseline(animfile);\r
272                 self.anim_backleft     = animparseline(animfile);\r
273                 fclose(animfile);\r
274 \r
275                 // derived anims\r
276                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);\r
277                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);\r
278 \r
279                 if (animparseerror)\r
280                         print("Parse error in ", animfilename, ", some player animations are broken\n");\r
281         }\r
282         else\r
283                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");\r
284 \r
285         // if this is the stomach model (or any model that can't be animated), don't attempt to animate\r
286         if not(substring(self.model, strlen(self.model) - 3, 3) == "md3") // check model extension\r
287                 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);\r
288 };\r
289 \r
290 void player_anim (void)\r
291 {\r
292         // if this is the stomach model (or any model that can't be animated), don't attempt to animate\r
293         if(substring(self.model, strlen(self.model) - 3, 3) == "md3") // check model extension\r
294                 return;\r
295 \r
296         updateanim(self);\r
297         if (self.weaponentity)\r
298                 updateanim(self.weaponentity);\r
299 \r
300         if (self.deadflag != DEAD_NO)\r
301         {\r
302                 if (time > self.animstate_endtime)\r
303                 {\r
304                         if (self.maxs_z > 5)\r
305                         {\r
306                                 self.maxs_z = 5;\r
307                                 setsize(self, self.mins, self.maxs);\r
308                         }\r
309                         self.frame = self.dead_frame;\r
310                 }\r
311                 return;\r
312         }\r
313 \r
314         if (!self.animstate_override)\r
315         {\r
316                 if (!(self.flags & FL_ONGROUND))\r
317                 {\r
318                         if (self.crouch)\r
319                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);\r
320                         else\r
321                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);\r
322                         self.restart_jump = FALSE;\r
323                 }\r
324                 else if (self.crouch)\r
325                 {\r
326                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)\r
327                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);\r
328                         else\r
329                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);\r
330                 }\r
331                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)\r
332                 {\r
333                         if (self.movement_x > 0 && self.movement_y == 0)\r
334                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);\r
335                         else if (self.movement_x < 0 && self.movement_y == 0)\r
336                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);\r
337                         else if (self.movement_x == 0 && self.movement_y > 0)\r
338                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);\r
339                         else if (self.movement_x == 0 && self.movement_y < 0)\r
340                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);\r
341                         else if (self.movement_x > 0 && self.movement_y > 0)\r
342                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);\r
343                         else if (self.movement_x > 0 && self.movement_y < 0)\r
344                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);\r
345                         else if (self.movement_x < 0 && self.movement_y > 0)\r
346                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);\r
347                         else if (self.movement_x < 0 && self.movement_y < 0)\r
348                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);\r
349                         else\r
350                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);\r
351                 }\r
352                 else\r
353                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);\r
354         }\r
355 \r
356         if (self.weaponentity)\r
357         if (!self.weaponentity.animstate_override)\r
358                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);\r
359 }\r
360 \r
361 void SpawnThrownWeapon (vector org, float w, float doreduce)\r
362 {\r
363         W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, doreduce);\r
364 }\r
365 \r
366 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
367 {\r
368         local float take, save;\r
369         vector v;\r
370         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);\r
371 \r
372         // damage resistance (ignore most of the damage from a bullet or similar)\r
373         damage = max(damage - 5, 1);\r
374 \r
375         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);\r
376         take = v_x;\r
377         save = v_y;\r
378 \r
379         if(sound_allowed(MSG_BROADCAST, attacker))\r
380         {\r
381                 if (save > 10)\r
382                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);\r
383                 else if (take > 30)\r
384                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);\r
385                 else if (take > 10)\r
386                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);\r
387         }\r
388 \r
389         if (take > 50)\r
390                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);\r
391         if (take > 100)\r
392                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);\r
393 \r
394         if (!(self.flags & FL_GODMODE))\r
395         {\r
396                 self.armorvalue = self.armorvalue - save;\r
397                 self.health = self.health - take;\r
398                 // pause regeneration for 5 seconds\r
399                 self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));\r
400                 self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));\r
401         }\r
402         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);\r
403         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);\r
404         self.dmg_inflictor = inflictor;\r
405 \r
406         if (self.health <= -cvar("sv_gibhealth") && self.modelindex != 0)\r
407         {\r
408                 // don't use any animations as a gib\r
409                 self.frame = 0;\r
410                 self.dead_frame = 0;\r
411                 // view just above the floor\r
412                 self.view_ofs = '0 0 4';\r
413 \r
414                 Violence_GibSplash(self, 1, 1, attacker);\r
415                 self.modelindex = 0; // restore later\r
416                 self.solid = SOLID_NOT; // restore later\r
417         }\r
418 }\r
419 \r
420 void ClientKill_Now_TeamChange();\r
421 \r
422 void setmodel_fix(string modelname)\r
423 {\r
424         local vector m1, m2;\r
425         m1 = self.mins;\r
426         m2 = self.maxs;\r
427         setmodel(self, modelname);\r
428         setsize (self, m1, m2);\r
429 }\r
430 \r
431 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)\r
432 {\r
433         local float take, save, waves, sdelay, dh, da, j;\r
434         vector v;\r
435         float valid_damage_for_weaponstats;\r
436 \r
437         dh = max(self.health, 0);\r
438         da = max(self.armorvalue, 0);\r
439 \r
440         if(!DEATH_ISSPECIAL(deathtype))\r
441         {\r
442                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));\r
443                 if(self != attacker)\r
444                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));\r
445         }\r
446         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);\r
447 \r
448         if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)\r
449                 return;\r
450 \r
451         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);\r
452         take = v_x;\r
453         save = v_y;\r
454 \r
455         if(sound_allowed(MSG_BROADCAST, attacker))\r
456         {\r
457                 if (save > 10)\r
458                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);\r
459                 else if (take > 30)\r
460                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);\r
461                 else if (take > 10)\r
462                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?\r
463         }\r
464 \r
465         if (take > 50)\r
466                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);\r
467         if (take > 100)\r
468                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);\r
469 \r
470         if (time >= self.spawnshieldtime)\r
471         {\r
472                 if (!(self.flags & FL_GODMODE))\r
473                 {\r
474                         self.armorvalue = self.armorvalue - save;\r
475                         self.health = self.health - take;\r
476                         // pause regeneration for 5 seconds\r
477                         self.pauseregenhealth_finished = max(self.pauseregenhealth_finished, time + cvar("g_balance_pause_health_regen"));\r
478                         self.pauseregenarmor_finished = max(self.pauseregenarmor_finished, time + cvar("g_balance_pause_armor_regen"));\r
479 \r
480                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy\r
481                         {\r
482                                 self.pain_finished = time + 0.5;        //Supajoe\r
483 \r
484                                 if(sv_gentle < 1) {\r
485                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models\r
486                                         {\r
487                                                 if (random() > 0.5)\r
488                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);\r
489                                                 else\r
490                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);\r
491                                         }\r
492 \r
493                                         if(sound_allowed(MSG_BROADCAST, attacker))\r
494                                         if(self.health > 1)\r
495                                         {\r
496                                                 if(deathtype == DEATH_FALL)\r
497                                                         PlayerSound(self, playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
498                                                 else if(self.health > 75) // TODO make a "gentle" version?\r
499                                                         PlayerSound(self, playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
500                                                 else if(self.health > 50)\r
501                                                         PlayerSound(self, playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
502                                                 else if(self.health > 25)\r
503                                                         PlayerSound(self, playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
504                                                 else\r
505                                                         PlayerSound(self, playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
506                                         }\r
507                                 }\r
508 \r
509                                 // throw off bot aim temporarily\r
510                                 local float shake;\r
511                                 shake = damage * 5 / (bound(0,skill,100) + 1);\r
512                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;\r
513                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;\r
514                         }\r
515                 }\r
516                 else\r
517                         self.max_armorvalue += (save + take);\r
518         }\r
519         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);\r
520         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);\r
521         self.dmg_inflictor = inflictor;\r
522 \r
523         if(attacker == self)\r
524         {\r
525                 // don't reset pushltime for self damage as it may be an attempt to\r
526                 // escape a lava pit or similar\r
527                 //self.pushltime = 0;\r
528         }\r
529         else if(attacker.classname == "player" || attacker.classname == "gib")\r
530         {\r
531                 self.pusher = attacker;\r
532                 self.pushltime = time + cvar("g_maxpushtime");\r
533         }\r
534         else if(time < self.pushltime)\r
535         {\r
536                 attacker = self.pusher;\r
537                 self.pushltime = max(self.pushltime, time + 0.6);\r
538         }\r
539         else\r
540                 self.pushltime = 0;\r
541 \r
542         valid_damage_for_weaponstats = 0;\r
543         if(clienttype(self) == CLIENTTYPE_REAL)\r
544         if(clienttype(attacker) == CLIENTTYPE_REAL)\r
545         if(self != attacker)\r
546         if(!DEATH_ISSPECIAL(deathtype))\r
547         if(IsDifferentTeam(self, attacker))\r
548                 valid_damage_for_weaponstats = 1;\r
549         \r
550         if(valid_damage_for_weaponstats)\r
551         {\r
552                 dh = dh - max(self.health, 0);\r
553                 da = da - max(self.armorvalue, 0);\r
554                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);\r
555         }\r
556 \r
557         if (self.health < 1)\r
558         {\r
559                 float defer_ClientKill_Now_TeamChange;\r
560                 defer_ClientKill_Now_TeamChange = FALSE;\r
561 \r
562                 if(valid_damage_for_weaponstats)\r
563                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);\r
564 \r
565                 if(sv_gentle < 1) // TODO make a "gentle" version?\r
566                 if(sound_allowed(MSG_BROADCAST, attacker))\r
567                 {\r
568                         if(deathtype == DEATH_DROWN)\r
569                                 PlayerSound(self, playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
570                         else\r
571                                 PlayerSound(self, playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);\r
572                 }\r
573 \r
574                 // get rid of kill indicator\r
575                 if(self.killindicator)\r
576                 {\r
577                         remove(self.killindicator);\r
578                         self.killindicator = world;\r
579                         if(self.killindicator_teamchange)\r
580                                 defer_ClientKill_Now_TeamChange = TRUE;\r
581 \r
582                         if(self.classname == "body")\r
583                         if(deathtype == DEATH_KILL)\r
584                         {\r
585                                 // for the lemmings fans, a small harmless explosion\r
586                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);\r
587                         }\r
588                 }\r
589 \r
590                 // undo belly states (or stomach model) and set the normal model back\r
591                 setmodel_fix(self.playermodel);\r
592                 // become fully visible\r
593                 self.alpha = 1;\r
594                 // clear selected player display\r
595                 ClearSelectedPlayer();\r
596                 // throw a weapon\r
597                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon, FALSE);\r
598                 // print an obituary message\r
599                 Obituary (attacker, inflictor, self, deathtype);\r
600                 race_PreDie();\r
601                 if(self == attacker)\r
602                         kh_Key_DropAll(self, TRUE);\r
603                 else if(attacker.classname == "player" || attacker.classname == "gib")\r
604                         kh_Key_DropAll(self, FALSE);\r
605                 else\r
606                         kh_Key_DropAll(self, TRUE);\r
607                 if(self.flagcarried)\r
608                 {\r
609                         if(attacker.classname != "player" && attacker.classname != "gib")\r
610                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide\r
611                         else if(attacker.team == self.team)\r
612                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill\r
613                         else\r
614                                 DropFlag(self.flagcarried, world, attacker);\r
615                 }\r
616                 // clear waypoints\r
617                 WaypointSprite_PlayerDead();\r
618                 // make the corpse upright (not tilted)\r
619                 self.angles_x = 0;\r
620                 self.angles_z = 0;\r
621                 // don't spin\r
622                 self.avelocity = '0 0 0';\r
623                 // view from the floor\r
624                 self.view_ofs = '0 0 -8';\r
625                 // toss the corpse\r
626                 self.movetype = MOVETYPE_TOSS;\r
627                 // shootable corpse\r
628                 self.solid = SOLID_CORPSE;\r
629                 // don't stick to the floor\r
630                 self.flags &~= FL_ONGROUND;\r
631                 // dying animation\r
632                 self.deadflag = DEAD_DYING;\r
633                 // when to allow respawn\r
634                 sdelay = 0;\r
635                 waves = 0;\r
636                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));\r
637                 if(!sdelay)\r
638                         sdelay = cvar("g_respawn_delay");\r
639                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));\r
640                 if(!waves)\r
641                         waves = cvar("g_respawn_waves");\r
642                 if(waves)\r
643                         self.death_time = ceil((time + sdelay) / waves) * waves;\r
644                 else\r
645                         self.death_time = time + sdelay;\r
646                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))\r
647                         self.respawn_countdown = 10; // first number to count down from is 10\r
648                 else\r
649                         self.respawn_countdown = -1; // do not count down\r
650                 if (random() < 0.5)\r
651                 {\r
652                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);\r
653                         self.dead_frame = self.anim_dead1_x;\r
654                 }\r
655                 else\r
656                 {\r
657                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);\r
658                         self.dead_frame = self.anim_dead2_x;\r
659                 }\r
660                 // set damage function to corpse damage\r
661                 self.event_damage = PlayerCorpseDamage;\r
662                 // call the corpse damage function just in case it wants to gib\r
663                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);\r
664                 // set up to fade out later\r
665                 SUB_SetFade (self, time + 12 + random () * 4, 1);\r
666 \r
667                 if(clienttype(self) == CLIENTTYPE_REAL)\r
668                 {\r
669                         self.fixangle = TRUE;\r
670                         //msg_entity = self;\r
671                         //WriteByte (MSG_ONE, SVC_SETANGLE);\r
672                         //WriteAngle (MSG_ONE, self.v_angle_x);\r
673                         //WriteAngle (MSG_ONE, self.v_angle_y);\r
674                         //WriteAngle (MSG_ONE, 80);\r
675                 }\r
676 \r
677                 if(g_arena)\r
678                         Spawnqueue_Unmark(self);\r
679 \r
680                 if(defer_ClientKill_Now_TeamChange)\r
681                         ClientKill_Now_TeamChange();\r
682 \r
683                 if(sv_gentle > 0 || cvar("ekg")) {\r
684                         // remove corpse\r
685                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);\r
686                 }\r
687 \r
688                 // reset fields the weapons may use just in case\r
689         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
690                 {\r
691             weapon_action(j, WR_RESETPLAYER);\r
692                         ATTACK_FINISHED_FOR(self, j) = 0;\r
693                 }\r
694         }\r
695 }\r
696 \r
697 float UpdateSelectedPlayer_countvalue(float v)\r
698 {\r
699         return max(0, (v - 1.0) / 0.5);\r
700 }\r
701 \r
702 // returns: -2 if no hit, otherwise cos of the angle\r
703 // uses the global v_angle\r
704 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)\r
705 {\r
706         vector so, d;\r
707         float c;\r
708 \r
709         if(p == self)\r
710                 return -2;\r
711 \r
712         if(p.deadflag)\r
713                 return -2;\r
714 \r
715         so = self.origin + self.view_ofs;\r
716         d = p.origin - so;\r
717 \r
718         // misaimed?\r
719         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)\r
720                 return -2;\r
721 \r
722         // now find the cos of the angle...\r
723         c = normalize(d) * v_forward;\r
724 \r
725         if(c <= mincosangle)\r
726                 return -2;\r
727 \r
728         // not visible in any way? forget it\r
729         if(!checkpvs(so, p))\r
730                 return -2;\r
731 \r
732         traceline(so, p.origin, MOVE_NOMONSTERS, self);\r
733         if(trace_fraction < 1)\r
734                 return -2;\r
735 \r
736         return c;\r
737 }\r
738 \r
739 void ClearSelectedPlayer()\r
740 {\r
741         if(self.selected_player)\r
742         {\r
743                 centerprint_expire(self, CENTERPRIO_POINT);\r
744                 self.selected_player = world;\r
745                 self.selected_player_display_needs_update = FALSE;\r
746         }\r
747 }\r
748 \r
749 void UpdateSelectedPlayer()\r
750 {\r
751         entity selected;\r
752         float selected_score;\r
753         selected = world;\r
754         selected_score = 0.95; // 18 degrees\r
755 \r
756         if(self.predator.classname == "player")\r
757         {\r
758                 if(!self.dropweapon_check)\r
759                 if(self.predator.team != self.team) // don't disarm team mates when swallowing them\r
760                 if(random() < cvar("g_balance_vore_swallow_dropweapon"))\r
761                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon, TRUE);\r
762                 self.dropweapon_check = TRUE;\r
763         }\r
764         else\r
765                 self.dropweapon_check = FALSE;\r
766 \r
767         if(!cvar("sv_allow_shownames"))\r
768                 return;\r
769 \r
770         if(clienttype(self) != CLIENTTYPE_REAL)\r
771                 return;\r
772 \r
773         if(self.cvar_cl_shownames == 0)\r
774                 return;\r
775 \r
776         if(self.cvar_cl_shownames == 1 && !teams_matter)\r
777                 return;\r
778 \r
779         makevectors(self.v_angle); // sets v_forward\r
780 \r
781         // 1. cursor trace is always right\r
782         WarpZone_crosshair_trace(self);\r
783         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)\r
784         {\r
785                 selected = trace_ent;\r
786         }\r
787         else\r
788         {\r
789                 // 2. if we don't have a cursor trace, find the player which is least\r
790                 //    mis-aimed at\r
791                 entity p;\r
792                 FOR_EACH_PLAYER(p)\r
793                 {\r
794                         float c;\r
795                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters\r
796                         if(c >= -1)\r
797                         {\r
798                                 selected = p;\r
799                                 selected_score = c;\r
800                         }\r
801                 }\r
802         }\r
803 \r
804         if(selected)\r
805         {\r
806                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;\r
807         }\r
808         else\r
809         {\r
810                 if(time < self.selected_player_display_timeout)\r
811                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees\r
812                                 selected = self.selected_player;\r
813         }\r
814 \r
815         if(selected)\r
816         {\r
817                 if(selected == self.selected_player)\r
818                 {\r
819                         float save;\r
820                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);\r
821                         self.selected_player_count = self.selected_player_count + frametime;\r
822                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))\r
823                         {\r
824                                 string namestr, healthstr;\r
825                                 namestr = playername(selected);\r
826                                 if(teams_matter)\r
827                                 {\r
828                                         healthstr = ftos(floor(selected.health));\r
829                                         if(self.team == selected.team)\r
830                                         {\r
831                                                 namestr = strcat(namestr, " (", healthstr, "%)");\r
832                                                 self.selected_player_display_needs_update = TRUE;\r
833                                         }\r
834                                 }\r
835                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);\r
836                         }\r
837                 }\r
838                 else\r
839                 {\r
840                         ClearSelectedPlayer();\r
841                         self.selected_player = selected;\r
842                         self.selected_player_time = time;\r
843                         self.selected_player_count = 0;\r
844                         self.selected_player_display_needs_update = FALSE;\r
845                 }\r
846         }\r
847         else\r
848         {\r
849                 ClearSelectedPlayer();\r
850         }\r
851 \r
852         if(self.selected_player)\r
853                 self.last_selected_player = self.selected_player;\r
854 }\r
855 \r
856 .float muted; // to be used by prvm_edictset server playernumber muted 1\r
857 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)\r
858 {\r
859         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;\r
860         float flood, privatemsgprefixlen;\r
861         entity head;\r
862 \r
863         if(Ban_MaybeEnforceBan(source))\r
864                 return;\r
865 \r
866         if(!teamsay && !privatesay)\r
867                 if(substring(msgin, 0, 1) == " ")\r
868                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)\r
869 \r
870         msgin = formatmessage(msgin);\r
871 \r
872         if(msgin == "")\r
873                 return;\r
874 \r
875         if(source.classname != "player")\r
876                 colorstr = "^0"; // black for spectators\r
877         else if(teams_matter)\r
878                 colorstr = Team_ColorCode(source.team);\r
879         else\r
880                 teamsay = FALSE;\r
881 \r
882         if(intermission_running)\r
883                 teamsay = FALSE;\r
884 \r
885         msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);\r
886         if(msgin == "")\r
887                 return;\r
888 \r
889         /*\r
890          * using bprint solves this... me stupid\r
891         // how can we prevent the message from appearing in a listen server?\r
892         // for now, just give "say" back and only handle say_team\r
893         if(!teamsay)\r
894         {\r
895                 clientcommand(self, strcat("say ", msgin));\r
896                 return;\r
897         }\r
898         */\r
899 \r
900         if(cvar("g_chat_teamcolors"))\r
901                 namestr = playername(source);\r
902         else\r
903                 namestr = source.netname;\r
904 \r
905         if(privatesay)\r
906         {\r
907                 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");\r
908                 privatemsgprefixlen = strlen(msgstr);\r
909                 msgstr = strcat(msgstr, msgin);\r
910                 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);\r
911                 if(cvar("g_chat_teamcolors"))\r
912                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");\r
913                 else\r
914                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");\r
915         }\r
916         else if(teamsay)\r
917         {\r
918                 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);\r
919                 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);\r
920         }\r
921         else\r
922         {\r
923                 msgstr = strcat("\{1}", namestr, "^7: ", msgin);\r
924                 cmsgstr = "";\r
925         }\r
926 \r
927         msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint\r
928         fullmsgstr = msgstr;\r
929         fullcmsgstr = cmsgstr;\r
930 \r
931         // FLOOD CONTROL\r
932         flood = 0;\r
933         if(floodcontrol)\r
934         {\r
935                 float flood_spl;\r
936                 float flood_burst;\r
937                 float flood_lmax;\r
938                 var .float flood_field;\r
939                 float lines;\r
940                 if(privatesay)\r
941                 {\r
942                         flood_spl = cvar("g_chat_flood_spl_tell");\r
943                         flood_burst = cvar("g_chat_flood_burst_tell");\r
944                         flood_lmax = cvar("g_chat_flood_lmax_tell");\r
945                         flood_field = floodcontrol_chattell;\r
946                 }\r
947                 else if(teamsay)\r
948                 {\r
949                         flood_spl = cvar("g_chat_flood_spl_team");\r
950                         flood_burst = cvar("g_chat_flood_burst_team");\r
951                         flood_lmax = cvar("g_chat_flood_lmax_team");\r
952                         flood_field = floodcontrol_chatteam;\r
953                 }\r
954                 else\r
955                 {\r
956                         flood_spl = cvar("g_chat_flood_spl");\r
957                         flood_burst = cvar("g_chat_flood_burst");\r
958                         flood_lmax = cvar("g_chat_flood_lmax");\r
959                         flood_field = floodcontrol_chat;\r
960                 }\r
961                 flood_burst = max(0, flood_burst - 1);\r
962                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!\r
963 \r
964                 // do flood control for the default line size\r
965                 getWrappedLine_remaining = msgstr;\r
966                 msgstr = "";\r
967                 lines = 0;\r
968                 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))\r
969                 {\r
970                         msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width\r
971                         ++lines;\r
972                 }\r
973                 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);\r
974 \r
975                 if(getWrappedLine_remaining != "")\r
976                 {\r
977                         msgstr = strcat(msgstr, "\n");\r
978                         flood = 2;\r
979                 }\r
980 \r
981                 if(time >= source.flood_field)\r
982                 {\r
983                         source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;\r
984                 }\r
985                 else\r
986                 {\r
987                         flood = 1;\r
988                         msgstr = fullmsgstr;\r
989                 }\r
990         }\r
991 \r
992         if (timeoutStatus == 2) //when game is paused, no flood protection\r
993                 source.flood_field = flood = 0;\r
994 \r
995         if(flood == 2)\r
996         {\r
997                 if(cvar("g_chat_flood_notify_flooder"))\r
998                 {\r
999                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");\r
1000                         sourcecmsgstr = "";\r
1001                 }\r
1002                 else\r
1003                 {\r
1004                         sourcemsgstr = fullmsgstr;\r
1005                         sourcecmsgstr = fullcmsgstr;\r
1006                 }\r
1007                 cmsgstr = "";\r
1008         }\r
1009         else\r
1010         {\r
1011                 sourcemsgstr = msgstr;\r
1012                 sourcecmsgstr = cmsgstr;\r
1013         }\r
1014 \r
1015         if(!privatesay)\r
1016         if(source.classname != "player")\r
1017         {\r
1018                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))\r
1019                         teamsay = -1; // spectators\r
1020         }\r
1021 \r
1022         if(flood)\r
1023                 print("NOTE: ", playername(source), "^7 is flooding.\n");\r
1024 \r
1025         // build sourcemsgstr by cutting off a prefix and replacing it by the other one\r
1026         if(privatesay)\r
1027                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));\r
1028 \r
1029         if(source.muted)\r
1030         {\r
1031                 // always fake the message\r
1032                 sprint(source, sourcemsgstr);\r
1033                 if(cmsgstr != "" && !privatesay)\r
1034                         centerprint(source, sourcecmsgstr);\r
1035         }\r
1036         else if(flood == 1)\r
1037         {\r
1038                 if(cvar("g_chat_flood_notify_flooder"))\r
1039                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));\r
1040                 else\r
1041                 {\r
1042                         sprint(source, sourcemsgstr);\r
1043                         if(cmsgstr != "" && !privatesay)\r
1044                                 centerprint(source, sourcecmsgstr);\r
1045                 }\r
1046         }\r
1047         else if(privatesay)\r
1048         {\r
1049                 sprint(source, sourcemsgstr);\r
1050                 sprint(privatesay, msgstr);\r
1051                 if(cmsgstr != "")\r
1052                         centerprint(privatesay, cmsgstr);\r
1053         }\r
1054         else if(teamsay > 0)\r
1055         {\r
1056                 sprint(source, sourcemsgstr);\r
1057                 if(sourcecmsgstr != "")\r
1058                         centerprint(source, sourcecmsgstr);\r
1059                 FOR_EACH_REALPLAYER(head) if(head.team == source.team)\r
1060                         if(head != source)\r
1061                         {\r
1062                                 sprint(head, msgstr);\r
1063                                 if(cmsgstr != "")\r
1064                                         centerprint(head, cmsgstr);\r
1065                         }\r
1066         }\r
1067         else if(teamsay < 0)\r
1068         {\r
1069                 sprint(source, sourcemsgstr);\r
1070                 FOR_EACH_REALCLIENT(head) if(head.classname != "player")\r
1071                         if(head != source)\r
1072                                 sprint(head, msgstr);\r
1073         }\r
1074         else if(sourcemsgstr != msgstr)\r
1075         {\r
1076                 sprint(source, sourcemsgstr);\r
1077                 FOR_EACH_REALCLIENT(head)\r
1078                         if(head != source)\r
1079                                 sprint(head, msgstr);\r
1080         }\r
1081         else\r
1082                 bprint(msgstr);\r
1083 }\r
1084 \r
1085 float GetVoiceMessageVoiceType(string type)\r
1086 {\r
1087         if(type == "taunt")\r
1088                 return VOICETYPE_TAUNT;\r
1089         if(type == "teamshoot")\r
1090                 return VOICETYPE_LASTATTACKER;\r
1091         return VOICETYPE_TEAMRADIO;\r
1092 }\r
1093 \r
1094 string allvoicesamples;\r
1095 float GetPlayerSoundSampleField_notFound;\r
1096 float GetPlayerSoundSampleField_fixed;\r
1097 .string GetVoiceMessageSampleField(string type)\r
1098 {\r
1099         GetPlayerSoundSampleField_notFound = 0;\r
1100         GetPlayerSoundSampleField_fixed = 0;\r
1101         switch(type)\r
1102         {\r
1103 #define _VOICEMSG(m) case #m: return playersound_##m;\r
1104                 ALLVOICEMSGS\r
1105 #undef _VOICEMSG\r
1106         }\r
1107         GetPlayerSoundSampleField_notFound = 1;\r
1108         return playersound_taunt;\r
1109 }\r
1110 \r
1111 .string GetPlayerSoundSampleField(string type)\r
1112 {\r
1113         GetPlayerSoundSampleField_notFound = 0;\r
1114         GetPlayerSoundSampleField_fixed = 0;\r
1115         switch(type)\r
1116         {\r
1117 #define _VOICEMSG(m) case #m: return playersound_##m;\r
1118                 ALLPLAYERSOUNDS\r
1119 #undef _VOICEMSG\r
1120         }\r
1121         GetPlayerSoundSampleField_notFound = 1;\r
1122         return playersound_taunt;\r
1123 }\r
1124 \r
1125 void PrecacheGlobalSound(string samplestring)\r
1126 {\r
1127         float n, i;\r
1128         tokenize_console(samplestring);\r
1129         n = stof(argv(1));\r
1130         if(n > 0)\r
1131         {\r
1132                 for(i = 1; i <= n; ++i)\r
1133                         precache_sound(strcat(argv(0), ftos(i), ".wav"));\r
1134         }\r
1135         else\r
1136         {\r
1137                 precache_sound(strcat(argv(0), ".wav"));\r
1138         }\r
1139 }\r
1140 \r
1141 void PrecachePlayerSounds(string f)\r
1142 {\r
1143         float fh;\r
1144         string s;\r
1145         fh = fopen(f, FILE_READ);\r
1146         if(fh < 0)\r
1147                 return;\r
1148         while((s = fgets(fh)))\r
1149         {\r
1150                 if(tokenize_console(s) != 3)\r
1151                 {\r
1152                         dprint("Invalid sound info line: ", s, "\n");\r
1153                         continue;\r
1154                 }\r
1155                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));\r
1156         }\r
1157         fclose(fh);\r
1158 \r
1159         if not(allvoicesamples)\r
1160         {\r
1161 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);\r
1162                 ALLVOICEMSGS\r
1163 #undef _VOICEMSG\r
1164                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));\r
1165         }\r
1166 }\r
1167 \r
1168 void ClearPlayerSounds()\r
1169 {\r
1170 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }\r
1171         ALLPLAYERSOUNDS\r
1172         ALLVOICEMSGS\r
1173 #undef _VOICEMSG\r
1174 }\r
1175 \r
1176 void LoadPlayerSounds(string f, float first)\r
1177 {\r
1178         float fh;\r
1179         string s;\r
1180         var .string field;\r
1181         fh = fopen(f, FILE_READ);\r
1182         if(fh < 0)\r
1183                 return;\r
1184         while((s = fgets(fh)))\r
1185         {\r
1186                 if(tokenize_console(s) != 3)\r
1187                         continue;\r
1188                 field = GetPlayerSoundSampleField(argv(0));\r
1189                 if(GetPlayerSoundSampleField_notFound)\r
1190                         field = GetVoiceMessageSampleField(argv(0));\r
1191                 if(GetPlayerSoundSampleField_notFound)\r
1192                         continue;\r
1193                 if(GetPlayerSoundSampleField_fixed)\r
1194                         if not(first)\r
1195                                 continue;\r
1196                 if(self.field)\r
1197                         strunzone(self.field);\r
1198                 self.field = strzone(strcat(argv(1), " ", argv(2)));\r
1199         }\r
1200         fclose(fh);\r
1201 }\r
1202 \r
1203 .float modelindex_for_playersound;\r
1204 void UpdatePlayerSounds()\r
1205 {\r
1206         if(self.modelindex == self.modelindex_for_playersound)\r
1207                 return;\r
1208         self.modelindex_for_playersound = self.modelindex;\r
1209         ClearPlayerSounds();\r
1210         LoadPlayerSounds("sound/player/default.sounds", 1);\r
1211         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);\r
1212 }\r
1213 \r
1214 void GlobalSound(string sample, float chan, float voicetype)\r
1215 {\r
1216         float n;\r
1217         float tauntrand;\r
1218 \r
1219         if(sample == "")\r
1220                 return;\r
1221 \r
1222         tokenize_console(sample);\r
1223         n = stof(argv(1));\r
1224         if(n > 0)\r
1225                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization\r
1226         else\r
1227                 sample = strcat(argv(0), ".wav"); // randomization\r
1228 \r
1229         switch(voicetype)\r
1230         {\r
1231                 case VOICETYPE_LASTATTACKER_ONLY:\r
1232                         if(self.pusher)\r
1233                                 if(self.pusher.team == self.team)\r
1234                                 {\r
1235                                         msg_entity = self.pusher;\r
1236                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1237                                         {\r
1238                                                 if(msg_entity.cvar_cl_voice_directional == 1)\r
1239                                                 {\r
1240                                                         if(self.predator.classname == "player")\r
1241                                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);\r
1242                                                         else\r
1243                                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
1244                                                 }\r
1245                                                 else\r
1246                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1247                                         }\r
1248                                 }\r
1249                         break;\r
1250                 case VOICETYPE_LASTATTACKER:\r
1251                         if(self.pusher)\r
1252                                 if(self.pusher.team == self.team)\r
1253                                 {\r
1254                                         msg_entity = self.pusher;\r
1255                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1256                                         {\r
1257                                                 if(msg_entity.cvar_cl_voice_directional == 1)\r
1258                                                 {\r
1259                                                         if(self.predator.classname == "player")\r
1260                                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);\r
1261                                                         else\r
1262                                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
1263                                                 }\r
1264                                                 else\r
1265                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1266                                         }\r
1267                                         msg_entity = self;\r
1268                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
1269                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);\r
1270                                 }\r
1271                         break;\r
1272                 case VOICETYPE_TEAMRADIO:\r
1273                         FOR_EACH_REALCLIENT(msg_entity)\r
1274                                 if(!teams_matter || msg_entity.team == self.team)\r
1275                                 {\r
1276                                         if(msg_entity.cvar_cl_voice_directional == 1)\r
1277                                         {\r
1278                                                 if(self.predator.classname == "player")\r
1279                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_MIN);\r
1280                                                 else\r
1281                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);\r
1282                                         }\r
1283                                         else\r
1284                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1285                                 }\r
1286                         break;\r
1287                 case VOICETYPE_AUTOTAUNT:\r
1288                         if(!sv_autotaunt)\r
1289                                 break;\r
1290                         if(!sv_taunt)\r
1291                                 break;\r
1292                         if(sv_gentle)\r
1293                                 break;\r
1294                         tauntrand = random();\r
1295                         FOR_EACH_REALCLIENT(msg_entity)\r
1296                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)\r
1297                                 if (msg_entity.cvar_cl_voice_directional >= 1)\r
1298                                 {\r
1299                                         if(self.predator.classname == "player")\r
1300                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
1301                                         else\r
1302                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
1303                                 }\r
1304                                 else\r
1305                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1306                         break;\r
1307                 case VOICETYPE_TAUNT:\r
1308                         if(self.classname == "player")\r
1309                                 if(self.deadflag == DEAD_NO)\r
1310                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);\r
1311                         if(!sv_taunt)\r
1312                                 break;\r
1313                         if(sv_gentle)\r
1314                                 break;\r
1315                         FOR_EACH_REALCLIENT(msg_entity)\r
1316                         {\r
1317                                 if (msg_entity.cvar_cl_voice_directional >= 1)\r
1318                                 {\r
1319                                         if(self.predator.classname == "player")\r
1320                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE * bound(0, cvar("g_vore_soundocclusion"), 1), bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
1321                                         else\r
1322                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));\r
1323                                 }\r
1324                                 else\r
1325                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);\r
1326                         }\r
1327                 case VOICETYPE_PLAYERSOUND:\r
1328                         if(self.predator.classname == "player")\r
1329                                 sound(self, chan, sample, VOL_BASE * bound(0, cvar("g_vore_soundocclusion"), 1), ATTN_NORM);\r
1330                         else\r
1331                                 sound(self, chan, sample, VOL_BASE, ATTN_NORM);\r
1332                         break;\r
1333                 case VOICETYPE_GURGLE:\r
1334                         if(self.stomach_load)\r
1335                                 sound(self, chan, sample, VOL_BASE * self.stomach_load / cvar("g_balance_vore_swallow_limit"), ATTN_NORM);\r
1336                         else\r
1337                                 stopsound(self, chan);\r
1338                         break;\r
1339                 default:\r
1340                         backtrace("Invalid voice type!");\r
1341                         break;\r
1342         }\r
1343 }\r
1344 \r
1345 void PlayerSound(entity player, .string samplefield, float chan, float voicetype)\r
1346 {\r
1347         string sample;\r
1348         entity oldself;\r
1349 \r
1350         oldself = self;\r
1351         self = player;\r
1352         sample = self.samplefield;\r
1353         GlobalSound(sample, chan, voicetype);\r
1354         self = oldself;\r
1355 }\r
1356 \r
1357 void VoiceMessage(string type, string msg)\r
1358 {\r
1359         var .string sample;\r
1360         var float voicetype, ownteam;\r
1361         sample = GetVoiceMessageSampleField(type);\r
1362 \r
1363         if(GetPlayerSoundSampleField_notFound)\r
1364         {\r
1365                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));\r
1366                 return;\r
1367         }\r
1368 \r
1369         voicetype = GetVoiceMessageVoiceType(type);\r
1370         ownteam = (voicetype == VOICETYPE_TEAMRADIO);\r
1371 \r
1372         float flood;\r
1373         float flood_spv;\r
1374         var .float flood_field;\r
1375 \r
1376         flood = 0;\r
1377         if(ownteam)\r
1378         {\r
1379                 flood_spv = cvar("g_voice_flood_spv_team");\r
1380                 flood_field = floodcontrol_voiceteam;\r
1381         }\r
1382         else\r
1383         {\r
1384                 flood_spv = cvar("g_voice_flood_spv");\r
1385                 flood_field = floodcontrol_voice;\r
1386         }\r
1387 \r
1388         if(time >= self.flood_field)\r
1389                 self.flood_field = max(time, self.flood_field) + flood_spv;\r
1390         else\r
1391                 flood = 1;\r
1392 \r
1393         if (timeoutStatus == 2) //when game is paused, no flood protection\r
1394                 self.flood_field = flood = 0;\r
1395 \r
1396         if (msg != "")\r
1397                 Say(self, ownteam, world, msg, 0);\r
1398 \r
1399         if (!flood)\r
1400                 PlayerSound(self, sample, CHAN_VOICE, voicetype);\r
1401 }\r
1402 \r
1403 void MoveToTeam(entity client, float team_colour, float type, float show_message)\r
1404 {\r
1405 //      show_message\r
1406 //      0 (00) automove centerprint, admin message\r
1407 //      1 (01) automove centerprint, no admin message\r
1408 //      2 (10) no centerprint, admin message\r
1409 //      3 (11) no centerprint, no admin message\r
1410 \r
1411         float lockteams_backup;\r
1412 \r
1413         lockteams_backup = lockteams;  // backup any team lock\r
1414 \r
1415         lockteams = 0;  // disable locked teams\r
1416 \r
1417         TeamchangeFrags(client);  // move the players frags\r
1418         SetPlayerColors(client, team_colour - 1);  // set the players colour\r
1419         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player\r
1420 \r
1421         lockteams = lockteams_backup;  // restore the team lock\r
1422 \r
1423         LogTeamchange(client.playerid, client.team, type);\r
1424 \r
1425         if not(show_message & 1) // admin message\r
1426                 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
1427 \r
1428         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));\r
1429 }\r