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[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 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
151         self.enemy = oldself;
152         self.lip = oldself.lip;
153         self.colormap = oldself.colormap;
154         self.iscreature = oldself.iscreature;
155         self.teleportable = oldself.teleportable;
156         self.damagedbycontents = oldself.damagedbycontents;
157         self.angles = oldself.angles;
158         self.avelocity = oldself.avelocity;
159         self.classname = "body";
160         self.damageforcescale = oldself.damageforcescale;
161         self.effects = oldself.effects;
162         self.glowmod = oldself.glowmod;
163         self.event_damage = oldself.event_damage;
164         self.anim_state = oldself.anim_state;
165         self.anim_time = oldself.anim_time;
166         self.anim_lower_action = oldself.anim_lower_action;
167         self.anim_lower_time = oldself.anim_lower_time;
168         self.anim_upper_action = oldself.anim_upper_action;
169         self.anim_upper_time = oldself.anim_upper_time;
170         self.anim_implicit_state = oldself.anim_implicit_state;
171         self.anim_implicit_time = oldself.anim_implicit_time;
172         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
173         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
174         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
175         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
176         self.dphitcontentsmask = oldself.dphitcontentsmask;
177         self.death_time = oldself.death_time;
178         self.pain_finished = oldself.pain_finished;
179         self.health = oldself.health;
180         self.armorvalue = oldself.armorvalue;
181         self.armortype = oldself.armortype;
182         self.model = oldself.model;
183         self.modelindex = oldself.modelindex;
184         self.skin = oldself.skin;
185         self.species = oldself.species;
186         self.movetype = oldself.movetype;
187         self.solid = oldself.solid;
188         self.ballistics_density = oldself.ballistics_density;
189         self.takedamage = oldself.takedamage;
190         self.customizeentityforclient = oldself.customizeentityforclient;
191         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
192         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
193         if (keepvelocity == 1)
194                 self.velocity = oldself.velocity;
195         self.oldvelocity = self.velocity;
196         self.alpha = oldself.alpha;
197         self.fade_time = oldself.fade_time;
198         self.fade_rate = oldself.fade_rate;
199         //self.weapon = oldself.weapon;
200         setorigin(self, oldself.origin);
201         setsize(self, oldself.mins, oldself.maxs);
202         self.prevorigin = oldself.origin;
203         self.reset = SUB_Remove;
204
205         Drag_MoveDrag(oldself, self);
206
207         if(self.colormap <= maxclients && self.colormap > 0)
208                 self.colormap = 1024 + oldself.clientcolors;
209
210         CSQCMODEL_AUTOINIT();
211         self.CopyBody_nextthink = oldself.nextthink;
212         self.CopyBody_think = oldself.think;
213         self.nextthink = time;
214         self.think = CopyBody_Think;
215         // "bake" the current animation frame for clones (they don't get clientside animation)
216         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
217
218         self = oldself;
219 }
220
221 float player_getspecies()
222 {
223         float s;
224         get_model_parameters(self.model, self.skin);
225         s = get_model_parameters_species;
226         get_model_parameters(string_null, 0);
227         if(s < 0)
228                 return SPECIES_HUMAN;
229         return s;
230 }
231
232 void player_setupanimsformodel()
233 {
234         // load animation info
235         animdecide_init(self);
236         animdecide_setstate(self, 0, FALSE);
237 }
238
239 void player_anim (void)
240 {
241         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
242         if(self.deadflag && !deadbits)
243                 if(random() < 0.5)
244                         deadbits = ANIMSTATE_DEAD1;
245                 else
246                         deadbits = ANIMSTATE_DEAD2;
247         float animbits = deadbits;
248         if(self.freezetag_frozen)
249                 animbits |= ANIMSTATE_FROZEN;
250         if(self.crouch)
251                 animbits |= ANIMSTATE_DUCK;
252         animdecide_setstate(self, animbits, FALSE);
253         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
254
255         if (self.weaponentity)
256         {
257                 updateanim(self.weaponentity);
258                 if (!self.weaponentity.animstate_override)
259                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
260         }
261 }
262
263 void SpawnThrownWeapon (vector org, float w)
264 {
265         if(g_pinata)
266         {
267                 float j;
268                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
269                 {
270                         if(WEPSET_CONTAINS_EW(self, j))
271                                 if(W_IsWeaponThrowable(j))
272                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
273                 }
274         }
275         else
276         {
277                 if(WEPSET_CONTAINS_EW(self, self.weapon))
278                         if(W_IsWeaponThrowable(self.weapon))
279                                 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
280         }
281 }
282
283 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
284 {
285         float take, save;
286         vector v;
287         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
288
289         // damage resistance (ignore most of the damage from a bullet or similar)
290         damage = max(damage - 5, 1);
291
292         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
293         take = v_x;
294         save = v_y;
295
296         if(sound_allowed(MSG_BROADCAST, attacker))
297         {
298                 if (save > 10)
299                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
300                 else if (take > 30)
301                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
302                 else if (take > 10)
303                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
304         }
305
306         if (take > 50)
307                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
308         if (take > 100)
309                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
310
311         if (!(self.flags & FL_GODMODE))
312         {
313                 self.armorvalue = self.armorvalue - save;
314                 self.health = self.health - take;
315                 // pause regeneration for 5 seconds
316                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
317         }
318         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
319         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
320         self.dmg_inflictor = inflictor;
321
322         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
323         {
324                 // don't use any animations as a gib
325                 self.frame = 0;
326                 // view just above the floor
327                 self.view_ofs = '0 0 4';
328
329                 Violence_GibSplash(self, 1, 1, attacker);
330                 self.alpha = -1;
331                 self.solid = SOLID_NOT; // restore later
332                 self.takedamage = DAMAGE_NO; // restore later
333                 self.damagedbycontents = FALSE;
334         }
335 }
336
337 void ClientKill_Now_TeamChange();
338
339 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
340 {
341         float take, save, waves, sdelay, dh, da, j;
342         vector v;
343         float valid_damage_for_weaponstats;
344         float excess;
345
346         dh = max(self.health, 0);
347         da = max(self.armorvalue, 0);
348
349         if(!DEATH_ISSPECIAL(deathtype))
350         {
351                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
352                 if(self != attacker)
353                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
354         }
355
356         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
357         {
358                 // tuba causes blood to come out of the ears
359                 vector ear1, ear2;
360                 vector d;
361                 float f;
362                 ear1 = self.origin;
363                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
364                 ear2 = ear1;
365                 makevectors(self.angles);
366                 ear1 += v_right * -10;
367                 ear2 += v_right * +10;
368                 d = inflictor.origin - self.origin;
369                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
370                 force = v_right * vlen(force);
371                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
372                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
373                 if(f > 0)
374                 {
375                         hitloc = ear1;
376                         force = force * -1;
377                 }
378                 else
379                 {
380                         hitloc = ear2;
381                         // force is already good
382                 }
383         }
384         else
385                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
386
387
388         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
389         take = v_x;
390         save = v_y;
391
392         if(attacker == self)
393         {
394                 // don't reset pushltime for self damage as it may be an attempt to
395                 // escape a lava pit or similar
396                 //self.pushltime = 0;
397                 self.istypefrag = 0;
398         }
399         else if(IS_PLAYER(attacker))
400         {
401                 self.pusher = attacker;
402                 self.pushltime = time + autocvar_g_maxpushtime;
403                 self.istypefrag = self.BUTTON_CHAT;
404         }
405         else if(time < self.pushltime)
406         {
407                 attacker = self.pusher;
408                 self.pushltime = max(self.pushltime, time + 0.6);
409         }
410         else
411         {
412                 self.pushltime = 0;
413                 self.istypefrag = 0;
414         }
415
416         frag_inflictor = inflictor;
417         frag_attacker = attacker;
418         frag_target = self;
419         frag_damage = damage;
420         damage_take = take;
421         damage_save = save;
422         damage_force = force;
423         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
424         take = bound(0, damage_take, self.health);
425         save = bound(0, damage_save, self.armorvalue);
426         excess = max(0, damage - take - save);
427
428         if(sound_allowed(MSG_BROADCAST, attacker))
429         {
430                 if (save > 10)
431                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
432                 else if (take > 30)
433                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
434                 else if (take > 10)
435                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
436         }
437
438         if (take > 50)
439                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
440         if (take > 100)
441                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
442
443         if (time >= self.spawnshieldtime)
444         {
445                 if (!(self.flags & FL_GODMODE))
446                 {
447                         self.armorvalue = self.armorvalue - save;
448                         self.health = self.health - take;
449                         // pause regeneration for 5 seconds
450                         if(take)
451                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
452
453                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
454                         {
455                                 self.pain_finished = time + 0.5;        //Supajoe
456
457                                 if(autocvar_sv_gentle < 1) {
458                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
459                                         {
460                                                 if (!self.animstate_override)
461                                                 {
462                                                         if (random() > 0.5)
463                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
464                                                         else
465                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
466                                                 }
467                                         }
468
469                                         if(sound_allowed(MSG_BROADCAST, attacker))
470                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
471                                         if(self.health > 1)
472                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
473                                         {
474                                                 if(deathtype == DEATH_FALL)
475                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
476                                                 else if(self.health > 75) // TODO make a "gentle" version?
477                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
478                                                 else if(self.health > 50)
479                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
480                                                 else if(self.health > 25)
481                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
482                                                 else
483                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
484                                         }
485                                 }
486
487                                 // throw off bot aim temporarily
488                                 float shake;
489                                 shake = damage * 5 / (bound(0,skill,100) + 1);
490                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
491                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
492                         }
493                 }
494                 else
495                         self.max_armorvalue += (save + take);
496         }
497         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
498         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
499         self.dmg_inflictor = inflictor;
500
501         if(g_ca && self != attacker && IS_PLAYER(attacker))
502                 PlayerTeamScore_Add(attacker, SP_SCORE, ST_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
503
504         float abot, vbot, awep;
505         abot = (IS_BOT_CLIENT(attacker));
506         vbot = (IS_BOT_CLIENT(self));
507
508         valid_damage_for_weaponstats = 0;
509         awep = 0;
510
511         if(vbot || IS_REAL_CLIENT(self))
512         if(abot || IS_REAL_CLIENT(attacker))
513         if(attacker && self != attacker)
514         if(IsDifferentTeam(self, attacker))
515         {
516                 if(DEATH_ISSPECIAL(deathtype))
517                         awep = attacker.weapon;
518                 else
519                         awep = DEATH_WEAPONOF(deathtype);
520                 valid_damage_for_weaponstats = 1;
521         }
522
523         if(valid_damage_for_weaponstats)
524         {
525                 dh = dh - max(self.health, 0);
526                 da = da - max(self.armorvalue, 0);
527                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
528         }
529
530         if (self.health < 1)
531         {
532                 float defer_ClientKill_Now_TeamChange;
533                 defer_ClientKill_Now_TeamChange = FALSE;
534
535                 if(self.alivetime)
536                 {
537                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
538                         self.alivetime = 0;
539                 }
540
541                 if(valid_damage_for_weaponstats)
542                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
543
544                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
545                 if(sound_allowed(MSG_BROADCAST, attacker))
546                 {
547                         if(deathtype == DEATH_DROWN)
548                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
549                         else
550                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
551                 }
552
553                 // get rid of kill indicator
554                 if(self.killindicator)
555                 {
556                         remove(self.killindicator);
557                         self.killindicator = world;
558                         if(self.killindicator_teamchange)
559                                 defer_ClientKill_Now_TeamChange = TRUE;
560
561                         if(self.classname == "body")
562                         if(deathtype == DEATH_KILL)
563                         {
564                                 // for the lemmings fans, a small harmless explosion
565                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
566                         }
567                 }
568
569                 // print an obituary message
570                 Obituary (attacker, inflictor, self, deathtype);
571                 race_PreDie();
572
573         // increment frag counter for used weapon type
574         float w;
575         w = DEATH_WEAPONOF(deathtype);
576         if(WEP_VALID(w))
577         if(accuracy_isgooddamage(attacker, self))
578         attacker.accuracy.(accuracy_frags[w-1]) += 1;
579
580                 frag_attacker = attacker;
581                 frag_inflictor = inflictor;
582                 frag_target = self;
583                 frag_deathtype = deathtype;
584                 MUTATOR_CALLHOOK(PlayerDies);
585
586                 weapon_action(self.weapon, WR_PLAYERDEATH);
587
588                 RemoveGrapplingHook(self);
589
590                 Portal_ClearAllLater(self);
591
592                 if(IS_REAL_CLIENT(self))
593                 {
594                         self.fixangle = TRUE;
595                         //msg_entity = self;
596                         //WriteByte (MSG_ONE, SVC_SETANGLE);
597                         //WriteAngle (MSG_ONE, self.v_angle_x);
598                         //WriteAngle (MSG_ONE, self.v_angle_y);
599                         //WriteAngle (MSG_ONE, 80);
600                 }
601
602                 if(defer_ClientKill_Now_TeamChange)
603                         ClientKill_Now_TeamChange(); // can turn player into spectator
604
605                 // player could have been miraculously resuscitated ;)
606                 // e.g. players in freezetag get frozen, they don't really die
607                 if(self.health >= 1 || !IS_PLAYER(self))
608                         return;
609
610                 // when we get here, player actually dies
611
612                 // clear waypoints
613                 WaypointSprite_PlayerDead();
614                 // throw a weapon
615                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
616
617                 // become fully visible
618                 self.alpha = default_player_alpha;
619                 // make the corpse upright (not tilted)
620                 self.angles_x = 0;
621                 self.angles_z = 0;
622                 // don't spin
623                 self.avelocity = '0 0 0';
624                 // view from the floor
625                 self.view_ofs = '0 0 -8';
626                 // toss the corpse
627                 self.movetype = MOVETYPE_TOSS;
628                 // shootable corpse
629                 self.solid = SOLID_CORPSE;
630                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
631                 // don't stick to the floor
632                 self.flags &~= FL_ONGROUND;
633                 // dying animation
634                 self.deadflag = DEAD_DYING;
635                 // when to allow respawn
636                 sdelay = 0;
637                 waves = 0;
638                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
639                 if(!sdelay)
640                 {
641                         if(g_cts)
642                                 sdelay = 0; // no respawn delay in CTS
643                         else
644                                 sdelay = autocvar_g_respawn_delay;
645                 }
646                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
647                 if(!waves)
648                         waves = autocvar_g_respawn_waves;
649                 if(waves)
650                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
651                 else
652                         self.respawn_time = time + sdelay;
653                 if(autocvar_g_respawn_delay_max > self.respawn_time)
654                         self.respawn_time_max = time + autocvar_g_respawn_delay_max;
655                 else
656                         self.respawn_time_max = self.respawn_time;
657                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
658                         self.respawn_countdown = 10; // first number to count down from is 10
659                 else
660                         self.respawn_countdown = -1; // do not count down
661
662                 if(g_cts || autocvar_g_forced_respawn)
663                         self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
664
665                 self.death_time = time;
666                 if (random() < 0.5)
667                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
668                 else
669                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
670                 if (self.maxs_z > 5)
671                 {
672                         self.maxs_z = 5;
673                         setsize(self, self.mins, self.maxs);
674                 }
675                 // set damage function to corpse damage
676                 self.event_damage = PlayerCorpseDamage;
677                 // call the corpse damage function just in case it wants to gib
678                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
679                 // set up to fade out later
680                 SUB_SetFade (self, time + 6 + random (), 1);
681
682                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
683                         // remove corpse
684                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
685                 }
686
687                 // reset fields the weapons may use just in case
688                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
689                 {
690                         weapon_action(j, WR_RESETPLAYER);
691                         ATTACK_FINISHED_FOR(self, j) = 0;
692                 }
693         }
694 }
695
696 .float muted; // to be used by prvm_edictset server playernumber muted 1
697 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
698 // message "": do not say, just test flood control
699 // return value:
700 //   1 = accept
701 //   0 = reject
702 //  -1 = fake accept
703 {
704         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
705         float flood;
706         var .float flood_field;
707         entity head;
708         float ret;
709         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
710
711         if(!teamsay && !privatesay)
712                 if(substring(msgin, 0, 1) == " ")
713                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
714
715         msgin = formatmessage(msgin);
716
717         if not(IS_PLAYER(source))
718                 colorstr = "^0"; // black for spectators
719         else if(teamplay)
720                 colorstr = Team_ColorCode(source.team);
721         else
722         {
723                 colorstr = "";
724                 teamsay = FALSE;
725         }
726
727         if(intermission_running)
728                 teamsay = FALSE;
729
730         if(msgin != "")
731                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
732
733         /*
734          * using bprint solves this... me stupid
735         // how can we prevent the message from appearing in a listen server?
736         // for now, just give "say" back and only handle say_team
737         if(!teamsay)
738         {
739                 clientcommand(self, strcat("say ", msgin));
740                 return;
741         }
742         */
743
744         if(autocvar_g_chat_teamcolors)
745                 namestr = playername(source);
746         else
747                 namestr = source.netname;
748
749         if(msgin != "")
750         {
751                 if(privatesay)
752                 {
753                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
754                         privatemsgprefixlen = strlen(msgstr);
755                         msgstr = strcat(msgstr, msgin);
756                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
757                         if(autocvar_g_chat_teamcolors)
758                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
759                         else
760                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
761                 }
762                 else if(teamsay)
763                 {
764                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
765                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
766                 }
767                 else
768                 {
769                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
770                         cmsgstr = "";
771                 }
772                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
773         }
774         else
775         {
776                 msgstr = cmsgstr = "";
777         }
778
779         fullmsgstr = msgstr;
780         fullcmsgstr = cmsgstr;
781
782         // FLOOD CONTROL
783         flood = 0;
784         flood_field = floodcontrol_chat;
785         if(floodcontrol)
786         {
787                 float flood_spl;
788                 float flood_burst;
789                 float flood_lmax;
790                 float lines;
791                 if(privatesay)
792                 {
793                         flood_spl = autocvar_g_chat_flood_spl_tell;
794                         flood_burst = autocvar_g_chat_flood_burst_tell;
795                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
796                         flood_field = floodcontrol_chattell;
797                 }
798                 else if(teamsay)
799                 {
800                         flood_spl = autocvar_g_chat_flood_spl_team;
801                         flood_burst = autocvar_g_chat_flood_burst_team;
802                         flood_lmax = autocvar_g_chat_flood_lmax_team;
803                         flood_field = floodcontrol_chatteam;
804                 }
805                 else
806                 {
807                         flood_spl = autocvar_g_chat_flood_spl;
808                         flood_burst = autocvar_g_chat_flood_burst;
809                         flood_lmax = autocvar_g_chat_flood_lmax;
810                         flood_field = floodcontrol_chat;
811                 }
812                 flood_burst = max(0, flood_burst - 1);
813                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
814
815                 // do flood control for the default line size
816                 if(msgstr != "")
817                 {
818                         getWrappedLine_remaining = msgstr;
819                         msgstr = "";
820                         lines = 0;
821                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
822                         {
823                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
824                                 ++lines;
825                         }
826                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
827
828                         if(getWrappedLine_remaining != "")
829                         {
830                                 msgstr = strcat(msgstr, "\n");
831                                 flood = 2;
832                         }
833
834                         if(time >= source.flood_field)
835                         {
836                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
837                         }
838                         else
839                         {
840                                 flood = 1;
841                                 msgstr = fullmsgstr;
842                         }
843                 }
844                 else
845                 {
846                         if(time >= source.flood_field)
847                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
848                         else
849                                 flood = 1;
850                 }
851
852                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
853                         source.flood_field = flood = 0;
854         }
855
856         if(flood == 2) // cannot happen for empty msgstr
857         {
858                 if(autocvar_g_chat_flood_notify_flooder)
859                 {
860                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
861                         sourcecmsgstr = "";
862                 }
863                 else
864                 {
865                         sourcemsgstr = fullmsgstr;
866                         sourcecmsgstr = fullcmsgstr;
867                 }
868                 cmsgstr = "";
869         }
870         else
871         {
872                 sourcemsgstr = msgstr;
873                 sourcecmsgstr = cmsgstr;
874         }
875
876         if(!privatesay)
877         if not(IS_PLAYER(source))
878         {
879                 if not(intermission_running)
880                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
881                                 teamsay = -1; // spectators
882         }
883
884         if(flood)
885                 print("NOTE: ", playername(source), "^7 is flooding.\n");
886
887         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
888         if(privatesay)
889                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
890
891         if(source.muted)
892         {
893                 // always fake the message
894                 ret = -1;
895         }
896         else if(flood == 1)
897         {
898                 if(autocvar_g_chat_flood_notify_flooder)
899                 {
900                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
901                         ret = 0;
902                 }
903                 else
904                         ret = -1;
905         }
906         else
907         {
908                 ret = 1;
909         }
910
911         if(sourcemsgstr != "" && ret != 0)
912         {
913                 if(ret < 0) // faked message, because the player is muted
914                 {
915                         sprint(source, sourcemsgstr);
916                         if(sourcecmsgstr != "" && !privatesay)
917                                 centerprint(source, sourcecmsgstr);
918                 }
919                 else if(privatesay) // private message, between 2 people only
920                 {
921                         sprint(source, sourcemsgstr);
922                         sprint(privatesay, msgstr);
923                         if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
924                         if(cmsgstr != "")
925                                 centerprint(privatesay, cmsgstr);
926                 }
927                 else if(teamsay > 0) // team message, only sent to team mates
928                 {
929                         sprint(source, sourcemsgstr);
930                         dedicated_print(msgstr); // send to server console too
931                         if(sourcecmsgstr != "")
932                                 centerprint(source, sourcecmsgstr);
933                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
934                                 if(head != source)
935                                 {
936                                         sprint(head, msgstr);
937                                         if(cmsgstr != "")
938                                                 centerprint(head, cmsgstr);
939                                 }
940                 }
941                 else if(teamsay < 0) // spectator message, only sent to spectators
942                 {
943                         sprint(source, sourcemsgstr);
944                         dedicated_print(msgstr); // send to server console too
945                         FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
946                                 if(head != source)
947                                         sprint(head, msgstr);
948                 }
949                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
950                 {
951                         sprint(source, sourcemsgstr);
952                         dedicated_print(msgstr); // send to server console too
953                         FOR_EACH_REALCLIENT(head)
954                                 if(head != source)
955                                         sprint(head, msgstr);
956                 }
957                 else
958                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
959         }
960
961         return ret;
962 }
963
964 float GetVoiceMessageVoiceType(string type)
965 {
966         if(type == "taunt")
967                 return VOICETYPE_TAUNT;
968         if(type == "teamshoot")
969                 return VOICETYPE_LASTATTACKER;
970         return VOICETYPE_TEAMRADIO;
971 }
972
973 string allvoicesamples;
974 .string GetVoiceMessageSampleField(string type)
975 {
976         GetPlayerSoundSampleField_notFound = 0;
977         switch(type)
978         {
979 #define _VOICEMSG(m) case #m: return playersound_##m;
980                 ALLVOICEMSGS
981 #undef _VOICEMSG
982         }
983         GetPlayerSoundSampleField_notFound = 1;
984         return playersound_taunt;
985 }
986
987 .string GetPlayerSoundSampleField(string type)
988 {
989         GetPlayerSoundSampleField_notFound = 0;
990         switch(type)
991         {
992 #define _VOICEMSG(m) case #m: return playersound_##m;
993                 ALLPLAYERSOUNDS
994 #undef _VOICEMSG
995         }
996         GetPlayerSoundSampleField_notFound = 1;
997         return playersound_taunt;
998 }
999
1000 void PrecacheGlobalSound(string samplestring)
1001 {
1002         float n, i;
1003         tokenize_console(samplestring);
1004         n = stof(argv(1));
1005         if(n > 0)
1006         {
1007                 for(i = 1; i <= n; ++i)
1008                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1009         }
1010         else
1011         {
1012                 precache_sound(strcat(argv(0), ".wav"));
1013         }
1014 }
1015
1016 void PrecachePlayerSounds(string f)
1017 {
1018         float fh;
1019         string s;
1020         fh = fopen(f, FILE_READ);
1021         if(fh < 0)
1022                 return;
1023         while((s = fgets(fh)))
1024         {
1025                 if(tokenize_console(s) != 3)
1026                 {
1027                         dprint("Invalid sound info line: ", s, "\n");
1028                         continue;
1029                 }
1030                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1031         }
1032         fclose(fh);
1033
1034         if not(allvoicesamples)
1035         {
1036 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1037                 ALLVOICEMSGS
1038 #undef _VOICEMSG
1039                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1040         }
1041 }
1042
1043 void ClearPlayerSounds()
1044 {
1045 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1046         ALLPLAYERSOUNDS
1047         ALLVOICEMSGS
1048 #undef _VOICEMSG
1049 }
1050
1051 float LoadPlayerSounds(string f, float first)
1052 {
1053         float fh;
1054         string s;
1055         var .string field;
1056         fh = fopen(f, FILE_READ);
1057         if(fh < 0)
1058         {
1059                 dprint("Player sound file not found: ", f, "\n");
1060                 return 0;
1061         }
1062         while((s = fgets(fh)))
1063         {
1064                 if(tokenize_console(s) != 3)
1065                         continue;
1066                 field = GetPlayerSoundSampleField(argv(0));
1067                 if(GetPlayerSoundSampleField_notFound)
1068                         field = GetVoiceMessageSampleField(argv(0));
1069                 if(GetPlayerSoundSampleField_notFound)
1070                         continue;
1071                 if(self.field)
1072                         strunzone(self.field);
1073                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1074         }
1075         fclose(fh);
1076         return 1;
1077 }
1078
1079 .float modelindex_for_playersound;
1080 .float skin_for_playersound;
1081 void UpdatePlayerSounds()
1082 {
1083         if(self.modelindex == self.modelindex_for_playersound)
1084         if(self.skin == self.skin_for_playersound)
1085                 return;
1086         self.modelindex_for_playersound = self.modelindex;
1087         self.skin_for_playersound = self.skin;
1088         ClearPlayerSounds();
1089         LoadPlayerSounds("sound/player/default.sounds", 1);
1090         if(!autocvar_g_debug_defaultsounds)
1091                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1092                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1093 }
1094
1095 void FakeGlobalSound(string sample, float chan, float voicetype)
1096 {
1097         float n;
1098         float tauntrand;
1099
1100         if(sample == "")
1101                 return;
1102
1103         tokenize_console(sample);
1104         n = stof(argv(1));
1105         if(n > 0)
1106                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1107         else
1108                 sample = strcat(argv(0), ".wav"); // randomization
1109
1110         switch(voicetype)
1111         {
1112                 case VOICETYPE_LASTATTACKER_ONLY:
1113                         break;
1114                 case VOICETYPE_LASTATTACKER:
1115                         if(self.pusher)
1116                         {
1117                                 msg_entity = self;
1118                                 if(IS_REAL_CLIENT(msg_entity))
1119                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1120                         }
1121                         break;
1122                 case VOICETYPE_TEAMRADIO:
1123                         msg_entity = self;
1124                         if(msg_entity.cvar_cl_voice_directional == 1)
1125                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1126                         else
1127                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1128                         break;
1129                 case VOICETYPE_AUTOTAUNT:
1130                         if(!sv_autotaunt)
1131                                 break;
1132                         if(!sv_taunt)
1133                                 break;
1134                         if(autocvar_sv_gentle)
1135                                 break;
1136                         tauntrand = random();
1137                         msg_entity = self;
1138                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1139                         {
1140                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1141                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1142                                 else
1143                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1144                         }
1145                         break;
1146                 case VOICETYPE_TAUNT:
1147                         if(IS_PLAYER(self))
1148                                 if(self.deadflag == DEAD_NO)
1149                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1150                         if(!sv_taunt)
1151                                 break;
1152                         if(autocvar_sv_gentle)
1153                                 break;
1154                         msg_entity = self;
1155                         if (msg_entity.cvar_cl_voice_directional >= 1)
1156                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1157                         else
1158                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1159                         break;
1160                 case VOICETYPE_PLAYERSOUND:
1161                         msg_entity = self;
1162                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1163                         break;
1164                 default:
1165                         backtrace("Invalid voice type!");
1166                         break;
1167         }
1168 }
1169
1170 void GlobalSound(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                         if(self.pusher)
1189                         {
1190                                 msg_entity = self.pusher;
1191                                 if(IS_REAL_CLIENT(msg_entity))
1192                                 {
1193                                         if(msg_entity.cvar_cl_voice_directional == 1)
1194                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1195                                         else
1196                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1197                                 }
1198                         }
1199                         break;
1200                 case VOICETYPE_LASTATTACKER:
1201                         if(self.pusher)
1202                         {
1203                                 msg_entity = self.pusher;
1204                                 if(IS_REAL_CLIENT(msg_entity))
1205                                 {
1206                                         if(msg_entity.cvar_cl_voice_directional == 1)
1207                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1208                                         else
1209                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1210                                 }
1211                                 msg_entity = self;
1212                                 if(IS_REAL_CLIENT(msg_entity))
1213                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1214                         }
1215                         break;
1216                 case VOICETYPE_TEAMRADIO:
1217                         FOR_EACH_REALCLIENT(msg_entity)
1218                                 if(!teamplay || msg_entity.team == self.team)
1219                                 {
1220                                         if(msg_entity.cvar_cl_voice_directional == 1)
1221                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1222                                         else
1223                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1224                                 }
1225                         break;
1226                 case VOICETYPE_AUTOTAUNT:
1227                         if(!sv_autotaunt)
1228                                 break;
1229                         if(!sv_taunt)
1230                                 break;
1231                         if(autocvar_sv_gentle)
1232                                 break;
1233                         tauntrand = random();
1234                         FOR_EACH_REALCLIENT(msg_entity)
1235                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1236                                 {
1237                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1238                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1239                                         else
1240                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1241                                 }
1242                         break;
1243                 case VOICETYPE_TAUNT:
1244                         if(IS_PLAYER(self))
1245                                 if(self.deadflag == DEAD_NO)
1246                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1247                         if(!sv_taunt)
1248                                 break;
1249                         if(autocvar_sv_gentle)
1250                                 break;
1251                         FOR_EACH_REALCLIENT(msg_entity)
1252                         {
1253                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1254                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1255                                 else
1256                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1257                         }
1258                         break;
1259                 case VOICETYPE_PLAYERSOUND:
1260                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1261                         break;
1262                 default:
1263                         backtrace("Invalid voice type!");
1264                         break;
1265         }
1266 }
1267
1268 void PlayerSound(.string samplefield, float chan, float voicetype)
1269 {
1270         GlobalSound(self.samplefield, chan, voicetype);
1271 }
1272
1273 void VoiceMessage(string type, string msg)
1274 {
1275         var .string sample;
1276         float voicetype, ownteam;
1277         float flood;
1278         sample = GetVoiceMessageSampleField(type);
1279
1280         if(GetPlayerSoundSampleField_notFound)
1281         {
1282                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1283                 return;
1284         }
1285
1286         voicetype = GetVoiceMessageVoiceType(type);
1287         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1288
1289         flood = Say(self, ownteam, world, msg, 1);
1290
1291         if (flood > 0)
1292                 GlobalSound(self.sample, CH_VOICE, voicetype);
1293         else if (flood < 0)
1294                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1295 }
1296
1297 void MoveToTeam(entity client, float team_colour, float type)
1298 {
1299         float lockteams_backup;
1300
1301         lockteams_backup = lockteams;  // backup any team lock
1302
1303         lockteams = 0;  // disable locked teams
1304
1305         TeamchangeFrags(client);  // move the players frags
1306         SetPlayerColors(client, team_colour - 1);  // set the players colour
1307         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1308
1309         lockteams = lockteams_backup;  // restore the team lock
1310
1311         LogTeamchange(client.playerid, client.team, type);
1312 }