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Merge remote-tracking branch 'origin/master' into samual/weapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(autocvar_sv_weaponstats_file != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #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))
12
13 void WeaponStats_ready(entity fh, entity pass, float status)
14 {
15         float i, j, n, ibot, jbot, idx;
16         vector v;
17         string prefix, s;
18         switch(status)
19         {
20                 case URL_READY_CANWRITE:
21                         // we can write
22                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
23                         url_fputs(fh, "#begin statsfile\n");
24                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
25 #ifdef WATERMARK
26                         url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
27 #endif
28                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
29                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
30                         n = tokenizebyseparator(cvar_purechanges, "\n");
31                         for(i = 0; i < n; ++i)
32                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
33                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
34                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
35                                 {
36                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
37                                         v = stov(bufstr_get(weaponstats_buffer, idx));
38                                         if(v != '0 0 0')
39                                         {
40                                                 //vector is: kills hits damage
41                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
42                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
43                                         }
44                                 }
45                         url_fputs(fh, "#end\n\n");
46                         url_fclose(fh);
47                         break;
48                 case URL_READY_CANREAD:
49                         // url_fclose is processing, we got a response for writing the data
50                         // this must come from HTTP
51                         print("Got response from weapon stats server:\n");
52                         while((s = url_fgets(fh)))
53                                 print("  ", s, "\n");
54                         print("End of response.\n");
55                         url_fclose(fh);
56                         break;
57                 case URL_READY_CLOSED:
58                         // url_fclose has finished
59                         print("Weapon stats written\n");
60                         buf_del(weaponstats_buffer);
61                         weaponstats_buffer = -1;
62                         break;
63                 case URL_READY_ERROR:
64                 default:
65                         print("Weapon stats writing failed: ", ftos(status), "\n");
66                         buf_del(weaponstats_buffer);
67                         weaponstats_buffer = -1;
68                         break;
69         }
70 }
71
72 void WeaponStats_Shutdown()
73 {
74         if(weaponstats_buffer < 0)
75                 return;
76         if(autocvar_sv_weaponstats_file != "")
77         {
78                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
79         }
80         else
81         {
82                 buf_del(weaponstats_buffer);
83                 weaponstats_buffer = -1;
84         }
85 }
86
87 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
88 {
89         float idx;
90         if(weaponstats_buffer < 0)
91                 return;
92         if(awep < WEP_FIRST || vwep < WEP_FIRST)
93                 return;
94         if(awep > WEP_LAST || vwep > WEP_LAST)
95                 return;
96         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
97         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
98 }
99 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
100 {
101         if(damage < 0)
102                 error("negative damage?");
103         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
104 }
105 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
106 {
107         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
108 }
109
110 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
111 // merged player_run and player_stand to player_anim
112 // added death animations to player_anim
113 // can now spawn thrown weapons from anywhere, not just from players
114 // thrown weapons now fade out after 20 seconds
115 // created PlayerGib function
116 // PlayerDie no longer uses hitloc or damage
117 // PlayerDie now supports dying animations as well as gibbing
118 // cleaned up PlayerDie a lot
119 // added CopyBody
120
121 .entity pusher;
122 .float pushltime;
123 .float istypefrag;
124
125 .float CopyBody_nextthink;
126 .void(void) CopyBody_think;
127 void CopyBody_Think(void)
128 {
129         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
130         {
131                 self.CopyBody_think();
132                 if(wasfreed(self))
133                         return;
134                 self.CopyBody_nextthink = self.nextthink;
135                 self.CopyBody_think = self.think;
136                 self.think = CopyBody_Think;
137         }
138         CSQCMODEL_AUTOUPDATE();
139         self.nextthink = time;
140 }
141 void CopyBody(float keepvelocity)
142 {
143         entity oldself;
144         if (self.effects & EF_NODRAW)
145                 return;
146         oldself = self;
147         self = spawn();
148         self.enemy = oldself;
149         self.lip = oldself.lip;
150         self.colormap = oldself.colormap;
151         self.iscreature = oldself.iscreature;
152         self.teleportable = oldself.teleportable;
153         self.damagedbycontents = oldself.damagedbycontents;
154         self.angles = oldself.angles;
155         self.avelocity = oldself.avelocity;
156         self.classname = "body";
157         self.damageforcescale = oldself.damageforcescale;
158         self.effects = oldself.effects;
159         self.glowmod = oldself.glowmod;
160         self.event_damage = oldself.event_damage;
161         self.anim_state = oldself.anim_state;
162         self.anim_time = oldself.anim_time;
163         self.anim_lower_action = oldself.anim_lower_action;
164         self.anim_lower_time = oldself.anim_lower_time;
165         self.anim_upper_action = oldself.anim_upper_action;
166         self.anim_upper_time = oldself.anim_upper_time;
167         self.anim_implicit_state = oldself.anim_implicit_state;
168         self.anim_implicit_time = oldself.anim_implicit_time;
169         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
170         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
171         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
172         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
173         self.dphitcontentsmask = oldself.dphitcontentsmask;
174         self.death_time = oldself.death_time;
175         self.pain_finished = oldself.pain_finished;
176         self.health = oldself.health;
177         self.armorvalue = oldself.armorvalue;
178         self.armortype = oldself.armortype;
179         self.model = oldself.model;
180         self.modelindex = oldself.modelindex;
181         self.skin = oldself.skin;
182         self.species = oldself.species;
183         self.movetype = oldself.movetype;
184         self.solid = oldself.solid;
185         self.ballistics_density = oldself.ballistics_density;
186         self.takedamage = oldself.takedamage;
187         self.customizeentityforclient = oldself.customizeentityforclient;
188         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
189         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
190         if (keepvelocity == 1)
191                 self.velocity = oldself.velocity;
192         self.oldvelocity = self.velocity;
193         self.alpha = oldself.alpha;
194         self.fade_time = oldself.fade_time;
195         self.fade_rate = oldself.fade_rate;
196         //self.weapon = oldself.weapon;
197         setorigin(self, oldself.origin);
198         setsize(self, oldself.mins, oldself.maxs);
199         self.prevorigin = oldself.origin;
200         self.reset = SUB_Remove;
201
202         Drag_MoveDrag(oldself, self);
203
204         if(self.colormap <= maxclients && self.colormap > 0)
205                 self.colormap = 1024 + oldself.clientcolors;
206
207         CSQCMODEL_AUTOINIT();
208         self.CopyBody_nextthink = oldself.nextthink;
209         self.CopyBody_think = oldself.think;
210         self.nextthink = time;
211         self.think = CopyBody_Think;
212         // "bake" the current animation frame for clones (they don't get clientside animation)
213         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
214
215         self = oldself;
216 }
217
218 float player_getspecies()
219 {
220         float s;
221         get_model_parameters(self.model, self.skin);
222         s = get_model_parameters_species;
223         get_model_parameters(string_null, 0);
224         if(s < 0)
225                 return SPECIES_HUMAN;
226         return s;
227 }
228
229 void player_setupanimsformodel()
230 {
231         // load animation info
232         animdecide_init(self);
233         animdecide_setstate(self, 0, FALSE);
234 }
235
236 void player_anim (void)
237 {
238         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
239         if(self.deadflag && !deadbits)
240                 if(random() < 0.5)
241                         deadbits = ANIMSTATE_DEAD1;
242                 else
243                         deadbits = ANIMSTATE_DEAD2;
244         float animbits = deadbits;
245         if(self.freezetag_frozen)
246                 animbits |= ANIMSTATE_FROZEN;
247         if(self.crouch)
248                 animbits |= ANIMSTATE_DUCK;
249         animdecide_setstate(self, animbits, FALSE);
250         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
251
252         if (self.weaponentity)
253         {
254                 updateanim(self.weaponentity);
255                 if (!self.weaponentity.animstate_override)
256                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
257         }
258 }
259
260 void SpawnThrownWeapon (vector org, float w)
261 {
262         if(self.weapons & WepSet_FromWeapon(self.weapon))
263                 if(W_IsWeaponThrowable(self.weapon))
264                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
265 }
266
267 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
268 {
269         float take, save;
270         vector v;
271         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
272
273         // damage resistance (ignore most of the damage from a bullet or similar)
274         damage = max(damage - 5, 1);
275
276         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
277         take = v_x;
278         save = v_y;
279
280         if(sound_allowed(MSG_BROADCAST, attacker))
281         {
282                 if (save > 10)
283                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
284                 else if (take > 30)
285                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
286                 else if (take > 10)
287                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
288         }
289
290         if (take > 50)
291                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
292         if (take > 100)
293                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
294
295         if (!(self.flags & FL_GODMODE))
296         {
297                 self.armorvalue = self.armorvalue - save;
298                 self.health = self.health - take;
299                 // pause regeneration for 5 seconds
300                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
301         }
302         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
303         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
304         self.dmg_inflictor = inflictor;
305
306         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
307         {
308                 // don't use any animations as a gib
309                 self.frame = 0;
310                 // view just above the floor
311                 self.view_ofs = '0 0 4';
312
313                 Violence_GibSplash(self, 1, 1, attacker);
314                 self.alpha = -1;
315                 self.solid = SOLID_NOT; // restore later
316                 self.takedamage = DAMAGE_NO; // restore later
317                 self.damagedbycontents = FALSE;
318         }
319 }
320
321 void ClientKill_Now_TeamChange();
322
323 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
324 {
325         float take, save, waves, sdelay, dh, da, j;
326         vector v;
327         float valid_damage_for_weaponstats;
328         float excess;
329
330         dh = max(self.health, 0);
331         da = max(self.armorvalue, 0);
332
333         if(!DEATH_ISSPECIAL(deathtype))
334         {
335                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
336                 if(self != attacker)
337                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
338         }
339
340         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
341         {
342                 // tuba causes blood to come out of the ears
343                 vector ear1, ear2;
344                 vector d;
345                 float f;
346                 ear1 = self.origin;
347                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
348                 ear2 = ear1;
349                 makevectors(self.angles);
350                 ear1 += v_right * -10;
351                 ear2 += v_right * +10;
352                 d = inflictor.origin - self.origin;
353                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
354                 force = v_right * vlen(force);
355                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
356                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
357                 if(f > 0)
358                 {
359                         hitloc = ear1;
360                         force = force * -1;
361                 }
362                 else
363                 {
364                         hitloc = ear2;
365                         // force is already good
366                 }
367         }
368         else
369                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
370
371
372         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
373         take = v_x;
374         save = v_y;
375
376         if(attacker == self)
377         {
378                 // don't reset pushltime for self damage as it may be an attempt to
379                 // escape a lava pit or similar
380                 //self.pushltime = 0;
381                 self.istypefrag = 0;
382         }
383         else if(IS_PLAYER(attacker))
384         {
385                 self.pusher = attacker;
386                 self.pushltime = time + autocvar_g_maxpushtime;
387                 self.istypefrag = self.BUTTON_CHAT;
388         }
389         else if(time < self.pushltime)
390         {
391                 attacker = self.pusher;
392                 self.pushltime = max(self.pushltime, time + 0.6);
393         }
394         else
395         {
396                 self.pushltime = 0;
397                 self.istypefrag = 0;
398         }
399
400         frag_inflictor = inflictor;
401         frag_attacker = attacker;
402         frag_target = self;
403         frag_damage = damage;
404         damage_take = take;
405         damage_save = save;
406         damage_force = force;
407         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
408         take = bound(0, damage_take, self.health);
409         save = bound(0, damage_save, self.armorvalue);
410         excess = max(0, damage - take - save);
411
412         if(sound_allowed(MSG_BROADCAST, attacker))
413         {
414                 if (save > 10)
415                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
416                 else if (take > 30)
417                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
418                 else if (take > 10)
419                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
420         }
421
422         if (take > 50)
423                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
424         if (take > 100)
425                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
426
427         if (time >= self.spawnshieldtime)
428         {
429                 if (!(self.flags & FL_GODMODE))
430                 {
431                         self.armorvalue = self.armorvalue - save;
432                         self.health = self.health - take;
433                         // pause regeneration for 5 seconds
434                         if(take)
435                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
436
437                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
438                         {
439                                 self.pain_finished = time + 0.5;        //Supajoe
440
441                                 if(autocvar_sv_gentle < 1) {
442                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
443                                         {
444                                                 if (!self.animstate_override)
445                                                 {
446                                                         if (random() > 0.5)
447                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
448                                                         else
449                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
450                                                 }
451                                         }
452
453                                         if(sound_allowed(MSG_BROADCAST, attacker))
454                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
455                                         if(self.health > 1)
456                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
457                                         {
458                                                 if(deathtype == DEATH_FALL)
459                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
460                                                 else if(self.health > 75) // TODO make a "gentle" version?
461                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
462                                                 else if(self.health > 50)
463                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
464                                                 else if(self.health > 25)
465                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
466                                                 else
467                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
468                                         }
469                                 }
470
471                                 // throw off bot aim temporarily
472                                 float shake;
473                                 shake = damage * 5 / (bound(0,skill,100) + 1);
474                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
475                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
476                         }
477                 }
478                 else
479                         self.max_armorvalue += (save + take);
480         }
481         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
482         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
483         self.dmg_inflictor = inflictor;
484
485         float abot, vbot, awep;
486         abot = (IS_BOT_CLIENT(attacker));
487         vbot = (IS_BOT_CLIENT(self));
488
489         valid_damage_for_weaponstats = 0;
490         awep = 0;
491
492         if(vbot || IS_REAL_CLIENT(self))
493         if(abot || IS_REAL_CLIENT(attacker))
494         if(attacker && self != attacker)
495         if(IsDifferentTeam(self, attacker))
496         {
497                 if(DEATH_ISSPECIAL(deathtype))
498                         awep = attacker.weapon;
499                 else
500                         awep = DEATH_WEAPONOF(deathtype);
501                 valid_damage_for_weaponstats = 1;
502         }
503
504         if(valid_damage_for_weaponstats)
505         {
506                 dh = dh - max(self.health, 0);
507                 da = da - max(self.armorvalue, 0);
508                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
509         }
510
511         if (self.health < 1)
512         {
513                 float defer_ClientKill_Now_TeamChange;
514                 defer_ClientKill_Now_TeamChange = FALSE;
515
516                 if(self.alivetime)
517                 {
518                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
519                         self.alivetime = 0;
520                 }
521
522                 if(valid_damage_for_weaponstats)
523                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
524
525                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
526                 if(sound_allowed(MSG_BROADCAST, attacker))
527                 {
528                         if(deathtype == DEATH_DROWN)
529                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
530                         else
531                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
532                 }
533
534                 // get rid of kill indicator
535                 if(self.killindicator)
536                 {
537                         remove(self.killindicator);
538                         self.killindicator = world;
539                         if(self.killindicator_teamchange)
540                                 defer_ClientKill_Now_TeamChange = TRUE;
541
542                         if(self.classname == "body")
543                         if(deathtype == DEATH_KILL)
544                         {
545                                 // for the lemmings fans, a small harmless explosion
546                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
547                         }
548                 }
549
550                 // print an obituary message
551                 Obituary (attacker, inflictor, self, deathtype);
552                 race_PreDie();
553
554         // increment frag counter for used weapon type
555         float w;
556         w = DEATH_WEAPONOF(deathtype);
557         if(WEP_VALID(w))
558         if(accuracy_isgooddamage(attacker, self))
559         attacker.accuracy.(accuracy_frags[w-1]) += 1;
560
561                 frag_attacker = attacker;
562                 frag_inflictor = inflictor;
563                 frag_target = self;
564                 frag_deathtype = deathtype;
565                 MUTATOR_CALLHOOK(PlayerDies);
566
567                 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
568
569                 RemoveGrapplingHook(self);
570
571                 Portal_ClearAllLater(self);
572
573                 if(IS_REAL_CLIENT(self))
574                 {
575                         self.fixangle = TRUE;
576                         //msg_entity = self;
577                         //WriteByte (MSG_ONE, SVC_SETANGLE);
578                         //WriteAngle (MSG_ONE, self.v_angle_x);
579                         //WriteAngle (MSG_ONE, self.v_angle_y);
580                         //WriteAngle (MSG_ONE, 80);
581                 }
582
583                 if(defer_ClientKill_Now_TeamChange)
584                         ClientKill_Now_TeamChange(); // can turn player into spectator
585
586                 // player could have been miraculously resuscitated ;)
587                 // e.g. players in freezetag get frozen, they don't really die
588                 if(self.health >= 1 || !IS_PLAYER(self))
589                         return;
590
591                 // when we get here, player actually dies
592
593                 // clear waypoints
594                 WaypointSprite_PlayerDead();
595                 // throw a weapon
596                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
597
598                 // become fully visible
599                 self.alpha = default_player_alpha;
600                 // make the corpse upright (not tilted)
601                 self.angles_x = 0;
602                 self.angles_z = 0;
603                 // don't spin
604                 self.avelocity = '0 0 0';
605                 // view from the floor
606                 self.view_ofs = '0 0 -8';
607                 // toss the corpse
608                 self.movetype = MOVETYPE_TOSS;
609                 // shootable corpse
610                 self.solid = SOLID_CORPSE;
611                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
612                 // don't stick to the floor
613                 self.flags &= ~FL_ONGROUND;
614                 // dying animation
615                 self.deadflag = DEAD_DYING;
616                 // when to allow respawn
617                 sdelay = 0;
618                 waves = 0;
619                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
620                 if(!sdelay)
621                 {
622                         if(g_cts)
623                                 sdelay = 0; // no respawn delay in CTS
624                         else
625                                 sdelay = autocvar_g_respawn_delay;
626                 }
627                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
628                 if(!waves)
629                         waves = autocvar_g_respawn_waves;
630                 if(waves)
631                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
632                 else
633                         self.respawn_time = time + sdelay;
634                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
635                         self.respawn_countdown = 10; // first number to count down from is 10
636                 else
637                         self.respawn_countdown = -1; // do not count down
638
639                 if(g_cts || autocvar_g_forced_respawn)
640                         self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
641
642                 self.death_time = time;
643                 if (random() < 0.5)
644                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
645                 else
646                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
647                 if (self.maxs_z > 5)
648                 {
649                         self.maxs_z = 5;
650                         setsize(self, self.mins, self.maxs);
651                 }
652                 // set damage function to corpse damage
653                 self.event_damage = PlayerCorpseDamage;
654                 // call the corpse damage function just in case it wants to gib
655                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
656                 // set up to fade out later
657                 SUB_SetFade (self, time + 6 + random (), 1);
658
659                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
660                         // remove corpse
661                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
662                 }
663
664                 // reset fields the weapons may use just in case
665                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
666                 {
667                         WEP_ACTION(j, WR_RESETPLAYER);
668                         ATTACK_FINISHED_FOR(self, j) = 0;
669                 }
670         }
671 }
672
673 .float muted; // to be used by prvm_edictset server playernumber muted 1
674 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
675 // message "": do not say, just test flood control
676 // return value:
677 //   1 = accept
678 //   0 = reject
679 //  -1 = fake accept
680 {
681         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
682         float flood;
683         var .float flood_field;
684         entity head;
685         float ret;
686         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
687
688         if(!teamsay && !privatesay)
689                 if(substring(msgin, 0, 1) == " ")
690                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
691
692         msgin = formatmessage(msgin);
693
694         if not(IS_PLAYER(source))
695                 colorstr = "^0"; // black for spectators
696         else if(teamplay)
697                 colorstr = Team_ColorCode(source.team);
698         else
699         {
700                 colorstr = "";
701                 teamsay = FALSE;
702         }
703
704         if(intermission_running)
705                 teamsay = FALSE;
706
707         if(msgin != "")
708                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
709
710         /*
711          * using bprint solves this... me stupid
712         // how can we prevent the message from appearing in a listen server?
713         // for now, just give "say" back and only handle say_team
714         if(!teamsay)
715         {
716                 clientcommand(self, strcat("say ", msgin));
717                 return;
718         }
719         */
720
721         if(autocvar_g_chat_teamcolors)
722                 namestr = playername(source);
723         else
724                 namestr = source.netname;
725
726         if(msgin != "")
727         {
728                 if(privatesay)
729                 {
730                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
731                         privatemsgprefixlen = strlen(msgstr);
732                         msgstr = strcat(msgstr, msgin);
733                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
734                         if(autocvar_g_chat_teamcolors)
735                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
736                         else
737                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
738                 }
739                 else if(teamsay)
740                 {
741                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
742                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
743                 }
744                 else
745                 {
746                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
747                         cmsgstr = "";
748                 }
749                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
750         }
751         else
752         {
753                 msgstr = cmsgstr = "";
754         }
755
756         fullmsgstr = msgstr;
757         fullcmsgstr = cmsgstr;
758
759         // FLOOD CONTROL
760         flood = 0;
761         flood_field = floodcontrol_chat;
762         if(floodcontrol)
763         {
764                 float flood_spl;
765                 float flood_burst;
766                 float flood_lmax;
767                 float lines;
768                 if(privatesay)
769                 {
770                         flood_spl = autocvar_g_chat_flood_spl_tell;
771                         flood_burst = autocvar_g_chat_flood_burst_tell;
772                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
773                         flood_field = floodcontrol_chattell;
774                 }
775                 else if(teamsay)
776                 {
777                         flood_spl = autocvar_g_chat_flood_spl_team;
778                         flood_burst = autocvar_g_chat_flood_burst_team;
779                         flood_lmax = autocvar_g_chat_flood_lmax_team;
780                         flood_field = floodcontrol_chatteam;
781                 }
782                 else
783                 {
784                         flood_spl = autocvar_g_chat_flood_spl;
785                         flood_burst = autocvar_g_chat_flood_burst;
786                         flood_lmax = autocvar_g_chat_flood_lmax;
787                         flood_field = floodcontrol_chat;
788                 }
789                 flood_burst = max(0, flood_burst - 1);
790                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
791
792                 // do flood control for the default line size
793                 if(msgstr != "")
794                 {
795                         getWrappedLine_remaining = msgstr;
796                         msgstr = "";
797                         lines = 0;
798                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
799                         {
800                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
801                                 ++lines;
802                         }
803                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
804
805                         if(getWrappedLine_remaining != "")
806                         {
807                                 msgstr = strcat(msgstr, "\n");
808                                 flood = 2;
809                         }
810
811                         if(time >= source.flood_field)
812                         {
813                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
814                         }
815                         else
816                         {
817                                 flood = 1;
818                                 msgstr = fullmsgstr;
819                         }
820                 }
821                 else
822                 {
823                         if(time >= source.flood_field)
824                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
825                         else
826                                 flood = 1;
827                 }
828
829                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
830                         source.flood_field = flood = 0;
831         }
832
833         if(flood == 2) // cannot happen for empty msgstr
834         {
835                 if(autocvar_g_chat_flood_notify_flooder)
836                 {
837                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
838                         sourcecmsgstr = "";
839                 }
840                 else
841                 {
842                         sourcemsgstr = fullmsgstr;
843                         sourcecmsgstr = fullcmsgstr;
844                 }
845                 cmsgstr = "";
846         }
847         else
848         {
849                 sourcemsgstr = msgstr;
850                 sourcecmsgstr = cmsgstr;
851         }
852
853         if(!privatesay)
854         if not(IS_PLAYER(source))
855         {
856                 if not(intermission_running)
857                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
858                                 teamsay = -1; // spectators
859         }
860
861         if(flood)
862                 print("NOTE: ", playername(source), "^7 is flooding.\n");
863
864         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
865         if(privatesay)
866                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
867
868         if(source.muted)
869         {
870                 // always fake the message
871                 ret = -1;
872         }
873         else if(flood == 1)
874         {
875                 if(autocvar_g_chat_flood_notify_flooder)
876                 {
877                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
878                         ret = 0;
879                 }
880                 else
881                         ret = -1;
882         }
883         else
884         {
885                 ret = 1;
886         }
887
888         if(sourcemsgstr != "" && ret != 0)
889         {
890                 if(ret < 0) // faked message, because the player is muted
891                 {
892                         sprint(source, sourcemsgstr);
893                         if(sourcecmsgstr != "" && !privatesay)
894                                 centerprint(source, sourcecmsgstr);
895                 }
896                 else if(privatesay) // private message, between 2 people only
897                 {
898                         sprint(source, sourcemsgstr);
899                         sprint(privatesay, msgstr);
900                         if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
901                         if(cmsgstr != "")
902                                 centerprint(privatesay, cmsgstr);
903                 }
904                 else if(teamsay > 0) // team message, only sent to team mates
905                 {
906                         sprint(source, sourcemsgstr);
907                         dedicated_print(msgstr); // send to server console too
908                         if(sourcecmsgstr != "")
909                                 centerprint(source, sourcecmsgstr);
910                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
911                                 if(head != source)
912                                 {
913                                         sprint(head, msgstr);
914                                         if(cmsgstr != "")
915                                                 centerprint(head, cmsgstr);
916                                 }
917                 }
918                 else if(teamsay < 0) // spectator message, only sent to spectators
919                 {
920                         sprint(source, sourcemsgstr);
921                         dedicated_print(msgstr); // send to server console too
922                         FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
923                                 if(head != source)
924                                         sprint(head, msgstr);
925                 }
926                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
927                 {
928                         sprint(source, sourcemsgstr);
929                         dedicated_print(msgstr); // send to server console too
930                         FOR_EACH_REALCLIENT(head)
931                                 if(head != source)
932                                         sprint(head, msgstr);
933                 }
934                 else
935                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
936         }
937
938         return ret;
939 }
940
941 float GetVoiceMessageVoiceType(string type)
942 {
943         if(type == "taunt")
944                 return VOICETYPE_TAUNT;
945         if(type == "teamshoot")
946                 return VOICETYPE_LASTATTACKER;
947         return VOICETYPE_TEAMRADIO;
948 }
949
950 string allvoicesamples;
951 .string GetVoiceMessageSampleField(string type)
952 {
953         GetPlayerSoundSampleField_notFound = 0;
954         switch(type)
955         {
956 #define _VOICEMSG(m) case #m: return playersound_##m;
957                 ALLVOICEMSGS
958 #undef _VOICEMSG
959         }
960         GetPlayerSoundSampleField_notFound = 1;
961         return playersound_taunt;
962 }
963
964 .string GetPlayerSoundSampleField(string type)
965 {
966         GetPlayerSoundSampleField_notFound = 0;
967         switch(type)
968         {
969 #define _VOICEMSG(m) case #m: return playersound_##m;
970                 ALLPLAYERSOUNDS
971 #undef _VOICEMSG
972         }
973         GetPlayerSoundSampleField_notFound = 1;
974         return playersound_taunt;
975 }
976
977 void PrecacheGlobalSound(string samplestring)
978 {
979         float n, i;
980         tokenize_console(samplestring);
981         n = stof(argv(1));
982         if(n > 0)
983         {
984                 for(i = 1; i <= n; ++i)
985                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
986         }
987         else
988         {
989                 precache_sound(strcat(argv(0), ".wav"));
990         }
991 }
992
993 void PrecachePlayerSounds(string f)
994 {
995         float fh;
996         string s;
997         fh = fopen(f, FILE_READ);
998         if(fh < 0)
999                 return;
1000         while((s = fgets(fh)))
1001         {
1002                 if(tokenize_console(s) != 3)
1003                 {
1004                         dprint("Invalid sound info line: ", s, "\n");
1005                         continue;
1006                 }
1007                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1008         }
1009         fclose(fh);
1010
1011         if not(allvoicesamples)
1012         {
1013 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1014                 ALLVOICEMSGS
1015 #undef _VOICEMSG
1016                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1017         }
1018 }
1019
1020 void ClearPlayerSounds()
1021 {
1022 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1023         ALLPLAYERSOUNDS
1024         ALLVOICEMSGS
1025 #undef _VOICEMSG
1026 }
1027
1028 float LoadPlayerSounds(string f, float first)
1029 {
1030         float fh;
1031         string s;
1032         var .string field;
1033         fh = fopen(f, FILE_READ);
1034         if(fh < 0)
1035         {
1036                 dprint("Player sound file not found: ", f, "\n");
1037                 return 0;
1038         }
1039         while((s = fgets(fh)))
1040         {
1041                 if(tokenize_console(s) != 3)
1042                         continue;
1043                 field = GetPlayerSoundSampleField(argv(0));
1044                 if(GetPlayerSoundSampleField_notFound)
1045                         field = GetVoiceMessageSampleField(argv(0));
1046                 if(GetPlayerSoundSampleField_notFound)
1047                         continue;
1048                 if(self.field)
1049                         strunzone(self.field);
1050                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1051         }
1052         fclose(fh);
1053         return 1;
1054 }
1055
1056 .float modelindex_for_playersound;
1057 .float skin_for_playersound;
1058 void UpdatePlayerSounds()
1059 {
1060         if(self.modelindex == self.modelindex_for_playersound)
1061         if(self.skin == self.skin_for_playersound)
1062                 return;
1063         self.modelindex_for_playersound = self.modelindex;
1064         self.skin_for_playersound = self.skin;
1065         ClearPlayerSounds();
1066         LoadPlayerSounds("sound/player/default.sounds", 1);
1067         if(!autocvar_g_debug_defaultsounds)
1068                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1069                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1070 }
1071
1072 void FakeGlobalSound(string sample, float chan, float voicetype)
1073 {
1074         float n;
1075         float tauntrand;
1076
1077         if(sample == "")
1078                 return;
1079
1080         tokenize_console(sample);
1081         n = stof(argv(1));
1082         if(n > 0)
1083                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1084         else
1085                 sample = strcat(argv(0), ".wav"); // randomization
1086
1087         switch(voicetype)
1088         {
1089                 case VOICETYPE_LASTATTACKER_ONLY:
1090                         break;
1091                 case VOICETYPE_LASTATTACKER:
1092                         if(self.pusher)
1093                         {
1094                                 msg_entity = self;
1095                                 if(IS_REAL_CLIENT(msg_entity))
1096                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1097                         }
1098                         break;
1099                 case VOICETYPE_TEAMRADIO:
1100                         msg_entity = self;
1101                         if(msg_entity.cvar_cl_voice_directional == 1)
1102                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1103                         else
1104                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1105                         break;
1106                 case VOICETYPE_AUTOTAUNT:
1107                         if(!sv_autotaunt)
1108                                 break;
1109                         if(!sv_taunt)
1110                                 break;
1111                         if(autocvar_sv_gentle)
1112                                 break;
1113                         tauntrand = random();
1114                         msg_entity = self;
1115                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1116                         {
1117                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1118                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1119                                 else
1120                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1121                         }
1122                         break;
1123                 case VOICETYPE_TAUNT:
1124                         if(IS_PLAYER(self))
1125                                 if(self.deadflag == DEAD_NO)
1126                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1127                         if(!sv_taunt)
1128                                 break;
1129                         if(autocvar_sv_gentle)
1130                                 break;
1131                         msg_entity = self;
1132                         if (msg_entity.cvar_cl_voice_directional >= 1)
1133                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1134                         else
1135                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1136                         break;
1137                 case VOICETYPE_PLAYERSOUND:
1138                         msg_entity = self;
1139                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1140                         break;
1141                 default:
1142                         backtrace("Invalid voice type!");
1143                         break;
1144         }
1145 }
1146
1147 void GlobalSound(string sample, float chan, float voicetype)
1148 {
1149         float n;
1150         float tauntrand;
1151
1152         if(sample == "")
1153                 return;
1154
1155         tokenize_console(sample);
1156         n = stof(argv(1));
1157         if(n > 0)
1158                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1159         else
1160                 sample = strcat(argv(0), ".wav"); // randomization
1161
1162         switch(voicetype)
1163         {
1164                 case VOICETYPE_LASTATTACKER_ONLY:
1165                         if(self.pusher)
1166                         {
1167                                 msg_entity = self.pusher;
1168                                 if(IS_REAL_CLIENT(msg_entity))
1169                                 {
1170                                         if(msg_entity.cvar_cl_voice_directional == 1)
1171                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1172                                         else
1173                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1174                                 }
1175                         }
1176                         break;
1177                 case VOICETYPE_LASTATTACKER:
1178                         if(self.pusher)
1179                         {
1180                                 msg_entity = self.pusher;
1181                                 if(IS_REAL_CLIENT(msg_entity))
1182                                 {
1183                                         if(msg_entity.cvar_cl_voice_directional == 1)
1184                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1185                                         else
1186                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1187                                 }
1188                                 msg_entity = self;
1189                                 if(IS_REAL_CLIENT(msg_entity))
1190                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1191                         }
1192                         break;
1193                 case VOICETYPE_TEAMRADIO:
1194                         FOR_EACH_REALCLIENT(msg_entity)
1195                                 if(!teamplay || msg_entity.team == self.team)
1196                                 {
1197                                         if(msg_entity.cvar_cl_voice_directional == 1)
1198                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1199                                         else
1200                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1201                                 }
1202                         break;
1203                 case VOICETYPE_AUTOTAUNT:
1204                         if(!sv_autotaunt)
1205                                 break;
1206                         if(!sv_taunt)
1207                                 break;
1208                         if(autocvar_sv_gentle)
1209                                 break;
1210                         tauntrand = random();
1211                         FOR_EACH_REALCLIENT(msg_entity)
1212                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1213                                 {
1214                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1215                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1216                                         else
1217                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1218                                 }
1219                         break;
1220                 case VOICETYPE_TAUNT:
1221                         if(IS_PLAYER(self))
1222                                 if(self.deadflag == DEAD_NO)
1223                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1224                         if(!sv_taunt)
1225                                 break;
1226                         if(autocvar_sv_gentle)
1227                                 break;
1228                         FOR_EACH_REALCLIENT(msg_entity)
1229                         {
1230                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1231                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1232                                 else
1233                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1234                         }
1235                         break;
1236                 case VOICETYPE_PLAYERSOUND:
1237                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1238                         break;
1239                 default:
1240                         backtrace("Invalid voice type!");
1241                         break;
1242         }
1243 }
1244
1245 void PlayerSound(.string samplefield, float chan, float voicetype)
1246 {
1247         GlobalSound(self.samplefield, chan, voicetype);
1248 }
1249
1250 void VoiceMessage(string type, string msg)
1251 {
1252         var .string sample;
1253         float voicetype, ownteam;
1254         float flood;
1255         sample = GetVoiceMessageSampleField(type);
1256
1257         if(GetPlayerSoundSampleField_notFound)
1258         {
1259                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1260                 return;
1261         }
1262
1263         voicetype = GetVoiceMessageVoiceType(type);
1264         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1265
1266         flood = Say(self, ownteam, world, msg, 1);
1267
1268         if (flood > 0)
1269                 GlobalSound(self.sample, CH_VOICE, voicetype);
1270         else if (flood < 0)
1271                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1272 }
1273
1274 void MoveToTeam(entity client, float team_colour, float type)
1275 {
1276         float lockteams_backup;
1277
1278         lockteams_backup = lockteams;  // backup any team lock
1279
1280         lockteams = 0;  // disable locked teams
1281
1282         TeamchangeFrags(client);  // move the players frags
1283         SetPlayerColors(client, team_colour - 1);  // set the players colour
1284         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1285
1286         lockteams = lockteams_backup;  // restore the team lock
1287
1288         LogTeamchange(client.playerid, client.team, type);
1289 }