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handle running out of crylink ammo better
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, idx, f;
16         float fh;
17         string prefix;
18         if(weaponstats_buffer < 0)
19                 return;
20         prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21         if(cvar_string("sv_weaponstats_killfile") != "")
22         {
23                 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
24                 if(fh >= 0)
25                 {
26                         fputs(fh, "#begin killfile\n");
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
31                                 {
32                                         idx = WEAPONSTATS_GETINDEX(i, j);
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
34                                         if(f != 0)
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
36                                 }
37                         fputs(fh, "#end\n\n");
38                         fclose(fh);
39                         print("Weapon kill stats written\n");
40                 }
41         }
42         if(cvar_string("sv_weaponstats_damagefile") != "")
43         {
44                 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
45                 if(fh >= 0)
46                 {
47                         fputs(fh, "#begin damagefile\n");
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
52                                 {
53                                         idx = WEAPONSTATS_GETINDEX(i, j);
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
55                                         if(f != 0)
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
57                                 }
58                         fputs(fh, "#end\n\n");
59                         fclose(fh);
60                         print("Weapon damage stats written\n");
61                 }
62         }
63         buf_del(weaponstats_buffer);
64         weaponstats_buffer = -1;
65 }
66
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
68 {
69         float idx;
70         if(weaponstats_buffer < 0)
71                 return;
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)
73                 return;
74         if(awep > WEP_LAST || vwep > WEP_LAST)
75                 return;
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
78 }
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
80 {
81         if(damage < 0)
82                 error("negative damage?");
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
84 }
85 void WeaponStats_LogKill(float awep, float vwep)
86 {
87         WeaponStats_LogItem(awep, vwep, '0 1 0');
88 }
89
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
99 // added CopyBody
100
101 .entity pusher;
102 .float pushltime;
103
104 void CopyBody(float keepvelocity)
105 {
106         local entity oldself;
107         if (self.effects & EF_NODRAW)
108                 return;
109         oldself = self;
110         self = spawn();
111         self.enemy = oldself;
112         self.lip = oldself.lip;
113         self.colormap = oldself.colormap;
114         self.glowmod = oldself.glowmod;
115         self.iscreature = oldself.iscreature;
116         self.angles = oldself.angles;
117         self.avelocity = oldself.avelocity;
118         self.classname = "body";
119         self.damageforcescale = oldself.damageforcescale;
120         self.effects = oldself.effects;
121         self.event_damage = oldself.event_damage;
122         self.animstate_startframe = oldself.animstate_startframe;
123         self.animstate_numframes = oldself.animstate_numframes;
124         self.animstate_framerate = oldself.animstate_framerate;
125         self.animstate_starttime = oldself.animstate_starttime;
126         self.animstate_endtime = oldself.animstate_endtime;
127         self.animstate_override = oldself.animstate_override;
128         self.animstate_looping = oldself.animstate_looping;
129         self.frame = oldself.frame;
130         self.dead_frame = oldself.dead_frame;
131         self.pain_finished = oldself.pain_finished;
132         self.health = oldself.health;
133         self.armorvalue = oldself.armorvalue;
134         self.armortype = oldself.armortype;
135         self.model = oldself.model;
136         self.modelindex = oldself.modelindex;
137         self.modelindex_lod0 = oldself.modelindex_lod0;
138         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
139         self.modelindex_lod1 = oldself.modelindex_lod1;
140         self.modelindex_lod2 = oldself.modelindex_lod2;
141         self.skinindex = oldself.skinindex;
142         self.species = oldself.species;
143         self.movetype = oldself.movetype;
144         self.nextthink = oldself.nextthink;
145         self.solid = oldself.solid;
146         self.ballistics_density = oldself.ballistics_density;
147         self.takedamage = oldself.takedamage;
148         self.think = oldself.think;
149         self.customizeentityforclient = oldself.customizeentityforclient;
150         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
151         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
152         if (keepvelocity == 1)
153                 self.velocity = oldself.velocity;
154         self.oldvelocity = self.velocity;
155         self.fade_time = oldself.fade_time;
156         self.fade_rate = oldself.fade_rate;
157         //self.weapon = oldself.weapon;
158         setorigin(self, oldself.origin);
159         setsize(self, oldself.mins, oldself.maxs);
160         self.prevorigin = oldself.origin;
161         self.reset = SUB_Remove;
162
163         Drag_MoveDrag(oldself, self);
164
165         self = oldself;
166 }
167
168 float player_getspecies()
169 {
170         float s;
171         get_model_parameters(self.playermodel, self.skinindex);
172         s = get_model_parameters_species;
173         get_model_parameters(string_null, 0);
174         if(s < 0)
175                 return SPECIES_HUMAN;
176         return s;
177 }
178
179 void player_setupanimsformodel()
180 {
181         local string animfilename;
182         local float animfile;
183         // defaults for legacy .zym models without animinfo files
184         self.anim_die1 = '0 1 0.5'; // 2 seconds
185         self.anim_die2 = '1 1 0.5'; // 2 seconds
186         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
187         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
188         self.anim_duckwalk = '4 1 1';
189         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
190         self.anim_duckidle = '6 1 1';
191         self.anim_idle = '7 1 1';
192         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
193         self.anim_pain1 = '9 1 2'; // 0.5 seconds
194         self.anim_pain2 = '10 1 2'; // 0.5 seconds
195         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
196         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
197         self.anim_run = '13 1 1';
198         self.anim_runbackwards = '14 1 1';
199         self.anim_strafeleft = '15 1 1';
200         self.anim_straferight = '16 1 1';
201         self.anim_dead1 = '17 1 1';
202         self.anim_dead2 = '18 1 1';
203         self.anim_forwardright = '19 1 1';
204         self.anim_forwardleft = '20 1 1';
205         self.anim_backright = '21 1 1';
206         self.anim_backleft  = '22 1 1';
207         animparseerror = FALSE;
208         animfilename = strcat(self.model, ".animinfo");
209         animfile = fopen(animfilename, FILE_READ);
210         if (animfile >= 0)
211         {
212                 self.anim_die1         = animparseline(animfile);
213                 self.anim_die2         = animparseline(animfile);
214                 self.anim_draw         = animparseline(animfile);
215                 self.anim_duck         = animparseline(animfile);
216                 self.anim_duckwalk     = animparseline(animfile);
217                 self.anim_duckjump     = animparseline(animfile);
218                 self.anim_duckidle     = animparseline(animfile);
219                 self.anim_idle         = animparseline(animfile);
220                 self.anim_jump         = animparseline(animfile);
221                 self.anim_pain1        = animparseline(animfile);
222                 self.anim_pain2        = animparseline(animfile);
223                 self.anim_shoot        = animparseline(animfile);
224                 self.anim_taunt        = animparseline(animfile);
225                 self.anim_run          = animparseline(animfile);
226                 self.anim_runbackwards = animparseline(animfile);
227                 self.anim_strafeleft   = animparseline(animfile);
228                 self.anim_straferight  = animparseline(animfile);
229                 self.anim_forwardright = animparseline(animfile);
230                 self.anim_forwardleft  = animparseline(animfile);
231                 self.anim_backright    = animparseline(animfile);
232                 self.anim_backleft     = animparseline(animfile);
233                 fclose(animfile);
234
235                 // derived anims
236                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
237                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
238
239                 if (animparseerror)
240                         print("Parse error in ", animfilename, ", some player animations are broken\n");
241         }
242         else
243                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
244         // reset animstate now
245         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
246 };
247
248 void player_anim (void)
249 {
250         updateanim(self);
251         if (self.weaponentity)
252                 updateanim(self.weaponentity);
253
254         if (self.deadflag != DEAD_NO)
255         {
256                 if (time > self.animstate_endtime)
257                 {
258                         if (self.maxs_z > 5)
259                         {
260                                 self.maxs_z = 5;
261                                 setsize(self, self.mins, self.maxs);
262                         }
263                         self.frame = self.dead_frame;
264                 }
265                 return;
266         }
267
268         if (!self.animstate_override)
269         {
270                 if (!(self.flags & FL_ONGROUND))
271                 {
272                         if (self.crouch)
273                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
274                         else
275                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
276                         self.restart_jump = FALSE;
277                 }
278                 else if (self.crouch)
279                 {
280                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
281                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
282                         else
283                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
284                 }
285                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
286                 {
287                         if (self.movement_x > 0 && self.movement_y == 0)
288                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289                         else if (self.movement_x < 0 && self.movement_y == 0)
290                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
291                         else if (self.movement_x == 0 && self.movement_y > 0)
292                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
293                         else if (self.movement_x == 0 && self.movement_y < 0)
294                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
295                         else if (self.movement_x > 0 && self.movement_y > 0)
296                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
297                         else if (self.movement_x > 0 && self.movement_y < 0)
298                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
299                         else if (self.movement_x < 0 && self.movement_y > 0)
300                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
301                         else if (self.movement_x < 0 && self.movement_y < 0)
302                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
303                         else
304                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
305                 }
306                 else
307                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
308         }
309
310         if (self.weaponentity)
311         if (!self.weaponentity.animstate_override)
312                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
313 }
314
315 void SpawnThrownWeapon (vector org, float w)
316 {
317         if(g_minstagib)
318         if(self.ammo_cells <= 0)
319                 return;
320
321         if(g_pinata)
322         {
323                 float j;
324                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
325                 {
326                         if(self.weapons & W_WeaponBit(j))
327                                 if(W_IsWeaponThrowable(j))
328                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
329                 }
330         }
331         else
332                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
333 }
334
335 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
336 {
337         local float take, save;
338         vector v;
339         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
340
341         // damage resistance (ignore most of the damage from a bullet or similar)
342         damage = max(damage - 5, 1);
343
344         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
345         take = v_x;
346         save = v_y;
347
348         if(sound_allowed(MSG_BROADCAST, attacker))
349         {
350                 if (save > 10)
351                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
352                 else if (take > 30)
353                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
354                 else if (take > 10)
355                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
356         }
357
358         if (take > 50)
359                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
360         if (take > 100)
361                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
362
363         if (!(self.flags & FL_GODMODE))
364         {
365                 self.armorvalue = self.armorvalue - save;
366                 self.health = self.health - take;
367                 // pause regeneration for 5 seconds
368                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
369         }
370         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
371         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
372         self.dmg_inflictor = inflictor;
373
374         if (self.health <= -100 && self.modelindex != 0)
375         {
376                 // don't use any animations as a gib
377                 self.frame = 0;
378                 self.dead_frame = 0;
379                 // view just above the floor
380                 self.view_ofs = '0 0 4';
381
382                 Violence_GibSplash(self, 1, 1, attacker);
383                 self.modelindex = 0; // restore later
384                 self.solid = SOLID_NOT; // restore later
385         }
386 }
387
388 void ClientKill_Now_TeamChange();
389
390 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
391 {
392         local float take, save, waves, sdelay, dh, da, j;
393         vector v;
394         float valid_damage_for_weaponstats;
395
396         dh = max(self.health, 0);
397         da = max(self.armorvalue, 0);
398
399         if(!DEATH_ISSPECIAL(deathtype))
400         {
401                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
402                 if(self != attacker)
403                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
404         }
405
406         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
407         {
408                 // tuba causes blood to come out of the ears
409                 vector ear1, ear2;
410                 vector d;
411                 float f;
412                 ear1 = self.origin;
413                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
414                 ear2 = ear1;
415                 makevectors(self.angles);
416                 ear1 += v_right * -10;
417                 ear2 += v_right * +10;
418                 d = inflictor.origin - self.origin;
419                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
420                 force = v_right * vlen(force);
421                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
422                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
423                 if(f > 0)
424                 {
425                         hitloc = ear1;
426                         force = force * -1;
427                 }
428                 else
429                 {
430                         hitloc = ear2;
431                         // force is already good
432                 }
433         }
434         else
435                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
436
437         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
438                 return;
439
440         if (!g_minstagib)
441         {
442                 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
443                 take = v_x;
444                 save = v_y;
445         }
446         else
447         {
448                 save = 0;
449                 take = damage;
450         }
451
452         if(sound_allowed(MSG_BROADCAST, attacker))
453         {
454                 if (save > 10)
455                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
456                 else if (take > 30)
457                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
458                 else if (take > 10)
459                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
460         }
461
462         if (take > 50)
463                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
464         if (take > 100)
465                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
466
467         if (time >= self.spawnshieldtime)
468         {
469                 if (!(self.flags & FL_GODMODE))
470                 {
471                         self.armorvalue = self.armorvalue - save;
472                         self.health = self.health - take;
473                         // pause regeneration for 5 seconds
474                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
475
476                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
477                         {
478                                 self.pain_finished = time + 0.5;        //Supajoe
479
480                                 if(sv_gentle < 1) {
481                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
482                                         {
483                                                 if (random() > 0.5)
484                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
485                                                 else
486                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
487                                         }
488
489                                         if(sound_allowed(MSG_BROADCAST, attacker))
490                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
491                                         if(self.health > 1)
492                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
493                                         {
494                                                 if(deathtype == DEATH_FALL)
495                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
496                                                 else if(self.health > 75) // TODO make a "gentle" version?
497                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
498                                                 else if(self.health > 50)
499                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
500                                                 else if(self.health > 25)
501                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
502                                                 else
503                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
504                                         }
505                                 }
506
507                                 // throw off bot aim temporarily
508                                 local float shake;
509                                 shake = damage * 5 / (bound(0,skill,100) + 1);
510                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
511                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
512                         }
513                 }
514                 else
515                         self.max_armorvalue += (save + take);
516         }
517         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
518         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
519         self.dmg_inflictor = inflictor;
520
521         if(attacker == self)
522         {
523                 // don't reset pushltime for self damage as it may be an attempt to
524                 // escape a lava pit or similar
525                 //self.pushltime = 0;
526         }
527         else if(attacker.classname == "player" || attacker.classname == "gib")
528         {
529                 self.pusher = attacker;
530                 self.pushltime = time + cvar("g_maxpushtime");
531         }
532         else if(time < self.pushltime)
533         {
534                 attacker = self.pusher;
535                 self.pushltime = max(self.pushltime, time + 0.6);
536         }
537         else
538                 self.pushltime = 0;
539
540         valid_damage_for_weaponstats = 0;
541         if(clienttype(self) == CLIENTTYPE_REAL)
542         if(clienttype(attacker) == CLIENTTYPE_REAL)
543         if(self != attacker)
544         if(!DEATH_ISSPECIAL(deathtype))
545         if(IsDifferentTeam(self, attacker))
546                 valid_damage_for_weaponstats = 1;
547         
548         if(valid_damage_for_weaponstats)
549         {
550                 dh = dh - max(self.health, 0);
551                 da = da - max(self.armorvalue, 0);
552                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
553         }
554
555         if (self.health < 1)
556         {
557                 float defer_ClientKill_Now_TeamChange;
558                 defer_ClientKill_Now_TeamChange = FALSE;
559
560                 if(valid_damage_for_weaponstats)
561                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
562
563                 if(sv_gentle < 1) // TODO make a "gentle" version?
564                 if(sound_allowed(MSG_BROADCAST, attacker))
565                 {
566                         if(deathtype == DEATH_DROWN)
567                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
568                         else
569                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
570                 }
571
572                 // get rid of kill indicator
573                 if(self.killindicator)
574                 {
575                         remove(self.killindicator);
576                         self.killindicator = world;
577                         if(self.killindicator_teamchange)
578                                 defer_ClientKill_Now_TeamChange = TRUE;
579
580                         if(self.classname == "body")
581                         if(deathtype == DEATH_KILL)
582                         {
583                                 // for the lemmings fans, a small harmless explosion
584                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
585                         }
586                 }
587
588                 // become fully visible
589                 self.alpha = 1;
590                 // clear selected player display
591                 ClearSelectedPlayer();
592                 // throw a weapon
593                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
594                 // print an obituary message
595                 Obituary (attacker, inflictor, self, deathtype);
596                 race_PreDie();
597                 DropAllRunes(self);
598
599                 frag_attacker = attacker;
600                 frag_inflictor = inflictor;
601                 frag_target = self;
602                 MUTATOR_CALLHOOK(PlayerDies);
603
604                 if(self.flagcarried)
605                 {
606                         if(attacker.classname != "player" && attacker.classname != "gib")
607                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
608                         else if(attacker.team == self.team)
609                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
610                         else
611                                 DropFlag(self.flagcarried, world, attacker);
612                 }
613                 if(self.ballcarried)
614                         DropBall(self.ballcarried, self.origin, self.velocity);
615                 Portal_ClearAllLater(self);
616                 // clear waypoints
617                 WaypointSprite_PlayerDead();
618                 // make the corpse upright (not tilted)
619                 self.angles_x = 0;
620                 self.angles_z = 0;
621                 // don't spin
622                 self.avelocity = '0 0 0';
623                 // view from the floor
624                 self.view_ofs = '0 0 -8';
625                 // toss the corpse
626                 self.movetype = MOVETYPE_TOSS;
627                 // shootable corpse
628                 self.solid = SOLID_CORPSE;
629                 self.ballistics_density = cvar("g_ballistics_density_corpse");
630                 // don't stick to the floor
631                 self.flags &~= FL_ONGROUND;
632                 // dying animation
633                 self.deadflag = DEAD_DYING;
634                 // when to allow respawn
635                 sdelay = 0;
636                 waves = 0;
637                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
638                 if(!sdelay)
639                         sdelay = cvar("g_respawn_delay");
640                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
641                 if(!waves)
642                         waves = cvar("g_respawn_waves");
643                 if(waves)
644                         self.death_time = ceil((time + sdelay) / waves) * waves;
645                 else
646                         self.death_time = time + sdelay;
647                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
648                         self.respawn_countdown = 10; // first number to count down from is 10
649                 else
650                         self.respawn_countdown = -1; // do not count down
651                 if (random() < 0.5)
652                 {
653                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
654                         self.dead_frame = self.anim_dead1_x;
655                 }
656                 else
657                 {
658                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
659                         self.dead_frame = self.anim_dead2_x;
660                 }
661                 // set damage function to corpse damage
662                 self.event_damage = PlayerCorpseDamage;
663                 // call the corpse damage function just in case it wants to gib
664                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
665                 // set up to fade out later
666                 SUB_SetFade (self, time + 6 + random (), 1);
667
668                 // remove laserdot
669                 if(self.weaponentity)
670                         if(self.weaponentity.lasertarget)
671                                 remove(self.weaponentity.lasertarget);
672
673                 if(clienttype(self) == CLIENTTYPE_REAL)
674                 {
675                         self.fixangle = TRUE;
676                         //msg_entity = self;
677                         //WriteByte (MSG_ONE, SVC_SETANGLE);
678                         //WriteAngle (MSG_ONE, self.v_angle_x);
679                         //WriteAngle (MSG_ONE, self.v_angle_y);
680                         //WriteAngle (MSG_ONE, 80);
681                 }
682
683                 if(g_arena)
684                         Spawnqueue_Unmark(self);
685
686                 if(defer_ClientKill_Now_TeamChange)
687                         ClientKill_Now_TeamChange();
688
689                 if(sv_gentle > 0 || cvar("ekg")) {
690                         // remove corpse
691                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
692                 }
693
694                 // reset fields the weapons may use just in case
695         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
696                 {
697             weapon_action(j, WR_RESETPLAYER);
698                         ATTACK_FINISHED_FOR(self, j) = 0;
699                 }
700         }
701 }
702
703 float UpdateSelectedPlayer_countvalue(float v)
704 {
705         return max(0, (v - 1.0) / 0.5);
706 }
707
708 // returns: -2 if no hit, otherwise cos of the angle
709 // uses the global v_angle
710 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
711 {
712         vector so, d;
713         float c;
714
715         if(p == self)
716                 return -2;
717
718         if(p.deadflag)
719                 return -2;
720
721         so = self.origin + self.view_ofs;
722         d = p.origin - so;
723
724         // misaimed?
725         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
726                 return -2;
727
728         // now find the cos of the angle...
729         c = normalize(d) * v_forward;
730
731         if(c <= mincosangle)
732                 return -2;
733
734         // not visible in any way? forget it
735         if(!checkpvs(so, p))
736                 return -2;
737
738         traceline(so, p.origin, MOVE_NOMONSTERS, self);
739         if(trace_fraction < 1)
740                 return -2;
741
742         return c;
743 }
744
745 void ClearSelectedPlayer()
746 {
747         if(self.selected_player)
748         {
749                 centerprint_expire(self, CENTERPRIO_POINT);
750                 self.selected_player = world;
751                 self.selected_player_display_needs_update = FALSE;
752         }
753 }
754
755 void UpdateSelectedPlayer()
756 {
757         entity selected;
758         float selected_score;
759         selected = world;
760         selected_score = 0.95; // 18 degrees
761
762         if(!cvar("sv_allow_shownames"))
763                 return;
764
765         if(clienttype(self) != CLIENTTYPE_REAL)
766                 return;
767
768         if(self.cvar_cl_shownames == 0)
769                 return;
770
771         if(self.cvar_cl_shownames == 1 && !teams_matter)
772                 return;
773
774         makevectors(self.v_angle); // sets v_forward
775
776         // 1. cursor trace is always right
777         WarpZone_crosshair_trace(self);
778         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
779         {
780                 selected = trace_ent;
781         }
782         else
783         {
784                 // 2. if we don't have a cursor trace, find the player which is least
785                 //    mis-aimed at
786                 entity p;
787                 FOR_EACH_PLAYER(p)
788                 {
789                         float c;
790                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
791                         if(c >= -1)
792                         {
793                                 selected = p;
794                                 selected_score = c;
795                         }
796                 }
797         }
798
799         if(selected)
800         {
801                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
802         }
803         else
804         {
805                 if(time < self.selected_player_display_timeout)
806                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
807                                 selected = self.selected_player;
808         }
809
810         if(selected)
811         {
812                 if(selected == self.selected_player)
813                 {
814                         float save;
815                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
816                         self.selected_player_count = self.selected_player_count + frametime;
817                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
818                         {
819                                 string namestr, healthstr;
820                                 namestr = playername(selected);
821                                 if(teams_matter)
822                                 {
823                                         healthstr = ftos(floor(selected.health));
824                                         if(self.team == selected.team)
825                                         {
826                                                 namestr = strcat(namestr, " (", healthstr, "%)");
827                                                 self.selected_player_display_needs_update = TRUE;
828                                         }
829                                 }
830                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
831                         }
832                 }
833                 else
834                 {
835                         ClearSelectedPlayer();
836                         self.selected_player = selected;
837                         self.selected_player_time = time;
838                         self.selected_player_count = 0;
839                         self.selected_player_display_needs_update = FALSE;
840                 }
841         }
842         else
843         {
844                 ClearSelectedPlayer();
845         }
846
847         if(self.selected_player)
848                 self.last_selected_player = self.selected_player;
849 }
850
851 .float muted; // to be used by prvm_edictset server playernumber muted 1
852 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
853 // message "": do not say, just test flood control
854 // return value:
855 //   1 = accept
856 //   0 = reject
857 //  -1 = fake accept
858 {
859         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
860         float flood, privatemsgprefixlen;
861         var .float flood_field;
862         entity head;
863         float ret;
864
865         if(Ban_MaybeEnforceBan(source))
866                 return 0;
867
868         if(!teamsay && !privatesay)
869                 if(substring(msgin, 0, 1) == " ")
870                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
871
872         msgin = formatmessage(msgin);
873
874         if(source.classname != "player")
875                 colorstr = "^0"; // black for spectators
876         else if(teams_matter)
877                 colorstr = Team_ColorCode(source.team);
878         else
879                 teamsay = FALSE;
880
881         if(intermission_running)
882                 teamsay = FALSE;
883
884         if(msgin != "")
885                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
886
887         /*
888          * using bprint solves this... me stupid
889         // how can we prevent the message from appearing in a listen server?
890         // for now, just give "say" back and only handle say_team
891         if(!teamsay)
892         {
893                 clientcommand(self, strcat("say ", msgin));
894                 return;
895         }
896         */
897
898         if(cvar("g_chat_teamcolors"))
899                 namestr = playername(source);
900         else
901                 namestr = source.netname;
902
903         if(msgin != "")
904         {
905                 if(privatesay)
906                 {
907                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
908                         privatemsgprefixlen = strlen(msgstr);
909                         msgstr = strcat(msgstr, msgin);
910                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
911                         if(cvar("g_chat_teamcolors"))
912                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
913                         else
914                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
915                 }
916                 else if(teamsay)
917                 {
918                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
919                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
920                 }
921                 else
922                 {
923                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
924                         cmsgstr = "";
925                 }
926                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
927         }
928         else
929         {
930                 msgstr = cmsgstr = "";
931         }
932
933         fullmsgstr = msgstr;
934         fullcmsgstr = cmsgstr;
935
936         // FLOOD CONTROL
937         flood = 0;
938         if(floodcontrol)
939         {
940                 float flood_spl;
941                 float flood_burst;
942                 float flood_lmax;
943                 float lines;
944                 if(privatesay)
945                 {
946                         flood_spl = cvar("g_chat_flood_spl_tell");
947                         flood_burst = cvar("g_chat_flood_burst_tell");
948                         flood_lmax = cvar("g_chat_flood_lmax_tell");
949                         flood_field = floodcontrol_chattell;
950                 }
951                 else if(teamsay)
952                 {
953                         flood_spl = cvar("g_chat_flood_spl_team");
954                         flood_burst = cvar("g_chat_flood_burst_team");
955                         flood_lmax = cvar("g_chat_flood_lmax_team");
956                         flood_field = floodcontrol_chatteam;
957                 }
958                 else
959                 {
960                         flood_spl = cvar("g_chat_flood_spl");
961                         flood_burst = cvar("g_chat_flood_burst");
962                         flood_lmax = cvar("g_chat_flood_lmax");
963                         flood_field = floodcontrol_chat;
964                 }
965                 flood_burst = max(0, flood_burst - 1);
966                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
967
968                 // do flood control for the default line size
969                 if(msgstr != "")
970                 {
971                         getWrappedLine_remaining = msgstr;
972                         msgstr = "";
973                         lines = 0;
974                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
975                         {
976                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
977                                 ++lines;
978                         }
979                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
980
981                         if(getWrappedLine_remaining != "")
982                         {
983                                 msgstr = strcat(msgstr, "\n");
984                                 flood = 2;
985                         }
986
987                         if(time >= source.flood_field)
988                         {
989                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
990                         }
991                         else
992                         {
993                                 flood = 1;
994                                 msgstr = fullmsgstr;
995                         }
996                 }
997                 else
998                 {
999                         if(time >= source.flood_field)
1000                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1001                         else
1002                                 flood = 1;
1003                 }
1004
1005                 if (timeoutStatus == 2) //when game is paused, no flood protection
1006                         source.flood_field = flood = 0;
1007         }
1008
1009         if(flood == 2) // cannot happen for empty msgstr
1010         {
1011                 if(cvar("g_chat_flood_notify_flooder"))
1012                 {
1013                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1014                         sourcecmsgstr = "";
1015                 }
1016                 else
1017                 {
1018                         sourcemsgstr = fullmsgstr;
1019                         sourcecmsgstr = fullcmsgstr;
1020                 }
1021                 cmsgstr = "";
1022         }
1023         else
1024         {
1025                 sourcemsgstr = msgstr;
1026                 sourcecmsgstr = cmsgstr;
1027         }
1028
1029         if(!privatesay)
1030         if(source.classname != "player")
1031         {
1032                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1033                         teamsay = -1; // spectators
1034         }
1035
1036         if(flood)
1037                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1038
1039         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1040         if(privatesay)
1041                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1042
1043         if(source.muted)
1044         {
1045                 // always fake the message
1046                 ret = -1;
1047         }
1048         else if(flood == 1)
1049         {
1050                 if(cvar("g_chat_flood_notify_flooder"))
1051                 {
1052                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1053                         ret = 0;
1054                 }
1055                 else
1056                         ret = -1;
1057         }
1058         else
1059         {
1060                 ret = 1;
1061         }
1062
1063         if(sourcemsgstr != "" && ret != 0)
1064         {
1065                 if(ret < 0) // fake
1066                 {
1067                         sprint(source, sourcemsgstr);
1068                         if(sourcecmsgstr != "" && !privatesay)
1069                                 centerprint(source, sourcecmsgstr);
1070                 }
1071                 else if(privatesay)
1072                 {
1073                         sprint(source, sourcemsgstr);
1074                         sprint(privatesay, msgstr);
1075                         if(cmsgstr != "")
1076                                 centerprint(privatesay, cmsgstr);
1077                 }
1078                 else if(teamsay > 0)
1079                 {
1080                         sprint(source, sourcemsgstr);
1081                         if(sourcecmsgstr != "")
1082                                 centerprint(source, sourcecmsgstr);
1083                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1084                                 if(head != source)
1085                                 {
1086                                         sprint(head, msgstr);
1087                                         if(cmsgstr != "")
1088                                                 centerprint(head, cmsgstr);
1089                                 }
1090                 }
1091                 else if(teamsay < 0)
1092                 {
1093                         sprint(source, sourcemsgstr);
1094                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1095                                 if(head != source)
1096                                         sprint(head, msgstr);
1097                 }
1098                 else if(sourcemsgstr != msgstr)
1099                 {
1100                         sprint(source, sourcemsgstr);
1101                         FOR_EACH_REALCLIENT(head)
1102                                 if(head != source)
1103                                         sprint(head, msgstr);
1104                 }
1105                 else
1106                         bprint(msgstr);
1107         }
1108
1109         return ret;
1110 }
1111
1112 float GetVoiceMessageVoiceType(string type)
1113 {
1114         if(type == "taunt")
1115                 return VOICETYPE_TAUNT;
1116         if(type == "teamshoot")
1117                 return VOICETYPE_LASTATTACKER;
1118         return VOICETYPE_TEAMRADIO;
1119 }
1120
1121 string allvoicesamples;
1122 float GetPlayerSoundSampleField_notFound;
1123 float GetPlayerSoundSampleField_fixed;
1124 .string GetVoiceMessageSampleField(string type)
1125 {
1126         GetPlayerSoundSampleField_notFound = 0;
1127         GetPlayerSoundSampleField_fixed = 0;
1128         switch(type)
1129         {
1130 #define _VOICEMSG(m) case #m: return playersound_##m;
1131                 ALLVOICEMSGS
1132 #undef _VOICEMSG
1133         }
1134         GetPlayerSoundSampleField_notFound = 1;
1135         return playersound_taunt;
1136 }
1137
1138 .string GetPlayerSoundSampleField(string type)
1139 {
1140         GetPlayerSoundSampleField_notFound = 0;
1141         GetPlayerSoundSampleField_fixed = 0;
1142         switch(type)
1143         {
1144 #define _VOICEMSG(m) case #m: return playersound_##m;
1145                 ALLPLAYERSOUNDS
1146 #undef _VOICEMSG
1147         }
1148         GetPlayerSoundSampleField_notFound = 1;
1149         return playersound_taunt;
1150 }
1151
1152 void PrecacheGlobalSound(string samplestring)
1153 {
1154         float n, i;
1155         tokenize_console(samplestring);
1156         n = stof(argv(1));
1157         if(n > 0)
1158         {
1159                 for(i = 1; i <= n; ++i)
1160                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1161         }
1162         else
1163         {
1164                 precache_sound(strcat(argv(0), ".wav"));
1165         }
1166 }
1167
1168 void PrecachePlayerSounds(string f)
1169 {
1170         float fh;
1171         string s;
1172         fh = fopen(f, FILE_READ);
1173         if(fh < 0)
1174                 return;
1175         while((s = fgets(fh)))
1176         {
1177                 if(tokenize_console(s) != 3)
1178                 {
1179                         dprint("Invalid sound info line: ", s, "\n");
1180                         continue;
1181                 }
1182                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1183         }
1184         fclose(fh);
1185
1186         if not(allvoicesamples)
1187         {
1188 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1189                 ALLVOICEMSGS
1190 #undef _VOICEMSG
1191                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1192         }
1193 }
1194
1195 void ClearPlayerSounds()
1196 {
1197 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1198         ALLPLAYERSOUNDS
1199         ALLVOICEMSGS
1200 #undef _VOICEMSG
1201 }
1202
1203 void LoadPlayerSounds(string f, float first)
1204 {
1205         float fh;
1206         string s;
1207         var .string field;
1208         fh = fopen(f, FILE_READ);
1209         if(fh < 0)
1210         {
1211                 dprint("Player sound file not found: ", f, "\n");
1212                 return;
1213         }
1214         while((s = fgets(fh)))
1215         {
1216                 if(tokenize_console(s) != 3)
1217                         continue;
1218                 field = GetPlayerSoundSampleField(argv(0));
1219                 if(GetPlayerSoundSampleField_notFound)
1220                         field = GetVoiceMessageSampleField(argv(0));
1221                 if(GetPlayerSoundSampleField_notFound)
1222                         continue;
1223                 if(GetPlayerSoundSampleField_fixed)
1224                         if not(first)
1225                                 continue;
1226                 if(self.field)
1227                         strunzone(self.field);
1228                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1229         }
1230         fclose(fh);
1231 }
1232
1233 .float modelindex_for_playersound;
1234 .float skinindex_for_playersound;
1235 void UpdatePlayerSounds()
1236 {
1237         if(self.modelindex == self.modelindex_for_playersound)
1238         if(self.skinindex == self.skinindex_for_playersound)
1239                 return;
1240         self.modelindex_for_playersound = self.modelindex;
1241         self.skinindex_for_playersound = self.skinindex;
1242         ClearPlayerSounds();
1243         LoadPlayerSounds("sound/player/default.sounds", 1);
1244         LoadPlayerSounds(get_model_datafilename(self.playermodel, self.skinindex, "sounds"), 0);
1245 }
1246
1247 void FakeGlobalSound(string sample, float chan, float voicetype)
1248 {
1249         float n;
1250         float tauntrand;
1251
1252         if(sample == "")
1253                 return;
1254
1255         tokenize_console(sample);
1256         n = stof(argv(1));
1257         if(n > 0)
1258                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1259         else
1260                 sample = strcat(argv(0), ".wav"); // randomization
1261
1262         switch(voicetype)
1263         {
1264                 case VOICETYPE_LASTATTACKER_ONLY:
1265                         break;
1266                 case VOICETYPE_LASTATTACKER:
1267                         if(self.pusher)
1268                         {
1269                                 msg_entity = self;
1270                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1271                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1272                         }
1273                         break;
1274                 case VOICETYPE_TEAMRADIO:
1275                         msg_entity = self;
1276                         if(msg_entity.cvar_cl_voice_directional == 1)
1277                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1278                         else
1279                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1280                         break;
1281                 case VOICETYPE_AUTOTAUNT:
1282                         if(!sv_autotaunt)
1283                                 break;
1284                         if(!sv_taunt)
1285                                 break;
1286                         if(sv_gentle)
1287                                 break;
1288                         tauntrand = random();
1289                         msg_entity = self;
1290                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1291                         {
1292                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1293                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1294                                 else
1295                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1296                         }
1297                         break;
1298                 case VOICETYPE_TAUNT:
1299                         if(self.classname == "player")
1300                                 if(self.deadflag == DEAD_NO)
1301                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1302                         if(!sv_taunt)
1303                                 break;
1304                         if(sv_gentle)
1305                                 break;
1306                         msg_entity = self;
1307                         if (msg_entity.cvar_cl_voice_directional >= 1)
1308                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1309                         else
1310                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1311                         break;
1312                 case VOICETYPE_PLAYERSOUND:
1313                         msg_entity = self;
1314                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1315                         break;
1316                 default:
1317                         backtrace("Invalid voice type!");
1318                         break;
1319         }
1320 }
1321
1322 void GlobalSound(string sample, float chan, float voicetype)
1323 {
1324         float n;
1325         float tauntrand;
1326
1327         if(sample == "")
1328                 return;
1329
1330         tokenize_console(sample);
1331         n = stof(argv(1));
1332         if(n > 0)
1333                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1334         else
1335                 sample = strcat(argv(0), ".wav"); // randomization
1336
1337         switch(voicetype)
1338         {
1339                 case VOICETYPE_LASTATTACKER_ONLY:
1340                         if(self.pusher)
1341                         {
1342                                 msg_entity = self.pusher;
1343                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1344                                 {
1345                                         if(msg_entity.cvar_cl_voice_directional == 1)
1346                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1347                                         else
1348                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1349                                 }
1350                         }
1351                         break;
1352                 case VOICETYPE_LASTATTACKER:
1353                         if(self.pusher)
1354                         {
1355                                 msg_entity = self.pusher;
1356                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1357                                 {
1358                                         if(msg_entity.cvar_cl_voice_directional == 1)
1359                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1360                                         else
1361                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1362                                 }
1363                                 msg_entity = self;
1364                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1365                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1366                         }
1367                         break;
1368                 case VOICETYPE_TEAMRADIO:
1369                         FOR_EACH_REALCLIENT(msg_entity)
1370                                 if(!teams_matter || msg_entity.team == self.team)
1371                                 {
1372                                         if(msg_entity.cvar_cl_voice_directional == 1)
1373                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1374                                         else
1375                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1376                                 }
1377                         break;
1378                 case VOICETYPE_AUTOTAUNT:
1379                         if(!sv_autotaunt)
1380                                 break;
1381                         if(!sv_taunt)
1382                                 break;
1383                         if(sv_gentle)
1384                                 break;
1385                         tauntrand = random();
1386                         FOR_EACH_REALCLIENT(msg_entity)
1387                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1388                                 {
1389                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1390                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1391                                         else
1392                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1393                                 }
1394                         break;
1395                 case VOICETYPE_TAUNT:
1396                         if(self.classname == "player")
1397                                 if(self.deadflag == DEAD_NO)
1398                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1399                         if(!sv_taunt)
1400                                 break;
1401                         if(sv_gentle)
1402                                 break;
1403                         FOR_EACH_REALCLIENT(msg_entity)
1404                         {
1405                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1406                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1407                                 else
1408                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1409                         }
1410                         break;
1411                 case VOICETYPE_PLAYERSOUND:
1412                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1413                         break;
1414                 default:
1415                         backtrace("Invalid voice type!");
1416                         break;
1417         }
1418 }
1419
1420 void PlayerSound(.string samplefield, float chan, float voicetype)
1421 {
1422         GlobalSound(self.samplefield, chan, voicetype);
1423 }
1424
1425 void VoiceMessage(string type, string msg)
1426 {
1427         var .string sample;
1428         float voicetype, ownteam;
1429         float flood;
1430         sample = GetVoiceMessageSampleField(type);
1431
1432         if(GetPlayerSoundSampleField_notFound)
1433         {
1434                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1435                 return;
1436         }
1437
1438         voicetype = GetVoiceMessageVoiceType(type);
1439         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1440
1441         flood = Say(self, ownteam, world, msg, 1);
1442
1443         if (flood > 0)
1444                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1445         else if (flood < 0)
1446                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1447 }
1448
1449 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1450 {
1451 //      show_message
1452 //      0 (00) automove centerprint, admin message
1453 //      1 (01) automove centerprint, no admin message
1454 //      2 (10) no centerprint, admin message
1455 //      3 (11) no centerprint, no admin message
1456
1457         float lockteams_backup;
1458
1459         lockteams_backup = lockteams;  // backup any team lock
1460
1461         lockteams = 0;  // disable locked teams
1462
1463         TeamchangeFrags(client);  // move the players frags
1464         SetPlayerColors(client, team_colour - 1);  // set the players colour
1465         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1466
1467         lockteams = lockteams_backup;  // restore the team lock
1468
1469         LogTeamchange(client.playerid, client.team, type);
1470
1471         if not(show_message & 1) // admin message
1472                 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
1473
1474         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1475 }