cl_forcemyplayer*
[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 .float CopyBody_nextthink;
128 .void(void) CopyBody_think;
129 void CopyBody_Think(void)
130 {
131         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
132         {
133                 self.CopyBody_think();
134                 if(wasfreed(self))
135                         return;
136                 self.CopyBody_nextthink = self.nextthink;
137                 self.CopyBody_think = self.think;
138                 self.think = CopyBody_Think;
139         }
140         CSQCMODEL_AUTOUPDATE();
141         self.nextthink = time;
142 }
143 void CopyBody(float keepvelocity)
144 {
145         entity oldself;
146         if (self.effects & EF_NODRAW)
147                 return;
148         oldself = self;
149         self = spawn();
150         self.enemy = oldself;
151         self.lip = oldself.lip;
152         self.colormap = oldself.colormap;
153         self.iscreature = oldself.iscreature;
154         self.damagedbycontents = oldself.damagedbycontents;
155         self.angles = oldself.angles;
156         self.avelocity = oldself.avelocity;
157         self.classname = "body";
158         self.damageforcescale = oldself.damageforcescale;
159         self.effects = oldself.effects;
160         self.glowmod = oldself.glowmod;
161         self.event_damage = oldself.event_damage;
162         self.animstate_startframe = oldself.animstate_startframe;
163         self.animstate_numframes = oldself.animstate_numframes;
164         self.animstate_framerate = oldself.animstate_framerate;
165         self.animstate_starttime = oldself.animstate_starttime;
166         self.animstate_endtime = oldself.animstate_endtime;
167         self.animstate_override = oldself.animstate_override;
168         self.animstate_looping = oldself.animstate_looping;
169         self.frame = oldself.frame;
170         self.pain_finished = oldself.pain_finished;
171         self.health = oldself.health;
172         self.armorvalue = oldself.armorvalue;
173         self.armortype = oldself.armortype;
174         self.model = oldself.model;
175         self.modelindex = oldself.modelindex;
176         self.skin = oldself.skin;
177         self.species = oldself.species;
178         self.movetype = oldself.movetype;
179         self.solid = oldself.solid;
180         self.ballistics_density = oldself.ballistics_density;
181         self.takedamage = oldself.takedamage;
182         self.customizeentityforclient = oldself.customizeentityforclient;
183         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
184         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
185         if (keepvelocity == 1)
186                 self.velocity = oldself.velocity;
187         self.oldvelocity = self.velocity;
188         self.alpha = oldself.alpha;
189         self.fade_time = oldself.fade_time;
190         self.fade_rate = oldself.fade_rate;
191         //self.weapon = oldself.weapon;
192         setorigin(self, oldself.origin);
193         setsize(self, oldself.mins, oldself.maxs);
194         self.prevorigin = oldself.origin;
195         self.reset = SUB_Remove;
196
197         Drag_MoveDrag(oldself, self);
198
199         if(self.colormap <= maxclients && self.colormap > 0)
200                 self.colormap = 1024 + oldself.clientcolors;
201
202         CSQCMODEL_AUTOINIT();
203         self.CopyBody_nextthink = oldself.nextthink;
204         self.CopyBody_think = oldself.think;
205         self.nextthink = time;
206         self.think = CopyBody_Think;
207
208         self = oldself;
209 }
210
211 float player_getspecies()
212 {
213         float s;
214         get_model_parameters(self.model, self.skin);
215         s = get_model_parameters_species;
216         get_model_parameters(string_null, 0);
217         if(s < 0)
218                 return SPECIES_HUMAN;
219         return s;
220 }
221
222 void player_setupanimsformodel()
223 {
224         // defaults for legacy .zym models without animinfo files
225         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
226         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
227         self.anim_draw = animfixfps(self, '2 1 3');
228         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
229         self.anim_duckwalk = animfixfps(self, '4 1 1');
230         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
231         self.anim_duckidle = animfixfps(self, '6 1 1');
232         self.anim_idle = animfixfps(self, '7 1 1');
233         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
234         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
235         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
236         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
237         self.anim_taunt = animfixfps(self, '12 1 0.33');
238         self.anim_run = animfixfps(self, '13 1 1');
239         self.anim_runbackwards = animfixfps(self, '14 1 1');
240         self.anim_strafeleft = animfixfps(self, '15 1 1');
241         self.anim_straferight = animfixfps(self, '16 1 1');
242         //self.anim_dead1 = animfixfps(self, '17 1 1');
243         //self.anim_dead2 = animfixfps(self, '18 1 1');
244         self.anim_forwardright = animfixfps(self, '19 1 1');
245         self.anim_forwardleft = animfixfps(self, '20 1 1');
246         self.anim_backright = animfixfps(self, '21 1 1');
247         self.anim_backleft  = animfixfps(self, '22 1 1');
248         self.anim_melee = animfixfps(self, '23 1 1');
249         self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
250         self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
251         self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
252         self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
253         self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
254         self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
255         self.anim_duckwalkbackleft  = animfixfps(self, '30 1 1');
256         // TODO introspect models for finding right "fps" value (1/duration)
257         // reset animstate now
258         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
259 }
260
261 void player_anim (void)
262 {
263         updateanim(self);
264         if (self.weaponentity)
265                 updateanim(self.weaponentity);
266
267         if (self.deadflag != DEAD_NO)
268                 return;
269
270         if (!self.animstate_override)
271         {
272                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
273                 {
274                         if (self.crouch)
275                         {
276                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
277                                 {
278                                         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);
279                                         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
280                                         {
281                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
282                                                 self.restart_jump = FALSE;
283                                         }
284                                 }
285                         }
286                         else
287                         {
288                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
289                 {
290                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
291                     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
292                     {
293                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
294                         self.restart_jump = FALSE;
295                     }
296                 }
297                         }
298                 }
299                 else if (self.crouch)
300                 {
301                         if (self.movement_x > 0 && self.movement_y == 0)
302                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
303                         else if (self.movement_x < 0 && self.movement_y == 0)
304                                 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
305                         else if (self.movement_x == 0 && self.movement_y > 0)
306                                 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
307                         else if (self.movement_x == 0 && self.movement_y < 0)
308                                 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
309                         else if (self.movement_x > 0 && self.movement_y > 0)
310                                 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
311                         else if (self.movement_x > 0 && self.movement_y < 0)
312                                 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
313                         else if (self.movement_x < 0 && self.movement_y > 0)
314                                 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
315                         else if (self.movement_x < 0 && self.movement_y < 0)
316                                 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
317                         else
318                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
319                 }
320                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
321                 {
322                         if (self.movement_x > 0 && self.movement_y == 0)
323                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
324                         else if (self.movement_x < 0 && self.movement_y == 0)
325                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
326                         else if (self.movement_x == 0 && self.movement_y > 0)
327                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
328                         else if (self.movement_x == 0 && self.movement_y < 0)
329                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
330                         else if (self.movement_x > 0 && self.movement_y > 0)
331                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
332                         else if (self.movement_x > 0 && self.movement_y < 0)
333                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
334                         else if (self.movement_x < 0 && self.movement_y > 0)
335                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
336                         else if (self.movement_x < 0 && self.movement_y < 0)
337                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
338                         else
339                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
340                 }
341                 else
342                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
343         }
344
345         if (self.weaponentity)
346         if (!self.weaponentity.animstate_override)
347                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
348 }
349
350 void SpawnThrownWeapon (vector org, float w)
351 {
352         if(g_minstagib)
353         if(self.ammo_cells <= 0)
354                 return;
355
356         if(g_pinata)
357         {
358                 float j;
359                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
360                 {
361                         if(self.weapons & W_WeaponBit(j))
362                                 if(W_IsWeaponThrowable(j))
363                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
364                 }
365         }
366         else
367         {
368                 if(W_IsWeaponThrowable(self.weapon))
369                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
370         }
371 }
372
373 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
374 {
375         float take, save;
376         vector v;
377         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
378
379         // damage resistance (ignore most of the damage from a bullet or similar)
380         damage = max(damage - 5, 1);
381
382         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
383         take = v_x;
384         save = v_y;
385
386         if(sound_allowed(MSG_BROADCAST, attacker))
387         {
388                 if (save > 10)
389                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
390                 else if (take > 30)
391                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
392                 else if (take > 10)
393                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
394         }
395
396         if (take > 50)
397                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
398         if (take > 100)
399                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
400
401         if (!(self.flags & FL_GODMODE))
402         {
403                 self.armorvalue = self.armorvalue - save;
404                 self.health = self.health - take;
405                 // pause regeneration for 5 seconds
406                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
407         }
408         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
409         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
410         self.dmg_inflictor = inflictor;
411
412         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
413         {
414                 // don't use any animations as a gib
415                 self.frame = 0;
416                 // view just above the floor
417                 self.view_ofs = '0 0 4';
418
419                 Violence_GibSplash(self, 1, 1, attacker);
420                 self.alpha = -1;
421                 self.solid = SOLID_NOT; // restore later
422         }
423 }
424
425 void ClientKill_Now_TeamChange();
426 void freezetag_CheckWinner();
427
428 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
429 {
430         float take, save, waves, sdelay, dh, da, j;
431         vector v;
432         float valid_damage_for_weaponstats;
433         float excess;
434
435         if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
436                 return;
437
438         dh = max(self.health, 0);
439         da = max(self.armorvalue, 0);
440
441         if(!DEATH_ISSPECIAL(deathtype))
442         {
443                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
444                 if(self != attacker)
445                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
446         }
447
448         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
449         {
450                 // tuba causes blood to come out of the ears
451                 vector ear1, ear2;
452                 vector d;
453                 float f;
454                 ear1 = self.origin;
455                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
456                 ear2 = ear1;
457                 makevectors(self.angles);
458                 ear1 += v_right * -10;
459                 ear2 += v_right * +10;
460                 d = inflictor.origin - self.origin;
461                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
462                 force = v_right * vlen(force);
463                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
464                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
465                 if(f > 0)
466                 {
467                         hitloc = ear1;
468                         force = force * -1;
469                 }
470                 else
471                 {
472                         hitloc = ear2;
473                         // force is already good
474                 }
475         }
476         else
477                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
478
479         if (!g_minstagib)
480         {
481                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
482                 take = v_x;
483                 save = v_y;
484         }
485         else
486         {
487                 save = 0;
488                 take = damage;
489         }
490
491         frag_inflictor = inflictor;
492         frag_attacker = attacker;
493         frag_target = self;
494         damage_take = take;
495         damage_save = save;
496         damage_force = force;
497         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
498         take = bound(0, damage_take, self.health);
499         save = bound(0, damage_save, self.armorvalue);
500         excess = max(0, damage - take - save);
501
502         if(sound_allowed(MSG_BROADCAST, attacker))
503         {
504                 if (save > 10)
505                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
506                 else if (take > 30)
507                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
508                 else if (take > 10)
509                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
510         }
511
512         if (take > 50)
513                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
514         if (take > 100)
515                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
516
517         if (time >= self.spawnshieldtime)
518         {
519                 if (!(self.flags & FL_GODMODE))
520                 {
521                         self.armorvalue = self.armorvalue - save;
522                         self.health = self.health - take;
523                         // pause regeneration for 5 seconds
524                         if(take)
525                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
526
527                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
528                         {
529                                 self.pain_finished = time + 0.5;        //Supajoe
530
531                                 if(sv_gentle < 1) {
532                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
533                                         {
534                                                 if (!self.animstate_override)
535                                                 {
536                                                         if (random() > 0.5)
537                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
538                                                         else
539                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
540                                                 }
541                                         }
542
543                                         if(sound_allowed(MSG_BROADCAST, attacker))
544                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
545                                         if(self.health > 1)
546                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
547                                         {
548                                                 if(deathtype == DEATH_FALL)
549                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
550                                                 else if(self.health > 75) // TODO make a "gentle" version?
551                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
552                                                 else if(self.health > 50)
553                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
554                                                 else if(self.health > 25)
555                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
556                                                 else
557                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
558                                         }
559                                 }
560
561                                 // throw off bot aim temporarily
562                                 float shake;
563                                 shake = damage * 5 / (bound(0,skill,100) + 1);
564                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
565                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
566                         }
567                 }
568                 else
569                         self.max_armorvalue += (save + take);
570         }
571         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
572         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
573         self.dmg_inflictor = inflictor;
574
575         if(attacker == self)
576         {
577                 // don't reset pushltime for self damage as it may be an attempt to
578                 // escape a lava pit or similar
579                 //self.pushltime = 0;
580         }
581         else if(attacker.classname == "player")
582         {
583                 self.pusher = attacker;
584                 self.pushltime = time + autocvar_g_maxpushtime;
585         }
586         else if(time < self.pushltime)
587         {
588                 attacker = self.pusher;
589                 self.pushltime = max(self.pushltime, time + 0.6);
590         }
591         else
592                 self.pushltime = 0;
593
594         float abot, vbot, awep;
595         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
596         vbot = (clienttype(self) == CLIENTTYPE_BOT);
597
598         valid_damage_for_weaponstats = 0;
599         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
600         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
601         if(attacker && self != attacker)
602         if(IsDifferentTeam(self, attacker))
603         {
604                 if(DEATH_ISSPECIAL(deathtype))
605                         awep = attacker.weapon;
606                 else
607                         awep = DEATH_WEAPONOF(deathtype);
608                 valid_damage_for_weaponstats = 1;
609         }
610
611         if(valid_damage_for_weaponstats)
612         {
613                 dh = dh - max(self.health, 0);
614                 da = da - max(self.armorvalue, 0);
615                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
616         }
617
618         if (self.health < 1)
619         {
620                 float defer_ClientKill_Now_TeamChange;
621                 defer_ClientKill_Now_TeamChange = FALSE;
622
623                 if(self.alivetime)
624                 {
625                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
626                         self.alivetime = 0;
627                 }
628
629                 if(valid_damage_for_weaponstats)
630                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
631
632                 if(sv_gentle < 1) // TODO make a "gentle" version?
633                 if(sound_allowed(MSG_BROADCAST, attacker))
634                 {
635                         if(deathtype == DEATH_DROWN)
636                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
637                         else
638                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
639                 }
640
641                 // get rid of kill indicator
642                 if(self.killindicator)
643                 {
644                         remove(self.killindicator);
645                         self.killindicator = world;
646                         if(self.killindicator_teamchange)
647                                 defer_ClientKill_Now_TeamChange = TRUE;
648
649                         if(self.classname == "body")
650                         if(deathtype == DEATH_KILL)
651                         {
652                                 // for the lemmings fans, a small harmless explosion
653                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
654                         }
655                 }
656
657                 if(!g_freezetag)
658                 {
659                         // become fully visible
660                         self.alpha = default_player_alpha;
661                         // throw a weapon
662                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
663                 }
664
665                 // print an obituary message
666                 Obituary (attacker, inflictor, self, deathtype);
667                 race_PreDie();
668                 DropAllRunes(self);
669
670         // increment frag counter for used weapon type
671         float w;
672         w = DEATH_WEAPONOF(deathtype);
673         if(WEP_VALID(w))
674         if(accuracy_isgooddamage(attacker, self))
675         attacker.accuracy.(accuracy_frags[w-1]) += 1;
676
677                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
678                 {
679                         PutClientInServer();
680                         count_alive_players(); // re-count players
681                         freezetag_CheckWinner();
682                         return;
683                 }
684
685                 frag_attacker = attacker;
686                 frag_inflictor = inflictor;
687                 frag_target = self;
688                 MUTATOR_CALLHOOK(PlayerDies);
689                 weapon_action(self.weapon, WR_PLAYERDEATH);
690
691                 RemoveGrapplingHook(self);
692
693                 if(self.flagcarried)
694                 {
695                         if(attacker.classname != "player")
696                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
697                         else if(attacker.team == self.team)
698                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
699                         else
700                                 DropFlag(self.flagcarried, world, attacker);
701                 }
702                 if(self.ballcarried && g_nexball)
703                         DropBall(self.ballcarried, self.origin, self.velocity);
704                 Portal_ClearAllLater(self);
705
706                 if(clienttype(self) == CLIENTTYPE_REAL)
707                 {
708                         stuffcmd(self, "-zoom\n");
709                         self.fixangle = TRUE;
710                         //msg_entity = self;
711                         //WriteByte (MSG_ONE, SVC_SETANGLE);
712                         //WriteAngle (MSG_ONE, self.v_angle_x);
713                         //WriteAngle (MSG_ONE, self.v_angle_y);
714                         //WriteAngle (MSG_ONE, 80);
715                 }
716
717                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
718                         ClientKill_Now_TeamChange();
719
720                 if(g_arena)
721                         Spawnqueue_Unmark(self);
722
723                 if(g_freezetag)
724                         return;
725
726                 // when we get here, player actually dies
727                 // clear waypoints (do this AFTER FreezeTag)
728                 WaypointSprite_PlayerDead();
729
730                 // make the corpse upright (not tilted)
731                 self.angles_x = 0;
732                 self.angles_z = 0;
733                 // don't spin
734                 self.avelocity = '0 0 0';
735                 // view from the floor
736                 self.view_ofs = '0 0 -8';
737                 // toss the corpse
738                 self.movetype = MOVETYPE_TOSS;
739                 // shootable corpse
740                 self.solid = SOLID_CORPSE;
741                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
742                 // don't stick to the floor
743                 self.flags &~= FL_ONGROUND;
744                 // dying animation
745                 self.deadflag = DEAD_DYING;
746                 // when to allow respawn
747                 sdelay = 0;
748                 waves = 0;
749                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
750                 if(!sdelay)
751                 {
752                         if(g_cts)
753                                 sdelay = 0; // no respawn delay in CTS
754                         else
755                                 sdelay = autocvar_g_respawn_delay;
756                 }
757                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
758                 if(!waves)
759                         waves = autocvar_g_respawn_waves;
760                 if(waves)
761                         self.death_time = ceil((time + sdelay) / waves) * waves;
762                 else
763                         self.death_time = time + sdelay;
764                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
765                         self.respawn_countdown = 10; // first number to count down from is 10
766                 else
767                         self.respawn_countdown = -1; // do not count down
768                 if (random() < 0.5)
769                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
770                 else
771                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
772                 if (self.maxs_z > 5)
773                 {
774                         self.maxs_z = 5;
775                         setsize(self, self.mins, self.maxs);
776                 }
777                 // set damage function to corpse damage
778                 self.event_damage = PlayerCorpseDamage;
779                 // call the corpse damage function just in case it wants to gib
780                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
781                 // set up to fade out later
782                 SUB_SetFade (self, time + 6 + random (), 1);
783
784                 if(sv_gentle > 0 || autocvar_ekg) {
785                         // remove corpse
786                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
787                 }
788
789                 // reset fields the weapons may use just in case
790                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
791                 {
792                         weapon_action(j, WR_RESETPLAYER);
793                         ATTACK_FINISHED_FOR(self, j) = 0;
794                 }
795         }
796 }
797
798 .float muted; // to be used by prvm_edictset server playernumber muted 1
799 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
800 // message "": do not say, just test flood control
801 // return value:
802 //   1 = accept
803 //   0 = reject
804 //  -1 = fake accept
805 {
806         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
807         float flood, privatemsgprefixlen;
808         var .float flood_field;
809         entity head;
810         float ret;
811
812         if(Ban_MaybeEnforceBan(source))
813                 return 0;
814
815         if(!teamsay && !privatesay)
816                 if(substring(msgin, 0, 1) == " ")
817                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
818
819         msgin = formatmessage(msgin);
820
821         if(source.classname != "player")
822                 colorstr = "^0"; // black for spectators
823         else if(teamplay)
824                 colorstr = Team_ColorCode(source.team);
825         else
826                 teamsay = FALSE;
827
828         if(intermission_running)
829                 teamsay = FALSE;
830
831         if(msgin != "")
832                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
833
834         /*
835          * using bprint solves this... me stupid
836         // how can we prevent the message from appearing in a listen server?
837         // for now, just give "say" back and only handle say_team
838         if(!teamsay)
839         {
840                 clientcommand(self, strcat("say ", msgin));
841                 return;
842         }
843         */
844
845         if(autocvar_g_chat_teamcolors)
846                 namestr = playername(source);
847         else
848                 namestr = source.netname;
849
850         if(msgin != "")
851         {
852                 if(privatesay)
853                 {
854                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
855                         privatemsgprefixlen = strlen(msgstr);
856                         msgstr = strcat(msgstr, msgin);
857                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
858                         if(autocvar_g_chat_teamcolors)
859                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
860                         else
861                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
862                 }
863                 else if(teamsay)
864                 {
865                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
866                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
867                 }
868                 else
869                 {
870                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
871                         cmsgstr = "";
872                 }
873                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
874         }
875         else
876         {
877                 msgstr = cmsgstr = "";
878         }
879
880         fullmsgstr = msgstr;
881         fullcmsgstr = cmsgstr;
882
883         // FLOOD CONTROL
884         flood = 0;
885         if(floodcontrol)
886         {
887                 float flood_spl;
888                 float flood_burst;
889                 float flood_lmax;
890                 float lines;
891                 if(privatesay)
892                 {
893                         flood_spl = autocvar_g_chat_flood_spl_tell;
894                         flood_burst = autocvar_g_chat_flood_burst_tell;
895                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
896                         flood_field = floodcontrol_chattell;
897                 }
898                 else if(teamsay)
899                 {
900                         flood_spl = autocvar_g_chat_flood_spl_team;
901                         flood_burst = autocvar_g_chat_flood_burst_team;
902                         flood_lmax = autocvar_g_chat_flood_lmax_team;
903                         flood_field = floodcontrol_chatteam;
904                 }
905                 else
906                 {
907                         flood_spl = autocvar_g_chat_flood_spl;
908                         flood_burst = autocvar_g_chat_flood_burst;
909                         flood_lmax = autocvar_g_chat_flood_lmax;
910                         flood_field = floodcontrol_chat;
911                 }
912                 flood_burst = max(0, flood_burst - 1);
913                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
914
915                 // do flood control for the default line size
916                 if(msgstr != "")
917                 {
918                         getWrappedLine_remaining = msgstr;
919                         msgstr = "";
920                         lines = 0;
921                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
922                         {
923                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
924                                 ++lines;
925                         }
926                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
927
928                         if(getWrappedLine_remaining != "")
929                         {
930                                 msgstr = strcat(msgstr, "\n");
931                                 flood = 2;
932                         }
933
934                         if(time >= source.flood_field)
935                         {
936                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
937                         }
938                         else
939                         {
940                                 flood = 1;
941                                 msgstr = fullmsgstr;
942                         }
943                 }
944                 else
945                 {
946                         if(time >= source.flood_field)
947                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
948                         else
949                                 flood = 1;
950                 }
951
952                 if (timeoutStatus == 2) //when game is paused, no flood protection
953                         source.flood_field = flood = 0;
954         }
955
956         if(flood == 2) // cannot happen for empty msgstr
957         {
958                 if(autocvar_g_chat_flood_notify_flooder)
959                 {
960                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
961                         sourcecmsgstr = "";
962                 }
963                 else
964                 {
965                         sourcemsgstr = fullmsgstr;
966                         sourcecmsgstr = fullcmsgstr;
967                 }
968                 cmsgstr = "";
969         }
970         else
971         {
972                 sourcemsgstr = msgstr;
973                 sourcecmsgstr = cmsgstr;
974         }
975
976         if(!privatesay)
977         if(source.classname != "player")
978         {
979                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
980                         teamsay = -1; // spectators
981         }
982
983         if(flood)
984                 print("NOTE: ", playername(source), "^7 is flooding.\n");
985
986         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
987         if(privatesay)
988                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
989
990         if(source.muted)
991         {
992                 // always fake the message
993                 ret = -1;
994         }
995         else if(flood == 1)
996         {
997                 if(autocvar_g_chat_flood_notify_flooder)
998                 {
999                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1000                         ret = 0;
1001                 }
1002                 else
1003                         ret = -1;
1004         }
1005         else
1006         {
1007                 ret = 1;
1008         }
1009
1010         if(sourcemsgstr != "" && ret != 0)
1011         {
1012                 if(ret < 0) // fake
1013                 {
1014                         sprint(source, sourcemsgstr);
1015                         if(sourcecmsgstr != "" && !privatesay)
1016                                 centerprint(source, sourcecmsgstr);
1017                 }
1018                 else if(privatesay)
1019                 {
1020                         sprint(source, sourcemsgstr);
1021                         sprint(privatesay, msgstr);
1022                         if(cmsgstr != "")
1023                                 centerprint(privatesay, cmsgstr);
1024                 }
1025                 else if(teamsay > 0)
1026                 {
1027                         sprint(source, sourcemsgstr);
1028                         if(sourcecmsgstr != "")
1029                                 centerprint(source, sourcecmsgstr);
1030                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1031                                 if(head != source)
1032                                 {
1033                                         sprint(head, msgstr);
1034                                         if(cmsgstr != "")
1035                                                 centerprint(head, cmsgstr);
1036                                 }
1037                 }
1038                 else if(teamsay < 0)
1039                 {
1040                         sprint(source, sourcemsgstr);
1041                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1042                                 if(head != source)
1043                                         sprint(head, msgstr);
1044                 }
1045                 else if(sourcemsgstr != msgstr)
1046                 {
1047                         sprint(source, sourcemsgstr);
1048                         FOR_EACH_REALCLIENT(head)
1049                                 if(head != source)
1050                                         sprint(head, msgstr);
1051                 }
1052                 else
1053                         bprint(msgstr);
1054         }
1055
1056         return ret;
1057 }
1058
1059 float GetVoiceMessageVoiceType(string type)
1060 {
1061         if(type == "taunt")
1062                 return VOICETYPE_TAUNT;
1063         if(type == "teamshoot")
1064                 return VOICETYPE_LASTATTACKER;
1065         return VOICETYPE_TEAMRADIO;
1066 }
1067
1068 string allvoicesamples;
1069 .string GetVoiceMessageSampleField(string type)
1070 {
1071         GetPlayerSoundSampleField_notFound = 0;
1072         switch(type)
1073         {
1074 #define _VOICEMSG(m) case #m: return playersound_##m;
1075                 ALLVOICEMSGS
1076 #undef _VOICEMSG
1077         }
1078         GetPlayerSoundSampleField_notFound = 1;
1079         return playersound_taunt;
1080 }
1081
1082 .string GetPlayerSoundSampleField(string type)
1083 {
1084         GetPlayerSoundSampleField_notFound = 0;
1085         switch(type)
1086         {
1087 #define _VOICEMSG(m) case #m: return playersound_##m;
1088                 ALLPLAYERSOUNDS
1089 #undef _VOICEMSG
1090         }
1091         GetPlayerSoundSampleField_notFound = 1;
1092         return playersound_taunt;
1093 }
1094
1095 void PrecacheGlobalSound(string samplestring)
1096 {
1097         float n, i;
1098         tokenize_console(samplestring);
1099         n = stof(argv(1));
1100         if(n > 0)
1101         {
1102                 for(i = 1; i <= n; ++i)
1103                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1104         }
1105         else
1106         {
1107                 precache_sound(strcat(argv(0), ".wav"));
1108         }
1109 }
1110
1111 void PrecachePlayerSounds(string f)
1112 {
1113         float fh;
1114         string s;
1115         fh = fopen(f, FILE_READ);
1116         if(fh < 0)
1117                 return;
1118         while((s = fgets(fh)))
1119         {
1120                 if(tokenize_console(s) != 3)
1121                 {
1122                         dprint("Invalid sound info line: ", s, "\n");
1123                         continue;
1124                 }
1125                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1126         }
1127         fclose(fh);
1128
1129         if not(allvoicesamples)
1130         {
1131 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1132                 ALLVOICEMSGS
1133 #undef _VOICEMSG
1134                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1135         }
1136 }
1137
1138 void ClearPlayerSounds()
1139 {
1140 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1141         ALLPLAYERSOUNDS
1142         ALLVOICEMSGS
1143 #undef _VOICEMSG
1144 }
1145
1146 float LoadPlayerSounds(string f, float first)
1147 {
1148         float fh;
1149         string s;
1150         var .string field;
1151         fh = fopen(f, FILE_READ);
1152         if(fh < 0)
1153         {
1154                 dprint("Player sound file not found: ", f, "\n");
1155                 return 0;
1156         }
1157         while((s = fgets(fh)))
1158         {
1159                 if(tokenize_console(s) != 3)
1160                         continue;
1161                 field = GetPlayerSoundSampleField(argv(0));
1162                 if(GetPlayerSoundSampleField_notFound)
1163                         field = GetVoiceMessageSampleField(argv(0));
1164                 if(GetPlayerSoundSampleField_notFound)
1165                         continue;
1166                 if(self.field)
1167                         strunzone(self.field);
1168                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1169         }
1170         fclose(fh);
1171         return 1;
1172 }
1173
1174 .float modelindex_for_playersound;
1175 .float skin_for_playersound;
1176 void UpdatePlayerSounds()
1177 {
1178         if(self.modelindex == self.modelindex_for_playersound)
1179         if(self.skin == self.skin_for_playersound)
1180                 return;
1181         self.modelindex_for_playersound = self.modelindex;
1182         self.skin_for_playersound = self.skin;
1183         ClearPlayerSounds();
1184         LoadPlayerSounds("sound/player/default.sounds", 1);
1185         if(!autocvar_g_debug_defaultsounds)
1186                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1187                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1188 }
1189
1190 void FakeGlobalSound(string sample, float chan, float voicetype)
1191 {
1192         float n;
1193         float tauntrand;
1194
1195         if(sample == "")
1196                 return;
1197
1198         tokenize_console(sample);
1199         n = stof(argv(1));
1200         if(n > 0)
1201                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1202         else
1203                 sample = strcat(argv(0), ".wav"); // randomization
1204
1205         switch(voicetype)
1206         {
1207                 case VOICETYPE_LASTATTACKER_ONLY:
1208                         break;
1209                 case VOICETYPE_LASTATTACKER:
1210                         if(self.pusher)
1211                         {
1212                                 msg_entity = self;
1213                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1214                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1215                         }
1216                         break;
1217                 case VOICETYPE_TEAMRADIO:
1218                         msg_entity = self;
1219                         if(msg_entity.cvar_cl_voice_directional == 1)
1220                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1221                         else
1222                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1223                         break;
1224                 case VOICETYPE_AUTOTAUNT:
1225                         if(!sv_autotaunt)
1226                                 break;
1227                         if(!sv_taunt)
1228                                 break;
1229                         if(sv_gentle)
1230                                 break;
1231                         tauntrand = random();
1232                         msg_entity = self;
1233                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1234                         {
1235                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1236                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1237                                 else
1238                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1239                         }
1240                         break;
1241                 case VOICETYPE_TAUNT:
1242                         if(self.classname == "player")
1243                                 if(self.deadflag == DEAD_NO)
1244                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1245                         if(!sv_taunt)
1246                                 break;
1247                         if(sv_gentle)
1248                                 break;
1249                         msg_entity = self;
1250                         if (msg_entity.cvar_cl_voice_directional >= 1)
1251                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1252                         else
1253                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1254                         break;
1255                 case VOICETYPE_PLAYERSOUND:
1256                         msg_entity = self;
1257                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1258                         break;
1259                 default:
1260                         backtrace("Invalid voice type!");
1261                         break;
1262         }
1263 }
1264
1265 void GlobalSound(string sample, float chan, float voicetype)
1266 {
1267         float n;
1268         float tauntrand;
1269
1270         if(sample == "")
1271                 return;
1272
1273         tokenize_console(sample);
1274         n = stof(argv(1));
1275         if(n > 0)
1276                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1277         else
1278                 sample = strcat(argv(0), ".wav"); // randomization
1279
1280         switch(voicetype)
1281         {
1282                 case VOICETYPE_LASTATTACKER_ONLY:
1283                         if(self.pusher)
1284                         {
1285                                 msg_entity = self.pusher;
1286                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1287                                 {
1288                                         if(msg_entity.cvar_cl_voice_directional == 1)
1289                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1290                                         else
1291                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1292                                 }
1293                         }
1294                         break;
1295                 case VOICETYPE_LASTATTACKER:
1296                         if(self.pusher)
1297                         {
1298                                 msg_entity = self.pusher;
1299                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1300                                 {
1301                                         if(msg_entity.cvar_cl_voice_directional == 1)
1302                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1303                                         else
1304                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1305                                 }
1306                                 msg_entity = self;
1307                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1308                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1309                         }
1310                         break;
1311                 case VOICETYPE_TEAMRADIO:
1312                         FOR_EACH_REALCLIENT(msg_entity)
1313                                 if(!teamplay || msg_entity.team == self.team)
1314                                 {
1315                                         if(msg_entity.cvar_cl_voice_directional == 1)
1316                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1317                                         else
1318                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1319                                 }
1320                         break;
1321                 case VOICETYPE_AUTOTAUNT:
1322                         if(!sv_autotaunt)
1323                                 break;
1324                         if(!sv_taunt)
1325                                 break;
1326                         if(sv_gentle)
1327                                 break;
1328                         tauntrand = random();
1329                         FOR_EACH_REALCLIENT(msg_entity)
1330                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1331                                 {
1332                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1333                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1334                                         else
1335                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1336                                 }
1337                         break;
1338                 case VOICETYPE_TAUNT:
1339                         if(self.classname == "player")
1340                                 if(self.deadflag == DEAD_NO)
1341                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1342                         if(!sv_taunt)
1343                                 break;
1344                         if(sv_gentle)
1345                                 break;
1346                         FOR_EACH_REALCLIENT(msg_entity)
1347                         {
1348                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1349                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1350                                 else
1351                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1352                         }
1353                         break;
1354                 case VOICETYPE_PLAYERSOUND:
1355                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1356                         break;
1357                 default:
1358                         backtrace("Invalid voice type!");
1359                         break;
1360         }
1361 }
1362
1363 void PlayerSound(.string samplefield, float chan, float voicetype)
1364 {
1365         GlobalSound(self.samplefield, chan, voicetype);
1366 }
1367
1368 void VoiceMessage(string type, string msg)
1369 {
1370         var .string sample;
1371         float voicetype, ownteam;
1372         float flood;
1373         sample = GetVoiceMessageSampleField(type);
1374
1375         if(GetPlayerSoundSampleField_notFound)
1376         {
1377                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1378                 return;
1379         }
1380
1381         voicetype = GetVoiceMessageVoiceType(type);
1382         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1383
1384         flood = Say(self, ownteam, world, msg, 1);
1385
1386         if (flood > 0)
1387                 GlobalSound(self.sample, CH_VOICE, voicetype);
1388         else if (flood < 0)
1389                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1390 }
1391
1392 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1393 {
1394 //      show_message
1395 //      0 (00) automove centerprint, admin message
1396 //      1 (01) automove centerprint, no admin message
1397 //      2 (10) no centerprint, admin message
1398 //      3 (11) no centerprint, no admin message
1399
1400         float lockteams_backup;
1401
1402         lockteams_backup = lockteams;  // backup any team lock
1403
1404         lockteams = 0;  // disable locked teams
1405
1406         TeamchangeFrags(client);  // move the players frags
1407         SetPlayerColors(client, team_colour - 1);  // set the players colour
1408         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1409
1410         lockteams = lockteams_backup;  // restore the team lock
1411
1412         LogTeamchange(client.playerid, client.team, type);
1413
1414         if not(show_message & 1) // admin message
1415                 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
1416
1417         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1418 }