fix player model sound and species loading for invalid skin values; use .model and...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(autocvar_sv_weaponstats_killfile != "" || autocvar_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(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
21         if(autocvar_sv_weaponstats_killfile != "")
22         {
23                 fh = fopen(autocvar_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(autocvar_sv_weaponstats_damagefile != "")
43         {
44                 fh = fopen(autocvar_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.glowmod = oldself.glowmod;
115         self.iscreature = oldself.iscreature;
116         self.angles = oldself.angles;
117         self.avelocity = oldself.avelocity;
118         self.classname = "body";
119         self.damageforcescale = oldself.damageforcescale;
120         self.effects = oldself.effects;
121         self.event_damage = oldself.event_damage;
122         self.animstate_startframe = oldself.animstate_startframe;
123         self.animstate_numframes = oldself.animstate_numframes;
124         self.animstate_framerate = oldself.animstate_framerate;
125         self.animstate_starttime = oldself.animstate_starttime;
126         self.animstate_endtime = oldself.animstate_endtime;
127         self.animstate_override = oldself.animstate_override;
128         self.animstate_looping = oldself.animstate_looping;
129         self.frame = oldself.frame;
130         self.dead_frame = oldself.dead_frame;
131         self.pain_finished = oldself.pain_finished;
132         self.health = oldself.health;
133         self.armorvalue = oldself.armorvalue;
134         self.armortype = oldself.armortype;
135         self.model = oldself.model;
136         self.modelindex = oldself.modelindex;
137         self.modelindex_lod0 = oldself.modelindex_lod0;
138         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
139         self.modelindex_lod1 = oldself.modelindex_lod1;
140         self.modelindex_lod2 = oldself.modelindex_lod2;
141         self.skinindex = oldself.skinindex;
142         self.species = oldself.species;
143         self.movetype = oldself.movetype;
144         self.nextthink = oldself.nextthink;
145         self.solid = oldself.solid;
146         self.ballistics_density = oldself.ballistics_density;
147         self.takedamage = oldself.takedamage;
148         self.think = oldself.think;
149         self.customizeentityforclient = oldself.customizeentityforclient;
150         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
151         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
152         if (keepvelocity == 1)
153                 self.velocity = oldself.velocity;
154         self.oldvelocity = self.velocity;
155         self.fade_time = oldself.fade_time;
156         self.fade_rate = oldself.fade_rate;
157         //self.weapon = oldself.weapon;
158         setorigin(self, oldself.origin);
159         setsize(self, oldself.mins, oldself.maxs);
160         self.prevorigin = oldself.origin;
161         self.reset = SUB_Remove;
162
163         Drag_MoveDrag(oldself, self);
164
165         self = oldself;
166 }
167
168 float player_getspecies()
169 {
170         float s;
171         get_model_parameters(self.model, self.skinindex);
172         s = get_model_parameters_species;
173         get_model_parameters(string_null, 0);
174         if(s < 0)
175                 return SPECIES_HUMAN;
176         return s;
177 }
178
179 void player_setupanimsformodel()
180 {
181         local string animfilename;
182         local float animfile;
183         // defaults for legacy .zym models without animinfo files
184         self.anim_die1 = '0 1 0.5'; // 2 seconds
185         self.anim_die2 = '1 1 0.5'; // 2 seconds
186         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
187         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
188         self.anim_duckwalk = '4 1 1';
189         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
190         self.anim_duckidle = '6 1 1';
191         self.anim_idle = '7 1 1';
192         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
193         self.anim_pain1 = '9 1 2'; // 0.5 seconds
194         self.anim_pain2 = '10 1 2'; // 0.5 seconds
195         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
196         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
197         self.anim_run = '13 1 1';
198         self.anim_runbackwards = '14 1 1';
199         self.anim_strafeleft = '15 1 1';
200         self.anim_straferight = '16 1 1';
201         self.anim_dead1 = '17 1 1';
202         self.anim_dead2 = '18 1 1';
203         self.anim_forwardright = '19 1 1';
204         self.anim_forwardleft = '20 1 1';
205         self.anim_backright = '21 1 1';
206         self.anim_backleft  = '22 1 1';
207         animparseerror = FALSE;
208         animfilename = strcat(self.model, ".animinfo");
209         animfile = fopen(animfilename, FILE_READ);
210         if (animfile >= 0)
211         {
212                 self.anim_die1         = animparseline(animfile);
213                 self.anim_die2         = animparseline(animfile);
214                 self.anim_draw         = animparseline(animfile);
215                 self.anim_duck         = animparseline(animfile);
216                 self.anim_duckwalk     = animparseline(animfile);
217                 self.anim_duckjump     = animparseline(animfile);
218                 self.anim_duckidle     = animparseline(animfile);
219                 self.anim_idle         = animparseline(animfile);
220                 self.anim_jump         = animparseline(animfile);
221                 self.anim_pain1        = animparseline(animfile);
222                 self.anim_pain2        = animparseline(animfile);
223                 self.anim_shoot        = animparseline(animfile);
224                 self.anim_taunt        = animparseline(animfile);
225                 self.anim_run          = animparseline(animfile);
226                 self.anim_runbackwards = animparseline(animfile);
227                 self.anim_strafeleft   = animparseline(animfile);
228                 self.anim_straferight  = animparseline(animfile);
229                 self.anim_forwardright = animparseline(animfile);
230                 self.anim_forwardleft  = animparseline(animfile);
231                 self.anim_backright    = animparseline(animfile);
232                 self.anim_backleft     = animparseline(animfile);
233                 fclose(animfile);
234
235                 // derived anims
236                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
237                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
238
239                 if (animparseerror)
240                         print("Parse error in ", animfilename, ", some player animations are broken\n");
241         }
242         else
243                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
244         // reset animstate now
245         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
246 };
247
248 void player_anim (void)
249 {
250         updateanim(self);
251         if (self.weaponentity)
252                 updateanim(self.weaponentity);
253
254         if (self.deadflag != DEAD_NO)
255         {
256                 if (time > self.animstate_endtime)
257                 {
258                         if (self.maxs_z > 5)
259                         {
260                                 self.maxs_z = 5;
261                                 setsize(self, self.mins, self.maxs);
262                         }
263                         self.frame = self.dead_frame;
264                 }
265                 return;
266         }
267
268         if (!self.animstate_override)
269         {
270                 if (!(self.flags & FL_ONGROUND))
271                 {
272                         if (self.crouch)
273                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
274                         else
275                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
276                         self.restart_jump = FALSE;
277                 }
278                 else if (self.crouch)
279                 {
280                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
281                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
282                         else
283                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
284                 }
285                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
286                 {
287                         if (self.movement_x > 0 && self.movement_y == 0)
288                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289                         else if (self.movement_x < 0 && self.movement_y == 0)
290                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
291                         else if (self.movement_x == 0 && self.movement_y > 0)
292                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
293                         else if (self.movement_x == 0 && self.movement_y < 0)
294                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
295                         else if (self.movement_x > 0 && self.movement_y > 0)
296                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
297                         else if (self.movement_x > 0 && self.movement_y < 0)
298                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
299                         else if (self.movement_x < 0 && self.movement_y > 0)
300                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
301                         else if (self.movement_x < 0 && self.movement_y < 0)
302                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
303                         else
304                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
305                 }
306                 else
307                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
308         }
309
310         if (self.weaponentity)
311         if (!self.weaponentity.animstate_override)
312                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
313 }
314
315 void SpawnThrownWeapon (vector org, float w)
316 {
317         if(g_minstagib)
318         if(self.ammo_cells <= 0)
319                 return;
320
321         if(g_pinata)
322         {
323                 float j;
324                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
325                 {
326                         if(self.weapons & W_WeaponBit(j))
327                                 if(W_IsWeaponThrowable(j))
328                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
329                 }
330         }
331         else
332                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
333 }
334
335 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
336 {
337         local float take, save;
338         vector v;
339         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
340
341         // damage resistance (ignore most of the damage from a bullet or similar)
342         damage = max(damage - 5, 1);
343
344         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
345         take = v_x;
346         save = v_y;
347
348         if(sound_allowed(MSG_BROADCAST, attacker))
349         {
350                 if (save > 10)
351                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
352                 else if (take > 30)
353                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
354                 else if (take > 10)
355                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
356         }
357
358         if (take > 50)
359                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
360         if (take > 100)
361                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
362
363         if (!(self.flags & FL_GODMODE))
364         {
365                 self.armorvalue = self.armorvalue - save;
366                 self.health = self.health - take;
367                 // pause regeneration for 5 seconds
368                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
369         }
370         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
371         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
372         self.dmg_inflictor = inflictor;
373
374         if (self.health <= -100 && self.modelindex != 0)
375         {
376                 // don't use any animations as a gib
377                 self.frame = 0;
378                 self.dead_frame = 0;
379                 // view just above the floor
380                 self.view_ofs = '0 0 4';
381
382                 Violence_GibSplash(self, 1, 1, attacker);
383                 self.modelindex = 0; // restore later
384                 self.solid = SOLID_NOT; // restore later
385         }
386 }
387
388 void ClientKill_Now_TeamChange();
389 void freezetag_CheckWinner();
390 void freezetag_Unfreeze();
391
392 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
393 {
394         local float take, save, waves, sdelay, dh, da, j;
395         vector v;
396         float valid_damage_for_weaponstats;
397
398         dh = max(self.health, 0);
399         da = max(self.armorvalue, 0);
400
401         if(!DEATH_ISSPECIAL(deathtype))
402         {
403                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
404                 if(self != attacker)
405                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
406         }
407
408         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
409         {
410                 // tuba causes blood to come out of the ears
411                 vector ear1, ear2;
412                 vector d;
413                 float f;
414                 ear1 = self.origin;
415                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
416                 ear2 = ear1;
417                 makevectors(self.angles);
418                 ear1 += v_right * -10;
419                 ear2 += v_right * +10;
420                 d = inflictor.origin - self.origin;
421                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
422                 force = v_right * vlen(force);
423                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
424                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
425                 if(f > 0)
426                 {
427                         hitloc = ear1;
428                         force = force * -1;
429                 }
430                 else
431                 {
432                         hitloc = ear2;
433                         // force is already good
434                 }
435         }
436         else
437                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
438
439         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
440                 return;
441
442         if (!g_minstagib)
443         {
444                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
445                 take = v_x;
446                 save = v_y;
447         }
448         else
449         {
450                 save = 0;
451                 take = damage;
452         }
453
454         frag_inflictor = inflictor;
455         frag_attacker = attacker;
456         frag_target = self;
457         damage_take = take;
458         damage_save = save;
459         damage_force = force;
460         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
461         take = bound(0, damage_take, self.health);
462         save = bound(0, damage_save, self.armorvalue);
463
464         if(sound_allowed(MSG_BROADCAST, attacker))
465         {
466                 if (save > 10)
467                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
468                 else if (take > 30)
469                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
470                 else if (take > 10)
471                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
472         }
473
474         if (take > 50)
475                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
476         if (take > 100)
477                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
478
479         if (time >= self.spawnshieldtime)
480         {
481                 if (!(self.flags & FL_GODMODE))
482                 {
483                         self.armorvalue = self.armorvalue - save;
484                         self.health = self.health - take;
485                         // pause regeneration for 5 seconds
486                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
487
488                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
489                         {
490                                 self.pain_finished = time + 0.5;        //Supajoe
491
492                                 if(sv_gentle < 1) {
493                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
494                                         {
495                                                 if (random() > 0.5)
496                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
497                                                 else
498                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
499                                         }
500
501                                         if(sound_allowed(MSG_BROADCAST, attacker))
502                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
503                                         if(self.health > 1)
504                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
505                                         {
506                                                 if(deathtype == DEATH_FALL)
507                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
508                                                 else if(self.health > 75) // TODO make a "gentle" version?
509                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
510                                                 else if(self.health > 50)
511                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
512                                                 else if(self.health > 25)
513                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
514                                                 else
515                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
516                                         }
517                                 }
518
519                                 // throw off bot aim temporarily
520                                 local float shake;
521                                 shake = damage * 5 / (bound(0,skill,100) + 1);
522                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
523                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
524                         }
525                 }
526                 else
527                         self.max_armorvalue += (save + take);
528         }
529         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
530         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
531         self.dmg_inflictor = inflictor;
532
533         if(attacker == self)
534         {
535                 // don't reset pushltime for self damage as it may be an attempt to
536                 // escape a lava pit or similar
537                 //self.pushltime = 0;
538         }
539         else if(attacker.classname == "player" || attacker.classname == "gib")
540         {
541                 self.pusher = attacker;
542                 self.pushltime = time + autocvar_g_maxpushtime;
543         }
544         else if(time < self.pushltime)
545         {
546                 attacker = self.pusher;
547                 self.pushltime = max(self.pushltime, time + 0.6);
548         }
549         else
550                 self.pushltime = 0;
551
552         valid_damage_for_weaponstats = 0;
553         if(clienttype(self) == CLIENTTYPE_REAL)
554         if(clienttype(attacker) == CLIENTTYPE_REAL)
555         if(self != attacker)
556         if(!DEATH_ISSPECIAL(deathtype))
557         if(IsDifferentTeam(self, attacker))
558                 valid_damage_for_weaponstats = 1;
559         
560         if(valid_damage_for_weaponstats)
561         {
562                 dh = dh - max(self.health, 0);
563                 da = da - max(self.armorvalue, 0);
564                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
565         }
566
567         if (self.health < 1)
568         {
569                 float defer_ClientKill_Now_TeamChange;
570                 defer_ClientKill_Now_TeamChange = FALSE;
571
572                 if(self.alivetime)
573                 {
574                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
575                         self.alivetime = 0;
576                 }
577
578                 if(valid_damage_for_weaponstats)
579                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
580
581                 if(sv_gentle < 1) // TODO make a "gentle" version?
582                 if(sound_allowed(MSG_BROADCAST, attacker))
583                 {
584                         if(deathtype == DEATH_DROWN)
585                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
586                         else
587                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
588                 }
589
590                 // get rid of kill indicator
591                 if(self.killindicator)
592                 {
593                         remove(self.killindicator);
594                         self.killindicator = world;
595                         if(self.killindicator_teamchange)
596                                 defer_ClientKill_Now_TeamChange = TRUE;
597
598                         if(self.classname == "body")
599                         if(deathtype == DEATH_KILL)
600                         {
601                                 // for the lemmings fans, a small harmless explosion
602                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
603                         }
604                 }
605
606                 if(!g_freezetag)
607                 {
608                         // become fully visible
609                         self.alpha = 1;
610                         // clear selected player display
611                         ClearSelectedPlayer();
612                         // throw a weapon
613                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
614                 }
615
616                 // print an obituary message
617                 Obituary (attacker, inflictor, self, deathtype);
618                 race_PreDie();
619                 DropAllRunes(self);
620
621                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
622                 {
623                         PutClientInServer();
624                         count_alive_players(); // re-count players
625                         freezetag_CheckWinner();
626                         return;
627                 }
628
629                 frag_attacker = attacker;
630                 frag_inflictor = inflictor;
631                 frag_target = self;
632                 MUTATOR_CALLHOOK(PlayerDies);
633
634                 if(g_freezetag)
635             return;
636
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 && g_nexball)
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                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
663                 // don't stick to the floor
664                 self.flags &~= FL_ONGROUND;
665                 // dying animation
666                 self.deadflag = DEAD_DYING;
667                 // when to allow respawn
668                 sdelay = 0;
669                 waves = 0;
670                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
671                 if(!sdelay)
672                         sdelay = autocvar_g_respawn_delay;
673                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
674                 if(!waves)
675                         waves = autocvar_g_respawn_waves;
676                 if(waves)
677                         self.death_time = ceil((time + sdelay) / waves) * waves;
678                 else
679                         self.death_time = time + sdelay;
680                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
681                         self.respawn_countdown = 10; // first number to count down from is 10
682                 else
683                         self.respawn_countdown = -1; // do not count down
684                 if (random() < 0.5)
685                 {
686                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
687                         self.dead_frame = self.anim_dead1_x;
688                 }
689                 else
690                 {
691                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
692                         self.dead_frame = self.anim_dead2_x;
693                 }
694                 // set damage function to corpse damage
695                 self.event_damage = PlayerCorpseDamage;
696                 // call the corpse damage function just in case it wants to gib
697                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
698                 // set up to fade out later
699                 SUB_SetFade (self, time + 6 + random (), 1);
700
701                 if(clienttype(self) == CLIENTTYPE_REAL)
702                 {
703                         self.fixangle = TRUE;
704                         //msg_entity = self;
705                         //WriteByte (MSG_ONE, SVC_SETANGLE);
706                         //WriteAngle (MSG_ONE, self.v_angle_x);
707                         //WriteAngle (MSG_ONE, self.v_angle_y);
708                         //WriteAngle (MSG_ONE, 80);
709                 }
710
711                 if(g_arena)
712                         Spawnqueue_Unmark(self);
713
714                 if(defer_ClientKill_Now_TeamChange)
715                         ClientKill_Now_TeamChange();
716
717                 if(sv_gentle > 0 || autocvar_ekg) {
718                         // remove corpse
719                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
720                 }
721
722                 // reset fields the weapons may use just in case
723         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
724                 {
725             weapon_action(j, WR_RESETPLAYER);
726                         ATTACK_FINISHED_FOR(self, j) = 0;
727                 }
728         }
729 }
730
731 float UpdateSelectedPlayer_countvalue(float v)
732 {
733         return max(0, (v - 1.0) / 0.5);
734 }
735
736 // returns: -2 if no hit, otherwise cos of the angle
737 // uses the global v_angle
738 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
739 {
740         vector so, d;
741         float c;
742
743         if(p == self)
744                 return -2;
745
746         if(p.deadflag)
747                 return -2;
748
749         so = self.origin + self.view_ofs;
750         d = p.origin - so;
751
752         // misaimed?
753         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
754                 return -2;
755
756         // now find the cos of the angle...
757         c = normalize(d) * v_forward;
758
759         if(c <= mincosangle)
760                 return -2;
761
762         // not visible in any way? forget it
763         if(!checkpvs(so, p))
764                 return -2;
765
766         traceline(so, p.origin, MOVE_NOMONSTERS, self);
767         if(trace_fraction < 1)
768                 return -2;
769
770         return c;
771 }
772
773 void ClearSelectedPlayer()
774 {
775         if(self.selected_player)
776         {
777                 centerprint_expire(self, CENTERPRIO_POINT);
778                 self.selected_player = world;
779                 self.selected_player_display_needs_update = FALSE;
780         }
781 }
782
783 void UpdateSelectedPlayer()
784 {
785         entity selected;
786         float selected_score;
787         selected = world;
788         selected_score = 0.95; // 18 degrees
789
790         if(!autocvar_sv_allow_shownames)
791                 return;
792
793         if(clienttype(self) != CLIENTTYPE_REAL)
794                 return;
795
796         if(self.cvar_cl_shownames == 0)
797                 return;
798
799         if(self.cvar_cl_shownames == 1 && !teams_matter)
800                 return;
801
802         makevectors(self.v_angle); // sets v_forward
803
804         // 1. cursor trace is always right
805         WarpZone_crosshair_trace(self);
806         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
807         {
808                 selected = trace_ent;
809         }
810         else
811         {
812                 // 2. if we don't have a cursor trace, find the player which is least
813                 //    mis-aimed at
814                 entity p;
815                 FOR_EACH_PLAYER(p)
816                 {
817                         float c;
818                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
819                         if(c >= -1)
820                         {
821                                 selected = p;
822                                 selected_score = c;
823                         }
824                 }
825         }
826
827         if(selected)
828         {
829                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
830         }
831         else
832         {
833                 if(time < self.selected_player_display_timeout)
834                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
835                                 selected = self.selected_player;
836         }
837
838         if(selected)
839         {
840                 if(selected == self.selected_player)
841                 {
842                         float save;
843                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
844                         self.selected_player_count = self.selected_player_count + frametime;
845                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
846                         {
847                                 string namestr, healthstr;
848                                 namestr = playername(selected);
849                                 if(teams_matter)
850                                 {
851                                         healthstr = ftos(floor(selected.health));
852                                         if(self.team == selected.team)
853                                         {
854                                                 namestr = strcat(namestr, " (", healthstr, "%)");
855                                                 self.selected_player_display_needs_update = TRUE;
856                                         }
857                                 }
858                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
859                         }
860                 }
861                 else
862                 {
863                         ClearSelectedPlayer();
864                         self.selected_player = selected;
865                         self.selected_player_time = time;
866                         self.selected_player_count = 0;
867                         self.selected_player_display_needs_update = FALSE;
868                 }
869         }
870         else
871         {
872                 ClearSelectedPlayer();
873         }
874
875         if(self.selected_player)
876                 self.last_selected_player = self.selected_player;
877 }
878
879 .float muted; // to be used by prvm_edictset server playernumber muted 1
880 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
881 // message "": do not say, just test flood control
882 // return value:
883 //   1 = accept
884 //   0 = reject
885 //  -1 = fake accept
886 {
887         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
888         float flood, privatemsgprefixlen;
889         var .float flood_field;
890         entity head;
891         float ret;
892
893         if(Ban_MaybeEnforceBan(source))
894                 return 0;
895
896         if(!teamsay && !privatesay)
897                 if(substring(msgin, 0, 1) == " ")
898                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
899
900         msgin = formatmessage(msgin);
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         if(msgin != "")
913                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
914
915         /*
916          * using bprint solves this... me stupid
917         // how can we prevent the message from appearing in a listen server?
918         // for now, just give "say" back and only handle say_team
919         if(!teamsay)
920         {
921                 clientcommand(self, strcat("say ", msgin));
922                 return;
923         }
924         */
925
926         if(autocvar_g_chat_teamcolors)
927                 namestr = playername(source);
928         else
929                 namestr = source.netname;
930
931         if(msgin != "")
932         {
933                 if(privatesay)
934                 {
935                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
936                         privatemsgprefixlen = strlen(msgstr);
937                         msgstr = strcat(msgstr, msgin);
938                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
939                         if(autocvar_g_chat_teamcolors)
940                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
941                         else
942                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
943                 }
944                 else if(teamsay)
945                 {
946                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
947                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
948                 }
949                 else
950                 {
951                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
952                         cmsgstr = "";
953                 }
954                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
955         }
956         else
957         {
958                 msgstr = cmsgstr = "";
959         }
960
961         fullmsgstr = msgstr;
962         fullcmsgstr = cmsgstr;
963
964         // FLOOD CONTROL
965         flood = 0;
966         if(floodcontrol)
967         {
968                 float flood_spl;
969                 float flood_burst;
970                 float flood_lmax;
971                 float lines;
972                 if(privatesay)
973                 {
974                         flood_spl = autocvar_g_chat_flood_spl_tell;
975                         flood_burst = autocvar_g_chat_flood_burst_tell;
976                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
977                         flood_field = floodcontrol_chattell;
978                 }
979                 else if(teamsay)
980                 {
981                         flood_spl = autocvar_g_chat_flood_spl_team;
982                         flood_burst = autocvar_g_chat_flood_burst_team;
983                         flood_lmax = autocvar_g_chat_flood_lmax_team;
984                         flood_field = floodcontrol_chatteam;
985                 }
986                 else
987                 {
988                         flood_spl = autocvar_g_chat_flood_spl;
989                         flood_burst = autocvar_g_chat_flood_burst;
990                         flood_lmax = autocvar_g_chat_flood_lmax;
991                         flood_field = floodcontrol_chat;
992                 }
993                 flood_burst = max(0, flood_burst - 1);
994                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
995
996                 // do flood control for the default line size
997                 if(msgstr != "")
998                 {
999                         getWrappedLine_remaining = msgstr;
1000                         msgstr = "";
1001                         lines = 0;
1002                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1003                         {
1004                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1005                                 ++lines;
1006                         }
1007                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1008
1009                         if(getWrappedLine_remaining != "")
1010                         {
1011                                 msgstr = strcat(msgstr, "\n");
1012                                 flood = 2;
1013                         }
1014
1015                         if(time >= source.flood_field)
1016                         {
1017                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1018                         }
1019                         else
1020                         {
1021                                 flood = 1;
1022                                 msgstr = fullmsgstr;
1023                         }
1024                 }
1025                 else
1026                 {
1027                         if(time >= source.flood_field)
1028                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1029                         else
1030                                 flood = 1;
1031                 }
1032
1033                 if (timeoutStatus == 2) //when game is paused, no flood protection
1034                         source.flood_field = flood = 0;
1035         }
1036
1037         if(flood == 2) // cannot happen for empty msgstr
1038         {
1039                 if(autocvar_g_chat_flood_notify_flooder)
1040                 {
1041                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1042                         sourcecmsgstr = "";
1043                 }
1044                 else
1045                 {
1046                         sourcemsgstr = fullmsgstr;
1047                         sourcecmsgstr = fullcmsgstr;
1048                 }
1049                 cmsgstr = "";
1050         }
1051         else
1052         {
1053                 sourcemsgstr = msgstr;
1054                 sourcecmsgstr = cmsgstr;
1055         }
1056
1057         if(!privatesay)
1058         if(source.classname != "player")
1059         {
1060                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1061                         teamsay = -1; // spectators
1062         }
1063
1064         if(flood)
1065                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1066
1067         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1068         if(privatesay)
1069                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1070
1071         if(source.muted)
1072         {
1073                 // always fake the message
1074                 ret = -1;
1075         }
1076         else if(flood == 1)
1077         {
1078                 if(autocvar_g_chat_flood_notify_flooder)
1079                 {
1080                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1081                         ret = 0;
1082                 }
1083                 else
1084                         ret = -1;
1085         }
1086         else
1087         {
1088                 ret = 1;
1089         }
1090
1091         if(sourcemsgstr != "" && ret != 0)
1092         {
1093                 if(ret < 0) // fake
1094                 {
1095                         sprint(source, sourcemsgstr);
1096                         if(sourcecmsgstr != "" && !privatesay)
1097                                 centerprint(source, sourcecmsgstr);
1098                 }
1099                 else if(privatesay)
1100                 {
1101                         sprint(source, sourcemsgstr);
1102                         sprint(privatesay, msgstr);
1103                         if(cmsgstr != "")
1104                                 centerprint(privatesay, cmsgstr);
1105                 }
1106                 else if(teamsay > 0)
1107                 {
1108                         sprint(source, sourcemsgstr);
1109                         if(sourcecmsgstr != "")
1110                                 centerprint(source, sourcecmsgstr);
1111                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1112                                 if(head != source)
1113                                 {
1114                                         sprint(head, msgstr);
1115                                         if(cmsgstr != "")
1116                                                 centerprint(head, cmsgstr);
1117                                 }
1118                 }
1119                 else if(teamsay < 0)
1120                 {
1121                         sprint(source, sourcemsgstr);
1122                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1123                                 if(head != source)
1124                                         sprint(head, msgstr);
1125                 }
1126                 else if(sourcemsgstr != msgstr)
1127                 {
1128                         sprint(source, sourcemsgstr);
1129                         FOR_EACH_REALCLIENT(head)
1130                                 if(head != source)
1131                                         sprint(head, msgstr);
1132                 }
1133                 else
1134                         bprint(msgstr);
1135         }
1136
1137         return ret;
1138 }
1139
1140 float GetVoiceMessageVoiceType(string type)
1141 {
1142         if(type == "taunt")
1143                 return VOICETYPE_TAUNT;
1144         if(type == "teamshoot")
1145                 return VOICETYPE_LASTATTACKER;
1146         return VOICETYPE_TEAMRADIO;
1147 }
1148
1149 string allvoicesamples;
1150 .string GetVoiceMessageSampleField(string type)
1151 {
1152         GetPlayerSoundSampleField_notFound = 0;
1153         switch(type)
1154         {
1155 #define _VOICEMSG(m) case #m: return playersound_##m;
1156                 ALLVOICEMSGS
1157 #undef _VOICEMSG
1158         }
1159         GetPlayerSoundSampleField_notFound = 1;
1160         return playersound_taunt;
1161 }
1162
1163 .string GetPlayerSoundSampleField(string type)
1164 {
1165         GetPlayerSoundSampleField_notFound = 0;
1166         switch(type)
1167         {
1168 #define _VOICEMSG(m) case #m: return playersound_##m;
1169                 ALLPLAYERSOUNDS
1170 #undef _VOICEMSG
1171         }
1172         GetPlayerSoundSampleField_notFound = 1;
1173         return playersound_taunt;
1174 }
1175
1176 void PrecacheGlobalSound(string samplestring)
1177 {
1178         float n, i;
1179         tokenize_console(samplestring);
1180         n = stof(argv(1));
1181         if(n > 0)
1182         {
1183                 for(i = 1; i <= n; ++i)
1184                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1185         }
1186         else
1187         {
1188                 precache_sound(strcat(argv(0), ".wav"));
1189         }
1190 }
1191
1192 void PrecachePlayerSounds(string f)
1193 {
1194         float fh;
1195         string s;
1196         fh = fopen(f, FILE_READ);
1197         if(fh < 0)
1198                 return;
1199         while((s = fgets(fh)))
1200         {
1201                 if(tokenize_console(s) != 3)
1202                 {
1203                         dprint("Invalid sound info line: ", s, "\n");
1204                         continue;
1205                 }
1206                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1207         }
1208         fclose(fh);
1209
1210         if not(allvoicesamples)
1211         {
1212 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1213                 ALLVOICEMSGS
1214 #undef _VOICEMSG
1215                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1216         }
1217 }
1218
1219 void ClearPlayerSounds()
1220 {
1221 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1222         ALLPLAYERSOUNDS
1223         ALLVOICEMSGS
1224 #undef _VOICEMSG
1225 }
1226
1227 float LoadPlayerSounds(string f, float first)
1228 {
1229         float fh;
1230         string s;
1231         var .string field;
1232         fh = fopen(f, FILE_READ);
1233         if(fh < 0)
1234         {
1235                 dprint("Player sound file not found: ", f, "\n");
1236                 return 0;
1237         }
1238         while((s = fgets(fh)))
1239         {
1240                 if(tokenize_console(s) != 3)
1241                         continue;
1242                 field = GetPlayerSoundSampleField(argv(0));
1243                 if(GetPlayerSoundSampleField_notFound)
1244                         field = GetVoiceMessageSampleField(argv(0));
1245                 if(GetPlayerSoundSampleField_notFound)
1246                         continue;
1247                 if(self.field)
1248                         strunzone(self.field);
1249                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1250         }
1251         fclose(fh);
1252         return 1;
1253 }
1254
1255 .float modelindex_for_playersound;
1256 .float skinindex_for_playersound;
1257 void UpdatePlayerSounds()
1258 {
1259         if(self.modelindex == self.modelindex_for_playersound)
1260         if(self.skinindex == self.skinindex_for_playersound)
1261                 return;
1262         self.modelindex_for_playersound = self.modelindex;
1263         self.skinindex_for_playersound = self.skinindex;
1264         ClearPlayerSounds();
1265         LoadPlayerSounds("sound/player/default.sounds", 1);
1266         if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1267                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1268 }
1269
1270 void FakeGlobalSound(string sample, float chan, float voicetype)
1271 {
1272         float n;
1273         float tauntrand;
1274
1275         if(sample == "")
1276                 return;
1277
1278         tokenize_console(sample);
1279         n = stof(argv(1));
1280         if(n > 0)
1281                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1282         else
1283                 sample = strcat(argv(0), ".wav"); // randomization
1284
1285         switch(voicetype)
1286         {
1287                 case VOICETYPE_LASTATTACKER_ONLY:
1288                         break;
1289                 case VOICETYPE_LASTATTACKER:
1290                         if(self.pusher)
1291                         {
1292                                 msg_entity = self;
1293                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1294                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1295                         }
1296                         break;
1297                 case VOICETYPE_TEAMRADIO:
1298                         msg_entity = self;
1299                         if(msg_entity.cvar_cl_voice_directional == 1)
1300                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1301                         else
1302                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1303                         break;
1304                 case VOICETYPE_AUTOTAUNT:
1305                         if(!sv_autotaunt)
1306                                 break;
1307                         if(!sv_taunt)
1308                                 break;
1309                         if(sv_gentle)
1310                                 break;
1311                         tauntrand = random();
1312                         msg_entity = self;
1313                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1314                         {
1315                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1316                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1317                                 else
1318                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1319                         }
1320                         break;
1321                 case VOICETYPE_TAUNT:
1322                         if(self.classname == "player")
1323                                 if(self.deadflag == DEAD_NO)
1324                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1325                         if(!sv_taunt)
1326                                 break;
1327                         if(sv_gentle)
1328                                 break;
1329                         msg_entity = self;
1330                         if (msg_entity.cvar_cl_voice_directional >= 1)
1331                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1332                         else
1333                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1334                         break;
1335                 case VOICETYPE_PLAYERSOUND:
1336                         msg_entity = self;
1337                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1338                         break;
1339                 default:
1340                         backtrace("Invalid voice type!");
1341                         break;
1342         }
1343 }
1344
1345 void GlobalSound(string sample, float chan, float voicetype)
1346 {
1347         float n;
1348         float tauntrand;
1349
1350         if(sample == "")
1351                 return;
1352
1353         tokenize_console(sample);
1354         n = stof(argv(1));
1355         if(n > 0)
1356                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1357         else
1358                 sample = strcat(argv(0), ".wav"); // randomization
1359
1360         switch(voicetype)
1361         {
1362                 case VOICETYPE_LASTATTACKER_ONLY:
1363                         if(self.pusher)
1364                         {
1365                                 msg_entity = self.pusher;
1366                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1367                                 {
1368                                         if(msg_entity.cvar_cl_voice_directional == 1)
1369                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1370                                         else
1371                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1372                                 }
1373                         }
1374                         break;
1375                 case VOICETYPE_LASTATTACKER:
1376                         if(self.pusher)
1377                         {
1378                                 msg_entity = self.pusher;
1379                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1380                                 {
1381                                         if(msg_entity.cvar_cl_voice_directional == 1)
1382                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1383                                         else
1384                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1385                                 }
1386                                 msg_entity = self;
1387                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1388                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1389                         }
1390                         break;
1391                 case VOICETYPE_TEAMRADIO:
1392                         FOR_EACH_REALCLIENT(msg_entity)
1393                                 if(!teams_matter || msg_entity.team == self.team)
1394                                 {
1395                                         if(msg_entity.cvar_cl_voice_directional == 1)
1396                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1397                                         else
1398                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1399                                 }
1400                         break;
1401                 case VOICETYPE_AUTOTAUNT:
1402                         if(!sv_autotaunt)
1403                                 break;
1404                         if(!sv_taunt)
1405                                 break;
1406                         if(sv_gentle)
1407                                 break;
1408                         tauntrand = random();
1409                         FOR_EACH_REALCLIENT(msg_entity)
1410                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1411                                 {
1412                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1413                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1414                                         else
1415                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1416                                 }
1417                         break;
1418                 case VOICETYPE_TAUNT:
1419                         if(self.classname == "player")
1420                                 if(self.deadflag == DEAD_NO)
1421                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1422                         if(!sv_taunt)
1423                                 break;
1424                         if(sv_gentle)
1425                                 break;
1426                         FOR_EACH_REALCLIENT(msg_entity)
1427                         {
1428                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1429                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1430                                 else
1431                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1432                         }
1433                         break;
1434                 case VOICETYPE_PLAYERSOUND:
1435                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1436                         break;
1437                 default:
1438                         backtrace("Invalid voice type!");
1439                         break;
1440         }
1441 }
1442
1443 void PlayerSound(.string samplefield, float chan, float voicetype)
1444 {
1445         GlobalSound(self.samplefield, chan, voicetype);
1446 }
1447
1448 void VoiceMessage(string type, string msg)
1449 {
1450         var .string sample;
1451         float voicetype, ownteam;
1452         float flood;
1453         sample = GetVoiceMessageSampleField(type);
1454
1455         if(GetPlayerSoundSampleField_notFound)
1456         {
1457                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1458                 return;
1459         }
1460
1461         voicetype = GetVoiceMessageVoiceType(type);
1462         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1463
1464         flood = Say(self, ownteam, world, msg, 1);
1465
1466         if (flood > 0)
1467                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1468         else if (flood < 0)
1469                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1470 }
1471
1472 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1473 {
1474 //      show_message
1475 //      0 (00) automove centerprint, admin message
1476 //      1 (01) automove centerprint, no admin message
1477 //      2 (10) no centerprint, admin message
1478 //      3 (11) no centerprint, no admin message
1479
1480         float lockteams_backup;
1481
1482         lockteams_backup = lockteams;  // backup any team lock
1483
1484         lockteams = 0;  // disable locked teams
1485
1486         TeamchangeFrags(client);  // move the players frags
1487         SetPlayerColors(client, team_colour - 1);  // set the players colour
1488         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1489
1490         lockteams = lockteams_backup;  // restore the team lock
1491
1492         LogTeamchange(client.playerid, client.team, type);
1493
1494         if not(show_message & 1) // admin message
1495                 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
1496
1497         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1498 }