1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(autocvar_sv_weaponstats_file != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
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))
13 void WeaponStats_ready(entity fh, entity pass, float status)
15 float i, j, n, ibot, jbot, idx;
20 case URL_READY_CANWRITE:
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"));
26 url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
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)
36 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
37 v = stov(bufstr_get(weaponstats_buffer, idx));
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));
45 url_fputs(fh, "#end\n\n");
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)))
54 print("End of response.\n");
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;
65 print("Weapon stats writing failed: ", ftos(status), "\n");
66 buf_del(weaponstats_buffer);
67 weaponstats_buffer = -1;
72 void WeaponStats_Shutdown()
74 if(weaponstats_buffer < 0)
76 if(autocvar_sv_weaponstats_file != "")
78 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82 buf_del(weaponstats_buffer);
83 weaponstats_buffer = -1;
87 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
90 if(weaponstats_buffer < 0)
92 if(awep < WEP_FIRST || vwep < WEP_FIRST)
94 if(awep > WEP_LAST || vwep > WEP_LAST)
96 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
97 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
99 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
102 error("negative damage?");
103 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
105 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
107 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
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
125 .float CopyBody_nextthink;
126 .void(void) CopyBody_think;
127 void CopyBody_Think(void)
129 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
131 self.CopyBody_think();
134 self.CopyBody_nextthink = self.nextthink;
135 self.CopyBody_think = self.think;
136 self.think = CopyBody_Think;
138 CSQCMODEL_AUTOUPDATE();
139 self.nextthink = time;
141 void CopyBody(float keepvelocity)
144 if (self.effects & EF_NODRAW)
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;
202 Drag_MoveDrag(oldself, self);
204 if(self.colormap <= maxclients && self.colormap > 0)
205 self.colormap = 1024 + oldself.clientcolors;
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);
218 float player_getspecies()
221 get_model_parameters(self.model, self.skin);
222 s = get_model_parameters_species;
223 get_model_parameters(string_null, 0);
225 return SPECIES_HUMAN;
229 void player_setupanimsformodel()
231 // load animation info
232 animdecide_init(self);
233 animdecide_setstate(self, 0, FALSE);
236 void player_anim (void)
238 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
239 if(self.deadflag && !deadbits)
241 deadbits = ANIMSTATE_DEAD1;
243 deadbits = ANIMSTATE_DEAD2;
244 float animbits = deadbits;
245 if(self.freezetag_frozen)
246 animbits |= ANIMSTATE_FROZEN;
248 animbits |= ANIMSTATE_DUCK;
249 animdecide_setstate(self, animbits, FALSE);
250 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
252 if (self.weaponentity)
254 updateanim(self.weaponentity);
255 if (!self.weaponentity.animstate_override)
256 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
260 void SpawnThrownWeapon (vector org, float w)
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');
267 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
271 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
273 // damage resistance (ignore most of the damage from a bullet or similar)
274 damage = max(damage - 5, 1);
276 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
280 if(sound_allowed(MSG_BROADCAST, attacker))
283 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
285 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
287 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
291 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
293 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
295 if (!(self.flags & FL_GODMODE))
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);
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;
306 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
308 // don't use any animations as a gib
310 // view just above the floor
311 self.view_ofs = '0 0 4';
313 Violence_GibSplash(self, 1, 1, attacker);
315 self.solid = SOLID_NOT; // restore later
316 self.takedamage = DAMAGE_NO; // restore later
317 self.damagedbycontents = FALSE;
321 void ClientKill_Now_TeamChange();
323 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
325 float take, save, waves, sdelay, dh, da, j;
327 float valid_damage_for_weaponstats;
330 dh = max(self.health, 0);
331 da = max(self.armorvalue, 0);
333 if(!DEATH_ISSPECIAL(deathtype))
335 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
337 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
340 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
342 // tuba causes blood to come out of the ears
347 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
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);
365 // force is already good
369 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
372 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
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;
383 else if(IS_PLAYER(attacker))
385 self.pusher = attacker;
386 self.pushltime = time + autocvar_g_maxpushtime;
387 self.istypefrag = self.BUTTON_CHAT;
389 else if(time < self.pushltime)
391 attacker = self.pusher;
392 self.pushltime = max(self.pushltime, time + 0.6);
400 frag_inflictor = inflictor;
401 frag_attacker = attacker;
403 frag_damage = damage;
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);
412 if(sound_allowed(MSG_BROADCAST, attacker))
415 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
417 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
419 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
423 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
425 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
427 if (time >= self.spawnshieldtime)
429 if (!(self.flags & FL_GODMODE))
431 self.armorvalue = self.armorvalue - save;
432 self.health = self.health - take;
433 // pause regeneration for 5 seconds
435 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
437 if (time > self.pain_finished) //Don't switch pain sequences like crazy
439 self.pain_finished = time + 0.5; //Supajoe
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
444 if (!self.animstate_override)
447 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
449 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
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)
456 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
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);
467 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
471 // throw off bot aim temporarily
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;
479 self.max_armorvalue += (save + take);
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;
485 float abot, vbot, awep;
486 abot = (IS_BOT_CLIENT(attacker));
487 vbot = (IS_BOT_CLIENT(self));
489 valid_damage_for_weaponstats = 0;
492 if(vbot || IS_REAL_CLIENT(self))
493 if(abot || IS_REAL_CLIENT(attacker))
494 if(attacker && self != attacker)
495 if(IsDifferentTeam(self, attacker))
497 if(DEATH_ISSPECIAL(deathtype))
498 awep = attacker.weapon;
500 awep = DEATH_WEAPONOF(deathtype);
501 valid_damage_for_weaponstats = 1;
504 if(valid_damage_for_weaponstats)
506 dh = dh - max(self.health, 0);
507 da = da - max(self.armorvalue, 0);
508 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
513 float defer_ClientKill_Now_TeamChange;
514 defer_ClientKill_Now_TeamChange = FALSE;
518 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
522 if(valid_damage_for_weaponstats)
523 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
525 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
526 if(sound_allowed(MSG_BROADCAST, attacker))
528 if(deathtype == DEATH_DROWN)
529 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
531 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
534 // get rid of kill indicator
535 if(self.killindicator)
537 remove(self.killindicator);
538 self.killindicator = world;
539 if(self.killindicator_teamchange)
540 defer_ClientKill_Now_TeamChange = TRUE;
542 if(self.classname == "body")
543 if(deathtype == DEATH_KILL)
545 // for the lemmings fans, a small harmless explosion
546 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
550 // print an obituary message
551 Obituary (attacker, inflictor, self, deathtype);
554 // increment frag counter for used weapon type
556 w = DEATH_WEAPONOF(deathtype);
558 if(accuracy_isgooddamage(attacker, self))
559 attacker.accuracy.(accuracy_frags[w-1]) += 1;
561 frag_attacker = attacker;
562 frag_inflictor = inflictor;
564 frag_deathtype = deathtype;
565 MUTATOR_CALLHOOK(PlayerDies);
567 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
569 RemoveGrapplingHook(self);
571 Portal_ClearAllLater(self);
573 if(IS_REAL_CLIENT(self))
575 self.fixangle = TRUE;
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);
583 if(defer_ClientKill_Now_TeamChange)
584 ClientKill_Now_TeamChange(); // can turn player into spectator
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))
591 // when we get here, player actually dies
594 WaypointSprite_PlayerDead();
596 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
598 // become fully visible
599 self.alpha = default_player_alpha;
600 // make the corpse upright (not tilted)
604 self.avelocity = '0 0 0';
605 // view from the floor
606 self.view_ofs = '0 0 -8';
608 self.movetype = MOVETYPE_TOSS;
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;
615 self.deadflag = DEAD_DYING;
616 // when to allow respawn
619 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
623 sdelay = 0; // no respawn delay in CTS
625 sdelay = autocvar_g_respawn_delay;
627 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
629 waves = autocvar_g_respawn_waves;
631 self.respawn_time = ceil((time + sdelay) / waves) * waves;
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
637 self.respawn_countdown = -1; // do not count down
639 if(g_cts || autocvar_g_forced_respawn)
640 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
642 self.death_time = time;
644 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
646 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
650 setsize(self, self.mins, self.maxs);
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);
659 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
661 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
664 // reset fields the weapons may use just in case
665 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
667 WEP_ACTION(j, WR_RESETPLAYER);
668 ATTACK_FINISHED_FOR(self, j) = 0;
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
681 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
683 var .float flood_field;
686 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
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!)
692 msgin = formatmessage(msgin);
694 if not(IS_PLAYER(source))
695 colorstr = "^0"; // black for spectators
697 colorstr = Team_ColorCode(source.team);
704 if(intermission_running)
708 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
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
716 clientcommand(self, strcat("say ", msgin));
721 if(autocvar_g_chat_teamcolors)
722 namestr = playername(source);
724 namestr = source.netname;
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");
737 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
741 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
742 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
746 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
749 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
753 msgstr = cmsgstr = "";
757 fullcmsgstr = cmsgstr;
761 flood_field = floodcontrol_chat;
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;
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;
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;
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!
792 // do flood control for the default line size
795 getWrappedLine_remaining = msgstr;
798 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
800 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
803 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
805 if(getWrappedLine_remaining != "")
807 msgstr = strcat(msgstr, "\n");
811 if(time >= source.flood_field)
813 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
823 if(time >= source.flood_field)
824 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
829 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
830 source.flood_field = flood = 0;
833 if(flood == 2) // cannot happen for empty msgstr
835 if(autocvar_g_chat_flood_notify_flooder)
837 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
842 sourcemsgstr = fullmsgstr;
843 sourcecmsgstr = fullcmsgstr;
849 sourcemsgstr = msgstr;
850 sourcecmsgstr = cmsgstr;
854 if not(IS_PLAYER(source))
856 if not(intermission_running)
857 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
858 teamsay = -1; // spectators
862 print("NOTE: ", playername(source), "^7 is flooding.\n");
864 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
866 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
870 // always fake the message
875 if(autocvar_g_chat_flood_notify_flooder)
877 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
888 if(sourcemsgstr != "" && ret != 0)
890 if(ret < 0) // faked message, because the player is muted
892 sprint(source, sourcemsgstr);
893 if(sourcecmsgstr != "" && !privatesay)
894 centerprint(source, sourcecmsgstr);
896 else if(privatesay) // private message, between 2 people only
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
902 centerprint(privatesay, cmsgstr);
904 else if(teamsay > 0) // team message, only sent to team mates
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)
913 sprint(head, msgstr);
915 centerprint(head, cmsgstr);
918 else if(teamsay < 0) // spectator message, only sent to spectators
920 sprint(source, sourcemsgstr);
921 dedicated_print(msgstr); // send to server console too
922 FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
924 sprint(head, msgstr);
926 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
928 sprint(source, sourcemsgstr);
929 dedicated_print(msgstr); // send to server console too
930 FOR_EACH_REALCLIENT(head)
932 sprint(head, msgstr);
935 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
941 float GetVoiceMessageVoiceType(string type)
944 return VOICETYPE_TAUNT;
945 if(type == "teamshoot")
946 return VOICETYPE_LASTATTACKER;
947 return VOICETYPE_TEAMRADIO;
950 string allvoicesamples;
951 .string GetVoiceMessageSampleField(string type)
953 GetPlayerSoundSampleField_notFound = 0;
956 #define _VOICEMSG(m) case #m: return playersound_##m;
960 GetPlayerSoundSampleField_notFound = 1;
961 return playersound_taunt;
964 .string GetPlayerSoundSampleField(string type)
966 GetPlayerSoundSampleField_notFound = 0;
969 #define _VOICEMSG(m) case #m: return playersound_##m;
973 GetPlayerSoundSampleField_notFound = 1;
974 return playersound_taunt;
977 void PrecacheGlobalSound(string samplestring)
980 tokenize_console(samplestring);
984 for(i = 1; i <= n; ++i)
985 precache_sound(strcat(argv(0), ftos(i), ".wav"));
989 precache_sound(strcat(argv(0), ".wav"));
993 void PrecachePlayerSounds(string f)
997 fh = fopen(f, FILE_READ);
1000 while((s = fgets(fh)))
1002 if(tokenize_console(s) != 3)
1004 dprint("Invalid sound info line: ", s, "\n");
1007 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1011 if not(allvoicesamples)
1013 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1016 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1020 void ClearPlayerSounds()
1022 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1028 float LoadPlayerSounds(string f, float first)
1033 fh = fopen(f, FILE_READ);
1036 dprint("Player sound file not found: ", f, "\n");
1039 while((s = fgets(fh)))
1041 if(tokenize_console(s) != 3)
1043 field = GetPlayerSoundSampleField(argv(0));
1044 if(GetPlayerSoundSampleField_notFound)
1045 field = GetVoiceMessageSampleField(argv(0));
1046 if(GetPlayerSoundSampleField_notFound)
1049 strunzone(self.field);
1050 self.field = strzone(strcat(argv(1), " ", argv(2)));
1056 .float modelindex_for_playersound;
1057 .float skin_for_playersound;
1058 void UpdatePlayerSounds()
1060 if(self.modelindex == self.modelindex_for_playersound)
1061 if(self.skin == self.skin_for_playersound)
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);
1072 void FakeGlobalSound(string sample, float chan, float voicetype)
1080 tokenize_console(sample);
1083 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1085 sample = strcat(argv(0), ".wav"); // randomization
1089 case VOICETYPE_LASTATTACKER_ONLY:
1091 case VOICETYPE_LASTATTACKER:
1095 if(IS_REAL_CLIENT(msg_entity))
1096 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1099 case VOICETYPE_TEAMRADIO:
1101 if(msg_entity.cvar_cl_voice_directional == 1)
1102 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1104 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1106 case VOICETYPE_AUTOTAUNT:
1111 if(autocvar_sv_gentle)
1113 tauntrand = random();
1115 if (tauntrand < msg_entity.cvar_cl_autotaunt)
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));
1120 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1123 case VOICETYPE_TAUNT:
1125 if(self.deadflag == DEAD_NO)
1126 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1129 if(autocvar_sv_gentle)
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));
1135 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1137 case VOICETYPE_PLAYERSOUND:
1139 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1142 backtrace("Invalid voice type!");
1147 void GlobalSound(string sample, float chan, float voicetype)
1155 tokenize_console(sample);
1158 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1160 sample = strcat(argv(0), ".wav"); // randomization
1164 case VOICETYPE_LASTATTACKER_ONLY:
1167 msg_entity = self.pusher;
1168 if(IS_REAL_CLIENT(msg_entity))
1170 if(msg_entity.cvar_cl_voice_directional == 1)
1171 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1173 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1177 case VOICETYPE_LASTATTACKER:
1180 msg_entity = self.pusher;
1181 if(IS_REAL_CLIENT(msg_entity))
1183 if(msg_entity.cvar_cl_voice_directional == 1)
1184 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1186 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1189 if(IS_REAL_CLIENT(msg_entity))
1190 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1193 case VOICETYPE_TEAMRADIO:
1194 FOR_EACH_REALCLIENT(msg_entity)
1195 if(!teamplay || msg_entity.team == self.team)
1197 if(msg_entity.cvar_cl_voice_directional == 1)
1198 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1200 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1203 case VOICETYPE_AUTOTAUNT:
1208 if(autocvar_sv_gentle)
1210 tauntrand = random();
1211 FOR_EACH_REALCLIENT(msg_entity)
1212 if (tauntrand < msg_entity.cvar_cl_autotaunt)
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));
1217 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1220 case VOICETYPE_TAUNT:
1222 if(self.deadflag == DEAD_NO)
1223 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1226 if(autocvar_sv_gentle)
1228 FOR_EACH_REALCLIENT(msg_entity)
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));
1233 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1236 case VOICETYPE_PLAYERSOUND:
1237 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1240 backtrace("Invalid voice type!");
1245 void PlayerSound(.string samplefield, float chan, float voicetype)
1247 GlobalSound(self.samplefield, chan, voicetype);
1250 void VoiceMessage(string type, string msg)
1253 float voicetype, ownteam;
1255 sample = GetVoiceMessageSampleField(type);
1257 if(GetPlayerSoundSampleField_notFound)
1259 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1263 voicetype = GetVoiceMessageVoiceType(type);
1264 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1266 flood = Say(self, ownteam, world, msg, 1);
1269 GlobalSound(self.sample, CH_VOICE, voicetype);
1271 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1274 void MoveToTeam(entity client, float team_colour, float type)
1276 float lockteams_backup;
1278 lockteams_backup = lockteams; // backup any team lock
1280 lockteams = 0; // disable locked teams
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
1286 lockteams = lockteams_backup; // restore the team lock
1288 LogTeamchange(client.playerid, client.team, type);