]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
only centerprint to players :p
[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.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.playermodel, 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, cvar("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 + cvar("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, cvar("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);
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 + cvar("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 * cvar("g_balance_laser_primary_damage") * cvar("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 + cvar("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(valid_damage_for_weaponstats)
573                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
574
575                 if(sv_gentle < 1) // TODO make a "gentle" version?
576                 if(sound_allowed(MSG_BROADCAST, attacker))
577                 {
578                         if(deathtype == DEATH_DROWN)
579                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
580                         else
581                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
582                 }
583
584                 // get rid of kill indicator
585                 if(self.killindicator)
586                 {
587                         remove(self.killindicator);
588                         self.killindicator = world;
589                         if(self.killindicator_teamchange)
590                                 defer_ClientKill_Now_TeamChange = TRUE;
591
592                         if(self.classname == "body")
593                         if(deathtype == DEATH_KILL)
594                         {
595                                 // for the lemmings fans, a small harmless explosion
596                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
597                         }
598                 }
599
600                 if(!g_freezetag)
601                 {
602                         // become fully visible
603                         self.alpha = 1;
604                         // clear selected player display
605                         ClearSelectedPlayer();
606                         // throw a weapon
607                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
608                 }
609
610                 // print an obituary message
611                 Obituary (attacker, inflictor, self, deathtype);
612                 race_PreDie();
613                 DropAllRunes(self);
614
615                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
616                 {
617                         PutClientInServer();
618                         count_alive_players(); // re-count players
619                         freezetag_CheckWinner();
620                         return;
621                 }
622
623                 frag_attacker = attacker;
624                 frag_inflictor = inflictor;
625                 frag_target = self;
626                 MUTATOR_CALLHOOK(PlayerDies);
627
628                 if(g_freezetag)
629             return;
630
631                 if(self.flagcarried)
632                 {
633                         if(attacker.classname != "player" && attacker.classname != "gib")
634                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
635                         else if(attacker.team == self.team)
636                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
637                         else
638                                 DropFlag(self.flagcarried, world, attacker);
639                 }
640                 if(self.ballcarried)
641                         DropBall(self.ballcarried, self.origin, self.velocity);
642                 Portal_ClearAllLater(self);
643                 // clear waypoints
644                 WaypointSprite_PlayerDead();
645                 // make the corpse upright (not tilted)
646                 self.angles_x = 0;
647                 self.angles_z = 0;
648                 // don't spin
649                 self.avelocity = '0 0 0';
650                 // view from the floor
651                 self.view_ofs = '0 0 -8';
652                 // toss the corpse
653                 self.movetype = MOVETYPE_TOSS;
654                 // shootable corpse
655                 self.solid = SOLID_CORPSE;
656                 self.ballistics_density = cvar("g_ballistics_density_corpse");
657                 // don't stick to the floor
658                 self.flags &~= FL_ONGROUND;
659                 // dying animation
660                 self.deadflag = DEAD_DYING;
661                 // when to allow respawn
662                 sdelay = 0;
663                 waves = 0;
664                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
665                 if(!sdelay)
666                         sdelay = cvar("g_respawn_delay");
667                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
668                 if(!waves)
669                         waves = cvar("g_respawn_waves");
670                 if(waves)
671                         self.death_time = ceil((time + sdelay) / waves) * waves;
672                 else
673                         self.death_time = time + sdelay;
674                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
675                         self.respawn_countdown = 10; // first number to count down from is 10
676                 else
677                         self.respawn_countdown = -1; // do not count down
678                 if (random() < 0.5)
679                 {
680                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
681                         self.dead_frame = self.anim_dead1_x;
682                 }
683                 else
684                 {
685                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
686                         self.dead_frame = self.anim_dead2_x;
687                 }
688                 // set damage function to corpse damage
689                 self.event_damage = PlayerCorpseDamage;
690                 // call the corpse damage function just in case it wants to gib
691                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
692                 // set up to fade out later
693                 SUB_SetFade (self, time + 6 + random (), 1);
694
695                 if(clienttype(self) == CLIENTTYPE_REAL)
696                 {
697                         self.fixangle = TRUE;
698                         //msg_entity = self;
699                         //WriteByte (MSG_ONE, SVC_SETANGLE);
700                         //WriteAngle (MSG_ONE, self.v_angle_x);
701                         //WriteAngle (MSG_ONE, self.v_angle_y);
702                         //WriteAngle (MSG_ONE, 80);
703                 }
704
705                 if(g_arena)
706                         Spawnqueue_Unmark(self);
707
708                 if(defer_ClientKill_Now_TeamChange)
709                         ClientKill_Now_TeamChange();
710
711                 if(sv_gentle > 0 || cvar("ekg")) {
712                         // remove corpse
713                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
714                 }
715
716                 // reset fields the weapons may use just in case
717         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
718                 {
719             weapon_action(j, WR_RESETPLAYER);
720                         ATTACK_FINISHED_FOR(self, j) = 0;
721                 }
722         }
723 }
724
725 float UpdateSelectedPlayer_countvalue(float v)
726 {
727         return max(0, (v - 1.0) / 0.5);
728 }
729
730 // returns: -2 if no hit, otherwise cos of the angle
731 // uses the global v_angle
732 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
733 {
734         vector so, d;
735         float c;
736
737         if(p == self)
738                 return -2;
739
740         if(p.deadflag)
741                 return -2;
742
743         so = self.origin + self.view_ofs;
744         d = p.origin - so;
745
746         // misaimed?
747         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
748                 return -2;
749
750         // now find the cos of the angle...
751         c = normalize(d) * v_forward;
752
753         if(c <= mincosangle)
754                 return -2;
755
756         // not visible in any way? forget it
757         if(!checkpvs(so, p))
758                 return -2;
759
760         traceline(so, p.origin, MOVE_NOMONSTERS, self);
761         if(trace_fraction < 1)
762                 return -2;
763
764         return c;
765 }
766
767 void ClearSelectedPlayer()
768 {
769         if(self.selected_player)
770         {
771                 centerprint_expire(self, CENTERPRIO_POINT);
772                 self.selected_player = world;
773                 self.selected_player_display_needs_update = FALSE;
774         }
775 }
776
777 void UpdateSelectedPlayer()
778 {
779         entity selected;
780         float selected_score;
781         selected = world;
782         selected_score = 0.95; // 18 degrees
783
784         if(!cvar("sv_allow_shownames"))
785                 return;
786
787         if(clienttype(self) != CLIENTTYPE_REAL)
788                 return;
789
790         if(self.cvar_cl_shownames == 0)
791                 return;
792
793         if(self.cvar_cl_shownames == 1 && !teams_matter)
794                 return;
795
796         makevectors(self.v_angle); // sets v_forward
797
798         // 1. cursor trace is always right
799         WarpZone_crosshair_trace(self);
800         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
801         {
802                 selected = trace_ent;
803         }
804         else
805         {
806                 // 2. if we don't have a cursor trace, find the player which is least
807                 //    mis-aimed at
808                 entity p;
809                 FOR_EACH_PLAYER(p)
810                 {
811                         float c;
812                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
813                         if(c >= -1)
814                         {
815                                 selected = p;
816                                 selected_score = c;
817                         }
818                 }
819         }
820
821         if(selected)
822         {
823                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
824         }
825         else
826         {
827                 if(time < self.selected_player_display_timeout)
828                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
829                                 selected = self.selected_player;
830         }
831
832         if(selected)
833         {
834                 if(selected == self.selected_player)
835                 {
836                         float save;
837                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
838                         self.selected_player_count = self.selected_player_count + frametime;
839                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
840                         {
841                                 string namestr, healthstr;
842                                 namestr = playername(selected);
843                                 if(teams_matter)
844                                 {
845                                         healthstr = ftos(floor(selected.health));
846                                         if(self.team == selected.team)
847                                         {
848                                                 namestr = strcat(namestr, " (", healthstr, "%)");
849                                                 self.selected_player_display_needs_update = TRUE;
850                                         }
851                                 }
852                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
853                         }
854                 }
855                 else
856                 {
857                         ClearSelectedPlayer();
858                         self.selected_player = selected;
859                         self.selected_player_time = time;
860                         self.selected_player_count = 0;
861                         self.selected_player_display_needs_update = FALSE;
862                 }
863         }
864         else
865         {
866                 ClearSelectedPlayer();
867         }
868
869         if(self.selected_player)
870                 self.last_selected_player = self.selected_player;
871 }
872
873 .float muted; // to be used by prvm_edictset server playernumber muted 1
874 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
875 // message "": do not say, just test flood control
876 // return value:
877 //   1 = accept
878 //   0 = reject
879 //  -1 = fake accept
880 {
881         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
882         float flood, privatemsgprefixlen;
883         var .float flood_field;
884         entity head;
885         float ret;
886
887         if(Ban_MaybeEnforceBan(source))
888                 return 0;
889
890         if(!teamsay && !privatesay)
891                 if(substring(msgin, 0, 1) == " ")
892                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
893
894         msgin = formatmessage(msgin);
895
896         if(source.classname != "player")
897                 colorstr = "^0"; // black for spectators
898         else if(teams_matter)
899                 colorstr = Team_ColorCode(source.team);
900         else
901                 teamsay = FALSE;
902
903         if(intermission_running)
904                 teamsay = FALSE;
905
906         if(msgin != "")
907                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
908
909         /*
910          * using bprint solves this... me stupid
911         // how can we prevent the message from appearing in a listen server?
912         // for now, just give "say" back and only handle say_team
913         if(!teamsay)
914         {
915                 clientcommand(self, strcat("say ", msgin));
916                 return;
917         }
918         */
919
920         if(cvar("g_chat_teamcolors"))
921                 namestr = playername(source);
922         else
923                 namestr = source.netname;
924
925         if(msgin != "")
926         {
927                 if(privatesay)
928                 {
929                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
930                         privatemsgprefixlen = strlen(msgstr);
931                         msgstr = strcat(msgstr, msgin);
932                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
933                         if(cvar("g_chat_teamcolors"))
934                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
935                         else
936                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
937                 }
938                 else if(teamsay)
939                 {
940                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
941                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
942                 }
943                 else
944                 {
945                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
946                         cmsgstr = "";
947                 }
948                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
949         }
950         else
951         {
952                 msgstr = cmsgstr = "";
953         }
954
955         fullmsgstr = msgstr;
956         fullcmsgstr = cmsgstr;
957
958         // FLOOD CONTROL
959         flood = 0;
960         if(floodcontrol)
961         {
962                 float flood_spl;
963                 float flood_burst;
964                 float flood_lmax;
965                 float lines;
966                 if(privatesay)
967                 {
968                         flood_spl = cvar("g_chat_flood_spl_tell");
969                         flood_burst = cvar("g_chat_flood_burst_tell");
970                         flood_lmax = cvar("g_chat_flood_lmax_tell");
971                         flood_field = floodcontrol_chattell;
972                 }
973                 else if(teamsay)
974                 {
975                         flood_spl = cvar("g_chat_flood_spl_team");
976                         flood_burst = cvar("g_chat_flood_burst_team");
977                         flood_lmax = cvar("g_chat_flood_lmax_team");
978                         flood_field = floodcontrol_chatteam;
979                 }
980                 else
981                 {
982                         flood_spl = cvar("g_chat_flood_spl");
983                         flood_burst = cvar("g_chat_flood_burst");
984                         flood_lmax = cvar("g_chat_flood_lmax");
985                         flood_field = floodcontrol_chat;
986                 }
987                 flood_burst = max(0, flood_burst - 1);
988                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
989
990                 // do flood control for the default line size
991                 if(msgstr != "")
992                 {
993                         getWrappedLine_remaining = msgstr;
994                         msgstr = "";
995                         lines = 0;
996                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
997                         {
998                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
999                                 ++lines;
1000                         }
1001                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1002
1003                         if(getWrappedLine_remaining != "")
1004                         {
1005                                 msgstr = strcat(msgstr, "\n");
1006                                 flood = 2;
1007                         }
1008
1009                         if(time >= source.flood_field)
1010                         {
1011                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1012                         }
1013                         else
1014                         {
1015                                 flood = 1;
1016                                 msgstr = fullmsgstr;
1017                         }
1018                 }
1019                 else
1020                 {
1021                         if(time >= source.flood_field)
1022                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1023                         else
1024                                 flood = 1;
1025                 }
1026
1027                 if (timeoutStatus == 2) //when game is paused, no flood protection
1028                         source.flood_field = flood = 0;
1029         }
1030
1031         if(flood == 2) // cannot happen for empty msgstr
1032         {
1033                 if(cvar("g_chat_flood_notify_flooder"))
1034                 {
1035                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1036                         sourcecmsgstr = "";
1037                 }
1038                 else
1039                 {
1040                         sourcemsgstr = fullmsgstr;
1041                         sourcecmsgstr = fullcmsgstr;
1042                 }
1043                 cmsgstr = "";
1044         }
1045         else
1046         {
1047                 sourcemsgstr = msgstr;
1048                 sourcecmsgstr = cmsgstr;
1049         }
1050
1051         if(!privatesay)
1052         if(source.classname != "player")
1053         {
1054                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1055                         teamsay = -1; // spectators
1056         }
1057
1058         if(flood)
1059                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1060
1061         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1062         if(privatesay)
1063                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1064
1065         if(source.muted)
1066         {
1067                 // always fake the message
1068                 ret = -1;
1069         }
1070         else if(flood == 1)
1071         {
1072                 if(cvar("g_chat_flood_notify_flooder"))
1073                 {
1074                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1075                         ret = 0;
1076                 }
1077                 else
1078                         ret = -1;
1079         }
1080         else
1081         {
1082                 ret = 1;
1083         }
1084
1085         if(sourcemsgstr != "" && ret != 0)
1086         {
1087                 if(ret < 0) // fake
1088                 {
1089                         sprint(source, sourcemsgstr);
1090                         if(sourcecmsgstr != "" && !privatesay)
1091                                 centerprint(source, sourcecmsgstr);
1092                 }
1093                 else if(privatesay)
1094                 {
1095                         sprint(source, sourcemsgstr);
1096                         sprint(privatesay, msgstr);
1097                         if(cmsgstr != "")
1098                                 centerprint(privatesay, cmsgstr);
1099                 }
1100                 else if(teamsay > 0)
1101                 {
1102                         sprint(source, sourcemsgstr);
1103                         if(sourcecmsgstr != "")
1104                                 centerprint(source, sourcecmsgstr);
1105                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1106                                 if(head != source)
1107                                 {
1108                                         sprint(head, msgstr);
1109                                         if(cmsgstr != "")
1110                                                 centerprint(head, cmsgstr);
1111                                 }
1112                 }
1113                 else if(teamsay < 0)
1114                 {
1115                         sprint(source, sourcemsgstr);
1116                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1117                                 if(head != source)
1118                                         sprint(head, msgstr);
1119                 }
1120                 else if(sourcemsgstr != msgstr)
1121                 {
1122                         sprint(source, sourcemsgstr);
1123                         FOR_EACH_REALCLIENT(head)
1124                                 if(head != source)
1125                                         sprint(head, msgstr);
1126                 }
1127                 else
1128                         bprint(msgstr);
1129         }
1130
1131         return ret;
1132 }
1133
1134 float GetVoiceMessageVoiceType(string type)
1135 {
1136         if(type == "taunt")
1137                 return VOICETYPE_TAUNT;
1138         if(type == "teamshoot")
1139                 return VOICETYPE_LASTATTACKER;
1140         return VOICETYPE_TEAMRADIO;
1141 }
1142
1143 string allvoicesamples;
1144 float GetPlayerSoundSampleField_notFound;
1145 float GetPlayerSoundSampleField_fixed;
1146 .string GetVoiceMessageSampleField(string type)
1147 {
1148         GetPlayerSoundSampleField_notFound = 0;
1149         GetPlayerSoundSampleField_fixed = 0;
1150         switch(type)
1151         {
1152 #define _VOICEMSG(m) case #m: return playersound_##m;
1153                 ALLVOICEMSGS
1154 #undef _VOICEMSG
1155         }
1156         GetPlayerSoundSampleField_notFound = 1;
1157         return playersound_taunt;
1158 }
1159
1160 .string GetPlayerSoundSampleField(string type)
1161 {
1162         GetPlayerSoundSampleField_notFound = 0;
1163         GetPlayerSoundSampleField_fixed = 0;
1164         switch(type)
1165         {
1166 #define _VOICEMSG(m) case #m: return playersound_##m;
1167                 ALLPLAYERSOUNDS
1168 #undef _VOICEMSG
1169         }
1170         GetPlayerSoundSampleField_notFound = 1;
1171         return playersound_taunt;
1172 }
1173
1174 void PrecacheGlobalSound(string samplestring)
1175 {
1176         float n, i;
1177         tokenize_console(samplestring);
1178         n = stof(argv(1));
1179         if(n > 0)
1180         {
1181                 for(i = 1; i <= n; ++i)
1182                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1183         }
1184         else
1185         {
1186                 precache_sound(strcat(argv(0), ".wav"));
1187         }
1188 }
1189
1190 void PrecachePlayerSounds(string f)
1191 {
1192         float fh;
1193         string s;
1194         fh = fopen(f, FILE_READ);
1195         if(fh < 0)
1196                 return;
1197         while((s = fgets(fh)))
1198         {
1199                 if(tokenize_console(s) != 3)
1200                 {
1201                         dprint("Invalid sound info line: ", s, "\n");
1202                         continue;
1203                 }
1204                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1205         }
1206         fclose(fh);
1207
1208         if not(allvoicesamples)
1209         {
1210 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1211                 ALLVOICEMSGS
1212 #undef _VOICEMSG
1213                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1214         }
1215 }
1216
1217 void ClearPlayerSounds()
1218 {
1219 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1220         ALLPLAYERSOUNDS
1221         ALLVOICEMSGS
1222 #undef _VOICEMSG
1223 }
1224
1225 void LoadPlayerSounds(string f, float first)
1226 {
1227         float fh;
1228         string s;
1229         var .string field;
1230         fh = fopen(f, FILE_READ);
1231         if(fh < 0)
1232         {
1233                 dprint("Player sound file not found: ", f, "\n");
1234                 return;
1235         }
1236         while((s = fgets(fh)))
1237         {
1238                 if(tokenize_console(s) != 3)
1239                         continue;
1240                 field = GetPlayerSoundSampleField(argv(0));
1241                 if(GetPlayerSoundSampleField_notFound)
1242                         field = GetVoiceMessageSampleField(argv(0));
1243                 if(GetPlayerSoundSampleField_notFound)
1244                         continue;
1245                 if(GetPlayerSoundSampleField_fixed)
1246                         if not(first)
1247                                 continue;
1248                 if(self.field)
1249                         strunzone(self.field);
1250                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1251         }
1252         fclose(fh);
1253 }
1254
1255 .float modelindex_for_playersound;
1256 .float skinindex_for_playersound;
1257 void UpdatePlayerSounds()
1258 {
1259         if(self.modelindex == self.modelindex_for_playersound)
1260         if(self.skinindex == self.skinindex_for_playersound)
1261                 return;
1262         self.modelindex_for_playersound = self.modelindex;
1263         self.skinindex_for_playersound = self.skinindex;
1264         ClearPlayerSounds();
1265         LoadPlayerSounds("sound/player/default.sounds", 1);
1266         LoadPlayerSounds(get_model_datafilename(self.playermodel, self.skinindex, "sounds"), 0);
1267 }
1268
1269 void FakeGlobalSound(string sample, float chan, float voicetype)
1270 {
1271         float n;
1272         float tauntrand;
1273
1274         if(sample == "")
1275                 return;
1276
1277         tokenize_console(sample);
1278         n = stof(argv(1));
1279         if(n > 0)
1280                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1281         else
1282                 sample = strcat(argv(0), ".wav"); // randomization
1283
1284         switch(voicetype)
1285         {
1286                 case VOICETYPE_LASTATTACKER_ONLY:
1287                         break;
1288                 case VOICETYPE_LASTATTACKER:
1289                         if(self.pusher)
1290                         {
1291                                 msg_entity = self;
1292                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1293                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1294                         }
1295                         break;
1296                 case VOICETYPE_TEAMRADIO:
1297                         msg_entity = self;
1298                         if(msg_entity.cvar_cl_voice_directional == 1)
1299                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1300                         else
1301                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1302                         break;
1303                 case VOICETYPE_AUTOTAUNT:
1304                         if(!sv_autotaunt)
1305                                 break;
1306                         if(!sv_taunt)
1307                                 break;
1308                         if(sv_gentle)
1309                                 break;
1310                         tauntrand = random();
1311                         msg_entity = self;
1312                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1313                         {
1314                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1315                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1316                                 else
1317                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1318                         }
1319                         break;
1320                 case VOICETYPE_TAUNT:
1321                         if(self.classname == "player")
1322                                 if(self.deadflag == DEAD_NO)
1323                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1324                         if(!sv_taunt)
1325                                 break;
1326                         if(sv_gentle)
1327                                 break;
1328                         msg_entity = self;
1329                         if (msg_entity.cvar_cl_voice_directional >= 1)
1330                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1331                         else
1332                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1333                         break;
1334                 case VOICETYPE_PLAYERSOUND:
1335                         msg_entity = self;
1336                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1337                         break;
1338                 default:
1339                         backtrace("Invalid voice type!");
1340                         break;
1341         }
1342 }
1343
1344 void GlobalSound(string sample, float chan, float voicetype)
1345 {
1346         float n;
1347         float tauntrand;
1348
1349         if(sample == "")
1350                 return;
1351
1352         tokenize_console(sample);
1353         n = stof(argv(1));
1354         if(n > 0)
1355                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1356         else
1357                 sample = strcat(argv(0), ".wav"); // randomization
1358
1359         switch(voicetype)
1360         {
1361                 case VOICETYPE_LASTATTACKER_ONLY:
1362                         if(self.pusher)
1363                         {
1364                                 msg_entity = self.pusher;
1365                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1366                                 {
1367                                         if(msg_entity.cvar_cl_voice_directional == 1)
1368                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1369                                         else
1370                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1371                                 }
1372                         }
1373                         break;
1374                 case VOICETYPE_LASTATTACKER:
1375                         if(self.pusher)
1376                         {
1377                                 msg_entity = self.pusher;
1378                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1379                                 {
1380                                         if(msg_entity.cvar_cl_voice_directional == 1)
1381                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1382                                         else
1383                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1384                                 }
1385                                 msg_entity = self;
1386                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1387                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1388                         }
1389                         break;
1390                 case VOICETYPE_TEAMRADIO:
1391                         FOR_EACH_REALCLIENT(msg_entity)
1392                                 if(!teams_matter || msg_entity.team == self.team)
1393                                 {
1394                                         if(msg_entity.cvar_cl_voice_directional == 1)
1395                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1396                                         else
1397                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1398                                 }
1399                         break;
1400                 case VOICETYPE_AUTOTAUNT:
1401                         if(!sv_autotaunt)
1402                                 break;
1403                         if(!sv_taunt)
1404                                 break;
1405                         if(sv_gentle)
1406                                 break;
1407                         tauntrand = random();
1408                         FOR_EACH_REALCLIENT(msg_entity)
1409                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1410                                 {
1411                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1412                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1413                                         else
1414                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1415                                 }
1416                         break;
1417                 case VOICETYPE_TAUNT:
1418                         if(self.classname == "player")
1419                                 if(self.deadflag == DEAD_NO)
1420                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1421                         if(!sv_taunt)
1422                                 break;
1423                         if(sv_gentle)
1424                                 break;
1425                         FOR_EACH_REALCLIENT(msg_entity)
1426                         {
1427                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1428                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1429                                 else
1430                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1431                         }
1432                         break;
1433                 case VOICETYPE_PLAYERSOUND:
1434                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1435                         break;
1436                 default:
1437                         backtrace("Invalid voice type!");
1438                         break;
1439         }
1440 }
1441
1442 void PlayerSound(.string samplefield, float chan, float voicetype)
1443 {
1444         GlobalSound(self.samplefield, chan, voicetype);
1445 }
1446
1447 void VoiceMessage(string type, string msg)
1448 {
1449         var .string sample;
1450         float voicetype, ownteam;
1451         float flood;
1452         sample = GetVoiceMessageSampleField(type);
1453
1454         if(GetPlayerSoundSampleField_notFound)
1455         {
1456                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1457                 return;
1458         }
1459
1460         voicetype = GetVoiceMessageVoiceType(type);
1461         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1462
1463         flood = Say(self, ownteam, world, msg, 1);
1464
1465         if (flood > 0)
1466                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1467         else if (flood < 0)
1468                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1469 }
1470
1471 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1472 {
1473 //      show_message
1474 //      0 (00) automove centerprint, admin message
1475 //      1 (01) automove centerprint, no admin message
1476 //      2 (10) no centerprint, admin message
1477 //      3 (11) no centerprint, no admin message
1478
1479         float lockteams_backup;
1480
1481         lockteams_backup = lockteams;  // backup any team lock
1482
1483         lockteams = 0;  // disable locked teams
1484
1485         TeamchangeFrags(client);  // move the players frags
1486         SetPlayerColors(client, team_colour - 1);  // set the players colour
1487         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1488
1489         lockteams = lockteams_backup;  // restore the team lock
1490
1491         LogTeamchange(client.playerid, client.team, type);
1492
1493         if not(show_message & 1) // admin message
1494                 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
1495
1496         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1497 }