]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
My first GIT commit :) Implements UT2k4 style air-jumping (jumping again in mid air...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, idx, f;
16         float fh;
17         string prefix;
18         if(weaponstats_buffer < 0)
19                 return;
20         prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21         if(cvar_string("sv_weaponstats_killfile") != "")
22         {
23                 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
24                 if(fh >= 0)
25                 {
26                         fputs(fh, "#begin killfile\n");
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
31                                 {
32                                         idx = WEAPONSTATS_GETINDEX(i, j);
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
34                                         if(f != 0)
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
36                                 }
37                         fputs(fh, "#end\n\n");
38                         fclose(fh);
39                         print("Weapon kill stats written\n");
40                 }
41         }
42         if(cvar_string("sv_weaponstats_damagefile") != "")
43         {
44                 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
45                 if(fh >= 0)
46                 {
47                         fputs(fh, "#begin damagefile\n");
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
52                                 {
53                                         idx = WEAPONSTATS_GETINDEX(i, j);
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
55                                         if(f != 0)
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
57                                 }
58                         fputs(fh, "#end\n\n");
59                         fclose(fh);
60                         print("Weapon damage stats written\n");
61                 }
62         }
63         buf_del(weaponstats_buffer);
64         weaponstats_buffer = -1;
65 }
66
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
68 {
69         float idx;
70         if(weaponstats_buffer < 0)
71                 return;
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)
73                 return;
74         if(awep > WEP_LAST || vwep > WEP_LAST)
75                 return;
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
78 }
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
80 {
81         if(damage < 0)
82                 error("negative damage?");
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
84 }
85 void WeaponStats_LogKill(float awep, float vwep)
86 {
87         WeaponStats_LogItem(awep, vwep, '0 1 0');
88 }
89
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
99 // added CopyBody
100
101 .entity pusher;
102 .float pushltime;
103
104 void CopyBody(float keepvelocity)
105 {
106         local entity oldself;
107         if (self.effects & EF_NODRAW)
108                 return;
109         oldself = self;
110         self = spawn();
111         self.enemy = oldself;
112         self.lip = oldself.lip;
113         self.colormap = oldself.colormap;
114         self.iscreature = oldself.iscreature;
115         self.angles = oldself.angles;
116         self.avelocity = oldself.avelocity;
117         self.classname = "body";
118         self.damageforcescale = oldself.damageforcescale;
119         self.effects = oldself.effects;
120         self.event_damage = oldself.event_damage;
121         self.animstate_startframe = oldself.animstate_startframe;
122         self.animstate_numframes = oldself.animstate_numframes;
123         self.animstate_framerate = oldself.animstate_framerate;
124         self.animstate_starttime = oldself.animstate_starttime;
125         self.animstate_endtime = oldself.animstate_endtime;
126         self.animstate_override = oldself.animstate_override;
127         self.animstate_looping = oldself.animstate_looping;
128         self.frame = oldself.frame;
129         self.dead_frame = oldself.dead_frame;
130         self.pain_finished = oldself.pain_finished;
131         self.health = oldself.health;
132         self.armorvalue = oldself.armorvalue;
133         self.armortype = oldself.armortype;
134         self.model = oldself.model;
135         self.modelindex = oldself.modelindex;
136         self.modelindex_lod0 = oldself.modelindex_lod0;
137         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
138         self.modelindex_lod1 = oldself.modelindex_lod1;
139         self.modelindex_lod2 = oldself.modelindex_lod2;
140         self.skinindex = oldself.skinindex;
141         self.species = oldself.species;
142         self.movetype = oldself.movetype;
143         self.nextthink = oldself.nextthink;
144         self.solid = oldself.solid;
145         self.takedamage = oldself.takedamage;
146         self.think = oldself.think;
147         self.customizeentityforclient = oldself.customizeentityforclient;
148         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
149         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
150         if (keepvelocity == 1)
151                 self.velocity = oldself.velocity;
152         self.oldvelocity = self.velocity;
153         self.fade_time = oldself.fade_time;
154         self.fade_rate = oldself.fade_rate;
155         //self.weapon = oldself.weapon;
156         setorigin(self, oldself.origin);
157         setsize(self, oldself.mins, oldself.maxs);
158         self.prevorigin = oldself.origin;
159         self.reset = SUB_Remove;
160
161         Drag_MoveDrag(oldself, self);
162
163         self = oldself;
164 }
165
166 float player_getspecies()
167 {
168         local float glob, i, j, fh, len, s, sk;
169         local string fn, l;
170
171         s = -1;
172
173         glob = search_begin("models/player/*.txt", TRUE, TRUE);
174         if(glob < 0)
175                 return s;
176         for(j = 0; j <= 1; ++j)
177         {
178                 for(i = 0; i < search_getsize(glob); ++i)
179                 {
180                         fn = search_getfilename(glob, i);
181                         fh = fopen(fn, FILE_READ);
182                         if(fh < 0)
183                                 continue;
184                         fgets(fh); fgets(fh);
185                         sk = stof(fgets(fh));
186                         if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test
187                         if(fgets(fh) == self.model)
188                         {
189                                 l = fgets(fh);
190                                 len = tokenize_console(l);
191                                 if (len != 2)
192                                         goto nospecies;
193                                 if (argv(0) != "species")
194                                         goto nospecies;
195                                 switch(argv(1))
196                                 {
197                                         case "human":       s = SPECIES_HUMAN;       break;
198                                         case "alien":       s = SPECIES_ALIEN;       break;
199                                         case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
200                                         case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
201                                         case "robot_solid": s = SPECIES_ROBOT_SOLID; break;
202                                         case "animal":      s = SPECIES_ANIMAL;      break;
203                                         case "reserved":    s = SPECIES_RESERVED;    break;
204                                 }
205                         }
206 :nospecies
207                         fclose(fh);
208                 }
209                 if (s >= 0)
210                         break;
211         }
212         search_end(glob);
213
214         if (s < 0)
215                 s = SPECIES_HUMAN;
216
217         return s;
218 }
219
220 void player_setupanimsformodel()
221 {
222         local string animfilename;
223         local float animfile;
224         // defaults for legacy .zym models without animinfo files
225         self.anim_die1 = '0 1 0.5'; // 2 seconds
226         self.anim_die2 = '1 1 0.5'; // 2 seconds
227         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
228         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
229         self.anim_duckwalk = '4 1 1';
230         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
231         self.anim_duckidle = '6 1 1';
232         self.anim_idle = '7 1 1';
233         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
234         self.anim_pain1 = '9 1 2'; // 0.5 seconds
235         self.anim_pain2 = '10 1 2'; // 0.5 seconds
236         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
237         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
238         self.anim_run = '13 1 1';
239         self.anim_runbackwards = '14 1 1';
240         self.anim_strafeleft = '15 1 1';
241         self.anim_straferight = '16 1 1';
242         self.anim_dead1 = '17 1 1';
243         self.anim_dead2 = '18 1 1';
244         self.anim_forwardright = '19 1 1';
245         self.anim_forwardleft = '20 1 1';
246         self.anim_backright = '21 1 1';
247         self.anim_backleft  = '22 1 1';
248         animparseerror = FALSE;
249         animfilename = strcat(self.model, ".animinfo");
250         animfile = fopen(animfilename, FILE_READ);
251         if (animfile >= 0)
252         {
253                 self.anim_die1         = animparseline(animfile);
254                 self.anim_die2         = animparseline(animfile);
255                 self.anim_draw         = animparseline(animfile);
256                 self.anim_duck         = animparseline(animfile);
257                 self.anim_duckwalk     = animparseline(animfile);
258                 self.anim_duckjump     = animparseline(animfile);
259                 self.anim_duckidle     = animparseline(animfile);
260                 self.anim_idle         = animparseline(animfile);
261                 self.anim_jump         = animparseline(animfile);
262                 self.anim_pain1        = animparseline(animfile);
263                 self.anim_pain2        = animparseline(animfile);
264                 self.anim_shoot        = animparseline(animfile);
265                 self.anim_taunt        = animparseline(animfile);
266                 self.anim_run          = animparseline(animfile);
267                 self.anim_runbackwards = animparseline(animfile);
268                 self.anim_strafeleft   = animparseline(animfile);
269                 self.anim_straferight  = animparseline(animfile);
270                 self.anim_forwardright = animparseline(animfile);
271                 self.anim_forwardleft  = animparseline(animfile);
272                 self.anim_backright    = animparseline(animfile);
273                 self.anim_backleft     = animparseline(animfile);
274                 fclose(animfile);
275
276                 // derived anims
277                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
278                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
279
280                 if (animparseerror)
281                         print("Parse error in ", animfilename, ", some player animations are broken\n");
282         }
283         else
284                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
285         // reset animstate now
286         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
287 };
288
289 void player_anim (void)
290 {
291         updateanim(self);
292         if (self.weaponentity)
293                 updateanim(self.weaponentity);
294
295         if (self.deadflag != DEAD_NO)
296         {
297                 if (time > self.animstate_endtime)
298                 {
299                         if (self.maxs_z > 5)
300                         {
301                                 self.maxs_z = 5;
302                                 setsize(self, self.mins, self.maxs);
303                         }
304                         self.frame = self.dead_frame;
305                 }
306                 return;
307         }
308
309         if (!self.animstate_override)
310         {
311                 if (!(self.flags & FL_ONGROUND))
312                 {
313                         if (self.crouch)
314                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
315                         else
316                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
317                         self.restart_jump = FALSE;
318                 }
319                 else if (self.crouch)
320                 {
321                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
322                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
323                         else
324                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
325                 }
326                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
327                 {
328                         if (self.movement_x > 0 && self.movement_y == 0)
329                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
330                         else if (self.movement_x < 0 && self.movement_y == 0)
331                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
332                         else if (self.movement_x == 0 && self.movement_y > 0)
333                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
334                         else if (self.movement_x == 0 && self.movement_y < 0)
335                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
336                         else if (self.movement_x > 0 && self.movement_y > 0)
337                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
338                         else if (self.movement_x > 0 && self.movement_y < 0)
339                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
340                         else if (self.movement_x < 0 && self.movement_y > 0)
341                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
342                         else if (self.movement_x < 0 && self.movement_y < 0)
343                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
344                         else
345                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
346                 }
347                 else
348                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
349         }
350
351         if (self.weaponentity)
352         if (!self.weaponentity.animstate_override)
353                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
354 }
355
356 void SpawnThrownWeapon (vector org, float w)
357 {
358         if(g_minstagib)
359         if(self.ammo_cells <= 0)
360                 return;
361
362         if(g_pinata)
363         {
364                 float j;
365                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
366                 {
367                         if(self.weapons & W_WeaponBit(j))
368                                 if(W_IsWeaponThrowable(j))
369                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
370                 }
371         }
372         else
373                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
374 }
375
376 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
377 {
378         local float take, save;
379         vector v;
380         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
381
382         // damage resistance (ignore most of the damage from a bullet or similar)
383         damage = max(damage - 5, 1);
384
385         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
386         take = v_x;
387         save = v_y;
388
389         if(sound_allowed(MSG_BROADCAST, attacker))
390         {
391                 if (save > 10)
392                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
393                 else if (take > 30)
394                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
395                 else if (take > 10)
396                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
397         }
398
399         if (take > 50)
400                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
401         if (take > 100)
402                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
403
404         if (!(self.flags & FL_GODMODE))
405         {
406                 self.armorvalue = self.armorvalue - save;
407                 self.health = self.health - take;
408                 // pause regeneration for 5 seconds
409                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
410         }
411         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
412         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
413         self.dmg_inflictor = inflictor;
414
415         if (self.health <= -75 && self.modelindex != 0)
416         {
417                 // don't use any animations as a gib
418                 self.frame = 0;
419                 self.dead_frame = 0;
420                 // view just above the floor
421                 self.view_ofs = '0 0 4';
422
423                 Violence_GibSplash(self, 1, 1, attacker);
424                 self.modelindex = 0; // restore later
425                 self.solid = SOLID_NOT; // restore later
426         }
427 }
428
429 void ClientKill_Now_TeamChange();
430
431 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
432 {
433         local float take, save, waves, sdelay, dh, da, j;
434         vector v;
435         float valid_damage_for_weaponstats;
436
437         dh = max(self.health, 0);
438         da = max(self.armorvalue, 0);
439
440         if(!DEATH_ISSPECIAL(deathtype))
441         {
442                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
443                 if(self != attacker)
444                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
445         }
446
447         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
448         {
449                 // tuba causes blood to come out of the ears
450                 vector ear1, ear2;
451                 vector d;
452                 float f;
453                 ear1 = self.origin;
454                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
455                 ear2 = ear1;
456                 makevectors(self.angles);
457                 ear1 += v_right * -10;
458                 ear2 += v_right * +10;
459                 d = inflictor.origin - self.origin;
460                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
461                 force = v_right * vlen(force);
462                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
463                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
464                 if(f > 0)
465                 {
466                         hitloc = ear1;
467                         force = force * -1;
468                 }
469                 else
470                 {
471                         hitloc = ear2;
472                         // force is already good
473                 }
474         }
475         else
476                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
477
478         if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
479                 return;
480
481         if (!g_minstagib)
482         {
483                 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
484                 take = v_x;
485                 save = v_y;
486         }
487         else
488         {
489                 save = 0;
490                 take = damage;
491         }
492
493         if(sound_allowed(MSG_BROADCAST, attacker))
494         {
495                 if (save > 10)
496                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
497                 else if (take > 30)
498                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
499                 else if (take > 10)
500                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
501         }
502
503         if (take > 50)
504                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
505         if (take > 100)
506                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
507
508         if (time >= self.spawnshieldtime)
509         {
510                 if (!(self.flags & FL_GODMODE))
511                 {
512                         self.armorvalue = self.armorvalue - save;
513                         self.health = self.health - take;
514                         // pause regeneration for 5 seconds
515                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
516
517                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
518                         {
519                                 self.pain_finished = time + 0.5;        //Supajoe
520
521                                 if(sv_gentle < 1) {
522                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
523                                         {
524                                                 if (random() > 0.5)
525                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
526                                                 else
527                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
528                                         }
529
530                                         if(sound_allowed(MSG_BROADCAST, attacker))
531                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
532                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
533                                         {
534                                                 if(self.health > 75) // TODO make a "gentle" version?
535                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
536                                                 else if(self.health > 50)
537                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
538                                                 else if(self.health > 25)
539                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
540                                                 else if(self.health > 1)
541                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
542                                         }
543                                 }
544
545                                 // throw off bot aim temporarily
546                                 local float shake;
547                                 shake = damage * 5 / (bound(0,skill,100) + 1);
548                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
549                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
550                         }
551                 }
552                 else
553                         self.max_armorvalue += (save + take);
554         }
555         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
556         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
557         self.dmg_inflictor = inflictor;
558
559         if(attacker == self)
560         {
561                 // don't reset pushltime for self damage as it may be an attempt to
562                 // escape a lava pit or similar
563                 //self.pushltime = 0;
564         }
565         else if(attacker.classname == "player" || attacker.classname == "gib")
566         {
567                 self.pusher = attacker;
568                 self.pushltime = time + cvar("g_maxpushtime");
569         }
570         else if(time < self.pushltime)
571         {
572                 attacker = self.pusher;
573                 self.pushltime = max(self.pushltime, time + 0.6);
574         }
575         else
576                 self.pushltime = 0;
577
578         valid_damage_for_weaponstats = 0;
579         if(clienttype(self) == CLIENTTYPE_REAL)
580         if(clienttype(attacker) == CLIENTTYPE_REAL)
581         if(self != attacker)
582         if(!DEATH_ISSPECIAL(deathtype))
583         if(IsDifferentTeam(self, attacker))
584                 valid_damage_for_weaponstats = 1;
585         
586         if(valid_damage_for_weaponstats)
587         {
588                 dh = dh - max(self.health, 0);
589                 da = da - max(self.armorvalue, 0);
590                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
591         }
592
593         if (self.health < 1)
594         {
595                 float defer_ClientKill_Now_TeamChange;
596                 defer_ClientKill_Now_TeamChange = FALSE;
597
598                 if(valid_damage_for_weaponstats)
599                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
600
601                 if(sv_gentle < 1) // TODO make a "gentle" version?
602                 if(sound_allowed(MSG_BROADCAST, attacker))
603                 {
604                         if(deathtype == DEATH_DROWN)
605                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
606                         else
607                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
608                 }
609
610                 // get rid of kill indicator
611                 if(self.killindicator)
612                 {
613                         remove(self.killindicator);
614                         self.killindicator = world;
615                         if(self.killindicator_teamchange)
616                                 defer_ClientKill_Now_TeamChange = TRUE;
617
618                         if(self.classname == "body")
619                         if(deathtype == DEATH_KILL)
620                         {
621                                 // for the lemmings fans, a small harmless explosion
622                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
623                         }
624                 }
625
626                 // become fully visible
627                 self.alpha = 1;
628                 // clear selected player display
629                 ClearSelectedPlayer();
630                 // throw a weapon
631                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
632                 // print an obituary message
633                 Obituary (attacker, inflictor, self, deathtype);
634                 race_PreDie();
635                 DropAllRunes(self);
636                 frag_attacker = attacker; MUTATOR_CALLHOOK(PlayerDies);
637                 if(self.flagcarried)
638                 {
639                         if(attacker.classname != "player" && attacker.classname != "gib")
640                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
641                         else if(attacker.team == self.team)
642                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
643                         else
644                                 DropFlag(self.flagcarried, world, attacker);
645                 }
646                 if(self.ballcarried)
647                         DropBall(self.ballcarried, self.origin, self.velocity);
648                 Portal_ClearAllLater(self);
649                 // clear waypoints
650                 WaypointSprite_PlayerDead();
651                 // make the corpse upright (not tilted)
652                 self.angles_x = 0;
653                 self.angles_z = 0;
654                 // don't spin
655                 self.avelocity = '0 0 0';
656                 // view from the floor
657                 self.view_ofs = '0 0 -8';
658                 // toss the corpse
659                 self.movetype = MOVETYPE_TOSS;
660                 // shootable corpse
661                 self.solid = SOLID_CORPSE;
662                 // don't stick to the floor
663                 self.flags &~= FL_ONGROUND;
664                 // dying animation
665                 self.deadflag = DEAD_DYING;
666                 // when to allow respawn
667                 sdelay = 0;
668                 waves = 0;
669                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
670                 if(!sdelay)
671                         sdelay = cvar("g_respawn_delay");
672                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
673                 if(!waves)
674                         waves = cvar("g_respawn_waves");
675                 if(waves)
676                         self.death_time = ceil((time + sdelay) / waves) * waves;
677                 else
678                         self.death_time = time + sdelay;
679                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
680                         self.respawn_countdown = 10; // first number to count down from is 10
681                 else
682                         self.respawn_countdown = -1; // do not count down
683                 if (random() < 0.5)
684                 {
685                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
686                         self.dead_frame = self.anim_dead1_x;
687                 }
688                 else
689                 {
690                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
691                         self.dead_frame = self.anim_dead2_x;
692                 }
693                 // set damage function to corpse damage
694                 self.event_damage = PlayerCorpseDamage;
695                 // call the corpse damage function just in case it wants to gib
696                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
697                 // set up to fade out later
698                 SUB_SetFade (self, time + 12 + random () * 4, 1);
699
700                 // remove laserdot
701                 if(self.weaponentity)
702                         if(self.weaponentity.lasertarget)
703                                 remove(self.weaponentity.lasertarget);
704
705                 if(clienttype(self) == CLIENTTYPE_REAL)
706                 {
707                         self.fixangle = TRUE;
708                         //msg_entity = self;
709                         //WriteByte (MSG_ONE, SVC_SETANGLE);
710                         //WriteAngle (MSG_ONE, self.v_angle_x);
711                         //WriteAngle (MSG_ONE, self.v_angle_y);
712                         //WriteAngle (MSG_ONE, 80);
713                 }
714
715                 if(g_arena)
716                         Spawnqueue_Unmark(self);
717
718                 if(defer_ClientKill_Now_TeamChange)
719                         ClientKill_Now_TeamChange();
720
721                 if(sv_gentle > 0 || cvar("ekg")) {
722                         // remove corpse
723                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
724                 }
725
726                 // reset fields the weapons may use just in case
727         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
728                 {
729             weapon_action(j, WR_RESETPLAYER);
730                         ATTACK_FINISHED_FOR(self, j) = 0;
731                 }
732         }
733 }
734
735 float UpdateSelectedPlayer_countvalue(float v)
736 {
737         return max(0, (v - 1.0) / 0.5);
738 }
739
740 // returns: -2 if no hit, otherwise cos of the angle
741 // uses the global v_angle
742 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
743 {
744         vector so, d;
745         float c;
746
747         if(p == self)
748                 return -2;
749
750         if(p.deadflag)
751                 return -2;
752
753         so = self.origin + self.view_ofs;
754         d = p.origin - so;
755
756         // misaimed?
757         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
758                 return -2;
759
760         // now find the cos of the angle...
761         c = normalize(d) * v_forward;
762
763         if(c <= mincosangle)
764                 return -2;
765
766         // not visible in any way? forget it
767         if(!checkpvs(so, p))
768                 return -2;
769
770         traceline(so, p.origin, MOVE_NOMONSTERS, self);
771         if(trace_fraction < 1)
772                 return -2;
773
774         return c;
775 }
776
777 void ClearSelectedPlayer()
778 {
779         if(self.selected_player)
780         {
781                 centerprint_expire(self, CENTERPRIO_POINT);
782                 self.selected_player = world;
783                 self.selected_player_display_needs_update = FALSE;
784         }
785 }
786
787 void UpdateSelectedPlayer()
788 {
789         entity selected;
790         float selected_score;
791         selected = world;
792         selected_score = 0.95; // 18 degrees
793
794         if(!cvar("sv_allow_shownames"))
795                 return;
796
797         if(clienttype(self) != CLIENTTYPE_REAL)
798                 return;
799
800         if(self.cvar_cl_shownames == 0)
801                 return;
802
803         if(self.cvar_cl_shownames == 1 && !teams_matter)
804                 return;
805
806         makevectors(self.v_angle); // sets v_forward
807
808         // 1. cursor trace is always right
809         WarpZone_crosshair_trace(self);
810         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
811         {
812                 selected = trace_ent;
813         }
814         else
815         {
816                 // 2. if we don't have a cursor trace, find the player which is least
817                 //    mis-aimed at
818                 entity p;
819                 FOR_EACH_PLAYER(p)
820                 {
821                         float c;
822                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
823                         if(c >= -1)
824                         {
825                                 selected = p;
826                                 selected_score = c;
827                         }
828                 }
829         }
830
831         if(selected)
832         {
833                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
834         }
835         else
836         {
837                 if(time < self.selected_player_display_timeout)
838                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
839                                 selected = self.selected_player;
840         }
841
842         if(selected)
843         {
844                 if(selected == self.selected_player)
845                 {
846                         float save;
847                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
848                         self.selected_player_count = self.selected_player_count + frametime;
849                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
850                         {
851                                 string namestr, healthstr;
852                                 namestr = playername(selected);
853                                 if(teams_matter)
854                                 {
855                                         healthstr = ftos(floor(selected.health));
856                                         if(self.team == selected.team)
857                                         {
858                                                 namestr = strcat(namestr, " (", healthstr, "%)");
859                                                 self.selected_player_display_needs_update = TRUE;
860                                         }
861                                 }
862                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
863                         }
864                 }
865                 else
866                 {
867                         ClearSelectedPlayer();
868                         self.selected_player = selected;
869                         self.selected_player_time = time;
870                         self.selected_player_count = 0;
871                         self.selected_player_display_needs_update = FALSE;
872                 }
873         }
874         else
875         {
876                 ClearSelectedPlayer();
877         }
878
879         if(self.selected_player)
880                 self.last_selected_player = self.selected_player;
881 }
882
883 .float muted; // to be used by prvm_edictset server playernumber muted 1
884 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
885 {
886         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
887         float flood, privatemsgprefixlen;
888         entity head;
889
890         if(Ban_MaybeEnforceBan(source))
891                 return;
892
893         if(!teamsay && !privatesay)
894                 if(substring(msgin, 0, 1) == " ")
895                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
896
897         msgin = formatmessage(msgin);
898
899         if(msgin == "")
900                 return;
901
902         if(source.classname != "player")
903                 colorstr = "^0"; // black for spectators
904         else if(teams_matter)
905                 colorstr = Team_ColorCode(source.team);
906         else
907                 teamsay = FALSE;
908
909         if(intermission_running)
910                 teamsay = FALSE;
911
912         msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
913         if(msgin == "")
914                 return;
915
916         /*
917          * using bprint solves this... me stupid
918         // how can we prevent the message from appearing in a listen server?
919         // for now, just give "say" back and only handle say_team
920         if(!teamsay)
921         {
922                 clientcommand(self, strcat("say ", msgin));
923                 return;
924         }
925         */
926
927         if(cvar("g_chat_teamcolors"))
928                 namestr = playername(source);
929         else
930                 namestr = source.netname;
931
932         if(privatesay)
933         {
934                 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
935                 privatemsgprefixlen = strlen(msgstr);
936                 msgstr = strcat(msgstr, msgin);
937                 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
938                 if(cvar("g_chat_teamcolors"))
939                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
940                 else
941                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
942         }
943         else if(teamsay)
944         {
945                 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
946                 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
947         }
948         else
949         {
950                 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
951                 cmsgstr = "";
952         }
953
954         msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
955         fullmsgstr = msgstr;
956         fullcmsgstr = cmsgstr;
957
958         // FLOOD CONTROL
959         flood = 0;
960         if(floodcontrol)
961         {
962                 float flood_spl;
963                 float flood_burst;
964                 float flood_lmax;
965                 var .float flood_field;
966                 float lines;
967                 if(privatesay)
968                 {
969                         flood_spl = cvar("g_chat_flood_spl_tell");
970                         flood_burst = cvar("g_chat_flood_burst_tell");
971                         flood_lmax = cvar("g_chat_flood_lmax_tell");
972                         flood_field = floodcontrol_chattell;
973                 }
974                 else if(teamsay)
975                 {
976                         flood_spl = cvar("g_chat_flood_spl_team");
977                         flood_burst = cvar("g_chat_flood_burst_team");
978                         flood_lmax = cvar("g_chat_flood_lmax_team");
979                         flood_field = floodcontrol_chatteam;
980                 }
981                 else
982                 {
983                         flood_spl = cvar("g_chat_flood_spl");
984                         flood_burst = cvar("g_chat_flood_burst");
985                         flood_lmax = cvar("g_chat_flood_lmax");
986                         flood_field = floodcontrol_chat;
987                 }
988                 flood_burst = max(0, flood_burst - 1);
989                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
990
991                 // do flood control for the default line size
992                 getWrappedLine_remaining = msgstr;
993                 msgstr = "";
994                 lines = 0;
995                 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
996                 {
997                         msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
998                         ++lines;
999                 }
1000                 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1001
1002                 if(getWrappedLine_remaining != "")
1003                 {
1004                         msgstr = strcat(msgstr, "\n");
1005                         flood = 2;
1006                 }
1007
1008                 if(time >= source.flood_field)
1009                 {
1010                         source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1011                 }
1012                 else
1013                 {
1014                         flood = 1;
1015                         msgstr = fullmsgstr;
1016                 }
1017         }
1018
1019         if (timeoutStatus == 2) //when game is paused, no flood protection
1020                 source.flood_field = flood = 0;
1021
1022         if(flood == 2)
1023         {
1024                 if(cvar("g_chat_flood_notify_flooder"))
1025                 {
1026                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1027                         sourcecmsgstr = "";
1028                 }
1029                 else
1030                 {
1031                         sourcemsgstr = fullmsgstr;
1032                         sourcecmsgstr = fullcmsgstr;
1033                 }
1034                 cmsgstr = "";
1035         }
1036         else
1037         {
1038                 sourcemsgstr = msgstr;
1039                 sourcecmsgstr = cmsgstr;
1040         }
1041
1042         if(!privatesay)
1043         if(source.classname != "player")
1044         {
1045                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1046                         teamsay = -1; // spectators
1047         }
1048
1049         if(flood)
1050                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1051
1052         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1053         if(privatesay)
1054                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1055
1056         if(source.muted)
1057         {
1058                 // always fake the message
1059                 sprint(source, sourcemsgstr);
1060                 if(cmsgstr != "" && !privatesay)
1061                         centerprint(source, sourcecmsgstr);
1062         }
1063         else if(flood == 1)
1064         {
1065                 if(cvar("g_chat_flood_notify_flooder"))
1066                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1067                 else
1068                 {
1069                         sprint(source, sourcemsgstr);
1070                         if(cmsgstr != "" && !privatesay)
1071                                 centerprint(source, sourcecmsgstr);
1072                 }
1073         }
1074         else if(privatesay)
1075         {
1076                 sprint(source, sourcemsgstr);
1077                 sprint(privatesay, msgstr);
1078                 if(cmsgstr != "")
1079                         centerprint(privatesay, cmsgstr);
1080         }
1081         else if(teamsay > 0)
1082         {
1083                 sprint(source, sourcemsgstr);
1084                 if(sourcecmsgstr != "")
1085                         centerprint(source, sourcecmsgstr);
1086                 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1087                         if(head != source)
1088                         {
1089                                 sprint(head, msgstr);
1090                                 if(cmsgstr != "")
1091                                         centerprint(head, cmsgstr);
1092                         }
1093         }
1094         else if(teamsay < 0)
1095         {
1096                 sprint(source, sourcemsgstr);
1097                 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1098                         if(head != source)
1099                                 sprint(head, msgstr);
1100         }
1101         else if(sourcemsgstr != msgstr)
1102         {
1103                 sprint(source, sourcemsgstr);
1104                 FOR_EACH_REALCLIENT(head)
1105                         if(head != source)
1106                                 sprint(head, msgstr);
1107         }
1108         else
1109                 bprint(msgstr);
1110 }
1111
1112 float GetVoiceMessageVoiceType(string type)
1113 {
1114         if(type == "taunt")
1115                 return VOICETYPE_TAUNT;
1116         if(type == "teamshoot")
1117                 return VOICETYPE_LASTATTACKER;
1118         return VOICETYPE_TEAMRADIO;
1119 }
1120
1121 string allvoicesamples;
1122 float GetPlayerSoundSampleField_notFound;
1123 float GetPlayerSoundSampleField_fixed;
1124 .string GetVoiceMessageSampleField(string type)
1125 {
1126         GetPlayerSoundSampleField_notFound = 0;
1127         GetPlayerSoundSampleField_fixed = 0;
1128         switch(type)
1129         {
1130 #define _VOICEMSG(m) case #m: return playersound_##m;
1131                 ALLVOICEMSGS
1132 #undef _VOICEMSG
1133         }
1134         GetPlayerSoundSampleField_notFound = 1;
1135         return playersound_taunt;
1136 }
1137
1138 .string GetPlayerSoundSampleField(string type)
1139 {
1140         GetPlayerSoundSampleField_notFound = 0;
1141         GetPlayerSoundSampleField_fixed = 0;
1142         switch(type)
1143         {
1144 #define _VOICEMSG(m) case #m: return playersound_##m;
1145                 ALLPLAYERSOUNDS
1146 #undef _VOICEMSG
1147         }
1148         GetPlayerSoundSampleField_notFound = 1;
1149         return playersound_taunt;
1150 }
1151
1152 void PrecacheGlobalSound(string samplestring)
1153 {
1154         float n, i;
1155         tokenize_console(samplestring);
1156         n = stof(argv(1));
1157         if(n > 0)
1158         {
1159                 for(i = 1; i <= n; ++i)
1160                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1161         }
1162         else
1163         {
1164                 precache_sound(strcat(argv(0), ".wav"));
1165         }
1166 }
1167
1168 void PrecachePlayerSounds(string f)
1169 {
1170         float fh;
1171         string s;
1172         fh = fopen(f, FILE_READ);
1173         if(fh < 0)
1174                 return;
1175         while((s = fgets(fh)))
1176         {
1177                 if(tokenize_console(s) != 3)
1178                 {
1179                         dprint("Invalid sound info line: ", s, "\n");
1180                         continue;
1181                 }
1182                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1183         }
1184         fclose(fh);
1185
1186         if not(allvoicesamples)
1187         {
1188 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1189                 ALLVOICEMSGS
1190 #undef _VOICEMSG
1191                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1192         }
1193 }
1194
1195 void ClearPlayerSounds()
1196 {
1197 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1198         ALLPLAYERSOUNDS
1199         ALLVOICEMSGS
1200 #undef _VOICEMSG
1201 }
1202
1203 void LoadPlayerSounds(string f, float first)
1204 {
1205         float fh;
1206         string s;
1207         var .string field;
1208         fh = fopen(f, FILE_READ);
1209         if(fh < 0)
1210                 return;
1211         while((s = fgets(fh)))
1212         {
1213                 if(tokenize_console(s) != 3)
1214                         continue;
1215                 field = GetPlayerSoundSampleField(argv(0));
1216                 if(GetPlayerSoundSampleField_notFound)
1217                         field = GetVoiceMessageSampleField(argv(0));
1218                 if(GetPlayerSoundSampleField_notFound)
1219                         continue;
1220                 if(GetPlayerSoundSampleField_fixed)
1221                         if not(first)
1222                                 continue;
1223                 if(self.field)
1224                         strunzone(self.field);
1225                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1226         }
1227         fclose(fh);
1228 }
1229
1230 .float modelindex_for_playersound;
1231 void UpdatePlayerSounds()
1232 {
1233         if(self.modelindex == self.modelindex_for_playersound)
1234                 return;
1235         self.modelindex_for_playersound = self.modelindex;
1236         ClearPlayerSounds();
1237         LoadPlayerSounds("sound/player/default.sounds", 1);
1238         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
1239 }
1240
1241 void GlobalSound(string sample, float chan, float voicetype)
1242 {
1243         float n;
1244         float tauntrand;
1245
1246         if(sample == "")
1247                 return;
1248
1249         tokenize_console(sample);
1250         n = stof(argv(1));
1251         if(n > 0)
1252                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1253         else
1254                 sample = strcat(argv(0), ".wav"); // randomization
1255
1256         switch(voicetype)
1257         {
1258                 case VOICETYPE_LASTATTACKER_ONLY:
1259                         if(self.pusher)
1260                                 if(self.pusher.team == self.team)
1261                                 {
1262                                         msg_entity = self.pusher;
1263                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1264                                         {
1265                                                 if(msg_entity.cvar_cl_voice_directional == 1)
1266                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1267                                                 else
1268                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1269                                         }
1270                                 }
1271                         break;
1272                 case VOICETYPE_LASTATTACKER:
1273                         if(self.pusher)
1274                                 if(self.pusher.team == self.team)
1275                                 {
1276                                         msg_entity = self.pusher;
1277                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1278                                         {
1279                                                 if(msg_entity.cvar_cl_voice_directional == 1)
1280                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1281                                                 else
1282                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1283                                         }
1284                                         msg_entity = self;
1285                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1286                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1287                                 }
1288                         break;
1289                 case VOICETYPE_TEAMRADIO:
1290                         FOR_EACH_REALCLIENT(msg_entity)
1291                                 if(!teams_matter || msg_entity.team == self.team)
1292                                 {
1293                                         if(msg_entity.cvar_cl_voice_directional == 1)
1294                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1295                                         else
1296                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1297                                 }
1298                         break;
1299                 case VOICETYPE_AUTOTAUNT:
1300                         if(!sv_autotaunt)
1301                                 break;
1302                         if(!sv_taunt)
1303                                 break;
1304                         if(sv_gentle)
1305                                 break;
1306                         tauntrand = random();
1307                         FOR_EACH_REALCLIENT(msg_entity)
1308                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1309                                 {
1310                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1311                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1312                                         else
1313                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1314                                 }
1315                         break;
1316                 case VOICETYPE_TAUNT:
1317                         if(self.classname == "player")
1318                                 if(self.deadflag == DEAD_NO)
1319                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1320                         if(!sv_taunt)
1321                                 break;
1322                         if(sv_gentle)
1323                                 break;
1324                         FOR_EACH_REALCLIENT(msg_entity)
1325                         {
1326                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1327                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1328                                 else
1329                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1330                         }
1331                 case VOICETYPE_PLAYERSOUND:
1332                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1333                         break;
1334                 default:
1335                         backtrace("Invalid voice type!");
1336                         break;
1337         }
1338 }
1339
1340 void PlayerSound(.string samplefield, float chan, float voicetype)
1341 {
1342         string sample;
1343         sample = self.samplefield;
1344         GlobalSound(sample, chan, voicetype);
1345 }
1346
1347 void VoiceMessage(string type, string msg)
1348 {
1349         var .string sample;
1350         var float voicetype, ownteam;
1351         sample = GetVoiceMessageSampleField(type);
1352
1353         if(GetPlayerSoundSampleField_notFound)
1354         {
1355                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1356                 return;
1357         }
1358
1359         voicetype = GetVoiceMessageVoiceType(type);
1360         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1361
1362         float flood;
1363         float flood_spv;
1364         var .float flood_field;
1365
1366         flood = 0;
1367         if(ownteam)
1368         {
1369                 flood_spv = cvar("g_voice_flood_spv_team");
1370                 flood_field = floodcontrol_voiceteam;
1371         }
1372         else
1373         {
1374                 flood_spv = cvar("g_voice_flood_spv");
1375                 flood_field = floodcontrol_voice;
1376         }
1377
1378         if(time >= self.flood_field)
1379                 self.flood_field = max(time, self.flood_field) + flood_spv;
1380         else
1381                 flood = 1;
1382
1383         if (timeoutStatus == 2) //when game is paused, no flood protection
1384                 self.flood_field = flood = 0;
1385
1386         if (msg != "")
1387                 Say(self, ownteam, world, msg, 0);
1388
1389         if (!flood)
1390                 PlayerSound(sample, CHAN_VOICE, voicetype);
1391 }
1392
1393 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1394 {
1395 //      show_message
1396 //      0 (00) automove centerprint, admin message
1397 //      1 (01) automove centerprint, no admin message
1398 //      2 (10) no centerprint, admin message
1399 //      3 (11) no centerprint, no admin message
1400
1401         float lockteams_backup;
1402
1403         lockteams_backup = lockteams;  // backup any team lock
1404
1405         lockteams = 0;  // disable locked teams
1406
1407         TeamchangeFrags(client);  // move the players frags
1408         SetPlayerColors(client, team_colour - 1);  // set the players colour
1409         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1410
1411         lockteams = lockteams_backup;  // restore the team lock
1412
1413         LogTeamchange(client.playerid, client.team, type);
1414
1415         if not(show_message & 1) // admin message
1416                 sprint(client, strcat("\{1}\{13}^3", admin_name(), "^7: You have been moved to the ", Team_ColorNameLowerCase(team_colour), " team\n"));  // send a chat message
1417
1418         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1419 }