Merge branch 'master' into mirceakitsune/damage_effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126
127 void CopyBody(float keepvelocity)
128 {
129         entity oldself;
130         if (self.effects & EF_NODRAW)
131                 return;
132         oldself = self;
133         self = spawn();
134         self.enemy = oldself;
135         self.lip = oldself.lip;
136         self.colormap = oldself.colormap;
137         self.glowmod = oldself.glowmod;
138         self.iscreature = oldself.iscreature;
139         self.damagedbycontents = oldself.damagedbycontents;
140         self.angles = oldself.angles;
141         self.avelocity = oldself.avelocity;
142         self.classname = "body";
143         self.damageforcescale = oldself.damageforcescale;
144         self.effects = oldself.effects;
145         self.event_damage = oldself.event_damage;
146         self.animstate_startframe = oldself.animstate_startframe;
147         self.animstate_numframes = oldself.animstate_numframes;
148         self.animstate_framerate = oldself.animstate_framerate;
149         self.animstate_starttime = oldself.animstate_starttime;
150         self.animstate_endtime = oldself.animstate_endtime;
151         self.animstate_override = oldself.animstate_override;
152         self.animstate_looping = oldself.animstate_looping;
153         self.frame = oldself.frame;
154         self.dead_frame = oldself.dead_frame;
155         self.pain_finished = oldself.pain_finished;
156         self.health = oldself.health;
157         self.armorvalue = oldself.armorvalue;
158         self.armortype = oldself.armortype;
159         self.model = oldself.model;
160         self.modelindex = oldself.modelindex;
161         self.modelindex_lod0 = oldself.modelindex_lod0;
162         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
163         self.modelindex_lod1 = oldself.modelindex_lod1;
164         self.modelindex_lod2 = oldself.modelindex_lod2;
165         self.skinindex = oldself.skinindex;
166         self.species = oldself.species;
167         self.movetype = oldself.movetype;
168         self.nextthink = oldself.nextthink;
169         self.solid = oldself.solid;
170         self.ballistics_density = oldself.ballistics_density;
171         self.takedamage = oldself.takedamage;
172         self.think = oldself.think;
173         self.customizeentityforclient = oldself.customizeentityforclient;
174         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
175         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
176         if (keepvelocity == 1)
177                 self.velocity = oldself.velocity;
178         self.oldvelocity = self.velocity;
179         self.fade_time = oldself.fade_time;
180         self.fade_rate = oldself.fade_rate;
181         //self.weapon = oldself.weapon;
182         setorigin(self, oldself.origin);
183         setsize(self, oldself.mins, oldself.maxs);
184         self.prevorigin = oldself.origin;
185         self.reset = SUB_Remove;
186
187         Drag_MoveDrag(oldself, self);
188
189         self.owner = oldself;
190         self = oldself;
191 }
192
193 float player_getspecies()
194 {
195         float s;
196         get_model_parameters(self.model, self.skinindex);
197         s = get_model_parameters_species;
198         get_model_parameters(string_null, 0);
199         if(s < 0)
200                 return SPECIES_HUMAN;
201         return s;
202 }
203
204 void player_setupanimsformodel()
205 {
206         // defaults for legacy .zym models without animinfo files
207         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
208         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
209         self.anim_draw = animfixfps(self, '2 1 3');
210         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
211         self.anim_duckwalk = animfixfps(self, '4 1 1');
212         self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
213         self.anim_duckidle = animfixfps(self, '6 1 1');
214         self.anim_idle = animfixfps(self, '7 1 1');
215         self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
216         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
217         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
218         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
219         self.anim_taunt = animfixfps(self, '12 1 0.33');
220         self.anim_run = animfixfps(self, '13 1 1');
221         self.anim_runbackwards = animfixfps(self, '14 1 1');
222         self.anim_strafeleft = animfixfps(self, '15 1 1');
223         self.anim_straferight = animfixfps(self, '16 1 1');
224         self.anim_dead1 = animfixfps(self, '17 1 1');
225         self.anim_dead2 = animfixfps(self, '18 1 1');
226         self.anim_forwardright = animfixfps(self, '19 1 1');
227         self.anim_forwardleft = animfixfps(self, '20 1 1');
228         self.anim_backright = animfixfps(self, '21 1 1');
229         self.anim_backleft  = animfixfps(self, '22 1 1');
230         self.anim_melee = animfixfps(self, '23 1 1');
231         // TODO introspect models for finding right "fps" value (1/duration)
232         // reset animstate now
233         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
234 }
235
236 void player_anim (void)
237 {
238         updateanim(self);
239         if (self.weaponentity)
240                 updateanim(self.weaponentity);
241
242         if (self.deadflag != DEAD_NO)
243         {
244                 if (time > self.animstate_endtime)
245                 {
246                         if (self.maxs_z > 5)
247                         {
248                                 self.maxs_z = 5;
249                                 setsize(self, self.mins, self.maxs);
250                         }
251                         self.frame = self.dead_frame;
252                 }
253                 return;
254         }
255
256         if (!self.animstate_override)
257         {
258                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
259                 {
260                         if (self.crouch)
261                         {
262                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
263                                 {
264                                         traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
265                                         if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
266                                         {
267                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
268                                                 self.restart_jump = FALSE;
269                                         }
270                                 }
271                         }
272                         else
273                         {
274                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
275                 {
276                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
277                     if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
278                     {
279                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
280                         self.restart_jump = FALSE;
281                     }
282                 }
283                         }
284                 }
285                 else if (self.crouch)
286                 {
287                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
288                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
289                         else
290                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
291                 }
292                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
293                 {
294                         if (self.movement_x > 0 && self.movement_y == 0)
295                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
296                         else if (self.movement_x < 0 && self.movement_y == 0)
297                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
298                         else if (self.movement_x == 0 && self.movement_y > 0)
299                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
300                         else if (self.movement_x == 0 && self.movement_y < 0)
301                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
302                         else if (self.movement_x > 0 && self.movement_y > 0)
303                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
304                         else if (self.movement_x > 0 && self.movement_y < 0)
305                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
306                         else if (self.movement_x < 0 && self.movement_y > 0)
307                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
308                         else if (self.movement_x < 0 && self.movement_y < 0)
309                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
310                         else
311                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
312                 }
313                 else
314                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
315         }
316
317         if (self.weaponentity)
318         if (!self.weaponentity.animstate_override)
319                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
320 }
321
322 void SpawnThrownWeapon (vector org, float w)
323 {
324         if(g_minstagib)
325         if(self.ammo_cells <= 0)
326                 return;
327
328         if(g_pinata)
329         {
330                 float j;
331                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
332                 {
333                         if(self.weapons & W_WeaponBit(j))
334                                 if(W_IsWeaponThrowable(j))
335                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
336                 }
337         }
338         else
339         {
340                 if(W_IsWeaponThrowable(self.weapon))
341                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
342         }
343 }
344
345 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
346 {
347         float take, save;
348         vector v;
349         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
350
351         // damage resistance (ignore most of the damage from a bullet or similar)
352         damage = max(damage - 5, 1);
353
354         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
355         take = v_x;
356         save = v_y;
357
358         if(sound_allowed(MSG_BROADCAST, attacker))
359         {
360                 if (save > 10)
361                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
362                 else if (take > 30)
363                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
364                 else if (take > 10)
365                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
366         }
367
368         if (take > 50)
369                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
370         if (take > 100)
371                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
372
373         if (!(self.flags & FL_GODMODE))
374         {
375                 self.armorvalue = self.armorvalue - save;
376                 self.health = self.health - take;
377                 // pause regeneration for 5 seconds
378                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
379         }
380         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
381         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
382         self.dmg_inflictor = inflictor;
383
384         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
385         {
386                 // don't use any animations as a gib
387                 self.frame = 0;
388                 self.dead_frame = 0;
389                 // view just above the floor
390                 self.view_ofs = '0 0 4';
391
392                 Violence_GibSplash(self, 1, 1, attacker);
393                 self.modelindex = 0; // restore later
394                 self.solid = SOLID_NOT; // restore later
395                 self.takedamage = DAMAGE_NO; // restore later
396         }
397 }
398
399 void ClientKill_Now_TeamChange();
400 void freezetag_CheckWinner();
401
402 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
403 {
404         float take, save, waves, sdelay, dh, da, j;
405         vector v;
406         float valid_damage_for_weaponstats;
407         float excess;
408
409         if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
410                 return;
411
412         dh = max(self.health, 0);
413         da = max(self.armorvalue, 0);
414
415         if(!DEATH_ISSPECIAL(deathtype))
416         {
417                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
418                 if(self != attacker)
419                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
420         }
421
422         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
423         {
424                 // tuba causes blood to come out of the ears
425                 vector ear1, ear2;
426                 vector d;
427                 float f;
428                 ear1 = self.origin;
429                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
430                 ear2 = ear1;
431                 makevectors(self.angles);
432                 ear1 += v_right * -10;
433                 ear2 += v_right * +10;
434                 d = inflictor.origin - self.origin;
435                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
436                 force = v_right * vlen(force);
437                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
438                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
439                 if(f > 0)
440                 {
441                         hitloc = ear1;
442                         force = force * -1;
443                 }
444                 else
445                 {
446                         hitloc = ear2;
447                         // force is already good
448                 }
449         }
450         else
451                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
452
453         if (!g_minstagib)
454         {
455                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
456                 take = v_x;
457                 save = v_y;
458         }
459         else
460         {
461                 save = 0;
462                 take = damage;
463         }
464
465         frag_inflictor = inflictor;
466         frag_attacker = attacker;
467         frag_target = self;
468         damage_take = take;
469         damage_save = save;
470         damage_force = force;
471         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
472         take = bound(0, damage_take, self.health);
473         save = bound(0, damage_save, self.armorvalue);
474         excess = max(0, damage - take - save);
475
476         if(sound_allowed(MSG_BROADCAST, attacker))
477         {
478                 if (save > 10)
479                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
480                 else if (take > 30)
481                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
482                 else if (take > 10)
483                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
484         }
485
486         if (take > 50)
487                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
488         if (take > 100)
489                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
490
491         if (time >= self.spawnshieldtime)
492         {
493                 if (!(self.flags & FL_GODMODE))
494                 {
495                         self.armorvalue = self.armorvalue - save;
496                         self.health = self.health - take;
497                         // pause regeneration for 5 seconds
498                         if(take)
499                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
500
501                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
502                         {
503                                 self.pain_finished = time + 0.5;        //Supajoe
504
505                                 if(sv_gentle < 1) {
506                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
507                                         {
508                                                 if (!self.animstate_override)
509                                                 {
510                                                         if (random() > 0.5)
511                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
512                                                         else
513                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
514                                                 }
515                                         }
516
517                                         if(sound_allowed(MSG_BROADCAST, attacker))
518                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
519                                         if(self.health > 1)
520                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
521                                         {
522                                                 if(deathtype == DEATH_FALL)
523                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
524                                                 else if(self.health > 75) // TODO make a "gentle" version?
525                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
526                                                 else if(self.health > 50)
527                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
528                                                 else if(self.health > 25)
529                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
530                                                 else
531                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
532                                         }
533                                 }
534
535                                 // throw off bot aim temporarily
536                                 float shake;
537                                 shake = damage * 5 / (bound(0,skill,100) + 1);
538                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
539                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
540                         }
541                 }
542                 else
543                         self.max_armorvalue += (save + take);
544         }
545         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
546         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
547         self.dmg_inflictor = inflictor;
548
549         if(attacker == self)
550         {
551                 // don't reset pushltime for self damage as it may be an attempt to
552                 // escape a lava pit or similar
553                 //self.pushltime = 0;
554         }
555         else if(attacker.classname == "player")
556         {
557                 self.pusher = attacker;
558                 self.pushltime = time + autocvar_g_maxpushtime;
559         }
560         else if(time < self.pushltime)
561         {
562                 attacker = self.pusher;
563                 self.pushltime = max(self.pushltime, time + 0.6);
564         }
565         else
566                 self.pushltime = 0;
567
568         float abot, vbot, awep;
569         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
570         vbot = (clienttype(self) == CLIENTTYPE_BOT);
571
572         valid_damage_for_weaponstats = 0;
573         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
574         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
575         if(attacker && self != attacker)
576         if(IsDifferentTeam(self, attacker))
577         {
578                 if(DEATH_ISSPECIAL(deathtype))
579                         awep = attacker.weapon;
580                 else
581                         awep = DEATH_WEAPONOF(deathtype);
582                 valid_damage_for_weaponstats = 1;
583         }
584
585         if(valid_damage_for_weaponstats)
586         {
587                 dh = dh - max(self.health, 0);
588                 da = da - max(self.armorvalue, 0);
589                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
590         }
591
592         if (self.health < 1)
593         {
594                 float defer_ClientKill_Now_TeamChange;
595                 defer_ClientKill_Now_TeamChange = FALSE;
596
597                 if(self.alivetime)
598                 {
599                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
600                         self.alivetime = 0;
601                 }
602
603                 if(valid_damage_for_weaponstats)
604                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
605
606                 if(sv_gentle < 1) // TODO make a "gentle" version?
607                 if(sound_allowed(MSG_BROADCAST, attacker))
608                 {
609                         if(deathtype == DEATH_DROWN)
610                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
611                         else
612                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
613                 }
614
615                 // get rid of kill indicator
616                 if(self.killindicator)
617                 {
618                         remove(self.killindicator);
619                         self.killindicator = world;
620                         if(self.killindicator_teamchange)
621                                 defer_ClientKill_Now_TeamChange = TRUE;
622
623                         if(self.classname == "body")
624                         if(deathtype == DEATH_KILL)
625                         {
626                                 // for the lemmings fans, a small harmless explosion
627                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
628                         }
629                 }
630
631                 if(!g_freezetag)
632                 {
633                         // become fully visible
634                         self.alpha = 1;
635                         // throw a weapon
636                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
637                 }
638
639                 // print an obituary message
640                 Obituary (attacker, inflictor, self, deathtype);
641                 race_PreDie();
642                 DropAllRunes(self);
643
644         // increment frag counter for used weapon type
645         float w;
646         w = DEATH_WEAPONOF(deathtype);
647         if(WEP_VALID(w))
648         if(self.classname == "player")
649         if(self != attacker)
650         attacker.accuracy.(accuracy_frags[w-1]) += 1;
651
652                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
653                 {
654                         PutClientInServer();
655                         count_alive_players(); // re-count players
656                         freezetag_CheckWinner();
657                         return;
658                 }
659
660                 frag_attacker = attacker;
661                 frag_inflictor = inflictor;
662                 frag_target = self;
663                 MUTATOR_CALLHOOK(PlayerDies);
664                 weapon_action(self.weapon, WR_PLAYERDEATH);
665
666                 RemoveGrapplingHook(self);
667
668                 if(self.flagcarried)
669                 {
670                         if(attacker.classname != "player")
671                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
672                         else if(attacker.team == self.team)
673                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
674                         else
675                                 DropFlag(self.flagcarried, world, attacker);
676                 }
677                 if(self.ballcarried && g_nexball)
678                         DropBall(self.ballcarried, self.origin, self.velocity);
679                 Portal_ClearAllLater(self);
680
681                 if(clienttype(self) == CLIENTTYPE_REAL)
682                 {
683                         stuffcmd(self, "-zoom\n");
684                         self.fixangle = TRUE;
685                         //msg_entity = self;
686                         //WriteByte (MSG_ONE, SVC_SETANGLE);
687                         //WriteAngle (MSG_ONE, self.v_angle_x);
688                         //WriteAngle (MSG_ONE, self.v_angle_y);
689                         //WriteAngle (MSG_ONE, 80);
690                 }
691
692                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
693                         ClientKill_Now_TeamChange();
694
695                 if(g_arena)
696                         Spawnqueue_Unmark(self);
697
698                 if(g_freezetag)
699                         return;
700
701                 // when we get here, player actually dies
702                 // clear waypoints (do this AFTER FreezeTag)
703                 WaypointSprite_PlayerDead();
704
705                 // make the corpse upright (not tilted)
706                 self.angles_x = 0;
707                 self.angles_z = 0;
708                 // don't spin
709                 self.avelocity = '0 0 0';
710                 // view from the floor
711                 self.view_ofs = '0 0 -8';
712                 // toss the corpse
713                 self.movetype = MOVETYPE_TOSS;
714                 // shootable corpse
715                 self.solid = SOLID_CORPSE;
716                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
717                 // don't stick to the floor
718                 self.flags &~= FL_ONGROUND;
719                 // dying animation
720                 self.deadflag = DEAD_DYING;
721                 // when to allow respawn
722                 sdelay = 0;
723                 waves = 0;
724                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
725                 if(!sdelay)
726                 {
727                         if(g_cts)
728                                 sdelay = 0; // no respawn delay in CTS
729                         else
730                                 sdelay = autocvar_g_respawn_delay;
731                 }
732                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
733                 if(!waves)
734                         waves = autocvar_g_respawn_waves;
735                 if(waves)
736                         self.death_time = ceil((time + sdelay) / waves) * waves;
737                 else
738                         self.death_time = time + sdelay;
739                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
740                         self.respawn_countdown = 10; // first number to count down from is 10
741                 else
742                         self.respawn_countdown = -1; // do not count down
743                 if (random() < 0.5)
744                 {
745                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
746                         self.dead_frame = self.anim_dead1_x;
747                 }
748                 else
749                 {
750                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
751                         self.dead_frame = self.anim_dead2_x;
752                 }
753                 // set damage function to corpse damage
754                 self.event_damage = PlayerCorpseDamage;
755                 // call the corpse damage function just in case it wants to gib
756                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
757                 // set up to fade out later
758                 SUB_SetFade (self, time + 6 + random (), 1);
759
760                 if(sv_gentle > 0 || autocvar_ekg) {
761                         // remove corpse
762                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
763                 }
764
765                 // reset fields the weapons may use just in case
766                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
767                 {
768                         weapon_action(j, WR_RESETPLAYER);
769                         ATTACK_FINISHED_FOR(self, j) = 0;
770                 }
771         }
772 }
773
774 .float muted; // to be used by prvm_edictset server playernumber muted 1
775 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
776 // message "": do not say, just test flood control
777 // return value:
778 //   1 = accept
779 //   0 = reject
780 //  -1 = fake accept
781 {
782         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
783         float flood, privatemsgprefixlen;
784         var .float flood_field;
785         entity head;
786         float ret;
787
788         if(Ban_MaybeEnforceBan(source))
789                 return 0;
790
791         if(!teamsay && !privatesay)
792                 if(substring(msgin, 0, 1) == " ")
793                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
794
795         msgin = formatmessage(msgin);
796
797         if(source.classname != "player")
798                 colorstr = "^0"; // black for spectators
799         else if(teamplay)
800                 colorstr = Team_ColorCode(source.team);
801         else
802                 teamsay = FALSE;
803
804         if(intermission_running)
805                 teamsay = FALSE;
806
807         if(msgin != "")
808                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
809
810         /*
811          * using bprint solves this... me stupid
812         // how can we prevent the message from appearing in a listen server?
813         // for now, just give "say" back and only handle say_team
814         if(!teamsay)
815         {
816                 clientcommand(self, strcat("say ", msgin));
817                 return;
818         }
819         */
820
821         if(autocvar_g_chat_teamcolors)
822                 namestr = playername(source);
823         else
824                 namestr = source.netname;
825
826         if(msgin != "")
827         {
828                 if(privatesay)
829                 {
830                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
831                         privatemsgprefixlen = strlen(msgstr);
832                         msgstr = strcat(msgstr, msgin);
833                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
834                         if(autocvar_g_chat_teamcolors)
835                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
836                         else
837                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
838                 }
839                 else if(teamsay)
840                 {
841                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
842                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
843                 }
844                 else
845                 {
846                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
847                         cmsgstr = "";
848                 }
849                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
850         }
851         else
852         {
853                 msgstr = cmsgstr = "";
854         }
855
856         fullmsgstr = msgstr;
857         fullcmsgstr = cmsgstr;
858
859         // FLOOD CONTROL
860         flood = 0;
861         if(floodcontrol)
862         {
863                 float flood_spl;
864                 float flood_burst;
865                 float flood_lmax;
866                 float lines;
867                 if(privatesay)
868                 {
869                         flood_spl = autocvar_g_chat_flood_spl_tell;
870                         flood_burst = autocvar_g_chat_flood_burst_tell;
871                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
872                         flood_field = floodcontrol_chattell;
873                 }
874                 else if(teamsay)
875                 {
876                         flood_spl = autocvar_g_chat_flood_spl_team;
877                         flood_burst = autocvar_g_chat_flood_burst_team;
878                         flood_lmax = autocvar_g_chat_flood_lmax_team;
879                         flood_field = floodcontrol_chatteam;
880                 }
881                 else
882                 {
883                         flood_spl = autocvar_g_chat_flood_spl;
884                         flood_burst = autocvar_g_chat_flood_burst;
885                         flood_lmax = autocvar_g_chat_flood_lmax;
886                         flood_field = floodcontrol_chat;
887                 }
888                 flood_burst = max(0, flood_burst - 1);
889                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
890
891                 // do flood control for the default line size
892                 if(msgstr != "")
893                 {
894                         getWrappedLine_remaining = msgstr;
895                         msgstr = "";
896                         lines = 0;
897                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
898                         {
899                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
900                                 ++lines;
901                         }
902                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
903
904                         if(getWrappedLine_remaining != "")
905                         {
906                                 msgstr = strcat(msgstr, "\n");
907                                 flood = 2;
908                         }
909
910                         if(time >= source.flood_field)
911                         {
912                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
913                         }
914                         else
915                         {
916                                 flood = 1;
917                                 msgstr = fullmsgstr;
918                         }
919                 }
920                 else
921                 {
922                         if(time >= source.flood_field)
923                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
924                         else
925                                 flood = 1;
926                 }
927
928                 if (timeoutStatus == 2) //when game is paused, no flood protection
929                         source.flood_field = flood = 0;
930         }
931
932         if(flood == 2) // cannot happen for empty msgstr
933         {
934                 if(autocvar_g_chat_flood_notify_flooder)
935                 {
936                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
937                         sourcecmsgstr = "";
938                 }
939                 else
940                 {
941                         sourcemsgstr = fullmsgstr;
942                         sourcecmsgstr = fullcmsgstr;
943                 }
944                 cmsgstr = "";
945         }
946         else
947         {
948                 sourcemsgstr = msgstr;
949                 sourcecmsgstr = cmsgstr;
950         }
951
952         if(!privatesay)
953         if(source.classname != "player")
954         {
955                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
956                         teamsay = -1; // spectators
957         }
958
959         if(flood)
960                 print("NOTE: ", playername(source), "^7 is flooding.\n");
961
962         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
963         if(privatesay)
964                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
965
966         if(source.muted)
967         {
968                 // always fake the message
969                 ret = -1;
970         }
971         else if(flood == 1)
972         {
973                 if(autocvar_g_chat_flood_notify_flooder)
974                 {
975                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
976                         ret = 0;
977                 }
978                 else
979                         ret = -1;
980         }
981         else
982         {
983                 ret = 1;
984         }
985
986         if(sourcemsgstr != "" && ret != 0)
987         {
988                 if(ret < 0) // fake
989                 {
990                         sprint(source, sourcemsgstr);
991                         if(sourcecmsgstr != "" && !privatesay)
992                                 centerprint(source, sourcecmsgstr);
993                 }
994                 else if(privatesay)
995                 {
996                         sprint(source, sourcemsgstr);
997                         sprint(privatesay, msgstr);
998                         if(cmsgstr != "")
999                                 centerprint(privatesay, cmsgstr);
1000                 }
1001                 else if(teamsay > 0)
1002                 {
1003                         sprint(source, sourcemsgstr);
1004                         if(sourcecmsgstr != "")
1005                                 centerprint(source, sourcecmsgstr);
1006                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1007                                 if(head != source)
1008                                 {
1009                                         sprint(head, msgstr);
1010                                         if(cmsgstr != "")
1011                                                 centerprint(head, cmsgstr);
1012                                 }
1013                 }
1014                 else if(teamsay < 0)
1015                 {
1016                         sprint(source, sourcemsgstr);
1017                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1018                                 if(head != source)
1019                                         sprint(head, msgstr);
1020                 }
1021                 else if(sourcemsgstr != msgstr)
1022                 {
1023                         sprint(source, sourcemsgstr);
1024                         FOR_EACH_REALCLIENT(head)
1025                                 if(head != source)
1026                                         sprint(head, msgstr);
1027                 }
1028                 else
1029                         bprint(msgstr);
1030         }
1031
1032         return ret;
1033 }
1034
1035 float GetVoiceMessageVoiceType(string type)
1036 {
1037         if(type == "taunt")
1038                 return VOICETYPE_TAUNT;
1039         if(type == "teamshoot")
1040                 return VOICETYPE_LASTATTACKER;
1041         return VOICETYPE_TEAMRADIO;
1042 }
1043
1044 string allvoicesamples;
1045 .string GetVoiceMessageSampleField(string type)
1046 {
1047         GetPlayerSoundSampleField_notFound = 0;
1048         switch(type)
1049         {
1050 #define _VOICEMSG(m) case #m: return playersound_##m;
1051                 ALLVOICEMSGS
1052 #undef _VOICEMSG
1053         }
1054         GetPlayerSoundSampleField_notFound = 1;
1055         return playersound_taunt;
1056 }
1057
1058 .string GetPlayerSoundSampleField(string type)
1059 {
1060         GetPlayerSoundSampleField_notFound = 0;
1061         switch(type)
1062         {
1063 #define _VOICEMSG(m) case #m: return playersound_##m;
1064                 ALLPLAYERSOUNDS
1065 #undef _VOICEMSG
1066         }
1067         GetPlayerSoundSampleField_notFound = 1;
1068         return playersound_taunt;
1069 }
1070
1071 void PrecacheGlobalSound(string samplestring)
1072 {
1073         float n, i;
1074         tokenize_console(samplestring);
1075         n = stof(argv(1));
1076         if(n > 0)
1077         {
1078                 for(i = 1; i <= n; ++i)
1079                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1080         }
1081         else
1082         {
1083                 precache_sound(strcat(argv(0), ".wav"));
1084         }
1085 }
1086
1087 void PrecachePlayerSounds(string f)
1088 {
1089         float fh;
1090         string s;
1091         fh = fopen(f, FILE_READ);
1092         if(fh < 0)
1093                 return;
1094         while((s = fgets(fh)))
1095         {
1096                 if(tokenize_console(s) != 3)
1097                 {
1098                         dprint("Invalid sound info line: ", s, "\n");
1099                         continue;
1100                 }
1101                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1102         }
1103         fclose(fh);
1104
1105         if not(allvoicesamples)
1106         {
1107 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1108                 ALLVOICEMSGS
1109 #undef _VOICEMSG
1110                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1111         }
1112 }
1113
1114 void ClearPlayerSounds()
1115 {
1116 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1117         ALLPLAYERSOUNDS
1118         ALLVOICEMSGS
1119 #undef _VOICEMSG
1120 }
1121
1122 float LoadPlayerSounds(string f, float first)
1123 {
1124         float fh;
1125         string s;
1126         var .string field;
1127         fh = fopen(f, FILE_READ);
1128         if(fh < 0)
1129         {
1130                 dprint("Player sound file not found: ", f, "\n");
1131                 return 0;
1132         }
1133         while((s = fgets(fh)))
1134         {
1135                 if(tokenize_console(s) != 3)
1136                         continue;
1137                 field = GetPlayerSoundSampleField(argv(0));
1138                 if(GetPlayerSoundSampleField_notFound)
1139                         field = GetVoiceMessageSampleField(argv(0));
1140                 if(GetPlayerSoundSampleField_notFound)
1141                         continue;
1142                 if(self.field)
1143                         strunzone(self.field);
1144                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1145         }
1146         fclose(fh);
1147         return 1;
1148 }
1149
1150 .float modelindex_for_playersound;
1151 .float skinindex_for_playersound;
1152 void UpdatePlayerSounds()
1153 {
1154         if(self.modelindex == self.modelindex_for_playersound)
1155         if(self.skinindex == self.skinindex_for_playersound)
1156                 return;
1157         self.modelindex_for_playersound = self.modelindex;
1158         self.skinindex_for_playersound = self.skinindex;
1159         ClearPlayerSounds();
1160         LoadPlayerSounds("sound/player/default.sounds", 1);
1161         if(!autocvar_g_debug_defaultsounds)
1162                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1163                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1164 }
1165
1166 void FakeGlobalSound(string sample, float chan, float voicetype)
1167 {
1168         float n;
1169         float tauntrand;
1170
1171         if(sample == "")
1172                 return;
1173
1174         tokenize_console(sample);
1175         n = stof(argv(1));
1176         if(n > 0)
1177                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1178         else
1179                 sample = strcat(argv(0), ".wav"); // randomization
1180
1181         switch(voicetype)
1182         {
1183                 case VOICETYPE_LASTATTACKER_ONLY:
1184                         break;
1185                 case VOICETYPE_LASTATTACKER:
1186                         if(self.pusher)
1187                         {
1188                                 msg_entity = self;
1189                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1190                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1191                         }
1192                         break;
1193                 case VOICETYPE_TEAMRADIO:
1194                         msg_entity = self;
1195                         if(msg_entity.cvar_cl_voice_directional == 1)
1196                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1197                         else
1198                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1199                         break;
1200                 case VOICETYPE_AUTOTAUNT:
1201                         if(!sv_autotaunt)
1202                                 break;
1203                         if(!sv_taunt)
1204                                 break;
1205                         if(sv_gentle)
1206                                 break;
1207                         tauntrand = random();
1208                         msg_entity = self;
1209                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1210                         {
1211                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1212                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1213                                 else
1214                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1215                         }
1216                         break;
1217                 case VOICETYPE_TAUNT:
1218                         if(self.classname == "player")
1219                                 if(self.deadflag == DEAD_NO)
1220                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1221                         if(!sv_taunt)
1222                                 break;
1223                         if(sv_gentle)
1224                                 break;
1225                         msg_entity = self;
1226                         if (msg_entity.cvar_cl_voice_directional >= 1)
1227                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1228                         else
1229                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1230                         break;
1231                 case VOICETYPE_PLAYERSOUND:
1232                         msg_entity = self;
1233                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1234                         break;
1235                 default:
1236                         backtrace("Invalid voice type!");
1237                         break;
1238         }
1239 }
1240
1241 void GlobalSound(string sample, float chan, float voicetype)
1242 {
1243         float n;
1244         float tauntrand;
1245
1246         if(sample == "")
1247                 return;
1248
1249         tokenize_console(sample);
1250         n = stof(argv(1));
1251         if(n > 0)
1252                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1253         else
1254                 sample = strcat(argv(0), ".wav"); // randomization
1255
1256         switch(voicetype)
1257         {
1258                 case VOICETYPE_LASTATTACKER_ONLY:
1259                         if(self.pusher)
1260                         {
1261                                 msg_entity = self.pusher;
1262                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1263                                 {
1264                                         if(msg_entity.cvar_cl_voice_directional == 1)
1265                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1266                                         else
1267                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1268                                 }
1269                         }
1270                         break;
1271                 case VOICETYPE_LASTATTACKER:
1272                         if(self.pusher)
1273                         {
1274                                 msg_entity = self.pusher;
1275                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1276                                 {
1277                                         if(msg_entity.cvar_cl_voice_directional == 1)
1278                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1279                                         else
1280                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1281                                 }
1282                                 msg_entity = self;
1283                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1284                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1285                         }
1286                         break;
1287                 case VOICETYPE_TEAMRADIO:
1288                         FOR_EACH_REALCLIENT(msg_entity)
1289                                 if(!teamplay || msg_entity.team == self.team)
1290                                 {
1291                                         if(msg_entity.cvar_cl_voice_directional == 1)
1292                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1293                                         else
1294                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1295                                 }
1296                         break;
1297                 case VOICETYPE_AUTOTAUNT:
1298                         if(!sv_autotaunt)
1299                                 break;
1300                         if(!sv_taunt)
1301                                 break;
1302                         if(sv_gentle)
1303                                 break;
1304                         tauntrand = random();
1305                         FOR_EACH_REALCLIENT(msg_entity)
1306                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1307                                 {
1308                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1309                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1310                                         else
1311                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1312                                 }
1313                         break;
1314                 case VOICETYPE_TAUNT:
1315                         if(self.classname == "player")
1316                                 if(self.deadflag == DEAD_NO)
1317                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1318                         if(!sv_taunt)
1319                                 break;
1320                         if(sv_gentle)
1321                                 break;
1322                         FOR_EACH_REALCLIENT(msg_entity)
1323                         {
1324                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1325                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1326                                 else
1327                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1328                         }
1329                         break;
1330                 case VOICETYPE_PLAYERSOUND:
1331                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1332                         break;
1333                 default:
1334                         backtrace("Invalid voice type!");
1335                         break;
1336         }
1337 }
1338
1339 void PlayerSound(.string samplefield, float chan, float voicetype)
1340 {
1341         GlobalSound(self.samplefield, chan, voicetype);
1342 }
1343
1344 void VoiceMessage(string type, string msg)
1345 {
1346         var .string sample;
1347         float voicetype, ownteam;
1348         float flood;
1349         sample = GetVoiceMessageSampleField(type);
1350
1351         if(GetPlayerSoundSampleField_notFound)
1352         {
1353                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1354                 return;
1355         }
1356
1357         voicetype = GetVoiceMessageVoiceType(type);
1358         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1359
1360         flood = Say(self, ownteam, world, msg, 1);
1361
1362         if (flood > 0)
1363                 GlobalSound(self.sample, CH_VOICE, voicetype);
1364         else if (flood < 0)
1365                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1366 }
1367
1368 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1369 {
1370 //      show_message
1371 //      0 (00) automove centerprint, admin message
1372 //      1 (01) automove centerprint, no admin message
1373 //      2 (10) no centerprint, admin message
1374 //      3 (11) no centerprint, no admin message
1375
1376         float lockteams_backup;
1377
1378         lockteams_backup = lockteams;  // backup any team lock
1379
1380         lockteams = 0;  // disable locked teams
1381
1382         TeamchangeFrags(client);  // move the players frags
1383         SetPlayerColors(client, team_colour - 1);  // set the players colour
1384         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1385
1386         lockteams = lockteams_backup;  // restore the team lock
1387
1388         LogTeamchange(client.playerid, client.team, type);
1389
1390         if not(show_message & 1) // admin message
1391                 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
1392
1393         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1394 }