]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge remote-tracking branch 'origin/Mario/seeker_ammo_fix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
151         self.enemy = oldself;
152         self.lip = oldself.lip;
153         self.colormap = oldself.colormap;
154         self.iscreature = oldself.iscreature;
155         self.teleportable = oldself.teleportable;
156         self.damagedbycontents = oldself.damagedbycontents;
157         self.angles = oldself.angles;
158         self.avelocity = oldself.avelocity;
159         self.classname = "body";
160         self.damageforcescale = oldself.damageforcescale;
161         self.effects = oldself.effects;
162         self.glowmod = oldself.glowmod;
163         self.event_damage = oldself.event_damage;
164         self.anim_state = oldself.anim_state;
165         self.anim_time = oldself.anim_time;
166         self.anim_lower_action = oldself.anim_lower_action;
167         self.anim_lower_time = oldself.anim_lower_time;
168         self.anim_upper_action = oldself.anim_upper_action;
169         self.anim_upper_time = oldself.anim_upper_time;
170         self.anim_implicit_state = oldself.anim_implicit_state;
171         self.anim_implicit_time = oldself.anim_implicit_time;
172         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
173         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
174         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
175         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
176         self.dphitcontentsmask = oldself.dphitcontentsmask;
177         self.death_time = oldself.death_time;
178         self.pain_finished = oldself.pain_finished;
179         self.health = oldself.health;
180         self.armorvalue = oldself.armorvalue;
181         self.armortype = oldself.armortype;
182         self.model = oldself.model;
183         self.modelindex = oldself.modelindex;
184         self.skin = oldself.skin;
185         self.species = oldself.species;
186         self.movetype = oldself.movetype;
187         self.solid = oldself.solid;
188         self.ballistics_density = oldself.ballistics_density;
189         self.takedamage = oldself.takedamage;
190         self.customizeentityforclient = oldself.customizeentityforclient;
191         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
192         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
193         if (keepvelocity == 1)
194                 self.velocity = oldself.velocity;
195         self.oldvelocity = self.velocity;
196         self.alpha = oldself.alpha;
197         self.fade_time = oldself.fade_time;
198         self.fade_rate = oldself.fade_rate;
199         //self.weapon = oldself.weapon;
200         setorigin(self, oldself.origin);
201         setsize(self, oldself.mins, oldself.maxs);
202         self.prevorigin = oldself.origin;
203         self.reset = SUB_Remove;
204
205         Drag_MoveDrag(oldself, self);
206
207         if(self.colormap <= maxclients && self.colormap > 0)
208                 self.colormap = 1024 + oldself.clientcolors;
209
210         CSQCMODEL_AUTOINIT();
211         self.CopyBody_nextthink = oldself.nextthink;
212         self.CopyBody_think = oldself.think;
213         self.nextthink = time;
214         self.think = CopyBody_Think;
215         // "bake" the current animation frame for clones (they don't get clientside animation)
216         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
217
218         self = oldself;
219 }
220
221 float player_getspecies()
222 {
223         float s;
224         get_model_parameters(self.model, self.skin);
225         s = get_model_parameters_species;
226         get_model_parameters(string_null, 0);
227         if(s < 0)
228                 return SPECIES_HUMAN;
229         return s;
230 }
231
232 void player_setupanimsformodel()
233 {
234         // load animation info
235         animdecide_init(self);
236         animdecide_setstate(self, 0, FALSE);
237 }
238
239 void player_anim (void)
240 {
241         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
242         if(self.deadflag && !deadbits)
243                 if(random() < 0.5)
244                         deadbits = ANIMSTATE_DEAD1;
245                 else
246                         deadbits = ANIMSTATE_DEAD2;
247         float animbits = deadbits;
248         if(self.freezetag_frozen)
249                 animbits |= ANIMSTATE_FROZEN;
250         if(self.crouch)
251                 animbits |= ANIMSTATE_DUCK;
252         animdecide_setstate(self, animbits, FALSE);
253         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
254
255         if (self.weaponentity)
256         {
257                 updateanim(self.weaponentity);
258                 if (!self.weaponentity.animstate_override)
259                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
260         }
261 }
262
263 void SpawnThrownWeapon (vector org, float w)
264 {
265         if(g_minstagib)
266         if(self.ammo_cells <= 0)
267                 return;
268
269         if(g_pinata)
270         {
271                 float j;
272                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
273                 {
274                         if(WEPSET_CONTAINS_EW(self, j))
275                                 if(W_IsWeaponThrowable(j))
276                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
277                 }
278         }
279         else
280         {
281                 if(W_IsWeaponThrowable(self.weapon))
282                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
283         }
284 }
285
286 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
287 {
288         float take, save;
289         vector v;
290         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
291
292         // damage resistance (ignore most of the damage from a bullet or similar)
293         damage = max(damage - 5, 1);
294
295         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
296         take = v_x;
297         save = v_y;
298
299         if(sound_allowed(MSG_BROADCAST, attacker))
300         {
301                 if (save > 10)
302                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
303                 else if (take > 30)
304                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
305                 else if (take > 10)
306                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
307         }
308
309         if (take > 50)
310                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
311         if (take > 100)
312                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
313
314         if (!(self.flags & FL_GODMODE))
315         {
316                 self.armorvalue = self.armorvalue - save;
317                 self.health = self.health - take;
318                 // pause regeneration for 5 seconds
319                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
320         }
321         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
322         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
323         self.dmg_inflictor = inflictor;
324
325         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
326         {
327                 // don't use any animations as a gib
328                 self.frame = 0;
329                 // view just above the floor
330                 self.view_ofs = '0 0 4';
331
332                 Violence_GibSplash(self, 1, 1, attacker);
333                 self.alpha = -1;
334                 self.solid = SOLID_NOT; // restore later
335                 self.takedamage = DAMAGE_NO; // restore later
336                 self.damagedbycontents = FALSE;
337         }
338 }
339
340 void ClientKill_Now_TeamChange();
341 void freezetag_CheckWinner();
342
343 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
344 {
345         float take, save, waves, sdelay, dh, da, j;
346         vector v;
347         float valid_damage_for_weaponstats;
348         float excess;
349
350         if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
351                 return;
352
353         dh = max(self.health, 0);
354         da = max(self.armorvalue, 0);
355
356         if(!DEATH_ISSPECIAL(deathtype))
357         {
358                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
359                 if(self != attacker)
360                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
361         }
362
363         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
364         {
365                 // tuba causes blood to come out of the ears
366                 vector ear1, ear2;
367                 vector d;
368                 float f;
369                 ear1 = self.origin;
370                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
371                 ear2 = ear1;
372                 makevectors(self.angles);
373                 ear1 += v_right * -10;
374                 ear2 += v_right * +10;
375                 d = inflictor.origin - self.origin;
376                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
377                 force = v_right * vlen(force);
378                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
379                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
380                 if(f > 0)
381                 {
382                         hitloc = ear1;
383                         force = force * -1;
384                 }
385                 else
386                 {
387                         hitloc = ear2;
388                         // force is already good
389                 }
390         }
391         else
392                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
393
394         if (!g_minstagib)
395         {
396                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
397                 take = v_x;
398                 save = v_y;
399         }
400         else
401         {
402                 save = 0;
403                 take = damage;
404         }
405
406         if(attacker == self)
407         {
408                 // don't reset pushltime for self damage as it may be an attempt to
409                 // escape a lava pit or similar
410                 //self.pushltime = 0;
411                 self.istypefrag = 0;
412         }
413         else if(attacker.classname == "player")
414         {
415                 self.pusher = attacker;
416                 self.pushltime = time + autocvar_g_maxpushtime;
417                 self.istypefrag = self.BUTTON_CHAT;
418         }
419         else if(time < self.pushltime)
420         {
421                 attacker = self.pusher;
422                 self.pushltime = max(self.pushltime, time + 0.6);
423         }
424         else
425         {
426                 self.pushltime = 0;
427                 self.istypefrag = 0;
428         }
429
430         frag_inflictor = inflictor;
431         frag_attacker = attacker;
432         frag_target = self;
433         damage_take = take;
434         damage_save = save;
435         damage_force = force;
436         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
437         take = bound(0, damage_take, self.health);
438         save = bound(0, damage_save, self.armorvalue);
439         excess = max(0, damage - take - save);
440
441         if(sound_allowed(MSG_BROADCAST, attacker))
442         {
443                 if (save > 10)
444                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
445                 else if (take > 30)
446                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
447                 else if (take > 10)
448                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
449         }
450
451         if (take > 50)
452                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
453         if (take > 100)
454                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
455
456         if (time >= self.spawnshieldtime)
457         {
458                 if (!(self.flags & FL_GODMODE))
459                 {
460                         self.armorvalue = self.armorvalue - save;
461                         self.health = self.health - take;
462                         // pause regeneration for 5 seconds
463                         if(take)
464                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
465
466                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
467                         {
468                                 self.pain_finished = time + 0.5;        //Supajoe
469
470                                 if(autocvar_sv_gentle < 1) {
471                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
472                                         {
473                                                 if (!self.animstate_override)
474                                                 {
475                                                         if (random() > 0.5)
476                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
477                                                         else
478                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
479                                                 }
480                                         }
481
482                                         if(sound_allowed(MSG_BROADCAST, attacker))
483                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
484                                         if(self.health > 1)
485                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
486                                         {
487                                                 if(deathtype == DEATH_FALL)
488                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
489                                                 else if(self.health > 75) // TODO make a "gentle" version?
490                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
491                                                 else if(self.health > 50)
492                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
493                                                 else if(self.health > 25)
494                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
495                                                 else
496                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
497                                         }
498                                 }
499
500                                 // throw off bot aim temporarily
501                                 float shake;
502                                 shake = damage * 5 / (bound(0,skill,100) + 1);
503                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
504                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
505                         }
506                 }
507                 else
508                         self.max_armorvalue += (save + take);
509         }
510         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
511         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
512         self.dmg_inflictor = inflictor;
513
514         if(g_ca && self != attacker && attacker.classname == "player")
515                 PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
516
517         float abot, vbot, awep;
518         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
519         vbot = (clienttype(self) == CLIENTTYPE_BOT);
520
521         valid_damage_for_weaponstats = 0;
522         awep = 0;
523
524         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
525         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
526         if(attacker && self != attacker)
527         if(IsDifferentTeam(self, attacker))
528         {
529                 if(DEATH_ISSPECIAL(deathtype))
530                         awep = attacker.weapon;
531                 else
532                         awep = DEATH_WEAPONOF(deathtype);
533                 valid_damage_for_weaponstats = 1;
534         }
535
536         if(valid_damage_for_weaponstats)
537         {
538                 dh = dh - max(self.health, 0);
539                 da = da - max(self.armorvalue, 0);
540                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
541         }
542
543         if (self.health < 1)
544         {
545                 float defer_ClientKill_Now_TeamChange;
546                 defer_ClientKill_Now_TeamChange = FALSE;
547
548                 if(self.alivetime)
549                 {
550                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
551                         self.alivetime = 0;
552                 }
553
554                 if(valid_damage_for_weaponstats)
555                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
556
557                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
558                 if(sound_allowed(MSG_BROADCAST, attacker))
559                 {
560                         if(deathtype == DEATH_DROWN)
561                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
562                         else
563                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
564                 }
565
566                 // get rid of kill indicator
567                 if(self.killindicator)
568                 {
569                         remove(self.killindicator);
570                         self.killindicator = world;
571                         if(self.killindicator_teamchange)
572                                 defer_ClientKill_Now_TeamChange = TRUE;
573
574                         if(self.classname == "body")
575                         if(deathtype == DEATH_KILL)
576                         {
577                                 // for the lemmings fans, a small harmless explosion
578                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
579                         }
580                 }
581
582                 if(!g_freezetag)
583                 {
584                         // become fully visible
585                         self.alpha = default_player_alpha;
586                         // throw a weapon
587                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
588                 }
589
590                 // print an obituary message
591                 Obituary (attacker, inflictor, self, deathtype);
592                 race_PreDie();
593                 DropAllRunes(self);
594
595         // increment frag counter for used weapon type
596         float w;
597         w = DEATH_WEAPONOF(deathtype);
598         if(WEP_VALID(w))
599         if(accuracy_isgooddamage(attacker, self))
600         attacker.accuracy.(accuracy_frags[w-1]) += 1;
601
602                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
603                 {
604                         PutClientInServer();
605                         count_alive_players(); // re-count players
606                         freezetag_CheckWinner();
607                         return;
608                 }
609
610                 frag_attacker = attacker;
611                 frag_inflictor = inflictor;
612                 frag_target = self;
613                 MUTATOR_CALLHOOK(PlayerDies);
614                 weapon_action(self.weapon, WR_PLAYERDEATH);
615
616                 RemoveGrapplingHook(self);
617
618                 Portal_ClearAllLater(self);
619
620                 if(clienttype(self) == CLIENTTYPE_REAL)
621                 {
622                         stuffcmd(self, "-zoom\n");
623                         self.fixangle = TRUE;
624                         //msg_entity = self;
625                         //WriteByte (MSG_ONE, SVC_SETANGLE);
626                         //WriteAngle (MSG_ONE, self.v_angle_x);
627                         //WriteAngle (MSG_ONE, self.v_angle_y);
628                         //WriteAngle (MSG_ONE, 80);
629                 }
630
631                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
632                         ClientKill_Now_TeamChange();
633
634                 if(g_arena)
635                         Spawnqueue_Unmark(self);
636
637                 if(g_freezetag)
638                         return;
639
640                 // when we get here, player actually dies
641                 // clear waypoints (do this AFTER FreezeTag)
642                 WaypointSprite_PlayerDead();
643
644                 // make the corpse upright (not tilted)
645                 self.angles_x = 0;
646                 self.angles_z = 0;
647                 // don't spin
648                 self.avelocity = '0 0 0';
649                 // view from the floor
650                 self.view_ofs = '0 0 -8';
651                 // toss the corpse
652                 self.movetype = MOVETYPE_TOSS;
653                 // shootable corpse
654                 self.solid = SOLID_CORPSE;
655                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
656                 // don't stick to the floor
657                 self.flags &~= FL_ONGROUND;
658                 // dying animation
659                 self.deadflag = DEAD_DYING;
660                 // when to allow respawn
661                 sdelay = 0;
662                 waves = 0;
663                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
664                 if(!sdelay)
665                 {
666                         if(g_cts)
667                                 sdelay = 0; // no respawn delay in CTS
668                         else
669                                 sdelay = autocvar_g_respawn_delay;
670                 }
671                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
672                 if(!waves)
673                         waves = autocvar_g_respawn_waves;
674                 if(waves)
675                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
676                 else
677                         self.respawn_time = time + sdelay;
678                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
679                         self.respawn_countdown = 10; // first number to count down from is 10
680                 else
681                         self.respawn_countdown = -1; // do not count down
682                 self.death_time = time;
683                 if (random() < 0.5)
684                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
685                 else
686                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
687                 if (self.maxs_z > 5)
688                 {
689                         self.maxs_z = 5;
690                         setsize(self, self.mins, self.maxs);
691                 }
692                 // set damage function to corpse damage
693                 self.event_damage = PlayerCorpseDamage;
694                 // call the corpse damage function just in case it wants to gib
695                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
696                 // set up to fade out later
697                 SUB_SetFade (self, time + 6 + random (), 1);
698
699                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
700                         // remove corpse
701                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
702                 }
703
704                 // reset fields the weapons may use just in case
705                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
706                 {
707                         weapon_action(j, WR_RESETPLAYER);
708                         ATTACK_FINISHED_FOR(self, j) = 0;
709                 }
710         }
711 }
712
713 .float muted; // to be used by prvm_edictset server playernumber muted 1
714 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
715 // message "": do not say, just test flood control
716 // return value:
717 //   1 = accept
718 //   0 = reject
719 //  -1 = fake accept
720 {
721         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
722         float flood;
723         var .float flood_field;
724         entity head;
725         float ret;
726         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
727
728         if(!teamsay && !privatesay)
729                 if(substring(msgin, 0, 1) == " ")
730                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
731
732         msgin = formatmessage(msgin);
733
734         if(source.classname != "player")
735                 colorstr = "^0"; // black for spectators
736         else if(teamplay)
737                 colorstr = Team_ColorCode(source.team);
738         else
739         {
740                 colorstr = "";
741                 teamsay = FALSE;
742         }
743
744         if(intermission_running)
745                 teamsay = FALSE;
746
747         if(msgin != "")
748                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
749
750         /*
751          * using bprint solves this... me stupid
752         // how can we prevent the message from appearing in a listen server?
753         // for now, just give "say" back and only handle say_team
754         if(!teamsay)
755         {
756                 clientcommand(self, strcat("say ", msgin));
757                 return;
758         }
759         */
760
761         if(autocvar_g_chat_teamcolors)
762                 namestr = playername(source);
763         else
764                 namestr = source.netname;
765
766         if(msgin != "")
767         {
768                 if(privatesay)
769                 {
770                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
771                         privatemsgprefixlen = strlen(msgstr);
772                         msgstr = strcat(msgstr, msgin);
773                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
774                         if(autocvar_g_chat_teamcolors)
775                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
776                         else
777                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
778                 }
779                 else if(teamsay)
780                 {
781                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
782                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
783                 }
784                 else
785                 {
786                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
787                         cmsgstr = "";
788                 }
789                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
790         }
791         else
792         {
793                 msgstr = cmsgstr = "";
794         }
795
796         fullmsgstr = msgstr;
797         fullcmsgstr = cmsgstr;
798
799         // FLOOD CONTROL
800         flood = 0;
801         flood_field = floodcontrol_chat;
802         if(floodcontrol)
803         {
804                 float flood_spl;
805                 float flood_burst;
806                 float flood_lmax;
807                 float lines;
808                 if(privatesay)
809                 {
810                         flood_spl = autocvar_g_chat_flood_spl_tell;
811                         flood_burst = autocvar_g_chat_flood_burst_tell;
812                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
813                         flood_field = floodcontrol_chattell;
814                 }
815                 else if(teamsay)
816                 {
817                         flood_spl = autocvar_g_chat_flood_spl_team;
818                         flood_burst = autocvar_g_chat_flood_burst_team;
819                         flood_lmax = autocvar_g_chat_flood_lmax_team;
820                         flood_field = floodcontrol_chatteam;
821                 }
822                 else
823                 {
824                         flood_spl = autocvar_g_chat_flood_spl;
825                         flood_burst = autocvar_g_chat_flood_burst;
826                         flood_lmax = autocvar_g_chat_flood_lmax;
827                         flood_field = floodcontrol_chat;
828                 }
829                 flood_burst = max(0, flood_burst - 1);
830                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
831
832                 // do flood control for the default line size
833                 if(msgstr != "")
834                 {
835                         getWrappedLine_remaining = msgstr;
836                         msgstr = "";
837                         lines = 0;
838                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
839                         {
840                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
841                                 ++lines;
842                         }
843                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
844
845                         if(getWrappedLine_remaining != "")
846                         {
847                                 msgstr = strcat(msgstr, "\n");
848                                 flood = 2;
849                         }
850
851                         if(time >= source.flood_field)
852                         {
853                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
854                         }
855                         else
856                         {
857                                 flood = 1;
858                                 msgstr = fullmsgstr;
859                         }
860                 }
861                 else
862                 {
863                         if(time >= source.flood_field)
864                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
865                         else
866                                 flood = 1;
867                 }
868
869                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
870                         source.flood_field = flood = 0;
871         }
872
873         if(flood == 2) // cannot happen for empty msgstr
874         {
875                 if(autocvar_g_chat_flood_notify_flooder)
876                 {
877                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
878                         sourcecmsgstr = "";
879                 }
880                 else
881                 {
882                         sourcemsgstr = fullmsgstr;
883                         sourcecmsgstr = fullcmsgstr;
884                 }
885                 cmsgstr = "";
886         }
887         else
888         {
889                 sourcemsgstr = msgstr;
890                 sourcecmsgstr = cmsgstr;
891         }
892
893         if(!privatesay)
894         if(source.classname != "player")
895         {
896                 if not(intermission_running)
897                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
898                                 teamsay = -1; // spectators
899         }
900
901         if(flood)
902                 print("NOTE: ", playername(source), "^7 is flooding.\n");
903
904         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
905         if(privatesay)
906                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
907
908         if(source.muted)
909         {
910                 // always fake the message
911                 ret = -1;
912         }
913         else if(flood == 1)
914         {
915                 if(autocvar_g_chat_flood_notify_flooder)
916                 {
917                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
918                         ret = 0;
919                 }
920                 else
921                         ret = -1;
922         }
923         else
924         {
925                 ret = 1;
926         }
927
928         if(sourcemsgstr != "" && ret != 0)
929         {
930                 if(ret < 0) // faked message, because the player is muted
931                 {
932                         sprint(source, sourcemsgstr);
933                         if(sourcecmsgstr != "" && !privatesay)
934                                 centerprint(source, sourcecmsgstr);
935                 }
936                 else if(privatesay) // private message, between 2 people only
937                 {
938                         sprint(source, sourcemsgstr);
939                         sprint(privatesay, msgstr);
940                         if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
941                         if(cmsgstr != "")
942                                 centerprint(privatesay, cmsgstr);
943                 }
944                 else if(teamsay > 0) // team message, only sent to team mates
945                 {
946                         sprint(source, sourcemsgstr);
947                         dedicated_print(msgstr); // send to server console too
948                         if(sourcecmsgstr != "")
949                                 centerprint(source, sourcecmsgstr);
950                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
951                                 if(head != source)
952                                 {
953                                         sprint(head, msgstr);
954                                         if(cmsgstr != "")
955                                                 centerprint(head, cmsgstr);
956                                 }
957                 }
958                 else if(teamsay < 0) // spectator message, only sent to spectators
959                 {
960                         sprint(source, sourcemsgstr);
961                         dedicated_print(msgstr); // send to server console too
962                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
963                                 if(head != source)
964                                         sprint(head, msgstr);
965                 }
966                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
967                 {
968                         sprint(source, sourcemsgstr);
969                         dedicated_print(msgstr); // send to server console too
970                         FOR_EACH_REALCLIENT(head)
971                                 if(head != source)
972                                         sprint(head, msgstr);
973                 }
974                 else
975                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
976         }
977
978         return ret;
979 }
980
981 float GetVoiceMessageVoiceType(string type)
982 {
983         if(type == "taunt")
984                 return VOICETYPE_TAUNT;
985         if(type == "teamshoot")
986                 return VOICETYPE_LASTATTACKER;
987         return VOICETYPE_TEAMRADIO;
988 }
989
990 string allvoicesamples;
991 .string GetVoiceMessageSampleField(string type)
992 {
993         GetPlayerSoundSampleField_notFound = 0;
994         switch(type)
995         {
996 #define _VOICEMSG(m) case #m: return playersound_##m;
997                 ALLVOICEMSGS
998 #undef _VOICEMSG
999         }
1000         GetPlayerSoundSampleField_notFound = 1;
1001         return playersound_taunt;
1002 }
1003
1004 .string GetPlayerSoundSampleField(string type)
1005 {
1006         GetPlayerSoundSampleField_notFound = 0;
1007         switch(type)
1008         {
1009 #define _VOICEMSG(m) case #m: return playersound_##m;
1010                 ALLPLAYERSOUNDS
1011 #undef _VOICEMSG
1012         }
1013         GetPlayerSoundSampleField_notFound = 1;
1014         return playersound_taunt;
1015 }
1016
1017 void PrecacheGlobalSound(string samplestring)
1018 {
1019         float n, i;
1020         tokenize_console(samplestring);
1021         n = stof(argv(1));
1022         if(n > 0)
1023         {
1024                 for(i = 1; i <= n; ++i)
1025                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1026         }
1027         else
1028         {
1029                 precache_sound(strcat(argv(0), ".wav"));
1030         }
1031 }
1032
1033 void PrecachePlayerSounds(string f)
1034 {
1035         float fh;
1036         string s;
1037         fh = fopen(f, FILE_READ);
1038         if(fh < 0)
1039                 return;
1040         while((s = fgets(fh)))
1041         {
1042                 if(tokenize_console(s) != 3)
1043                 {
1044                         dprint("Invalid sound info line: ", s, "\n");
1045                         continue;
1046                 }
1047                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1048         }
1049         fclose(fh);
1050
1051         if not(allvoicesamples)
1052         {
1053 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1054                 ALLVOICEMSGS
1055 #undef _VOICEMSG
1056                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1057         }
1058 }
1059
1060 void ClearPlayerSounds()
1061 {
1062 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1063         ALLPLAYERSOUNDS
1064         ALLVOICEMSGS
1065 #undef _VOICEMSG
1066 }
1067
1068 float LoadPlayerSounds(string f, float first)
1069 {
1070         float fh;
1071         string s;
1072         var .string field;
1073         fh = fopen(f, FILE_READ);
1074         if(fh < 0)
1075         {
1076                 dprint("Player sound file not found: ", f, "\n");
1077                 return 0;
1078         }
1079         while((s = fgets(fh)))
1080         {
1081                 if(tokenize_console(s) != 3)
1082                         continue;
1083                 field = GetPlayerSoundSampleField(argv(0));
1084                 if(GetPlayerSoundSampleField_notFound)
1085                         field = GetVoiceMessageSampleField(argv(0));
1086                 if(GetPlayerSoundSampleField_notFound)
1087                         continue;
1088                 if(self.field)
1089                         strunzone(self.field);
1090                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1091         }
1092         fclose(fh);
1093         return 1;
1094 }
1095
1096 .float modelindex_for_playersound;
1097 .float skin_for_playersound;
1098 void UpdatePlayerSounds()
1099 {
1100         if(self.modelindex == self.modelindex_for_playersound)
1101         if(self.skin == self.skin_for_playersound)
1102                 return;
1103         self.modelindex_for_playersound = self.modelindex;
1104         self.skin_for_playersound = self.skin;
1105         ClearPlayerSounds();
1106         LoadPlayerSounds("sound/player/default.sounds", 1);
1107         if(!autocvar_g_debug_defaultsounds)
1108                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1109                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1110 }
1111
1112 void FakeGlobalSound(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                         break;
1131                 case VOICETYPE_LASTATTACKER:
1132                         if(self.pusher)
1133                         {
1134                                 msg_entity = self;
1135                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1136                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1137                         }
1138                         break;
1139                 case VOICETYPE_TEAMRADIO:
1140                         msg_entity = self;
1141                         if(msg_entity.cvar_cl_voice_directional == 1)
1142                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1143                         else
1144                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1145                         break;
1146                 case VOICETYPE_AUTOTAUNT:
1147                         if(!sv_autotaunt)
1148                                 break;
1149                         if(!sv_taunt)
1150                                 break;
1151                         if(autocvar_sv_gentle)
1152                                 break;
1153                         tauntrand = random();
1154                         msg_entity = self;
1155                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1156                         {
1157                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1158                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1159                                 else
1160                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1161                         }
1162                         break;
1163                 case VOICETYPE_TAUNT:
1164                         if(self.classname == "player")
1165                                 if(self.deadflag == DEAD_NO)
1166                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1167                         if(!sv_taunt)
1168                                 break;
1169                         if(autocvar_sv_gentle)
1170                                 break;
1171                         msg_entity = self;
1172                         if (msg_entity.cvar_cl_voice_directional >= 1)
1173                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1174                         else
1175                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1176                         break;
1177                 case VOICETYPE_PLAYERSOUND:
1178                         msg_entity = self;
1179                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1180                         break;
1181                 default:
1182                         backtrace("Invalid voice type!");
1183                         break;
1184         }
1185 }
1186
1187 void GlobalSound(string sample, float chan, float voicetype)
1188 {
1189         float n;
1190         float tauntrand;
1191
1192         if(sample == "")
1193                 return;
1194
1195         tokenize_console(sample);
1196         n = stof(argv(1));
1197         if(n > 0)
1198                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1199         else
1200                 sample = strcat(argv(0), ".wav"); // randomization
1201
1202         switch(voicetype)
1203         {
1204                 case VOICETYPE_LASTATTACKER_ONLY:
1205                         if(self.pusher)
1206                         {
1207                                 msg_entity = self.pusher;
1208                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1209                                 {
1210                                         if(msg_entity.cvar_cl_voice_directional == 1)
1211                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1212                                         else
1213                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1214                                 }
1215                         }
1216                         break;
1217                 case VOICETYPE_LASTATTACKER:
1218                         if(self.pusher)
1219                         {
1220                                 msg_entity = self.pusher;
1221                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1222                                 {
1223                                         if(msg_entity.cvar_cl_voice_directional == 1)
1224                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1225                                         else
1226                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1227                                 }
1228                                 msg_entity = self;
1229                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1230                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1231                         }
1232                         break;
1233                 case VOICETYPE_TEAMRADIO:
1234                         FOR_EACH_REALCLIENT(msg_entity)
1235                                 if(!teamplay || msg_entity.team == self.team)
1236                                 {
1237                                         if(msg_entity.cvar_cl_voice_directional == 1)
1238                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1239                                         else
1240                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1241                                 }
1242                         break;
1243                 case VOICETYPE_AUTOTAUNT:
1244                         if(!sv_autotaunt)
1245                                 break;
1246                         if(!sv_taunt)
1247                                 break;
1248                         if(autocvar_sv_gentle)
1249                                 break;
1250                         tauntrand = random();
1251                         FOR_EACH_REALCLIENT(msg_entity)
1252                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1253                                 {
1254                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1255                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1256                                         else
1257                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1258                                 }
1259                         break;
1260                 case VOICETYPE_TAUNT:
1261                         if(self.classname == "player")
1262                                 if(self.deadflag == DEAD_NO)
1263                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1264                         if(!sv_taunt)
1265                                 break;
1266                         if(autocvar_sv_gentle)
1267                                 break;
1268                         FOR_EACH_REALCLIENT(msg_entity)
1269                         {
1270                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1271                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1272                                 else
1273                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1274                         }
1275                         break;
1276                 case VOICETYPE_PLAYERSOUND:
1277                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1278                         break;
1279                 default:
1280                         backtrace("Invalid voice type!");
1281                         break;
1282         }
1283 }
1284
1285 void PlayerSound(.string samplefield, float chan, float voicetype)
1286 {
1287         GlobalSound(self.samplefield, chan, voicetype);
1288 }
1289
1290 void VoiceMessage(string type, string msg)
1291 {
1292         var .string sample;
1293         float voicetype, ownteam;
1294         float flood;
1295         sample = GetVoiceMessageSampleField(type);
1296
1297         if(GetPlayerSoundSampleField_notFound)
1298         {
1299                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1300                 return;
1301         }
1302
1303         voicetype = GetVoiceMessageVoiceType(type);
1304         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1305
1306         flood = Say(self, ownteam, world, msg, 1);
1307
1308         if (flood > 0)
1309                 GlobalSound(self.sample, CH_VOICE, voicetype);
1310         else if (flood < 0)
1311                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1312 }
1313
1314 void MoveToTeam(entity client, float team_colour, float type)
1315 {
1316         float lockteams_backup;
1317
1318         lockteams_backup = lockteams;  // backup any team lock
1319
1320         lockteams = 0;  // disable locked teams
1321
1322         TeamchangeFrags(client);  // move the players frags
1323         SetPlayerColors(client, team_colour - 1);  // set the players colour
1324         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1325
1326         lockteams = lockteams_backup;  // restore the team lock
1327
1328         LogTeamchange(client.playerid, client.team, type);
1329 }