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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, idx, f;
16         float fh;
17         string prefix;
18         if(weaponstats_buffer < 0)
19                 return;
20         prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21         if(cvar_string("sv_weaponstats_killfile") != "")
22         {
23                 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
24                 if(fh >= 0)
25                 {
26                         fputs(fh, "#begin killfile\n");
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
31                                 {
32                                         idx = WEAPONSTATS_GETINDEX(i, j);
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
34                                         if(f != 0)
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
36                                 }
37                         fputs(fh, "#end\n\n");
38                         fclose(fh);
39                         print("Weapon kill stats written\n");
40                 }
41         }
42         if(cvar_string("sv_weaponstats_damagefile") != "")
43         {
44                 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
45                 if(fh >= 0)
46                 {
47                         fputs(fh, "#begin damagefile\n");
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
52                                 {
53                                         idx = WEAPONSTATS_GETINDEX(i, j);
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
55                                         if(f != 0)
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
57                                 }
58                         fputs(fh, "#end\n\n");
59                         fclose(fh);
60                         print("Weapon damage stats written\n");
61                 }
62         }
63         buf_del(weaponstats_buffer);
64         weaponstats_buffer = -1;
65 }
66
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
68 {
69         float idx;
70         if(weaponstats_buffer < 0)
71                 return;
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)
73                 return;
74         if(awep > WEP_LAST || vwep > WEP_LAST)
75                 return;
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
78 }
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
80 {
81         if(damage < 0)
82                 error("negative damage?");
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
84 }
85 void WeaponStats_LogKill(float awep, float vwep)
86 {
87         WeaponStats_LogItem(awep, vwep, '0 1 0');
88 }
89
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
99 // added CopyBody
100
101 .entity pusher;
102 .float pushltime;
103
104 void CopyBody(float keepvelocity)
105 {
106         local entity oldself;
107         if (self.effects & EF_NODRAW)
108                 return;
109         oldself = self;
110         self = spawn();
111         self.enemy = oldself;
112         self.lip = oldself.lip;
113         self.colormap = oldself.colormap;
114         self.glowmod = oldself.glowmod;
115         self.iscreature = oldself.iscreature;
116         self.angles = oldself.angles;
117         self.avelocity = oldself.avelocity;
118         self.classname = "body";
119         self.damageforcescale = oldself.damageforcescale;
120         self.effects = oldself.effects;
121         self.event_damage = oldself.event_damage;
122         self.animstate_startframe = oldself.animstate_startframe;
123         self.animstate_numframes = oldself.animstate_numframes;
124         self.animstate_framerate = oldself.animstate_framerate;
125         self.animstate_starttime = oldself.animstate_starttime;
126         self.animstate_endtime = oldself.animstate_endtime;
127         self.animstate_override = oldself.animstate_override;
128         self.animstate_looping = oldself.animstate_looping;
129         self.frame = oldself.frame;
130         self.dead_frame = oldself.dead_frame;
131         self.pain_finished = oldself.pain_finished;
132         self.health = oldself.health;
133         self.armorvalue = oldself.armorvalue;
134         self.armortype = oldself.armortype;
135         self.model = oldself.model;
136         self.modelindex = oldself.modelindex;
137         self.modelindex_lod0 = oldself.modelindex_lod0;
138         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
139         self.modelindex_lod1 = oldself.modelindex_lod1;
140         self.modelindex_lod2 = oldself.modelindex_lod2;
141         self.skinindex = oldself.skinindex;
142         self.species = oldself.species;
143         self.movetype = oldself.movetype;
144         self.nextthink = oldself.nextthink;
145         self.solid = oldself.solid;
146         self.ballistics_density = oldself.ballistics_density;
147         self.takedamage = oldself.takedamage;
148         self.think = oldself.think;
149         self.customizeentityforclient = oldself.customizeentityforclient;
150         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
151         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
152         if (keepvelocity == 1)
153                 self.velocity = oldself.velocity;
154         self.oldvelocity = self.velocity;
155         self.fade_time = oldself.fade_time;
156         self.fade_rate = oldself.fade_rate;
157         //self.weapon = oldself.weapon;
158         setorigin(self, oldself.origin);
159         setsize(self, oldself.mins, oldself.maxs);
160         self.prevorigin = oldself.origin;
161         self.reset = SUB_Remove;
162
163         Drag_MoveDrag(oldself, self);
164
165         self = oldself;
166 }
167
168 float player_getspecies()
169 {
170         float s;
171         get_model_parameters(self.playermodel, self.skinindex);
172         s = get_model_parameters_species;
173         get_model_parameters(string_null, 0);
174         if(s < 0)
175                 return SPECIES_HUMAN;
176         return s;
177 }
178
179 void player_setupanimsformodel()
180 {
181         local string animfilename;
182         local float animfile;
183         // defaults for legacy .zym models without animinfo files
184         self.anim_die1 = '0 1 0.5'; // 2 seconds
185         self.anim_die2 = '1 1 0.5'; // 2 seconds
186         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
187         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
188         self.anim_duckwalk = '4 1 1';
189         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
190         self.anim_duckidle = '6 1 1';
191         self.anim_idle = '7 1 1';
192         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
193         self.anim_pain1 = '9 1 2'; // 0.5 seconds
194         self.anim_pain2 = '10 1 2'; // 0.5 seconds
195         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
196         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
197         self.anim_run = '13 1 1';
198         self.anim_runbackwards = '14 1 1';
199         self.anim_strafeleft = '15 1 1';
200         self.anim_straferight = '16 1 1';
201         self.anim_dead1 = '17 1 1';
202         self.anim_dead2 = '18 1 1';
203         self.anim_forwardright = '19 1 1';
204         self.anim_forwardleft = '20 1 1';
205         self.anim_backright = '21 1 1';
206         self.anim_backleft  = '22 1 1';
207         animparseerror = FALSE;
208         animfilename = strcat(self.model, ".animinfo");
209         animfile = fopen(animfilename, FILE_READ);
210         if (animfile >= 0)
211         {
212                 self.anim_die1         = animparseline(animfile);
213                 self.anim_die2         = animparseline(animfile);
214                 self.anim_draw         = animparseline(animfile);
215                 self.anim_duck         = animparseline(animfile);
216                 self.anim_duckwalk     = animparseline(animfile);
217                 self.anim_duckjump     = animparseline(animfile);
218                 self.anim_duckidle     = animparseline(animfile);
219                 self.anim_idle         = animparseline(animfile);
220                 self.anim_jump         = animparseline(animfile);
221                 self.anim_pain1        = animparseline(animfile);
222                 self.anim_pain2        = animparseline(animfile);
223                 self.anim_shoot        = animparseline(animfile);
224                 self.anim_taunt        = animparseline(animfile);
225                 self.anim_run          = animparseline(animfile);
226                 self.anim_runbackwards = animparseline(animfile);
227                 self.anim_strafeleft   = animparseline(animfile);
228                 self.anim_straferight  = animparseline(animfile);
229                 self.anim_forwardright = animparseline(animfile);
230                 self.anim_forwardleft  = animparseline(animfile);
231                 self.anim_backright    = animparseline(animfile);
232                 self.anim_backleft     = animparseline(animfile);
233                 fclose(animfile);
234
235                 // derived anims
236                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
237                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
238
239                 if (animparseerror)
240                         print("Parse error in ", animfilename, ", some player animations are broken\n");
241         }
242         else
243                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
244         // reset animstate now
245         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
246 };
247
248 void player_anim (void)
249 {
250         updateanim(self);
251         if (self.weaponentity)
252                 updateanim(self.weaponentity);
253
254         if (self.deadflag != DEAD_NO)
255         {
256                 if (time > self.animstate_endtime)
257                 {
258                         if (self.maxs_z > 5)
259                         {
260                                 self.maxs_z = 5;
261                                 setsize(self, self.mins, self.maxs);
262                         }
263                         self.frame = self.dead_frame;
264                 }
265                 return;
266         }
267
268         if (!self.animstate_override)
269         {
270                 if (!(self.flags & FL_ONGROUND))
271                 {
272                         if (self.crouch)
273                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
274                         else
275                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
276                         self.restart_jump = FALSE;
277                 }
278                 else if (self.crouch)
279                 {
280                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
281                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
282                         else
283                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
284                 }
285                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
286                 {
287                         if (self.movement_x > 0 && self.movement_y == 0)
288                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289                         else if (self.movement_x < 0 && self.movement_y == 0)
290                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
291                         else if (self.movement_x == 0 && self.movement_y > 0)
292                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
293                         else if (self.movement_x == 0 && self.movement_y < 0)
294                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
295                         else if (self.movement_x > 0 && self.movement_y > 0)
296                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
297                         else if (self.movement_x > 0 && self.movement_y < 0)
298                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
299                         else if (self.movement_x < 0 && self.movement_y > 0)
300                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
301                         else if (self.movement_x < 0 && self.movement_y < 0)
302                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
303                         else
304                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
305                 }
306                 else
307                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
308         }
309
310         if (self.weaponentity)
311         if (!self.weaponentity.animstate_override)
312                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
313 }
314
315 void SpawnThrownWeapon (vector org, float w)
316 {
317         if(g_minstagib)
318         if(self.ammo_cells <= 0)
319                 return;
320
321         if(g_pinata)
322         {
323                 float j;
324                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
325                 {
326                         if(self.weapons & W_WeaponBit(j))
327                                 if(W_IsWeaponThrowable(j))
328                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
329                 }
330         }
331         else
332                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
333 }
334
335 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
336 {
337         local float take, save;
338         vector v;
339         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
340
341         // damage resistance (ignore most of the damage from a bullet or similar)
342         damage = max(damage - 5, 1);
343
344         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
345         take = v_x;
346         save = v_y;
347
348         if(sound_allowed(MSG_BROADCAST, attacker))
349         {
350                 if (save > 10)
351                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
352                 else if (take > 30)
353                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
354                 else if (take > 10)
355                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
356         }
357
358         if (take > 50)
359                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
360         if (take > 100)
361                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
362
363         if (!(self.flags & FL_GODMODE))
364         {
365                 self.armorvalue = self.armorvalue - save;
366                 self.health = self.health - take;
367                 // pause regeneration for 5 seconds
368                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
369         }
370         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
371         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
372         self.dmg_inflictor = inflictor;
373
374         if (self.health <= -100 && self.modelindex != 0)
375         {
376                 // don't use any animations as a gib
377                 self.frame = 0;
378                 self.dead_frame = 0;
379                 // view just above the floor
380                 self.view_ofs = '0 0 4';
381
382                 Violence_GibSplash(self, 1, 1, attacker);
383                 self.modelindex = 0; // restore later
384                 self.solid = SOLID_NOT; // restore later
385         }
386 }
387
388 void ClientKill_Now_TeamChange();
389
390 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
391 {
392         local float take, save, waves, sdelay, dh, da, j;
393         vector v;
394         float valid_damage_for_weaponstats;
395
396         dh = max(self.health, 0);
397         da = max(self.armorvalue, 0);
398
399         if(!DEATH_ISSPECIAL(deathtype))
400         {
401                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
402                 if(self != attacker)
403                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
404         }
405
406         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
407         {
408                 // tuba causes blood to come out of the ears
409                 vector ear1, ear2;
410                 vector d;
411                 float f;
412                 ear1 = self.origin;
413                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
414                 ear2 = ear1;
415                 makevectors(self.angles);
416                 ear1 += v_right * -10;
417                 ear2 += v_right * +10;
418                 d = inflictor.origin - self.origin;
419                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
420                 force = v_right * vlen(force);
421                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
422                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
423                 if(f > 0)
424                 {
425                         hitloc = ear1;
426                         force = force * -1;
427                 }
428                 else
429                 {
430                         hitloc = ear2;
431                         // force is already good
432                 }
433         }
434         else
435                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
436
437         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
438                 return;
439
440         if (!g_minstagib)
441         {
442                 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
443                 take = v_x;
444                 save = v_y;
445         }
446         else
447         {
448                 save = 0;
449                 take = damage;
450         }
451
452         frag_inflictor = inflictor;
453         frag_attacker = attacker;
454         frag_target = self;
455         damage_take = take;
456         damage_save = save;
457         damage_force = force;
458         MUTATOR_CALLHOOK(PlayerDamage);
459         take = bound(0, damage_take, self.health);
460         save = bound(0, damage_save, self.armorvalue);
461
462         if(sound_allowed(MSG_BROADCAST, attacker))
463         {
464                 if (save > 10)
465                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
466                 else if (take > 30)
467                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
468                 else if (take > 10)
469                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
470         }
471
472         if (take > 50)
473                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
474         if (take > 100)
475                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
476
477         if (time >= self.spawnshieldtime)
478         {
479                 if (!(self.flags & FL_GODMODE))
480                 {
481                         self.armorvalue = self.armorvalue - save;
482                         self.health = self.health - take;
483                         // pause regeneration for 5 seconds
484                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
485
486                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
487                         {
488                                 self.pain_finished = time + 0.5;        //Supajoe
489
490                                 if(sv_gentle < 1) {
491                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
492                                         {
493                                                 if (random() > 0.5)
494                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
495                                                 else
496                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
497                                         }
498
499                                         if(sound_allowed(MSG_BROADCAST, attacker))
500                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
501                                         if(self.health > 1)
502                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
503                                         {
504                                                 if(deathtype == DEATH_FALL)
505                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
506                                                 else if(self.health > 75) // TODO make a "gentle" version?
507                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
508                                                 else if(self.health > 50)
509                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
510                                                 else if(self.health > 25)
511                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
512                                                 else
513                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
514                                         }
515                                 }
516
517                                 // throw off bot aim temporarily
518                                 local float shake;
519                                 shake = damage * 5 / (bound(0,skill,100) + 1);
520                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
521                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
522                         }
523                 }
524                 else
525                         self.max_armorvalue += (save + take);
526         }
527         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
528         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
529         self.dmg_inflictor = inflictor;
530
531         if(attacker == self)
532         {
533                 // don't reset pushltime for self damage as it may be an attempt to
534                 // escape a lava pit or similar
535                 //self.pushltime = 0;
536         }
537         else if(attacker.classname == "player" || attacker.classname == "gib")
538         {
539                 self.pusher = attacker;
540                 self.pushltime = time + cvar("g_maxpushtime");
541         }
542         else if(time < self.pushltime)
543         {
544                 attacker = self.pusher;
545                 self.pushltime = max(self.pushltime, time + 0.6);
546         }
547         else
548                 self.pushltime = 0;
549
550         valid_damage_for_weaponstats = 0;
551         if(clienttype(self) == CLIENTTYPE_REAL)
552         if(clienttype(attacker) == CLIENTTYPE_REAL)
553         if(self != attacker)
554         if(!DEATH_ISSPECIAL(deathtype))
555         if(IsDifferentTeam(self, attacker))
556                 valid_damage_for_weaponstats = 1;
557         
558         if(valid_damage_for_weaponstats)
559         {
560                 dh = dh - max(self.health, 0);
561                 da = da - max(self.armorvalue, 0);
562                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
563         }
564
565         if (self.health < 1)
566         {
567                 float defer_ClientKill_Now_TeamChange;
568                 defer_ClientKill_Now_TeamChange = FALSE;
569
570                 if(valid_damage_for_weaponstats)
571                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
572
573                 if(sv_gentle < 1) // TODO make a "gentle" version?
574                 if(sound_allowed(MSG_BROADCAST, attacker))
575                 {
576                         if(deathtype == DEATH_DROWN)
577                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
578                         else
579                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
580                 }
581
582                 // get rid of kill indicator
583                 if(self.killindicator)
584                 {
585                         remove(self.killindicator);
586                         self.killindicator = world;
587                         if(self.killindicator_teamchange)
588                                 defer_ClientKill_Now_TeamChange = TRUE;
589
590                         if(self.classname == "body")
591                         if(deathtype == DEATH_KILL)
592                         {
593                                 // for the lemmings fans, a small harmless explosion
594                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
595                         }
596                 }
597
598                 if(!g_freezetag)
599                 {
600                         // become fully visible
601                         self.alpha = 1;
602                         // clear selected player display
603                         ClearSelectedPlayer();
604                         // throw a weapon
605                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
606                 }
607
608                 // print an obituary message
609                 Obituary (attacker, inflictor, self, deathtype);
610                 race_PreDie();
611                 DropAllRunes(self);
612
613                 frag_attacker = attacker;
614                 frag_inflictor = inflictor;
615                 frag_target = self;
616                 MUTATOR_CALLHOOK(PlayerDies);
617
618                 if(g_freezetag)
619                         return;
620
621                 if(self.flagcarried)
622                 {
623                         if(attacker.classname != "player" && attacker.classname != "gib")
624                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
625                         else if(attacker.team == self.team)
626                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
627                         else
628                                 DropFlag(self.flagcarried, world, attacker);
629                 }
630                 if(self.ballcarried)
631                         DropBall(self.ballcarried, self.origin, self.velocity);
632                 Portal_ClearAllLater(self);
633                 // clear waypoints
634                 WaypointSprite_PlayerDead();
635                 // make the corpse upright (not tilted)
636                 self.angles_x = 0;
637                 self.angles_z = 0;
638                 // don't spin
639                 self.avelocity = '0 0 0';
640                 // view from the floor
641                 self.view_ofs = '0 0 -8';
642                 // toss the corpse
643                 self.movetype = MOVETYPE_TOSS;
644                 // shootable corpse
645                 self.solid = SOLID_CORPSE;
646                 self.ballistics_density = cvar("g_ballistics_density_corpse");
647                 // don't stick to the floor
648                 self.flags &~= FL_ONGROUND;
649                 // dying animation
650                 self.deadflag = DEAD_DYING;
651                 // when to allow respawn
652                 sdelay = 0;
653                 waves = 0;
654                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
655                 if(!sdelay)
656                         sdelay = cvar("g_respawn_delay");
657                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
658                 if(!waves)
659                         waves = cvar("g_respawn_waves");
660                 if(waves)
661                         self.death_time = ceil((time + sdelay) / waves) * waves;
662                 else
663                         self.death_time = time + sdelay;
664                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
665                         self.respawn_countdown = 10; // first number to count down from is 10
666                 else
667                         self.respawn_countdown = -1; // do not count down
668                 if (random() < 0.5)
669                 {
670                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
671                         self.dead_frame = self.anim_dead1_x;
672                 }
673                 else
674                 {
675                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
676                         self.dead_frame = self.anim_dead2_x;
677                 }
678                 // set damage function to corpse damage
679                 self.event_damage = PlayerCorpseDamage;
680                 // call the corpse damage function just in case it wants to gib
681                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
682                 // set up to fade out later
683                 SUB_SetFade (self, time + 6 + random (), 1);
684
685                 if(clienttype(self) == CLIENTTYPE_REAL)
686                 {
687                         self.fixangle = TRUE;
688                         //msg_entity = self;
689                         //WriteByte (MSG_ONE, SVC_SETANGLE);
690                         //WriteAngle (MSG_ONE, self.v_angle_x);
691                         //WriteAngle (MSG_ONE, self.v_angle_y);
692                         //WriteAngle (MSG_ONE, 80);
693                 }
694
695                 if(g_arena)
696                         Spawnqueue_Unmark(self);
697
698                 if(defer_ClientKill_Now_TeamChange)
699                         ClientKill_Now_TeamChange();
700
701                 if(sv_gentle > 0 || cvar("ekg")) {
702                         // remove corpse
703                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
704                 }
705
706                 // reset fields the weapons may use just in case
707         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
708                 {
709             weapon_action(j, WR_RESETPLAYER);
710                         ATTACK_FINISHED_FOR(self, j) = 0;
711                 }
712         }
713 }
714
715 float UpdateSelectedPlayer_countvalue(float v)
716 {
717         return max(0, (v - 1.0) / 0.5);
718 }
719
720 // returns: -2 if no hit, otherwise cos of the angle
721 // uses the global v_angle
722 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
723 {
724         vector so, d;
725         float c;
726
727         if(p == self)
728                 return -2;
729
730         if(p.deadflag)
731                 return -2;
732
733         so = self.origin + self.view_ofs;
734         d = p.origin - so;
735
736         // misaimed?
737         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
738                 return -2;
739
740         // now find the cos of the angle...
741         c = normalize(d) * v_forward;
742
743         if(c <= mincosangle)
744                 return -2;
745
746         // not visible in any way? forget it
747         if(!checkpvs(so, p))
748                 return -2;
749
750         traceline(so, p.origin, MOVE_NOMONSTERS, self);
751         if(trace_fraction < 1)
752                 return -2;
753
754         return c;
755 }
756
757 void ClearSelectedPlayer()
758 {
759         if(self.selected_player)
760         {
761                 centerprint_expire(self, CENTERPRIO_POINT);
762                 self.selected_player = world;
763                 self.selected_player_display_needs_update = FALSE;
764         }
765 }
766
767 void UpdateSelectedPlayer()
768 {
769         entity selected;
770         float selected_score;
771         selected = world;
772         selected_score = 0.95; // 18 degrees
773
774         if(!cvar("sv_allow_shownames"))
775                 return;
776
777         if(clienttype(self) != CLIENTTYPE_REAL)
778                 return;
779
780         if(self.cvar_cl_shownames == 0)
781                 return;
782
783         if(self.cvar_cl_shownames == 1 && !teams_matter)
784                 return;
785
786         makevectors(self.v_angle); // sets v_forward
787
788         // 1. cursor trace is always right
789         WarpZone_crosshair_trace(self);
790         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
791         {
792                 selected = trace_ent;
793         }
794         else
795         {
796                 // 2. if we don't have a cursor trace, find the player which is least
797                 //    mis-aimed at
798                 entity p;
799                 FOR_EACH_PLAYER(p)
800                 {
801                         float c;
802                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
803                         if(c >= -1)
804                         {
805                                 selected = p;
806                                 selected_score = c;
807                         }
808                 }
809         }
810
811         if(selected)
812         {
813                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
814         }
815         else
816         {
817                 if(time < self.selected_player_display_timeout)
818                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
819                                 selected = self.selected_player;
820         }
821
822         if(selected)
823         {
824                 if(selected == self.selected_player)
825                 {
826                         float save;
827                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
828                         self.selected_player_count = self.selected_player_count + frametime;
829                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
830                         {
831                                 string namestr, healthstr;
832                                 namestr = playername(selected);
833                                 if(teams_matter)
834                                 {
835                                         healthstr = ftos(floor(selected.health));
836                                         if(self.team == selected.team)
837                                         {
838                                                 namestr = strcat(namestr, " (", healthstr, "%)");
839                                                 self.selected_player_display_needs_update = TRUE;
840                                         }
841                                 }
842                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
843                         }
844                 }
845                 else
846                 {
847                         ClearSelectedPlayer();
848                         self.selected_player = selected;
849                         self.selected_player_time = time;
850                         self.selected_player_count = 0;
851                         self.selected_player_display_needs_update = FALSE;
852                 }
853         }
854         else
855         {
856                 ClearSelectedPlayer();
857         }
858
859         if(self.selected_player)
860                 self.last_selected_player = self.selected_player;
861 }
862
863 .float muted; // to be used by prvm_edictset server playernumber muted 1
864 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
865 // message "": do not say, just test flood control
866 // return value:
867 //   1 = accept
868 //   0 = reject
869 //  -1 = fake accept
870 {
871         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
872         float flood, privatemsgprefixlen;
873         var .float flood_field;
874         entity head;
875         float ret;
876
877         if(Ban_MaybeEnforceBan(source))
878                 return 0;
879
880         if(!teamsay && !privatesay)
881                 if(substring(msgin, 0, 1) == " ")
882                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
883
884         msgin = formatmessage(msgin);
885
886         if(source.classname != "player")
887                 colorstr = "^0"; // black for spectators
888         else if(teams_matter)
889                 colorstr = Team_ColorCode(source.team);
890         else
891                 teamsay = FALSE;
892
893         if(intermission_running)
894                 teamsay = FALSE;
895
896         if(msgin != "")
897                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
898
899         /*
900          * using bprint solves this... me stupid
901         // how can we prevent the message from appearing in a listen server?
902         // for now, just give "say" back and only handle say_team
903         if(!teamsay)
904         {
905                 clientcommand(self, strcat("say ", msgin));
906                 return;
907         }
908         */
909
910         if(cvar("g_chat_teamcolors"))
911                 namestr = playername(source);
912         else
913                 namestr = source.netname;
914
915         if(msgin != "")
916         {
917                 if(privatesay)
918                 {
919                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
920                         privatemsgprefixlen = strlen(msgstr);
921                         msgstr = strcat(msgstr, msgin);
922                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
923                         if(cvar("g_chat_teamcolors"))
924                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
925                         else
926                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
927                 }
928                 else if(teamsay)
929                 {
930                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
931                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
932                 }
933                 else
934                 {
935                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
936                         cmsgstr = "";
937                 }
938                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
939         }
940         else
941         {
942                 msgstr = cmsgstr = "";
943         }
944
945         fullmsgstr = msgstr;
946         fullcmsgstr = cmsgstr;
947
948         // FLOOD CONTROL
949         flood = 0;
950         if(floodcontrol)
951         {
952                 float flood_spl;
953                 float flood_burst;
954                 float flood_lmax;
955                 float lines;
956                 if(privatesay)
957                 {
958                         flood_spl = cvar("g_chat_flood_spl_tell");
959                         flood_burst = cvar("g_chat_flood_burst_tell");
960                         flood_lmax = cvar("g_chat_flood_lmax_tell");
961                         flood_field = floodcontrol_chattell;
962                 }
963                 else if(teamsay)
964                 {
965                         flood_spl = cvar("g_chat_flood_spl_team");
966                         flood_burst = cvar("g_chat_flood_burst_team");
967                         flood_lmax = cvar("g_chat_flood_lmax_team");
968                         flood_field = floodcontrol_chatteam;
969                 }
970                 else
971                 {
972                         flood_spl = cvar("g_chat_flood_spl");
973                         flood_burst = cvar("g_chat_flood_burst");
974                         flood_lmax = cvar("g_chat_flood_lmax");
975                         flood_field = floodcontrol_chat;
976                 }
977                 flood_burst = max(0, flood_burst - 1);
978                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
979
980                 // do flood control for the default line size
981                 if(msgstr != "")
982                 {
983                         getWrappedLine_remaining = msgstr;
984                         msgstr = "";
985                         lines = 0;
986                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
987                         {
988                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
989                                 ++lines;
990                         }
991                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
992
993                         if(getWrappedLine_remaining != "")
994                         {
995                                 msgstr = strcat(msgstr, "\n");
996                                 flood = 2;
997                         }
998
999                         if(time >= source.flood_field)
1000                         {
1001                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1002                         }
1003                         else
1004                         {
1005                                 flood = 1;
1006                                 msgstr = fullmsgstr;
1007                         }
1008                 }
1009                 else
1010                 {
1011                         if(time >= source.flood_field)
1012                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1013                         else
1014                                 flood = 1;
1015                 }
1016
1017                 if (timeoutStatus == 2) //when game is paused, no flood protection
1018                         source.flood_field = flood = 0;
1019         }
1020
1021         if(flood == 2) // cannot happen for empty msgstr
1022         {
1023                 if(cvar("g_chat_flood_notify_flooder"))
1024                 {
1025                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1026                         sourcecmsgstr = "";
1027                 }
1028                 else
1029                 {
1030                         sourcemsgstr = fullmsgstr;
1031                         sourcecmsgstr = fullcmsgstr;
1032                 }
1033                 cmsgstr = "";
1034         }
1035         else
1036         {
1037                 sourcemsgstr = msgstr;
1038                 sourcecmsgstr = cmsgstr;
1039         }
1040
1041         if(!privatesay)
1042         if(source.classname != "player")
1043         {
1044                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1045                         teamsay = -1; // spectators
1046         }
1047
1048         if(flood)
1049                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1050
1051         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1052         if(privatesay)
1053                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1054
1055         if(source.muted)
1056         {
1057                 // always fake the message
1058                 ret = -1;
1059         }
1060         else if(flood == 1)
1061         {
1062                 if(cvar("g_chat_flood_notify_flooder"))
1063                 {
1064                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1065                         ret = 0;
1066                 }
1067                 else
1068                         ret = -1;
1069         }
1070         else
1071         {
1072                 ret = 1;
1073         }
1074
1075         if(sourcemsgstr != "" && ret != 0)
1076         {
1077                 if(ret < 0) // fake
1078                 {
1079                         sprint(source, sourcemsgstr);
1080                         if(sourcecmsgstr != "" && !privatesay)
1081                                 centerprint(source, sourcecmsgstr);
1082                 }
1083                 else if(privatesay)
1084                 {
1085                         sprint(source, sourcemsgstr);
1086                         sprint(privatesay, msgstr);
1087                         if(cmsgstr != "")
1088                                 centerprint(privatesay, cmsgstr);
1089                 }
1090                 else if(teamsay > 0)
1091                 {
1092                         sprint(source, sourcemsgstr);
1093                         if(sourcecmsgstr != "")
1094                                 centerprint(source, sourcecmsgstr);
1095                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1096                                 if(head != source)
1097                                 {
1098                                         sprint(head, msgstr);
1099                                         if(cmsgstr != "")
1100                                                 centerprint(head, cmsgstr);
1101                                 }
1102                 }
1103                 else if(teamsay < 0)
1104                 {
1105                         sprint(source, sourcemsgstr);
1106                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1107                                 if(head != source)
1108                                         sprint(head, msgstr);
1109                 }
1110                 else if(sourcemsgstr != msgstr)
1111                 {
1112                         sprint(source, sourcemsgstr);
1113                         FOR_EACH_REALCLIENT(head)
1114                                 if(head != source)
1115                                         sprint(head, msgstr);
1116                 }
1117                 else
1118                         bprint(msgstr);
1119         }
1120
1121         return ret;
1122 }
1123
1124 float GetVoiceMessageVoiceType(string type)
1125 {
1126         if(type == "taunt")
1127                 return VOICETYPE_TAUNT;
1128         if(type == "teamshoot")
1129                 return VOICETYPE_LASTATTACKER;
1130         return VOICETYPE_TEAMRADIO;
1131 }
1132
1133 string allvoicesamples;
1134 float GetPlayerSoundSampleField_notFound;
1135 float GetPlayerSoundSampleField_fixed;
1136 .string GetVoiceMessageSampleField(string type)
1137 {
1138         GetPlayerSoundSampleField_notFound = 0;
1139         GetPlayerSoundSampleField_fixed = 0;
1140         switch(type)
1141         {
1142 #define _VOICEMSG(m) case #m: return playersound_##m;
1143                 ALLVOICEMSGS
1144 #undef _VOICEMSG
1145         }
1146         GetPlayerSoundSampleField_notFound = 1;
1147         return playersound_taunt;
1148 }
1149
1150 .string GetPlayerSoundSampleField(string type)
1151 {
1152         GetPlayerSoundSampleField_notFound = 0;
1153         GetPlayerSoundSampleField_fixed = 0;
1154         switch(type)
1155         {
1156 #define _VOICEMSG(m) case #m: return playersound_##m;
1157                 ALLPLAYERSOUNDS
1158 #undef _VOICEMSG
1159         }
1160         GetPlayerSoundSampleField_notFound = 1;
1161         return playersound_taunt;
1162 }
1163
1164 void PrecacheGlobalSound(string samplestring)
1165 {
1166         float n, i;
1167         tokenize_console(samplestring);
1168         n = stof(argv(1));
1169         if(n > 0)
1170         {
1171                 for(i = 1; i <= n; ++i)
1172                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1173         }
1174         else
1175         {
1176                 precache_sound(strcat(argv(0), ".wav"));
1177         }
1178 }
1179
1180 void PrecachePlayerSounds(string f)
1181 {
1182         float fh;
1183         string s;
1184         fh = fopen(f, FILE_READ);
1185         if(fh < 0)
1186                 return;
1187         while((s = fgets(fh)))
1188         {
1189                 if(tokenize_console(s) != 3)
1190                 {
1191                         dprint("Invalid sound info line: ", s, "\n");
1192                         continue;
1193                 }
1194                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1195         }
1196         fclose(fh);
1197
1198         if not(allvoicesamples)
1199         {
1200 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1201                 ALLVOICEMSGS
1202 #undef _VOICEMSG
1203                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1204         }
1205 }
1206
1207 void ClearPlayerSounds()
1208 {
1209 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1210         ALLPLAYERSOUNDS
1211         ALLVOICEMSGS
1212 #undef _VOICEMSG
1213 }
1214
1215 void LoadPlayerSounds(string f, float first)
1216 {
1217         float fh;
1218         string s;
1219         var .string field;
1220         fh = fopen(f, FILE_READ);
1221         if(fh < 0)
1222         {
1223                 dprint("Player sound file not found: ", f, "\n");
1224                 return;
1225         }
1226         while((s = fgets(fh)))
1227         {
1228                 if(tokenize_console(s) != 3)
1229                         continue;
1230                 field = GetPlayerSoundSampleField(argv(0));
1231                 if(GetPlayerSoundSampleField_notFound)
1232                         field = GetVoiceMessageSampleField(argv(0));
1233                 if(GetPlayerSoundSampleField_notFound)
1234                         continue;
1235                 if(GetPlayerSoundSampleField_fixed)
1236                         if not(first)
1237                                 continue;
1238                 if(self.field)
1239                         strunzone(self.field);
1240                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1241         }
1242         fclose(fh);
1243 }
1244
1245 .float modelindex_for_playersound;
1246 .float skinindex_for_playersound;
1247 void UpdatePlayerSounds()
1248 {
1249         if(self.modelindex == self.modelindex_for_playersound)
1250         if(self.skinindex == self.skinindex_for_playersound)
1251                 return;
1252         self.modelindex_for_playersound = self.modelindex;
1253         self.skinindex_for_playersound = self.skinindex;
1254         ClearPlayerSounds();
1255         LoadPlayerSounds("sound/player/default.sounds", 1);
1256         LoadPlayerSounds(get_model_datafilename(self.playermodel, self.skinindex, "sounds"), 0);
1257 }
1258
1259 void FakeGlobalSound(string sample, float chan, float voicetype)
1260 {
1261         float n;
1262         float tauntrand;
1263
1264         if(sample == "")
1265                 return;
1266
1267         tokenize_console(sample);
1268         n = stof(argv(1));
1269         if(n > 0)
1270                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1271         else
1272                 sample = strcat(argv(0), ".wav"); // randomization
1273
1274         switch(voicetype)
1275         {
1276                 case VOICETYPE_LASTATTACKER_ONLY:
1277                         break;
1278                 case VOICETYPE_LASTATTACKER:
1279                         if(self.pusher)
1280                         {
1281                                 msg_entity = self;
1282                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1283                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1284                         }
1285                         break;
1286                 case VOICETYPE_TEAMRADIO:
1287                         msg_entity = self;
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                         break;
1293                 case VOICETYPE_AUTOTAUNT:
1294                         if(!sv_autotaunt)
1295                                 break;
1296                         if(!sv_taunt)
1297                                 break;
1298                         if(sv_gentle)
1299                                 break;
1300                         tauntrand = random();
1301                         msg_entity = self;
1302                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1303                         {
1304                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1305                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1306                                 else
1307                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1308                         }
1309                         break;
1310                 case VOICETYPE_TAUNT:
1311                         if(self.classname == "player")
1312                                 if(self.deadflag == DEAD_NO)
1313                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1314                         if(!sv_taunt)
1315                                 break;
1316                         if(sv_gentle)
1317                                 break;
1318                         msg_entity = self;
1319                         if (msg_entity.cvar_cl_voice_directional >= 1)
1320                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1321                         else
1322                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1323                         break;
1324                 case VOICETYPE_PLAYERSOUND:
1325                         msg_entity = self;
1326                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1327                         break;
1328                 default:
1329                         backtrace("Invalid voice type!");
1330                         break;
1331         }
1332 }
1333
1334 void GlobalSound(string sample, float chan, float voicetype)
1335 {
1336         float n;
1337         float tauntrand;
1338
1339         if(sample == "")
1340                 return;
1341
1342         tokenize_console(sample);
1343         n = stof(argv(1));
1344         if(n > 0)
1345                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1346         else
1347                 sample = strcat(argv(0), ".wav"); // randomization
1348
1349         switch(voicetype)
1350         {
1351                 case VOICETYPE_LASTATTACKER_ONLY:
1352                         if(self.pusher)
1353                         {
1354                                 msg_entity = self.pusher;
1355                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1356                                 {
1357                                         if(msg_entity.cvar_cl_voice_directional == 1)
1358                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1359                                         else
1360                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1361                                 }
1362                         }
1363                         break;
1364                 case VOICETYPE_LASTATTACKER:
1365                         if(self.pusher)
1366                         {
1367                                 msg_entity = self.pusher;
1368                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1369                                 {
1370                                         if(msg_entity.cvar_cl_voice_directional == 1)
1371                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1372                                         else
1373                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1374                                 }
1375                                 msg_entity = self;
1376                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1377                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1378                         }
1379                         break;
1380                 case VOICETYPE_TEAMRADIO:
1381                         FOR_EACH_REALCLIENT(msg_entity)
1382                                 if(!teams_matter || msg_entity.team == self.team)
1383                                 {
1384                                         if(msg_entity.cvar_cl_voice_directional == 1)
1385                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1386                                         else
1387                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1388                                 }
1389                         break;
1390                 case VOICETYPE_AUTOTAUNT:
1391                         if(!sv_autotaunt)
1392                                 break;
1393                         if(!sv_taunt)
1394                                 break;
1395                         if(sv_gentle)
1396                                 break;
1397                         tauntrand = random();
1398                         FOR_EACH_REALCLIENT(msg_entity)
1399                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1400                                 {
1401                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1402                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1403                                         else
1404                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1405                                 }
1406                         break;
1407                 case VOICETYPE_TAUNT:
1408                         if(self.classname == "player")
1409                                 if(self.deadflag == DEAD_NO)
1410                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1411                         if(!sv_taunt)
1412                                 break;
1413                         if(sv_gentle)
1414                                 break;
1415                         FOR_EACH_REALCLIENT(msg_entity)
1416                         {
1417                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1418                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1419                                 else
1420                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1421                         }
1422                         break;
1423                 case VOICETYPE_PLAYERSOUND:
1424                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1425                         break;
1426                 default:
1427                         backtrace("Invalid voice type!");
1428                         break;
1429         }
1430 }
1431
1432 void PlayerSound(.string samplefield, float chan, float voicetype)
1433 {
1434         GlobalSound(self.samplefield, chan, voicetype);
1435 }
1436
1437 void VoiceMessage(string type, string msg)
1438 {
1439         var .string sample;
1440         float voicetype, ownteam;
1441         float flood;
1442         sample = GetVoiceMessageSampleField(type);
1443
1444         if(GetPlayerSoundSampleField_notFound)
1445         {
1446                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1447                 return;
1448         }
1449
1450         voicetype = GetVoiceMessageVoiceType(type);
1451         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1452
1453         flood = Say(self, ownteam, world, msg, 1);
1454
1455         if (flood > 0)
1456                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1457         else if (flood < 0)
1458                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1459 }
1460
1461 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1462 {
1463 //      show_message
1464 //      0 (00) automove centerprint, admin message
1465 //      1 (01) automove centerprint, no admin message
1466 //      2 (10) no centerprint, admin message
1467 //      3 (11) no centerprint, no admin message
1468
1469         float lockteams_backup;
1470
1471         lockteams_backup = lockteams;  // backup any team lock
1472
1473         lockteams = 0;  // disable locked teams
1474
1475         TeamchangeFrags(client);  // move the players frags
1476         SetPlayerColors(client, team_colour - 1);  // set the players colour
1477         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1478
1479         lockteams = lockteams_backup;  // restore the team lock
1480
1481         LogTeamchange(client.playerid, client.team, type);
1482
1483         if not(show_message & 1) // admin message
1484                 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
1485
1486         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1487 }