1 #include "cl_player.qh"
7 #include "g_violence.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "weapons/throwing.qh"
12 #include "command/common.qh"
13 #include "../common/animdecide.qh"
14 #include "../common/csqcmodel_settings.qh"
15 #include "../common/deathtypes.qh"
16 #include "../common/triggers/subs.qh"
17 #include "../common/playerstats.qh"
18 #include "../csqcmodellib/sv_model.qh"
20 #include "../common/minigames/sv_minigames.qh"
22 #include "weapons/weaponstats.qh"
24 #include "../common/animdecide.qh"
26 void CopyBody_Think(void)
28 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
30 self.CopyBody_think();
33 self.CopyBody_nextthink = self.nextthink;
34 self.CopyBody_think = self.think;
35 self.think = CopyBody_Think;
37 CSQCMODEL_AUTOUPDATE(self);
38 self.nextthink = time;
40 void CopyBody(float keepvelocity)
42 if (self.effects & EF_NODRAW)
47 self.colormap = this.colormap;
48 self.iscreature = this.iscreature;
49 self.teleportable = this.teleportable;
50 self.damagedbycontents = this.damagedbycontents;
51 self.angles = this.angles;
52 self.v_angle = this.v_angle;
53 self.avelocity = this.avelocity;
54 self.classname = "body";
55 self.damageforcescale = this.damageforcescale;
56 self.effects = this.effects;
57 self.glowmod = this.glowmod;
58 self.event_damage = this.event_damage;
59 self.anim_state = this.anim_state;
60 self.anim_time = this.anim_time;
61 self.anim_lower_action = this.anim_lower_action;
62 self.anim_lower_time = this.anim_lower_time;
63 self.anim_upper_action = this.anim_upper_action;
64 self.anim_upper_time = this.anim_upper_time;
65 self.anim_implicit_state = this.anim_implicit_state;
66 self.anim_implicit_time = this.anim_implicit_time;
67 self.anim_lower_implicit_action = this.anim_lower_implicit_action;
68 self.anim_lower_implicit_time = this.anim_lower_implicit_time;
69 self.anim_upper_implicit_action = this.anim_upper_implicit_action;
70 self.anim_upper_implicit_time = this.anim_upper_implicit_time;
71 self.dphitcontentsmask = this.dphitcontentsmask;
72 self.death_time = this.death_time;
73 self.pain_finished = this.pain_finished;
74 self.health = this.health;
75 self.armorvalue = this.armorvalue;
76 self.armortype = this.armortype;
77 self.model = this.model;
78 self.modelindex = this.modelindex;
79 self.skin = this.skin;
80 self.species = this.species;
81 self.movetype = this.movetype;
82 self.solid = this.solid;
83 self.ballistics_density = this.ballistics_density;
84 self.takedamage = this.takedamage;
85 self.customizeentityforclient = this.customizeentityforclient;
86 self.uncustomizeentityforclient = this.uncustomizeentityforclient;
87 self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
88 if (keepvelocity == 1)
89 self.velocity = this.velocity;
90 self.oldvelocity = self.velocity;
91 self.alpha = this.alpha;
92 self.fade_time = this.fade_time;
93 self.fade_rate = this.fade_rate;
94 //self.weapon = this.weapon;
95 setorigin(self, this.origin);
96 setsize(self, this.mins, this.maxs);
97 self.prevorigin = this.origin;
98 self.reset = SUB_Remove;
100 Drag_MoveDrag(this, self);
102 if(self.colormap <= maxclients && self.colormap > 0)
103 self.colormap = 1024 + this.clientcolors;
105 CSQCMODEL_AUTOINIT(self);
106 self.CopyBody_nextthink = this.nextthink;
107 self.CopyBody_think = this.think;
108 self.nextthink = time;
109 self.think = CopyBody_Think;
110 // "bake" the current animation frame for clones (they don't get clientside animation)
111 animdecide_load_if_needed(self);
112 animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
117 float player_getspecies()
120 get_model_parameters(self.model, self.skin);
121 s = get_model_parameters_species;
122 get_model_parameters(string_null, 0);
124 return SPECIES_HUMAN;
128 void player_setupanimsformodel()
130 // load animation info
131 animdecide_load_if_needed(self);
132 animdecide_setstate(self, 0, false);
135 void player_anim (void)
137 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
140 // Decide on which death animation to use.
142 deadbits = ANIMSTATE_DEAD1;
144 deadbits = ANIMSTATE_DEAD2;
147 // Clear a previous death animation.
150 int animbits = deadbits;
152 animbits |= ANIMSTATE_FROZEN;
153 if(self.movetype == MOVETYPE_FOLLOW)
154 animbits |= ANIMSTATE_FOLLOW;
156 animbits |= ANIMSTATE_DUCK;
157 animdecide_setstate(self, animbits, false);
158 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
160 if (self.weaponentity)
162 updateanim(self.weaponentity);
163 if (!self.weaponentity.animstate_override)
164 setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
168 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
172 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
174 // damage resistance (ignore most of the damage from a bullet or similar)
175 damage = max(damage - 5, 1);
177 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
181 if(sound_allowed(MSG_BROADCAST, attacker))
184 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
186 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
188 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
192 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
194 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
196 self.armorvalue = self.armorvalue - save;
197 self.health = self.health - take;
198 // pause regeneration for 5 seconds
199 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
201 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
202 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
203 self.dmg_inflictor = inflictor;
205 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
207 // don't use any animations as a gib
209 // view just above the floor
210 self.view_ofs = '0 0 4';
212 Violence_GibSplash(self, 1, 1, attacker);
214 self.solid = SOLID_NOT; // restore later
215 self.takedamage = DAMAGE_NO; // restore later
216 self.damagedbycontents = false;
220 void calculate_player_respawn_time()
225 float gametype_setting_tmp;
226 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
227 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
228 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
229 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
230 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
231 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
233 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
239 if (pl.team == self.team)
241 if (sdelay_small_count == 0)
242 sdelay_small_count = 1;
243 if (sdelay_large_count == 0)
244 sdelay_large_count = 1;
251 if (sdelay_small_count == 0)
255 // Players play independently. No point in requiring enemies.
256 sdelay_small_count = 1;
260 // Players play AGAINST each other. Enemies required.
261 sdelay_small_count = 2;
264 if (sdelay_large_count == 0)
268 // Players play independently. No point in requiring enemies.
269 sdelay_large_count = 1;
273 // Players play AGAINST each other. Enemies required.
274 sdelay_large_count = 2;
281 if (pcount <= sdelay_small_count)
282 sdelay = sdelay_small;
283 else if (pcount >= sdelay_large_count)
284 sdelay = sdelay_large;
285 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
286 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
289 self.respawn_time = ceil((time + sdelay) / waves) * waves;
291 self.respawn_time = time + sdelay;
293 if(sdelay < sdelay_max)
294 self.respawn_time_max = time + sdelay_max;
296 self.respawn_time_max = self.respawn_time;
298 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
299 self.respawn_countdown = 10; // first number to count down from is 10
301 self.respawn_countdown = -1; // do not count down
303 if(autocvar_g_forced_respawn)
304 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
307 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
309 float take, save, dh, da;
312 float valid_damage_for_weaponstats;
315 dh = max(self.health, 0);
316 da = max(self.armorvalue, 0);
318 if(!DEATH_ISSPECIAL(deathtype))
320 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
322 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
325 if(DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
327 // tuba causes blood to come out of the ears
332 ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
334 makevectors(self.angles);
335 ear1 += v_right * -10;
336 ear2 += v_right * +10;
337 d = inflictor.origin - self.origin;
339 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
341 f = 0; // Assum ecenter.
342 force = v_right * vlen(force);
343 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
344 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
353 // force is already good
357 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
360 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
366 // don't reset pushltime for self damage as it may be an attempt to
367 // escape a lava pit or similar
368 //self.pushltime = 0;
371 else if(IS_PLAYER(attacker))
373 self.pusher = attacker;
374 self.pushltime = time + autocvar_g_maxpushtime;
375 self.istypefrag = self.BUTTON_CHAT;
377 else if(time < self.pushltime)
379 attacker = self.pusher;
380 self.pushltime = max(self.pushltime, time + 0.6);
388 frag_damage = damage;
389 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
390 take = bound(0, damage_take, self.health);
391 save = bound(0, damage_save, self.armorvalue);
392 excess = max(0, damage - take - save);
394 if(sound_allowed(MSG_BROADCAST, attacker))
397 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
399 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
401 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
405 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
407 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
409 if (time >= self.spawnshieldtime)
411 if (!(self.flags & FL_GODMODE))
413 self.armorvalue = self.armorvalue - save;
414 self.health = self.health - take;
415 // pause regeneration for 5 seconds
417 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
419 if (time > self.pain_finished) //Don't switch pain sequences like crazy
421 self.pain_finished = time + 0.5; //Supajoe
423 if(autocvar_sv_gentle < 1) {
424 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
426 if (!self.animstate_override)
429 animdecide_setaction(self, ANIMACTION_PAIN1, true);
431 animdecide_setaction(self, ANIMACTION_PAIN2, true);
435 if(sound_allowed(MSG_BROADCAST, attacker))
436 if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
438 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
440 if(deathtype == DEATH_FALL)
441 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
442 else if(self.health > 75) // TODO make a "gentle" version?
443 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
444 else if(self.health > 50)
445 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
446 else if(self.health > 25)
447 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
449 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
454 // throw off bot aim temporarily
456 if(IS_BOT_CLIENT(self) && self.health >= 1)
458 shake = damage * 5 / (bound(0,skill,100) + 1);
459 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
460 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
461 self.v_angle_x = bound(-90, self.v_angle.x, 90);
465 self.max_armorvalue += (save + take);
467 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
468 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
469 self.dmg_inflictor = inflictor;
471 float abot, vbot, awep;
472 abot = (IS_BOT_CLIENT(attacker));
473 vbot = (IS_BOT_CLIENT(self));
475 valid_damage_for_weaponstats = 0;
478 if(vbot || IS_REAL_CLIENT(self))
479 if(abot || IS_REAL_CLIENT(attacker))
480 if(attacker && self != attacker)
481 if(DIFF_TEAM(self, attacker))
483 if(DEATH_ISSPECIAL(deathtype))
484 awep = attacker.weapon;
486 awep = DEATH_WEAPONOF(deathtype);
487 valid_damage_for_weaponstats = 1;
490 if(valid_damage_for_weaponstats)
492 dh = dh - max(self.health, 0);
493 da = da - max(self.armorvalue, 0);
494 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
495 MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc);
500 float defer_ClientKill_Now_TeamChange;
501 defer_ClientKill_Now_TeamChange = false;
505 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
509 if(valid_damage_for_weaponstats)
510 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
512 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
513 if(sound_allowed(MSG_BROADCAST, attacker))
515 if(deathtype == DEATH_DROWN)
516 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
518 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
521 // get rid of kill indicator
522 if(self.killindicator)
524 remove(self.killindicator);
525 self.killindicator = world;
526 if(self.killindicator_teamchange)
527 defer_ClientKill_Now_TeamChange = true;
529 if(self.classname == "body")
530 if(deathtype == DEATH_KILL)
532 // for the lemmings fans, a small harmless explosion
533 Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
537 // print an obituary message
538 if(self.classname != "body")
539 Obituary (attacker, inflictor, self, deathtype);
541 // increment frag counter for used weapon type
542 int w = DEATH_WEAPONOF(deathtype);
544 if(accuracy_isgooddamage(attacker, self))
545 attacker.accuracy.(accuracy_frags[w-1]) += 1;
547 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
548 excess = frag_damage;
550 Weapon wep = get_weaponinfo(self.weapon);
551 wep.wr_playerdeath(wep);
553 RemoveGrapplingHook(self);
555 Portal_ClearAllLater(self);
557 self.fixangle = true;
559 if(defer_ClientKill_Now_TeamChange)
560 ClientKill_Now_TeamChange(); // can turn player into spectator
562 // player could have been miraculously resuscitated ;)
563 // e.g. players in freezetag get frozen, they don't really die
564 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
567 // when we get here, player actually dies
569 Unfreeze(self); // remove any icy remains
570 self.health = 0; // Unfreeze resets health, so we need to set it back
573 WaypointSprite_PlayerDead();
575 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
577 // become fully visible
578 self.alpha = default_player_alpha;
579 // make the corpse upright (not tilted)
583 self.avelocity = '0 0 0';
584 // view from the floor
585 self.view_ofs = '0 0 -8';
587 self.movetype = MOVETYPE_TOSS;
589 self.solid = SOLID_CORPSE;
590 self.ballistics_density = autocvar_g_ballistics_density_corpse;
591 // don't stick to the floor
592 self.flags &= ~FL_ONGROUND;
594 self.deadflag = DEAD_DYING;
596 // when to allow respawn
597 calculate_player_respawn_time();
599 self.death_time = time;
601 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
603 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
607 setsize(self, self.mins, self.maxs);
609 // set damage function to corpse damage
610 self.event_damage = PlayerCorpseDamage;
611 // call the corpse damage function just in case it wants to gib
612 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
614 // set up to fade out later
615 SUB_SetFade (self, time + 6 + random (), 1);
616 // reset body think wrapper broken by SUB_SetFade
617 if(self.classname == "body" && self.think != CopyBody_Think) {
618 self.CopyBody_think = self.think;
619 self.CopyBody_nextthink = self.nextthink;
620 self.think = CopyBody_Think;
621 self.nextthink = time;
624 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
626 // clones don't run any animation code any more, so we must gib them when they die :(
627 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
630 // reset fields the weapons may use just in case
631 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
633 Weapon w = get_weaponinfo(j);
635 ATTACK_FINISHED_FOR(self, j) = 0;
640 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
641 // message "": do not say, just test flood control
647 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
649 var .float flood_field;
652 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
654 if(!teamsay && !privatesay)
655 if(substring(msgin, 0, 1) == " ")
656 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
658 msgin = formatmessage(msgin);
660 if (!IS_PLAYER(source))
661 colorstr = "^0"; // black for spectators
663 colorstr = Team_ColorCode(source.team);
670 if(intermission_running)
674 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
677 * using bprint solves this... me stupid
678 // how can we prevent the message from appearing in a listen server?
679 // for now, just give "say" back and only handle say_team
682 clientcommand(self, strcat("say ", msgin));
687 if(autocvar_g_chat_teamcolors)
688 namestr = playername(source);
690 namestr = source.netname;
692 if(strdecolorize(namestr) == namestr)
701 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
702 privatemsgprefixlen = strlen(msgstr);
703 msgstr = strcat(msgstr, msgin);
704 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
705 if(autocvar_g_chat_teamcolors)
706 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
708 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
712 if(strstrofs(msgin, "/me", 0) >= 0)
714 //msgin = strreplace("/me", "", msgin);
715 //msgin = substring(msgin, 3, strlen(msgin));
716 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
717 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
720 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
721 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
725 if(strstrofs(msgin, "/me", 0) >= 0)
727 //msgin = strreplace("/me", "", msgin);
728 //msgin = substring(msgin, 3, strlen(msgin));
729 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
730 msgstr = strcat("\{1}^4* ", "^7", msgin);
733 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
736 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
740 msgstr = cmsgstr = "";
744 fullcmsgstr = cmsgstr;
748 flood_field = floodcontrol_chat;
757 flood_spl = autocvar_g_chat_flood_spl_tell;
758 flood_burst = autocvar_g_chat_flood_burst_tell;
759 flood_lmax = autocvar_g_chat_flood_lmax_tell;
760 flood_field = floodcontrol_chattell;
764 flood_spl = autocvar_g_chat_flood_spl_team;
765 flood_burst = autocvar_g_chat_flood_burst_team;
766 flood_lmax = autocvar_g_chat_flood_lmax_team;
767 flood_field = floodcontrol_chatteam;
771 flood_spl = autocvar_g_chat_flood_spl;
772 flood_burst = autocvar_g_chat_flood_burst;
773 flood_lmax = autocvar_g_chat_flood_lmax;
774 flood_field = floodcontrol_chat;
776 flood_burst = max(0, flood_burst - 1);
777 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
779 // do flood control for the default line size
782 getWrappedLine_remaining = msgstr;
785 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
787 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
790 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
792 if(getWrappedLine_remaining != "")
794 msgstr = strcat(msgstr, "\n");
798 if (time >= source.(flood_field))
800 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
810 if (time >= source.(flood_field))
811 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
816 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
817 source.(flood_field) = flood = 0;
820 if(flood == 2) // cannot happen for empty msgstr
822 if(autocvar_g_chat_flood_notify_flooder)
824 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
829 sourcemsgstr = fullmsgstr;
830 sourcecmsgstr = fullcmsgstr;
836 sourcemsgstr = msgstr;
837 sourcecmsgstr = cmsgstr;
841 if (!IS_PLAYER(source))
843 if (!intermission_running)
844 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
845 teamsay = -1; // spectators
849 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
851 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
853 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
857 // always fake the message
862 if (autocvar_g_chat_flood_notify_flooder)
864 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
875 if(sourcemsgstr != "" && ret != 0)
877 if(ret < 0) // faked message, because the player is muted
879 sprint(source, sourcemsgstr);
880 if(sourcecmsgstr != "" && !privatesay)
881 centerprint(source, sourcecmsgstr);
883 else if(privatesay) // private message, between 2 people only
885 sprint(source, sourcemsgstr);
886 sprint(privatesay, msgstr);
887 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
889 centerprint(privatesay, cmsgstr);
891 else if ( teamsay && source.active_minigame )
893 sprint(source, sourcemsgstr);
894 dedicated_print(msgstr); // send to server console too
895 FOR_EACH_REALCLIENT(head)
897 if(head.active_minigame == source.active_minigame)
898 sprint(head, msgstr);
900 else if(teamsay > 0) // team message, only sent to team mates
902 sprint(source, sourcemsgstr);
903 dedicated_print(msgstr); // send to server console too
904 if(sourcecmsgstr != "")
905 centerprint(source, sourcecmsgstr);
906 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
909 sprint(head, msgstr);
911 centerprint(head, cmsgstr);
914 else if(teamsay < 0) // spectator message, only sent to spectators
916 sprint(source, sourcemsgstr);
917 dedicated_print(msgstr); // send to server console too
918 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
920 sprint(head, msgstr);
922 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
924 sprint(source, sourcemsgstr);
925 dedicated_print(msgstr); // send to server console too
926 FOR_EACH_REALCLIENT(head)
928 sprint(head, msgstr);
931 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
937 float GetVoiceMessageVoiceType(string type)
940 return VOICETYPE_TAUNT;
941 if(type == "teamshoot")
942 return VOICETYPE_LASTATTACKER;
943 return VOICETYPE_TEAMRADIO;
946 .string GetVoiceMessageSampleField(string type)
948 GetPlayerSoundSampleField_notFound = 0;
951 #define _VOICEMSG(m) case #m: return playersound_##m;
955 GetPlayerSoundSampleField_notFound = 1;
956 return playersound_taunt;
959 .string GetPlayerSoundSampleField(string type)
961 GetPlayerSoundSampleField_notFound = 0;
964 #define _VOICEMSG(m) case #m: return playersound_##m;
968 GetPlayerSoundSampleField_notFound = 1;
969 return playersound_taunt;
972 void PrecacheGlobalSound(string samplestring)
975 tokenize_console(samplestring);
979 for(i = 1; i <= n; ++i)
980 precache_sound(strcat(argv(0), ftos(i), ".wav"));
984 precache_sound(strcat(argv(0), ".wav"));
988 void PrecachePlayerSounds(string f)
990 int fh = fopen(f, FILE_READ);
993 for (string s; (s = fgets(fh)); )
995 int n = tokenize_console(s);
998 if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
1001 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1005 if (!allvoicesamples)
1007 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1010 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1014 void ClearPlayerSounds()
1016 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1022 float LoadPlayerSounds(string f, float first)
1027 fh = fopen(f, FILE_READ);
1030 LOG_TRACE("Player sound file not found: ", f, "\n");
1033 while((s = fgets(fh)))
1035 if(tokenize_console(s) != 3)
1037 field = GetPlayerSoundSampleField(argv(0));
1038 if(GetPlayerSoundSampleField_notFound)
1039 field = GetVoiceMessageSampleField(argv(0));
1040 if(GetPlayerSoundSampleField_notFound)
1043 strunzone(self.(field));
1044 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
1050 void UpdatePlayerSounds()
1052 if(self.modelindex == self.modelindex_for_playersound)
1053 if(self.skin == self.skin_for_playersound)
1055 self.modelindex_for_playersound = self.modelindex;
1056 self.skin_for_playersound = self.skin;
1057 ClearPlayerSounds();
1058 LoadPlayerSounds("sound/player/default.sounds", 1);
1059 if(!autocvar_g_debug_defaultsounds)
1060 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1061 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1064 void FakeGlobalSound(string sample, float chan, float voicetype)
1072 tokenize_console(sample);
1075 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1077 sample = strcat(argv(0), ".wav"); // randomization
1081 case VOICETYPE_LASTATTACKER_ONLY:
1083 case VOICETYPE_LASTATTACKER:
1087 if(IS_REAL_CLIENT(msg_entity))
1088 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1091 case VOICETYPE_TEAMRADIO:
1093 if(msg_entity.cvar_cl_voice_directional == 1)
1094 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1096 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1098 case VOICETYPE_AUTOTAUNT:
1103 if(autocvar_sv_gentle)
1105 tauntrand = random();
1107 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1109 if (msg_entity.cvar_cl_voice_directional >= 1)
1110 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1112 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1115 case VOICETYPE_TAUNT:
1117 if(self.deadflag == DEAD_NO)
1118 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1121 if(autocvar_sv_gentle)
1124 if (msg_entity.cvar_cl_voice_directional >= 1)
1125 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1127 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1129 case VOICETYPE_PLAYERSOUND:
1131 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1134 backtrace("Invalid voice type!");
1139 void GlobalSound(string sample, float chan, float voicetype)
1147 tokenize_console(sample);
1150 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1152 sample = strcat(argv(0), ".wav"); // randomization
1156 case VOICETYPE_LASTATTACKER_ONLY:
1159 msg_entity = self.pusher;
1160 if(IS_REAL_CLIENT(msg_entity))
1162 if(msg_entity.cvar_cl_voice_directional == 1)
1163 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1165 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1169 case VOICETYPE_LASTATTACKER:
1172 msg_entity = self.pusher;
1173 if(IS_REAL_CLIENT(msg_entity))
1175 if(msg_entity.cvar_cl_voice_directional == 1)
1176 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1178 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1181 if(IS_REAL_CLIENT(msg_entity))
1182 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1185 case VOICETYPE_TEAMRADIO:
1186 FOR_EACH_REALCLIENT(msg_entity)
1187 if(!teamplay || msg_entity.team == self.team)
1189 if(msg_entity.cvar_cl_voice_directional == 1)
1190 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1192 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1195 case VOICETYPE_AUTOTAUNT:
1200 if(autocvar_sv_gentle)
1202 tauntrand = random();
1203 FOR_EACH_REALCLIENT(msg_entity)
1204 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1206 if (msg_entity.cvar_cl_voice_directional >= 1)
1207 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1209 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1212 case VOICETYPE_TAUNT:
1214 if(self.deadflag == DEAD_NO)
1215 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1218 if(autocvar_sv_gentle)
1220 FOR_EACH_REALCLIENT(msg_entity)
1222 if (msg_entity.cvar_cl_voice_directional >= 1)
1223 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1225 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1228 case VOICETYPE_PLAYERSOUND:
1229 _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1232 backtrace("Invalid voice type!");
1237 void PlayerSound(.string samplefield, float chan, float voicetype)
1239 GlobalSound(self.(samplefield), chan, voicetype);
1242 void VoiceMessage(string type, string msg)
1244 float voicetype, ownteam;
1246 var .string sample = GetVoiceMessageSampleField(type);
1248 if(GetPlayerSoundSampleField_notFound)
1250 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1254 voicetype = GetVoiceMessageVoiceType(type);
1255 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1257 flood = Say(self, ownteam, world, msg, 1);
1259 if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1260 FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
1262 GlobalSound(self.(sample), CH_VOICE, voicetype);
1265 void MoveToTeam(entity client, float team_colour, float type)
1267 float lockteams_backup;
1269 lockteams_backup = lockteams; // backup any team lock
1271 lockteams = 0; // disable locked teams
1273 TeamchangeFrags(client); // move the players frags
1274 SetPlayerColors(client, team_colour - 1); // set the players colour
1275 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1277 lockteams = lockteams_backup; // restore the team lock
1279 LogTeamchange(client.playerid, client.team, type);