]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge branch 'master' into Mario/tweaks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 #include "cl_player.qh"
2
3 #include "bot/bot.qh"
4 #include "cheats.qh"
5 #include "g_damage.qh"
6 #include "g_subs.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "weapons/throwing.qh"
11 #include "command/common.qh"
12 #include "../common/state.qh"
13 #include "../common/anim.qh"
14 #include "../common/animdecide.qh"
15 #include "../common/csqcmodel_settings.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/triggers/subs.qh"
18 #include "../common/playerstats.qh"
19 #include "../lib/csqcmodel/sv_model.qh"
20
21 #include "../common/minigames/sv_minigames.qh"
22
23 #include "../common/physics/player.qh"
24 #include "../common/effects/qc/all.qh"
25 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
26 #include "../common/triggers/include.qh"
27
28 #include "weapons/weaponstats.qh"
29
30 #include "../common/animdecide.qh"
31
32 void Drop_Special_Items(entity player)
33 {
34         // called when the player has become stuck or frozen
35         // so objective items aren't stuck with the player
36
37         MUTATOR_CALLHOOK(DropSpecialItems, player);
38 }
39
40 void CopyBody_Think(entity this)
41 {
42         if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
43         {
44                 this.CopyBody_think(this);
45                 if(wasfreed(this))
46                         return;
47                 this.CopyBody_nextthink = this.nextthink;
48                 this.CopyBody_think = getthink(this);
49                 setthink(this, CopyBody_Think);
50         }
51         CSQCMODEL_AUTOUPDATE(this);
52         this.nextthink = time;
53 }
54 void CopyBody(entity this, float keepvelocity)
55 {
56         if (this.effects & EF_NODRAW)
57                 return;
58         entity clone = new(body);
59         clone.enemy = this;
60         clone.lip = this.lip;
61         clone.colormap = this.colormap;
62         clone.iscreature = this.iscreature;
63         clone.teleportable = this.teleportable;
64         clone.damagedbycontents = this.damagedbycontents;
65         clone.angles = this.angles;
66         clone.v_angle = this.v_angle;
67         clone.avelocity = this.avelocity;
68         clone.damageforcescale = this.damageforcescale;
69         clone.effects = this.effects;
70         clone.glowmod = this.glowmod;
71         clone.event_damage = this.event_damage;
72         clone.anim_state = this.anim_state;
73         clone.anim_time = this.anim_time;
74         clone.anim_lower_action = this.anim_lower_action;
75         clone.anim_lower_time = this.anim_lower_time;
76         clone.anim_upper_action = this.anim_upper_action;
77         clone.anim_upper_time = this.anim_upper_time;
78         clone.anim_implicit_state = this.anim_implicit_state;
79         clone.anim_implicit_time = this.anim_implicit_time;
80         clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
81         clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
82         clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
83         clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
84         clone.dphitcontentsmask = this.dphitcontentsmask;
85         clone.death_time = this.death_time;
86         clone.pain_finished = this.pain_finished;
87         clone.health = this.health;
88         clone.armorvalue = this.armorvalue;
89         clone.armortype = this.armortype;
90         clone.model = this.model;
91         clone.modelindex = this.modelindex;
92         clone.skin = this.skin;
93         clone.species = this.species;
94         clone.movetype = this.movetype;
95         clone.solid = this.solid;
96         clone.ballistics_density = this.ballistics_density;
97         clone.takedamage = this.takedamage;
98         setcefc(clone, getcefc(this));
99         clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
100         clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
101         if (keepvelocity == 1)
102                 clone.velocity = this.velocity;
103         clone.oldvelocity = clone.velocity;
104         clone.alpha = this.alpha;
105         clone.fade_time = this.fade_time;
106         clone.fade_rate = this.fade_rate;
107         //clone.weapon = this.weapon;
108         setorigin(clone, this.origin);
109         setsize(clone, this.mins, this.maxs);
110         clone.prevorigin = this.origin;
111         clone.reset = SUB_Remove;
112         clone._ps = this._ps;
113
114         Drag_MoveDrag(this, clone);
115
116         if(clone.colormap <= maxclients && clone.colormap > 0)
117                 clone.colormap = 1024 + this.clientcolors;
118
119         CSQCMODEL_AUTOINIT(clone);
120         clone.CopyBody_nextthink = this.nextthink;
121         clone.CopyBody_think = getthink(this);
122         clone.nextthink = time;
123         setthink(clone, CopyBody_Think);
124         // "bake" the current animation frame for clones (they don't get clientside animation)
125         animdecide_load_if_needed(clone);
126         animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
127 }
128
129 void player_setupanimsformodel(entity this)
130 {
131         // load animation info
132         animdecide_load_if_needed(this);
133         animdecide_setstate(this, 0, false);
134 }
135
136 void player_anim(entity this)
137 {
138         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
139         if(IS_DEAD(this)) {
140                 if (!deadbits) {
141                         // Decide on which death animation to use.
142                         if(random() < 0.5)
143                                 deadbits = ANIMSTATE_DEAD1;
144                         else
145                                 deadbits = ANIMSTATE_DEAD2;
146                 }
147         } else {
148                 // Clear a previous death animation.
149                 deadbits = 0;
150         }
151         int animbits = deadbits;
152         if(STAT(FROZEN, this))
153                 animbits |= ANIMSTATE_FROZEN;
154         if(this.movetype == MOVETYPE_FOLLOW)
155                 animbits |= ANIMSTATE_FOLLOW;
156         if(this.crouch)
157                 animbits |= ANIMSTATE_DUCK;
158         animdecide_setstate(this, animbits, false);
159         animdecide_setimplicitstate(this, IS_ONGROUND(this));
160 }
161
162 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
163 {
164         float take, save;
165         vector v;
166         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
167
168         // damage resistance (ignore most of the damage from a bullet or similar)
169         damage = max(damage - 5, 1);
170
171         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
172         take = v.x;
173         save = v.y;
174
175         if(sound_allowed(MSG_BROADCAST, attacker))
176         {
177                 if (save > 10)
178                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
179                 else if (take > 30)
180                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
181                 else if (take > 10)
182                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
183         }
184
185         if (take > 50)
186                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
187         if (take > 100)
188                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
189
190         this.armorvalue = this.armorvalue - save;
191         this.health = this.health - take;
192         // pause regeneration for 5 seconds
193         this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
194
195         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
196         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
197         this.dmg_inflictor = inflictor;
198
199         if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
200         {
201                 // don't use any animations as a gib
202                 this.frame = 0;
203                 // view just above the floor
204                 this.view_ofs = '0 0 4';
205
206                 Violence_GibSplash(this, 1, 1, attacker);
207                 this.alpha = -1;
208                 this.solid = SOLID_NOT; // restore later
209                 this.takedamage = DAMAGE_NO; // restore later
210                 this.damagedbycontents = false;
211         }
212 }
213
214 void calculate_player_respawn_time(entity this)
215 {
216         if(g_ca)
217                 return;
218
219         float gametype_setting_tmp;
220         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
221         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
222         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
223         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
224         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
225         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
226
227         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
228         if (teamplay)
229         {
230                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
231                         if(it.team == this.team)
232                                 ++pcount;
233                 ));
234                 if (sdelay_small_count == 0)
235                         sdelay_small_count = 1;
236                 if (sdelay_large_count == 0)
237                         sdelay_large_count = 1;
238         }
239         else
240         {
241                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
242                         ++pcount;
243                 ));
244                 if (sdelay_small_count == 0)
245                 {
246                         if (g_cts)
247                         {
248                                 // Players play independently. No point in requiring enemies.
249                                 sdelay_small_count = 1;
250                         }
251                         else
252                         {
253                                 // Players play AGAINST each other. Enemies required.
254                                 sdelay_small_count = 2;
255                         }
256                 }
257                 if (sdelay_large_count == 0)
258                 {
259                         if (g_cts)
260                         {
261                                 // Players play independently. No point in requiring enemies.
262                                 sdelay_large_count = 1;
263                         }
264                         else
265                         {
266                                 // Players play AGAINST each other. Enemies required.
267                                 sdelay_large_count = 2;
268                         }
269                 }
270         }
271
272         float sdelay;
273
274         if (pcount <= sdelay_small_count)
275                 sdelay = sdelay_small;
276         else if (pcount >= sdelay_large_count)
277                 sdelay = sdelay_large;
278         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
279                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
280
281         if(waves)
282                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
283         else
284                 this.respawn_time = time + sdelay;
285
286         if(sdelay < sdelay_max)
287                 this.respawn_time_max = time + sdelay_max;
288         else
289                 this.respawn_time_max = this.respawn_time;
290
291         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
292                 this.respawn_countdown = 10; // first number to count down from is 10
293         else
294                 this.respawn_countdown = -1; // do not count down
295
296         if(autocvar_g_forced_respawn)
297                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
298 }
299
300 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
301 {
302         float take, save, dh, da;
303         vector v;
304         float valid_damage_for_weaponstats;
305         float excess;
306
307         dh = max(this.health, 0);
308         da = max(this.armorvalue, 0);
309
310         if(!DEATH_ISSPECIAL(deathtype))
311         {
312                 damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
313                 if(this != attacker)
314                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
315         }
316
317         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
318         {
319                 // tuba causes blood to come out of the ears
320                 vector ear1, ear2;
321                 vector d;
322                 float f;
323                 ear1 = this.origin;
324                 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
325                 ear2 = ear1;
326                 makevectors(this.angles);
327                 ear1 += v_right * -10;
328                 ear2 += v_right * +10;
329                 d = inflictor.origin - this.origin;
330                 if (d)
331                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
332                 else
333                         f = 0;  // Assum ecenter.
334                 force = v_right * vlen(force);
335                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
336                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
337                 if(f > 0)
338                 {
339                         hitloc = ear1;
340                         force = force * -1;
341                 }
342                 else
343                 {
344                         hitloc = ear2;
345                         // force is already good
346                 }
347         }
348         else
349                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
350
351
352         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
353         take = v.x;
354         save = v.y;
355
356         if(attacker == this)
357         {
358                 // don't reset pushltime for this damage as it may be an attempt to
359                 // escape a lava pit or similar
360                 //this.pushltime = 0;
361                 this.istypefrag = 0;
362         }
363         else if(IS_PLAYER(attacker))
364         {
365                 this.pusher = attacker;
366                 this.pushltime = time + autocvar_g_maxpushtime;
367                 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
368         }
369         else if(time < this.pushltime)
370         {
371                 attacker = this.pusher;
372                 this.pushltime = max(this.pushltime, time + 0.6);
373         }
374         else
375         {
376                 this.pushltime = 0;
377                 this.istypefrag = 0;
378         }
379
380         if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
381         {
382                 vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
383                 take = v.x;
384                 save = v.y;
385         }
386
387         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
388         take = bound(0, M_ARGV(4, float), this.health);
389         save = bound(0, M_ARGV(5, float), this.armorvalue);
390         excess = max(0, damage - take - save);
391
392         if(sound_allowed(MSG_BROADCAST, attacker))
393         {
394                 if (save > 10)
395                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
396                 else if (take > 30)
397                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
398                 else if (take > 10)
399                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
400         }
401
402         if (take > 50)
403                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
404         if (take > 100)
405                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
406
407         if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
408         {
409                 if (!(this.flags & FL_GODMODE))
410                 {
411                         this.armorvalue = this.armorvalue - save;
412                         this.health = this.health - take;
413                         // pause regeneration for 5 seconds
414                         if(take)
415                                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
416
417                         if (time > this.pain_finished)          //Don't switch pain sequences like crazy
418                         {
419                                 this.pain_finished = time + 0.5;        //Supajoe
420
421                                 if(autocvar_sv_gentle < 1) {
422                                         if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
423                                         {
424                                                 if (!this.animstate_override)
425                                                 {
426                                                         if (random() > 0.5)
427                                                                 animdecide_setaction(this, ANIMACTION_PAIN1, true);
428                                                         else
429                                                                 animdecide_setaction(this, ANIMACTION_PAIN2, true);
430                                                 }
431                                         }
432
433                                         if(sound_allowed(MSG_BROADCAST, attacker))
434                                         if((this.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != this) // WEAPONTODO: create separate limit for pain notification with laser
435                                         if(this.health > 1)
436                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
437                                         {
438                                                 if(deathtype == DEATH_FALL.m_id)
439                                                         PlayerSound(this, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
440                                                 else if(this.health > 75)
441                                                         PlayerSound(this, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
442                                                 else if(this.health > 50)
443                                                         PlayerSound(this, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
444                                                 else if(this.health > 25)
445                                                         PlayerSound(this, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
446                                                 else
447                                                         PlayerSound(this, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
448                                         }
449                                 }
450                         }
451
452                         // throw off bot aim temporarily
453                         float shake;
454                         if(IS_BOT_CLIENT(this) && this.health >= 1)
455                         {
456                                 shake = damage * 5 / (bound(0,skill,100) + 1);
457                                 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
458                                 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
459                                 this.v_angle_x = bound(-90, this.v_angle.x, 90);
460                         }
461                 }
462                 else
463                         this.max_armorvalue += (save + take);
464         }
465         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
466         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
467         this.dmg_inflictor = inflictor;
468
469         if (this != attacker) {
470                 float realdmg = damage - excess;
471                 if (IS_PLAYER(attacker)) {
472                         PlayerScore_Add(attacker, SP_DMG, realdmg);
473                 }
474                 if (IS_PLAYER(this)) {
475                         PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
476                 }
477         }
478
479         bool abot = (IS_BOT_CLIENT(attacker));
480         bool vbot = (IS_BOT_CLIENT(this));
481
482         valid_damage_for_weaponstats = 0;
483         Weapon awep = WEP_Null;
484
485         if(vbot || IS_REAL_CLIENT(this))
486         if(abot || IS_REAL_CLIENT(attacker))
487         if(attacker && this != attacker)
488         if(DIFF_TEAM(this, attacker))
489         {
490                 if(DEATH_ISSPECIAL(deathtype))
491                         awep = PS(attacker).m_weapon;
492                 else
493                         awep = DEATH_WEAPONOF(deathtype);
494                 valid_damage_for_weaponstats = 1;
495         }
496
497         if(valid_damage_for_weaponstats)
498         {
499                 dh = dh - max(this.health, 0);
500                 da = da - max(this.armorvalue, 0);
501                 WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da);
502                 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
503         }
504
505         if (this.health < 1)
506         {
507                 float defer_ClientKill_Now_TeamChange;
508                 defer_ClientKill_Now_TeamChange = false;
509
510                 if(this.alivetime)
511                 {
512                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
513                         this.alivetime = 0;
514                 }
515
516                 if(valid_damage_for_weaponstats)
517                         WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot);
518
519                 if(autocvar_sv_gentle < 1)
520                 if(sound_allowed(MSG_BROADCAST, attacker))
521                 {
522                         if(deathtype == DEATH_DROWN.m_id)
523                                 PlayerSound(this, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
524                         else
525                                 PlayerSound(this, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
526                 }
527
528                 // get rid of kill indicator
529                 if(this.killindicator)
530                 {
531                         remove(this.killindicator);
532                         this.killindicator = NULL;
533                         if(this.killindicator_teamchange)
534                                 defer_ClientKill_Now_TeamChange = true;
535
536                         if(this.classname == "body")
537                         if(deathtype == DEATH_KILL.m_id)
538                         {
539                                 // for the lemmings fans, a small harmless explosion
540                                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
541                         }
542                 }
543
544                 // print an obituary message
545                 if(this.classname != "body")
546                         Obituary (attacker, inflictor, this, deathtype);
547
548         // increment frag counter for used weapon type
549         Weapon w = DEATH_WEAPONOF(deathtype);
550         if(w != WEP_Null)
551         if(accuracy_isgooddamage(attacker, this))
552         attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
553
554                 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
555                 excess = M_ARGV(4, float);
556
557                 Weapon wep = PS(this).m_weapon;
558                 wep.wr_playerdeath(wep, this);
559
560                 RemoveGrapplingHook(this);
561
562                 Portal_ClearAllLater(this);
563
564                 this.fixangle = true;
565
566                 if(defer_ClientKill_Now_TeamChange)
567                         ClientKill_Now_TeamChange(this); // can turn player into spectator
568
569                 // player could have been miraculously resuscitated ;)
570                 // e.g. players in freezetag get frozen, they don't really die
571                 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
572                         return;
573
574                 // when we get here, player actually dies
575
576                 Unfreeze(this); // remove any icy remains
577                 this.health = 0; // Unfreeze resets health, so we need to set it back
578
579                 // clear waypoints
580                 WaypointSprite_PlayerDead(this);
581                 // throw a weapon
582                 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id);
583
584                 // become fully visible
585                 this.alpha = default_player_alpha;
586                 // make the corpse upright (not tilted)
587                 this.angles_x = 0;
588                 this.angles_z = 0;
589                 // don't spin
590                 this.avelocity = '0 0 0';
591                 // view from the floor
592                 this.view_ofs = '0 0 -8';
593                 // toss the corpse
594                 this.movetype = MOVETYPE_TOSS;
595                 // shootable corpse
596                 this.solid = SOLID_CORPSE;
597                 this.ballistics_density = autocvar_g_ballistics_density_corpse;
598                 // don't stick to the floor
599                 UNSET_ONGROUND(this);
600                 // dying animation
601                 this.deadflag = DEAD_DYING;
602
603                 // when to allow respawn
604                 calculate_player_respawn_time(this);
605
606                 this.death_time = time;
607                 if (random() < 0.5)
608                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
609                 else
610                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
611                 if (this.maxs.z > 5)
612                 {
613                         this.maxs_z = 5;
614                         setsize(this, this.mins, this.maxs);
615                 }
616                 // set damage function to corpse damage
617                 this.event_damage = PlayerCorpseDamage;
618                 // call the corpse damage function just in case it wants to gib
619                 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
620
621                 // set up to fade out later
622                 SUB_SetFade (this, time + 6 + random (), 1);
623                 // reset body think wrapper broken by SUB_SetFade
624                 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
625                         this.CopyBody_think = getthink(this);
626                         this.CopyBody_nextthink = this.nextthink;
627                         setthink(this, CopyBody_Think);
628                         this.nextthink = time;
629                 }
630
631                 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
632                         // remove corpse
633                         // clones don't run any animation code any more, so we must gib them when they die :(
634                         PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
635                 }
636
637                 // reset fields the weapons may use just in case
638                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
639                         it.wr_resetplayer(it, this);
640                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
641                         {
642                                 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
643                         }
644                 ));
645         }
646 }
647
648 void MoveToTeam(entity client, int team_colour, int type)
649 {
650         int lockteams_backup = lockteams;  // backup any team lock
651         lockteams = 0;  // disable locked teams
652         TeamchangeFrags(client);  // move the players frags
653         SetPlayerColors(client, team_colour - 1);  // set the players colour
654         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0');  // kill the player
655         lockteams = lockteams_backup;  // restore the team lock
656         LogTeamchange(client.playerid, client.team, type);
657 }
658
659 /** print(), but only print if the server is not local */
660 void dedicated_print(string input)
661 {
662         if (server_is_dedicated) print(input);
663 }
664
665 /**
666  * message "": do not say, just test flood control
667  * return value:
668  *   1 = accept
669  *   0 = reject
670  *  -1 = fake accept
671  */
672 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
673 {
674         if (!teamsay && !privatesay) if (substring(msgin, 0, 1) == " ")
675         msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
676
677         msgin = formatmessage(source, msgin);
678
679     string colorstr;
680         if (!IS_PLAYER(source))
681                 colorstr = "^0"; // black for spectators
682         else if(teamplay)
683                 colorstr = Team_ColorCode(source.team);
684         else
685         {
686                 colorstr = "";
687                 teamsay = false;
688         }
689
690         if(intermission_running)
691                 teamsay = false;
692
693     if (!source) {
694                 colorstr = "";
695                 teamsay = false;
696     }
697
698         if(msgin != "")
699                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
700
701         /*
702          * using bprint solves this... me stupid
703         // how can we prevent the message from appearing in a listen server?
704         // for now, just give "say" back and only handle say_team
705         if(!teamsay)
706         {
707                 clientcommand(source, strcat("say ", msgin));
708                 return;
709         }
710         */
711
712     string namestr = "";
713     if (source)
714         namestr = autocvar_g_chat_teamcolors ? playername(source) : source.netname;
715
716     string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
717
718     string msgstr, cmsgstr;
719     string privatemsgprefix = string_null;
720     int privatemsgprefixlen = 0;
721         if (msgin == "") {
722         msgstr = cmsgstr = "";
723         } else {
724                 if(privatesay)
725                 {
726                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
727                         privatemsgprefixlen = strlen(msgstr);
728                         msgstr = strcat(msgstr, msgin);
729                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
730                         if(autocvar_g_chat_teamcolors)
731                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
732                         else
733                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
734                 }
735                 else if(teamsay)
736                 {
737                         if(strstrofs(msgin, "/me", 0) >= 0)
738                         {
739                                 //msgin = strreplace("/me", "", msgin);
740                                 //msgin = substring(msgin, 3, strlen(msgin));
741                                 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
742                                 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
743                         }
744                         else
745                                 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
746                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
747                 }
748                 else
749                 {
750                         if(strstrofs(msgin, "/me", 0) >= 0)
751                         {
752                                 //msgin = strreplace("/me", "", msgin);
753                                 //msgin = substring(msgin, 3, strlen(msgin));
754                                 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
755                                 msgstr = strcat("\{1}^4* ", "^7", msgin);
756                         }
757                         else {
758                 msgstr = "\{1}";
759                 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
760                 msgstr = strcat(msgstr, msgin);
761             }
762                         cmsgstr = "";
763                 }
764                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
765         }
766
767         string fullmsgstr = msgstr;
768         string fullcmsgstr = cmsgstr;
769
770         // FLOOD CONTROL
771         int flood = 0;
772         var .float flood_field = floodcontrol_chat;
773         if(floodcontrol)
774         {
775                 float flood_spl;
776                 float flood_burst;
777                 float flood_lmax;
778                 float lines;
779                 if(privatesay)
780                 {
781                         flood_spl = autocvar_g_chat_flood_spl_tell;
782                         flood_burst = autocvar_g_chat_flood_burst_tell;
783                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
784                         flood_field = floodcontrol_chattell;
785                 }
786                 else if(teamsay)
787                 {
788                         flood_spl = autocvar_g_chat_flood_spl_team;
789                         flood_burst = autocvar_g_chat_flood_burst_team;
790                         flood_lmax = autocvar_g_chat_flood_lmax_team;
791                         flood_field = floodcontrol_chatteam;
792                 }
793                 else
794                 {
795                         flood_spl = autocvar_g_chat_flood_spl;
796                         flood_burst = autocvar_g_chat_flood_burst;
797                         flood_lmax = autocvar_g_chat_flood_lmax;
798                         flood_field = floodcontrol_chat;
799                 }
800                 flood_burst = max(0, flood_burst - 1);
801                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
802
803                 // do flood control for the default line size
804                 if(msgstr != "")
805                 {
806                         getWrappedLine_remaining = msgstr;
807                         msgstr = "";
808                         lines = 0;
809                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
810                         {
811                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
812                                 ++lines;
813                         }
814                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
815
816                         if(getWrappedLine_remaining != "")
817                         {
818                                 msgstr = strcat(msgstr, "\n");
819                                 flood = 2;
820                         }
821
822                         if (time >= source.(flood_field))
823                         {
824                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
825                         }
826                         else
827                         {
828                                 flood = 1;
829                                 msgstr = fullmsgstr;
830                         }
831                 }
832                 else
833                 {
834                         if (time >= source.(flood_field))
835                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
836                         else
837                                 flood = 1;
838                 }
839
840                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
841                         source.(flood_field) = flood = 0;
842         }
843
844     string sourcemsgstr, sourcecmsgstr;
845         if(flood == 2) // cannot happen for empty msgstr
846         {
847                 if(autocvar_g_chat_flood_notify_flooder)
848                 {
849                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
850                         sourcecmsgstr = "";
851                 }
852                 else
853                 {
854                         sourcemsgstr = fullmsgstr;
855                         sourcecmsgstr = fullcmsgstr;
856                 }
857                 cmsgstr = "";
858         }
859         else
860         {
861                 sourcemsgstr = msgstr;
862                 sourcecmsgstr = cmsgstr;
863         }
864
865         if (!privatesay && source && !IS_PLAYER(source))
866         {
867                 if (!intermission_running)
868                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
869                                 teamsay = -1; // spectators
870         }
871
872         if(flood)
873                 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
874
875         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
876         if(privatesay)
877                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
878
879     int ret;
880         if(source.muted)
881         {
882                 // always fake the message
883                 ret = -1;
884         }
885         else if(flood == 1)
886         {
887                 if (autocvar_g_chat_flood_notify_flooder)
888                 {
889                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
890                         ret = 0;
891                 }
892                 else
893                         ret = -1;
894         }
895         else
896         {
897                 ret = 1;
898         }
899
900         if(sourcemsgstr != "" && ret != 0)
901         {
902                 if(ret < 0) // faked message, because the player is muted
903                 {
904                         sprint(source, sourcemsgstr);
905                         if(sourcecmsgstr != "" && !privatesay)
906                                 centerprint(source, sourcecmsgstr);
907                 }
908                 else if(privatesay) // private message, between 2 people only
909                 {
910                         sprint(source, sourcemsgstr);
911                         sprint(privatesay, msgstr);
912                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
913                         if(cmsgstr != "")
914                                 centerprint(privatesay, cmsgstr);
915                 }
916                 else if ( teamsay && source.active_minigame )
917                 {
918                         sprint(source, sourcemsgstr);
919                         dedicated_print(msgstr); // send to server console too
920                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, sprint(it, msgstr));
921                 }
922                 else if(teamsay > 0) // team message, only sent to team mates
923                 {
924                         sprint(source, sourcemsgstr);
925                         dedicated_print(msgstr); // send to server console too
926                         if(sourcecmsgstr != "")
927                                 centerprint(source, sourcecmsgstr);
928                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, {
929                                 sprint(it, msgstr);
930                                 if(cmsgstr != "")
931                                         centerprint(it, cmsgstr);
932                         });
933                 }
934                 else if(teamsay < 0) // spectator message, only sent to spectators
935                 {
936                         sprint(source, sourcemsgstr);
937                         dedicated_print(msgstr); // send to server console too
938                         FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
939                 }
940                 else
941                 {
942             if (source) {
943                 sprint(source, sourcemsgstr);
944                 dedicated_print(msgstr); // send to server console too
945                 MX_Say(strcat(playername(source), "^7: ", msgin));
946             }
947             FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
948         }
949         }
950
951         return ret;
952 }