]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Make saturation depend on the amount of armor the player has (post process effect)
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index d6898c8d7859e33099f9a1f077b18054fecdaab2..8f058155c16a32c95245724dd31d9a967fafb382 100644 (file)
@@ -406,6 +406,7 @@ string CheckPlayerModel(string plyermodel) {
        {\r
                if(substring(plyermodel,-4,4) != ".zym")\r
                if(substring(plyermodel,-4,4) != ".dpm")\r
+               if(substring(plyermodel,-4,4) != ".iqm")\r
                if(substring(plyermodel,-4,4) != ".md3")\r
                if(substring(plyermodel,-4,4) != ".psk")\r
                        return FallbackPlayerModel;\r
@@ -417,11 +418,12 @@ string CheckPlayerModel(string plyermodel) {
        return plyermodel;\r
 }\r
 \r
-void setmodel_apply(string modelname)\r
+void setmodel_apply(string modelname, float reset_anims)\r
 {\r
        precache_model(modelname);\r
        setmodel(self, modelname); // players have high precision\r
-       player_setupanimsformodel();\r
+       if(reset_anims)\r
+               player_setupanimsformodel();\r
 }\r
 \r
 string setmodel_state()\r
@@ -433,8 +435,16 @@ string setmodel_state()
        newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
        newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
 \r
-       if(self.stomach_load)\r
-               applymodel = strcat(newmodel_name, "_state", ftos(floor(self.stomach_load)), newmodel_extension);\r
+       float vore_state;\r
+       if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.6))\r
+               vore_state = 3;\r
+       else if(self.stomach_load > ceil(g_balance_vore_swallow_limit * 0.3))\r
+               vore_state = 2;\r
+       else if(self.stomach_load)\r
+               vore_state = 1;\r
+\r
+       if(vore_state)\r
+               applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
        else\r
                applymodel = self.playermodel;\r
 \r
@@ -457,7 +467,7 @@ void Client_setmodel(string applymodel)
        applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
        m1 = self.mins;\r
        m2 = self.maxs;\r
-       setmodel_apply(applymodel);\r
+       setmodel_apply(applymodel, FALSE);\r
        setsize (self, m1, m2);\r
 }\r
 \r
@@ -469,7 +479,7 @@ void Client_uncustomizeentityforclient()
 float Client_customizeentityforclient()\r
 {\r
        entity modelsource;\r
-       string applymodel;\r
+       string stomachmodel;\r
 \r
        if(self.modelindex == 0)\r
                return TRUE;\r
@@ -511,27 +521,27 @@ float Client_customizeentityforclient()
        // now change the predator's player model into a stomach model for the prey\r
        // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
        // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
+       stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
 \r
-       // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
-       if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug\r
-       {\r
-               Client_setmodel(setmodel_state());\r
-               if not(self.predator.classname == "player")\r
-                       self.alpha = default_player_alpha;\r
-               return TRUE;\r
-       }\r
-       if(other.spectatee_status)\r
+       if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
                other = other.enemy; // also do this for the player we are spectating\r
-       if(other.predator == self)\r
+\r
+       // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
+       if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
+       if(other.predator == self || other.fakepredator == self)\r
        {\r
-               applymodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
-               Client_setmodel(applymodel);\r
+               Client_setmodel(stomachmodel);\r
                self.alpha = other.cvar_cl_vore_stomachmodel;\r
                return TRUE;\r
        }\r
+\r
        Client_setmodel(setmodel_state());\r
-       if not(self.predator.classname == "player")\r
+       if not(self.stat_eaten || self.fakeprey)\r
                self.alpha = default_player_alpha;\r
+       else if(cvar("g_vore_neighborprey_distance") && !self.fakeprey && (self.predator == other.predator || self.predator == other.fakepredator) && !(other.cvar_chase_active || other.classname == "observer"))\r
+               self.alpha = default_player_alpha; // allow seeing neighboring prey\r
+       else\r
+               self.alpha = -1; // hide prey\r
        return TRUE;\r
 }\r
 \r
@@ -604,7 +614,8 @@ void PutObserverInServer (void)
        self.armorvalue = cvar("g_balance_armor_start");\r
        self.pauserotarmor_finished = 0;\r
        self.pauserothealth_finished = 0;\r
-       self.pauseregen_finished = 0;\r
+       self.pauseregenhealth_finished = 0;\r
+       self.pauseregenarmor_finished = 0;\r
        self.damageforcescale = 0;\r
        self.death_time = 0;\r
        self.dead_frame = 0;\r
@@ -724,7 +735,7 @@ void FixPlayermodel()
                {\r
                        m1 = self.mins;\r
                        m2 = self.maxs;\r
-                       setmodel_apply (defaultmodel);\r
+                       setmodel_apply (defaultmodel, TRUE);\r
                        setsize (self, m1, m2);\r
                        chmdl = TRUE;\r
                }\r
@@ -737,7 +748,7 @@ void FixPlayermodel()
                        self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
                        m1 = self.mins;\r
                        m2 = self.maxs;\r
-                       setmodel_apply (self.playermodel);\r
+                       setmodel_apply (self.playermodel, TRUE);\r
                        setsize (self, m1, m2);\r
                        chmdl = TRUE;\r
                }\r
@@ -827,15 +838,22 @@ void PutClientInServer (void)
 \r
                RemoveGrabber(self); // Wazat's Grabber\r
 \r
+               Vore_DeadPrey_Detach(self);\r
+               self.fakeprey = FALSE; // clear the fakeprey status\r
+\r
                self.classname = "player";\r
                self.wasplayer = TRUE;\r
                self.iscreature = TRUE;\r
                self.movetype = MOVETYPE_WALK;\r
-               self.solid = SOLID_SLIDEBOX;\r
-               if(cvar("g_playerclip_collisions"))\r
-                       self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
+               if(cvar("g_player_colisions"))\r
+                       self.solid = SOLID_SLIDEBOX;\r
                else\r
-                       self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;\r
+                       self.solid = SOLID_CORPSE;\r
+               self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
+               if(cvar("g_playerclip_collisions"))\r
+                       self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
+               if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
+                       self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
                self.frags = FRAGS_PLAYER;\r
                if(independent_players)\r
                        MAKE_INDEPENDENT_PLAYER(self);\r
@@ -869,13 +887,15 @@ void PutClientInServer (void)
                self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
                self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
                self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
-               self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
+               self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
+               self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
                //extend the pause of rotting if client was reset at the beginning of the countdown\r
                if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
                        self.spawnshieldtime += game_starttime - time;\r
                        self.pauserotarmor_finished += game_starttime - time;\r
                        self.pauserothealth_finished += game_starttime - time;\r
-                       self.pauseregen_finished += game_starttime - time;\r
+                       self.pauseregenhealth_finished += game_starttime - time;\r
+                       self.pauseregenarmor_finished += game_starttime - time;\r
                }\r
                self.damageforcescale = 2;\r
                self.death_time = 0;\r
@@ -926,7 +946,7 @@ void PutClientInServer (void)
                // don't reset back to last position, even if new position is stuck in solid\r
                self.oldorigin = self.origin;\r
                self.prevorigin = self.origin;\r
-               self.lastrocket = world; // stop rocket guiding, no revenge from the grave!\r
+               self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
 \r
                if(g_arena)\r
                {\r
@@ -983,8 +1003,16 @@ void PutClientInServer (void)
 \r
                // reset fields the weapons may use\r
         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
+               {\r
             weapon_action(j, WR_RESETPLAYER);\r
 \r
+                       // all weapons must be fully loaded when we spawn\r
+                       entity e;\r
+                       e = get_weaponinfo(j);\r
+                       if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
+                               self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+               }\r
+\r
                oldself = self;\r
                self = spot;\r
                        activator = oldself;\r
@@ -1015,7 +1043,14 @@ float ClientInit_SendEntity(entity to, float sf)
        WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
 \r
        WriteCoord(MSG_ENTITY, cvar("g_vore"));\r
-       WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit"));\r
+       WriteCoord(MSG_ENTITY, g_balance_vore_swallow_limit);\r
+\r
+       // tell the client if this server uses armor\r
+       float armor_enabled;\r
+       if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) || (inWarmupStage && cvar("g_warmup_start_armor")) || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
+               armor_enabled = TRUE;\r
+       WriteByte(MSG_ENTITY, armor_enabled);\r
+\r
        return TRUE;\r
 }\r
 \r
@@ -1594,7 +1629,7 @@ void ChatBubbleThink()
                remove(self);\r
                return;\r
        }\r
-       if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && self.owner.predator.classname != "player")\r
+       if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
 #ifdef TETRIS\r
                || self.owner.tetris_on\r
 #endif\r
@@ -1637,7 +1672,7 @@ void TeamBubbleThink()
                return;\r
        }\r
 //     setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');  // bandwidth hog. setattachment does this now\r
-       if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.predator.classname == "player")\r
+       if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.stat_eaten)\r
                self.model = "";\r
        else\r
        {\r
@@ -1693,10 +1728,31 @@ void UpdateTeamBubble()
        else self.colormod = '1 1 1';\r
 };*/\r
 \r
+.float oldcolormap;\r
 void respawn(void)\r
 {\r
+       if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
+       {\r
+               self.solid = SOLID_NOT;\r
+               self.takedamage = DAMAGE_NO;\r
+               self.movetype = MOVETYPE_FLY;\r
+               self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
+               self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
+               self.effects |= EF_ADDITIVE;\r
+               self.oldcolormap = self.colormap;\r
+               self.colormap = 512;\r
+               pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
+               if(cvar("g_respawn_ghosts_maxtime"))\r
+                       SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
+       }\r
+\r
        CopyBody(1);\r
        self.effects |= EF_NODRAW; // prevent another CopyBody\r
+       if(self.oldcolormap)\r
+       {\r
+               self.colormap = self.oldcolormap;\r
+               self.oldcolormap = 0;\r
+       }\r
        PutClientInServer();\r
 }\r
 \r
@@ -1847,7 +1903,8 @@ float CalcRot(float current, float stable, float rotfactor, float rotframetime)
                return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
 }\r
 \r
-float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)\r
+.float regen_soundtime;\r
+float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit, string regensound)\r
 {\r
        if(current > rotstable)\r
        {\r
@@ -1863,6 +1920,18 @@ float CalcRotRegen(float current, float regenstable, float regenfactor, float re
                {\r
                        current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
                        current = min(regenstable, current + regenlinear * regenframetime);\r
+\r
+                       if(regensound != "")\r
+                       if(regenfactor || regenlinear)\r
+                       {\r
+                               if(self.regen_soundtime < time)\r
+                               {\r
+                                       msg_entity = self;\r
+                                       if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
+                                               soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
+                               }\r
+                               self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
+                       }\r
                }\r
        }\r
 \r
@@ -1902,8 +1971,8 @@ void player_regen (void)
 \r
        if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
        {\r
-               self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);\r
-               self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);\r
+               self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav");\r
+               self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav");\r
 \r
                // if player rotted to death...  die!\r
                if(self.health < 1)\r
@@ -1911,7 +1980,7 @@ void player_regen (void)
        }\r
 \r
        if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
-               self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);\r
+               self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf, "");\r
 }\r
 \r
 float zoomstate_set;\r
@@ -1999,10 +2068,13 @@ void SpectateCopy(entity spectatee) {
        self.armortype = spectatee.armortype;\r
        self.armorvalue = spectatee.armorvalue;\r
        self.ammo_fuel = spectatee.ammo_fuel;\r
+       self.clip_load = spectatee.clip_load;\r
+       self.clip_size = spectatee.clip_size;\r
        self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
        self.health = spectatee.health;\r
        self.impulse = 0;\r
        self.items = spectatee.items;\r
+       self.last_pickup = spectatee.last_pickup;\r
        self.strength_finished = spectatee.strength_finished;\r
        self.invincible_finished = spectatee.invincible_finished;\r
        self.pressedkeys = spectatee.pressedkeys;\r
@@ -2017,12 +2089,18 @@ void SpectateCopy(entity spectatee) {
        self.dmg_save = spectatee.dmg_save;\r
        self.dmg_inflictor = spectatee.dmg_inflictor;\r
        self.angles = spectatee.v_angle;\r
+       self.scale = spectatee.scale;\r
        self.fixangle = TRUE;\r
        self.stomach_load = spectatee.stomach_load;\r
        self.stat_eaten = spectatee.stat_eaten;\r
        self.stat_stomachload = spectatee.stat_stomachload;\r
        self.stat_digesting = spectatee.stat_digesting;\r
        self.stat_canleave = spectatee.stat_canleave;\r
+       self.stat_canswallow = spectatee.stat_canswallow;\r
+       self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
+       self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
+       self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
+       self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
        setorigin(self, spectatee.origin);\r
        setsize(self, spectatee.mins, spectatee.maxs);\r
        SetZoomState(spectatee.zoomstate);\r
@@ -2214,6 +2292,39 @@ float vercmp(string v1, string v2)
        return vercmp_recursive(v1, v2);\r
 }\r
 \r
+void SetPlayerSize()\r
+{\r
+       if(cvar("g_healthsize"))\r
+       {\r
+               // change player scale based on the amount of health we have\r
+\r
+               self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+\r
+               // The following code sets the bounding box to match the player's size.\r
+               // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+               // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+               // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+               if(self.crouch)\r
+               {\r
+                       //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+                       if(!self.stat_eaten)\r
+                               self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+               }\r
+               else\r
+               {\r
+                       //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+                       if(!self.stat_eaten)\r
+                               self.view_ofs = PL_VIEW_OFS * self.scale;\r
+               }\r
+       }\r
+\r
+       if(self.stat_eaten && cvar("g_vore_neighborprey_distance"))\r
+       {\r
+               // resize prey if neighborprey is enabled\r
+               self.scale *= cvar("g_vore_neighborprey_scale");\r
+       }\r
+}\r
+\r
 void ObserverThink()\r
 {\r
        if (self.flags & FL_JUMPRELEASED) {\r
@@ -2402,6 +2513,29 @@ void PlayerPreThink (void)
 \r
                if(frametime)\r
                {\r
+\r
+                       if(self.health <= 0 && cvar("g_deathglow"))\r
+                       {\r
+                               if(self.glowmod_x > 0)\r
+                                       self.glowmod_x -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_x = -1;\r
+                               if(self.glowmod_y > 0)\r
+                                       self.glowmod_y -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_y = -1;\r
+                               if(self.glowmod_z > 0)\r
+                                       self.glowmod_z -= cvar("g_deathglow") * frametime;\r
+                               else\r
+                                       self.glowmod_z = -1;\r
+                       }\r
+                       else\r
+                       {\r
+                               // set weapon and player glowmod\r
+                               self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+                               self.weaponentity_glowmod = self.glowmod;\r
+                       }\r
+\r
                        player_powerups();\r
                }\r
 \r
@@ -2536,6 +2670,8 @@ void PlayerPreThink (void)
                        }\r
                }\r
 \r
+               SetPlayerSize();\r
+\r
                FixPlayermodel();\r
 \r
                GrabberFrame();\r
@@ -2611,11 +2747,31 @@ void PlayerPreThink (void)
        if(self.taunt_soundtime)\r
        if(time > self.taunt_soundtime)\r
        {\r
+               switch(self.taunt_soundtype)\r
+               {\r
+                       case TAUNTTYPE_DEATH:\r
+                               PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+                               break;\r
+                       case TAUNTTYPE_VOREPRED:\r
+                               PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+                               break;\r
+                       case TAUNTTYPE_VOREPREY:\r
+                               PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+                               break;\r
+                       default:\r
+                               dprint("Incorrect autotaunt type\n");\r
+                               break;\r
+               }\r
+\r
                self.taunt_soundtime = 0;\r
-               PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+               self.taunt_soundtype = 0;\r
        }\r
 \r
        target_voicescript_next(self);\r
+\r
+       // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
+       if(!self.weapon)\r
+               self.clip_load = self.clip_size = 0;\r
 }\r
 \r
 float isInvisibleString(string s)\r
@@ -2628,9 +2784,16 @@ float isInvisibleString(string s)
                switch(c)\r
                {\r
                        case 0:\r
-                       case 32:\r
-                       case 160:\r
+                       case 32: // space\r
                                break;\r
+                       case 192: // charmap space\r
+                               if (!cvar("utf8_enable"))\r
+                                       break;\r
+                               return FALSE;\r
+                       case 160: // space in unicode fonts\r
+                       case 0xE000 + 192: // utf8 charmap space\r
+                               if (cvar("utf8_enable"))\r
+                                       break;\r
                        default:\r
                                return FALSE;\r
                }\r