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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
151         self.enemy = oldself;
152         self.lip = oldself.lip;
153         self.colormap = oldself.colormap;
154         self.iscreature = oldself.iscreature;
155         self.teleportable = oldself.teleportable;
156         self.damagedbycontents = oldself.damagedbycontents;
157         self.angles = oldself.angles;
158         self.avelocity = oldself.avelocity;
159         self.classname = "body";
160         self.damageforcescale = oldself.damageforcescale;
161         self.effects = oldself.effects;
162         self.glowmod = oldself.glowmod;
163         self.event_damage = oldself.event_damage;
164         self.anim_state = oldself.anim_state;
165         self.anim_time = oldself.anim_time;
166         self.anim_lower_action = oldself.anim_lower_action;
167         self.anim_lower_time = oldself.anim_lower_time;
168         self.anim_upper_action = oldself.anim_upper_action;
169         self.anim_upper_time = oldself.anim_upper_time;
170         self.anim_implicit_state = oldself.anim_implicit_state;
171         self.anim_implicit_time = oldself.anim_implicit_time;
172         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
173         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
174         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
175         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
176         self.dphitcontentsmask = oldself.dphitcontentsmask;
177         self.death_time = oldself.death_time;
178         self.pain_finished = oldself.pain_finished;
179         self.health = oldself.health;
180         self.armorvalue = oldself.armorvalue;
181         self.armortype = oldself.armortype;
182         self.model = oldself.model;
183         self.modelindex = oldself.modelindex;
184         self.skin = oldself.skin;
185         self.species = oldself.species;
186         self.movetype = oldself.movetype;
187         self.solid = oldself.solid;
188         self.ballistics_density = oldself.ballistics_density;
189         self.takedamage = oldself.takedamage;
190         self.customizeentityforclient = oldself.customizeentityforclient;
191         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
192         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
193         if (keepvelocity == 1)
194                 self.velocity = oldself.velocity;
195         self.oldvelocity = self.velocity;
196         self.alpha = oldself.alpha;
197         self.fade_time = oldself.fade_time;
198         self.fade_rate = oldself.fade_rate;
199         //self.weapon = oldself.weapon;
200         setorigin(self, oldself.origin);
201         setsize(self, oldself.mins, oldself.maxs);
202         self.prevorigin = oldself.origin;
203         self.reset = SUB_Remove;
204
205         Drag_MoveDrag(oldself, self);
206
207         if(self.colormap <= maxclients && self.colormap > 0)
208                 self.colormap = 1024 + oldself.clientcolors;
209
210         CSQCMODEL_AUTOINIT();
211         self.CopyBody_nextthink = oldself.nextthink;
212         self.CopyBody_think = oldself.think;
213         self.nextthink = time;
214         self.think = CopyBody_Think;
215         // "bake" the current animation frame for clones (they don't get clientside animation)
216         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
217
218         self = oldself;
219 }
220
221 float player_getspecies()
222 {
223         float s;
224         get_model_parameters(self.model, self.skin);
225         s = get_model_parameters_species;
226         get_model_parameters(string_null, 0);
227         if(s < 0)
228                 return SPECIES_HUMAN;
229         return s;
230 }
231
232 void player_setupanimsformodel()
233 {
234         // load animation info
235         animdecide_init(self);
236         animdecide_setstate(self, 0, FALSE);
237 }
238
239 void player_anim (void)
240 {
241         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
242         if(self.deadflag && !deadbits)
243                 if(random() < 0.5)
244                         deadbits = ANIMSTATE_DEAD1;
245                 else
246                         deadbits = ANIMSTATE_DEAD2;
247         float animbits = deadbits;
248         if(self.freezetag_frozen)
249                 animbits |= ANIMSTATE_FROZEN;
250         if(self.crouch)
251                 animbits |= ANIMSTATE_DUCK;
252         animdecide_setstate(self, animbits, FALSE);
253         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
254
255         if (self.weaponentity)
256         {
257                 updateanim(self.weaponentity);
258                 if (!self.weaponentity.animstate_override)
259                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
260         }
261 }
262
263 void SpawnThrownWeapon (vector org, float w)
264 {
265         if(g_minstagib)
266         if(self.ammo_cells <= 0)
267                 return;
268
269         if(g_pinata)
270         {
271                 float j;
272                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
273                 {
274                         if(WEPSET_CONTAINS_EW(self, j))
275                                 if(W_IsWeaponThrowable(j))
276                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
277                 }
278         }
279         else
280         {
281                 if(W_IsWeaponThrowable(self.weapon))
282                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
283         }
284 }
285
286 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
287 {
288         float take, save;
289         vector v;
290         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
291
292         // damage resistance (ignore most of the damage from a bullet or similar)
293         damage = max(damage - 5, 1);
294
295         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
296         take = v_x;
297         save = v_y;
298
299         if(sound_allowed(MSG_BROADCAST, attacker))
300         {
301                 if (save > 10)
302                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
303                 else if (take > 30)
304                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
305                 else if (take > 10)
306                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
307         }
308
309         if (take > 50)
310                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
311         if (take > 100)
312                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
313
314         if (!(self.flags & FL_GODMODE))
315         {
316                 self.armorvalue = self.armorvalue - save;
317                 self.health = self.health - take;
318                 // pause regeneration for 5 seconds
319                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
320         }
321         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
322         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
323         self.dmg_inflictor = inflictor;
324
325         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
326         {
327                 // don't use any animations as a gib
328                 self.frame = 0;
329                 // view just above the floor
330                 self.view_ofs = '0 0 4';
331
332                 Violence_GibSplash(self, 1, 1, attacker);
333                 self.alpha = -1;
334                 self.solid = SOLID_NOT; // restore later
335                 self.takedamage = DAMAGE_NO; // restore later
336                 self.damagedbycontents = FALSE;
337         }
338 }
339
340 void ClientKill_Now_TeamChange();
341
342 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
343 {
344         float take, save, waves, sdelay, dh, da, j;
345         vector v;
346         float valid_damage_for_weaponstats;
347         float excess;
348
349         dh = max(self.health, 0);
350         da = max(self.armorvalue, 0);
351
352         if(!DEATH_ISSPECIAL(deathtype))
353         {
354                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
355                 if(self != attacker)
356                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
357         }
358
359         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
360         {
361                 // tuba causes blood to come out of the ears
362                 vector ear1, ear2;
363                 vector d;
364                 float f;
365                 ear1 = self.origin;
366                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
367                 ear2 = ear1;
368                 makevectors(self.angles);
369                 ear1 += v_right * -10;
370                 ear2 += v_right * +10;
371                 d = inflictor.origin - self.origin;
372                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
373                 force = v_right * vlen(force);
374                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
375                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
376                 if(f > 0)
377                 {
378                         hitloc = ear1;
379                         force = force * -1;
380                 }
381                 else
382                 {
383                         hitloc = ear2;
384                         // force is already good
385                 }
386         }
387         else
388                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
389
390         if (!g_minstagib)
391         {
392                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
393                 take = v_x;
394                 save = v_y;
395         }
396         else
397         {
398                 save = 0;
399                 take = damage;
400         }
401
402         if(attacker == self)
403         {
404                 // don't reset pushltime for self damage as it may be an attempt to
405                 // escape a lava pit or similar
406                 //self.pushltime = 0;
407                 self.istypefrag = 0;
408         }
409         else if(attacker.classname == "player")
410         {
411                 self.pusher = attacker;
412                 self.pushltime = time + autocvar_g_maxpushtime;
413                 self.istypefrag = self.BUTTON_CHAT;
414         }
415         else if(time < self.pushltime)
416         {
417                 attacker = self.pusher;
418                 self.pushltime = max(self.pushltime, time + 0.6);
419         }
420         else
421         {
422                 self.pushltime = 0;
423                 self.istypefrag = 0;
424         }
425
426         frag_inflictor = inflictor;
427         frag_attacker = attacker;
428         frag_target = self;
429         damage_take = take;
430         damage_save = save;
431         damage_force = force;
432         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
433         take = bound(0, damage_take, self.health);
434         save = bound(0, damage_save, self.armorvalue);
435         excess = max(0, damage - take - save);
436
437         if(sound_allowed(MSG_BROADCAST, attacker))
438         {
439                 if (save > 10)
440                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
441                 else if (take > 30)
442                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
443                 else if (take > 10)
444                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
445         }
446
447         if (take > 50)
448                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
449         if (take > 100)
450                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
451
452         if (time >= self.spawnshieldtime)
453         {
454                 if (!(self.flags & FL_GODMODE))
455                 {
456                         self.armorvalue = self.armorvalue - save;
457                         self.health = self.health - take;
458                         // pause regeneration for 5 seconds
459                         if(take)
460                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
461
462                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
463                         {
464                                 self.pain_finished = time + 0.5;        //Supajoe
465
466                                 if(autocvar_sv_gentle < 1) {
467                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
468                                         {
469                                                 if (!self.animstate_override)
470                                                 {
471                                                         if (random() > 0.5)
472                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
473                                                         else
474                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
475                                                 }
476                                         }
477
478                                         if(sound_allowed(MSG_BROADCAST, attacker))
479                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
480                                         if(self.health > 1)
481                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
482                                         {
483                                                 if(deathtype == DEATH_FALL)
484                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
485                                                 else if(self.health > 75) // TODO make a "gentle" version?
486                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
487                                                 else if(self.health > 50)
488                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
489                                                 else if(self.health > 25)
490                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
491                                                 else
492                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
493                                         }
494                                 }
495
496                                 // throw off bot aim temporarily
497                                 float shake;
498                                 shake = damage * 5 / (bound(0,skill,100) + 1);
499                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
500                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
501                         }
502                 }
503                 else
504                         self.max_armorvalue += (save + take);
505         }
506         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
507         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
508         self.dmg_inflictor = inflictor;
509
510         if(g_ca && self != attacker && attacker.classname == "player")
511                 PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
512
513         float abot, vbot, awep;
514         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
515         vbot = (clienttype(self) == CLIENTTYPE_BOT);
516
517         valid_damage_for_weaponstats = 0;
518         awep = 0;
519
520         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
521         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
522         if(attacker && self != attacker)
523         if(IsDifferentTeam(self, attacker))
524         {
525                 if(DEATH_ISSPECIAL(deathtype))
526                         awep = attacker.weapon;
527                 else
528                         awep = DEATH_WEAPONOF(deathtype);
529                 valid_damage_for_weaponstats = 1;
530         }
531
532         if(valid_damage_for_weaponstats)
533         {
534                 dh = dh - max(self.health, 0);
535                 da = da - max(self.armorvalue, 0);
536                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
537         }
538
539         if (self.health < 1)
540         {
541                 float defer_ClientKill_Now_TeamChange;
542                 defer_ClientKill_Now_TeamChange = FALSE;
543
544                 if(self.alivetime)
545                 {
546                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
547                         self.alivetime = 0;
548                 }
549
550                 if(valid_damage_for_weaponstats)
551                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
552
553                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
554                 if(sound_allowed(MSG_BROADCAST, attacker))
555                 {
556                         if(deathtype == DEATH_DROWN)
557                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
558                         else
559                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
560                 }
561
562                 // get rid of kill indicator
563                 if(self.killindicator)
564                 {
565                         remove(self.killindicator);
566                         self.killindicator = world;
567                         if(self.killindicator_teamchange)
568                                 defer_ClientKill_Now_TeamChange = TRUE;
569
570                         if(self.classname == "body")
571                         if(deathtype == DEATH_KILL)
572                         {
573                                 // for the lemmings fans, a small harmless explosion
574                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
575                         }
576                 }
577
578                 // print an obituary message
579                 Obituary (attacker, inflictor, self, deathtype);
580                 race_PreDie();
581
582         // increment frag counter for used weapon type
583         float w;
584         w = DEATH_WEAPONOF(deathtype);
585         if(WEP_VALID(w))
586         if(accuracy_isgooddamage(attacker, self))
587         attacker.accuracy.(accuracy_frags[w-1]) += 1;
588
589                 frag_attacker = attacker;
590                 frag_inflictor = inflictor;
591                 frag_target = self;
592                 frag_deathtype = deathtype;
593                 MUTATOR_CALLHOOK(PlayerDies);
594
595                 weapon_action(self.weapon, WR_PLAYERDEATH);
596
597                 RemoveGrapplingHook(self);
598
599                 Portal_ClearAllLater(self);
600
601                 if(clienttype(self) == CLIENTTYPE_REAL)
602                 {
603                         self.fixangle = TRUE;
604                         //msg_entity = self;
605                         //WriteByte (MSG_ONE, SVC_SETANGLE);
606                         //WriteAngle (MSG_ONE, self.v_angle_x);
607                         //WriteAngle (MSG_ONE, self.v_angle_y);
608                         //WriteAngle (MSG_ONE, 80);
609                 }
610
611                 if(defer_ClientKill_Now_TeamChange)
612                         ClientKill_Now_TeamChange(); // can turn player into spectator
613
614                 // player could have been miraculously resuscitated ;)
615                 // e.g. players in freezetag get frozen, they don't really die
616                 if(self.health >= 1 || self.classname != "player")
617                         return;
618
619                 // when we get here, player actually dies
620
621                 // clear waypoints
622                 WaypointSprite_PlayerDead();
623                 // throw a weapon
624                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
625
626                 // become fully visible
627                 self.alpha = default_player_alpha;
628                 // make the corpse upright (not tilted)
629                 self.angles_x = 0;
630                 self.angles_z = 0;
631                 // don't spin
632                 self.avelocity = '0 0 0';
633                 // view from the floor
634                 self.view_ofs = '0 0 -8';
635                 // toss the corpse
636                 self.movetype = MOVETYPE_TOSS;
637                 // shootable corpse
638                 self.solid = SOLID_CORPSE;
639                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
640                 // don't stick to the floor
641                 self.flags &~= FL_ONGROUND;
642                 // dying animation
643                 self.deadflag = DEAD_DYING;
644                 // when to allow respawn
645                 sdelay = 0;
646                 waves = 0;
647                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
648                 if(!sdelay)
649                 {
650                         if(g_cts)
651                                 sdelay = 0; // no respawn delay in CTS
652                         else
653                                 sdelay = autocvar_g_respawn_delay;
654                 }
655                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
656                 if(!waves)
657                         waves = autocvar_g_respawn_waves;
658                 if(waves)
659                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
660                 else
661                         self.respawn_time = time + sdelay;
662                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
663                         self.respawn_countdown = 10; // first number to count down from is 10
664                 else
665                         self.respawn_countdown = -1; // do not count down
666
667                 if(g_lms || g_cts || autocvar_g_forced_respawn)
668                         self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
669
670                 self.death_time = time;
671                 if (random() < 0.5)
672                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
673                 else
674                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
675                 if (self.maxs_z > 5)
676                 {
677                         self.maxs_z = 5;
678                         setsize(self, self.mins, self.maxs);
679                 }
680                 // set damage function to corpse damage
681                 self.event_damage = PlayerCorpseDamage;
682                 // call the corpse damage function just in case it wants to gib
683                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
684                 // set up to fade out later
685                 SUB_SetFade (self, time + 6 + random (), 1);
686
687                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
688                         // remove corpse
689                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
690                 }
691
692                 // reset fields the weapons may use just in case
693                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
694                 {
695                         weapon_action(j, WR_RESETPLAYER);
696                         ATTACK_FINISHED_FOR(self, j) = 0;
697                 }
698         }
699 }
700
701 .float muted; // to be used by prvm_edictset server playernumber muted 1
702 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
703 // message "": do not say, just test flood control
704 // return value:
705 //   1 = accept
706 //   0 = reject
707 //  -1 = fake accept
708 {
709         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
710         float flood;
711         var .float flood_field;
712         entity head;
713         float ret;
714         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
715
716         if(!teamsay && !privatesay)
717                 if(substring(msgin, 0, 1) == " ")
718                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
719
720         msgin = formatmessage(msgin);
721
722         if(source.classname != "player")
723                 colorstr = "^0"; // black for spectators
724         else if(teamplay)
725                 colorstr = Team_ColorCode(source.team);
726         else
727         {
728                 colorstr = "";
729                 teamsay = FALSE;
730         }
731
732         if(intermission_running)
733                 teamsay = FALSE;
734
735         if(msgin != "")
736                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
737
738         /*
739          * using bprint solves this... me stupid
740         // how can we prevent the message from appearing in a listen server?
741         // for now, just give "say" back and only handle say_team
742         if(!teamsay)
743         {
744                 clientcommand(self, strcat("say ", msgin));
745                 return;
746         }
747         */
748
749         if(autocvar_g_chat_teamcolors)
750                 namestr = playername(source);
751         else
752                 namestr = source.netname;
753
754         if(msgin != "")
755         {
756                 if(privatesay)
757                 {
758                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
759                         privatemsgprefixlen = strlen(msgstr);
760                         msgstr = strcat(msgstr, msgin);
761                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
762                         if(autocvar_g_chat_teamcolors)
763                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
764                         else
765                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
766                 }
767                 else if(teamsay)
768                 {
769                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
770                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
771                 }
772                 else
773                 {
774                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
775                         cmsgstr = "";
776                 }
777                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
778         }
779         else
780         {
781                 msgstr = cmsgstr = "";
782         }
783
784         fullmsgstr = msgstr;
785         fullcmsgstr = cmsgstr;
786
787         // FLOOD CONTROL
788         flood = 0;
789         flood_field = floodcontrol_chat;
790         if(floodcontrol)
791         {
792                 float flood_spl;
793                 float flood_burst;
794                 float flood_lmax;
795                 float lines;
796                 if(privatesay)
797                 {
798                         flood_spl = autocvar_g_chat_flood_spl_tell;
799                         flood_burst = autocvar_g_chat_flood_burst_tell;
800                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
801                         flood_field = floodcontrol_chattell;
802                 }
803                 else if(teamsay)
804                 {
805                         flood_spl = autocvar_g_chat_flood_spl_team;
806                         flood_burst = autocvar_g_chat_flood_burst_team;
807                         flood_lmax = autocvar_g_chat_flood_lmax_team;
808                         flood_field = floodcontrol_chatteam;
809                 }
810                 else
811                 {
812                         flood_spl = autocvar_g_chat_flood_spl;
813                         flood_burst = autocvar_g_chat_flood_burst;
814                         flood_lmax = autocvar_g_chat_flood_lmax;
815                         flood_field = floodcontrol_chat;
816                 }
817                 flood_burst = max(0, flood_burst - 1);
818                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
819
820                 // do flood control for the default line size
821                 if(msgstr != "")
822                 {
823                         getWrappedLine_remaining = msgstr;
824                         msgstr = "";
825                         lines = 0;
826                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
827                         {
828                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
829                                 ++lines;
830                         }
831                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
832
833                         if(getWrappedLine_remaining != "")
834                         {
835                                 msgstr = strcat(msgstr, "\n");
836                                 flood = 2;
837                         }
838
839                         if(time >= source.flood_field)
840                         {
841                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
842                         }
843                         else
844                         {
845                                 flood = 1;
846                                 msgstr = fullmsgstr;
847                         }
848                 }
849                 else
850                 {
851                         if(time >= source.flood_field)
852                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
853                         else
854                                 flood = 1;
855                 }
856
857                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
858                         source.flood_field = flood = 0;
859         }
860
861         if(flood == 2) // cannot happen for empty msgstr
862         {
863                 if(autocvar_g_chat_flood_notify_flooder)
864                 {
865                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
866                         sourcecmsgstr = "";
867                 }
868                 else
869                 {
870                         sourcemsgstr = fullmsgstr;
871                         sourcecmsgstr = fullcmsgstr;
872                 }
873                 cmsgstr = "";
874         }
875         else
876         {
877                 sourcemsgstr = msgstr;
878                 sourcecmsgstr = cmsgstr;
879         }
880
881         if(!privatesay)
882         if(source.classname != "player")
883         {
884                 if not(intermission_running)
885                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
886                                 teamsay = -1; // spectators
887         }
888
889         if(flood)
890                 print("NOTE: ", playername(source), "^7 is flooding.\n");
891
892         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
893         if(privatesay)
894                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
895
896         if(source.muted)
897         {
898                 // always fake the message
899                 ret = -1;
900         }
901         else if(flood == 1)
902         {
903                 if(autocvar_g_chat_flood_notify_flooder)
904                 {
905                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
906                         ret = 0;
907                 }
908                 else
909                         ret = -1;
910         }
911         else
912         {
913                 ret = 1;
914         }
915
916         if(sourcemsgstr != "" && ret != 0)
917         {
918                 if(ret < 0) // faked message, because the player is muted
919                 {
920                         sprint(source, sourcemsgstr);
921                         if(sourcecmsgstr != "" && !privatesay)
922                                 centerprint(source, sourcecmsgstr);
923                 }
924                 else if(privatesay) // private message, between 2 people only
925                 {
926                         sprint(source, sourcemsgstr);
927                         sprint(privatesay, msgstr);
928                         if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
929                         if(cmsgstr != "")
930                                 centerprint(privatesay, cmsgstr);
931                 }
932                 else if(teamsay > 0) // team message, only sent to team mates
933                 {
934                         sprint(source, sourcemsgstr);
935                         dedicated_print(msgstr); // send to server console too
936                         if(sourcecmsgstr != "")
937                                 centerprint(source, sourcecmsgstr);
938                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
939                                 if(head != source)
940                                 {
941                                         sprint(head, msgstr);
942                                         if(cmsgstr != "")
943                                                 centerprint(head, cmsgstr);
944                                 }
945                 }
946                 else if(teamsay < 0) // spectator message, only sent to spectators
947                 {
948                         sprint(source, sourcemsgstr);
949                         dedicated_print(msgstr); // send to server console too
950                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
951                                 if(head != source)
952                                         sprint(head, msgstr);
953                 }
954                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
955                 {
956                         sprint(source, sourcemsgstr);
957                         dedicated_print(msgstr); // send to server console too
958                         FOR_EACH_REALCLIENT(head)
959                                 if(head != source)
960                                         sprint(head, msgstr);
961                 }
962                 else
963                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
964         }
965
966         return ret;
967 }
968
969 float GetVoiceMessageVoiceType(string type)
970 {
971         if(type == "taunt")
972                 return VOICETYPE_TAUNT;
973         if(type == "teamshoot")
974                 return VOICETYPE_LASTATTACKER;
975         return VOICETYPE_TEAMRADIO;
976 }
977
978 string allvoicesamples;
979 .string GetVoiceMessageSampleField(string type)
980 {
981         GetPlayerSoundSampleField_notFound = 0;
982         switch(type)
983         {
984 #define _VOICEMSG(m) case #m: return playersound_##m;
985                 ALLVOICEMSGS
986 #undef _VOICEMSG
987         }
988         GetPlayerSoundSampleField_notFound = 1;
989         return playersound_taunt;
990 }
991
992 .string GetPlayerSoundSampleField(string type)
993 {
994         GetPlayerSoundSampleField_notFound = 0;
995         switch(type)
996         {
997 #define _VOICEMSG(m) case #m: return playersound_##m;
998                 ALLPLAYERSOUNDS
999 #undef _VOICEMSG
1000         }
1001         GetPlayerSoundSampleField_notFound = 1;
1002         return playersound_taunt;
1003 }
1004
1005 void PrecacheGlobalSound(string samplestring)
1006 {
1007         float n, i;
1008         tokenize_console(samplestring);
1009         n = stof(argv(1));
1010         if(n > 0)
1011         {
1012                 for(i = 1; i <= n; ++i)
1013                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1014         }
1015         else
1016         {
1017                 precache_sound(strcat(argv(0), ".wav"));
1018         }
1019 }
1020
1021 void PrecachePlayerSounds(string f)
1022 {
1023         float fh;
1024         string s;
1025         fh = fopen(f, FILE_READ);
1026         if(fh < 0)
1027                 return;
1028         while((s = fgets(fh)))
1029         {
1030                 if(tokenize_console(s) != 3)
1031                 {
1032                         dprint("Invalid sound info line: ", s, "\n");
1033                         continue;
1034                 }
1035                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1036         }
1037         fclose(fh);
1038
1039         if not(allvoicesamples)
1040         {
1041 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1042                 ALLVOICEMSGS
1043 #undef _VOICEMSG
1044                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1045         }
1046 }
1047
1048 void ClearPlayerSounds()
1049 {
1050 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1051         ALLPLAYERSOUNDS
1052         ALLVOICEMSGS
1053 #undef _VOICEMSG
1054 }
1055
1056 float LoadPlayerSounds(string f, float first)
1057 {
1058         float fh;
1059         string s;
1060         var .string field;
1061         fh = fopen(f, FILE_READ);
1062         if(fh < 0)
1063         {
1064                 dprint("Player sound file not found: ", f, "\n");
1065                 return 0;
1066         }
1067         while((s = fgets(fh)))
1068         {
1069                 if(tokenize_console(s) != 3)
1070                         continue;
1071                 field = GetPlayerSoundSampleField(argv(0));
1072                 if(GetPlayerSoundSampleField_notFound)
1073                         field = GetVoiceMessageSampleField(argv(0));
1074                 if(GetPlayerSoundSampleField_notFound)
1075                         continue;
1076                 if(self.field)
1077                         strunzone(self.field);
1078                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1079         }
1080         fclose(fh);
1081         return 1;
1082 }
1083
1084 .float modelindex_for_playersound;
1085 .float skin_for_playersound;
1086 void UpdatePlayerSounds()
1087 {
1088         if(self.modelindex == self.modelindex_for_playersound)
1089         if(self.skin == self.skin_for_playersound)
1090                 return;
1091         self.modelindex_for_playersound = self.modelindex;
1092         self.skin_for_playersound = self.skin;
1093         ClearPlayerSounds();
1094         LoadPlayerSounds("sound/player/default.sounds", 1);
1095         if(!autocvar_g_debug_defaultsounds)
1096                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1097                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1098 }
1099
1100 void FakeGlobalSound(string sample, float chan, float voicetype)
1101 {
1102         float n;
1103         float tauntrand;
1104
1105         if(sample == "")
1106                 return;
1107
1108         tokenize_console(sample);
1109         n = stof(argv(1));
1110         if(n > 0)
1111                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1112         else
1113                 sample = strcat(argv(0), ".wav"); // randomization
1114
1115         switch(voicetype)
1116         {
1117                 case VOICETYPE_LASTATTACKER_ONLY:
1118                         break;
1119                 case VOICETYPE_LASTATTACKER:
1120                         if(self.pusher)
1121                         {
1122                                 msg_entity = self;
1123                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1124                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1125                         }
1126                         break;
1127                 case VOICETYPE_TEAMRADIO:
1128                         msg_entity = self;
1129                         if(msg_entity.cvar_cl_voice_directional == 1)
1130                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1131                         else
1132                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1133                         break;
1134                 case VOICETYPE_AUTOTAUNT:
1135                         if(!sv_autotaunt)
1136                                 break;
1137                         if(!sv_taunt)
1138                                 break;
1139                         if(autocvar_sv_gentle)
1140                                 break;
1141                         tauntrand = random();
1142                         msg_entity = self;
1143                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1144                         {
1145                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1146                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1147                                 else
1148                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1149                         }
1150                         break;
1151                 case VOICETYPE_TAUNT:
1152                         if(self.classname == "player")
1153                                 if(self.deadflag == DEAD_NO)
1154                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1155                         if(!sv_taunt)
1156                                 break;
1157                         if(autocvar_sv_gentle)
1158                                 break;
1159                         msg_entity = self;
1160                         if (msg_entity.cvar_cl_voice_directional >= 1)
1161                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1162                         else
1163                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1164                         break;
1165                 case VOICETYPE_PLAYERSOUND:
1166                         msg_entity = self;
1167                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1168                         break;
1169                 default:
1170                         backtrace("Invalid voice type!");
1171                         break;
1172         }
1173 }
1174
1175 void GlobalSound(string sample, float chan, float voicetype)
1176 {
1177         float n;
1178         float tauntrand;
1179
1180         if(sample == "")
1181                 return;
1182
1183         tokenize_console(sample);
1184         n = stof(argv(1));
1185         if(n > 0)
1186                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1187         else
1188                 sample = strcat(argv(0), ".wav"); // randomization
1189
1190         switch(voicetype)
1191         {
1192                 case VOICETYPE_LASTATTACKER_ONLY:
1193                         if(self.pusher)
1194                         {
1195                                 msg_entity = self.pusher;
1196                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1197                                 {
1198                                         if(msg_entity.cvar_cl_voice_directional == 1)
1199                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1200                                         else
1201                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1202                                 }
1203                         }
1204                         break;
1205                 case VOICETYPE_LASTATTACKER:
1206                         if(self.pusher)
1207                         {
1208                                 msg_entity = self.pusher;
1209                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1210                                 {
1211                                         if(msg_entity.cvar_cl_voice_directional == 1)
1212                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1213                                         else
1214                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1215                                 }
1216                                 msg_entity = self;
1217                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1218                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1219                         }
1220                         break;
1221                 case VOICETYPE_TEAMRADIO:
1222                         FOR_EACH_REALCLIENT(msg_entity)
1223                                 if(!teamplay || msg_entity.team == self.team)
1224                                 {
1225                                         if(msg_entity.cvar_cl_voice_directional == 1)
1226                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1227                                         else
1228                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1229                                 }
1230                         break;
1231                 case VOICETYPE_AUTOTAUNT:
1232                         if(!sv_autotaunt)
1233                                 break;
1234                         if(!sv_taunt)
1235                                 break;
1236                         if(autocvar_sv_gentle)
1237                                 break;
1238                         tauntrand = random();
1239                         FOR_EACH_REALCLIENT(msg_entity)
1240                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1241                                 {
1242                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1243                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1244                                         else
1245                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1246                                 }
1247                         break;
1248                 case VOICETYPE_TAUNT:
1249                         if(self.classname == "player")
1250                                 if(self.deadflag == DEAD_NO)
1251                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1252                         if(!sv_taunt)
1253                                 break;
1254                         if(autocvar_sv_gentle)
1255                                 break;
1256                         FOR_EACH_REALCLIENT(msg_entity)
1257                         {
1258                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1259                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1260                                 else
1261                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1262                         }
1263                         break;
1264                 case VOICETYPE_PLAYERSOUND:
1265                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1266                         break;
1267                 default:
1268                         backtrace("Invalid voice type!");
1269                         break;
1270         }
1271 }
1272
1273 void PlayerSound(.string samplefield, float chan, float voicetype)
1274 {
1275         GlobalSound(self.samplefield, chan, voicetype);
1276 }
1277
1278 void VoiceMessage(string type, string msg)
1279 {
1280         var .string sample;
1281         float voicetype, ownteam;
1282         float flood;
1283         sample = GetVoiceMessageSampleField(type);
1284
1285         if(GetPlayerSoundSampleField_notFound)
1286         {
1287                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1288                 return;
1289         }
1290
1291         voicetype = GetVoiceMessageVoiceType(type);
1292         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1293
1294         flood = Say(self, ownteam, world, msg, 1);
1295
1296         if (flood > 0)
1297                 GlobalSound(self.sample, CH_VOICE, voicetype);
1298         else if (flood < 0)
1299                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1300 }
1301
1302 void MoveToTeam(entity client, float team_colour, float type)
1303 {
1304         float lockteams_backup;
1305
1306         lockteams_backup = lockteams;  // backup any team lock
1307
1308         lockteams = 0;  // disable locked teams
1309
1310         TeamchangeFrags(client);  // move the players frags
1311         SetPlayerColors(client, team_colour - 1);  // set the players colour
1312         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1313
1314         lockteams = lockteams_backup;  // restore the team lock
1315
1316         LogTeamchange(client.playerid, client.team, type);
1317 }