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[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         {
673             if(g_cts)
674                 sdelay = 0; // no respawn delay in CTS
675             else
676                 sdelay = autocvar_g_respawn_delay;
677         }
678                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
679                 if(!waves)
680                         waves = autocvar_g_respawn_waves;
681                 if(waves)
682                         self.death_time = ceil((time + sdelay) / waves) * waves;
683                 else
684                         self.death_time = time + sdelay;
685                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
686                         self.respawn_countdown = 10; // first number to count down from is 10
687                 else
688                         self.respawn_countdown = -1; // do not count down
689                 if (random() < 0.5)
690                 {
691                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
692                         self.dead_frame = self.anim_dead1_x;
693                 }
694                 else
695                 {
696                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
697                         self.dead_frame = self.anim_dead2_x;
698                 }
699                 // set damage function to corpse damage
700                 self.event_damage = PlayerCorpseDamage;
701                 // call the corpse damage function just in case it wants to gib
702                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
703                 // set up to fade out later
704                 SUB_SetFade (self, time + 6 + random (), 1);
705
706                 if(clienttype(self) == CLIENTTYPE_REAL)
707                 {
708                         self.fixangle = TRUE;
709                         //msg_entity = self;
710                         //WriteByte (MSG_ONE, SVC_SETANGLE);
711                         //WriteAngle (MSG_ONE, self.v_angle_x);
712                         //WriteAngle (MSG_ONE, self.v_angle_y);
713                         //WriteAngle (MSG_ONE, 80);
714                 }
715
716                 if(g_arena)
717                         Spawnqueue_Unmark(self);
718
719                 if(defer_ClientKill_Now_TeamChange)
720                         ClientKill_Now_TeamChange();
721
722                 if(sv_gentle > 0 || autocvar_ekg) {
723                         // remove corpse
724                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
725                 }
726
727                 // reset fields the weapons may use just in case
728         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
729                 {
730             weapon_action(j, WR_RESETPLAYER);
731                         ATTACK_FINISHED_FOR(self, j) = 0;
732                 }
733         }
734 }
735
736 float UpdateSelectedPlayer_countvalue(float v)
737 {
738         return max(0, (v - 1.0) / 0.5);
739 }
740
741 // returns: -2 if no hit, otherwise cos of the angle
742 // uses the global v_angle
743 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
744 {
745         vector so, d;
746         float c;
747
748         if(p == self)
749                 return -2;
750
751         if(p.deadflag)
752                 return -2;
753
754         so = self.origin + self.view_ofs;
755         d = p.origin - so;
756
757         // misaimed?
758         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
759                 return -2;
760
761         // now find the cos of the angle...
762         c = normalize(d) * v_forward;
763
764         if(c <= mincosangle)
765                 return -2;
766
767         // not visible in any way? forget it
768         if(!checkpvs(so, p))
769                 return -2;
770
771         traceline(so, p.origin, MOVE_NOMONSTERS, self);
772         if(trace_fraction < 1)
773                 return -2;
774
775         return c;
776 }
777
778 void ClearSelectedPlayer()
779 {
780         if(self.selected_player)
781         {
782                 centerprint_expire(self, CENTERPRIO_POINT);
783                 self.selected_player = world;
784                 self.selected_player_display_needs_update = FALSE;
785         }
786 }
787
788 void UpdateSelectedPlayer()
789 {
790         entity selected;
791         float selected_score;
792         selected = world;
793         selected_score = 0.95; // 18 degrees
794
795         if(!autocvar_sv_allow_shownames)
796                 return;
797
798         if(clienttype(self) != CLIENTTYPE_REAL)
799                 return;
800
801         if(self.cvar_cl_shownames == 0)
802                 return;
803
804         if(self.cvar_cl_shownames == 1 && !teams_matter)
805                 return;
806
807         makevectors(self.v_angle); // sets v_forward
808
809         // 1. cursor trace is always right
810         WarpZone_crosshair_trace(self);
811         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
812         {
813                 selected = trace_ent;
814         }
815         else
816         {
817                 // 2. if we don't have a cursor trace, find the player which is least
818                 //    mis-aimed at
819                 entity p;
820                 FOR_EACH_PLAYER(p)
821                 {
822                         float c;
823                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
824                         if(c >= -1)
825                         {
826                                 selected = p;
827                                 selected_score = c;
828                         }
829                 }
830         }
831
832         if(selected)
833         {
834                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
835         }
836         else
837         {
838                 if(time < self.selected_player_display_timeout)
839                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
840                                 selected = self.selected_player;
841         }
842
843         if(selected)
844         {
845                 if(selected == self.selected_player)
846                 {
847                         float save;
848                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
849                         self.selected_player_count = self.selected_player_count + frametime;
850                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
851                         {
852                                 string namestr, healthstr;
853                                 namestr = playername(selected);
854                                 if(teams_matter)
855                                 {
856                                         healthstr = ftos(floor(selected.health));
857                                         if(self.team == selected.team)
858                                         {
859                                                 namestr = strcat(namestr, " (", healthstr, "%)");
860                                                 self.selected_player_display_needs_update = TRUE;
861                                         }
862                                 }
863                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
864                         }
865                 }
866                 else
867                 {
868                         ClearSelectedPlayer();
869                         self.selected_player = selected;
870                         self.selected_player_time = time;
871                         self.selected_player_count = 0;
872                         self.selected_player_display_needs_update = FALSE;
873                 }
874         }
875         else
876         {
877                 ClearSelectedPlayer();
878         }
879
880         if(self.selected_player)
881                 self.last_selected_player = self.selected_player;
882 }
883
884 .float muted; // to be used by prvm_edictset server playernumber muted 1
885 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
886 // message "": do not say, just test flood control
887 // return value:
888 //   1 = accept
889 //   0 = reject
890 //  -1 = fake accept
891 {
892         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
893         float flood, privatemsgprefixlen;
894         var .float flood_field;
895         entity head;
896         float ret;
897
898         if(Ban_MaybeEnforceBan(source))
899                 return 0;
900
901         if(!teamsay && !privatesay)
902                 if(substring(msgin, 0, 1) == " ")
903                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
904
905         msgin = formatmessage(msgin);
906
907         if(source.classname != "player")
908                 colorstr = "^0"; // black for spectators
909         else if(teams_matter)
910                 colorstr = Team_ColorCode(source.team);
911         else
912                 teamsay = FALSE;
913
914         if(intermission_running)
915                 teamsay = FALSE;
916
917         if(msgin != "")
918                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
919
920         /*
921          * using bprint solves this... me stupid
922         // how can we prevent the message from appearing in a listen server?
923         // for now, just give "say" back and only handle say_team
924         if(!teamsay)
925         {
926                 clientcommand(self, strcat("say ", msgin));
927                 return;
928         }
929         */
930
931         if(autocvar_g_chat_teamcolors)
932                 namestr = playername(source);
933         else
934                 namestr = source.netname;
935
936         if(msgin != "")
937         {
938                 if(privatesay)
939                 {
940                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
941                         privatemsgprefixlen = strlen(msgstr);
942                         msgstr = strcat(msgstr, msgin);
943                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
944                         if(autocvar_g_chat_teamcolors)
945                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
946                         else
947                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
948                 }
949                 else if(teamsay)
950                 {
951                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
952                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
953                 }
954                 else
955                 {
956                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
957                         cmsgstr = "";
958                 }
959                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
960         }
961         else
962         {
963                 msgstr = cmsgstr = "";
964         }
965
966         fullmsgstr = msgstr;
967         fullcmsgstr = cmsgstr;
968
969         // FLOOD CONTROL
970         flood = 0;
971         if(floodcontrol)
972         {
973                 float flood_spl;
974                 float flood_burst;
975                 float flood_lmax;
976                 float lines;
977                 if(privatesay)
978                 {
979                         flood_spl = autocvar_g_chat_flood_spl_tell;
980                         flood_burst = autocvar_g_chat_flood_burst_tell;
981                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
982                         flood_field = floodcontrol_chattell;
983                 }
984                 else if(teamsay)
985                 {
986                         flood_spl = autocvar_g_chat_flood_spl_team;
987                         flood_burst = autocvar_g_chat_flood_burst_team;
988                         flood_lmax = autocvar_g_chat_flood_lmax_team;
989                         flood_field = floodcontrol_chatteam;
990                 }
991                 else
992                 {
993                         flood_spl = autocvar_g_chat_flood_spl;
994                         flood_burst = autocvar_g_chat_flood_burst;
995                         flood_lmax = autocvar_g_chat_flood_lmax;
996                         flood_field = floodcontrol_chat;
997                 }
998                 flood_burst = max(0, flood_burst - 1);
999                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1000
1001                 // do flood control for the default line size
1002                 if(msgstr != "")
1003                 {
1004                         getWrappedLine_remaining = msgstr;
1005                         msgstr = "";
1006                         lines = 0;
1007                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1008                         {
1009                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1010                                 ++lines;
1011                         }
1012                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1013
1014                         if(getWrappedLine_remaining != "")
1015                         {
1016                                 msgstr = strcat(msgstr, "\n");
1017                                 flood = 2;
1018                         }
1019
1020                         if(time >= source.flood_field)
1021                         {
1022                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1023                         }
1024                         else
1025                         {
1026                                 flood = 1;
1027                                 msgstr = fullmsgstr;
1028                         }
1029                 }
1030                 else
1031                 {
1032                         if(time >= source.flood_field)
1033                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1034                         else
1035                                 flood = 1;
1036                 }
1037
1038                 if (timeoutStatus == 2) //when game is paused, no flood protection
1039                         source.flood_field = flood = 0;
1040         }
1041
1042         if(flood == 2) // cannot happen for empty msgstr
1043         {
1044                 if(autocvar_g_chat_flood_notify_flooder)
1045                 {
1046                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1047                         sourcecmsgstr = "";
1048                 }
1049                 else
1050                 {
1051                         sourcemsgstr = fullmsgstr;
1052                         sourcecmsgstr = fullcmsgstr;
1053                 }
1054                 cmsgstr = "";
1055         }
1056         else
1057         {
1058                 sourcemsgstr = msgstr;
1059                 sourcecmsgstr = cmsgstr;
1060         }
1061
1062         if(!privatesay)
1063         if(source.classname != "player")
1064         {
1065                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1066                         teamsay = -1; // spectators
1067         }
1068
1069         if(flood)
1070                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1071
1072         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1073         if(privatesay)
1074                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1075
1076         if(source.muted)
1077         {
1078                 // always fake the message
1079                 ret = -1;
1080         }
1081         else if(flood == 1)
1082         {
1083                 if(autocvar_g_chat_flood_notify_flooder)
1084                 {
1085                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1086                         ret = 0;
1087                 }
1088                 else
1089                         ret = -1;
1090         }
1091         else
1092         {
1093                 ret = 1;
1094         }
1095
1096         if(sourcemsgstr != "" && ret != 0)
1097         {
1098                 if(ret < 0) // fake
1099                 {
1100                         sprint(source, sourcemsgstr);
1101                         if(sourcecmsgstr != "" && !privatesay)
1102                                 centerprint(source, sourcecmsgstr);
1103                 }
1104                 else if(privatesay)
1105                 {
1106                         sprint(source, sourcemsgstr);
1107                         sprint(privatesay, msgstr);
1108                         if(cmsgstr != "")
1109                                 centerprint(privatesay, cmsgstr);
1110                 }
1111                 else if(teamsay > 0)
1112                 {
1113                         sprint(source, sourcemsgstr);
1114                         if(sourcecmsgstr != "")
1115                                 centerprint(source, sourcecmsgstr);
1116                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1117                                 if(head != source)
1118                                 {
1119                                         sprint(head, msgstr);
1120                                         if(cmsgstr != "")
1121                                                 centerprint(head, cmsgstr);
1122                                 }
1123                 }
1124                 else if(teamsay < 0)
1125                 {
1126                         sprint(source, sourcemsgstr);
1127                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1128                                 if(head != source)
1129                                         sprint(head, msgstr);
1130                 }
1131                 else if(sourcemsgstr != msgstr)
1132                 {
1133                         sprint(source, sourcemsgstr);
1134                         FOR_EACH_REALCLIENT(head)
1135                                 if(head != source)
1136                                         sprint(head, msgstr);
1137                 }
1138                 else
1139                         bprint(msgstr);
1140         }
1141
1142         return ret;
1143 }
1144
1145 float GetVoiceMessageVoiceType(string type)
1146 {
1147         if(type == "taunt")
1148                 return VOICETYPE_TAUNT;
1149         if(type == "teamshoot")
1150                 return VOICETYPE_LASTATTACKER;
1151         return VOICETYPE_TEAMRADIO;
1152 }
1153
1154 string allvoicesamples;
1155 .string GetVoiceMessageSampleField(string type)
1156 {
1157         GetPlayerSoundSampleField_notFound = 0;
1158         switch(type)
1159         {
1160 #define _VOICEMSG(m) case #m: return playersound_##m;
1161                 ALLVOICEMSGS
1162 #undef _VOICEMSG
1163         }
1164         GetPlayerSoundSampleField_notFound = 1;
1165         return playersound_taunt;
1166 }
1167
1168 .string GetPlayerSoundSampleField(string type)
1169 {
1170         GetPlayerSoundSampleField_notFound = 0;
1171         switch(type)
1172         {
1173 #define _VOICEMSG(m) case #m: return playersound_##m;
1174                 ALLPLAYERSOUNDS
1175 #undef _VOICEMSG
1176         }
1177         GetPlayerSoundSampleField_notFound = 1;
1178         return playersound_taunt;
1179 }
1180
1181 void PrecacheGlobalSound(string samplestring)
1182 {
1183         float n, i;
1184         tokenize_console(samplestring);
1185         n = stof(argv(1));
1186         if(n > 0)
1187         {
1188                 for(i = 1; i <= n; ++i)
1189                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1190         }
1191         else
1192         {
1193                 precache_sound(strcat(argv(0), ".wav"));
1194         }
1195 }
1196
1197 void PrecachePlayerSounds(string f)
1198 {
1199         float fh;
1200         string s;
1201         fh = fopen(f, FILE_READ);
1202         if(fh < 0)
1203                 return;
1204         while((s = fgets(fh)))
1205         {
1206                 if(tokenize_console(s) != 3)
1207                 {
1208                         dprint("Invalid sound info line: ", s, "\n");
1209                         continue;
1210                 }
1211                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1212         }
1213         fclose(fh);
1214
1215         if not(allvoicesamples)
1216         {
1217 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1218                 ALLVOICEMSGS
1219 #undef _VOICEMSG
1220                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1221         }
1222 }
1223
1224 void ClearPlayerSounds()
1225 {
1226 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1227         ALLPLAYERSOUNDS
1228         ALLVOICEMSGS
1229 #undef _VOICEMSG
1230 }
1231
1232 float LoadPlayerSounds(string f, float first)
1233 {
1234         float fh;
1235         string s;
1236         var .string field;
1237         fh = fopen(f, FILE_READ);
1238         if(fh < 0)
1239         {
1240                 dprint("Player sound file not found: ", f, "\n");
1241                 return 0;
1242         }
1243         while((s = fgets(fh)))
1244         {
1245                 if(tokenize_console(s) != 3)
1246                         continue;
1247                 field = GetPlayerSoundSampleField(argv(0));
1248                 if(GetPlayerSoundSampleField_notFound)
1249                         field = GetVoiceMessageSampleField(argv(0));
1250                 if(GetPlayerSoundSampleField_notFound)
1251                         continue;
1252                 if(self.field)
1253                         strunzone(self.field);
1254                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1255         }
1256         fclose(fh);
1257         return 1;
1258 }
1259
1260 .float modelindex_for_playersound;
1261 .float skinindex_for_playersound;
1262 void UpdatePlayerSounds()
1263 {
1264         if(self.modelindex == self.modelindex_for_playersound)
1265         if(self.skinindex == self.skinindex_for_playersound)
1266                 return;
1267         self.modelindex_for_playersound = self.modelindex;
1268         self.skinindex_for_playersound = self.skinindex;
1269         ClearPlayerSounds();
1270         LoadPlayerSounds("sound/player/default.sounds", 1);
1271         if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1272                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1273 }
1274
1275 void FakeGlobalSound(string sample, float chan, float voicetype)
1276 {
1277         float n;
1278         float tauntrand;
1279
1280         if(sample == "")
1281                 return;
1282
1283         tokenize_console(sample);
1284         n = stof(argv(1));
1285         if(n > 0)
1286                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1287         else
1288                 sample = strcat(argv(0), ".wav"); // randomization
1289
1290         switch(voicetype)
1291         {
1292                 case VOICETYPE_LASTATTACKER_ONLY:
1293                         break;
1294                 case VOICETYPE_LASTATTACKER:
1295                         if(self.pusher)
1296                         {
1297                                 msg_entity = self;
1298                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1299                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1300                         }
1301                         break;
1302                 case VOICETYPE_TEAMRADIO:
1303                         msg_entity = self;
1304                         if(msg_entity.cvar_cl_voice_directional == 1)
1305                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1306                         else
1307                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1308                         break;
1309                 case VOICETYPE_AUTOTAUNT:
1310                         if(!sv_autotaunt)
1311                                 break;
1312                         if(!sv_taunt)
1313                                 break;
1314                         if(sv_gentle)
1315                                 break;
1316                         tauntrand = random();
1317                         msg_entity = self;
1318                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1319                         {
1320                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1321                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1322                                 else
1323                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1324                         }
1325                         break;
1326                 case VOICETYPE_TAUNT:
1327                         if(self.classname == "player")
1328                                 if(self.deadflag == DEAD_NO)
1329                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1330                         if(!sv_taunt)
1331                                 break;
1332                         if(sv_gentle)
1333                                 break;
1334                         msg_entity = self;
1335                         if (msg_entity.cvar_cl_voice_directional >= 1)
1336                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1337                         else
1338                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1339                         break;
1340                 case VOICETYPE_PLAYERSOUND:
1341                         msg_entity = self;
1342                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1343                         break;
1344                 default:
1345                         backtrace("Invalid voice type!");
1346                         break;
1347         }
1348 }
1349
1350 void GlobalSound(string sample, float chan, float voicetype)
1351 {
1352         float n;
1353         float tauntrand;
1354
1355         if(sample == "")
1356                 return;
1357
1358         tokenize_console(sample);
1359         n = stof(argv(1));
1360         if(n > 0)
1361                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1362         else
1363                 sample = strcat(argv(0), ".wav"); // randomization
1364
1365         switch(voicetype)
1366         {
1367                 case VOICETYPE_LASTATTACKER_ONLY:
1368                         if(self.pusher)
1369                         {
1370                                 msg_entity = self.pusher;
1371                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1372                                 {
1373                                         if(msg_entity.cvar_cl_voice_directional == 1)
1374                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1375                                         else
1376                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1377                                 }
1378                         }
1379                         break;
1380                 case VOICETYPE_LASTATTACKER:
1381                         if(self.pusher)
1382                         {
1383                                 msg_entity = self.pusher;
1384                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1385                                 {
1386                                         if(msg_entity.cvar_cl_voice_directional == 1)
1387                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1388                                         else
1389                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1390                                 }
1391                                 msg_entity = self;
1392                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1393                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1394                         }
1395                         break;
1396                 case VOICETYPE_TEAMRADIO:
1397                         FOR_EACH_REALCLIENT(msg_entity)
1398                                 if(!teams_matter || msg_entity.team == self.team)
1399                                 {
1400                                         if(msg_entity.cvar_cl_voice_directional == 1)
1401                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1402                                         else
1403                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1404                                 }
1405                         break;
1406                 case VOICETYPE_AUTOTAUNT:
1407                         if(!sv_autotaunt)
1408                                 break;
1409                         if(!sv_taunt)
1410                                 break;
1411                         if(sv_gentle)
1412                                 break;
1413                         tauntrand = random();
1414                         FOR_EACH_REALCLIENT(msg_entity)
1415                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1416                                 {
1417                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1418                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1419                                         else
1420                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1421                                 }
1422                         break;
1423                 case VOICETYPE_TAUNT:
1424                         if(self.classname == "player")
1425                                 if(self.deadflag == DEAD_NO)
1426                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1427                         if(!sv_taunt)
1428                                 break;
1429                         if(sv_gentle)
1430                                 break;
1431                         FOR_EACH_REALCLIENT(msg_entity)
1432                         {
1433                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1434                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1435                                 else
1436                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1437                         }
1438                         break;
1439                 case VOICETYPE_PLAYERSOUND:
1440                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1441                         break;
1442                 default:
1443                         backtrace("Invalid voice type!");
1444                         break;
1445         }
1446 }
1447
1448 void PlayerSound(.string samplefield, float chan, float voicetype)
1449 {
1450         GlobalSound(self.samplefield, chan, voicetype);
1451 }
1452
1453 void VoiceMessage(string type, string msg)
1454 {
1455         var .string sample;
1456         float voicetype, ownteam;
1457         float flood;
1458         sample = GetVoiceMessageSampleField(type);
1459
1460         if(GetPlayerSoundSampleField_notFound)
1461         {
1462                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1463                 return;
1464         }
1465
1466         voicetype = GetVoiceMessageVoiceType(type);
1467         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1468
1469         flood = Say(self, ownteam, world, msg, 1);
1470
1471         if (flood > 0)
1472                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1473         else if (flood < 0)
1474                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1475 }
1476
1477 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1478 {
1479 //      show_message
1480 //      0 (00) automove centerprint, admin message
1481 //      1 (01) automove centerprint, no admin message
1482 //      2 (10) no centerprint, admin message
1483 //      3 (11) no centerprint, no admin message
1484
1485         float lockteams_backup;
1486
1487         lockteams_backup = lockteams;  // backup any team lock
1488
1489         lockteams = 0;  // disable locked teams
1490
1491         TeamchangeFrags(client);  // move the players frags
1492         SetPlayerColors(client, team_colour - 1);  // set the players colour
1493         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1494
1495         lockteams = lockteams_backup;  // restore the team lock
1496
1497         LogTeamchange(client.playerid, client.team, type);
1498
1499         if not(show_message & 1) // admin message
1500                 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
1501
1502         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1503 }