]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge branch 'master' into divVerent/csqcmodel
[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 void CopyBody(float keepvelocity)
128 {
129         entity oldself;
130         if (self.effects & EF_NODRAW)
131                 return;
132         oldself = self;
133         self = spawn();
134         self.enemy = oldself;
135         self.lip = oldself.lip;
136         self.colormap = oldself.colormap;
137         self.iscreature = oldself.iscreature;
138         self.damagedbycontents = oldself.damagedbycontents;
139         self.angles = oldself.angles;
140         self.avelocity = oldself.avelocity;
141         self.classname = "body";
142         self.damageforcescale = oldself.damageforcescale;
143         self.effects = oldself.effects;
144         self.glowmod = oldself.glowmod;
145         self.event_damage = oldself.event_damage;
146         self.animstate_startframe = oldself.animstate_startframe;
147         self.animstate_numframes = oldself.animstate_numframes;
148         self.animstate_framerate = oldself.animstate_framerate;
149         self.animstate_starttime = oldself.animstate_starttime;
150         self.animstate_endtime = oldself.animstate_endtime;
151         self.animstate_override = oldself.animstate_override;
152         self.animstate_looping = oldself.animstate_looping;
153         self.frame = oldself.frame;
154         self.dead_frame = oldself.dead_frame;
155         self.pain_finished = oldself.pain_finished;
156         self.health = oldself.health;
157         self.armorvalue = oldself.armorvalue;
158         self.armortype = oldself.armortype;
159         self.model = oldself.model;
160         self.modelindex = oldself.modelindex;
161         self.skin = oldself.skin;
162         self.species = oldself.species;
163         self.movetype = oldself.movetype;
164         self.nextthink = oldself.nextthink;
165         self.solid = oldself.solid;
166         self.ballistics_density = oldself.ballistics_density;
167         self.takedamage = oldself.takedamage;
168         self.think = oldself.think;
169         self.customizeentityforclient = oldself.customizeentityforclient;
170         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
171         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
172         if (keepvelocity == 1)
173                 self.velocity = oldself.velocity;
174         self.oldvelocity = self.velocity;
175         self.fade_time = oldself.fade_time;
176         self.fade_rate = oldself.fade_rate;
177         //self.weapon = oldself.weapon;
178         setorigin(self, oldself.origin);
179         setsize(self, oldself.mins, oldself.maxs);
180         self.prevorigin = oldself.origin;
181         self.reset = SUB_Remove;
182
183         Drag_MoveDrag(oldself, self);
184
185         if(self.colormap <= maxclients && self.colormap > 0)
186                 self.colormap = 1024 + self.clientcolors;
187
188         self = oldself;
189 }
190
191 float player_getspecies()
192 {
193         float s;
194         get_model_parameters(self.model, self.skin);
195         s = get_model_parameters_species;
196         get_model_parameters(string_null, 0);
197         if(s < 0)
198                 return SPECIES_HUMAN;
199         return s;
200 }
201
202 void player_setupanimsformodel()
203 {
204         // defaults for legacy .zym models without animinfo files
205         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
206         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
207         self.anim_draw = animfixfps(self, '2 1 3');
208         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
209         self.anim_duckwalk = animfixfps(self, '4 1 1');
210         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
211         self.anim_duckidle = animfixfps(self, '6 1 1');
212         self.anim_idle = animfixfps(self, '7 1 1');
213         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
214         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
215         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
216         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
217         self.anim_taunt = animfixfps(self, '12 1 0.33');
218         self.anim_run = animfixfps(self, '13 1 1');
219         self.anim_runbackwards = animfixfps(self, '14 1 1');
220         self.anim_strafeleft = animfixfps(self, '15 1 1');
221         self.anim_straferight = animfixfps(self, '16 1 1');
222         self.anim_dead1 = animfixfps(self, '17 1 1');
223         self.anim_dead2 = animfixfps(self, '18 1 1');
224         self.anim_forwardright = animfixfps(self, '19 1 1');
225         self.anim_forwardleft = animfixfps(self, '20 1 1');
226         self.anim_backright = animfixfps(self, '21 1 1');
227         self.anim_backleft  = animfixfps(self, '22 1 1');
228         self.anim_melee = animfixfps2(self, '23 1 1', '11 1 5');
229         self.anim_duckwalkbackwards = animfixfps2(self, '24 1 1', '4 1 1');
230         self.anim_duckwalkstrafeleft = animfixfps2(self, '25 1 1', '4 1 1');
231         self.anim_duckwalkstraferight = animfixfps2(self, '26 1 1', '4 1 1');
232         self.anim_duckwalkforwardright = animfixfps2(self, '27 1 1', '4 1 1');
233         self.anim_duckwalkforwardleft = animfixfps2(self, '28 1 1', '4 1 1');
234         self.anim_duckwalkbackright = animfixfps2(self, '29 1 1', '4 1 1');
235         self.anim_duckwalkbackleft  = animfixfps2(self, '30 1 1', '4 1 1');
236         // TODO introspect models for finding right "fps" value (1/duration)
237         // reset animstate now
238         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
239 }
240
241 void player_anim (void)
242 {
243         updateanim(self);
244         if (self.weaponentity)
245                 updateanim(self.weaponentity);
246
247         if (self.deadflag != DEAD_NO)
248         {
249                 if (time > self.animstate_endtime)
250                 {
251                         if (self.maxs_z > 5)
252                         {
253                                 self.maxs_z = 5;
254                                 setsize(self, self.mins, self.maxs);
255                         }
256                         self.frame = self.dead_frame;
257                 }
258                 return;
259         }
260
261         if (!self.animstate_override)
262         {
263                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
264                 {
265                         if (self.crouch)
266                         {
267                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
268                                 {
269                                         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);
270                                         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
271                                         {
272                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
273                                                 self.restart_jump = FALSE;
274                                         }
275                                 }
276                         }
277                         else
278                         {
279                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
280                 {
281                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
282                     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
283                     {
284                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
285                         self.restart_jump = FALSE;
286                     }
287                 }
288                         }
289                 }
290                 else if (self.crouch)
291                 {
292                         if (self.movement_x > 0 && self.movement_y == 0)
293                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
294                         else if (self.movement_x < 0 && self.movement_y == 0)
295                                 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
296                         else if (self.movement_x == 0 && self.movement_y > 0)
297                                 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
298                         else if (self.movement_x == 0 && self.movement_y < 0)
299                                 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
300                         else if (self.movement_x > 0 && self.movement_y > 0)
301                                 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
302                         else if (self.movement_x > 0 && self.movement_y < 0)
303                                 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
304                         else if (self.movement_x < 0 && self.movement_y > 0)
305                                 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
306                         else if (self.movement_x < 0 && self.movement_y < 0)
307                                 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
308                         else
309                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
310                 }
311                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
312                 {
313                         if (self.movement_x > 0 && self.movement_y == 0)
314                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
315                         else if (self.movement_x < 0 && self.movement_y == 0)
316                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
317                         else if (self.movement_x == 0 && self.movement_y > 0)
318                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
319                         else if (self.movement_x == 0 && self.movement_y < 0)
320                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
321                         else if (self.movement_x > 0 && self.movement_y > 0)
322                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
323                         else if (self.movement_x > 0 && self.movement_y < 0)
324                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
325                         else if (self.movement_x < 0 && self.movement_y > 0)
326                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
327                         else if (self.movement_x < 0 && self.movement_y < 0)
328                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
329                         else
330                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
331                 }
332                 else
333                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
334         }
335
336         if (self.weaponentity)
337         if (!self.weaponentity.animstate_override)
338                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
339 }
340
341 void SpawnThrownWeapon (vector org, float w)
342 {
343         if(g_minstagib)
344         if(self.ammo_cells <= 0)
345                 return;
346
347         if(g_pinata)
348         {
349                 float j;
350                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
351                 {
352                         if(self.weapons & W_WeaponBit(j))
353                                 if(W_IsWeaponThrowable(j))
354                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
355                 }
356         }
357         else
358         {
359                 if(W_IsWeaponThrowable(self.weapon))
360                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
361         }
362 }
363
364 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
365 {
366         float take, save;
367         vector v;
368         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
369
370         // damage resistance (ignore most of the damage from a bullet or similar)
371         damage = max(damage - 5, 1);
372
373         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
374         take = v_x;
375         save = v_y;
376
377         if(sound_allowed(MSG_BROADCAST, attacker))
378         {
379                 if (save > 10)
380                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
381                 else if (take > 30)
382                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
383                 else if (take > 10)
384                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
385         }
386
387         if (take > 50)
388                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
389         if (take > 100)
390                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
391
392         if (!(self.flags & FL_GODMODE))
393         {
394                 self.armorvalue = self.armorvalue - save;
395                 self.health = self.health - take;
396                 // pause regeneration for 5 seconds
397                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
398         }
399         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
400         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
401         self.dmg_inflictor = inflictor;
402
403         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
404         {
405                 // don't use any animations as a gib
406                 self.frame = 0;
407                 self.dead_frame = 0;
408                 // view just above the floor
409                 self.view_ofs = '0 0 4';
410
411                 Violence_GibSplash(self, 1, 1, attacker);
412                 self.modelindex = 0; // restore later
413                 self.solid = SOLID_NOT; // restore later
414         }
415 }
416
417 void ClientKill_Now_TeamChange();
418 void freezetag_CheckWinner();
419
420 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
421 {
422         float take, save, waves, sdelay, dh, da, j;
423         vector v;
424         float valid_damage_for_weaponstats;
425         float excess;
426
427         if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
428                 return;
429
430         dh = max(self.health, 0);
431         da = max(self.armorvalue, 0);
432
433         if(!DEATH_ISSPECIAL(deathtype))
434         {
435                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
436                 if(self != attacker)
437                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
438         }
439
440         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
441         {
442                 // tuba causes blood to come out of the ears
443                 vector ear1, ear2;
444                 vector d;
445                 float f;
446                 ear1 = self.origin;
447                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
448                 ear2 = ear1;
449                 makevectors(self.angles);
450                 ear1 += v_right * -10;
451                 ear2 += v_right * +10;
452                 d = inflictor.origin - self.origin;
453                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
454                 force = v_right * vlen(force);
455                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
456                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
457                 if(f > 0)
458                 {
459                         hitloc = ear1;
460                         force = force * -1;
461                 }
462                 else
463                 {
464                         hitloc = ear2;
465                         // force is already good
466                 }
467         }
468         else
469                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
470
471         if (!g_minstagib)
472         {
473                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
474                 take = v_x;
475                 save = v_y;
476         }
477         else
478         {
479                 save = 0;
480                 take = damage;
481         }
482
483         frag_inflictor = inflictor;
484         frag_attacker = attacker;
485         frag_target = self;
486         damage_take = take;
487         damage_save = save;
488         damage_force = force;
489         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
490         take = bound(0, damage_take, self.health);
491         save = bound(0, damage_save, self.armorvalue);
492         excess = max(0, damage - take - save);
493
494         if(sound_allowed(MSG_BROADCAST, attacker))
495         {
496                 if (save > 10)
497                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
498                 else if (take > 30)
499                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
500                 else if (take > 10)
501                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
502         }
503
504         if (take > 50)
505                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
506         if (take > 100)
507                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
508
509         if (time >= self.spawnshieldtime)
510         {
511                 if (!(self.flags & FL_GODMODE))
512                 {
513                         self.armorvalue = self.armorvalue - save;
514                         self.health = self.health - take;
515                         // pause regeneration for 5 seconds
516                         if(take)
517                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
518
519                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
520                         {
521                                 self.pain_finished = time + 0.5;        //Supajoe
522
523                                 if(sv_gentle < 1) {
524                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
525                                         {
526                                                 if (!self.animstate_override)
527                                                 {
528                                                         if (random() > 0.5)
529                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
530                                                         else
531                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
532                                                 }
533                                         }
534
535                                         if(sound_allowed(MSG_BROADCAST, attacker))
536                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
537                                         if(self.health > 1)
538                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
539                                         {
540                                                 if(deathtype == DEATH_FALL)
541                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
542                                                 else if(self.health > 75) // TODO make a "gentle" version?
543                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
544                                                 else if(self.health > 50)
545                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
546                                                 else if(self.health > 25)
547                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
548                                                 else
549                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
550                                         }
551                                 }
552
553                                 // throw off bot aim temporarily
554                                 float shake;
555                                 shake = damage * 5 / (bound(0,skill,100) + 1);
556                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
557                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
558                         }
559                 }
560                 else
561                         self.max_armorvalue += (save + take);
562         }
563         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
564         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
565         self.dmg_inflictor = inflictor;
566
567         if(attacker == self)
568         {
569                 // don't reset pushltime for self damage as it may be an attempt to
570                 // escape a lava pit or similar
571                 //self.pushltime = 0;
572         }
573         else if(attacker.classname == "player")
574         {
575                 self.pusher = attacker;
576                 self.pushltime = time + autocvar_g_maxpushtime;
577         }
578         else if(time < self.pushltime)
579         {
580                 attacker = self.pusher;
581                 self.pushltime = max(self.pushltime, time + 0.6);
582         }
583         else
584                 self.pushltime = 0;
585
586         float abot, vbot, awep;
587         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
588         vbot = (clienttype(self) == CLIENTTYPE_BOT);
589
590         valid_damage_for_weaponstats = 0;
591         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
592         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
593         if(attacker && self != attacker)
594         if(IsDifferentTeam(self, attacker))
595         {
596                 if(DEATH_ISSPECIAL(deathtype))
597                         awep = attacker.weapon;
598                 else
599                         awep = DEATH_WEAPONOF(deathtype);
600                 valid_damage_for_weaponstats = 1;
601         }
602
603         if(valid_damage_for_weaponstats)
604         {
605                 dh = dh - max(self.health, 0);
606                 da = da - max(self.armorvalue, 0);
607                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
608         }
609
610         if (self.health < 1)
611         {
612                 float defer_ClientKill_Now_TeamChange;
613                 defer_ClientKill_Now_TeamChange = FALSE;
614
615                 if(self.alivetime)
616                 {
617                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
618                         self.alivetime = 0;
619                 }
620
621                 if(valid_damage_for_weaponstats)
622                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
623
624                 if(sv_gentle < 1) // TODO make a "gentle" version?
625                 if(sound_allowed(MSG_BROADCAST, attacker))
626                 {
627                         if(deathtype == DEATH_DROWN)
628                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
629                         else
630                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
631                 }
632
633                 // get rid of kill indicator
634                 if(self.killindicator)
635                 {
636                         remove(self.killindicator);
637                         self.killindicator = world;
638                         if(self.killindicator_teamchange)
639                                 defer_ClientKill_Now_TeamChange = TRUE;
640
641                         if(self.classname == "body")
642                         if(deathtype == DEATH_KILL)
643                         {
644                                 // for the lemmings fans, a small harmless explosion
645                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
646                         }
647                 }
648
649                 if(!g_freezetag)
650                 {
651                         // become fully visible
652                         self.alpha = 1;
653                         // throw a weapon
654                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
655                 }
656
657                 // print an obituary message
658                 Obituary (attacker, inflictor, self, deathtype);
659                 race_PreDie();
660                 DropAllRunes(self);
661
662         // increment frag counter for used weapon type
663         float w;
664         w = DEATH_WEAPONOF(deathtype);
665         if(WEP_VALID(w))
666         if(self.classname == "player")
667         if(self != attacker)
668         attacker.accuracy.(accuracy_frags[w-1]) += 1;
669
670                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
671                 {
672                         PutClientInServer();
673                         count_alive_players(); // re-count players
674                         freezetag_CheckWinner();
675                         return;
676                 }
677
678                 frag_attacker = attacker;
679                 frag_inflictor = inflictor;
680                 frag_target = self;
681                 MUTATOR_CALLHOOK(PlayerDies);
682                 weapon_action(self.weapon, WR_PLAYERDEATH);
683
684                 RemoveGrapplingHook(self);
685
686                 if(self.flagcarried)
687                 {
688                         if(attacker.classname != "player")
689                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
690                         else if(attacker.team == self.team)
691                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
692                         else
693                                 DropFlag(self.flagcarried, world, attacker);
694                 }
695                 if(self.ballcarried && g_nexball)
696                         DropBall(self.ballcarried, self.origin, self.velocity);
697                 Portal_ClearAllLater(self);
698
699                 if(clienttype(self) == CLIENTTYPE_REAL)
700                 {
701                         stuffcmd(self, "-zoom\n");
702                         self.fixangle = TRUE;
703                         //msg_entity = self;
704                         //WriteByte (MSG_ONE, SVC_SETANGLE);
705                         //WriteAngle (MSG_ONE, self.v_angle_x);
706                         //WriteAngle (MSG_ONE, self.v_angle_y);
707                         //WriteAngle (MSG_ONE, 80);
708                 }
709
710                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
711                         ClientKill_Now_TeamChange();
712
713                 if(g_arena)
714                         Spawnqueue_Unmark(self);
715
716                 if(g_freezetag)
717                         return;
718
719                 // when we get here, player actually dies
720                 // clear waypoints (do this AFTER FreezeTag)
721                 WaypointSprite_PlayerDead();
722
723                 // make the corpse upright (not tilted)
724                 self.angles_x = 0;
725                 self.angles_z = 0;
726                 // don't spin
727                 self.avelocity = '0 0 0';
728                 // view from the floor
729                 self.view_ofs = '0 0 -8';
730                 // toss the corpse
731                 self.movetype = MOVETYPE_TOSS;
732                 // shootable corpse
733                 self.solid = SOLID_CORPSE;
734                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
735                 // don't stick to the floor
736                 self.flags &~= FL_ONGROUND;
737                 // dying animation
738                 self.deadflag = DEAD_DYING;
739                 // when to allow respawn
740                 sdelay = 0;
741                 waves = 0;
742                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
743                 if(!sdelay)
744                 {
745                         if(g_cts)
746                                 sdelay = 0; // no respawn delay in CTS
747                         else
748                                 sdelay = autocvar_g_respawn_delay;
749                 }
750                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
751                 if(!waves)
752                         waves = autocvar_g_respawn_waves;
753                 if(waves)
754                         self.death_time = ceil((time + sdelay) / waves) * waves;
755                 else
756                         self.death_time = time + sdelay;
757                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
758                         self.respawn_countdown = 10; // first number to count down from is 10
759                 else
760                         self.respawn_countdown = -1; // do not count down
761                 if (random() < 0.5)
762                 {
763                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
764                         self.dead_frame = self.anim_dead1_x;
765                 }
766                 else
767                 {
768                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
769                         self.dead_frame = self.anim_dead2_x;
770                 }
771                 // set damage function to corpse damage
772                 self.event_damage = PlayerCorpseDamage;
773                 // call the corpse damage function just in case it wants to gib
774                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
775                 // set up to fade out later
776                 SUB_SetFade (self, time + 6 + random (), 1);
777
778                 if(sv_gentle > 0 || autocvar_ekg) {
779                         // remove corpse
780                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
781                 }
782
783                 // reset fields the weapons may use just in case
784                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
785                 {
786                         weapon_action(j, WR_RESETPLAYER);
787                         ATTACK_FINISHED_FOR(self, j) = 0;
788                 }
789         }
790 }
791
792 .float muted; // to be used by prvm_edictset server playernumber muted 1
793 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
794 // message "": do not say, just test flood control
795 // return value:
796 //   1 = accept
797 //   0 = reject
798 //  -1 = fake accept
799 {
800         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
801         float flood, privatemsgprefixlen;
802         var .float flood_field;
803         entity head;
804         float ret;
805
806         if(Ban_MaybeEnforceBan(source))
807                 return 0;
808
809         if(!teamsay && !privatesay)
810                 if(substring(msgin, 0, 1) == " ")
811                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
812
813         msgin = formatmessage(msgin);
814
815         if(source.classname != "player")
816                 colorstr = "^0"; // black for spectators
817         else if(teamplay)
818                 colorstr = Team_ColorCode(source.team);
819         else
820                 teamsay = FALSE;
821
822         if(intermission_running)
823                 teamsay = FALSE;
824
825         if(msgin != "")
826                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
827
828         /*
829          * using bprint solves this... me stupid
830         // how can we prevent the message from appearing in a listen server?
831         // for now, just give "say" back and only handle say_team
832         if(!teamsay)
833         {
834                 clientcommand(self, strcat("say ", msgin));
835                 return;
836         }
837         */
838
839         if(autocvar_g_chat_teamcolors)
840                 namestr = playername(source);
841         else
842                 namestr = source.netname;
843
844         if(msgin != "")
845         {
846                 if(privatesay)
847                 {
848                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
849                         privatemsgprefixlen = strlen(msgstr);
850                         msgstr = strcat(msgstr, msgin);
851                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
852                         if(autocvar_g_chat_teamcolors)
853                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
854                         else
855                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
856                 }
857                 else if(teamsay)
858                 {
859                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
860                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
861                 }
862                 else
863                 {
864                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
865                         cmsgstr = "";
866                 }
867                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
868         }
869         else
870         {
871                 msgstr = cmsgstr = "";
872         }
873
874         fullmsgstr = msgstr;
875         fullcmsgstr = cmsgstr;
876
877         // FLOOD CONTROL
878         flood = 0;
879         if(floodcontrol)
880         {
881                 float flood_spl;
882                 float flood_burst;
883                 float flood_lmax;
884                 float lines;
885                 if(privatesay)
886                 {
887                         flood_spl = autocvar_g_chat_flood_spl_tell;
888                         flood_burst = autocvar_g_chat_flood_burst_tell;
889                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
890                         flood_field = floodcontrol_chattell;
891                 }
892                 else if(teamsay)
893                 {
894                         flood_spl = autocvar_g_chat_flood_spl_team;
895                         flood_burst = autocvar_g_chat_flood_burst_team;
896                         flood_lmax = autocvar_g_chat_flood_lmax_team;
897                         flood_field = floodcontrol_chatteam;
898                 }
899                 else
900                 {
901                         flood_spl = autocvar_g_chat_flood_spl;
902                         flood_burst = autocvar_g_chat_flood_burst;
903                         flood_lmax = autocvar_g_chat_flood_lmax;
904                         flood_field = floodcontrol_chat;
905                 }
906                 flood_burst = max(0, flood_burst - 1);
907                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
908
909                 // do flood control for the default line size
910                 if(msgstr != "")
911                 {
912                         getWrappedLine_remaining = msgstr;
913                         msgstr = "";
914                         lines = 0;
915                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
916                         {
917                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
918                                 ++lines;
919                         }
920                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
921
922                         if(getWrappedLine_remaining != "")
923                         {
924                                 msgstr = strcat(msgstr, "\n");
925                                 flood = 2;
926                         }
927
928                         if(time >= source.flood_field)
929                         {
930                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
931                         }
932                         else
933                         {
934                                 flood = 1;
935                                 msgstr = fullmsgstr;
936                         }
937                 }
938                 else
939                 {
940                         if(time >= source.flood_field)
941                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
942                         else
943                                 flood = 1;
944                 }
945
946                 if (timeoutStatus == 2) //when game is paused, no flood protection
947                         source.flood_field = flood = 0;
948         }
949
950         if(flood == 2) // cannot happen for empty msgstr
951         {
952                 if(autocvar_g_chat_flood_notify_flooder)
953                 {
954                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
955                         sourcecmsgstr = "";
956                 }
957                 else
958                 {
959                         sourcemsgstr = fullmsgstr;
960                         sourcecmsgstr = fullcmsgstr;
961                 }
962                 cmsgstr = "";
963         }
964         else
965         {
966                 sourcemsgstr = msgstr;
967                 sourcecmsgstr = cmsgstr;
968         }
969
970         if(!privatesay)
971         if(source.classname != "player")
972         {
973                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
974                         teamsay = -1; // spectators
975         }
976
977         if(flood)
978                 print("NOTE: ", playername(source), "^7 is flooding.\n");
979
980         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
981         if(privatesay)
982                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
983
984         if(source.muted)
985         {
986                 // always fake the message
987                 ret = -1;
988         }
989         else if(flood == 1)
990         {
991                 if(autocvar_g_chat_flood_notify_flooder)
992                 {
993                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
994                         ret = 0;
995                 }
996                 else
997                         ret = -1;
998         }
999         else
1000         {
1001                 ret = 1;
1002         }
1003
1004         if(sourcemsgstr != "" && ret != 0)
1005         {
1006                 if(ret < 0) // fake
1007                 {
1008                         sprint(source, sourcemsgstr);
1009                         if(sourcecmsgstr != "" && !privatesay)
1010                                 centerprint(source, sourcecmsgstr);
1011                 }
1012                 else if(privatesay)
1013                 {
1014                         sprint(source, sourcemsgstr);
1015                         sprint(privatesay, msgstr);
1016                         if(cmsgstr != "")
1017                                 centerprint(privatesay, cmsgstr);
1018                 }
1019                 else if(teamsay > 0)
1020                 {
1021                         sprint(source, sourcemsgstr);
1022                         if(sourcecmsgstr != "")
1023                                 centerprint(source, sourcecmsgstr);
1024                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1025                                 if(head != source)
1026                                 {
1027                                         sprint(head, msgstr);
1028                                         if(cmsgstr != "")
1029                                                 centerprint(head, cmsgstr);
1030                                 }
1031                 }
1032                 else if(teamsay < 0)
1033                 {
1034                         sprint(source, sourcemsgstr);
1035                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1036                                 if(head != source)
1037                                         sprint(head, msgstr);
1038                 }
1039                 else if(sourcemsgstr != msgstr)
1040                 {
1041                         sprint(source, sourcemsgstr);
1042                         FOR_EACH_REALCLIENT(head)
1043                                 if(head != source)
1044                                         sprint(head, msgstr);
1045                 }
1046                 else
1047                         bprint(msgstr);
1048         }
1049
1050         return ret;
1051 }
1052
1053 float GetVoiceMessageVoiceType(string type)
1054 {
1055         if(type == "taunt")
1056                 return VOICETYPE_TAUNT;
1057         if(type == "teamshoot")
1058                 return VOICETYPE_LASTATTACKER;
1059         return VOICETYPE_TEAMRADIO;
1060 }
1061
1062 string allvoicesamples;
1063 .string GetVoiceMessageSampleField(string type)
1064 {
1065         GetPlayerSoundSampleField_notFound = 0;
1066         switch(type)
1067         {
1068 #define _VOICEMSG(m) case #m: return playersound_##m;
1069                 ALLVOICEMSGS
1070 #undef _VOICEMSG
1071         }
1072         GetPlayerSoundSampleField_notFound = 1;
1073         return playersound_taunt;
1074 }
1075
1076 .string GetPlayerSoundSampleField(string type)
1077 {
1078         GetPlayerSoundSampleField_notFound = 0;
1079         switch(type)
1080         {
1081 #define _VOICEMSG(m) case #m: return playersound_##m;
1082                 ALLPLAYERSOUNDS
1083 #undef _VOICEMSG
1084         }
1085         GetPlayerSoundSampleField_notFound = 1;
1086         return playersound_taunt;
1087 }
1088
1089 void PrecacheGlobalSound(string samplestring)
1090 {
1091         float n, i;
1092         tokenize_console(samplestring);
1093         n = stof(argv(1));
1094         if(n > 0)
1095         {
1096                 for(i = 1; i <= n; ++i)
1097                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1098         }
1099         else
1100         {
1101                 precache_sound(strcat(argv(0), ".wav"));
1102         }
1103 }
1104
1105 void PrecachePlayerSounds(string f)
1106 {
1107         float fh;
1108         string s;
1109         fh = fopen(f, FILE_READ);
1110         if(fh < 0)
1111                 return;
1112         while((s = fgets(fh)))
1113         {
1114                 if(tokenize_console(s) != 3)
1115                 {
1116                         dprint("Invalid sound info line: ", s, "\n");
1117                         continue;
1118                 }
1119                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1120         }
1121         fclose(fh);
1122
1123         if not(allvoicesamples)
1124         {
1125 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1126                 ALLVOICEMSGS
1127 #undef _VOICEMSG
1128                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1129         }
1130 }
1131
1132 void ClearPlayerSounds()
1133 {
1134 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1135         ALLPLAYERSOUNDS
1136         ALLVOICEMSGS
1137 #undef _VOICEMSG
1138 }
1139
1140 float LoadPlayerSounds(string f, float first)
1141 {
1142         float fh;
1143         string s;
1144         var .string field;
1145         fh = fopen(f, FILE_READ);
1146         if(fh < 0)
1147         {
1148                 dprint("Player sound file not found: ", f, "\n");
1149                 return 0;
1150         }
1151         while((s = fgets(fh)))
1152         {
1153                 if(tokenize_console(s) != 3)
1154                         continue;
1155                 field = GetPlayerSoundSampleField(argv(0));
1156                 if(GetPlayerSoundSampleField_notFound)
1157                         field = GetVoiceMessageSampleField(argv(0));
1158                 if(GetPlayerSoundSampleField_notFound)
1159                         continue;
1160                 if(self.field)
1161                         strunzone(self.field);
1162                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1163         }
1164         fclose(fh);
1165         return 1;
1166 }
1167
1168 .float modelindex_for_playersound;
1169 .float skin_for_playersound;
1170 void UpdatePlayerSounds()
1171 {
1172         if(self.modelindex == self.modelindex_for_playersound)
1173         if(self.skin == self.skin_for_playersound)
1174                 return;
1175         self.modelindex_for_playersound = self.modelindex;
1176         self.skin_for_playersound = self.skin;
1177         ClearPlayerSounds();
1178         LoadPlayerSounds("sound/player/default.sounds", 1);
1179         if(!autocvar_g_debug_defaultsounds)
1180                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1181                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1182 }
1183
1184 void FakeGlobalSound(string sample, float chan, float voicetype)
1185 {
1186         float n;
1187         float tauntrand;
1188
1189         if(sample == "")
1190                 return;
1191
1192         tokenize_console(sample);
1193         n = stof(argv(1));
1194         if(n > 0)
1195                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1196         else
1197                 sample = strcat(argv(0), ".wav"); // randomization
1198
1199         switch(voicetype)
1200         {
1201                 case VOICETYPE_LASTATTACKER_ONLY:
1202                         break;
1203                 case VOICETYPE_LASTATTACKER:
1204                         if(self.pusher)
1205                         {
1206                                 msg_entity = self;
1207                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1208                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1209                         }
1210                         break;
1211                 case VOICETYPE_TEAMRADIO:
1212                         msg_entity = self;
1213                         if(msg_entity.cvar_cl_voice_directional == 1)
1214                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1215                         else
1216                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1217                         break;
1218                 case VOICETYPE_AUTOTAUNT:
1219                         if(!sv_autotaunt)
1220                                 break;
1221                         if(!sv_taunt)
1222                                 break;
1223                         if(sv_gentle)
1224                                 break;
1225                         tauntrand = random();
1226                         msg_entity = self;
1227                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1228                         {
1229                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1230                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1231                                 else
1232                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1233                         }
1234                         break;
1235                 case VOICETYPE_TAUNT:
1236                         if(self.classname == "player")
1237                                 if(self.deadflag == DEAD_NO)
1238                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1239                         if(!sv_taunt)
1240                                 break;
1241                         if(sv_gentle)
1242                                 break;
1243                         msg_entity = self;
1244                         if (msg_entity.cvar_cl_voice_directional >= 1)
1245                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1246                         else
1247                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1248                         break;
1249                 case VOICETYPE_PLAYERSOUND:
1250                         msg_entity = self;
1251                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1252                         break;
1253                 default:
1254                         backtrace("Invalid voice type!");
1255                         break;
1256         }
1257 }
1258
1259 void GlobalSound(string sample, float chan, float voicetype)
1260 {
1261         float n;
1262         float tauntrand;
1263
1264         if(sample == "")
1265                 return;
1266
1267         tokenize_console(sample);
1268         n = stof(argv(1));
1269         if(n > 0)
1270                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1271         else
1272                 sample = strcat(argv(0), ".wav"); // randomization
1273
1274         switch(voicetype)
1275         {
1276                 case VOICETYPE_LASTATTACKER_ONLY:
1277                         if(self.pusher)
1278                         {
1279                                 msg_entity = self.pusher;
1280                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1281                                 {
1282                                         if(msg_entity.cvar_cl_voice_directional == 1)
1283                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1284                                         else
1285                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1286                                 }
1287                         }
1288                         break;
1289                 case VOICETYPE_LASTATTACKER:
1290                         if(self.pusher)
1291                         {
1292                                 msg_entity = self.pusher;
1293                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1294                                 {
1295                                         if(msg_entity.cvar_cl_voice_directional == 1)
1296                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1297                                         else
1298                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1299                                 }
1300                                 msg_entity = self;
1301                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1302                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1303                         }
1304                         break;
1305                 case VOICETYPE_TEAMRADIO:
1306                         FOR_EACH_REALCLIENT(msg_entity)
1307                                 if(!teamplay || msg_entity.team == self.team)
1308                                 {
1309                                         if(msg_entity.cvar_cl_voice_directional == 1)
1310                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1311                                         else
1312                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1313                                 }
1314                         break;
1315                 case VOICETYPE_AUTOTAUNT:
1316                         if(!sv_autotaunt)
1317                                 break;
1318                         if(!sv_taunt)
1319                                 break;
1320                         if(sv_gentle)
1321                                 break;
1322                         tauntrand = random();
1323                         FOR_EACH_REALCLIENT(msg_entity)
1324                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1325                                 {
1326                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1327                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1328                                         else
1329                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1330                                 }
1331                         break;
1332                 case VOICETYPE_TAUNT:
1333                         if(self.classname == "player")
1334                                 if(self.deadflag == DEAD_NO)
1335                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1336                         if(!sv_taunt)
1337                                 break;
1338                         if(sv_gentle)
1339                                 break;
1340                         FOR_EACH_REALCLIENT(msg_entity)
1341                         {
1342                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1343                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1344                                 else
1345                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1346                         }
1347                         break;
1348                 case VOICETYPE_PLAYERSOUND:
1349                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1350                         break;
1351                 default:
1352                         backtrace("Invalid voice type!");
1353                         break;
1354         }
1355 }
1356
1357 void PlayerSound(.string samplefield, float chan, float voicetype)
1358 {
1359         GlobalSound(self.samplefield, chan, voicetype);
1360 }
1361
1362 void VoiceMessage(string type, string msg)
1363 {
1364         var .string sample;
1365         float voicetype, ownteam;
1366         float flood;
1367         sample = GetVoiceMessageSampleField(type);
1368
1369         if(GetPlayerSoundSampleField_notFound)
1370         {
1371                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1372                 return;
1373         }
1374
1375         voicetype = GetVoiceMessageVoiceType(type);
1376         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1377
1378         flood = Say(self, ownteam, world, msg, 1);
1379
1380         if (flood > 0)
1381                 GlobalSound(self.sample, CH_VOICE, voicetype);
1382         else if (flood < 0)
1383                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1384 }
1385
1386 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1387 {
1388 //      show_message
1389 //      0 (00) automove centerprint, admin message
1390 //      1 (01) automove centerprint, no admin message
1391 //      2 (10) no centerprint, admin message
1392 //      3 (11) no centerprint, no admin message
1393
1394         float lockteams_backup;
1395
1396         lockteams_backup = lockteams;  // backup any team lock
1397
1398         lockteams = 0;  // disable locked teams
1399
1400         TeamchangeFrags(client);  // move the players frags
1401         SetPlayerColors(client, team_colour - 1);  // set the players colour
1402         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1403
1404         lockteams = lockteams_backup;  // restore the team lock
1405
1406         LogTeamchange(client.playerid, client.team, type);
1407
1408         if not(show_message & 1) // admin message
1409                 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
1410
1411         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1412 }