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