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Merge branch 'master' of git://de.git.xonotic.org/xonotic/xonotic-data.pk3dir
[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         local 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.glowmod = oldself.glowmod;
138         self.iscreature = oldself.iscreature;
139         self.damagedbycontents = oldself.damagedbycontents;
140         self.angles = oldself.angles;
141         self.avelocity = oldself.avelocity;
142         self.classname = "body";
143         self.damageforcescale = oldself.damageforcescale;
144         self.effects = oldself.effects;
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.modelindex_lod0 = oldself.modelindex_lod0;
162         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
163         self.modelindex_lod1 = oldself.modelindex_lod1;
164         self.modelindex_lod2 = oldself.modelindex_lod2;
165         self.skinindex = oldself.skinindex;
166         self.species = oldself.species;
167         self.movetype = oldself.movetype;
168         self.nextthink = oldself.nextthink;
169         self.solid = oldself.solid;
170         self.ballistics_density = oldself.ballistics_density;
171         self.takedamage = oldself.takedamage;
172         self.think = oldself.think;
173         self.customizeentityforclient = oldself.customizeentityforclient;
174         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
175         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
176         if (keepvelocity == 1)
177                 self.velocity = oldself.velocity;
178         self.oldvelocity = self.velocity;
179         self.fade_time = oldself.fade_time;
180         self.fade_rate = oldself.fade_rate;
181         //self.weapon = oldself.weapon;
182         setorigin(self, oldself.origin);
183         setsize(self, oldself.mins, oldself.maxs);
184         self.prevorigin = oldself.origin;
185         self.reset = SUB_Remove;
186
187         Drag_MoveDrag(oldself, self);
188
189         self = oldself;
190 }
191
192 float player_getspecies()
193 {
194         float s;
195         get_model_parameters(self.model, self.skinindex);
196         s = get_model_parameters_species;
197         get_model_parameters(string_null, 0);
198         if(s < 0)
199                 return SPECIES_HUMAN;
200         return s;
201 }
202
203 void player_setupanimsformodel()
204 {
205         local string animfilename;
206         local float animfile;
207         // defaults for legacy .zym models without animinfo files
208         self.anim_die1 = '0 1 0.5'; // 2 seconds
209         self.anim_die2 = '1 1 0.5'; // 2 seconds
210         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
211         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
212         self.anim_duckwalk = '4 1 1';
213         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
214         self.anim_duckidle = '6 1 1';
215         self.anim_idle = '7 1 1';
216         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
217         self.anim_pain1 = '9 1 2'; // 0.5 seconds
218         self.anim_pain2 = '10 1 2'; // 0.5 seconds
219         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
220         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
221         self.anim_run = '13 1 1';
222         self.anim_runbackwards = '14 1 1';
223         self.anim_strafeleft = '15 1 1';
224         self.anim_straferight = '16 1 1';
225         self.anim_dead1 = '17 1 1';
226         self.anim_dead2 = '18 1 1';
227         self.anim_forwardright = '19 1 1';
228         self.anim_forwardleft = '20 1 1';
229         self.anim_backright = '21 1 1';
230         self.anim_backleft  = '22 1 1';
231         self.anim_melee = '23 1 1';
232         animparseerror = FALSE;
233         animfilename = strcat(self.model, ".animinfo");
234         animfile = fopen(animfilename, FILE_READ);
235         if (animfile >= 0)
236         {
237                 self.anim_die1         = animparseline(animfile);
238                 self.anim_die2         = animparseline(animfile);
239                 self.anim_draw         = animparseline(animfile);
240                 self.anim_duck         = animparseline(animfile);
241                 self.anim_duckwalk     = animparseline(animfile);
242                 self.anim_duckjump     = animparseline(animfile);
243                 self.anim_duckidle     = animparseline(animfile);
244                 self.anim_idle         = animparseline(animfile);
245                 self.anim_jump         = animparseline(animfile);
246                 self.anim_pain1        = animparseline(animfile);
247                 self.anim_pain2        = animparseline(animfile);
248                 self.anim_shoot        = animparseline(animfile);
249                 self.anim_taunt        = animparseline(animfile);
250                 self.anim_run          = animparseline(animfile);
251                 self.anim_runbackwards = animparseline(animfile);
252                 self.anim_strafeleft   = animparseline(animfile);
253                 self.anim_straferight  = animparseline(animfile);
254                 self.anim_forwardright = animparseline(animfile);
255                 self.anim_forwardleft  = animparseline(animfile);
256                 self.anim_backright    = animparseline(animfile);
257                 self.anim_backleft     = animparseline(animfile);
258                 self.anim_melee        = animparseline(animfile);
259                 fclose(animfile);
260
261                 // derived anims
262                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
263                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
264
265                 if (animparseerror)
266                         print("Parse error in ", animfilename, ", some player animations are broken\n");
267         }
268         else
269                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
270         // reset animstate now
271         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
272 };
273
274 void player_anim (void)
275 {
276         updateanim(self);
277         if (self.weaponentity)
278                 updateanim(self.weaponentity);
279
280         if (self.deadflag != DEAD_NO)
281         {
282                 if (time > self.animstate_endtime)
283                 {
284                         if (self.maxs_z > 5)
285                         {
286                                 self.maxs_z = 5;
287                                 setsize(self, self.mins, self.maxs);
288                         }
289                         self.frame = self.dead_frame;
290                 }
291                 return;
292         }
293
294         if (!self.animstate_override)
295         {
296                 if (!(self.flags & FL_ONGROUND))
297                 {
298                         if (self.crouch)
299                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
300                         else
301                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
302                         self.restart_jump = FALSE;
303                 }
304                 else if (self.crouch)
305                 {
306                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
307                                 setanim(self, self.anim_duckwalk, 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         local 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         local 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                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
517
518                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
519                         {
520                                 self.pain_finished = time + 0.5;        //Supajoe
521
522                                 if(sv_gentle < 1) {
523                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
524                                         {
525                                                 if (random() > 0.5)
526                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
527                                                 else
528                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
529                                         }
530
531                                         if(sound_allowed(MSG_BROADCAST, attacker))
532                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
533                                         if(self.health > 1)
534                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
535                                         {
536                                                 if(deathtype == DEATH_FALL)
537                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
538                                                 else if(self.health > 75) // TODO make a "gentle" version?
539                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
540                                                 else if(self.health > 50)
541                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
542                                                 else if(self.health > 25)
543                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
544                                                 else
545                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
546                                         }
547                                 }
548
549                                 // throw off bot aim temporarily
550                                 local float shake;
551                                 shake = damage * 5 / (bound(0,skill,100) + 1);
552                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
553                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
554                         }
555                 }
556                 else
557                         self.max_armorvalue += (save + take);
558         }
559         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
560         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
561         self.dmg_inflictor = inflictor;
562
563         if(attacker == self)
564         {
565                 // don't reset pushltime for self damage as it may be an attempt to
566                 // escape a lava pit or similar
567                 //self.pushltime = 0;
568         }
569         else if(attacker.classname == "player")
570         {
571                 self.pusher = attacker;
572                 self.pushltime = time + autocvar_g_maxpushtime;
573         }
574         else if(time < self.pushltime)
575         {
576                 attacker = self.pusher;
577                 self.pushltime = max(self.pushltime, time + 0.6);
578         }
579         else
580                 self.pushltime = 0;
581
582         float abot, vbot, awep;
583         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
584         vbot = (clienttype(self) == CLIENTTYPE_BOT);
585
586         valid_damage_for_weaponstats = 0;
587         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
588         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
589         if(attacker && self != attacker)
590         if(IsDifferentTeam(self, attacker))
591         {
592                 if(DEATH_ISSPECIAL(deathtype))
593                         awep = attacker.weapon;
594                 else
595                         awep = DEATH_WEAPONOF(deathtype);
596                 valid_damage_for_weaponstats = 1;
597         }
598
599         if(valid_damage_for_weaponstats)
600         {
601                 dh = dh - max(self.health, 0);
602                 da = da - max(self.armorvalue, 0);
603                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
604         }
605
606         if (self.health < 1)
607         {
608                 float defer_ClientKill_Now_TeamChange;
609                 defer_ClientKill_Now_TeamChange = FALSE;
610
611                 if(self.alivetime)
612                 {
613                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
614                         self.alivetime = 0;
615                 }
616
617                 if(valid_damage_for_weaponstats)
618                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
619
620                 if(sv_gentle < 1) // TODO make a "gentle" version?
621                 if(sound_allowed(MSG_BROADCAST, attacker))
622                 {
623                         if(deathtype == DEATH_DROWN)
624                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
625                         else
626                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
627                 }
628
629                 // get rid of kill indicator
630                 if(self.killindicator)
631                 {
632                         remove(self.killindicator);
633                         self.killindicator = world;
634                         if(self.killindicator_teamchange)
635                                 defer_ClientKill_Now_TeamChange = TRUE;
636
637                         if(self.classname == "body")
638                         if(deathtype == DEATH_KILL)
639                         {
640                                 // for the lemmings fans, a small harmless explosion
641                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
642                         }
643                 }
644
645                 if(!g_freezetag)
646                 {
647                         // become fully visible
648                         self.alpha = 1;
649                         // throw a weapon
650                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
651                 }
652
653                 // print an obituary message
654                 Obituary (attacker, inflictor, self, deathtype);
655                 race_PreDie();
656                 DropAllRunes(self);
657
658         // increment frag counter for used weapon type
659         float w;
660         w = DEATH_WEAPONOF(deathtype);
661         if(WEP_VALID(w))
662         if(self.classname == "player")
663         if(self != attacker)
664         attacker.accuracy.(accuracy_frags[w-1]) += 1;
665
666                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
667                 {
668                         PutClientInServer();
669                         count_alive_players(); // re-count players
670                         freezetag_CheckWinner();
671                         return;
672                 }
673
674                 frag_attacker = attacker;
675                 frag_inflictor = inflictor;
676                 frag_target = self;
677                 MUTATOR_CALLHOOK(PlayerDies);
678                 weapon_action(self.weapon, WR_PLAYERDEATH);
679
680                 if(self.flagcarried)
681                 {
682                         if(attacker.classname != "player")
683                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
684                         else if(attacker.team == self.team)
685                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
686                         else
687                                 DropFlag(self.flagcarried, world, attacker);
688                 }
689                 if(self.ballcarried && g_nexball)
690                         DropBall(self.ballcarried, self.origin, self.velocity);
691                 Portal_ClearAllLater(self);
692
693                 if(clienttype(self) == CLIENTTYPE_REAL)
694                 {
695                         stuffcmd(self, "-zoom\n");
696                         self.fixangle = TRUE;
697                         //msg_entity = self;
698                         //WriteByte (MSG_ONE, SVC_SETANGLE);
699                         //WriteAngle (MSG_ONE, self.v_angle_x);
700                         //WriteAngle (MSG_ONE, self.v_angle_y);
701                         //WriteAngle (MSG_ONE, 80);
702                 }
703
704                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
705                         ClientKill_Now_TeamChange();
706
707                 if(g_arena)
708                         Spawnqueue_Unmark(self);
709
710                 if(g_freezetag)
711                         return;
712
713                 // when we get here, player actually dies
714                 // clear waypoints (do this AFTER FreezeTag)
715                 WaypointSprite_PlayerDead();
716
717                 // make the corpse upright (not tilted)
718                 self.angles_x = 0;
719                 self.angles_z = 0;
720                 // don't spin
721                 self.avelocity = '0 0 0';
722                 // view from the floor
723                 self.view_ofs = '0 0 -8';
724                 // toss the corpse
725                 self.movetype = MOVETYPE_TOSS;
726                 // shootable corpse
727                 self.solid = SOLID_CORPSE;
728                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
729                 // don't stick to the floor
730                 self.flags &~= FL_ONGROUND;
731                 // dying animation
732                 self.deadflag = DEAD_DYING;
733                 // when to allow respawn
734                 sdelay = 0;
735                 waves = 0;
736                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
737                 if(!sdelay)
738                 {
739                         if(g_cts)
740                                 sdelay = 0; // no respawn delay in CTS
741                         else
742                                 sdelay = autocvar_g_respawn_delay;
743                 }
744                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
745                 if(!waves)
746                         waves = autocvar_g_respawn_waves;
747                 if(waves)
748                         self.death_time = ceil((time + sdelay) / waves) * waves;
749                 else
750                         self.death_time = time + sdelay;
751                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
752                         self.respawn_countdown = 10; // first number to count down from is 10
753                 else
754                         self.respawn_countdown = -1; // do not count down
755                 if (random() < 0.5)
756                 {
757                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
758                         self.dead_frame = self.anim_dead1_x;
759                 }
760                 else
761                 {
762                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
763                         self.dead_frame = self.anim_dead2_x;
764                 }
765                 // set damage function to corpse damage
766                 self.event_damage = PlayerCorpseDamage;
767                 // call the corpse damage function just in case it wants to gib
768                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
769                 // set up to fade out later
770                 SUB_SetFade (self, time + 6 + random (), 1);
771
772                 if(sv_gentle > 0 || autocvar_ekg) {
773                         // remove corpse
774                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
775                 }
776
777                 // reset fields the weapons may use just in case
778                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
779                 {
780                         weapon_action(j, WR_RESETPLAYER);
781                         ATTACK_FINISHED_FOR(self, j) = 0;
782                 }
783         }
784 }
785
786 .float muted; // to be used by prvm_edictset server playernumber muted 1
787 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
788 // message "": do not say, just test flood control
789 // return value:
790 //   1 = accept
791 //   0 = reject
792 //  -1 = fake accept
793 {
794         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
795         float flood, privatemsgprefixlen;
796         var .float flood_field;
797         entity head;
798         float ret;
799
800         if(Ban_MaybeEnforceBan(source))
801                 return 0;
802
803         if(!teamsay && !privatesay)
804                 if(substring(msgin, 0, 1) == " ")
805                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
806
807         msgin = formatmessage(msgin);
808
809         if(source.classname != "player")
810                 colorstr = "^0"; // black for spectators
811         else if(teamplay)
812                 colorstr = Team_ColorCode(source.team);
813         else
814                 teamsay = FALSE;
815
816         if(intermission_running)
817                 teamsay = FALSE;
818
819         if(msgin != "")
820                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
821
822         /*
823          * using bprint solves this... me stupid
824         // how can we prevent the message from appearing in a listen server?
825         // for now, just give "say" back and only handle say_team
826         if(!teamsay)
827         {
828                 clientcommand(self, strcat("say ", msgin));
829                 return;
830         }
831         */
832
833         if(autocvar_g_chat_teamcolors)
834                 namestr = playername(source);
835         else
836                 namestr = source.netname;
837
838         if(msgin != "")
839         {
840                 if(privatesay)
841                 {
842                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
843                         privatemsgprefixlen = strlen(msgstr);
844                         msgstr = strcat(msgstr, msgin);
845                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
846                         if(autocvar_g_chat_teamcolors)
847                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
848                         else
849                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
850                 }
851                 else if(teamsay)
852                 {
853                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
854                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
855                 }
856                 else
857                 {
858                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
859                         cmsgstr = "";
860                 }
861                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
862         }
863         else
864         {
865                 msgstr = cmsgstr = "";
866         }
867
868         fullmsgstr = msgstr;
869         fullcmsgstr = cmsgstr;
870
871         // FLOOD CONTROL
872         flood = 0;
873         if(floodcontrol)
874         {
875                 float flood_spl;
876                 float flood_burst;
877                 float flood_lmax;
878                 float lines;
879                 if(privatesay)
880                 {
881                         flood_spl = autocvar_g_chat_flood_spl_tell;
882                         flood_burst = autocvar_g_chat_flood_burst_tell;
883                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
884                         flood_field = floodcontrol_chattell;
885                 }
886                 else if(teamsay)
887                 {
888                         flood_spl = autocvar_g_chat_flood_spl_team;
889                         flood_burst = autocvar_g_chat_flood_burst_team;
890                         flood_lmax = autocvar_g_chat_flood_lmax_team;
891                         flood_field = floodcontrol_chatteam;
892                 }
893                 else
894                 {
895                         flood_spl = autocvar_g_chat_flood_spl;
896                         flood_burst = autocvar_g_chat_flood_burst;
897                         flood_lmax = autocvar_g_chat_flood_lmax;
898                         flood_field = floodcontrol_chat;
899                 }
900                 flood_burst = max(0, flood_burst - 1);
901                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
902
903                 // do flood control for the default line size
904                 if(msgstr != "")
905                 {
906                         getWrappedLine_remaining = msgstr;
907                         msgstr = "";
908                         lines = 0;
909                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
910                         {
911                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
912                                 ++lines;
913                         }
914                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
915
916                         if(getWrappedLine_remaining != "")
917                         {
918                                 msgstr = strcat(msgstr, "\n");
919                                 flood = 2;
920                         }
921
922                         if(time >= source.flood_field)
923                         {
924                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
925                         }
926                         else
927                         {
928                                 flood = 1;
929                                 msgstr = fullmsgstr;
930                         }
931                 }
932                 else
933                 {
934                         if(time >= source.flood_field)
935                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
936                         else
937                                 flood = 1;
938                 }
939
940                 if (timeoutStatus == 2) //when game is paused, no flood protection
941                         source.flood_field = flood = 0;
942         }
943
944         if(flood == 2) // cannot happen for empty msgstr
945         {
946                 if(autocvar_g_chat_flood_notify_flooder)
947                 {
948                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
949                         sourcecmsgstr = "";
950                 }
951                 else
952                 {
953                         sourcemsgstr = fullmsgstr;
954                         sourcecmsgstr = fullcmsgstr;
955                 }
956                 cmsgstr = "";
957         }
958         else
959         {
960                 sourcemsgstr = msgstr;
961                 sourcecmsgstr = cmsgstr;
962         }
963
964         if(!privatesay)
965         if(source.classname != "player")
966         {
967                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
968                         teamsay = -1; // spectators
969         }
970
971         if(flood)
972                 print("NOTE: ", playername(source), "^7 is flooding.\n");
973
974         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
975         if(privatesay)
976                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
977
978         if(source.muted)
979         {
980                 // always fake the message
981                 ret = -1;
982         }
983         else if(flood == 1)
984         {
985                 if(autocvar_g_chat_flood_notify_flooder)
986                 {
987                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
988                         ret = 0;
989                 }
990                 else
991                         ret = -1;
992         }
993         else
994         {
995                 ret = 1;
996         }
997
998         if(sourcemsgstr != "" && ret != 0)
999         {
1000                 if(ret < 0) // fake
1001                 {
1002                         sprint(source, sourcemsgstr);
1003                         if(sourcecmsgstr != "" && !privatesay)
1004                                 centerprint(source, sourcecmsgstr);
1005                 }
1006                 else if(privatesay)
1007                 {
1008                         sprint(source, sourcemsgstr);
1009                         sprint(privatesay, msgstr);
1010                         if(cmsgstr != "")
1011                                 centerprint(privatesay, cmsgstr);
1012                 }
1013                 else if(teamsay > 0)
1014                 {
1015                         sprint(source, sourcemsgstr);
1016                         if(sourcecmsgstr != "")
1017                                 centerprint(source, sourcecmsgstr);
1018                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1019                                 if(head != source)
1020                                 {
1021                                         sprint(head, msgstr);
1022                                         if(cmsgstr != "")
1023                                                 centerprint(head, cmsgstr);
1024                                 }
1025                 }
1026                 else if(teamsay < 0)
1027                 {
1028                         sprint(source, sourcemsgstr);
1029                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1030                                 if(head != source)
1031                                         sprint(head, msgstr);
1032                 }
1033                 else if(sourcemsgstr != msgstr)
1034                 {
1035                         sprint(source, sourcemsgstr);
1036                         FOR_EACH_REALCLIENT(head)
1037                                 if(head != source)
1038                                         sprint(head, msgstr);
1039                 }
1040                 else
1041                         bprint(msgstr);
1042         }
1043
1044         return ret;
1045 }
1046
1047 float GetVoiceMessageVoiceType(string type)
1048 {
1049         if(type == "taunt")
1050                 return VOICETYPE_TAUNT;
1051         if(type == "teamshoot")
1052                 return VOICETYPE_LASTATTACKER;
1053         return VOICETYPE_TEAMRADIO;
1054 }
1055
1056 string allvoicesamples;
1057 .string GetVoiceMessageSampleField(string type)
1058 {
1059         GetPlayerSoundSampleField_notFound = 0;
1060         switch(type)
1061         {
1062 #define _VOICEMSG(m) case #m: return playersound_##m;
1063                 ALLVOICEMSGS
1064 #undef _VOICEMSG
1065         }
1066         GetPlayerSoundSampleField_notFound = 1;
1067         return playersound_taunt;
1068 }
1069
1070 .string GetPlayerSoundSampleField(string type)
1071 {
1072         GetPlayerSoundSampleField_notFound = 0;
1073         switch(type)
1074         {
1075 #define _VOICEMSG(m) case #m: return playersound_##m;
1076                 ALLPLAYERSOUNDS
1077 #undef _VOICEMSG
1078         }
1079         GetPlayerSoundSampleField_notFound = 1;
1080         return playersound_taunt;
1081 }
1082
1083 void PrecacheGlobalSound(string samplestring)
1084 {
1085         float n, i;
1086         tokenize_console(samplestring);
1087         n = stof(argv(1));
1088         if(n > 0)
1089         {
1090                 for(i = 1; i <= n; ++i)
1091                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1092         }
1093         else
1094         {
1095                 precache_sound(strcat(argv(0), ".wav"));
1096         }
1097 }
1098
1099 void PrecachePlayerSounds(string f)
1100 {
1101         float fh;
1102         string s;
1103         fh = fopen(f, FILE_READ);
1104         if(fh < 0)
1105                 return;
1106         while((s = fgets(fh)))
1107         {
1108                 if(tokenize_console(s) != 3)
1109                 {
1110                         dprint("Invalid sound info line: ", s, "\n");
1111                         continue;
1112                 }
1113                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1114         }
1115         fclose(fh);
1116
1117         if not(allvoicesamples)
1118         {
1119 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1120                 ALLVOICEMSGS
1121 #undef _VOICEMSG
1122                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1123         }
1124 }
1125
1126 void ClearPlayerSounds()
1127 {
1128 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1129         ALLPLAYERSOUNDS
1130         ALLVOICEMSGS
1131 #undef _VOICEMSG
1132 }
1133
1134 float LoadPlayerSounds(string f, float first)
1135 {
1136         float fh;
1137         string s;
1138         var .string field;
1139         fh = fopen(f, FILE_READ);
1140         if(fh < 0)
1141         {
1142                 dprint("Player sound file not found: ", f, "\n");
1143                 return 0;
1144         }
1145         while((s = fgets(fh)))
1146         {
1147                 if(tokenize_console(s) != 3)
1148                         continue;
1149                 field = GetPlayerSoundSampleField(argv(0));
1150                 if(GetPlayerSoundSampleField_notFound)
1151                         field = GetVoiceMessageSampleField(argv(0));
1152                 if(GetPlayerSoundSampleField_notFound)
1153                         continue;
1154                 if(self.field)
1155                         strunzone(self.field);
1156                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1157         }
1158         fclose(fh);
1159         return 1;
1160 }
1161
1162 .float modelindex_for_playersound;
1163 .float skinindex_for_playersound;
1164 void UpdatePlayerSounds()
1165 {
1166         if(self.modelindex == self.modelindex_for_playersound)
1167         if(self.skinindex == self.skinindex_for_playersound)
1168                 return;
1169         self.modelindex_for_playersound = self.modelindex;
1170         self.skinindex_for_playersound = self.skinindex;
1171         ClearPlayerSounds();
1172         LoadPlayerSounds("sound/player/default.sounds", 1);
1173         if(!autocvar_g_debug_defaultsounds)
1174                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1175                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1176 }
1177
1178 void FakeGlobalSound(string sample, float chan, float voicetype)
1179 {
1180         float n;
1181         float tauntrand;
1182
1183         if(sample == "")
1184                 return;
1185
1186         tokenize_console(sample);
1187         n = stof(argv(1));
1188         if(n > 0)
1189                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1190         else
1191                 sample = strcat(argv(0), ".wav"); // randomization
1192
1193         switch(voicetype)
1194         {
1195                 case VOICETYPE_LASTATTACKER_ONLY:
1196                         break;
1197                 case VOICETYPE_LASTATTACKER:
1198                         if(self.pusher)
1199                         {
1200                                 msg_entity = self;
1201                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1202                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1203                         }
1204                         break;
1205                 case VOICETYPE_TEAMRADIO:
1206                         msg_entity = self;
1207                         if(msg_entity.cvar_cl_voice_directional == 1)
1208                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1209                         else
1210                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1211                         break;
1212                 case VOICETYPE_AUTOTAUNT:
1213                         if(!sv_autotaunt)
1214                                 break;
1215                         if(!sv_taunt)
1216                                 break;
1217                         if(sv_gentle)
1218                                 break;
1219                         tauntrand = random();
1220                         msg_entity = self;
1221                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1222                         {
1223                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1224                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1225                                 else
1226                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1227                         }
1228                         break;
1229                 case VOICETYPE_TAUNT:
1230                         if(self.classname == "player")
1231                                 if(self.deadflag == DEAD_NO)
1232                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1233                         if(!sv_taunt)
1234                                 break;
1235                         if(sv_gentle)
1236                                 break;
1237                         msg_entity = self;
1238                         if (msg_entity.cvar_cl_voice_directional >= 1)
1239                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1240                         else
1241                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1242                         break;
1243                 case VOICETYPE_PLAYERSOUND:
1244                         msg_entity = self;
1245                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1246                         break;
1247                 default:
1248                         backtrace("Invalid voice type!");
1249                         break;
1250         }
1251 }
1252
1253 void GlobalSound(string sample, float chan, float voicetype)
1254 {
1255         float n;
1256         float tauntrand;
1257
1258         if(sample == "")
1259                 return;
1260
1261         tokenize_console(sample);
1262         n = stof(argv(1));
1263         if(n > 0)
1264                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1265         else
1266                 sample = strcat(argv(0), ".wav"); // randomization
1267
1268         switch(voicetype)
1269         {
1270                 case VOICETYPE_LASTATTACKER_ONLY:
1271                         if(self.pusher)
1272                         {
1273                                 msg_entity = self.pusher;
1274                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1275                                 {
1276                                         if(msg_entity.cvar_cl_voice_directional == 1)
1277                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1278                                         else
1279                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1280                                 }
1281                         }
1282                         break;
1283                 case VOICETYPE_LASTATTACKER:
1284                         if(self.pusher)
1285                         {
1286                                 msg_entity = self.pusher;
1287                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1288                                 {
1289                                         if(msg_entity.cvar_cl_voice_directional == 1)
1290                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1291                                         else
1292                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1293                                 }
1294                                 msg_entity = self;
1295                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1296                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1297                         }
1298                         break;
1299                 case VOICETYPE_TEAMRADIO:
1300                         FOR_EACH_REALCLIENT(msg_entity)
1301                                 if(!teamplay || msg_entity.team == self.team)
1302                                 {
1303                                         if(msg_entity.cvar_cl_voice_directional == 1)
1304                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1305                                         else
1306                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1307                                 }
1308                         break;
1309                 case VOICETYPE_AUTOTAUNT:
1310                         if(!sv_autotaunt)
1311                                 break;
1312                         if(!sv_taunt)
1313                                 break;
1314                         if(sv_gentle)
1315                                 break;
1316                         tauntrand = random();
1317                         FOR_EACH_REALCLIENT(msg_entity)
1318                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1319                                 {
1320                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1321                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1322                                         else
1323                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1324                                 }
1325                         break;
1326                 case VOICETYPE_TAUNT:
1327                         if(self.classname == "player")
1328                                 if(self.deadflag == DEAD_NO)
1329                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1330                         if(!sv_taunt)
1331                                 break;
1332                         if(sv_gentle)
1333                                 break;
1334                         FOR_EACH_REALCLIENT(msg_entity)
1335                         {
1336                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1337                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1338                                 else
1339                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1340                         }
1341                         break;
1342                 case VOICETYPE_PLAYERSOUND:
1343                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1344                         break;
1345                 default:
1346                         backtrace("Invalid voice type!");
1347                         break;
1348         }
1349 }
1350
1351 void PlayerSound(.string samplefield, float chan, float voicetype)
1352 {
1353         GlobalSound(self.samplefield, chan, voicetype);
1354 }
1355
1356 void VoiceMessage(string type, string msg)
1357 {
1358         var .string sample;
1359         float voicetype, ownteam;
1360         float flood;
1361         sample = GetVoiceMessageSampleField(type);
1362
1363         if(GetPlayerSoundSampleField_notFound)
1364         {
1365                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1366                 return;
1367         }
1368
1369         voicetype = GetVoiceMessageVoiceType(type);
1370         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1371
1372         flood = Say(self, ownteam, world, msg, 1);
1373
1374         if (flood > 0)
1375                 GlobalSound(self.sample, CH_VOICE, voicetype);
1376         else if (flood < 0)
1377                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1378 }
1379
1380 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1381 {
1382 //      show_message
1383 //      0 (00) automove centerprint, admin message
1384 //      1 (01) automove centerprint, no admin message
1385 //      2 (10) no centerprint, admin message
1386 //      3 (11) no centerprint, no admin message
1387
1388         float lockteams_backup;
1389
1390         lockteams_backup = lockteams;  // backup any team lock
1391
1392         lockteams = 0;  // disable locked teams
1393
1394         TeamchangeFrags(client);  // move the players frags
1395         SetPlayerColors(client, team_colour - 1);  // set the players colour
1396         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1397
1398         lockteams = lockteams_backup;  // restore the team lock
1399
1400         LogTeamchange(client.playerid, client.team, type);
1401
1402         if not(show_message & 1) // admin message
1403                 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
1404
1405         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1406 }