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support for duckwalkbackwards anim
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126
127 void CopyBody(float keepvelocity)
128 {
129         entity oldself;
130         if (self.effects & EF_NODRAW)
131                 return;
132         oldself = self;
133         self = spawn();
134         self.enemy = oldself;
135         self.lip = oldself.lip;
136         self.colormap = oldself.colormap;
137         self.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         if(self.colormap <= maxclients && self.colormap > 0)
190                 self.colormap = 1024 + self.clientcolors;
191
192         self = oldself;
193 }
194
195 float player_getspecies()
196 {
197         float s;
198         get_model_parameters(self.model, self.skinindex);
199         s = get_model_parameters_species;
200         get_model_parameters(string_null, 0);
201         if(s < 0)
202                 return SPECIES_HUMAN;
203         return s;
204 }
205
206 void player_setupanimsformodel()
207 {
208         // defaults for legacy .zym models without animinfo files
209         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
210         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
211         self.anim_draw = animfixfps(self, '2 1 3');
212         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
213         self.anim_duckwalk = animfixfps(self, '4 1 1');
214         self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
215         self.anim_duckidle = animfixfps(self, '6 1 1');
216         self.anim_idle = animfixfps(self, '7 1 1');
217         self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
218         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
219         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
220         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
221         self.anim_taunt = animfixfps(self, '12 1 0.33');
222         self.anim_run = animfixfps(self, '13 1 1');
223         self.anim_runbackwards = animfixfps(self, '14 1 1');
224         self.anim_strafeleft = animfixfps(self, '15 1 1');
225         self.anim_straferight = animfixfps(self, '16 1 1');
226         self.anim_dead1 = animfixfps(self, '17 1 1');
227         self.anim_dead2 = animfixfps(self, '18 1 1');
228         self.anim_forwardright = animfixfps(self, '19 1 1');
229         self.anim_forwardleft = animfixfps(self, '20 1 1');
230         self.anim_backright = animfixfps(self, '21 1 1');
231         self.anim_backleft  = animfixfps(self, '22 1 1');
232         self.anim_melee = animfixfps(self, '23 1 1');
233         self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
234         // TODO introspect models for finding right "fps" value (1/duration)
235         // reset animstate now
236         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
237 }
238
239 void player_anim (void)
240 {
241         updateanim(self);
242         if (self.weaponentity)
243                 updateanim(self.weaponentity);
244
245         if (self.deadflag != DEAD_NO)
246         {
247                 if (time > self.animstate_endtime)
248                 {
249                         if (self.maxs_z > 5)
250                         {
251                                 self.maxs_z = 5;
252                                 setsize(self, self.mins, self.maxs);
253                         }
254                         self.frame = self.dead_frame;
255                 }
256                 return;
257         }
258
259         if (!self.animstate_override)
260         {
261                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
262                 {
263                         if (self.crouch)
264                         {
265                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
266                                 {
267                                         traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
268                                         if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
269                                         {
270                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
271                                                 self.restart_jump = FALSE;
272                                         }
273                                 }
274                         }
275                         else
276                         {
277                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
278                 {
279                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
280                     if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
281                     {
282                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
283                         self.restart_jump = FALSE;
284                     }
285                 }
286                         }
287                 }
288                 else if (self.crouch)
289                 {
290                         if (self.movement_x < 0)
291                                 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
292                         else if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
293                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
294                         else
295                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
296                 }
297                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
298                 {
299                         if (self.movement_x > 0 && self.movement_y == 0)
300                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
301                         else if (self.movement_x < 0 && self.movement_y == 0)
302                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
303                         else if (self.movement_x == 0 && self.movement_y > 0)
304                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
305                         else if (self.movement_x == 0 && self.movement_y < 0)
306                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
307                         else if (self.movement_x > 0 && self.movement_y > 0)
308                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
309                         else if (self.movement_x > 0 && self.movement_y < 0)
310                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
311                         else if (self.movement_x < 0 && self.movement_y > 0)
312                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
313                         else if (self.movement_x < 0 && self.movement_y < 0)
314                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
315                         else
316                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
317                 }
318                 else
319                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
320         }
321
322         if (self.weaponentity)
323         if (!self.weaponentity.animstate_override)
324                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
325 }
326
327 void SpawnThrownWeapon (vector org, float w)
328 {
329         if(g_minstagib)
330         if(self.ammo_cells <= 0)
331                 return;
332
333         if(g_pinata)
334         {
335                 float j;
336                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
337                 {
338                         if(self.weapons & W_WeaponBit(j))
339                                 if(W_IsWeaponThrowable(j))
340                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
341                 }
342         }
343         else
344         {
345                 if(W_IsWeaponThrowable(self.weapon))
346                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
347         }
348 }
349
350 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
351 {
352         float take, save;
353         vector v;
354         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
355
356         // damage resistance (ignore most of the damage from a bullet or similar)
357         damage = max(damage - 5, 1);
358
359         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
360         take = v_x;
361         save = v_y;
362
363         if(sound_allowed(MSG_BROADCAST, attacker))
364         {
365                 if (save > 10)
366                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
367                 else if (take > 30)
368                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
369                 else if (take > 10)
370                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
371         }
372
373         if (take > 50)
374                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
375         if (take > 100)
376                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
377
378         if (!(self.flags & FL_GODMODE))
379         {
380                 self.armorvalue = self.armorvalue - save;
381                 self.health = self.health - take;
382                 // pause regeneration for 5 seconds
383                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
384         }
385         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
386         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
387         self.dmg_inflictor = inflictor;
388
389         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
390         {
391                 // don't use any animations as a gib
392                 self.frame = 0;
393                 self.dead_frame = 0;
394                 // view just above the floor
395                 self.view_ofs = '0 0 4';
396
397                 Violence_GibSplash(self, 1, 1, attacker);
398                 self.modelindex = 0; // restore later
399                 self.solid = SOLID_NOT; // restore later
400         }
401 }
402
403 void ClientKill_Now_TeamChange();
404 void freezetag_CheckWinner();
405
406 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
407 {
408         float take, save, waves, sdelay, dh, da, j;
409         vector v;
410         float valid_damage_for_weaponstats;
411         float excess;
412
413         if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
414                 return;
415
416         dh = max(self.health, 0);
417         da = max(self.armorvalue, 0);
418
419         if(!DEATH_ISSPECIAL(deathtype))
420         {
421                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
422                 if(self != attacker)
423                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
424         }
425
426         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
427         {
428                 // tuba causes blood to come out of the ears
429                 vector ear1, ear2;
430                 vector d;
431                 float f;
432                 ear1 = self.origin;
433                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
434                 ear2 = ear1;
435                 makevectors(self.angles);
436                 ear1 += v_right * -10;
437                 ear2 += v_right * +10;
438                 d = inflictor.origin - self.origin;
439                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
440                 force = v_right * vlen(force);
441                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
442                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
443                 if(f > 0)
444                 {
445                         hitloc = ear1;
446                         force = force * -1;
447                 }
448                 else
449                 {
450                         hitloc = ear2;
451                         // force is already good
452                 }
453         }
454         else
455                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
456
457         if (!g_minstagib)
458         {
459                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
460                 take = v_x;
461                 save = v_y;
462         }
463         else
464         {
465                 save = 0;
466                 take = damage;
467         }
468
469         frag_inflictor = inflictor;
470         frag_attacker = attacker;
471         frag_target = self;
472         damage_take = take;
473         damage_save = save;
474         damage_force = force;
475         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
476         take = bound(0, damage_take, self.health);
477         save = bound(0, damage_save, self.armorvalue);
478         excess = max(0, damage - take - save);
479
480         if(sound_allowed(MSG_BROADCAST, attacker))
481         {
482                 if (save > 10)
483                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
484                 else if (take > 30)
485                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
486                 else if (take > 10)
487                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
488         }
489
490         if (take > 50)
491                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
492         if (take > 100)
493                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
494
495         if (time >= self.spawnshieldtime)
496         {
497                 if (!(self.flags & FL_GODMODE))
498                 {
499                         self.armorvalue = self.armorvalue - save;
500                         self.health = self.health - take;
501                         // pause regeneration for 5 seconds
502                         if(take)
503                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
504
505                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
506                         {
507                                 self.pain_finished = time + 0.5;        //Supajoe
508
509                                 if(sv_gentle < 1) {
510                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
511                                         {
512                                                 if (!self.animstate_override)
513                                                 {
514                                                         if (random() > 0.5)
515                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
516                                                         else
517                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
518                                                 }
519                                         }
520
521                                         if(sound_allowed(MSG_BROADCAST, attacker))
522                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
523                                         if(self.health > 1)
524                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
525                                         {
526                                                 if(deathtype == DEATH_FALL)
527                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
528                                                 else if(self.health > 75) // TODO make a "gentle" version?
529                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
530                                                 else if(self.health > 50)
531                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
532                                                 else if(self.health > 25)
533                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
534                                                 else
535                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
536                                         }
537                                 }
538
539                                 // throw off bot aim temporarily
540                                 float shake;
541                                 shake = damage * 5 / (bound(0,skill,100) + 1);
542                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
543                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
544                         }
545                 }
546                 else
547                         self.max_armorvalue += (save + take);
548         }
549         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
550         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
551         self.dmg_inflictor = inflictor;
552
553         if(attacker == self)
554         {
555                 // don't reset pushltime for self damage as it may be an attempt to
556                 // escape a lava pit or similar
557                 //self.pushltime = 0;
558         }
559         else if(attacker.classname == "player")
560         {
561                 self.pusher = attacker;
562                 self.pushltime = time + autocvar_g_maxpushtime;
563         }
564         else if(time < self.pushltime)
565         {
566                 attacker = self.pusher;
567                 self.pushltime = max(self.pushltime, time + 0.6);
568         }
569         else
570                 self.pushltime = 0;
571
572         float abot, vbot, awep;
573         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
574         vbot = (clienttype(self) == CLIENTTYPE_BOT);
575
576         valid_damage_for_weaponstats = 0;
577         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
578         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
579         if(attacker && self != attacker)
580         if(IsDifferentTeam(self, attacker))
581         {
582                 if(DEATH_ISSPECIAL(deathtype))
583                         awep = attacker.weapon;
584                 else
585                         awep = DEATH_WEAPONOF(deathtype);
586                 valid_damage_for_weaponstats = 1;
587         }
588
589         if(valid_damage_for_weaponstats)
590         {
591                 dh = dh - max(self.health, 0);
592                 da = da - max(self.armorvalue, 0);
593                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
594         }
595
596         if (self.health < 1)
597         {
598                 float defer_ClientKill_Now_TeamChange;
599                 defer_ClientKill_Now_TeamChange = FALSE;
600
601                 if(self.alivetime)
602                 {
603                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
604                         self.alivetime = 0;
605                 }
606
607                 if(valid_damage_for_weaponstats)
608                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
609
610                 if(sv_gentle < 1) // TODO make a "gentle" version?
611                 if(sound_allowed(MSG_BROADCAST, attacker))
612                 {
613                         if(deathtype == DEATH_DROWN)
614                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
615                         else
616                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
617                 }
618
619                 // get rid of kill indicator
620                 if(self.killindicator)
621                 {
622                         remove(self.killindicator);
623                         self.killindicator = world;
624                         if(self.killindicator_teamchange)
625                                 defer_ClientKill_Now_TeamChange = TRUE;
626
627                         if(self.classname == "body")
628                         if(deathtype == DEATH_KILL)
629                         {
630                                 // for the lemmings fans, a small harmless explosion
631                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
632                         }
633                 }
634
635                 if(!g_freezetag)
636                 {
637                         // become fully visible
638                         self.alpha = 1;
639                         // throw a weapon
640                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
641                 }
642
643                 // print an obituary message
644                 Obituary (attacker, inflictor, self, deathtype);
645                 race_PreDie();
646                 DropAllRunes(self);
647
648         // increment frag counter for used weapon type
649         float w;
650         w = DEATH_WEAPONOF(deathtype);
651         if(WEP_VALID(w))
652         if(self.classname == "player")
653         if(self != attacker)
654         attacker.accuracy.(accuracy_frags[w-1]) += 1;
655
656                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
657                 {
658                         PutClientInServer();
659                         count_alive_players(); // re-count players
660                         freezetag_CheckWinner();
661                         return;
662                 }
663
664                 frag_attacker = attacker;
665                 frag_inflictor = inflictor;
666                 frag_target = self;
667                 MUTATOR_CALLHOOK(PlayerDies);
668                 weapon_action(self.weapon, WR_PLAYERDEATH);
669
670                 RemoveGrapplingHook(self);
671
672                 if(self.flagcarried)
673                 {
674                         if(attacker.classname != "player")
675                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
676                         else if(attacker.team == self.team)
677                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
678                         else
679                                 DropFlag(self.flagcarried, world, attacker);
680                 }
681                 if(self.ballcarried && g_nexball)
682                         DropBall(self.ballcarried, self.origin, self.velocity);
683                 Portal_ClearAllLater(self);
684
685                 if(clienttype(self) == CLIENTTYPE_REAL)
686                 {
687                         stuffcmd(self, "-zoom\n");
688                         self.fixangle = TRUE;
689                         //msg_entity = self;
690                         //WriteByte (MSG_ONE, SVC_SETANGLE);
691                         //WriteAngle (MSG_ONE, self.v_angle_x);
692                         //WriteAngle (MSG_ONE, self.v_angle_y);
693                         //WriteAngle (MSG_ONE, 80);
694                 }
695
696                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
697                         ClientKill_Now_TeamChange();
698
699                 if(g_arena)
700                         Spawnqueue_Unmark(self);
701
702                 if(g_freezetag)
703                         return;
704
705                 // when we get here, player actually dies
706                 // clear waypoints (do this AFTER FreezeTag)
707                 WaypointSprite_PlayerDead();
708
709                 // make the corpse upright (not tilted)
710                 self.angles_x = 0;
711                 self.angles_z = 0;
712                 // don't spin
713                 self.avelocity = '0 0 0';
714                 // view from the floor
715                 self.view_ofs = '0 0 -8';
716                 // toss the corpse
717                 self.movetype = MOVETYPE_TOSS;
718                 // shootable corpse
719                 self.solid = SOLID_CORPSE;
720                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
721                 // don't stick to the floor
722                 self.flags &~= FL_ONGROUND;
723                 // dying animation
724                 self.deadflag = DEAD_DYING;
725                 // when to allow respawn
726                 sdelay = 0;
727                 waves = 0;
728                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
729                 if(!sdelay)
730                 {
731                         if(g_cts)
732                                 sdelay = 0; // no respawn delay in CTS
733                         else
734                                 sdelay = autocvar_g_respawn_delay;
735                 }
736                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
737                 if(!waves)
738                         waves = autocvar_g_respawn_waves;
739                 if(waves)
740                         self.death_time = ceil((time + sdelay) / waves) * waves;
741                 else
742                         self.death_time = time + sdelay;
743                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
744                         self.respawn_countdown = 10; // first number to count down from is 10
745                 else
746                         self.respawn_countdown = -1; // do not count down
747                 if (random() < 0.5)
748                 {
749                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
750                         self.dead_frame = self.anim_dead1_x;
751                 }
752                 else
753                 {
754                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
755                         self.dead_frame = self.anim_dead2_x;
756                 }
757                 // set damage function to corpse damage
758                 self.event_damage = PlayerCorpseDamage;
759                 // call the corpse damage function just in case it wants to gib
760                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
761                 // set up to fade out later
762                 SUB_SetFade (self, time + 6 + random (), 1);
763
764                 if(sv_gentle > 0 || autocvar_ekg) {
765                         // remove corpse
766                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
767                 }
768
769                 // reset fields the weapons may use just in case
770                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
771                 {
772                         weapon_action(j, WR_RESETPLAYER);
773                         ATTACK_FINISHED_FOR(self, j) = 0;
774                 }
775         }
776 }
777
778 .float muted; // to be used by prvm_edictset server playernumber muted 1
779 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
780 // message "": do not say, just test flood control
781 // return value:
782 //   1 = accept
783 //   0 = reject
784 //  -1 = fake accept
785 {
786         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
787         float flood, privatemsgprefixlen;
788         var .float flood_field;
789         entity head;
790         float ret;
791
792         if(Ban_MaybeEnforceBan(source))
793                 return 0;
794
795         if(!teamsay && !privatesay)
796                 if(substring(msgin, 0, 1) == " ")
797                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
798
799         msgin = formatmessage(msgin);
800
801         if(source.classname != "player")
802                 colorstr = "^0"; // black for spectators
803         else if(teamplay)
804                 colorstr = Team_ColorCode(source.team);
805         else
806                 teamsay = FALSE;
807
808         if(intermission_running)
809                 teamsay = FALSE;
810
811         if(msgin != "")
812                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
813
814         /*
815          * using bprint solves this... me stupid
816         // how can we prevent the message from appearing in a listen server?
817         // for now, just give "say" back and only handle say_team
818         if(!teamsay)
819         {
820                 clientcommand(self, strcat("say ", msgin));
821                 return;
822         }
823         */
824
825         if(autocvar_g_chat_teamcolors)
826                 namestr = playername(source);
827         else
828                 namestr = source.netname;
829
830         if(msgin != "")
831         {
832                 if(privatesay)
833                 {
834                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
835                         privatemsgprefixlen = strlen(msgstr);
836                         msgstr = strcat(msgstr, msgin);
837                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
838                         if(autocvar_g_chat_teamcolors)
839                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
840                         else
841                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
842                 }
843                 else if(teamsay)
844                 {
845                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
846                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
847                 }
848                 else
849                 {
850                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
851                         cmsgstr = "";
852                 }
853                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
854         }
855         else
856         {
857                 msgstr = cmsgstr = "";
858         }
859
860         fullmsgstr = msgstr;
861         fullcmsgstr = cmsgstr;
862
863         // FLOOD CONTROL
864         flood = 0;
865         if(floodcontrol)
866         {
867                 float flood_spl;
868                 float flood_burst;
869                 float flood_lmax;
870                 float lines;
871                 if(privatesay)
872                 {
873                         flood_spl = autocvar_g_chat_flood_spl_tell;
874                         flood_burst = autocvar_g_chat_flood_burst_tell;
875                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
876                         flood_field = floodcontrol_chattell;
877                 }
878                 else if(teamsay)
879                 {
880                         flood_spl = autocvar_g_chat_flood_spl_team;
881                         flood_burst = autocvar_g_chat_flood_burst_team;
882                         flood_lmax = autocvar_g_chat_flood_lmax_team;
883                         flood_field = floodcontrol_chatteam;
884                 }
885                 else
886                 {
887                         flood_spl = autocvar_g_chat_flood_spl;
888                         flood_burst = autocvar_g_chat_flood_burst;
889                         flood_lmax = autocvar_g_chat_flood_lmax;
890                         flood_field = floodcontrol_chat;
891                 }
892                 flood_burst = max(0, flood_burst - 1);
893                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
894
895                 // do flood control for the default line size
896                 if(msgstr != "")
897                 {
898                         getWrappedLine_remaining = msgstr;
899                         msgstr = "";
900                         lines = 0;
901                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
902                         {
903                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
904                                 ++lines;
905                         }
906                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
907
908                         if(getWrappedLine_remaining != "")
909                         {
910                                 msgstr = strcat(msgstr, "\n");
911                                 flood = 2;
912                         }
913
914                         if(time >= source.flood_field)
915                         {
916                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
917                         }
918                         else
919                         {
920                                 flood = 1;
921                                 msgstr = fullmsgstr;
922                         }
923                 }
924                 else
925                 {
926                         if(time >= source.flood_field)
927                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
928                         else
929                                 flood = 1;
930                 }
931
932                 if (timeoutStatus == 2) //when game is paused, no flood protection
933                         source.flood_field = flood = 0;
934         }
935
936         if(flood == 2) // cannot happen for empty msgstr
937         {
938                 if(autocvar_g_chat_flood_notify_flooder)
939                 {
940                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
941                         sourcecmsgstr = "";
942                 }
943                 else
944                 {
945                         sourcemsgstr = fullmsgstr;
946                         sourcecmsgstr = fullcmsgstr;
947                 }
948                 cmsgstr = "";
949         }
950         else
951         {
952                 sourcemsgstr = msgstr;
953                 sourcecmsgstr = cmsgstr;
954         }
955
956         if(!privatesay)
957         if(source.classname != "player")
958         {
959                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
960                         teamsay = -1; // spectators
961         }
962
963         if(flood)
964                 print("NOTE: ", playername(source), "^7 is flooding.\n");
965
966         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
967         if(privatesay)
968                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
969
970         if(source.muted)
971         {
972                 // always fake the message
973                 ret = -1;
974         }
975         else if(flood == 1)
976         {
977                 if(autocvar_g_chat_flood_notify_flooder)
978                 {
979                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
980                         ret = 0;
981                 }
982                 else
983                         ret = -1;
984         }
985         else
986         {
987                 ret = 1;
988         }
989
990         if(sourcemsgstr != "" && ret != 0)
991         {
992                 if(ret < 0) // fake
993                 {
994                         sprint(source, sourcemsgstr);
995                         if(sourcecmsgstr != "" && !privatesay)
996                                 centerprint(source, sourcecmsgstr);
997                 }
998                 else if(privatesay)
999                 {
1000                         sprint(source, sourcemsgstr);
1001                         sprint(privatesay, msgstr);
1002                         if(cmsgstr != "")
1003                                 centerprint(privatesay, cmsgstr);
1004                 }
1005                 else if(teamsay > 0)
1006                 {
1007                         sprint(source, sourcemsgstr);
1008                         if(sourcecmsgstr != "")
1009                                 centerprint(source, sourcecmsgstr);
1010                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1011                                 if(head != source)
1012                                 {
1013                                         sprint(head, msgstr);
1014                                         if(cmsgstr != "")
1015                                                 centerprint(head, cmsgstr);
1016                                 }
1017                 }
1018                 else if(teamsay < 0)
1019                 {
1020                         sprint(source, sourcemsgstr);
1021                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1022                                 if(head != source)
1023                                         sprint(head, msgstr);
1024                 }
1025                 else if(sourcemsgstr != msgstr)
1026                 {
1027                         sprint(source, sourcemsgstr);
1028                         FOR_EACH_REALCLIENT(head)
1029                                 if(head != source)
1030                                         sprint(head, msgstr);
1031                 }
1032                 else
1033                         bprint(msgstr);
1034         }
1035
1036         return ret;
1037 }
1038
1039 float GetVoiceMessageVoiceType(string type)
1040 {
1041         if(type == "taunt")
1042                 return VOICETYPE_TAUNT;
1043         if(type == "teamshoot")
1044                 return VOICETYPE_LASTATTACKER;
1045         return VOICETYPE_TEAMRADIO;
1046 }
1047
1048 string allvoicesamples;
1049 .string GetVoiceMessageSampleField(string type)
1050 {
1051         GetPlayerSoundSampleField_notFound = 0;
1052         switch(type)
1053         {
1054 #define _VOICEMSG(m) case #m: return playersound_##m;
1055                 ALLVOICEMSGS
1056 #undef _VOICEMSG
1057         }
1058         GetPlayerSoundSampleField_notFound = 1;
1059         return playersound_taunt;
1060 }
1061
1062 .string GetPlayerSoundSampleField(string type)
1063 {
1064         GetPlayerSoundSampleField_notFound = 0;
1065         switch(type)
1066         {
1067 #define _VOICEMSG(m) case #m: return playersound_##m;
1068                 ALLPLAYERSOUNDS
1069 #undef _VOICEMSG
1070         }
1071         GetPlayerSoundSampleField_notFound = 1;
1072         return playersound_taunt;
1073 }
1074
1075 void PrecacheGlobalSound(string samplestring)
1076 {
1077         float n, i;
1078         tokenize_console(samplestring);
1079         n = stof(argv(1));
1080         if(n > 0)
1081         {
1082                 for(i = 1; i <= n; ++i)
1083                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1084         }
1085         else
1086         {
1087                 precache_sound(strcat(argv(0), ".wav"));
1088         }
1089 }
1090
1091 void PrecachePlayerSounds(string f)
1092 {
1093         float fh;
1094         string s;
1095         fh = fopen(f, FILE_READ);
1096         if(fh < 0)
1097                 return;
1098         while((s = fgets(fh)))
1099         {
1100                 if(tokenize_console(s) != 3)
1101                 {
1102                         dprint("Invalid sound info line: ", s, "\n");
1103                         continue;
1104                 }
1105                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1106         }
1107         fclose(fh);
1108
1109         if not(allvoicesamples)
1110         {
1111 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1112                 ALLVOICEMSGS
1113 #undef _VOICEMSG
1114                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1115         }
1116 }
1117
1118 void ClearPlayerSounds()
1119 {
1120 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1121         ALLPLAYERSOUNDS
1122         ALLVOICEMSGS
1123 #undef _VOICEMSG
1124 }
1125
1126 float LoadPlayerSounds(string f, float first)
1127 {
1128         float fh;
1129         string s;
1130         var .string field;
1131         fh = fopen(f, FILE_READ);
1132         if(fh < 0)
1133         {
1134                 dprint("Player sound file not found: ", f, "\n");
1135                 return 0;
1136         }
1137         while((s = fgets(fh)))
1138         {
1139                 if(tokenize_console(s) != 3)
1140                         continue;
1141                 field = GetPlayerSoundSampleField(argv(0));
1142                 if(GetPlayerSoundSampleField_notFound)
1143                         field = GetVoiceMessageSampleField(argv(0));
1144                 if(GetPlayerSoundSampleField_notFound)
1145                         continue;
1146                 if(self.field)
1147                         strunzone(self.field);
1148                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1149         }
1150         fclose(fh);
1151         return 1;
1152 }
1153
1154 .float modelindex_for_playersound;
1155 .float skinindex_for_playersound;
1156 void UpdatePlayerSounds()
1157 {
1158         if(self.modelindex == self.modelindex_for_playersound)
1159         if(self.skinindex == self.skinindex_for_playersound)
1160                 return;
1161         self.modelindex_for_playersound = self.modelindex;
1162         self.skinindex_for_playersound = self.skinindex;
1163         ClearPlayerSounds();
1164         LoadPlayerSounds("sound/player/default.sounds", 1);
1165         if(!autocvar_g_debug_defaultsounds)
1166                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1167                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1168 }
1169
1170 void FakeGlobalSound(string sample, float chan, float voicetype)
1171 {
1172         float n;
1173         float tauntrand;
1174
1175         if(sample == "")
1176                 return;
1177
1178         tokenize_console(sample);
1179         n = stof(argv(1));
1180         if(n > 0)
1181                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1182         else
1183                 sample = strcat(argv(0), ".wav"); // randomization
1184
1185         switch(voicetype)
1186         {
1187                 case VOICETYPE_LASTATTACKER_ONLY:
1188                         break;
1189                 case VOICETYPE_LASTATTACKER:
1190                         if(self.pusher)
1191                         {
1192                                 msg_entity = self;
1193                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1194                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1195                         }
1196                         break;
1197                 case VOICETYPE_TEAMRADIO:
1198                         msg_entity = self;
1199                         if(msg_entity.cvar_cl_voice_directional == 1)
1200                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1201                         else
1202                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1203                         break;
1204                 case VOICETYPE_AUTOTAUNT:
1205                         if(!sv_autotaunt)
1206                                 break;
1207                         if(!sv_taunt)
1208                                 break;
1209                         if(sv_gentle)
1210                                 break;
1211                         tauntrand = random();
1212                         msg_entity = self;
1213                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1214                         {
1215                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1216                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1217                                 else
1218                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1219                         }
1220                         break;
1221                 case VOICETYPE_TAUNT:
1222                         if(self.classname == "player")
1223                                 if(self.deadflag == DEAD_NO)
1224                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1225                         if(!sv_taunt)
1226                                 break;
1227                         if(sv_gentle)
1228                                 break;
1229                         msg_entity = self;
1230                         if (msg_entity.cvar_cl_voice_directional >= 1)
1231                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1232                         else
1233                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1234                         break;
1235                 case VOICETYPE_PLAYERSOUND:
1236                         msg_entity = self;
1237                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1238                         break;
1239                 default:
1240                         backtrace("Invalid voice type!");
1241                         break;
1242         }
1243 }
1244
1245 void GlobalSound(string sample, float chan, float voicetype)
1246 {
1247         float n;
1248         float tauntrand;
1249
1250         if(sample == "")
1251                 return;
1252
1253         tokenize_console(sample);
1254         n = stof(argv(1));
1255         if(n > 0)
1256                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1257         else
1258                 sample = strcat(argv(0), ".wav"); // randomization
1259
1260         switch(voicetype)
1261         {
1262                 case VOICETYPE_LASTATTACKER_ONLY:
1263                         if(self.pusher)
1264                         {
1265                                 msg_entity = self.pusher;
1266                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1267                                 {
1268                                         if(msg_entity.cvar_cl_voice_directional == 1)
1269                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1270                                         else
1271                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1272                                 }
1273                         }
1274                         break;
1275                 case VOICETYPE_LASTATTACKER:
1276                         if(self.pusher)
1277                         {
1278                                 msg_entity = self.pusher;
1279                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1280                                 {
1281                                         if(msg_entity.cvar_cl_voice_directional == 1)
1282                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1283                                         else
1284                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1285                                 }
1286                                 msg_entity = self;
1287                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1288                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1289                         }
1290                         break;
1291                 case VOICETYPE_TEAMRADIO:
1292                         FOR_EACH_REALCLIENT(msg_entity)
1293                                 if(!teamplay || msg_entity.team == self.team)
1294                                 {
1295                                         if(msg_entity.cvar_cl_voice_directional == 1)
1296                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1297                                         else
1298                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1299                                 }
1300                         break;
1301                 case VOICETYPE_AUTOTAUNT:
1302                         if(!sv_autotaunt)
1303                                 break;
1304                         if(!sv_taunt)
1305                                 break;
1306                         if(sv_gentle)
1307                                 break;
1308                         tauntrand = random();
1309                         FOR_EACH_REALCLIENT(msg_entity)
1310                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1311                                 {
1312                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1313                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1314                                         else
1315                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1316                                 }
1317                         break;
1318                 case VOICETYPE_TAUNT:
1319                         if(self.classname == "player")
1320                                 if(self.deadflag == DEAD_NO)
1321                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1322                         if(!sv_taunt)
1323                                 break;
1324                         if(sv_gentle)
1325                                 break;
1326                         FOR_EACH_REALCLIENT(msg_entity)
1327                         {
1328                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1329                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1330                                 else
1331                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1332                         }
1333                         break;
1334                 case VOICETYPE_PLAYERSOUND:
1335                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1336                         break;
1337                 default:
1338                         backtrace("Invalid voice type!");
1339                         break;
1340         }
1341 }
1342
1343 void PlayerSound(.string samplefield, float chan, float voicetype)
1344 {
1345         GlobalSound(self.samplefield, chan, voicetype);
1346 }
1347
1348 void VoiceMessage(string type, string msg)
1349 {
1350         var .string sample;
1351         float voicetype, ownteam;
1352         float flood;
1353         sample = GetVoiceMessageSampleField(type);
1354
1355         if(GetPlayerSoundSampleField_notFound)
1356         {
1357                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1358                 return;
1359         }
1360
1361         voicetype = GetVoiceMessageVoiceType(type);
1362         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1363
1364         flood = Say(self, ownteam, world, msg, 1);
1365
1366         if (flood > 0)
1367                 GlobalSound(self.sample, CH_VOICE, voicetype);
1368         else if (flood < 0)
1369                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1370 }
1371
1372 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1373 {
1374 //      show_message
1375 //      0 (00) automove centerprint, admin message
1376 //      1 (01) automove centerprint, no admin message
1377 //      2 (10) no centerprint, admin message
1378 //      3 (11) no centerprint, no admin message
1379
1380         float lockteams_backup;
1381
1382         lockteams_backup = lockteams;  // backup any team lock
1383
1384         lockteams = 0;  // disable locked teams
1385
1386         TeamchangeFrags(client);  // move the players frags
1387         SetPlayerColors(client, team_colour - 1);  // set the players colour
1388         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1389
1390         lockteams = lockteams_backup;  // restore the team lock
1391
1392         LogTeamchange(client.playerid, client.team, type);
1393
1394         if not(show_message & 1) // admin message
1395                 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
1396
1397         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1398 }