Merge remote branch 'refs/remotes/origin/terencehill/bot_vs_human_fix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, idx, f;
16         float fh;
17         string prefix;
18         if(weaponstats_buffer < 0)
19                 return;
20         prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21         if(cvar_string("sv_weaponstats_killfile") != "")
22         {
23                 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
24                 if(fh >= 0)
25                 {
26                         fputs(fh, "#begin killfile\n");
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
31                                 {
32                                         idx = WEAPONSTATS_GETINDEX(i, j);
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
34                                         if(f != 0)
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
36                                 }
37                         fputs(fh, "#end\n\n");
38                         fclose(fh);
39                         print("Weapon kill stats written\n");
40                 }
41         }
42         if(cvar_string("sv_weaponstats_damagefile") != "")
43         {
44                 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
45                 if(fh >= 0)
46                 {
47                         fputs(fh, "#begin damagefile\n");
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
52                                 {
53                                         idx = WEAPONSTATS_GETINDEX(i, j);
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
55                                         if(f != 0)
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
57                                 }
58                         fputs(fh, "#end\n\n");
59                         fclose(fh);
60                         print("Weapon damage stats written\n");
61                 }
62         }
63         buf_del(weaponstats_buffer);
64         weaponstats_buffer = -1;
65 }
66
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
68 {
69         float idx;
70         if(weaponstats_buffer < 0)
71                 return;
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)
73                 return;
74         if(awep > WEP_LAST || vwep > WEP_LAST)
75                 return;
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
78 }
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
80 {
81         if(damage < 0)
82                 error("negative damage?");
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
84 }
85 void WeaponStats_LogKill(float awep, float vwep)
86 {
87         WeaponStats_LogItem(awep, vwep, '0 1 0');
88 }
89
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
99 // added CopyBody
100
101 .entity pusher;
102 .float pushltime;
103
104 void CopyBody(float keepvelocity)
105 {
106         local entity oldself;
107         if (self.effects & EF_NODRAW)
108                 return;
109         oldself = self;
110         self = spawn();
111         self.enemy = oldself;
112         self.lip = oldself.lip;
113         self.colormap = oldself.colormap;
114         self.iscreature = oldself.iscreature;
115         self.angles = oldself.angles;
116         self.avelocity = oldself.avelocity;
117         self.classname = "body";
118         self.damageforcescale = oldself.damageforcescale;
119         self.effects = oldself.effects;
120         self.event_damage = oldself.event_damage;
121         self.animstate_startframe = oldself.animstate_startframe;
122         self.animstate_numframes = oldself.animstate_numframes;
123         self.animstate_framerate = oldself.animstate_framerate;
124         self.animstate_starttime = oldself.animstate_starttime;
125         self.animstate_endtime = oldself.animstate_endtime;
126         self.animstate_override = oldself.animstate_override;
127         self.animstate_looping = oldself.animstate_looping;
128         self.frame = oldself.frame;
129         self.dead_frame = oldself.dead_frame;
130         self.pain_finished = oldself.pain_finished;
131         self.health = oldself.health;
132         self.armorvalue = oldself.armorvalue;
133         self.armortype = oldself.armortype;
134         self.model = oldself.model;
135         self.modelindex = oldself.modelindex;
136         self.modelindex_lod0 = oldself.modelindex_lod0;
137         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
138         self.modelindex_lod1 = oldself.modelindex_lod1;
139         self.modelindex_lod2 = oldself.modelindex_lod2;
140         self.skinindex = oldself.skinindex;
141         self.species = oldself.species;
142         self.movetype = oldself.movetype;
143         self.nextthink = oldself.nextthink;
144         self.solid = oldself.solid;
145         self.ballistics_density = oldself.ballistics_density;
146         self.takedamage = oldself.takedamage;
147         self.think = oldself.think;
148         self.customizeentityforclient = oldself.customizeentityforclient;
149         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
150         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
151         if (keepvelocity == 1)
152                 self.velocity = oldself.velocity;
153         self.oldvelocity = self.velocity;
154         self.fade_time = oldself.fade_time;
155         self.fade_rate = oldself.fade_rate;
156         //self.weapon = oldself.weapon;
157         setorigin(self, oldself.origin);
158         setsize(self, oldself.mins, oldself.maxs);
159         self.prevorigin = oldself.origin;
160         self.reset = SUB_Remove;
161
162         Drag_MoveDrag(oldself, self);
163
164         self = oldself;
165 }
166
167 float player_getspecies()
168 {
169         float s;
170         get_model_parameters(self.playermodel, self.skinindex);
171         s = get_model_parameters_species;
172         get_model_parameters(string_null, 0);
173         if(s < 0)
174                 return SPECIES_HUMAN;
175         return s;
176 }
177
178 void player_setupanimsformodel()
179 {
180         local string animfilename;
181         local float animfile;
182         // defaults for legacy .zym models without animinfo files
183         self.anim_die1 = '0 1 0.5'; // 2 seconds
184         self.anim_die2 = '1 1 0.5'; // 2 seconds
185         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
186         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
187         self.anim_duckwalk = '4 1 1';
188         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
189         self.anim_duckidle = '6 1 1';
190         self.anim_idle = '7 1 1';
191         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
192         self.anim_pain1 = '9 1 2'; // 0.5 seconds
193         self.anim_pain2 = '10 1 2'; // 0.5 seconds
194         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
195         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
196         self.anim_run = '13 1 1';
197         self.anim_runbackwards = '14 1 1';
198         self.anim_strafeleft = '15 1 1';
199         self.anim_straferight = '16 1 1';
200         self.anim_dead1 = '17 1 1';
201         self.anim_dead2 = '18 1 1';
202         self.anim_forwardright = '19 1 1';
203         self.anim_forwardleft = '20 1 1';
204         self.anim_backright = '21 1 1';
205         self.anim_backleft  = '22 1 1';
206         animparseerror = FALSE;
207         animfilename = strcat(self.model, ".animinfo");
208         animfile = fopen(animfilename, FILE_READ);
209         if (animfile >= 0)
210         {
211                 self.anim_die1         = animparseline(animfile);
212                 self.anim_die2         = animparseline(animfile);
213                 self.anim_draw         = animparseline(animfile);
214                 self.anim_duck         = animparseline(animfile);
215                 self.anim_duckwalk     = animparseline(animfile);
216                 self.anim_duckjump     = animparseline(animfile);
217                 self.anim_duckidle     = animparseline(animfile);
218                 self.anim_idle         = animparseline(animfile);
219                 self.anim_jump         = animparseline(animfile);
220                 self.anim_pain1        = animparseline(animfile);
221                 self.anim_pain2        = animparseline(animfile);
222                 self.anim_shoot        = animparseline(animfile);
223                 self.anim_taunt        = animparseline(animfile);
224                 self.anim_run          = animparseline(animfile);
225                 self.anim_runbackwards = animparseline(animfile);
226                 self.anim_strafeleft   = animparseline(animfile);
227                 self.anim_straferight  = animparseline(animfile);
228                 self.anim_forwardright = animparseline(animfile);
229                 self.anim_forwardleft  = animparseline(animfile);
230                 self.anim_backright    = animparseline(animfile);
231                 self.anim_backleft     = animparseline(animfile);
232                 fclose(animfile);
233
234                 // derived anims
235                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
236                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
237
238                 if (animparseerror)
239                         print("Parse error in ", animfilename, ", some player animations are broken\n");
240         }
241         else
242                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
243         // reset animstate now
244         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
245 };
246
247 void player_anim (void)
248 {
249         updateanim(self);
250         if (self.weaponentity)
251                 updateanim(self.weaponentity);
252
253         if (self.deadflag != DEAD_NO)
254         {
255                 if (time > self.animstate_endtime)
256                 {
257                         if (self.maxs_z > 5)
258                         {
259                                 self.maxs_z = 5;
260                                 setsize(self, self.mins, self.maxs);
261                         }
262                         self.frame = self.dead_frame;
263                 }
264                 return;
265         }
266
267         if (!self.animstate_override)
268         {
269                 if (!(self.flags & FL_ONGROUND))
270                 {
271                         if (self.crouch)
272                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
273                         else
274                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
275                         self.restart_jump = FALSE;
276                 }
277                 else if (self.crouch)
278                 {
279                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
280                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
281                         else
282                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
283                 }
284                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
285                 {
286                         if (self.movement_x > 0 && self.movement_y == 0)
287                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
288                         else if (self.movement_x < 0 && self.movement_y == 0)
289                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
290                         else if (self.movement_x == 0 && self.movement_y > 0)
291                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
292                         else if (self.movement_x == 0 && self.movement_y < 0)
293                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
294                         else if (self.movement_x > 0 && self.movement_y > 0)
295                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
296                         else if (self.movement_x > 0 && self.movement_y < 0)
297                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
298                         else if (self.movement_x < 0 && self.movement_y > 0)
299                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
300                         else if (self.movement_x < 0 && self.movement_y < 0)
301                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
302                         else
303                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
304                 }
305                 else
306                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
307         }
308
309         if (self.weaponentity)
310         if (!self.weaponentity.animstate_override)
311                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
312 }
313
314 void SpawnThrownWeapon (vector org, float w)
315 {
316         if(g_minstagib)
317         if(self.ammo_cells <= 0)
318                 return;
319
320         if(g_pinata)
321         {
322                 float j;
323                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
324                 {
325                         if(self.weapons & W_WeaponBit(j))
326                                 if(W_IsWeaponThrowable(j))
327                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
328                 }
329         }
330         else
331                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
332 }
333
334 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
335 {
336         local float take, save;
337         vector v;
338         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
339
340         // damage resistance (ignore most of the damage from a bullet or similar)
341         damage = max(damage - 5, 1);
342
343         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
344         take = v_x;
345         save = v_y;
346
347         if(sound_allowed(MSG_BROADCAST, attacker))
348         {
349                 if (save > 10)
350                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
351                 else if (take > 30)
352                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
353                 else if (take > 10)
354                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
355         }
356
357         if (take > 50)
358                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
359         if (take > 100)
360                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
361
362         if (!(self.flags & FL_GODMODE))
363         {
364                 self.armorvalue = self.armorvalue - save;
365                 self.health = self.health - take;
366                 // pause regeneration for 5 seconds
367                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
368         }
369         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
370         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
371         self.dmg_inflictor = inflictor;
372
373         if (self.health <= -100 && self.modelindex != 0)
374         {
375                 // don't use any animations as a gib
376                 self.frame = 0;
377                 self.dead_frame = 0;
378                 // view just above the floor
379                 self.view_ofs = '0 0 4';
380
381                 Violence_GibSplash(self, 1, 1, attacker);
382                 self.modelindex = 0; // restore later
383                 self.solid = SOLID_NOT; // restore later
384         }
385 }
386
387 void ClientKill_Now_TeamChange();
388
389 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
390 {
391         local float take, save, waves, sdelay, dh, da, j;
392         vector v;
393         float valid_damage_for_weaponstats;
394
395         dh = max(self.health, 0);
396         da = max(self.armorvalue, 0);
397
398         if(!DEATH_ISSPECIAL(deathtype))
399         {
400                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
401                 if(self != attacker)
402                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
403         }
404
405         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
406         {
407                 // tuba causes blood to come out of the ears
408                 vector ear1, ear2;
409                 vector d;
410                 float f;
411                 ear1 = self.origin;
412                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
413                 ear2 = ear1;
414                 makevectors(self.angles);
415                 ear1 += v_right * -10;
416                 ear2 += v_right * +10;
417                 d = inflictor.origin - self.origin;
418                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
419                 force = v_right * vlen(force);
420                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
421                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
422                 if(f > 0)
423                 {
424                         hitloc = ear1;
425                         force = force * -1;
426                 }
427                 else
428                 {
429                         hitloc = ear2;
430                         // force is already good
431                 }
432         }
433         else
434                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
435
436         if((g_arena && numspawned < 2) || (g_ca && player_cnt < required_ca_players) && !inWarmupStage)
437                 return;
438
439         if (!g_minstagib)
440         {
441                 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
442                 take = v_x;
443                 save = v_y;
444         }
445         else
446         {
447                 save = 0;
448                 take = damage;
449         }
450
451         if(sound_allowed(MSG_BROADCAST, attacker))
452         {
453                 if (save > 10)
454                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
455                 else if (take > 30)
456                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
457                 else if (take > 10)
458                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
459         }
460
461         if (take > 50)
462                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
463         if (take > 100)
464                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
465
466         if (time >= self.spawnshieldtime)
467         {
468                 if (!(self.flags & FL_GODMODE))
469                 {
470                         self.armorvalue = self.armorvalue - save;
471                         self.health = self.health - take;
472                         // pause regeneration for 5 seconds
473                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
474
475                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
476                         {
477                                 self.pain_finished = time + 0.5;        //Supajoe
478
479                                 if(sv_gentle < 1) {
480                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
481                                         {
482                                                 if (random() > 0.5)
483                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
484                                                 else
485                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
486                                         }
487
488                                         if(sound_allowed(MSG_BROADCAST, attacker))
489                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
490                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
491                                         {
492                                                 if(self.health > 75) // TODO make a "gentle" version?
493                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
494                                                 else if(self.health > 50)
495                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
496                                                 else if(self.health > 25)
497                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
498                                                 else if(self.health > 1)
499                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
500                                         }
501                                 }
502
503                                 // throw off bot aim temporarily
504                                 local float shake;
505                                 shake = damage * 5 / (bound(0,skill,100) + 1);
506                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
507                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
508                         }
509                 }
510                 else
511                         self.max_armorvalue += (save + take);
512         }
513         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
514         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
515         self.dmg_inflictor = inflictor;
516
517         if(attacker == self)
518         {
519                 // don't reset pushltime for self damage as it may be an attempt to
520                 // escape a lava pit or similar
521                 //self.pushltime = 0;
522         }
523         else if(attacker.classname == "player" || attacker.classname == "gib")
524         {
525                 self.pusher = attacker;
526                 self.pushltime = time + cvar("g_maxpushtime");
527         }
528         else if(time < self.pushltime)
529         {
530                 attacker = self.pusher;
531                 self.pushltime = max(self.pushltime, time + 0.6);
532         }
533         else
534                 self.pushltime = 0;
535
536         valid_damage_for_weaponstats = 0;
537         if(clienttype(self) == CLIENTTYPE_REAL)
538         if(clienttype(attacker) == CLIENTTYPE_REAL)
539         if(self != attacker)
540         if(!DEATH_ISSPECIAL(deathtype))
541         if(IsDifferentTeam(self, attacker))
542                 valid_damage_for_weaponstats = 1;
543         
544         if(valid_damage_for_weaponstats)
545         {
546                 dh = dh - max(self.health, 0);
547                 da = da - max(self.armorvalue, 0);
548                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
549         }
550
551         if (self.health < 1)
552         {
553                 float defer_ClientKill_Now_TeamChange;
554                 defer_ClientKill_Now_TeamChange = FALSE;
555
556                 if(valid_damage_for_weaponstats)
557                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
558
559                 if(sv_gentle < 1) // TODO make a "gentle" version?
560                 if(sound_allowed(MSG_BROADCAST, attacker))
561                 {
562                         if(deathtype == DEATH_DROWN)
563                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
564                         else
565                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
566                 }
567
568                 // get rid of kill indicator
569                 if(self.killindicator)
570                 {
571                         remove(self.killindicator);
572                         self.killindicator = world;
573                         if(self.killindicator_teamchange)
574                                 defer_ClientKill_Now_TeamChange = TRUE;
575
576                         if(self.classname == "body")
577                         if(deathtype == DEATH_KILL)
578                         {
579                                 // for the lemmings fans, a small harmless explosion
580                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
581                         }
582                 }
583
584                 // become fully visible
585                 self.alpha = 1;
586                 // clear selected player display
587                 ClearSelectedPlayer();
588                 // throw a weapon
589                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
590                 // print an obituary message
591                 Obituary (attacker, inflictor, self, deathtype);
592                 race_PreDie();
593                 DropAllRunes(self);
594
595                 frag_attacker = attacker;
596                 frag_inflictor = inflictor;
597                 frag_target = self;
598                 MUTATOR_CALLHOOK(PlayerDies);
599
600                 if(self.flagcarried)
601                 {
602                         if(attacker.classname != "player" && attacker.classname != "gib")
603                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
604                         else if(attacker.team == self.team)
605                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
606                         else
607                                 DropFlag(self.flagcarried, world, attacker);
608                 }
609                 if(self.ballcarried)
610                         DropBall(self.ballcarried, self.origin, self.velocity);
611                 Portal_ClearAllLater(self);
612                 // clear waypoints
613                 WaypointSprite_PlayerDead();
614                 // make the corpse upright (not tilted)
615                 self.angles_x = 0;
616                 self.angles_z = 0;
617                 // don't spin
618                 self.avelocity = '0 0 0';
619                 // view from the floor
620                 self.view_ofs = '0 0 -8';
621                 // toss the corpse
622                 self.movetype = MOVETYPE_TOSS;
623                 // shootable corpse
624                 self.solid = SOLID_CORPSE;
625                 self.ballistics_density = cvar("g_ballistics_density_corpse");
626                 // don't stick to the floor
627                 self.flags &~= FL_ONGROUND;
628                 // dying animation
629                 self.deadflag = DEAD_DYING;
630                 // when to allow respawn
631                 sdelay = 0;
632                 waves = 0;
633                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
634                 if(!sdelay)
635                         sdelay = cvar("g_respawn_delay");
636                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
637                 if(!waves)
638                         waves = cvar("g_respawn_waves");
639                 if(waves)
640                         self.death_time = ceil((time + sdelay) / waves) * waves;
641                 else
642                         self.death_time = time + sdelay;
643                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
644                         self.respawn_countdown = 10; // first number to count down from is 10
645                 else
646                         self.respawn_countdown = -1; // do not count down
647                 if (random() < 0.5)
648                 {
649                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
650                         self.dead_frame = self.anim_dead1_x;
651                 }
652                 else
653                 {
654                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
655                         self.dead_frame = self.anim_dead2_x;
656                 }
657                 // set damage function to corpse damage
658                 self.event_damage = PlayerCorpseDamage;
659                 // call the corpse damage function just in case it wants to gib
660                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
661                 // set up to fade out later
662                 SUB_SetFade (self, time + 12 + random () * 4, 1);
663
664                 // remove laserdot
665                 if(self.weaponentity)
666                         if(self.weaponentity.lasertarget)
667                                 remove(self.weaponentity.lasertarget);
668
669                 if(clienttype(self) == CLIENTTYPE_REAL)
670                 {
671                         self.fixangle = TRUE;
672                         //msg_entity = self;
673                         //WriteByte (MSG_ONE, SVC_SETANGLE);
674                         //WriteAngle (MSG_ONE, self.v_angle_x);
675                         //WriteAngle (MSG_ONE, self.v_angle_y);
676                         //WriteAngle (MSG_ONE, 80);
677                 }
678
679                 if(g_arena)
680                         Spawnqueue_Unmark(self);
681
682                 if(defer_ClientKill_Now_TeamChange)
683                         ClientKill_Now_TeamChange();
684
685                 if(sv_gentle > 0 || cvar("ekg")) {
686                         // remove corpse
687                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
688                 }
689
690                 // reset fields the weapons may use just in case
691         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
692                 {
693             weapon_action(j, WR_RESETPLAYER);
694                         ATTACK_FINISHED_FOR(self, j) = 0;
695                 }
696         }
697 }
698
699 float UpdateSelectedPlayer_countvalue(float v)
700 {
701         return max(0, (v - 1.0) / 0.5);
702 }
703
704 // returns: -2 if no hit, otherwise cos of the angle
705 // uses the global v_angle
706 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
707 {
708         vector so, d;
709         float c;
710
711         if(p == self)
712                 return -2;
713
714         if(p.deadflag)
715                 return -2;
716
717         so = self.origin + self.view_ofs;
718         d = p.origin - so;
719
720         // misaimed?
721         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
722                 return -2;
723
724         // now find the cos of the angle...
725         c = normalize(d) * v_forward;
726
727         if(c <= mincosangle)
728                 return -2;
729
730         // not visible in any way? forget it
731         if(!checkpvs(so, p))
732                 return -2;
733
734         traceline(so, p.origin, MOVE_NOMONSTERS, self);
735         if(trace_fraction < 1)
736                 return -2;
737
738         return c;
739 }
740
741 void ClearSelectedPlayer()
742 {
743         if(self.selected_player)
744         {
745                 centerprint_expire(self, CENTERPRIO_POINT);
746                 self.selected_player = world;
747                 self.selected_player_display_needs_update = FALSE;
748         }
749 }
750
751 void UpdateSelectedPlayer()
752 {
753         entity selected;
754         float selected_score;
755         selected = world;
756         selected_score = 0.95; // 18 degrees
757
758         if(!cvar("sv_allow_shownames"))
759                 return;
760
761         if(clienttype(self) != CLIENTTYPE_REAL)
762                 return;
763
764         if(self.cvar_cl_shownames == 0)
765                 return;
766
767         if(self.cvar_cl_shownames == 1 && !teams_matter)
768                 return;
769
770         makevectors(self.v_angle); // sets v_forward
771
772         // 1. cursor trace is always right
773         WarpZone_crosshair_trace(self);
774         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
775         {
776                 selected = trace_ent;
777         }
778         else
779         {
780                 // 2. if we don't have a cursor trace, find the player which is least
781                 //    mis-aimed at
782                 entity p;
783                 FOR_EACH_PLAYER(p)
784                 {
785                         float c;
786                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
787                         if(c >= -1)
788                         {
789                                 selected = p;
790                                 selected_score = c;
791                         }
792                 }
793         }
794
795         if(selected)
796         {
797                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
798         }
799         else
800         {
801                 if(time < self.selected_player_display_timeout)
802                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
803                                 selected = self.selected_player;
804         }
805
806         if(selected)
807         {
808                 if(selected == self.selected_player)
809                 {
810                         float save;
811                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
812                         self.selected_player_count = self.selected_player_count + frametime;
813                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
814                         {
815                                 string namestr, healthstr;
816                                 namestr = playername(selected);
817                                 if(teams_matter)
818                                 {
819                                         healthstr = ftos(floor(selected.health));
820                                         if(self.team == selected.team)
821                                         {
822                                                 namestr = strcat(namestr, " (", healthstr, "%)");
823                                                 self.selected_player_display_needs_update = TRUE;
824                                         }
825                                 }
826                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
827                         }
828                 }
829                 else
830                 {
831                         ClearSelectedPlayer();
832                         self.selected_player = selected;
833                         self.selected_player_time = time;
834                         self.selected_player_count = 0;
835                         self.selected_player_display_needs_update = FALSE;
836                 }
837         }
838         else
839         {
840                 ClearSelectedPlayer();
841         }
842
843         if(self.selected_player)
844                 self.last_selected_player = self.selected_player;
845 }
846
847 .float muted; // to be used by prvm_edictset server playernumber muted 1
848 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
849 // message "": do not say, just test flood control
850 // return value:
851 //   1 = accept
852 //   0 = reject
853 //  -1 = fake accept
854 {
855         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
856         float flood, privatemsgprefixlen;
857         entity head;
858         float ret;
859
860         if(Ban_MaybeEnforceBan(source))
861                 return 0;
862
863         if(!teamsay && !privatesay)
864                 if(substring(msgin, 0, 1) == " ")
865                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
866
867         msgin = formatmessage(msgin);
868
869         if(source.classname != "player")
870                 colorstr = "^0"; // black for spectators
871         else if(teams_matter)
872                 colorstr = Team_ColorCode(source.team);
873         else
874                 teamsay = FALSE;
875
876         if(intermission_running)
877                 teamsay = FALSE;
878
879         if(msgin != "")
880                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
881
882         /*
883          * using bprint solves this... me stupid
884         // how can we prevent the message from appearing in a listen server?
885         // for now, just give "say" back and only handle say_team
886         if(!teamsay)
887         {
888                 clientcommand(self, strcat("say ", msgin));
889                 return;
890         }
891         */
892
893         if(cvar("g_chat_teamcolors"))
894                 namestr = playername(source);
895         else
896                 namestr = source.netname;
897
898         if(msgin != "")
899         {
900                 if(privatesay)
901                 {
902                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
903                         privatemsgprefixlen = strlen(msgstr);
904                         msgstr = strcat(msgstr, msgin);
905                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
906                         if(cvar("g_chat_teamcolors"))
907                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
908                         else
909                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
910                 }
911                 else if(teamsay)
912                 {
913                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
914                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
915                 }
916                 else
917                 {
918                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
919                         cmsgstr = "";
920                 }
921                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
922         }
923         else
924         {
925                 msgstr = cmsgstr = "";
926         }
927
928         fullmsgstr = msgstr;
929         fullcmsgstr = cmsgstr;
930
931         // FLOOD CONTROL
932         flood = 0;
933         if(floodcontrol)
934         {
935                 float flood_spl;
936                 float flood_burst;
937                 float flood_lmax;
938                 var .float flood_field;
939                 float lines;
940                 if(privatesay)
941                 {
942                         flood_spl = cvar("g_chat_flood_spl_tell");
943                         flood_burst = cvar("g_chat_flood_burst_tell");
944                         flood_lmax = cvar("g_chat_flood_lmax_tell");
945                         flood_field = floodcontrol_chattell;
946                 }
947                 else if(teamsay)
948                 {
949                         flood_spl = cvar("g_chat_flood_spl_team");
950                         flood_burst = cvar("g_chat_flood_burst_team");
951                         flood_lmax = cvar("g_chat_flood_lmax_team");
952                         flood_field = floodcontrol_chatteam;
953                 }
954                 else
955                 {
956                         flood_spl = cvar("g_chat_flood_spl");
957                         flood_burst = cvar("g_chat_flood_burst");
958                         flood_lmax = cvar("g_chat_flood_lmax");
959                         flood_field = floodcontrol_chat;
960                 }
961                 flood_burst = max(0, flood_burst - 1);
962                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
963
964                 // do flood control for the default line size
965                 if(msgstr != "")
966                 {
967                         getWrappedLine_remaining = msgstr;
968                         msgstr = "";
969                         lines = 0;
970                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
971                         {
972                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
973                                 ++lines;
974                         }
975                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
976
977                         if(getWrappedLine_remaining != "")
978                         {
979                                 msgstr = strcat(msgstr, "\n");
980                                 flood = 2;
981                         }
982
983                         if(time >= source.flood_field)
984                         {
985                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
986                         }
987                         else
988                         {
989                                 flood = 1;
990                                 msgstr = fullmsgstr;
991                         }
992                 }
993                 else
994                 {
995                         if(time >= source.flood_field)
996                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
997                         else
998                                 flood = 1;
999                 }
1000         }
1001
1002         if (timeoutStatus == 2) //when game is paused, no flood protection
1003                 source.flood_field = flood = 0;
1004
1005         if(flood == 2) // cannot happen for empty msgstr
1006         {
1007                 if(cvar("g_chat_flood_notify_flooder"))
1008                 {
1009                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1010                         sourcecmsgstr = "";
1011                 }
1012                 else
1013                 {
1014                         sourcemsgstr = fullmsgstr;
1015                         sourcecmsgstr = fullcmsgstr;
1016                 }
1017                 cmsgstr = "";
1018         }
1019         else
1020         {
1021                 sourcemsgstr = msgstr;
1022                 sourcecmsgstr = cmsgstr;
1023         }
1024
1025         if(!privatesay)
1026         if(source.classname != "player")
1027         {
1028                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1029                         teamsay = -1; // spectators
1030         }
1031
1032         if(flood)
1033                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1034
1035         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1036         if(privatesay)
1037                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1038
1039         if(source.muted)
1040         {
1041                 // always fake the message
1042                 ret = -1;
1043         }
1044         else if(flood == 1)
1045         {
1046                 if(cvar("g_chat_flood_notify_flooder"))
1047                 {
1048                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1049                         ret = 0;
1050                 }
1051                 else
1052                         ret = -1;
1053         }
1054         else
1055         {
1056                 ret = 1;
1057         }
1058
1059         if(sourcemsgstr != "" && ret != 0)
1060         {
1061                 if(ret < 0) // fake
1062                 {
1063                         sprint(source, sourcemsgstr);
1064                         if(sourcecmsgstr != "" && !privatesay)
1065                                 centerprint(source, sourcecmsgstr);
1066                 }
1067                 else if(privatesay)
1068                 {
1069                         sprint(source, sourcemsgstr);
1070                         sprint(privatesay, msgstr);
1071                         if(cmsgstr != "")
1072                                 centerprint(privatesay, cmsgstr);
1073                 }
1074                 else if(teamsay > 0)
1075                 {
1076                         sprint(source, sourcemsgstr);
1077                         if(sourcecmsgstr != "")
1078                                 centerprint(source, sourcecmsgstr);
1079                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1080                                 if(head != source)
1081                                 {
1082                                         sprint(head, msgstr);
1083                                         if(cmsgstr != "")
1084                                                 centerprint(head, cmsgstr);
1085                                 }
1086                 }
1087                 else if(teamsay < 0)
1088                 {
1089                         sprint(source, sourcemsgstr);
1090                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1091                                 if(head != source)
1092                                         sprint(head, msgstr);
1093                 }
1094                 else if(sourcemsgstr != msgstr)
1095                 {
1096                         sprint(source, sourcemsgstr);
1097                         FOR_EACH_REALCLIENT(head)
1098                                 if(head != source)
1099                                         sprint(head, msgstr);
1100                 }
1101                 else
1102                         bprint(msgstr);
1103         }
1104
1105         return ret;
1106 }
1107
1108 float GetVoiceMessageVoiceType(string type)
1109 {
1110         if(type == "taunt")
1111                 return VOICETYPE_TAUNT;
1112         if(type == "teamshoot")
1113                 return VOICETYPE_LASTATTACKER;
1114         return VOICETYPE_TEAMRADIO;
1115 }
1116
1117 string allvoicesamples;
1118 float GetPlayerSoundSampleField_notFound;
1119 float GetPlayerSoundSampleField_fixed;
1120 .string GetVoiceMessageSampleField(string type)
1121 {
1122         GetPlayerSoundSampleField_notFound = 0;
1123         GetPlayerSoundSampleField_fixed = 0;
1124         switch(type)
1125         {
1126 #define _VOICEMSG(m) case #m: return playersound_##m;
1127                 ALLVOICEMSGS
1128 #undef _VOICEMSG
1129         }
1130         GetPlayerSoundSampleField_notFound = 1;
1131         return playersound_taunt;
1132 }
1133
1134 .string GetPlayerSoundSampleField(string type)
1135 {
1136         GetPlayerSoundSampleField_notFound = 0;
1137         GetPlayerSoundSampleField_fixed = 0;
1138         switch(type)
1139         {
1140 #define _VOICEMSG(m) case #m: return playersound_##m;
1141                 ALLPLAYERSOUNDS
1142 #undef _VOICEMSG
1143         }
1144         GetPlayerSoundSampleField_notFound = 1;
1145         return playersound_taunt;
1146 }
1147
1148 void PrecacheGlobalSound(string samplestring)
1149 {
1150         float n, i;
1151         tokenize_console(samplestring);
1152         n = stof(argv(1));
1153         if(n > 0)
1154         {
1155                 for(i = 1; i <= n; ++i)
1156                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1157         }
1158         else
1159         {
1160                 precache_sound(strcat(argv(0), ".wav"));
1161         }
1162 }
1163
1164 void PrecachePlayerSounds(string f)
1165 {
1166         float fh;
1167         string s;
1168         fh = fopen(f, FILE_READ);
1169         if(fh < 0)
1170                 return;
1171         while((s = fgets(fh)))
1172         {
1173                 if(tokenize_console(s) != 3)
1174                 {
1175                         dprint("Invalid sound info line: ", s, "\n");
1176                         continue;
1177                 }
1178                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1179         }
1180         fclose(fh);
1181
1182         if not(allvoicesamples)
1183         {
1184 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1185                 ALLVOICEMSGS
1186 #undef _VOICEMSG
1187                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1188         }
1189 }
1190
1191 void ClearPlayerSounds()
1192 {
1193 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1194         ALLPLAYERSOUNDS
1195         ALLVOICEMSGS
1196 #undef _VOICEMSG
1197 }
1198
1199 void LoadPlayerSounds(string f, float first)
1200 {
1201         float fh;
1202         string s;
1203         var .string field;
1204         fh = fopen(f, FILE_READ);
1205         if(fh < 0)
1206         {
1207                 dprint("Player sound file not found: ", f, "\n");
1208                 return;
1209         }
1210         while((s = fgets(fh)))
1211         {
1212                 if(tokenize_console(s) != 3)
1213                         continue;
1214                 field = GetPlayerSoundSampleField(argv(0));
1215                 if(GetPlayerSoundSampleField_notFound)
1216                         field = GetVoiceMessageSampleField(argv(0));
1217                 if(GetPlayerSoundSampleField_notFound)
1218                         continue;
1219                 if(GetPlayerSoundSampleField_fixed)
1220                         if not(first)
1221                                 continue;
1222                 if(self.field)
1223                         strunzone(self.field);
1224                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1225         }
1226         fclose(fh);
1227 }
1228
1229 .float modelindex_for_playersound;
1230 .float skinindex_for_playersound;
1231 void UpdatePlayerSounds()
1232 {
1233         if(self.modelindex == self.modelindex_for_playersound)
1234         if(self.skinindex == self.skinindex_for_playersound)
1235                 return;
1236         self.modelindex_for_playersound = self.modelindex;
1237         self.skinindex_for_playersound = self.skinindex;
1238         ClearPlayerSounds();
1239         LoadPlayerSounds("sound/player/default.sounds", 1);
1240         LoadPlayerSounds(get_model_datafilename(self.playermodel, self.skinindex, "sounds"), 0);
1241 }
1242
1243 void FakeGlobalSound(string sample, float chan, float voicetype)
1244 {
1245         float n;
1246         float tauntrand;
1247
1248         if(sample == "")
1249                 return;
1250
1251         tokenize_console(sample);
1252         n = stof(argv(1));
1253         if(n > 0)
1254                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1255         else
1256                 sample = strcat(argv(0), ".wav"); // randomization
1257
1258         switch(voicetype)
1259         {
1260                 case VOICETYPE_LASTATTACKER_ONLY:
1261                         break;
1262                 case VOICETYPE_LASTATTACKER:
1263                         if(self.pusher)
1264                         {
1265                                 msg_entity = self;
1266                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1267                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1268                         }
1269                         break;
1270                 case VOICETYPE_TEAMRADIO:
1271                         msg_entity = self;
1272                         if(msg_entity.cvar_cl_voice_directional == 1)
1273                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1274                         else
1275                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1276                         break;
1277                 case VOICETYPE_AUTOTAUNT:
1278                         if(!sv_autotaunt)
1279                                 break;
1280                         if(!sv_taunt)
1281                                 break;
1282                         if(sv_gentle)
1283                                 break;
1284                         tauntrand = random();
1285                         msg_entity = self;
1286                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1287                         {
1288                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1289                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1290                                 else
1291                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1292                         }
1293                         break;
1294                 case VOICETYPE_TAUNT:
1295                         if(self.classname == "player")
1296                                 if(self.deadflag == DEAD_NO)
1297                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1298                         if(!sv_taunt)
1299                                 break;
1300                         if(sv_gentle)
1301                                 break;
1302                         msg_entity = self;
1303                         if (msg_entity.cvar_cl_voice_directional >= 1)
1304                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1305                         else
1306                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1307                         break;
1308                 case VOICETYPE_PLAYERSOUND:
1309                         msg_entity = self;
1310                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1311                         break;
1312                 default:
1313                         backtrace("Invalid voice type!");
1314                         break;
1315         }
1316 }
1317
1318 void GlobalSound(string sample, float chan, float voicetype)
1319 {
1320         float n;
1321         float tauntrand;
1322
1323         if(sample == "")
1324                 return;
1325
1326         tokenize_console(sample);
1327         n = stof(argv(1));
1328         if(n > 0)
1329                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1330         else
1331                 sample = strcat(argv(0), ".wav"); // randomization
1332
1333         switch(voicetype)
1334         {
1335                 case VOICETYPE_LASTATTACKER_ONLY:
1336                         if(self.pusher)
1337                         {
1338                                 msg_entity = self.pusher;
1339                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1340                                 {
1341                                         if(msg_entity.cvar_cl_voice_directional == 1)
1342                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1343                                         else
1344                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1345                                 }
1346                         }
1347                         break;
1348                 case VOICETYPE_LASTATTACKER:
1349                         if(self.pusher)
1350                         {
1351                                 msg_entity = self.pusher;
1352                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1353                                 {
1354                                         if(msg_entity.cvar_cl_voice_directional == 1)
1355                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1356                                         else
1357                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1358                                 }
1359                                 msg_entity = self;
1360                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1361                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1362                         }
1363                         break;
1364                 case VOICETYPE_TEAMRADIO:
1365                         FOR_EACH_REALCLIENT(msg_entity)
1366                                 if(!teams_matter || msg_entity.team == self.team)
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                         break;
1374                 case VOICETYPE_AUTOTAUNT:
1375                         if(!sv_autotaunt)
1376                                 break;
1377                         if(!sv_taunt)
1378                                 break;
1379                         if(sv_gentle)
1380                                 break;
1381                         tauntrand = random();
1382                         FOR_EACH_REALCLIENT(msg_entity)
1383                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1384                                 {
1385                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1386                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1387                                         else
1388                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1389                                 }
1390                         break;
1391                 case VOICETYPE_TAUNT:
1392                         if(self.classname == "player")
1393                                 if(self.deadflag == DEAD_NO)
1394                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1395                         if(!sv_taunt)
1396                                 break;
1397                         if(sv_gentle)
1398                                 break;
1399                         FOR_EACH_REALCLIENT(msg_entity)
1400                         {
1401                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1402                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1403                                 else
1404                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1405                         }
1406                         break;
1407                 case VOICETYPE_PLAYERSOUND:
1408                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1409                         break;
1410                 default:
1411                         backtrace("Invalid voice type!");
1412                         break;
1413         }
1414 }
1415
1416 void PlayerSound(.string samplefield, float chan, float voicetype)
1417 {
1418         GlobalSound(self.samplefield, chan, voicetype);
1419 }
1420
1421 void VoiceMessage(string type, string msg)
1422 {
1423         var .string sample;
1424         float voicetype, ownteam;
1425         float flood;
1426         sample = GetVoiceMessageSampleField(type);
1427
1428         if(GetPlayerSoundSampleField_notFound)
1429         {
1430                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1431                 return;
1432         }
1433
1434         voicetype = GetVoiceMessageVoiceType(type);
1435         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1436
1437         flood = Say(self, ownteam, world, msg, 1);
1438
1439         if (flood > 0)
1440                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1441         else if (flood < 0)
1442                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1443 }
1444
1445 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1446 {
1447 //      show_message
1448 //      0 (00) automove centerprint, admin message
1449 //      1 (01) automove centerprint, no admin message
1450 //      2 (10) no centerprint, admin message
1451 //      3 (11) no centerprint, no admin message
1452
1453         float lockteams_backup;
1454
1455         lockteams_backup = lockteams;  // backup any team lock
1456
1457         lockteams = 0;  // disable locked teams
1458
1459         TeamchangeFrags(client);  // move the players frags
1460         SetPlayerColors(client, team_colour - 1);  // set the players colour
1461         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1462
1463         lockteams = lockteams_backup;  // restore the team lock
1464
1465         LogTeamchange(client.playerid, client.team, type);
1466
1467         if not(show_message & 1) // admin message
1468                 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
1469
1470         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1471 }