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[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 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
151         self.enemy = oldself;
152         self.lip = oldself.lip;
153         self.colormap = oldself.colormap;
154         self.iscreature = oldself.iscreature;
155         self.teleportable = oldself.teleportable;
156         self.damagedbycontents = oldself.damagedbycontents;
157         self.angles = oldself.angles;
158         self.v_angle = oldself.v_angle;
159         self.avelocity = oldself.avelocity;
160         self.classname = "body";
161         self.damageforcescale = oldself.damageforcescale;
162         self.effects = oldself.effects;
163         self.glowmod = oldself.glowmod;
164         self.event_damage = oldself.event_damage;
165         self.anim_state = oldself.anim_state;
166         self.anim_time = oldself.anim_time;
167         self.anim_lower_action = oldself.anim_lower_action;
168         self.anim_lower_time = oldself.anim_lower_time;
169         self.anim_upper_action = oldself.anim_upper_action;
170         self.anim_upper_time = oldself.anim_upper_time;
171         self.anim_implicit_state = oldself.anim_implicit_state;
172         self.anim_implicit_time = oldself.anim_implicit_time;
173         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
174         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
175         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
176         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
177         self.dphitcontentsmask = oldself.dphitcontentsmask;
178         self.death_time = oldself.death_time;
179         self.pain_finished = oldself.pain_finished;
180         self.health = oldself.health;
181         self.armorvalue = oldself.armorvalue;
182         self.armortype = oldself.armortype;
183         self.model = oldself.model;
184         self.modelindex = oldself.modelindex;
185         self.skin = oldself.skin;
186         self.species = oldself.species;
187         self.movetype = oldself.movetype;
188         self.solid = oldself.solid;
189         self.ballistics_density = oldself.ballistics_density;
190         self.takedamage = oldself.takedamage;
191         self.customizeentityforclient = oldself.customizeentityforclient;
192         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
193         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
194         if (keepvelocity == 1)
195                 self.velocity = oldself.velocity;
196         self.oldvelocity = self.velocity;
197         self.alpha = oldself.alpha;
198         self.fade_time = oldself.fade_time;
199         self.fade_rate = oldself.fade_rate;
200         //self.weapon = oldself.weapon;
201         setorigin(self, oldself.origin);
202         setsize(self, oldself.mins, oldself.maxs);
203         self.prevorigin = oldself.origin;
204         self.reset = SUB_Remove;
205
206         Drag_MoveDrag(oldself, self);
207
208         if(self.colormap <= maxclients && self.colormap > 0)
209                 self.colormap = 1024 + oldself.clientcolors;
210
211         CSQCMODEL_AUTOINIT();
212         self.CopyBody_nextthink = oldself.nextthink;
213         self.CopyBody_think = oldself.think;
214         self.nextthink = time;
215         self.think = CopyBody_Think;
216         // "bake" the current animation frame for clones (they don't get clientside animation)
217         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
218
219         self = oldself;
220 }
221
222 float player_getspecies()
223 {
224         float s;
225         get_model_parameters(self.model, self.skin);
226         s = get_model_parameters_species;
227         get_model_parameters(string_null, 0);
228         if(s < 0)
229                 return SPECIES_HUMAN;
230         return s;
231 }
232
233 void player_setupanimsformodel()
234 {
235         // load animation info
236         animdecide_init(self);
237         animdecide_setstate(self, 0, FALSE);
238 }
239
240 void player_anim (void)
241 {
242         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
243         if(self.deadflag) {
244                 if (!deadbits) {
245                         // Decide on which death animation to use.
246                         if(random() < 0.5)
247                                 deadbits = ANIMSTATE_DEAD1;
248                         else
249                                 deadbits = ANIMSTATE_DEAD2;
250                 }
251         } else {
252                 // Clear a previous death animation.
253                 deadbits = 0;
254         }
255         float animbits = deadbits;
256         if(self.frozen)
257                 animbits |= ANIMSTATE_FROZEN;
258         if(self.crouch)
259                 animbits |= ANIMSTATE_DUCK;
260         animdecide_setstate(self, animbits, FALSE);
261         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
262
263         if (self.weaponentity)
264         {
265                 updateanim(self.weaponentity);
266                 if (!self.weaponentity.animstate_override)
267                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
268         }
269 }
270
271 void SpawnThrownWeapon (vector org, float w)
272 {
273         if(self.weapons & WepSet_FromWeapon(self.weapon))
274                 if(W_IsWeaponThrowable(self.weapon))
275                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
276 }
277
278 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
279 {
280         float take, save;
281         vector v;
282         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
283
284         // damage resistance (ignore most of the damage from a bullet or similar)
285         damage = max(damage - 5, 1);
286
287         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
288         take = v_x;
289         save = v_y;
290
291         if(sound_allowed(MSG_BROADCAST, attacker))
292         {
293                 if (save > 10)
294                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
295                 else if (take > 30)
296                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
297                 else if (take > 10)
298                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
299         }
300
301         if (take > 50)
302                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
303         if (take > 100)
304                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
305
306         if (!(self.flags & FL_GODMODE))
307         {
308                 self.armorvalue = self.armorvalue - save;
309                 self.health = self.health - take;
310                 // pause regeneration for 5 seconds
311                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
312         }
313         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
314         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
315         self.dmg_inflictor = inflictor;
316
317         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
318         {
319                 // don't use any animations as a gib
320                 self.frame = 0;
321                 // view just above the floor
322                 self.view_ofs = '0 0 4';
323
324                 Violence_GibSplash(self, 1, 1, attacker);
325                 self.alpha = -1;
326                 self.solid = SOLID_NOT; // restore later
327                 self.takedamage = DAMAGE_NO; // restore later
328                 self.damagedbycontents = FALSE;
329         }
330 }
331
332 // g_<gametype>_str:
333 // If 0, default is used.
334 // If <0, 0 is used.
335 // Otherwise, g_str (default value) is used.
336 // For consistency, negative values there are mapped to zero too.
337 #define GAMETYPE_DEFAULTED_SETTING(str) \
338         ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
339          (gametype_setting_tmp < 0) ? 0 : \
340          (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
341          gametype_setting_tmp)
342
343
344 void calculate_player_respawn_time()
345 {
346         float gametype_setting_tmp;
347         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
348         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
349         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
350         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
351         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
352         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
353
354         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
355         entity pl;
356         if (teamplay)
357         {
358                 FOR_EACH_PLAYER(pl)
359                         if (pl != self)
360                                 if (pl.team == self.team)
361                                         ++pcount;
362                 if (sdelay_small_count == 0)
363                         sdelay_small_count = 1;
364                 if (sdelay_large_count == 0)
365                         sdelay_large_count = 1;
366         }
367         else
368         {
369                 FOR_EACH_PLAYER(pl)
370                         if (pl != self)
371                                 ++pcount;
372                 if (sdelay_small_count == 0)
373                 {
374                         if (g_cts)
375                         {
376                                 // Players play independently. No point in requiring enemies.
377                                 sdelay_small_count = 1;
378                         }
379                         else
380                         {
381                                 // Players play AGAINST each other. Enemies required.
382                                 sdelay_small_count = 2;
383                         }
384                 }
385                 if (sdelay_large_count == 0)
386                 {
387                         if (g_cts)
388                         {
389                                 // Players play independently. No point in requiring enemies.
390                                 sdelay_large_count = 1;
391                         }
392                         else
393                         {
394                                 // Players play AGAINST each other. Enemies required.
395                                 sdelay_large_count = 2;
396                         }
397                 }
398         }
399
400         float sdelay;
401
402         if (pcount <= sdelay_small_count)
403                 sdelay = sdelay_small;
404         else if (pcount >= sdelay_large_count)
405                 sdelay = sdelay_large;
406         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
407                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
408
409         if(waves)
410                 self.respawn_time = ceil((time + sdelay) / waves) * waves;
411         else
412                 self.respawn_time = time + sdelay;
413
414         if(sdelay < sdelay_max)
415                 self.respawn_time_max = time + sdelay_max;
416         else
417                 self.respawn_time_max = self.respawn_time;
418
419         if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
420                 self.respawn_countdown = 10; // first number to count down from is 10
421         else
422                 self.respawn_countdown = -1; // do not count down
423
424         if(autocvar_g_forced_respawn)
425                 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
426 }
427
428 void ClientKill_Now_TeamChange();
429
430 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
431 {
432         float take, save, dh, da, j;
433         vector v;
434         float valid_damage_for_weaponstats;
435         float excess;
436
437         dh = max(self.health, 0);
438         da = max(self.armorvalue, 0);
439
440         if(!DEATH_ISSPECIAL(deathtype))
441         {
442                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
443                 if(self != attacker)
444                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
445         }
446
447         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
448         {
449                 // tuba causes blood to come out of the ears
450                 vector ear1, ear2;
451                 vector d;
452                 float f;
453                 ear1 = self.origin;
454                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
455                 ear2 = ear1;
456                 makevectors(self.angles);
457                 ear1 += v_right * -10;
458                 ear2 += v_right * +10;
459                 d = inflictor.origin - self.origin;
460                 if (d)
461                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
462                 else
463                         f = 0;  // Assum ecenter.
464                 force = v_right * vlen(force);
465                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
466                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
467                 if(f > 0)
468                 {
469                         hitloc = ear1;
470                         force = force * -1;
471                 }
472                 else
473                 {
474                         hitloc = ear2;
475                         // force is already good
476                 }
477         }
478         else
479                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
480
481
482         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
483         take = v_x;
484         save = v_y;
485
486         if(attacker == self)
487         {
488                 // don't reset pushltime for self damage as it may be an attempt to
489                 // escape a lava pit or similar
490                 //self.pushltime = 0;
491                 self.istypefrag = 0;
492         }
493         else if(IS_PLAYER(attacker))
494         {
495                 self.pusher = attacker;
496                 self.pushltime = time + autocvar_g_maxpushtime;
497                 self.istypefrag = self.BUTTON_CHAT;
498         }
499         else if(time < self.pushltime)
500         {
501                 attacker = self.pusher;
502                 self.pushltime = max(self.pushltime, time + 0.6);
503         }
504         else
505         {
506                 self.pushltime = 0;
507                 self.istypefrag = 0;
508         }
509
510         frag_inflictor = inflictor;
511         frag_attacker = attacker;
512         frag_target = self;
513         frag_damage = damage;
514         damage_take = take;
515         damage_save = save;
516         damage_force = force;
517         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
518         take = bound(0, damage_take, self.health);
519         save = bound(0, damage_save, self.armorvalue);
520         excess = max(0, damage - take - save);
521
522         if(sound_allowed(MSG_BROADCAST, attacker))
523         {
524                 if (save > 10)
525                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
526                 else if (take > 30)
527                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
528                 else if (take > 10)
529                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
530         }
531
532         if (take > 50)
533                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
534         if (take > 100)
535                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
536
537         if (time >= self.spawnshieldtime)
538         {
539                 if (!(self.flags & FL_GODMODE))
540                 {
541                         self.armorvalue = self.armorvalue - save;
542                         self.health = self.health - take;
543                         // pause regeneration for 5 seconds
544                         if(take)
545                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
546
547                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
548                         {
549                                 self.pain_finished = time + 0.5;        //Supajoe
550
551                                 if(autocvar_sv_gentle < 1) {
552                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
553                                         {
554                                                 if (!self.animstate_override)
555                                                 {
556                                                         if (random() > 0.5)
557                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
558                                                         else
559                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
560                                                 }
561                                         }
562
563                                         if(sound_allowed(MSG_BROADCAST, attacker))
564                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
565                                         if(self.health > 1)
566                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
567                                         {
568                                                 if(deathtype == DEATH_FALL)
569                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
570                                                 else if(self.health > 75) // TODO make a "gentle" version?
571                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
572                                                 else if(self.health > 50)
573                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
574                                                 else if(self.health > 25)
575                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
576                                                 else
577                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
578                                         }
579                                 }
580
581                                 // throw off bot aim temporarily
582                                 float shake;
583                                 shake = damage * 5 / (bound(0,skill,100) + 1);
584                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
585                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
586                         }
587                 }
588                 else
589                         self.max_armorvalue += (save + take);
590         }
591         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
592         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
593         self.dmg_inflictor = inflictor;
594
595         float abot, vbot, awep;
596         abot = (IS_BOT_CLIENT(attacker));
597         vbot = (IS_BOT_CLIENT(self));
598
599         valid_damage_for_weaponstats = 0;
600         awep = 0;
601
602         if(vbot || IS_REAL_CLIENT(self))
603         if(abot || IS_REAL_CLIENT(attacker))
604         if(attacker && self != attacker)
605         if(DIFF_TEAM(self, attacker))
606         {
607                 if(DEATH_ISSPECIAL(deathtype))
608                         awep = attacker.weapon;
609                 else
610                         awep = DEATH_WEAPONOF(deathtype);
611                 valid_damage_for_weaponstats = 1;
612         }
613
614         if(valid_damage_for_weaponstats)
615         {
616                 dh = dh - max(self.health, 0);
617                 da = da - max(self.armorvalue, 0);
618                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
619         }
620
621         if (self.health < 1)
622         {
623                 float defer_ClientKill_Now_TeamChange;
624                 defer_ClientKill_Now_TeamChange = FALSE;
625
626                 if(self.alivetime)
627                 {
628                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
629                         self.alivetime = 0;
630                 }
631
632                 if(valid_damage_for_weaponstats)
633                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
634
635                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
636                 if(sound_allowed(MSG_BROADCAST, attacker))
637                 {
638                         if(deathtype == DEATH_DROWN)
639                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
640                         else
641                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
642                 }
643
644                 // get rid of kill indicator
645                 if(self.killindicator)
646                 {
647                         remove(self.killindicator);
648                         self.killindicator = world;
649                         if(self.killindicator_teamchange)
650                                 defer_ClientKill_Now_TeamChange = TRUE;
651
652                         if(self.classname == "body")
653                         if(deathtype == DEATH_KILL)
654                         {
655                                 // for the lemmings fans, a small harmless explosion
656                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
657                         }
658                 }
659
660                 // print an obituary message
661                 Obituary (attacker, inflictor, self, deathtype);
662
663         // increment frag counter for used weapon type
664         float w;
665         w = DEATH_WEAPONOF(deathtype);
666         if(WEP_VALID(w))
667         if(accuracy_isgooddamage(attacker, self))
668         attacker.accuracy.(accuracy_frags[w-1]) += 1;
669
670                 frag_attacker = attacker;
671                 frag_inflictor = inflictor;
672                 frag_target = self;
673                 frag_deathtype = deathtype;
674                 MUTATOR_CALLHOOK(PlayerDies);
675
676                 weapon_action(self.weapon, WR_PLAYERDEATH);
677
678                 RemoveGrapplingHook(self);
679
680                 Portal_ClearAllLater(self);
681
682                 self.fixangle = TRUE;
683
684                 if(defer_ClientKill_Now_TeamChange)
685                         ClientKill_Now_TeamChange(); // can turn player into spectator
686
687                 // player could have been miraculously resuscitated ;)
688                 // e.g. players in freezetag get frozen, they don't really die
689                 if(self.health >= 1 || !IS_PLAYER(self))
690                         return;
691
692                 // when we get here, player actually dies
693
694                 Unfreeze(self); // remove any icy remains
695                 self.health = 0; // Unfreeze resets health, so we need to set it back
696
697                 // clear waypoints
698                 WaypointSprite_PlayerDead();
699                 // throw a weapon
700                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
701
702                 // become fully visible
703                 self.alpha = default_player_alpha;
704                 // make the corpse upright (not tilted)
705                 self.angles_x = 0;
706                 self.angles_z = 0;
707                 // don't spin
708                 self.avelocity = '0 0 0';
709                 // view from the floor
710                 self.view_ofs = '0 0 -8';
711                 // toss the corpse
712                 self.movetype = MOVETYPE_TOSS;
713                 // shootable corpse
714                 self.solid = SOLID_CORPSE;
715                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
716                 // don't stick to the floor
717                 self.flags &= ~FL_ONGROUND;
718                 // dying animation
719                 self.deadflag = DEAD_DYING;
720                 // when to allow respawn
721                 calculate_player_respawn_time();
722
723                 self.death_time = time;
724                 if (random() < 0.5)
725                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
726                 else
727                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
728                 if (self.maxs_z > 5)
729                 {
730                         self.maxs_z = 5;
731                         setsize(self, self.mins, self.maxs);
732                 }
733                 // set damage function to corpse damage
734                 self.event_damage = PlayerCorpseDamage;
735                 // call the corpse damage function just in case it wants to gib
736                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
737                 // set up to fade out later
738                 SUB_SetFade (self, time + 6 + random (), 1);
739
740                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
741                         // remove corpse
742                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
743                 }
744
745                 // reset fields the weapons may use just in case
746                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
747                 {
748                         weapon_action(j, WR_RESETPLAYER);
749                         ATTACK_FINISHED_FOR(self, j) = 0;
750                 }
751         }
752 }
753
754 .float muted; // to be used by prvm_edictset server playernumber muted 1
755 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
756 // message "": do not say, just test flood control
757 // return value:
758 //   1 = accept
759 //   0 = reject
760 //  -1 = fake accept
761 {
762         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
763         float flood;
764         var .float flood_field;
765         entity head;
766         float ret;
767         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
768
769         if(!teamsay && !privatesay)
770                 if(substring(msgin, 0, 1) == " ")
771                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
772
773         msgin = formatmessage(msgin);
774
775         if (!IS_PLAYER(source))
776                 colorstr = "^0"; // black for spectators
777         else if(teamplay)
778                 colorstr = Team_ColorCode(source.team);
779         else
780         {
781                 colorstr = "";
782                 teamsay = FALSE;
783         }
784
785         if(intermission_running)
786                 teamsay = FALSE;
787
788         if(msgin != "")
789                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
790
791         /*
792          * using bprint solves this... me stupid
793         // how can we prevent the message from appearing in a listen server?
794         // for now, just give "say" back and only handle say_team
795         if(!teamsay)
796         {
797                 clientcommand(self, strcat("say ", msgin));
798                 return;
799         }
800         */
801
802         if(autocvar_g_chat_teamcolors)
803                 namestr = playername(source);
804         else
805                 namestr = source.netname;
806
807         if(strdecolorize(namestr) == namestr)
808                 colorprefix = "^3";
809         else
810                 colorprefix = "^7";
811
812         if(msgin != "")
813         {
814                 if(privatesay)
815                 {
816                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
817                         privatemsgprefixlen = strlen(msgstr);
818                         msgstr = strcat(msgstr, msgin);
819                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
820                         if(autocvar_g_chat_teamcolors)
821                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
822                         else
823                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
824                 }
825                 else if(teamsay)
826                 {
827                         msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
828                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
829                 }
830                 else
831                 {
832                         msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
833                         cmsgstr = "";
834                 }
835                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
836         }
837         else
838         {
839                 msgstr = cmsgstr = "";
840         }
841
842         fullmsgstr = msgstr;
843         fullcmsgstr = cmsgstr;
844
845         // FLOOD CONTROL
846         flood = 0;
847         flood_field = floodcontrol_chat;
848         if(floodcontrol)
849         {
850                 float flood_spl;
851                 float flood_burst;
852                 float flood_lmax;
853                 float lines;
854                 if(privatesay)
855                 {
856                         flood_spl = autocvar_g_chat_flood_spl_tell;
857                         flood_burst = autocvar_g_chat_flood_burst_tell;
858                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
859                         flood_field = floodcontrol_chattell;
860                 }
861                 else if(teamsay)
862                 {
863                         flood_spl = autocvar_g_chat_flood_spl_team;
864                         flood_burst = autocvar_g_chat_flood_burst_team;
865                         flood_lmax = autocvar_g_chat_flood_lmax_team;
866                         flood_field = floodcontrol_chatteam;
867                 }
868                 else
869                 {
870                         flood_spl = autocvar_g_chat_flood_spl;
871                         flood_burst = autocvar_g_chat_flood_burst;
872                         flood_lmax = autocvar_g_chat_flood_lmax;
873                         flood_field = floodcontrol_chat;
874                 }
875                 flood_burst = max(0, flood_burst - 1);
876                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
877
878                 // do flood control for the default line size
879                 if(msgstr != "")
880                 {
881                         getWrappedLine_remaining = msgstr;
882                         msgstr = "";
883                         lines = 0;
884                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
885                         {
886                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
887                                 ++lines;
888                         }
889                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
890
891                         if(getWrappedLine_remaining != "")
892                         {
893                                 msgstr = strcat(msgstr, "\n");
894                                 flood = 2;
895                         }
896
897                         if(time >= source.flood_field)
898                         {
899                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
900                         }
901                         else
902                         {
903                                 flood = 1;
904                                 msgstr = fullmsgstr;
905                         }
906                 }
907                 else
908                 {
909                         if(time >= source.flood_field)
910                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
911                         else
912                                 flood = 1;
913                 }
914
915                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
916                         source.flood_field = flood = 0;
917         }
918
919         if(flood == 2) // cannot happen for empty msgstr
920         {
921                 if(autocvar_g_chat_flood_notify_flooder)
922                 {
923                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
924                         sourcecmsgstr = "";
925                 }
926                 else
927                 {
928                         sourcemsgstr = fullmsgstr;
929                         sourcecmsgstr = fullcmsgstr;
930                 }
931                 cmsgstr = "";
932         }
933         else
934         {
935                 sourcemsgstr = msgstr;
936                 sourcecmsgstr = cmsgstr;
937         }
938
939         if(!privatesay)
940         if (!IS_PLAYER(source))
941         {
942                 if (!intermission_running)
943                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
944                                 teamsay = -1; // spectators
945         }
946
947         if(flood)
948                 print("NOTE: ", playername(source), "^7 is flooding.\n");
949
950         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
951         if(privatesay)
952                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
953
954         if(source.muted)
955         {
956                 // always fake the message
957                 ret = -1;
958         }
959         else if(flood == 1)
960         {
961                 if(autocvar_g_chat_flood_notify_flooder)
962                 {
963                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
964                         ret = 0;
965                 }
966                 else
967                         ret = -1;
968         }
969         else
970         {
971                 ret = 1;
972         }
973
974         if(sourcemsgstr != "" && ret != 0)
975         {
976                 if(ret < 0) // faked message, because the player is muted
977                 {
978                         sprint(source, sourcemsgstr);
979                         if(sourcecmsgstr != "" && !privatesay)
980                                 centerprint(source, sourcecmsgstr);
981                 }
982                 else if(privatesay) // private message, between 2 people only
983                 {
984                         sprint(source, sourcemsgstr);
985                         sprint(privatesay, msgstr);
986                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
987                         if(cmsgstr != "")
988                                 centerprint(privatesay, cmsgstr);
989                 }
990                 else if(teamsay > 0) // team message, only sent to team mates
991                 {
992                         sprint(source, sourcemsgstr);
993                         dedicated_print(msgstr); // send to server console too
994                         if(sourcecmsgstr != "")
995                                 centerprint(source, sourcecmsgstr);
996                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
997                                 if(head != source)
998                                 {
999                                         sprint(head, msgstr);
1000                                         if(cmsgstr != "")
1001                                                 centerprint(head, cmsgstr);
1002                                 }
1003                 }
1004                 else if(teamsay < 0) // spectator message, only sent to spectators
1005                 {
1006                         sprint(source, sourcemsgstr);
1007                         dedicated_print(msgstr); // send to server console too
1008                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
1009                                 if(head != source)
1010                                         sprint(head, msgstr);
1011                 }
1012                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1013                 {
1014                         sprint(source, sourcemsgstr);
1015                         dedicated_print(msgstr); // send to server console too
1016                         FOR_EACH_REALCLIENT(head)
1017                                 if(head != source)
1018                                         sprint(head, msgstr);
1019                 }
1020                 else
1021                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1022         }
1023
1024         return ret;
1025 }
1026
1027 float GetVoiceMessageVoiceType(string type)
1028 {
1029         if(type == "taunt")
1030                 return VOICETYPE_TAUNT;
1031         if(type == "teamshoot")
1032                 return VOICETYPE_LASTATTACKER;
1033         return VOICETYPE_TEAMRADIO;
1034 }
1035
1036 string allvoicesamples;
1037 .string GetVoiceMessageSampleField(string type)
1038 {
1039         GetPlayerSoundSampleField_notFound = 0;
1040         switch(type)
1041         {
1042 #define _VOICEMSG(m) case #m: return playersound_##m;
1043                 ALLVOICEMSGS
1044 #undef _VOICEMSG
1045         }
1046         GetPlayerSoundSampleField_notFound = 1;
1047         return playersound_taunt;
1048 }
1049
1050 .string GetPlayerSoundSampleField(string type)
1051 {
1052         GetPlayerSoundSampleField_notFound = 0;
1053         switch(type)
1054         {
1055 #define _VOICEMSG(m) case #m: return playersound_##m;
1056                 ALLPLAYERSOUNDS
1057 #undef _VOICEMSG
1058         }
1059         GetPlayerSoundSampleField_notFound = 1;
1060         return playersound_taunt;
1061 }
1062
1063 void PrecacheGlobalSound(string samplestring)
1064 {
1065         float n, i;
1066         tokenize_console(samplestring);
1067         n = stof(argv(1));
1068         if(n > 0)
1069         {
1070                 for(i = 1; i <= n; ++i)
1071                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1072         }
1073         else
1074         {
1075                 precache_sound(strcat(argv(0), ".wav"));
1076         }
1077 }
1078
1079 void PrecachePlayerSounds(string f)
1080 {
1081         float fh;
1082         string s;
1083         fh = fopen(f, FILE_READ);
1084         if(fh < 0)
1085                 return;
1086         while((s = fgets(fh)))
1087         {
1088                 if(tokenize_console(s) != 3)
1089                 {
1090                         dprint("Invalid sound info line: ", s, "\n");
1091                         continue;
1092                 }
1093                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1094         }
1095         fclose(fh);
1096
1097         if (!allvoicesamples)
1098         {
1099 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1100                 ALLVOICEMSGS
1101 #undef _VOICEMSG
1102                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1103         }
1104 }
1105
1106 void ClearPlayerSounds()
1107 {
1108 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1109         ALLPLAYERSOUNDS
1110         ALLVOICEMSGS
1111 #undef _VOICEMSG
1112 }
1113
1114 float LoadPlayerSounds(string f, float first)
1115 {
1116         float fh;
1117         string s;
1118         var .string field;
1119         fh = fopen(f, FILE_READ);
1120         if(fh < 0)
1121         {
1122                 dprint("Player sound file not found: ", f, "\n");
1123                 return 0;
1124         }
1125         while((s = fgets(fh)))
1126         {
1127                 if(tokenize_console(s) != 3)
1128                         continue;
1129                 field = GetPlayerSoundSampleField(argv(0));
1130                 if(GetPlayerSoundSampleField_notFound)
1131                         field = GetVoiceMessageSampleField(argv(0));
1132                 if(GetPlayerSoundSampleField_notFound)
1133                         continue;
1134                 if(self.field)
1135                         strunzone(self.field);
1136                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1137         }
1138         fclose(fh);
1139         return 1;
1140 }
1141
1142 .float modelindex_for_playersound;
1143 .float skin_for_playersound;
1144 void UpdatePlayerSounds()
1145 {
1146         if(self.modelindex == self.modelindex_for_playersound)
1147         if(self.skin == self.skin_for_playersound)
1148                 return;
1149         self.modelindex_for_playersound = self.modelindex;
1150         self.skin_for_playersound = self.skin;
1151         ClearPlayerSounds();
1152         LoadPlayerSounds("sound/player/default.sounds", 1);
1153         if(!autocvar_g_debug_defaultsounds)
1154                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1155                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1156 }
1157
1158 void FakeGlobalSound(string sample, float chan, float voicetype)
1159 {
1160         float n;
1161         float tauntrand;
1162
1163         if(sample == "")
1164                 return;
1165
1166         tokenize_console(sample);
1167         n = stof(argv(1));
1168         if(n > 0)
1169                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1170         else
1171                 sample = strcat(argv(0), ".wav"); // randomization
1172
1173         switch(voicetype)
1174         {
1175                 case VOICETYPE_LASTATTACKER_ONLY:
1176                         break;
1177                 case VOICETYPE_LASTATTACKER:
1178                         if(self.pusher)
1179                         {
1180                                 msg_entity = self;
1181                                 if(IS_REAL_CLIENT(msg_entity))
1182                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1183                         }
1184                         break;
1185                 case VOICETYPE_TEAMRADIO:
1186                         msg_entity = self;
1187                         if(msg_entity.cvar_cl_voice_directional == 1)
1188                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1189                         else
1190                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1191                         break;
1192                 case VOICETYPE_AUTOTAUNT:
1193                         if(!sv_autotaunt)
1194                                 break;
1195                         if(!sv_taunt)
1196                                 break;
1197                         if(autocvar_sv_gentle)
1198                                 break;
1199                         tauntrand = random();
1200                         msg_entity = self;
1201                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1202                         {
1203                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1204                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1205                                 else
1206                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1207                         }
1208                         break;
1209                 case VOICETYPE_TAUNT:
1210                         if(IS_PLAYER(self))
1211                                 if(self.deadflag == DEAD_NO)
1212                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1213                         if(!sv_taunt)
1214                                 break;
1215                         if(autocvar_sv_gentle)
1216                                 break;
1217                         msg_entity = self;
1218                         if (msg_entity.cvar_cl_voice_directional >= 1)
1219                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1220                         else
1221                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1222                         break;
1223                 case VOICETYPE_PLAYERSOUND:
1224                         msg_entity = self;
1225                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1226                         break;
1227                 default:
1228                         backtrace("Invalid voice type!");
1229                         break;
1230         }
1231 }
1232
1233 void GlobalSound(string sample, float chan, float voicetype)
1234 {
1235         float n;
1236         float tauntrand;
1237
1238         if(sample == "")
1239                 return;
1240
1241         tokenize_console(sample);
1242         n = stof(argv(1));
1243         if(n > 0)
1244                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1245         else
1246                 sample = strcat(argv(0), ".wav"); // randomization
1247
1248         switch(voicetype)
1249         {
1250                 case VOICETYPE_LASTATTACKER_ONLY:
1251                         if(self.pusher)
1252                         {
1253                                 msg_entity = self.pusher;
1254                                 if(IS_REAL_CLIENT(msg_entity))
1255                                 {
1256                                         if(msg_entity.cvar_cl_voice_directional == 1)
1257                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1258                                         else
1259                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1260                                 }
1261                         }
1262                         break;
1263                 case VOICETYPE_LASTATTACKER:
1264                         if(self.pusher)
1265                         {
1266                                 msg_entity = self.pusher;
1267                                 if(IS_REAL_CLIENT(msg_entity))
1268                                 {
1269                                         if(msg_entity.cvar_cl_voice_directional == 1)
1270                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1271                                         else
1272                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1273                                 }
1274                                 msg_entity = self;
1275                                 if(IS_REAL_CLIENT(msg_entity))
1276                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1277                         }
1278                         break;
1279                 case VOICETYPE_TEAMRADIO:
1280                         FOR_EACH_REALCLIENT(msg_entity)
1281                                 if(!teamplay || msg_entity.team == self.team)
1282                                 {
1283                                         if(msg_entity.cvar_cl_voice_directional == 1)
1284                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1285                                         else
1286                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1287                                 }
1288                         break;
1289                 case VOICETYPE_AUTOTAUNT:
1290                         if(!sv_autotaunt)
1291                                 break;
1292                         if(!sv_taunt)
1293                                 break;
1294                         if(autocvar_sv_gentle)
1295                                 break;
1296                         tauntrand = random();
1297                         FOR_EACH_REALCLIENT(msg_entity)
1298                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1299                                 {
1300                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1301                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1302                                         else
1303                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1304                                 }
1305                         break;
1306                 case VOICETYPE_TAUNT:
1307                         if(IS_PLAYER(self))
1308                                 if(self.deadflag == DEAD_NO)
1309                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1310                         if(!sv_taunt)
1311                                 break;
1312                         if(autocvar_sv_gentle)
1313                                 break;
1314                         FOR_EACH_REALCLIENT(msg_entity)
1315                         {
1316                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1317                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1318                                 else
1319                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1320                         }
1321                         break;
1322                 case VOICETYPE_PLAYERSOUND:
1323                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1324                         break;
1325                 default:
1326                         backtrace("Invalid voice type!");
1327                         break;
1328         }
1329 }
1330
1331 void PlayerSound(.string samplefield, float chan, float voicetype)
1332 {
1333         GlobalSound(self.samplefield, chan, voicetype);
1334 }
1335
1336 void VoiceMessage(string type, string msg)
1337 {
1338         var .string sample;
1339         float voicetype, ownteam;
1340         float flood;
1341         sample = GetVoiceMessageSampleField(type);
1342
1343         if(GetPlayerSoundSampleField_notFound)
1344         {
1345                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1346                 return;
1347         }
1348
1349         voicetype = GetVoiceMessageVoiceType(type);
1350         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1351
1352         flood = Say(self, ownteam, world, msg, 1);
1353
1354         if (flood > 0)
1355                 GlobalSound(self.sample, CH_VOICE, voicetype);
1356         else if (flood < 0)
1357                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1358 }
1359
1360 void MoveToTeam(entity client, float team_colour, float type)
1361 {
1362         float lockteams_backup;
1363
1364         lockteams_backup = lockteams;  // backup any team lock
1365
1366         lockteams = 0;  // disable locked teams
1367
1368         TeamchangeFrags(client);  // move the players frags
1369         SetPlayerColors(client, team_colour - 1);  // set the players colour
1370         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1371
1372         lockteams = lockteams_backup;  // restore the team lock
1373
1374         LogTeamchange(client.playerid, client.team, type);
1375 }