]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge branch 'master' into mirceakitsune/per_character_sounds
[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.iscreature = oldself.iscreature;
115         self.angles = oldself.angles;
116         self.avelocity = oldself.avelocity;
117         self.classname = "body";
118         self.damageforcescale = oldself.damageforcescale;
119         self.effects = oldself.effects;
120         self.event_damage = oldself.event_damage;
121         self.animstate_startframe = oldself.animstate_startframe;
122         self.animstate_numframes = oldself.animstate_numframes;
123         self.animstate_framerate = oldself.animstate_framerate;
124         self.animstate_starttime = oldself.animstate_starttime;
125         self.animstate_endtime = oldself.animstate_endtime;
126         self.animstate_override = oldself.animstate_override;
127         self.animstate_looping = oldself.animstate_looping;
128         self.frame = oldself.frame;
129         self.dead_frame = oldself.dead_frame;
130         self.pain_finished = oldself.pain_finished;
131         self.health = oldself.health;
132         self.armorvalue = oldself.armorvalue;
133         self.armortype = oldself.armortype;
134         self.model = oldself.model;
135         self.modelindex = oldself.modelindex;
136         self.modelindex_lod0 = oldself.modelindex_lod0;
137         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
138         self.modelindex_lod1 = oldself.modelindex_lod1;
139         self.modelindex_lod2 = oldself.modelindex_lod2;
140         self.skinindex = oldself.skinindex;
141         self.species = oldself.species;
142         self.movetype = oldself.movetype;
143         self.nextthink = oldself.nextthink;
144         self.solid = oldself.solid;
145         self.takedamage = oldself.takedamage;
146         self.think = oldself.think;
147         self.customizeentityforclient = oldself.customizeentityforclient;
148         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
149         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
150         if (keepvelocity == 1)
151                 self.velocity = oldself.velocity;
152         self.oldvelocity = self.velocity;
153         self.fade_time = oldself.fade_time;
154         self.fade_rate = oldself.fade_rate;
155         //self.weapon = oldself.weapon;
156         setorigin(self, oldself.origin);
157         setsize(self, oldself.mins, oldself.maxs);
158         self.prevorigin = oldself.origin;
159         self.reset = SUB_Remove;
160
161         Drag_MoveDrag(oldself, self);
162
163         self = oldself;
164 }
165
166 float player_getspecies()
167 {
168         local float glob, i, j, fh, len, s, sk;
169         local string fn, l, file;
170         local float tokens;
171
172         file = strcat(substring(self.model, 0, -5), ftos(self.skinindex)); // remove the extension at the end
173         PrecachePlayerSounds(file);
174         UpdatePlayerSounds(file);
175
176         s = -1;
177
178         glob = search_begin("models/player/*.txt", TRUE, TRUE);
179         if(glob < 0)
180                 return s;
181         for(j = 0; j <= 1; ++j)
182         {
183                 for(i = 0; i < search_getsize(glob); ++i)
184                 {
185                         fn = search_getfilename(glob, i);
186                         fh = fopen(fn, FILE_READ);
187                         if(fh < 0)
188                                 continue;
189                         fgets(fh); fgets(fh);
190                         sk = stof(fgets(fh));
191                         if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test
192                         if(fgets(fh) == self.model)
193                         {
194                                 tokens = tokenizebyseparator(fn, ".");
195
196                                 l = fgets(fh);
197                                 len = tokenize_console(l);
198                                 if (len != 2)
199                                         goto nospecies;
200                                 if (argv(0) != "species")
201                                         goto nospecies;
202                                 switch(argv(1))
203                                 {
204                                         case "human":       s = SPECIES_HUMAN;       break;
205                                         case "alien":       s = SPECIES_ALIEN;       break;
206                                         case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
207                                         case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
208                                         case "robot_solid": s = SPECIES_ROBOT_SOLID; break;
209                                         case "animal":      s = SPECIES_ANIMAL;      break;
210                                         case "reserved":    s = SPECIES_RESERVED;    break;
211                                 }
212                         }
213 :nospecies
214                         fclose(fh);
215                 }
216                 if (s >= 0)
217                         break;
218         }
219         search_end(glob);
220
221         if (s < 0)
222                 s = SPECIES_HUMAN;
223
224         return s;
225 }
226
227 void player_setupanimsformodel()
228 {
229         local string animfilename;
230         local float animfile;
231         // defaults for legacy .zym models without animinfo files
232         self.anim_die1 = '0 1 0.5'; // 2 seconds
233         self.anim_die2 = '1 1 0.5'; // 2 seconds
234         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
235         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
236         self.anim_duckwalk = '4 1 1';
237         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
238         self.anim_duckidle = '6 1 1';
239         self.anim_idle = '7 1 1';
240         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
241         self.anim_pain1 = '9 1 2'; // 0.5 seconds
242         self.anim_pain2 = '10 1 2'; // 0.5 seconds
243         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
244         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
245         self.anim_run = '13 1 1';
246         self.anim_runbackwards = '14 1 1';
247         self.anim_strafeleft = '15 1 1';
248         self.anim_straferight = '16 1 1';
249         self.anim_dead1 = '17 1 1';
250         self.anim_dead2 = '18 1 1';
251         self.anim_forwardright = '19 1 1';
252         self.anim_forwardleft = '20 1 1';
253         self.anim_backright = '21 1 1';
254         self.anim_backleft  = '22 1 1';
255         animparseerror = FALSE;
256         animfilename = strcat(self.model, ".animinfo");
257         animfile = fopen(animfilename, FILE_READ);
258         if (animfile >= 0)
259         {
260                 self.anim_die1         = animparseline(animfile);
261                 self.anim_die2         = animparseline(animfile);
262                 self.anim_draw         = animparseline(animfile);
263                 self.anim_duck         = animparseline(animfile);
264                 self.anim_duckwalk     = animparseline(animfile);
265                 self.anim_duckjump     = animparseline(animfile);
266                 self.anim_duckidle     = animparseline(animfile);
267                 self.anim_idle         = animparseline(animfile);
268                 self.anim_jump         = animparseline(animfile);
269                 self.anim_pain1        = animparseline(animfile);
270                 self.anim_pain2        = animparseline(animfile);
271                 self.anim_shoot        = animparseline(animfile);
272                 self.anim_taunt        = animparseline(animfile);
273                 self.anim_run          = animparseline(animfile);
274                 self.anim_runbackwards = animparseline(animfile);
275                 self.anim_strafeleft   = animparseline(animfile);
276                 self.anim_straferight  = animparseline(animfile);
277                 self.anim_forwardright = animparseline(animfile);
278                 self.anim_forwardleft  = animparseline(animfile);
279                 self.anim_backright    = animparseline(animfile);
280                 self.anim_backleft     = animparseline(animfile);
281                 fclose(animfile);
282
283                 // derived anims
284                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
285                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
286
287                 if (animparseerror)
288                         print("Parse error in ", animfilename, ", some player animations are broken\n");
289         }
290         else
291                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
292         // reset animstate now
293         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
294 };
295
296 void player_anim (void)
297 {
298         updateanim(self);
299         if (self.weaponentity)
300                 updateanim(self.weaponentity);
301
302         if (self.deadflag != DEAD_NO)
303         {
304                 if (time > self.animstate_endtime)
305                 {
306                         if (self.maxs_z > 5)
307                         {
308                                 self.maxs_z = 5;
309                                 setsize(self, self.mins, self.maxs);
310                         }
311                         self.frame = self.dead_frame;
312                 }
313                 return;
314         }
315
316         if (!self.animstate_override)
317         {
318                 if (!(self.flags & FL_ONGROUND))
319                 {
320                         if (self.crouch)
321                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
322                         else
323                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
324                         self.restart_jump = FALSE;
325                 }
326                 else if (self.crouch)
327                 {
328                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
329                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
330                         else
331                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
332                 }
333                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
334                 {
335                         if (self.movement_x > 0 && self.movement_y == 0)
336                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
337                         else if (self.movement_x < 0 && self.movement_y == 0)
338                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
339                         else if (self.movement_x == 0 && self.movement_y > 0)
340                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
341                         else if (self.movement_x == 0 && self.movement_y < 0)
342                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
343                         else if (self.movement_x > 0 && self.movement_y > 0)
344                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
345                         else if (self.movement_x > 0 && self.movement_y < 0)
346                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
347                         else if (self.movement_x < 0 && self.movement_y > 0)
348                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
349                         else if (self.movement_x < 0 && self.movement_y < 0)
350                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
351                         else
352                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
353                 }
354                 else
355                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
356         }
357
358         if (self.weaponentity)
359         if (!self.weaponentity.animstate_override)
360                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
361 }
362
363 void SpawnThrownWeapon (vector org, float w)
364 {
365         if(g_minstagib)
366         if(self.ammo_cells <= 0)
367                 return;
368
369         if(g_pinata)
370         {
371                 float j;
372                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
373                 {
374                         if(self.weapons & W_WeaponBit(j))
375                                 if(W_IsWeaponThrowable(j))
376                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
377                 }
378         }
379         else
380                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
381 }
382
383 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
384 {
385         local float take, save;
386         vector v;
387         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
388
389         // damage resistance (ignore most of the damage from a bullet or similar)
390         damage = max(damage - 5, 1);
391
392         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
393         take = v_x;
394         save = v_y;
395
396         if(sound_allowed(MSG_BROADCAST, attacker))
397         {
398                 if (save > 10)
399                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
400                 else if (take > 30)
401                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
402                 else if (take > 10)
403                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
404         }
405
406         if (take > 50)
407                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
408         if (take > 100)
409                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
410
411         if (!(self.flags & FL_GODMODE))
412         {
413                 self.armorvalue = self.armorvalue - save;
414                 self.health = self.health - take;
415                 // pause regeneration for 5 seconds
416                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
417         }
418         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
419         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
420         self.dmg_inflictor = inflictor;
421
422         if (self.health <= -100 && self.modelindex != 0)
423         {
424                 // don't use any animations as a gib
425                 self.frame = 0;
426                 self.dead_frame = 0;
427                 // view just above the floor
428                 self.view_ofs = '0 0 4';
429
430                 Violence_GibSplash(self, 1, 1, attacker);
431                 self.modelindex = 0; // restore later
432                 self.solid = SOLID_NOT; // restore later
433         }
434 }
435
436 void ClientKill_Now_TeamChange();
437
438 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
439 {
440         local float take, save, waves, sdelay, dh, da, j;
441         vector v;
442         float valid_damage_for_weaponstats;
443
444         dh = max(self.health, 0);
445         da = max(self.armorvalue, 0);
446
447         if(!DEATH_ISSPECIAL(deathtype))
448         {
449                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
450                 if(self != attacker)
451                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
452         }
453
454         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
455         {
456                 // tuba causes blood to come out of the ears
457                 vector ear1, ear2;
458                 vector d;
459                 float f;
460                 ear1 = self.origin;
461                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
462                 ear2 = ear1;
463                 makevectors(self.angles);
464                 ear1 += v_right * -10;
465                 ear2 += v_right * +10;
466                 d = inflictor.origin - self.origin;
467                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
468                 force = v_right * vlen(force);
469                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
470                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
471                 if(f > 0)
472                 {
473                         hitloc = ear1;
474                         force = force * -1;
475                 }
476                 else
477                 {
478                         hitloc = ear2;
479                         // force is already good
480                 }
481         }
482         else
483                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
484
485         if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
486                 return;
487
488         if (!g_minstagib)
489         {
490                 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
491                 take = v_x;
492                 save = v_y;
493         }
494         else
495         {
496                 save = 0;
497                 take = damage;
498         }
499
500         if(sound_allowed(MSG_BROADCAST, attacker))
501         {
502                 if (save > 10)
503                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
504                 else if (take > 30)
505                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
506                 else if (take > 10)
507                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
508         }
509
510         if (take > 50)
511                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
512         if (take > 100)
513                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
514
515         if (time >= self.spawnshieldtime)
516         {
517                 if (!(self.flags & FL_GODMODE))
518                 {
519                         self.armorvalue = self.armorvalue - save;
520                         self.health = self.health - take;
521                         // pause regeneration for 5 seconds
522                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
523
524                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
525                         {
526                                 self.pain_finished = time + 0.5;        //Supajoe
527
528                                 if(sv_gentle < 1) {
529                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
530                                         {
531                                                 if (random() > 0.5)
532                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
533                                                 else
534                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
535                                         }
536
537                                         if(sound_allowed(MSG_BROADCAST, attacker))
538                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
539                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
540                                         {
541                                                 if(self.health > 75) // TODO make a "gentle" version?
542                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
543                                                 else if(self.health > 50)
544                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
545                                                 else if(self.health > 25)
546                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
547                                                 else if(self.health > 1)
548                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
549                                         }
550                                 }
551
552                                 // throw off bot aim temporarily
553                                 local float shake;
554                                 shake = damage * 5 / (bound(0,skill,100) + 1);
555                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
556                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
557                         }
558                 }
559                 else
560                         self.max_armorvalue += (save + take);
561         }
562         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
563         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
564         self.dmg_inflictor = inflictor;
565
566         if(attacker == self)
567         {
568                 // don't reset pushltime for self damage as it may be an attempt to
569                 // escape a lava pit or similar
570                 //self.pushltime = 0;
571         }
572         else if(attacker.classname == "player" || attacker.classname == "gib")
573         {
574                 self.pusher = attacker;
575                 self.pushltime = time + cvar("g_maxpushtime");
576         }
577         else if(time < self.pushltime)
578         {
579                 attacker = self.pusher;
580                 self.pushltime = max(self.pushltime, time + 0.6);
581         }
582         else
583                 self.pushltime = 0;
584
585         valid_damage_for_weaponstats = 0;
586         if(clienttype(self) == CLIENTTYPE_REAL)
587         if(clienttype(attacker) == CLIENTTYPE_REAL)
588         if(self != attacker)
589         if(!DEATH_ISSPECIAL(deathtype))
590         if(IsDifferentTeam(self, attacker))
591                 valid_damage_for_weaponstats = 1;
592         
593         if(valid_damage_for_weaponstats)
594         {
595                 dh = dh - max(self.health, 0);
596                 da = da - max(self.armorvalue, 0);
597                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
598         }
599
600         if (self.health < 1)
601         {
602                 float defer_ClientKill_Now_TeamChange;
603                 defer_ClientKill_Now_TeamChange = FALSE;
604
605                 if(valid_damage_for_weaponstats)
606                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
607
608                 if(sv_gentle < 1) // TODO make a "gentle" version?
609                 if(sound_allowed(MSG_BROADCAST, attacker))
610                 {
611                         if(deathtype == DEATH_DROWN)
612                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
613                         else
614                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
615                 }
616
617                 // get rid of kill indicator
618                 if(self.killindicator)
619                 {
620                         remove(self.killindicator);
621                         self.killindicator = world;
622                         if(self.killindicator_teamchange)
623                                 defer_ClientKill_Now_TeamChange = TRUE;
624
625                         if(self.classname == "body")
626                         if(deathtype == DEATH_KILL)
627                         {
628                                 // for the lemmings fans, a small harmless explosion
629                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
630                         }
631                 }
632
633                 // become fully visible
634                 self.alpha = 1;
635                 // clear selected player display
636                 ClearSelectedPlayer();
637                 // throw a weapon
638                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
639                 // print an obituary message
640                 Obituary (attacker, inflictor, self, deathtype);
641                 race_PreDie();
642                 DropAllRunes(self);
643
644                 frag_attacker = attacker;
645                 frag_inflictor = inflictor;
646                 MUTATOR_CALLHOOK(PlayerDies);
647
648                 if(self.flagcarried)
649                 {
650                         if(attacker.classname != "player" && attacker.classname != "gib")
651                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
652                         else if(attacker.team == self.team)
653                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
654                         else
655                                 DropFlag(self.flagcarried, world, attacker);
656                 }
657                 if(self.ballcarried)
658                         DropBall(self.ballcarried, self.origin, self.velocity);
659                 Portal_ClearAllLater(self);
660                 // clear waypoints
661                 WaypointSprite_PlayerDead();
662                 // make the corpse upright (not tilted)
663                 self.angles_x = 0;
664                 self.angles_z = 0;
665                 // don't spin
666                 self.avelocity = '0 0 0';
667                 // view from the floor
668                 self.view_ofs = '0 0 -8';
669                 // toss the corpse
670                 self.movetype = MOVETYPE_TOSS;
671                 // shootable corpse
672                 self.solid = SOLID_CORPSE;
673                 // don't stick to the floor
674                 self.flags &~= FL_ONGROUND;
675                 // dying animation
676                 self.deadflag = DEAD_DYING;
677                 // when to allow respawn
678                 sdelay = 0;
679                 waves = 0;
680                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
681                 if(!sdelay)
682                         sdelay = cvar("g_respawn_delay");
683                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
684                 if(!waves)
685                         waves = cvar("g_respawn_waves");
686                 if(waves)
687                         self.death_time = ceil((time + sdelay) / waves) * waves;
688                 else
689                         self.death_time = time + sdelay;
690                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
691                         self.respawn_countdown = 10; // first number to count down from is 10
692                 else
693                         self.respawn_countdown = -1; // do not count down
694                 if (random() < 0.5)
695                 {
696                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
697                         self.dead_frame = self.anim_dead1_x;
698                 }
699                 else
700                 {
701                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
702                         self.dead_frame = self.anim_dead2_x;
703                 }
704                 // set damage function to corpse damage
705                 self.event_damage = PlayerCorpseDamage;
706                 // call the corpse damage function just in case it wants to gib
707                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
708                 // set up to fade out later
709                 SUB_SetFade (self, time + 12 + random () * 4, 1);
710
711                 // remove laserdot
712                 if(self.weaponentity)
713                         if(self.weaponentity.lasertarget)
714                                 remove(self.weaponentity.lasertarget);
715
716                 if(clienttype(self) == CLIENTTYPE_REAL)
717                 {
718                         self.fixangle = TRUE;
719                         //msg_entity = self;
720                         //WriteByte (MSG_ONE, SVC_SETANGLE);
721                         //WriteAngle (MSG_ONE, self.v_angle_x);
722                         //WriteAngle (MSG_ONE, self.v_angle_y);
723                         //WriteAngle (MSG_ONE, 80);
724                 }
725
726                 if(g_arena)
727                         Spawnqueue_Unmark(self);
728
729                 if(defer_ClientKill_Now_TeamChange)
730                         ClientKill_Now_TeamChange();
731
732                 if(sv_gentle > 0 || cvar("ekg")) {
733                         // remove corpse
734                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
735                 }
736
737                 // reset fields the weapons may use just in case
738         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
739                 {
740             weapon_action(j, WR_RESETPLAYER);
741                         ATTACK_FINISHED_FOR(self, j) = 0;
742                 }
743         }
744 }
745
746 float UpdateSelectedPlayer_countvalue(float v)
747 {
748         return max(0, (v - 1.0) / 0.5);
749 }
750
751 // returns: -2 if no hit, otherwise cos of the angle
752 // uses the global v_angle
753 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
754 {
755         vector so, d;
756         float c;
757
758         if(p == self)
759                 return -2;
760
761         if(p.deadflag)
762                 return -2;
763
764         so = self.origin + self.view_ofs;
765         d = p.origin - so;
766
767         // misaimed?
768         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
769                 return -2;
770
771         // now find the cos of the angle...
772         c = normalize(d) * v_forward;
773
774         if(c <= mincosangle)
775                 return -2;
776
777         // not visible in any way? forget it
778         if(!checkpvs(so, p))
779                 return -2;
780
781         traceline(so, p.origin, MOVE_NOMONSTERS, self);
782         if(trace_fraction < 1)
783                 return -2;
784
785         return c;
786 }
787
788 void ClearSelectedPlayer()
789 {
790         if(self.selected_player)
791         {
792                 centerprint_expire(self, CENTERPRIO_POINT);
793                 self.selected_player = world;
794                 self.selected_player_display_needs_update = FALSE;
795         }
796 }
797
798 void UpdateSelectedPlayer()
799 {
800         entity selected;
801         float selected_score;
802         selected = world;
803         selected_score = 0.95; // 18 degrees
804
805         if(!cvar("sv_allow_shownames"))
806                 return;
807
808         if(clienttype(self) != CLIENTTYPE_REAL)
809                 return;
810
811         if(self.cvar_cl_shownames == 0)
812                 return;
813
814         if(self.cvar_cl_shownames == 1 && !teams_matter)
815                 return;
816
817         makevectors(self.v_angle); // sets v_forward
818
819         // 1. cursor trace is always right
820         WarpZone_crosshair_trace(self);
821         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
822         {
823                 selected = trace_ent;
824         }
825         else
826         {
827                 // 2. if we don't have a cursor trace, find the player which is least
828                 //    mis-aimed at
829                 entity p;
830                 FOR_EACH_PLAYER(p)
831                 {
832                         float c;
833                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
834                         if(c >= -1)
835                         {
836                                 selected = p;
837                                 selected_score = c;
838                         }
839                 }
840         }
841
842         if(selected)
843         {
844                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
845         }
846         else
847         {
848                 if(time < self.selected_player_display_timeout)
849                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
850                                 selected = self.selected_player;
851         }
852
853         if(selected)
854         {
855                 if(selected == self.selected_player)
856                 {
857                         float save;
858                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
859                         self.selected_player_count = self.selected_player_count + frametime;
860                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
861                         {
862                                 string namestr, healthstr;
863                                 namestr = playername(selected);
864                                 if(teams_matter)
865                                 {
866                                         healthstr = ftos(floor(selected.health));
867                                         if(self.team == selected.team)
868                                         {
869                                                 namestr = strcat(namestr, " (", healthstr, "%)");
870                                                 self.selected_player_display_needs_update = TRUE;
871                                         }
872                                 }
873                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
874                         }
875                 }
876                 else
877                 {
878                         ClearSelectedPlayer();
879                         self.selected_player = selected;
880                         self.selected_player_time = time;
881                         self.selected_player_count = 0;
882                         self.selected_player_display_needs_update = FALSE;
883                 }
884         }
885         else
886         {
887                 ClearSelectedPlayer();
888         }
889
890         if(self.selected_player)
891                 self.last_selected_player = self.selected_player;
892 }
893
894 .float muted; // to be used by prvm_edictset server playernumber muted 1
895 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
896 // message "": do not say, just test flood control
897 // return value:
898 //   1 = accept
899 //   0 = reject
900 //  -1 = fake accept
901 {
902         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
903         float flood, privatemsgprefixlen;
904         entity head;
905         float ret;
906
907         if(Ban_MaybeEnforceBan(source))
908                 return 0;
909
910         if(!teamsay && !privatesay)
911                 if(substring(msgin, 0, 1) == " ")
912                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
913
914         msgin = formatmessage(msgin);
915
916         if(source.classname != "player")
917                 colorstr = "^0"; // black for spectators
918         else if(teams_matter)
919                 colorstr = Team_ColorCode(source.team);
920         else
921                 teamsay = FALSE;
922
923         if(intermission_running)
924                 teamsay = FALSE;
925
926         if(msgin != "")
927                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
928
929         /*
930          * using bprint solves this... me stupid
931         // how can we prevent the message from appearing in a listen server?
932         // for now, just give "say" back and only handle say_team
933         if(!teamsay)
934         {
935                 clientcommand(self, strcat("say ", msgin));
936                 return;
937         }
938         */
939
940         if(cvar("g_chat_teamcolors"))
941                 namestr = playername(source);
942         else
943                 namestr = source.netname;
944
945         if(msgin != "")
946         {
947                 if(privatesay)
948                 {
949                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
950                         privatemsgprefixlen = strlen(msgstr);
951                         msgstr = strcat(msgstr, msgin);
952                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
953                         if(cvar("g_chat_teamcolors"))
954                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
955                         else
956                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
957                 }
958                 else if(teamsay)
959                 {
960                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
961                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
962                 }
963                 else
964                 {
965                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
966                         cmsgstr = "";
967                 }
968                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
969         }
970         else
971         {
972                 msgstr = cmsgstr = "";
973         }
974
975         fullmsgstr = msgstr;
976         fullcmsgstr = cmsgstr;
977
978         // FLOOD CONTROL
979         flood = 0;
980         if(floodcontrol)
981         {
982                 float flood_spl;
983                 float flood_burst;
984                 float flood_lmax;
985                 var .float flood_field;
986                 float lines;
987                 if(privatesay)
988                 {
989                         flood_spl = cvar("g_chat_flood_spl_tell");
990                         flood_burst = cvar("g_chat_flood_burst_tell");
991                         flood_lmax = cvar("g_chat_flood_lmax_tell");
992                         flood_field = floodcontrol_chattell;
993                 }
994                 else if(teamsay)
995                 {
996                         flood_spl = cvar("g_chat_flood_spl_team");
997                         flood_burst = cvar("g_chat_flood_burst_team");
998                         flood_lmax = cvar("g_chat_flood_lmax_team");
999                         flood_field = floodcontrol_chatteam;
1000                 }
1001                 else
1002                 {
1003                         flood_spl = cvar("g_chat_flood_spl");
1004                         flood_burst = cvar("g_chat_flood_burst");
1005                         flood_lmax = cvar("g_chat_flood_lmax");
1006                         flood_field = floodcontrol_chat;
1007                 }
1008                 flood_burst = max(0, flood_burst - 1);
1009                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1010
1011                 // do flood control for the default line size
1012                 if(msgstr != "")
1013                 {
1014                         getWrappedLine_remaining = msgstr;
1015                         msgstr = "";
1016                         lines = 0;
1017                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1018                         {
1019                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1020                                 ++lines;
1021                         }
1022                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1023
1024                         if(getWrappedLine_remaining != "")
1025                         {
1026                                 msgstr = strcat(msgstr, "\n");
1027                                 flood = 2;
1028                         }
1029
1030                         if(time >= source.flood_field)
1031                         {
1032                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1033                         }
1034                         else
1035                         {
1036                                 flood = 1;
1037                                 msgstr = fullmsgstr;
1038                         }
1039                 }
1040                 else
1041                 {
1042                         if(time >= source.flood_field)
1043                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1044                         else
1045                                 flood = 1;
1046                 }
1047         }
1048
1049         if (timeoutStatus == 2) //when game is paused, no flood protection
1050                 source.flood_field = flood = 0;
1051
1052         if(flood == 2) // cannot happen for empty msgstr
1053         {
1054                 if(cvar("g_chat_flood_notify_flooder"))
1055                 {
1056                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1057                         sourcecmsgstr = "";
1058                 }
1059                 else
1060                 {
1061                         sourcemsgstr = fullmsgstr;
1062                         sourcecmsgstr = fullcmsgstr;
1063                 }
1064                 cmsgstr = "";
1065         }
1066         else
1067         {
1068                 sourcemsgstr = msgstr;
1069                 sourcecmsgstr = cmsgstr;
1070         }
1071
1072         if(!privatesay)
1073         if(source.classname != "player")
1074         {
1075                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1076                         teamsay = -1; // spectators
1077         }
1078
1079         if(flood)
1080                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1081
1082         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1083         if(privatesay)
1084                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1085
1086         if(source.muted)
1087         {
1088                 // always fake the message
1089                 ret = -1;
1090         }
1091         else if(flood == 1)
1092         {
1093                 if(cvar("g_chat_flood_notify_flooder"))
1094                 {
1095                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1096                         ret = 0;
1097                 }
1098                 else
1099                         ret = -1;
1100         }
1101         else
1102         {
1103                 ret = 1;
1104         }
1105
1106         if(sourcemsgstr != "" && ret != 0)
1107         {
1108                 if(ret < 0) // fake
1109                 {
1110                         sprint(source, sourcemsgstr);
1111                         if(sourcecmsgstr != "" && !privatesay)
1112                                 centerprint(source, sourcecmsgstr);
1113                 }
1114                 else if(privatesay)
1115                 {
1116                         sprint(source, sourcemsgstr);
1117                         sprint(privatesay, msgstr);
1118                         if(cmsgstr != "")
1119                                 centerprint(privatesay, cmsgstr);
1120                 }
1121                 else if(teamsay > 0)
1122                 {
1123                         sprint(source, sourcemsgstr);
1124                         if(sourcecmsgstr != "")
1125                                 centerprint(source, sourcecmsgstr);
1126                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1127                                 if(head != source)
1128                                 {
1129                                         sprint(head, msgstr);
1130                                         if(cmsgstr != "")
1131                                                 centerprint(head, cmsgstr);
1132                                 }
1133                 }
1134                 else if(teamsay < 0)
1135                 {
1136                         sprint(source, sourcemsgstr);
1137                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1138                                 if(head != source)
1139                                         sprint(head, msgstr);
1140                 }
1141                 else if(sourcemsgstr != msgstr)
1142                 {
1143                         sprint(source, sourcemsgstr);
1144                         FOR_EACH_REALCLIENT(head)
1145                                 if(head != source)
1146                                         sprint(head, msgstr);
1147                 }
1148                 else
1149                         bprint(msgstr);
1150         }
1151
1152         return ret;
1153 }
1154
1155 float GetVoiceMessageVoiceType(string type)
1156 {
1157         if(type == "taunt")
1158                 return VOICETYPE_TAUNT;
1159         if(type == "teamshoot")
1160                 return VOICETYPE_LASTATTACKER;
1161         return VOICETYPE_TEAMRADIO;
1162 }
1163
1164 string allvoicesamples;
1165 float GetPlayerSoundSampleField_notFound;
1166 float GetPlayerSoundSampleField_fixed;
1167 .string GetVoiceMessageSampleField(string type)
1168 {
1169         GetPlayerSoundSampleField_notFound = 0;
1170         GetPlayerSoundSampleField_fixed = 0;
1171         switch(type)
1172         {
1173 #define _VOICEMSG(m) case #m: return playersound_##m;
1174                 ALLVOICEMSGS
1175 #undef _VOICEMSG
1176         }
1177         GetPlayerSoundSampleField_notFound = 1;
1178         return playersound_taunt;
1179 }
1180
1181 .string GetPlayerSoundSampleField(string type)
1182 {
1183         GetPlayerSoundSampleField_notFound = 0;
1184         GetPlayerSoundSampleField_fixed = 0;
1185         switch(type)
1186         {
1187 #define _VOICEMSG(m) case #m: return playersound_##m;
1188                 ALLPLAYERSOUNDS
1189 #undef _VOICEMSG
1190         }
1191         GetPlayerSoundSampleField_notFound = 1;
1192         return playersound_taunt;
1193 }
1194
1195 void PrecacheGlobalSound(string samplestring)
1196 {
1197         float n, i;
1198         tokenize_console(samplestring);
1199         n = stof(argv(1));
1200         if(n > 0)
1201         {
1202                 for(i = 1; i <= n; ++i)
1203                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1204         }
1205         else
1206         {
1207                 precache_sound(strcat(argv(0), ".wav"));
1208         }
1209 }
1210
1211 void PrecachePlayerSounds(string f)
1212 {
1213         float fh;
1214         string s;
1215         fh = fopen(f, FILE_READ);
1216         if(fh < 0)
1217                 return;
1218         while((s = fgets(fh)))
1219         {
1220                 if(tokenize_console(s) != 3)
1221                 {
1222                         dprint("Invalid sound info line: ", s, "\n");
1223                         continue;
1224                 }
1225                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1226         }
1227         fclose(fh);
1228
1229         if not(allvoicesamples)
1230         {
1231 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1232                 ALLVOICEMSGS
1233 #undef _VOICEMSG
1234                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1235         }
1236 }
1237
1238 void ClearPlayerSounds()
1239 {
1240 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1241         ALLPLAYERSOUNDS
1242         ALLVOICEMSGS
1243 #undef _VOICEMSG
1244 }
1245
1246 void LoadPlayerSounds(string f, float first)
1247 {
1248         float fh;
1249         string s;
1250         var .string field;
1251         fh = fopen(f, FILE_READ);
1252         if(fh < 0)
1253                 return;
1254         while((s = fgets(fh)))
1255         {
1256                 if(tokenize_console(s) != 3)
1257                         continue;
1258                 field = GetPlayerSoundSampleField(argv(0));
1259                 if(GetPlayerSoundSampleField_notFound)
1260                         field = GetVoiceMessageSampleField(argv(0));
1261                 if(GetPlayerSoundSampleField_notFound)
1262                         continue;
1263                 if(GetPlayerSoundSampleField_fixed)
1264                         if not(first)
1265                                 continue;
1266                 if(self.field)
1267                         strunzone(self.field);
1268                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1269         }
1270         fclose(fh);
1271 }
1272
1273 .float modelindex_for_playersound;
1274 void UpdatePlayerSounds(string filename)
1275 {
1276         if(self.modelindex == self.modelindex_for_playersound)
1277                 return;
1278         self.modelindex_for_playersound = self.modelindex;
1279         ClearPlayerSounds();
1280         LoadPlayerSounds("sound/player/default.sounds", 1);
1281         if(filename != "")
1282                 LoadPlayerSounds(strcat(filename, ".sounds"), 0);
1283         else
1284                 LoadPlayerSounds(strcat(self.model, ".sounds"), 0); // backwards compatibility
1285 }
1286
1287 void FakeGlobalSound(string sample, float chan, float voicetype)
1288 {
1289         float n;
1290         float tauntrand;
1291
1292         if(sample == "")
1293                 return;
1294
1295         tokenize_console(sample);
1296         n = stof(argv(1));
1297         if(n > 0)
1298                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1299         else
1300                 sample = strcat(argv(0), ".wav"); // randomization
1301
1302         switch(voicetype)
1303         {
1304                 case VOICETYPE_LASTATTACKER_ONLY:
1305                         break;
1306                 case VOICETYPE_LASTATTACKER:
1307                         if(self.pusher)
1308                         {
1309                                 msg_entity = self;
1310                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1311                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1312                         }
1313                         break;
1314                 case VOICETYPE_TEAMRADIO:
1315                         msg_entity = self;
1316                         if(msg_entity.cvar_cl_voice_directional == 1)
1317                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1318                         else
1319                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1320                         break;
1321                 case VOICETYPE_AUTOTAUNT:
1322                         if(!sv_autotaunt)
1323                                 break;
1324                         if(!sv_taunt)
1325                                 break;
1326                         if(sv_gentle)
1327                                 break;
1328                         tauntrand = random();
1329                         msg_entity = self;
1330                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1331                         {
1332                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1333                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1334                                 else
1335                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1336                         }
1337                         break;
1338                 case VOICETYPE_TAUNT:
1339                         if(self.classname == "player")
1340                                 if(self.deadflag == DEAD_NO)
1341                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1342                         if(!sv_taunt)
1343                                 break;
1344                         if(sv_gentle)
1345                                 break;
1346                         msg_entity = self;
1347                         if (msg_entity.cvar_cl_voice_directional >= 1)
1348                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1349                         else
1350                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1351                         break;
1352                 case VOICETYPE_PLAYERSOUND:
1353                         msg_entity = self;
1354                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1355                         break;
1356                 default:
1357                         backtrace("Invalid voice type!");
1358                         break;
1359         }
1360 }
1361
1362 void GlobalSound(string sample, float chan, float voicetype)
1363 {
1364         float n;
1365         float tauntrand;
1366
1367         if(sample == "")
1368                 return;
1369
1370         tokenize_console(sample);
1371         n = stof(argv(1));
1372         if(n > 0)
1373                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1374         else
1375                 sample = strcat(argv(0), ".wav"); // randomization
1376
1377         switch(voicetype)
1378         {
1379                 case VOICETYPE_LASTATTACKER_ONLY:
1380                         if(self.pusher)
1381                         {
1382                                 msg_entity = self.pusher;
1383                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1384                                 {
1385                                         if(msg_entity.cvar_cl_voice_directional == 1)
1386                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1387                                         else
1388                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1389                                 }
1390                         }
1391                         break;
1392                 case VOICETYPE_LASTATTACKER:
1393                         if(self.pusher)
1394                         {
1395                                 msg_entity = self.pusher;
1396                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1397                                 {
1398                                         if(msg_entity.cvar_cl_voice_directional == 1)
1399                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1400                                         else
1401                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1402                                 }
1403                                 msg_entity = self;
1404                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1405                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1406                         }
1407                         break;
1408                 case VOICETYPE_TEAMRADIO:
1409                         FOR_EACH_REALCLIENT(msg_entity)
1410                                 if(!teams_matter || msg_entity.team == self.team)
1411                                 {
1412                                         if(msg_entity.cvar_cl_voice_directional == 1)
1413                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1414                                         else
1415                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1416                                 }
1417                         break;
1418                 case VOICETYPE_AUTOTAUNT:
1419                         if(!sv_autotaunt)
1420                                 break;
1421                         if(!sv_taunt)
1422                                 break;
1423                         if(sv_gentle)
1424                                 break;
1425                         tauntrand = random();
1426                         FOR_EACH_REALCLIENT(msg_entity)
1427                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1428                                 {
1429                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1430                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1431                                         else
1432                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1433                                 }
1434                         break;
1435                 case VOICETYPE_TAUNT:
1436                         if(self.classname == "player")
1437                                 if(self.deadflag == DEAD_NO)
1438                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1439                         if(!sv_taunt)
1440                                 break;
1441                         if(sv_gentle)
1442                                 break;
1443                         FOR_EACH_REALCLIENT(msg_entity)
1444                         {
1445                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1446                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1447                                 else
1448                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1449                         }
1450                         break;
1451                 case VOICETYPE_PLAYERSOUND:
1452                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1453                         break;
1454                 default:
1455                         backtrace("Invalid voice type!");
1456                         break;
1457         }
1458 }
1459
1460 void PlayerSound(.string samplefield, float chan, float voicetype)
1461 {
1462         GlobalSound(self.samplefield, chan, voicetype);
1463 }
1464
1465 void VoiceMessage(string type, string msg)
1466 {
1467         var .string sample;
1468         float voicetype, ownteam;
1469         float flood;
1470         sample = GetVoiceMessageSampleField(type);
1471
1472         if(GetPlayerSoundSampleField_notFound)
1473         {
1474                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1475                 return;
1476         }
1477
1478         voicetype = GetVoiceMessageVoiceType(type);
1479         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1480
1481         flood = Say(self, ownteam, world, msg, 1);
1482
1483         if (flood > 0)
1484                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1485         else if (flood < 0)
1486                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1487 }
1488
1489 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1490 {
1491 //      show_message
1492 //      0 (00) automove centerprint, admin message
1493 //      1 (01) automove centerprint, no admin message
1494 //      2 (10) no centerprint, admin message
1495 //      3 (11) no centerprint, no admin message
1496
1497         float lockteams_backup;
1498
1499         lockteams_backup = lockteams;  // backup any team lock
1500
1501         lockteams = 0;  // disable locked teams
1502
1503         TeamchangeFrags(client);  // move the players frags
1504         SetPlayerColors(client, team_colour - 1);  // set the players colour
1505         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1506
1507         lockteams = lockteams_backup;  // restore the team lock
1508
1509         LogTeamchange(client.playerid, client.team, type);
1510
1511         if not(show_message & 1) // admin message
1512                 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
1513
1514         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1515 }