]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
fix a bunch of clone bugs to get desired behaviour back
[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_init(self);
218         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
219
220         self = oldself;
221 }
222
223 float player_getspecies()
224 {
225         float s;
226         get_model_parameters(self.model, self.skin);
227         s = get_model_parameters_species;
228         get_model_parameters(string_null, 0);
229         if(s < 0)
230                 return SPECIES_HUMAN;
231         return s;
232 }
233
234 void player_setupanimsformodel()
235 {
236         // load animation info
237         animdecide_init(self);
238         animdecide_setstate(self, 0, FALSE);
239 }
240
241 void player_anim (void)
242 {
243         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
244         if(self.deadflag && !deadbits)
245                 if(random() < 0.5)
246                         deadbits = ANIMSTATE_DEAD1;
247                 else
248                         deadbits = ANIMSTATE_DEAD2;
249         float animbits = deadbits;
250         if(self.frozen)
251                 animbits |= ANIMSTATE_FROZEN;
252         if(self.crouch)
253                 animbits |= ANIMSTATE_DUCK;
254         animdecide_setstate(self, animbits, FALSE);
255         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
256
257         if (self.weaponentity)
258         {
259                 updateanim(self.weaponentity);
260                 if (!self.weaponentity.animstate_override)
261                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
262         }
263 }
264
265 void SpawnThrownWeapon (vector org, float w)
266 {
267         if(self.weapons & WepSet_FromWeapon(self.weapon))
268                 if(W_IsWeaponThrowable(self.weapon))
269                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
270 }
271
272 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
273 {
274         float take, save;
275         vector v;
276         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
277
278         // damage resistance (ignore most of the damage from a bullet or similar)
279         damage = max(damage - 5, 1);
280
281         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
282         take = v_x;
283         save = v_y;
284
285         if(sound_allowed(MSG_BROADCAST, attacker))
286         {
287                 if (save > 10)
288                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
289                 else if (take > 30)
290                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
291                 else if (take > 10)
292                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
293         }
294
295         if (take > 50)
296                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
297         if (take > 100)
298                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
299
300         if (!(self.flags & FL_GODMODE))
301         {
302                 self.armorvalue = self.armorvalue - save;
303                 self.health = self.health - take;
304                 // pause regeneration for 5 seconds
305                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
306         }
307         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
308         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
309         self.dmg_inflictor = inflictor;
310
311         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
312         {
313                 // don't use any animations as a gib
314                 self.frame = 0;
315                 // view just above the floor
316                 self.view_ofs = '0 0 4';
317
318                 Violence_GibSplash(self, 1, 1, attacker);
319                 self.alpha = -1;
320                 self.solid = SOLID_NOT; // restore later
321                 self.takedamage = DAMAGE_NO; // restore later
322                 self.damagedbycontents = FALSE;
323         }
324 }
325
326 // g_<gametype>_str:
327 // If 0, default is used.
328 // If <0, 0 is used.
329 // Otherwise, g_str (default value) is used.
330 // For consistency, negative values there are mapped to zero too.
331 #define GAMETYPE_DEFAULTED_SETTING(str) \
332         ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
333          (gametype_setting_tmp < 0) ? 0 : \
334          (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
335          gametype_setting_tmp)
336
337
338 void calculate_player_respawn_time()
339 {
340         float gametype_setting_tmp;
341         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
342         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
343         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
344         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
345         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
346         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
347
348         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
349         entity pl;
350         if (teamplay)
351         {
352                 FOR_EACH_PLAYER(pl)
353                         if (pl != self)
354                                 if (pl.team == self.team)
355                                         ++pcount;
356                 if (sdelay_small_count == 0)
357                         sdelay_small_count = 1;
358                 if (sdelay_large_count == 0)
359                         sdelay_large_count = 1;
360         }
361         else
362         {
363                 FOR_EACH_PLAYER(pl)
364                         if (pl != self)
365                                 ++pcount;
366                 if (sdelay_small_count == 0)
367                 {
368                         if (g_cts)
369                         {
370                                 // Players play independently. No point in requiring enemies.
371                                 sdelay_small_count = 1;
372                         }
373                         else
374                         {
375                                 // Players play AGAINST each other. Enemies required.
376                                 sdelay_small_count = 2;
377                         }
378                 }
379                 if (sdelay_large_count == 0)
380                 {
381                         if (g_cts)
382                         {
383                                 // Players play independently. No point in requiring enemies.
384                                 sdelay_large_count = 1;
385                         }
386                         else
387                         {
388                                 // Players play AGAINST each other. Enemies required.
389                                 sdelay_large_count = 2;
390                         }
391                 }
392         }
393
394         float sdelay;
395
396         if (pcount <= sdelay_small_count)
397                 sdelay = sdelay_small;
398         else if (pcount >= sdelay_large_count)
399                 sdelay = sdelay_large;
400         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
401                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
402
403         if(waves)
404                 self.respawn_time = ceil((time + sdelay) / waves) * waves;
405         else
406                 self.respawn_time = time + sdelay;
407
408         if(sdelay < sdelay_max)
409                 self.respawn_time_max = time + sdelay_max;
410         else
411                 self.respawn_time_max = self.respawn_time;
412
413         if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
414                 self.respawn_countdown = 10; // first number to count down from is 10
415         else
416                 self.respawn_countdown = -1; // do not count down
417
418         if(autocvar_g_forced_respawn)
419                 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
420 }
421
422 void ClientKill_Now_TeamChange();
423
424 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
425 {
426         float take, save, dh, da, j;
427         vector v;
428         float valid_damage_for_weaponstats;
429         float excess;
430
431         dh = max(self.health, 0);
432         da = max(self.armorvalue, 0);
433
434         if(!DEATH_ISSPECIAL(deathtype))
435         {
436                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
437                 if(self != attacker)
438                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
439         }
440
441         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
442         {
443                 // tuba causes blood to come out of the ears
444                 vector ear1, ear2;
445                 vector d;
446                 float f;
447                 ear1 = self.origin;
448                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
449                 ear2 = ear1;
450                 makevectors(self.angles);
451                 ear1 += v_right * -10;
452                 ear2 += v_right * +10;
453                 d = inflictor.origin - self.origin;
454                 if (d)
455                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
456                 else
457                         f = 0;  // Assum ecenter.
458                 force = v_right * vlen(force);
459                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
460                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
461                 if(f > 0)
462                 {
463                         hitloc = ear1;
464                         force = force * -1;
465                 }
466                 else
467                 {
468                         hitloc = ear2;
469                         // force is already good
470                 }
471         }
472         else
473                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
474
475
476         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
477         take = v_x;
478         save = v_y;
479
480         if(attacker == self)
481         {
482                 // don't reset pushltime for self damage as it may be an attempt to
483                 // escape a lava pit or similar
484                 //self.pushltime = 0;
485                 self.istypefrag = 0;
486         }
487         else if(IS_PLAYER(attacker))
488         {
489                 self.pusher = attacker;
490                 self.pushltime = time + autocvar_g_maxpushtime;
491                 self.istypefrag = self.BUTTON_CHAT;
492         }
493         else if(time < self.pushltime)
494         {
495                 attacker = self.pusher;
496                 self.pushltime = max(self.pushltime, time + 0.6);
497         }
498         else
499         {
500                 self.pushltime = 0;
501                 self.istypefrag = 0;
502         }
503
504         frag_inflictor = inflictor;
505         frag_attacker = attacker;
506         frag_target = self;
507         frag_damage = damage;
508         damage_take = take;
509         damage_save = save;
510         damage_force = force;
511         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
512         take = bound(0, damage_take, self.health);
513         save = bound(0, damage_save, self.armorvalue);
514         excess = max(0, damage - take - save);
515
516         if(sound_allowed(MSG_BROADCAST, attacker))
517         {
518                 if (save > 10)
519                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
520                 else if (take > 30)
521                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
522                 else if (take > 10)
523                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
524         }
525
526         if (take > 50)
527                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
528         if (take > 100)
529                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
530
531         if (time >= self.spawnshieldtime)
532         {
533                 if (!(self.flags & FL_GODMODE))
534                 {
535                         self.armorvalue = self.armorvalue - save;
536                         self.health = self.health - take;
537                         // pause regeneration for 5 seconds
538                         if(take)
539                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
540
541                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
542                         {
543                                 self.pain_finished = time + 0.5;        //Supajoe
544
545                                 if(autocvar_sv_gentle < 1) {
546                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
547                                         {
548                                                 if (!self.animstate_override)
549                                                 {
550                                                         if (random() > 0.5)
551                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
552                                                         else
553                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
554                                                 }
555                                         }
556
557                                         if(sound_allowed(MSG_BROADCAST, attacker))
558                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
559                                         if(self.health > 1)
560                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
561                                         {
562                                                 if(deathtype == DEATH_FALL)
563                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
564                                                 else if(self.health > 75) // TODO make a "gentle" version?
565                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
566                                                 else if(self.health > 50)
567                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
568                                                 else if(self.health > 25)
569                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
570                                                 else
571                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
572                                         }
573                                 }
574
575                                 // throw off bot aim temporarily
576                                 float shake;
577                                 shake = damage * 5 / (bound(0,skill,100) + 1);
578                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
579                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
580                         }
581                 }
582                 else
583                         self.max_armorvalue += (save + take);
584         }
585         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
586         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
587         self.dmg_inflictor = inflictor;
588
589         float abot, vbot, awep;
590         abot = (IS_BOT_CLIENT(attacker));
591         vbot = (IS_BOT_CLIENT(self));
592
593         valid_damage_for_weaponstats = 0;
594         awep = 0;
595
596         if(vbot || IS_REAL_CLIENT(self))
597         if(abot || IS_REAL_CLIENT(attacker))
598         if(attacker && self != attacker)
599         if(DIFF_TEAM(self, attacker))
600         {
601                 if(DEATH_ISSPECIAL(deathtype))
602                         awep = attacker.weapon;
603                 else
604                         awep = DEATH_WEAPONOF(deathtype);
605                 valid_damage_for_weaponstats = 1;
606         }
607
608         if(valid_damage_for_weaponstats)
609         {
610                 dh = dh - max(self.health, 0);
611                 da = da - max(self.armorvalue, 0);
612                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
613         }
614
615         if (self.health < 1)
616         {
617                 float defer_ClientKill_Now_TeamChange;
618                 defer_ClientKill_Now_TeamChange = FALSE;
619
620                 if(self.alivetime)
621                 {
622                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
623                         self.alivetime = 0;
624                 }
625
626                 if(valid_damage_for_weaponstats)
627                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
628
629                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
630                 if(sound_allowed(MSG_BROADCAST, attacker))
631                 {
632                         if(deathtype == DEATH_DROWN)
633                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
634                         else
635                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
636                 }
637
638                 // get rid of kill indicator
639                 if(self.killindicator)
640                 {
641                         remove(self.killindicator);
642                         self.killindicator = world;
643                         if(self.killindicator_teamchange)
644                                 defer_ClientKill_Now_TeamChange = TRUE;
645
646                         if(self.classname == "body")
647                         if(deathtype == DEATH_KILL)
648                         {
649                                 // for the lemmings fans, a small harmless explosion
650                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
651                         }
652                 }
653
654                 // print an obituary message
655                 if(self.classname != "body")
656                         Obituary (attacker, inflictor, self, deathtype);
657
658         // increment frag counter for used weapon type
659         float w;
660         w = DEATH_WEAPONOF(deathtype);
661         if(WEP_VALID(w))
662         if(accuracy_isgooddamage(attacker, self))
663         attacker.accuracy.(accuracy_frags[w-1]) += 1;
664
665                 frag_attacker = attacker;
666                 frag_inflictor = inflictor;
667                 frag_target = self;
668                 frag_deathtype = deathtype;
669                 MUTATOR_CALLHOOK(PlayerDies);
670
671                 weapon_action(self.weapon, WR_PLAYERDEATH);
672
673                 RemoveGrapplingHook(self);
674
675                 Portal_ClearAllLater(self);
676
677                 self.fixangle = TRUE;
678
679                 if(defer_ClientKill_Now_TeamChange)
680                         ClientKill_Now_TeamChange(); // can turn player into spectator
681
682                 // player could have been miraculously resuscitated ;)
683                 // e.g. players in freezetag get frozen, they don't really die
684                 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
685                         return;
686
687                 // when we get here, player actually dies
688
689                 Unfreeze(self); // remove any icy remains
690                 self.health = 0; // Unfreeze resets health, so we need to set it back
691
692                 // clear waypoints
693                 WaypointSprite_PlayerDead();
694                 // throw a weapon
695                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
696
697                 // become fully visible
698                 self.alpha = default_player_alpha;
699                 // make the corpse upright (not tilted)
700                 self.angles_x = 0;
701                 self.angles_z = 0;
702                 // don't spin
703                 self.avelocity = '0 0 0';
704                 // view from the floor
705                 self.view_ofs = '0 0 -8';
706                 // toss the corpse
707                 self.movetype = MOVETYPE_TOSS;
708                 // shootable corpse
709                 self.solid = SOLID_CORPSE;
710                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
711                 // don't stick to the floor
712                 self.flags &= ~FL_ONGROUND;
713                 // dying animation
714                 self.deadflag = DEAD_DYING;
715                 // when to allow respawn
716                 calculate_player_respawn_time();
717
718                 self.death_time = time;
719                 if (random() < 0.5)
720                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
721                 else
722                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
723                 if (self.maxs_z > 5)
724                 {
725                         self.maxs_z = 5;
726                         setsize(self, self.mins, self.maxs);
727                 }
728                 // set damage function to corpse damage
729                 self.event_damage = PlayerCorpseDamage;
730                 // call the corpse damage function just in case it wants to gib
731                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
732                 // set up to fade out later
733                 SUB_SetFade (self, time + 6 + random (), 1);
734
735                 // reset body think wrapper broken by SUB_SetFade
736                 if(self.classname == "body" && self.think != CopyBody_Think) {
737                         self.CopyBody_think = self.think;
738                         self.CopyBody_nextthink = self.nextthink;
739                         self.think = CopyBody_Think;
740                         self.nextthink = time;
741                 }
742
743                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
744                         // remove corpse
745                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
746                 }
747
748                 // reset fields the weapons may use just in case
749                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
750                 {
751                         weapon_action(j, WR_RESETPLAYER);
752                         ATTACK_FINISHED_FOR(self, j) = 0;
753                 }
754         }
755 }
756
757 .float muted; // to be used by prvm_edictset server playernumber muted 1
758 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
759 // message "": do not say, just test flood control
760 // return value:
761 //   1 = accept
762 //   0 = reject
763 //  -1 = fake accept
764 {
765         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
766         float flood;
767         var .float flood_field;
768         entity head;
769         float ret;
770         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
771
772         if(!teamsay && !privatesay)
773                 if(substring(msgin, 0, 1) == " ")
774                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
775
776         msgin = formatmessage(msgin);
777
778         if (!IS_PLAYER(source))
779                 colorstr = "^0"; // black for spectators
780         else if(teamplay)
781                 colorstr = Team_ColorCode(source.team);
782         else
783         {
784                 colorstr = "";
785                 teamsay = FALSE;
786         }
787
788         if(intermission_running)
789                 teamsay = FALSE;
790
791         if(msgin != "")
792                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
793
794         /*
795          * using bprint solves this... me stupid
796         // how can we prevent the message from appearing in a listen server?
797         // for now, just give "say" back and only handle say_team
798         if(!teamsay)
799         {
800                 clientcommand(self, strcat("say ", msgin));
801                 return;
802         }
803         */
804
805         if(autocvar_g_chat_teamcolors)
806                 namestr = playername(source);
807         else
808                 namestr = source.netname;
809
810         if(strdecolorize(namestr) == namestr)
811                 colorprefix = "^3";
812         else
813                 colorprefix = "^7";
814
815         if(msgin != "")
816         {
817                 if(privatesay)
818                 {
819                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
820                         privatemsgprefixlen = strlen(msgstr);
821                         msgstr = strcat(msgstr, msgin);
822                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
823                         if(autocvar_g_chat_teamcolors)
824                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
825                         else
826                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
827                 }
828                 else if(teamsay)
829                 {
830                         msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
831                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
832                 }
833                 else
834                 {
835                         msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
836                         cmsgstr = "";
837                 }
838                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
839         }
840         else
841         {
842                 msgstr = cmsgstr = "";
843         }
844
845         fullmsgstr = msgstr;
846         fullcmsgstr = cmsgstr;
847
848         // FLOOD CONTROL
849         flood = 0;
850         flood_field = floodcontrol_chat;
851         if(floodcontrol)
852         {
853                 float flood_spl;
854                 float flood_burst;
855                 float flood_lmax;
856                 float lines;
857                 if(privatesay)
858                 {
859                         flood_spl = autocvar_g_chat_flood_spl_tell;
860                         flood_burst = autocvar_g_chat_flood_burst_tell;
861                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
862                         flood_field = floodcontrol_chattell;
863                 }
864                 else if(teamsay)
865                 {
866                         flood_spl = autocvar_g_chat_flood_spl_team;
867                         flood_burst = autocvar_g_chat_flood_burst_team;
868                         flood_lmax = autocvar_g_chat_flood_lmax_team;
869                         flood_field = floodcontrol_chatteam;
870                 }
871                 else
872                 {
873                         flood_spl = autocvar_g_chat_flood_spl;
874                         flood_burst = autocvar_g_chat_flood_burst;
875                         flood_lmax = autocvar_g_chat_flood_lmax;
876                         flood_field = floodcontrol_chat;
877                 }
878                 flood_burst = max(0, flood_burst - 1);
879                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
880
881                 // do flood control for the default line size
882                 if(msgstr != "")
883                 {
884                         getWrappedLine_remaining = msgstr;
885                         msgstr = "";
886                         lines = 0;
887                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
888                         {
889                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
890                                 ++lines;
891                         }
892                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
893
894                         if(getWrappedLine_remaining != "")
895                         {
896                                 msgstr = strcat(msgstr, "\n");
897                                 flood = 2;
898                         }
899
900                         if(time >= source.flood_field)
901                         {
902                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
903                         }
904                         else
905                         {
906                                 flood = 1;
907                                 msgstr = fullmsgstr;
908                         }
909                 }
910                 else
911                 {
912                         if(time >= source.flood_field)
913                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
914                         else
915                                 flood = 1;
916                 }
917
918                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
919                         source.flood_field = flood = 0;
920         }
921
922         if(flood == 2) // cannot happen for empty msgstr
923         {
924                 if(autocvar_g_chat_flood_notify_flooder)
925                 {
926                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
927                         sourcecmsgstr = "";
928                 }
929                 else
930                 {
931                         sourcemsgstr = fullmsgstr;
932                         sourcecmsgstr = fullcmsgstr;
933                 }
934                 cmsgstr = "";
935         }
936         else
937         {
938                 sourcemsgstr = msgstr;
939                 sourcecmsgstr = cmsgstr;
940         }
941
942         if(!privatesay)
943         if (!IS_PLAYER(source))
944         {
945                 if (!intermission_running)
946                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
947                                 teamsay = -1; // spectators
948         }
949
950         if(flood)
951                 print("NOTE: ", playername(source), "^7 is flooding.\n");
952
953         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
954         if(privatesay)
955                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
956
957         if(source.muted)
958         {
959                 // always fake the message
960                 ret = -1;
961         }
962         else if(flood == 1)
963         {
964                 if(autocvar_g_chat_flood_notify_flooder)
965                 {
966                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
967                         ret = 0;
968                 }
969                 else
970                         ret = -1;
971         }
972         else
973         {
974                 ret = 1;
975         }
976
977         if(sourcemsgstr != "" && ret != 0)
978         {
979                 if(ret < 0) // faked message, because the player is muted
980                 {
981                         sprint(source, sourcemsgstr);
982                         if(sourcecmsgstr != "" && !privatesay)
983                                 centerprint(source, sourcecmsgstr);
984                 }
985                 else if(privatesay) // private message, between 2 people only
986                 {
987                         sprint(source, sourcemsgstr);
988                         sprint(privatesay, msgstr);
989                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
990                         if(cmsgstr != "")
991                                 centerprint(privatesay, cmsgstr);
992                 }
993                 else if(teamsay > 0) // team message, only sent to team mates
994                 {
995                         sprint(source, sourcemsgstr);
996                         dedicated_print(msgstr); // send to server console too
997                         if(sourcecmsgstr != "")
998                                 centerprint(source, sourcecmsgstr);
999                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1000                                 if(head != source)
1001                                 {
1002                                         sprint(head, msgstr);
1003                                         if(cmsgstr != "")
1004                                                 centerprint(head, cmsgstr);
1005                                 }
1006                 }
1007                 else if(teamsay < 0) // spectator message, only sent to spectators
1008                 {
1009                         sprint(source, sourcemsgstr);
1010                         dedicated_print(msgstr); // send to server console too
1011                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
1012                                 if(head != source)
1013                                         sprint(head, msgstr);
1014                 }
1015                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1016                 {
1017                         sprint(source, sourcemsgstr);
1018                         dedicated_print(msgstr); // send to server console too
1019                         FOR_EACH_REALCLIENT(head)
1020                                 if(head != source)
1021                                         sprint(head, msgstr);
1022                 }
1023                 else
1024                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1025         }
1026
1027         return ret;
1028 }
1029
1030 float GetVoiceMessageVoiceType(string type)
1031 {
1032         if(type == "taunt")
1033                 return VOICETYPE_TAUNT;
1034         if(type == "teamshoot")
1035                 return VOICETYPE_LASTATTACKER;
1036         return VOICETYPE_TEAMRADIO;
1037 }
1038
1039 string allvoicesamples;
1040 .string GetVoiceMessageSampleField(string type)
1041 {
1042         GetPlayerSoundSampleField_notFound = 0;
1043         switch(type)
1044         {
1045 #define _VOICEMSG(m) case #m: return playersound_##m;
1046                 ALLVOICEMSGS
1047 #undef _VOICEMSG
1048         }
1049         GetPlayerSoundSampleField_notFound = 1;
1050         return playersound_taunt;
1051 }
1052
1053 .string GetPlayerSoundSampleField(string type)
1054 {
1055         GetPlayerSoundSampleField_notFound = 0;
1056         switch(type)
1057         {
1058 #define _VOICEMSG(m) case #m: return playersound_##m;
1059                 ALLPLAYERSOUNDS
1060 #undef _VOICEMSG
1061         }
1062         GetPlayerSoundSampleField_notFound = 1;
1063         return playersound_taunt;
1064 }
1065
1066 void PrecacheGlobalSound(string samplestring)
1067 {
1068         float n, i;
1069         tokenize_console(samplestring);
1070         n = stof(argv(1));
1071         if(n > 0)
1072         {
1073                 for(i = 1; i <= n; ++i)
1074                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1075         }
1076         else
1077         {
1078                 precache_sound(strcat(argv(0), ".wav"));
1079         }
1080 }
1081
1082 void PrecachePlayerSounds(string f)
1083 {
1084         float fh;
1085         string s;
1086         fh = fopen(f, FILE_READ);
1087         if(fh < 0)
1088                 return;
1089         while((s = fgets(fh)))
1090         {
1091                 if(tokenize_console(s) != 3)
1092                 {
1093                         dprint("Invalid sound info line: ", s, "\n");
1094                         continue;
1095                 }
1096                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1097         }
1098         fclose(fh);
1099
1100         if (!allvoicesamples)
1101         {
1102 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1103                 ALLVOICEMSGS
1104 #undef _VOICEMSG
1105                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1106         }
1107 }
1108
1109 void ClearPlayerSounds()
1110 {
1111 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1112         ALLPLAYERSOUNDS
1113         ALLVOICEMSGS
1114 #undef _VOICEMSG
1115 }
1116
1117 float LoadPlayerSounds(string f, float first)
1118 {
1119         float fh;
1120         string s;
1121         var .string field;
1122         fh = fopen(f, FILE_READ);
1123         if(fh < 0)
1124         {
1125                 dprint("Player sound file not found: ", f, "\n");
1126                 return 0;
1127         }
1128         while((s = fgets(fh)))
1129         {
1130                 if(tokenize_console(s) != 3)
1131                         continue;
1132                 field = GetPlayerSoundSampleField(argv(0));
1133                 if(GetPlayerSoundSampleField_notFound)
1134                         field = GetVoiceMessageSampleField(argv(0));
1135                 if(GetPlayerSoundSampleField_notFound)
1136                         continue;
1137                 if(self.field)
1138                         strunzone(self.field);
1139                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1140         }
1141         fclose(fh);
1142         return 1;
1143 }
1144
1145 .float modelindex_for_playersound;
1146 .float skin_for_playersound;
1147 void UpdatePlayerSounds()
1148 {
1149         if(self.modelindex == self.modelindex_for_playersound)
1150         if(self.skin == self.skin_for_playersound)
1151                 return;
1152         self.modelindex_for_playersound = self.modelindex;
1153         self.skin_for_playersound = self.skin;
1154         ClearPlayerSounds();
1155         LoadPlayerSounds("sound/player/default.sounds", 1);
1156         if(!autocvar_g_debug_defaultsounds)
1157                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1158                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1159 }
1160
1161 void FakeGlobalSound(string sample, float chan, float voicetype)
1162 {
1163         float n;
1164         float tauntrand;
1165
1166         if(sample == "")
1167                 return;
1168
1169         tokenize_console(sample);
1170         n = stof(argv(1));
1171         if(n > 0)
1172                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1173         else
1174                 sample = strcat(argv(0), ".wav"); // randomization
1175
1176         switch(voicetype)
1177         {
1178                 case VOICETYPE_LASTATTACKER_ONLY:
1179                         break;
1180                 case VOICETYPE_LASTATTACKER:
1181                         if(self.pusher)
1182                         {
1183                                 msg_entity = self;
1184                                 if(IS_REAL_CLIENT(msg_entity))
1185                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1186                         }
1187                         break;
1188                 case VOICETYPE_TEAMRADIO:
1189                         msg_entity = self;
1190                         if(msg_entity.cvar_cl_voice_directional == 1)
1191                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1192                         else
1193                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1194                         break;
1195                 case VOICETYPE_AUTOTAUNT:
1196                         if(!sv_autotaunt)
1197                                 break;
1198                         if(!sv_taunt)
1199                                 break;
1200                         if(autocvar_sv_gentle)
1201                                 break;
1202                         tauntrand = random();
1203                         msg_entity = self;
1204                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1205                         {
1206                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1207                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1208                                 else
1209                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1210                         }
1211                         break;
1212                 case VOICETYPE_TAUNT:
1213                         if(IS_PLAYER(self))
1214                                 if(self.deadflag == DEAD_NO)
1215                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1216                         if(!sv_taunt)
1217                                 break;
1218                         if(autocvar_sv_gentle)
1219                                 break;
1220                         msg_entity = self;
1221                         if (msg_entity.cvar_cl_voice_directional >= 1)
1222                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1223                         else
1224                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1225                         break;
1226                 case VOICETYPE_PLAYERSOUND:
1227                         msg_entity = self;
1228                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1229                         break;
1230                 default:
1231                         backtrace("Invalid voice type!");
1232                         break;
1233         }
1234 }
1235
1236 void GlobalSound(string sample, float chan, float voicetype)
1237 {
1238         float n;
1239         float tauntrand;
1240
1241         if(sample == "")
1242                 return;
1243
1244         tokenize_console(sample);
1245         n = stof(argv(1));
1246         if(n > 0)
1247                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1248         else
1249                 sample = strcat(argv(0), ".wav"); // randomization
1250
1251         switch(voicetype)
1252         {
1253                 case VOICETYPE_LASTATTACKER_ONLY:
1254                         if(self.pusher)
1255                         {
1256                                 msg_entity = self.pusher;
1257                                 if(IS_REAL_CLIENT(msg_entity))
1258                                 {
1259                                         if(msg_entity.cvar_cl_voice_directional == 1)
1260                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1261                                         else
1262                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1263                                 }
1264                         }
1265                         break;
1266                 case VOICETYPE_LASTATTACKER:
1267                         if(self.pusher)
1268                         {
1269                                 msg_entity = self.pusher;
1270                                 if(IS_REAL_CLIENT(msg_entity))
1271                                 {
1272                                         if(msg_entity.cvar_cl_voice_directional == 1)
1273                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1274                                         else
1275                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1276                                 }
1277                                 msg_entity = self;
1278                                 if(IS_REAL_CLIENT(msg_entity))
1279                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1280                         }
1281                         break;
1282                 case VOICETYPE_TEAMRADIO:
1283                         FOR_EACH_REALCLIENT(msg_entity)
1284                                 if(!teamplay || msg_entity.team == self.team)
1285                                 {
1286                                         if(msg_entity.cvar_cl_voice_directional == 1)
1287                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1288                                         else
1289                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1290                                 }
1291                         break;
1292                 case VOICETYPE_AUTOTAUNT:
1293                         if(!sv_autotaunt)
1294                                 break;
1295                         if(!sv_taunt)
1296                                 break;
1297                         if(autocvar_sv_gentle)
1298                                 break;
1299                         tauntrand = random();
1300                         FOR_EACH_REALCLIENT(msg_entity)
1301                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1302                                 {
1303                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1304                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1305                                         else
1306                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1307                                 }
1308                         break;
1309                 case VOICETYPE_TAUNT:
1310                         if(IS_PLAYER(self))
1311                                 if(self.deadflag == DEAD_NO)
1312                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1313                         if(!sv_taunt)
1314                                 break;
1315                         if(autocvar_sv_gentle)
1316                                 break;
1317                         FOR_EACH_REALCLIENT(msg_entity)
1318                         {
1319                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1320                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1321                                 else
1322                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1323                         }
1324                         break;
1325                 case VOICETYPE_PLAYERSOUND:
1326                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1327                         break;
1328                 default:
1329                         backtrace("Invalid voice type!");
1330                         break;
1331         }
1332 }
1333
1334 void PlayerSound(.string samplefield, float chan, float voicetype)
1335 {
1336         GlobalSound(self.samplefield, chan, voicetype);
1337 }
1338
1339 void VoiceMessage(string type, string msg)
1340 {
1341         var .string sample;
1342         float voicetype, ownteam;
1343         float flood;
1344         sample = GetVoiceMessageSampleField(type);
1345
1346         if(GetPlayerSoundSampleField_notFound)
1347         {
1348                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1349                 return;
1350         }
1351
1352         voicetype = GetVoiceMessageVoiceType(type);
1353         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1354
1355         flood = Say(self, ownteam, world, msg, 1);
1356
1357         if (flood > 0)
1358                 GlobalSound(self.sample, CH_VOICE, voicetype);
1359         else if (flood < 0)
1360                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1361 }
1362
1363 void MoveToTeam(entity client, float team_colour, float type)
1364 {
1365         float lockteams_backup;
1366
1367         lockteams_backup = lockteams;  // backup any team lock
1368
1369         lockteams = 0;  // disable locked teams
1370
1371         TeamchangeFrags(client);  // move the players frags
1372         SetPlayerColors(client, team_colour - 1);  // set the players colour
1373         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1374
1375         lockteams = lockteams_backup;  // restore the team lock
1376
1377         LogTeamchange(client.playerid, client.team, type);
1378 }