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