Fix csqcmodel display for cloned/dead players. Also clone aiming direction :)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
151         self.enemy = oldself;
152         self.lip = oldself.lip;
153         self.colormap = oldself.colormap;
154         self.iscreature = oldself.iscreature;
155         self.teleportable = oldself.teleportable;
156         self.damagedbycontents = oldself.damagedbycontents;
157         self.angles = oldself.angles;
158         self.v_angle = oldself.v_angle;
159         self.avelocity = oldself.avelocity;
160         self.classname = "body";
161         self.damageforcescale = oldself.damageforcescale;
162         self.effects = oldself.effects;
163         self.glowmod = oldself.glowmod;
164         self.event_damage = oldself.event_damage;
165         self.anim_state = oldself.anim_state;
166         self.anim_time = oldself.anim_time;
167         self.anim_lower_action = oldself.anim_lower_action;
168         self.anim_lower_time = oldself.anim_lower_time;
169         self.anim_upper_action = oldself.anim_upper_action;
170         self.anim_upper_time = oldself.anim_upper_time;
171         self.anim_implicit_state = oldself.anim_implicit_state;
172         self.anim_implicit_time = oldself.anim_implicit_time;
173         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
174         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
175         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
176         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
177         self.dphitcontentsmask = oldself.dphitcontentsmask;
178         self.death_time = oldself.death_time;
179         self.pain_finished = oldself.pain_finished;
180         self.health = oldself.health;
181         self.armorvalue = oldself.armorvalue;
182         self.armortype = oldself.armortype;
183         self.model = oldself.model;
184         self.modelindex = oldself.modelindex;
185         self.skin = oldself.skin;
186         self.species = oldself.species;
187         self.movetype = oldself.movetype;
188         self.solid = oldself.solid;
189         self.ballistics_density = oldself.ballistics_density;
190         self.takedamage = oldself.takedamage;
191         self.customizeentityforclient = oldself.customizeentityforclient;
192         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
193         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
194         if (keepvelocity == 1)
195                 self.velocity = oldself.velocity;
196         self.oldvelocity = self.velocity;
197         self.alpha = oldself.alpha;
198         self.fade_time = oldself.fade_time;
199         self.fade_rate = oldself.fade_rate;
200         //self.weapon = oldself.weapon;
201         setorigin(self, oldself.origin);
202         setsize(self, oldself.mins, oldself.maxs);
203         self.prevorigin = oldself.origin;
204         self.reset = SUB_Remove;
205
206         Drag_MoveDrag(oldself, self);
207
208         if(self.colormap <= maxclients && self.colormap > 0)
209                 self.colormap = 1024 + oldself.clientcolors;
210
211         CSQCMODEL_AUTOINIT();
212         self.CopyBody_nextthink = oldself.nextthink;
213         self.CopyBody_think = oldself.think;
214         self.nextthink = time;
215         self.think = CopyBody_Think;
216         // "bake" the current animation frame for clones (they don't get clientside animation)
217         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
218
219         self = oldself;
220 }
221
222 float player_getspecies()
223 {
224         float s;
225         get_model_parameters(self.model, self.skin);
226         s = get_model_parameters_species;
227         get_model_parameters(string_null, 0);
228         if(s < 0)
229                 return SPECIES_HUMAN;
230         return s;
231 }
232
233 void player_setupanimsformodel()
234 {
235         // load animation info
236         animdecide_init(self);
237         animdecide_setstate(self, 0, FALSE);
238 }
239
240 void player_anim (void)
241 {
242         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
243         if(self.deadflag && !deadbits)
244                 if(random() < 0.5)
245                         deadbits = ANIMSTATE_DEAD1;
246                 else
247                         deadbits = ANIMSTATE_DEAD2;
248         float animbits = deadbits;
249         if(self.freezetag_frozen)
250                 animbits |= ANIMSTATE_FROZEN;
251         if(self.crouch)
252                 animbits |= ANIMSTATE_DUCK;
253         animdecide_setstate(self, animbits, FALSE);
254         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
255
256         if (self.weaponentity)
257         {
258                 updateanim(self.weaponentity);
259                 if (!self.weaponentity.animstate_override)
260                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
261         }
262 }
263
264 void SpawnThrownWeapon (vector org, float w)
265 {
266         if(self.weapons & WepSet_FromWeapon(self.weapon))
267                 if(W_IsWeaponThrowable(self.weapon))
268                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
269 }
270
271 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
272 {
273         float take, save;
274         vector v;
275         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
276
277         // damage resistance (ignore most of the damage from a bullet or similar)
278         damage = max(damage - 5, 1);
279
280         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
281         take = v_x;
282         save = v_y;
283
284         if(sound_allowed(MSG_BROADCAST, attacker))
285         {
286                 if (save > 10)
287                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
288                 else if (take > 30)
289                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
290                 else if (take > 10)
291                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
292         }
293
294         if (take > 50)
295                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
296         if (take > 100)
297                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
298
299         if (!(self.flags & FL_GODMODE))
300         {
301                 self.armorvalue = self.armorvalue - save;
302                 self.health = self.health - take;
303                 // pause regeneration for 5 seconds
304                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
305         }
306         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
307         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
308         self.dmg_inflictor = inflictor;
309
310         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
311         {
312                 // don't use any animations as a gib
313                 self.frame = 0;
314                 // view just above the floor
315                 self.view_ofs = '0 0 4';
316
317                 Violence_GibSplash(self, 1, 1, attacker);
318                 self.alpha = -1;
319                 self.solid = SOLID_NOT; // restore later
320                 self.takedamage = DAMAGE_NO; // restore later
321                 self.damagedbycontents = FALSE;
322         }
323 }
324
325 void ClientKill_Now_TeamChange();
326
327 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
328 {
329         float take, save, waves, sdelay, dh, da, j;
330         vector v;
331         float valid_damage_for_weaponstats;
332         float excess;
333
334         dh = max(self.health, 0);
335         da = max(self.armorvalue, 0);
336
337         if(!DEATH_ISSPECIAL(deathtype))
338         {
339                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
340                 if(self != attacker)
341                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
342         }
343
344         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
345         {
346                 // tuba causes blood to come out of the ears
347                 vector ear1, ear2;
348                 vector d;
349                 float f;
350                 ear1 = self.origin;
351                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
352                 ear2 = ear1;
353                 makevectors(self.angles);
354                 ear1 += v_right * -10;
355                 ear2 += v_right * +10;
356                 d = inflictor.origin - self.origin;
357                 if (d)
358                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
359                 else
360                         f = 0;  // Assum ecenter.
361                 force = v_right * vlen(force);
362                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
363                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
364                 if(f > 0)
365                 {
366                         hitloc = ear1;
367                         force = force * -1;
368                 }
369                 else
370                 {
371                         hitloc = ear2;
372                         // force is already good
373                 }
374         }
375         else
376                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
377
378
379         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
380         take = v_x;
381         save = v_y;
382
383         if(attacker == self)
384         {
385                 // don't reset pushltime for self damage as it may be an attempt to
386                 // escape a lava pit or similar
387                 //self.pushltime = 0;
388                 self.istypefrag = 0;
389         }
390         else if(IS_PLAYER(attacker))
391         {
392                 self.pusher = attacker;
393                 self.pushltime = time + autocvar_g_maxpushtime;
394                 self.istypefrag = self.BUTTON_CHAT;
395         }
396         else if(time < self.pushltime)
397         {
398                 attacker = self.pusher;
399                 self.pushltime = max(self.pushltime, time + 0.6);
400         }
401         else
402         {
403                 self.pushltime = 0;
404                 self.istypefrag = 0;
405         }
406
407         frag_inflictor = inflictor;
408         frag_attacker = attacker;
409         frag_target = self;
410         frag_damage = damage;
411         damage_take = take;
412         damage_save = save;
413         damage_force = force;
414         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
415         take = bound(0, damage_take, self.health);
416         save = bound(0, damage_save, self.armorvalue);
417         excess = max(0, damage - take - save);
418
419         if(sound_allowed(MSG_BROADCAST, attacker))
420         {
421                 if (save > 10)
422                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
423                 else if (take > 30)
424                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
425                 else if (take > 10)
426                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
427         }
428
429         if (take > 50)
430                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
431         if (take > 100)
432                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
433
434         if (time >= self.spawnshieldtime)
435         {
436                 if (!(self.flags & FL_GODMODE))
437                 {
438                         self.armorvalue = self.armorvalue - save;
439                         self.health = self.health - take;
440                         // pause regeneration for 5 seconds
441                         if(take)
442                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
443
444                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
445                         {
446                                 self.pain_finished = time + 0.5;        //Supajoe
447
448                                 if(autocvar_sv_gentle < 1) {
449                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
450                                         {
451                                                 if (!self.animstate_override)
452                                                 {
453                                                         if (random() > 0.5)
454                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
455                                                         else
456                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
457                                                 }
458                                         }
459
460                                         if(sound_allowed(MSG_BROADCAST, attacker))
461                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
462                                         if(self.health > 1)
463                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
464                                         {
465                                                 if(deathtype == DEATH_FALL)
466                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
467                                                 else if(self.health > 75) // TODO make a "gentle" version?
468                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
469                                                 else if(self.health > 50)
470                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
471                                                 else if(self.health > 25)
472                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
473                                                 else
474                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
475                                         }
476                                 }
477
478                                 // throw off bot aim temporarily
479                                 float shake;
480                                 shake = damage * 5 / (bound(0,skill,100) + 1);
481                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
482                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
483                         }
484                 }
485                 else
486                         self.max_armorvalue += (save + take);
487         }
488         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
489         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
490         self.dmg_inflictor = inflictor;
491
492         float abot, vbot, awep;
493         abot = (IS_BOT_CLIENT(attacker));
494         vbot = (IS_BOT_CLIENT(self));
495
496         valid_damage_for_weaponstats = 0;
497         awep = 0;
498
499         if(vbot || IS_REAL_CLIENT(self))
500         if(abot || IS_REAL_CLIENT(attacker))
501         if(attacker && self != attacker)
502         if(DIFF_TEAM(self, attacker))
503         {
504                 if(DEATH_ISSPECIAL(deathtype))
505                         awep = attacker.weapon;
506                 else
507                         awep = DEATH_WEAPONOF(deathtype);
508                 valid_damage_for_weaponstats = 1;
509         }
510
511         if(valid_damage_for_weaponstats)
512         {
513                 dh = dh - max(self.health, 0);
514                 da = da - max(self.armorvalue, 0);
515                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
516         }
517
518         if (self.health < 1)
519         {
520                 float defer_ClientKill_Now_TeamChange;
521                 defer_ClientKill_Now_TeamChange = FALSE;
522
523                 if(self.alivetime)
524                 {
525                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
526                         self.alivetime = 0;
527                 }
528
529                 if(valid_damage_for_weaponstats)
530                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
531
532                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
533                 if(sound_allowed(MSG_BROADCAST, attacker))
534                 {
535                         if(deathtype == DEATH_DROWN)
536                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
537                         else
538                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
539                 }
540
541                 // get rid of kill indicator
542                 if(self.killindicator)
543                 {
544                         remove(self.killindicator);
545                         self.killindicator = world;
546                         if(self.killindicator_teamchange)
547                                 defer_ClientKill_Now_TeamChange = TRUE;
548
549                         if(self.classname == "body")
550                         if(deathtype == DEATH_KILL)
551                         {
552                                 // for the lemmings fans, a small harmless explosion
553                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
554                         }
555                 }
556
557                 // print an obituary message
558                 Obituary (attacker, inflictor, self, deathtype);
559                 race_PreDie();
560
561         // increment frag counter for used weapon type
562         float w;
563         w = DEATH_WEAPONOF(deathtype);
564         if(WEP_VALID(w))
565         if(accuracy_isgooddamage(attacker, self))
566         attacker.accuracy.(accuracy_frags[w-1]) += 1;
567
568                 frag_attacker = attacker;
569                 frag_inflictor = inflictor;
570                 frag_target = self;
571                 frag_deathtype = deathtype;
572                 MUTATOR_CALLHOOK(PlayerDies);
573
574                 weapon_action(self.weapon, WR_PLAYERDEATH);
575
576                 RemoveGrapplingHook(self);
577
578                 Portal_ClearAllLater(self);
579
580                 if(IS_REAL_CLIENT(self))
581                 {
582                         self.fixangle = TRUE;
583                         //msg_entity = self;
584                         //WriteByte (MSG_ONE, SVC_SETANGLE);
585                         //WriteAngle (MSG_ONE, self.v_angle_x);
586                         //WriteAngle (MSG_ONE, self.v_angle_y);
587                         //WriteAngle (MSG_ONE, 80);
588                 }
589
590                 if(defer_ClientKill_Now_TeamChange)
591                         ClientKill_Now_TeamChange(); // can turn player into spectator
592
593                 // player could have been miraculously resuscitated ;)
594                 // e.g. players in freezetag get frozen, they don't really die
595                 if(self.health >= 1 || !IS_PLAYER(self))
596                         return;
597
598                 // when we get here, player actually dies
599
600                 // clear waypoints
601                 WaypointSprite_PlayerDead();
602                 // throw a weapon
603                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
604
605                 // become fully visible
606                 self.alpha = default_player_alpha;
607                 // make the corpse upright (not tilted)
608                 self.angles_x = 0;
609                 self.angles_z = 0;
610                 // don't spin
611                 self.avelocity = '0 0 0';
612                 // view from the floor
613                 self.view_ofs = '0 0 -8';
614                 // toss the corpse
615                 self.movetype = MOVETYPE_TOSS;
616                 // shootable corpse
617                 self.solid = SOLID_CORPSE;
618                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
619                 // don't stick to the floor
620                 self.flags &= ~FL_ONGROUND;
621                 // dying animation
622                 self.deadflag = DEAD_DYING;
623                 // when to allow respawn
624                 sdelay = 0;
625                 waves = 0;
626                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
627                 if(!sdelay)
628                 {
629                         if(g_cts)
630                                 sdelay = 0; // no respawn delay in CTS
631                         else
632                                 sdelay = autocvar_g_respawn_delay;
633                 }
634                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
635                 if(!waves)
636                         waves = autocvar_g_respawn_waves;
637                 if(waves)
638                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
639                 else
640                         self.respawn_time = time + sdelay;
641                 if(autocvar_g_respawn_delay_max > sdelay)
642                         self.respawn_time_max = time + autocvar_g_respawn_delay_max;
643                 else
644                         self.respawn_time_max = self.respawn_time;
645                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
646                         self.respawn_countdown = 10; // first number to count down from is 10
647                 else
648                         self.respawn_countdown = -1; // do not count down
649
650                 if(g_cts || autocvar_g_forced_respawn)
651                         self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
652
653                 self.death_time = time;
654                 if (random() < 0.5)
655                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
656                 else
657                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
658                 if (self.maxs_z > 5)
659                 {
660                         self.maxs_z = 5;
661                         setsize(self, self.mins, self.maxs);
662                 }
663                 // set damage function to corpse damage
664                 self.event_damage = PlayerCorpseDamage;
665                 // call the corpse damage function just in case it wants to gib
666                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
667                 // set up to fade out later
668                 SUB_SetFade (self, time + 6 + random (), 1);
669
670                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
671                         // remove corpse
672                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
673                 }
674
675                 // reset fields the weapons may use just in case
676                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
677                 {
678                         weapon_action(j, WR_RESETPLAYER);
679                         ATTACK_FINISHED_FOR(self, j) = 0;
680                 }
681         }
682 }
683
684 .float muted; // to be used by prvm_edictset server playernumber muted 1
685 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
686 // message "": do not say, just test flood control
687 // return value:
688 //   1 = accept
689 //   0 = reject
690 //  -1 = fake accept
691 {
692         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
693         float flood;
694         var .float flood_field;
695         entity head;
696         float ret;
697         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
698
699         if(!teamsay && !privatesay)
700                 if(substring(msgin, 0, 1) == " ")
701                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
702
703         msgin = formatmessage(msgin);
704
705         if (!IS_PLAYER(source))
706                 colorstr = "^0"; // black for spectators
707         else if(teamplay)
708                 colorstr = Team_ColorCode(source.team);
709         else
710         {
711                 colorstr = "";
712                 teamsay = FALSE;
713         }
714
715         if(intermission_running)
716                 teamsay = FALSE;
717
718         if(msgin != "")
719                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
720
721         /*
722          * using bprint solves this... me stupid
723         // how can we prevent the message from appearing in a listen server?
724         // for now, just give "say" back and only handle say_team
725         if(!teamsay)
726         {
727                 clientcommand(self, strcat("say ", msgin));
728                 return;
729         }
730         */
731
732         if(autocvar_g_chat_teamcolors)
733                 namestr = playername(source);
734         else
735                 namestr = source.netname;
736
737         if(msgin != "")
738         {
739                 if(privatesay)
740                 {
741                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
742                         privatemsgprefixlen = strlen(msgstr);
743                         msgstr = strcat(msgstr, msgin);
744                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
745                         if(autocvar_g_chat_teamcolors)
746                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
747                         else
748                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
749                 }
750                 else if(teamsay)
751                 {
752                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
753                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
754                 }
755                 else
756                 {
757                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
758                         cmsgstr = "";
759                 }
760                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
761         }
762         else
763         {
764                 msgstr = cmsgstr = "";
765         }
766
767         fullmsgstr = msgstr;
768         fullcmsgstr = cmsgstr;
769
770         // FLOOD CONTROL
771         flood = 0;
772         flood_field = floodcontrol_chat;
773         if(floodcontrol)
774         {
775                 float flood_spl;
776                 float flood_burst;
777                 float flood_lmax;
778                 float lines;
779                 if(privatesay)
780                 {
781                         flood_spl = autocvar_g_chat_flood_spl_tell;
782                         flood_burst = autocvar_g_chat_flood_burst_tell;
783                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
784                         flood_field = floodcontrol_chattell;
785                 }
786                 else if(teamsay)
787                 {
788                         flood_spl = autocvar_g_chat_flood_spl_team;
789                         flood_burst = autocvar_g_chat_flood_burst_team;
790                         flood_lmax = autocvar_g_chat_flood_lmax_team;
791                         flood_field = floodcontrol_chatteam;
792                 }
793                 else
794                 {
795                         flood_spl = autocvar_g_chat_flood_spl;
796                         flood_burst = autocvar_g_chat_flood_burst;
797                         flood_lmax = autocvar_g_chat_flood_lmax;
798                         flood_field = floodcontrol_chat;
799                 }
800                 flood_burst = max(0, flood_burst - 1);
801                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
802
803                 // do flood control for the default line size
804                 if(msgstr != "")
805                 {
806                         getWrappedLine_remaining = msgstr;
807                         msgstr = "";
808                         lines = 0;
809                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
810                         {
811                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
812                                 ++lines;
813                         }
814                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
815
816                         if(getWrappedLine_remaining != "")
817                         {
818                                 msgstr = strcat(msgstr, "\n");
819                                 flood = 2;
820                         }
821
822                         if(time >= source.flood_field)
823                         {
824                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
825                         }
826                         else
827                         {
828                                 flood = 1;
829                                 msgstr = fullmsgstr;
830                         }
831                 }
832                 else
833                 {
834                         if(time >= source.flood_field)
835                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
836                         else
837                                 flood = 1;
838                 }
839
840                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
841                         source.flood_field = flood = 0;
842         }
843
844         if(flood == 2) // cannot happen for empty msgstr
845         {
846                 if(autocvar_g_chat_flood_notify_flooder)
847                 {
848                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
849                         sourcecmsgstr = "";
850                 }
851                 else
852                 {
853                         sourcemsgstr = fullmsgstr;
854                         sourcecmsgstr = fullcmsgstr;
855                 }
856                 cmsgstr = "";
857         }
858         else
859         {
860                 sourcemsgstr = msgstr;
861                 sourcecmsgstr = cmsgstr;
862         }
863
864         if(!privatesay)
865         if (!IS_PLAYER(source))
866         {
867                 if (!intermission_running)
868                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
869                                 teamsay = -1; // spectators
870         }
871
872         if(flood)
873                 print("NOTE: ", playername(source), "^7 is flooding.\n");
874
875         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
876         if(privatesay)
877                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
878
879         if(source.muted)
880         {
881                 // always fake the message
882                 ret = -1;
883         }
884         else if(flood == 1)
885         {
886                 if(autocvar_g_chat_flood_notify_flooder)
887                 {
888                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
889                         ret = 0;
890                 }
891                 else
892                         ret = -1;
893         }
894         else
895         {
896                 ret = 1;
897         }
898
899         if(sourcemsgstr != "" && ret != 0)
900         {
901                 if(ret < 0) // faked message, because the player is muted
902                 {
903                         sprint(source, sourcemsgstr);
904                         if(sourcecmsgstr != "" && !privatesay)
905                                 centerprint(source, sourcecmsgstr);
906                 }
907                 else if(privatesay) // private message, between 2 people only
908                 {
909                         sprint(source, sourcemsgstr);
910                         sprint(privatesay, msgstr);
911                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
912                         if(cmsgstr != "")
913                                 centerprint(privatesay, cmsgstr);
914                 }
915                 else if(teamsay > 0) // team message, only sent to team mates
916                 {
917                         sprint(source, sourcemsgstr);
918                         dedicated_print(msgstr); // send to server console too
919                         if(sourcecmsgstr != "")
920                                 centerprint(source, sourcecmsgstr);
921                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
922                                 if(head != source)
923                                 {
924                                         sprint(head, msgstr);
925                                         if(cmsgstr != "")
926                                                 centerprint(head, cmsgstr);
927                                 }
928                 }
929                 else if(teamsay < 0) // spectator message, only sent to spectators
930                 {
931                         sprint(source, sourcemsgstr);
932                         dedicated_print(msgstr); // send to server console too
933                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
934                                 if(head != source)
935                                         sprint(head, msgstr);
936                 }
937                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
938                 {
939                         sprint(source, sourcemsgstr);
940                         dedicated_print(msgstr); // send to server console too
941                         FOR_EACH_REALCLIENT(head)
942                                 if(head != source)
943                                         sprint(head, msgstr);
944                 }
945                 else
946                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
947         }
948
949         return ret;
950 }
951
952 float GetVoiceMessageVoiceType(string type)
953 {
954         if(type == "taunt")
955                 return VOICETYPE_TAUNT;
956         if(type == "teamshoot")
957                 return VOICETYPE_LASTATTACKER;
958         return VOICETYPE_TEAMRADIO;
959 }
960
961 string allvoicesamples;
962 .string GetVoiceMessageSampleField(string type)
963 {
964         GetPlayerSoundSampleField_notFound = 0;
965         switch(type)
966         {
967 #define _VOICEMSG(m) case #m: return playersound_##m;
968                 ALLVOICEMSGS
969 #undef _VOICEMSG
970         }
971         GetPlayerSoundSampleField_notFound = 1;
972         return playersound_taunt;
973 }
974
975 .string GetPlayerSoundSampleField(string type)
976 {
977         GetPlayerSoundSampleField_notFound = 0;
978         switch(type)
979         {
980 #define _VOICEMSG(m) case #m: return playersound_##m;
981                 ALLPLAYERSOUNDS
982 #undef _VOICEMSG
983         }
984         GetPlayerSoundSampleField_notFound = 1;
985         return playersound_taunt;
986 }
987
988 void PrecacheGlobalSound(string samplestring)
989 {
990         float n, i;
991         tokenize_console(samplestring);
992         n = stof(argv(1));
993         if(n > 0)
994         {
995                 for(i = 1; i <= n; ++i)
996                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
997         }
998         else
999         {
1000                 precache_sound(strcat(argv(0), ".wav"));
1001         }
1002 }
1003
1004 void PrecachePlayerSounds(string f)
1005 {
1006         float fh;
1007         string s;
1008         fh = fopen(f, FILE_READ);
1009         if(fh < 0)
1010                 return;
1011         while((s = fgets(fh)))
1012         {
1013                 if(tokenize_console(s) != 3)
1014                 {
1015                         dprint("Invalid sound info line: ", s, "\n");
1016                         continue;
1017                 }
1018                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1019         }
1020         fclose(fh);
1021
1022         if (!allvoicesamples)
1023         {
1024 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1025                 ALLVOICEMSGS
1026 #undef _VOICEMSG
1027                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1028         }
1029 }
1030
1031 void ClearPlayerSounds()
1032 {
1033 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1034         ALLPLAYERSOUNDS
1035         ALLVOICEMSGS
1036 #undef _VOICEMSG
1037 }
1038
1039 float LoadPlayerSounds(string f, float first)
1040 {
1041         float fh;
1042         string s;
1043         var .string field;
1044         fh = fopen(f, FILE_READ);
1045         if(fh < 0)
1046         {
1047                 dprint("Player sound file not found: ", f, "\n");
1048                 return 0;
1049         }
1050         while((s = fgets(fh)))
1051         {
1052                 if(tokenize_console(s) != 3)
1053                         continue;
1054                 field = GetPlayerSoundSampleField(argv(0));
1055                 if(GetPlayerSoundSampleField_notFound)
1056                         field = GetVoiceMessageSampleField(argv(0));
1057                 if(GetPlayerSoundSampleField_notFound)
1058                         continue;
1059                 if(self.field)
1060                         strunzone(self.field);
1061                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1062         }
1063         fclose(fh);
1064         return 1;
1065 }
1066
1067 .float modelindex_for_playersound;
1068 .float skin_for_playersound;
1069 void UpdatePlayerSounds()
1070 {
1071         if(self.modelindex == self.modelindex_for_playersound)
1072         if(self.skin == self.skin_for_playersound)
1073                 return;
1074         self.modelindex_for_playersound = self.modelindex;
1075         self.skin_for_playersound = self.skin;
1076         ClearPlayerSounds();
1077         LoadPlayerSounds("sound/player/default.sounds", 1);
1078         if(!autocvar_g_debug_defaultsounds)
1079                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1080                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1081 }
1082
1083 void FakeGlobalSound(string sample, float chan, float voicetype)
1084 {
1085         float n;
1086         float tauntrand;
1087
1088         if(sample == "")
1089                 return;
1090
1091         tokenize_console(sample);
1092         n = stof(argv(1));
1093         if(n > 0)
1094                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1095         else
1096                 sample = strcat(argv(0), ".wav"); // randomization
1097
1098         switch(voicetype)
1099         {
1100                 case VOICETYPE_LASTATTACKER_ONLY:
1101                         break;
1102                 case VOICETYPE_LASTATTACKER:
1103                         if(self.pusher)
1104                         {
1105                                 msg_entity = self;
1106                                 if(IS_REAL_CLIENT(msg_entity))
1107                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1108                         }
1109                         break;
1110                 case VOICETYPE_TEAMRADIO:
1111                         msg_entity = self;
1112                         if(msg_entity.cvar_cl_voice_directional == 1)
1113                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1114                         else
1115                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1116                         break;
1117                 case VOICETYPE_AUTOTAUNT:
1118                         if(!sv_autotaunt)
1119                                 break;
1120                         if(!sv_taunt)
1121                                 break;
1122                         if(autocvar_sv_gentle)
1123                                 break;
1124                         tauntrand = random();
1125                         msg_entity = self;
1126                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1127                         {
1128                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1129                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1130                                 else
1131                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1132                         }
1133                         break;
1134                 case VOICETYPE_TAUNT:
1135                         if(IS_PLAYER(self))
1136                                 if(self.deadflag == DEAD_NO)
1137                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1138                         if(!sv_taunt)
1139                                 break;
1140                         if(autocvar_sv_gentle)
1141                                 break;
1142                         msg_entity = self;
1143                         if (msg_entity.cvar_cl_voice_directional >= 1)
1144                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1145                         else
1146                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1147                         break;
1148                 case VOICETYPE_PLAYERSOUND:
1149                         msg_entity = self;
1150                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1151                         break;
1152                 default:
1153                         backtrace("Invalid voice type!");
1154                         break;
1155         }
1156 }
1157
1158 void GlobalSound(string sample, float chan, float voicetype)
1159 {
1160         float n;
1161         float tauntrand;
1162
1163         if(sample == "")
1164                 return;
1165
1166         tokenize_console(sample);
1167         n = stof(argv(1));
1168         if(n > 0)
1169                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1170         else
1171                 sample = strcat(argv(0), ".wav"); // randomization
1172
1173         switch(voicetype)
1174         {
1175                 case VOICETYPE_LASTATTACKER_ONLY:
1176                         if(self.pusher)
1177                         {
1178                                 msg_entity = self.pusher;
1179                                 if(IS_REAL_CLIENT(msg_entity))
1180                                 {
1181                                         if(msg_entity.cvar_cl_voice_directional == 1)
1182                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1183                                         else
1184                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1185                                 }
1186                         }
1187                         break;
1188                 case VOICETYPE_LASTATTACKER:
1189                         if(self.pusher)
1190                         {
1191                                 msg_entity = self.pusher;
1192                                 if(IS_REAL_CLIENT(msg_entity))
1193                                 {
1194                                         if(msg_entity.cvar_cl_voice_directional == 1)
1195                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1196                                         else
1197                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1198                                 }
1199                                 msg_entity = self;
1200                                 if(IS_REAL_CLIENT(msg_entity))
1201                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1202                         }
1203                         break;
1204                 case VOICETYPE_TEAMRADIO:
1205                         FOR_EACH_REALCLIENT(msg_entity)
1206                                 if(!teamplay || msg_entity.team == self.team)
1207                                 {
1208                                         if(msg_entity.cvar_cl_voice_directional == 1)
1209                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1210                                         else
1211                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1212                                 }
1213                         break;
1214                 case VOICETYPE_AUTOTAUNT:
1215                         if(!sv_autotaunt)
1216                                 break;
1217                         if(!sv_taunt)
1218                                 break;
1219                         if(autocvar_sv_gentle)
1220                                 break;
1221                         tauntrand = random();
1222                         FOR_EACH_REALCLIENT(msg_entity)
1223                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1224                                 {
1225                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1226                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1227                                         else
1228                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1229                                 }
1230                         break;
1231                 case VOICETYPE_TAUNT:
1232                         if(IS_PLAYER(self))
1233                                 if(self.deadflag == DEAD_NO)
1234                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1235                         if(!sv_taunt)
1236                                 break;
1237                         if(autocvar_sv_gentle)
1238                                 break;
1239                         FOR_EACH_REALCLIENT(msg_entity)
1240                         {
1241                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1242                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1243                                 else
1244                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1245                         }
1246                         break;
1247                 case VOICETYPE_PLAYERSOUND:
1248                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1249                         break;
1250                 default:
1251                         backtrace("Invalid voice type!");
1252                         break;
1253         }
1254 }
1255
1256 void PlayerSound(.string samplefield, float chan, float voicetype)
1257 {
1258         GlobalSound(self.samplefield, chan, voicetype);
1259 }
1260
1261 void VoiceMessage(string type, string msg)
1262 {
1263         var .string sample;
1264         float voicetype, ownteam;
1265         float flood;
1266         sample = GetVoiceMessageSampleField(type);
1267
1268         if(GetPlayerSoundSampleField_notFound)
1269         {
1270                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1271                 return;
1272         }
1273
1274         voicetype = GetVoiceMessageVoiceType(type);
1275         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1276
1277         flood = Say(self, ownteam, world, msg, 1);
1278
1279         if (flood > 0)
1280                 GlobalSound(self.sample, CH_VOICE, voicetype);
1281         else if (flood < 0)
1282                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1283 }
1284
1285 void MoveToTeam(entity client, float team_colour, float type)
1286 {
1287         float lockteams_backup;
1288
1289         lockteams_backup = lockteams;  // backup any team lock
1290
1291         lockteams = 0;  // disable locked teams
1292
1293         TeamchangeFrags(client);  // move the players frags
1294         SetPlayerColors(client, team_colour - 1);  // set the players colour
1295         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1296
1297         lockteams = lockteams_backup;  // restore the team lock
1298
1299         LogTeamchange(client.playerid, client.team, type);
1300 }