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