]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge branch 'master' into terencehill/ca_fixes
[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.v_angle = oldself.v_angle;
159         self.avelocity = oldself.avelocity;
160         self.classname = "body";
161         self.damageforcescale = oldself.damageforcescale;
162         self.effects = oldself.effects;
163         self.glowmod = oldself.glowmod;
164         self.event_damage = oldself.event_damage;
165         self.anim_state = oldself.anim_state;
166         self.anim_time = oldself.anim_time;
167         self.anim_lower_action = oldself.anim_lower_action;
168         self.anim_lower_time = oldself.anim_lower_time;
169         self.anim_upper_action = oldself.anim_upper_action;
170         self.anim_upper_time = oldself.anim_upper_time;
171         self.anim_implicit_state = oldself.anim_implicit_state;
172         self.anim_implicit_time = oldself.anim_implicit_time;
173         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
174         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
175         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
176         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
177         self.dphitcontentsmask = oldself.dphitcontentsmask;
178         self.death_time = oldself.death_time;
179         self.pain_finished = oldself.pain_finished;
180         self.health = oldself.health;
181         self.armorvalue = oldself.armorvalue;
182         self.armortype = oldself.armortype;
183         self.model = oldself.model;
184         self.modelindex = oldself.modelindex;
185         self.skin = oldself.skin;
186         self.species = oldself.species;
187         self.movetype = oldself.movetype;
188         self.solid = oldself.solid;
189         self.ballistics_density = oldself.ballistics_density;
190         self.takedamage = oldself.takedamage;
191         self.customizeentityforclient = oldself.customizeentityforclient;
192         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
193         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
194         if (keepvelocity == 1)
195                 self.velocity = oldself.velocity;
196         self.oldvelocity = self.velocity;
197         self.alpha = oldself.alpha;
198         self.fade_time = oldself.fade_time;
199         self.fade_rate = oldself.fade_rate;
200         //self.weapon = oldself.weapon;
201         setorigin(self, oldself.origin);
202         setsize(self, oldself.mins, oldself.maxs);
203         self.prevorigin = oldself.origin;
204         self.reset = SUB_Remove;
205
206         Drag_MoveDrag(oldself, self);
207
208         if(self.colormap <= maxclients && self.colormap > 0)
209                 self.colormap = 1024 + oldself.clientcolors;
210
211         CSQCMODEL_AUTOINIT();
212         self.CopyBody_nextthink = oldself.nextthink;
213         self.CopyBody_think = oldself.think;
214         self.nextthink = time;
215         self.think = CopyBody_Think;
216         // "bake" the current animation frame for clones (they don't get clientside animation)
217         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
218
219         self = oldself;
220 }
221
222 float player_getspecies()
223 {
224         float s;
225         get_model_parameters(self.model, self.skin);
226         s = get_model_parameters_species;
227         get_model_parameters(string_null, 0);
228         if(s < 0)
229                 return SPECIES_HUMAN;
230         return s;
231 }
232
233 void player_setupanimsformodel()
234 {
235         // load animation info
236         animdecide_init(self);
237         animdecide_setstate(self, 0, FALSE);
238 }
239
240 void player_anim (void)
241 {
242         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
243         if(self.deadflag && !deadbits)
244                 if(random() < 0.5)
245                         deadbits = ANIMSTATE_DEAD1;
246                 else
247                         deadbits = ANIMSTATE_DEAD2;
248         float animbits = deadbits;
249         if(self.frozen)
250                 animbits |= ANIMSTATE_FROZEN;
251         if(self.crouch)
252                 animbits |= ANIMSTATE_DUCK;
253         animdecide_setstate(self, animbits, FALSE);
254         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
255
256         if (self.weaponentity)
257         {
258                 updateanim(self.weaponentity);
259                 if (!self.weaponentity.animstate_override)
260                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
261         }
262 }
263
264 void SpawnThrownWeapon (vector org, float w)
265 {
266         if(self.weapons & WepSet_FromWeapon(self.weapon))
267                 if(W_IsWeaponThrowable(self.weapon))
268                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
269 }
270
271 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
272 {
273         float take, save;
274         vector v;
275         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
276
277         // damage resistance (ignore most of the damage from a bullet or similar)
278         damage = max(damage - 5, 1);
279
280         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
281         take = v_x;
282         save = v_y;
283
284         if(sound_allowed(MSG_BROADCAST, attacker))
285         {
286                 if (save > 10)
287                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
288                 else if (take > 30)
289                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
290                 else if (take > 10)
291                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
292         }
293
294         if (take > 50)
295                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
296         if (take > 100)
297                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
298
299         if (!(self.flags & FL_GODMODE))
300         {
301                 self.armorvalue = self.armorvalue - save;
302                 self.health = self.health - take;
303                 // pause regeneration for 5 seconds
304                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
305         }
306         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
307         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
308         self.dmg_inflictor = inflictor;
309
310         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
311         {
312                 // don't use any animations as a gib
313                 self.frame = 0;
314                 // view just above the floor
315                 self.view_ofs = '0 0 4';
316
317                 Violence_GibSplash(self, 1, 1, attacker);
318                 self.alpha = -1;
319                 self.solid = SOLID_NOT; // restore later
320                 self.takedamage = DAMAGE_NO; // restore later
321                 self.damagedbycontents = FALSE;
322         }
323 }
324
325 // g_<gametype>_str:
326 // If 0, default is used.
327 // If <0, 0 is used.
328 // Otherwise, g_str (default value) is used.
329 // For consistency, negative values there are mapped to zero too.
330 #define GAMETYPE_DEFAULTED_SETTING(str) \
331         ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
332          (gametype_setting_tmp < 0) ? 0 : \
333          (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
334          gametype_setting_tmp)
335
336
337 void calculate_player_respawn_time()
338 {
339         if(g_ca)
340                 return;
341
342         float gametype_setting_tmp;
343         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
344         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
345         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
346         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
347         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
348         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
349
350         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
351         entity pl;
352         if (teamplay)
353         {
354                 FOR_EACH_PLAYER(pl)
355                         if (pl != self)
356                                 if (pl.team == self.team)
357                                         ++pcount;
358                 if (sdelay_small_count == 0)
359                         sdelay_small_count = 1;
360                 if (sdelay_large_count == 0)
361                         sdelay_large_count = 1;
362         }
363         else
364         {
365                 FOR_EACH_PLAYER(pl)
366                         if (pl != self)
367                                 ++pcount;
368                 if (sdelay_small_count == 0)
369                 {
370                         if (g_cts)
371                         {
372                                 // Players play independently. No point in requiring enemies.
373                                 sdelay_small_count = 1;
374                         }
375                         else
376                         {
377                                 // Players play AGAINST each other. Enemies required.
378                                 sdelay_small_count = 2;
379                         }
380                 }
381                 if (sdelay_large_count == 0)
382                 {
383                         if (g_cts)
384                         {
385                                 // Players play independently. No point in requiring enemies.
386                                 sdelay_large_count = 1;
387                         }
388                         else
389                         {
390                                 // Players play AGAINST each other. Enemies required.
391                                 sdelay_large_count = 2;
392                         }
393                 }
394         }
395
396         float sdelay;
397
398         if (pcount <= sdelay_small_count)
399                 sdelay = sdelay_small;
400         else if (pcount >= sdelay_large_count)
401                 sdelay = sdelay_large;
402         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
403                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
404
405         if(waves)
406                 self.respawn_time = ceil((time + sdelay) / waves) * waves;
407         else
408                 self.respawn_time = time + sdelay;
409
410         if(sdelay < sdelay_max)
411                 self.respawn_time_max = time + sdelay_max;
412         else
413                 self.respawn_time_max = self.respawn_time;
414
415         if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
416                 self.respawn_countdown = 10; // first number to count down from is 10
417         else
418                 self.respawn_countdown = -1; // do not count down
419
420         if(autocvar_g_forced_respawn)
421                 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
422 }
423
424 void ClientKill_Now_TeamChange();
425
426 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
427 {
428         float take, save, dh, da, j;
429         vector v;
430         float valid_damage_for_weaponstats;
431         float excess;
432
433         dh = max(self.health, 0);
434         da = max(self.armorvalue, 0);
435
436         if(!DEATH_ISSPECIAL(deathtype))
437         {
438                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
439                 if(self != attacker)
440                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
441         }
442
443         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
444         {
445                 // tuba causes blood to come out of the ears
446                 vector ear1, ear2;
447                 vector d;
448                 float f;
449                 ear1 = self.origin;
450                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
451                 ear2 = ear1;
452                 makevectors(self.angles);
453                 ear1 += v_right * -10;
454                 ear2 += v_right * +10;
455                 d = inflictor.origin - self.origin;
456                 if (d)
457                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
458                 else
459                         f = 0;  // Assum ecenter.
460                 force = v_right * vlen(force);
461                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
462                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
463                 if(f > 0)
464                 {
465                         hitloc = ear1;
466                         force = force * -1;
467                 }
468                 else
469                 {
470                         hitloc = ear2;
471                         // force is already good
472                 }
473         }
474         else
475                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
476
477
478         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
479         take = v_x;
480         save = v_y;
481
482         if(attacker == self)
483         {
484                 // don't reset pushltime for self damage as it may be an attempt to
485                 // escape a lava pit or similar
486                 //self.pushltime = 0;
487                 self.istypefrag = 0;
488         }
489         else if(IS_PLAYER(attacker))
490         {
491                 self.pusher = attacker;
492                 self.pushltime = time + autocvar_g_maxpushtime;
493                 self.istypefrag = self.BUTTON_CHAT;
494         }
495         else if(time < self.pushltime)
496         {
497                 attacker = self.pusher;
498                 self.pushltime = max(self.pushltime, time + 0.6);
499         }
500         else
501         {
502                 self.pushltime = 0;
503                 self.istypefrag = 0;
504         }
505
506         frag_inflictor = inflictor;
507         frag_attacker = attacker;
508         frag_target = self;
509         frag_damage = damage;
510         damage_take = take;
511         damage_save = save;
512         damage_force = force;
513         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
514         take = bound(0, damage_take, self.health);
515         save = bound(0, damage_save, self.armorvalue);
516         excess = max(0, damage - take - save);
517
518         if(sound_allowed(MSG_BROADCAST, attacker))
519         {
520                 if (save > 10)
521                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
522                 else if (take > 30)
523                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
524                 else if (take > 10)
525                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
526         }
527
528         if (take > 50)
529                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
530         if (take > 100)
531                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
532
533         if (time >= self.spawnshieldtime)
534         {
535                 if (!(self.flags & FL_GODMODE))
536                 {
537                         self.armorvalue = self.armorvalue - save;
538                         self.health = self.health - take;
539                         // pause regeneration for 5 seconds
540                         if(take)
541                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
542
543                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
544                         {
545                                 self.pain_finished = time + 0.5;        //Supajoe
546
547                                 if(autocvar_sv_gentle < 1) {
548                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
549                                         {
550                                                 if (!self.animstate_override)
551                                                 {
552                                                         if (random() > 0.5)
553                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
554                                                         else
555                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
556                                                 }
557                                         }
558
559                                         if(sound_allowed(MSG_BROADCAST, attacker))
560                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
561                                         if(self.health > 1)
562                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
563                                         {
564                                                 if(deathtype == DEATH_FALL)
565                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
566                                                 else if(self.health > 75) // TODO make a "gentle" version?
567                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
568                                                 else if(self.health > 50)
569                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
570                                                 else if(self.health > 25)
571                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
572                                                 else
573                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
574                                         }
575                                 }
576
577                                 // throw off bot aim temporarily
578                                 float shake;
579                                 shake = damage * 5 / (bound(0,skill,100) + 1);
580                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
581                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
582                         }
583                 }
584                 else
585                         self.max_armorvalue += (save + take);
586         }
587         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
588         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
589         self.dmg_inflictor = inflictor;
590
591         float abot, vbot, awep;
592         abot = (IS_BOT_CLIENT(attacker));
593         vbot = (IS_BOT_CLIENT(self));
594
595         valid_damage_for_weaponstats = 0;
596         awep = 0;
597
598         if(vbot || IS_REAL_CLIENT(self))
599         if(abot || IS_REAL_CLIENT(attacker))
600         if(attacker && self != attacker)
601         if(DIFF_TEAM(self, attacker))
602         {
603                 if(DEATH_ISSPECIAL(deathtype))
604                         awep = attacker.weapon;
605                 else
606                         awep = DEATH_WEAPONOF(deathtype);
607                 valid_damage_for_weaponstats = 1;
608         }
609
610         if(valid_damage_for_weaponstats)
611         {
612                 dh = dh - max(self.health, 0);
613                 da = da - max(self.armorvalue, 0);
614                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
615         }
616
617         if (self.health < 1)
618         {
619                 float defer_ClientKill_Now_TeamChange;
620                 defer_ClientKill_Now_TeamChange = FALSE;
621
622                 if(self.alivetime)
623                 {
624                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
625                         self.alivetime = 0;
626                 }
627
628                 if(valid_damage_for_weaponstats)
629                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
630
631                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
632                 if(sound_allowed(MSG_BROADCAST, attacker))
633                 {
634                         if(deathtype == DEATH_DROWN)
635                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
636                         else
637                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
638                 }
639
640                 // get rid of kill indicator
641                 if(self.killindicator)
642                 {
643                         remove(self.killindicator);
644                         self.killindicator = world;
645                         if(self.killindicator_teamchange)
646                                 defer_ClientKill_Now_TeamChange = TRUE;
647
648                         if(self.classname == "body")
649                         if(deathtype == DEATH_KILL)
650                         {
651                                 // for the lemmings fans, a small harmless explosion
652                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
653                         }
654                 }
655
656                 // print an obituary message
657                 Obituary (attacker, inflictor, self, deathtype);
658
659         // increment frag counter for used weapon type
660         float w;
661         w = DEATH_WEAPONOF(deathtype);
662         if(WEP_VALID(w))
663         if(accuracy_isgooddamage(attacker, self))
664         attacker.accuracy.(accuracy_frags[w-1]) += 1;
665
666                 frag_attacker = attacker;
667                 frag_inflictor = inflictor;
668                 frag_target = self;
669                 frag_deathtype = deathtype;
670                 MUTATOR_CALLHOOK(PlayerDies);
671
672                 weapon_action(self.weapon, WR_PLAYERDEATH);
673
674                 RemoveGrapplingHook(self);
675
676                 Portal_ClearAllLater(self);
677
678                 self.fixangle = TRUE;
679
680                 if(defer_ClientKill_Now_TeamChange)
681                         ClientKill_Now_TeamChange(); // can turn player into spectator
682
683                 // player could have been miraculously resuscitated ;)
684                 // e.g. players in freezetag get frozen, they don't really die
685                 if(self.health >= 1 || !IS_PLAYER(self))
686                         return;
687
688                 // when we get here, player actually dies
689
690                 Unfreeze(self); // remove any icy remains
691                 self.health = 0; // Unfreeze resets health, so we need to set it back
692
693                 // clear waypoints
694                 WaypointSprite_PlayerDead();
695                 // throw a weapon
696                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
697
698                 // become fully visible
699                 self.alpha = default_player_alpha;
700                 // make the corpse upright (not tilted)
701                 self.angles_x = 0;
702                 self.angles_z = 0;
703                 // don't spin
704                 self.avelocity = '0 0 0';
705                 // view from the floor
706                 self.view_ofs = '0 0 -8';
707                 // toss the corpse
708                 self.movetype = MOVETYPE_TOSS;
709                 // shootable corpse
710                 self.solid = SOLID_CORPSE;
711                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
712                 // don't stick to the floor
713                 self.flags &= ~FL_ONGROUND;
714                 // dying animation
715                 self.deadflag = DEAD_DYING;
716
717                 // when to allow respawn
718                 calculate_player_respawn_time();
719
720                 self.death_time = time;
721                 if (random() < 0.5)
722                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
723                 else
724                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
725                 if (self.maxs_z > 5)
726                 {
727                         self.maxs_z = 5;
728                         setsize(self, self.mins, self.maxs);
729                 }
730                 // set damage function to corpse damage
731                 self.event_damage = PlayerCorpseDamage;
732                 // call the corpse damage function just in case it wants to gib
733                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
734                 // set up to fade out later
735                 SUB_SetFade (self, time + 6 + random (), 1);
736
737                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
738                         // remove corpse
739                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
740                 }
741
742                 // reset fields the weapons may use just in case
743                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
744                 {
745                         weapon_action(j, WR_RESETPLAYER);
746                         ATTACK_FINISHED_FOR(self, j) = 0;
747                 }
748         }
749 }
750
751 .float muted; // to be used by prvm_edictset server playernumber muted 1
752 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
753 // message "": do not say, just test flood control
754 // return value:
755 //   1 = accept
756 //   0 = reject
757 //  -1 = fake accept
758 {
759         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
760         float flood;
761         var .float flood_field;
762         entity head;
763         float ret;
764         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
765
766         if(!teamsay && !privatesay)
767                 if(substring(msgin, 0, 1) == " ")
768                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
769
770         msgin = formatmessage(msgin);
771
772         if (!IS_PLAYER(source))
773                 colorstr = "^0"; // black for spectators
774         else if(teamplay)
775                 colorstr = Team_ColorCode(source.team);
776         else
777         {
778                 colorstr = "";
779                 teamsay = FALSE;
780         }
781
782         if(intermission_running)
783                 teamsay = FALSE;
784
785         if(msgin != "")
786                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
787
788         /*
789          * using bprint solves this... me stupid
790         // how can we prevent the message from appearing in a listen server?
791         // for now, just give "say" back and only handle say_team
792         if(!teamsay)
793         {
794                 clientcommand(self, strcat("say ", msgin));
795                 return;
796         }
797         */
798
799         if(autocvar_g_chat_teamcolors)
800                 namestr = playername(source);
801         else
802                 namestr = source.netname;
803
804         if(strdecolorize(namestr) == namestr)
805                 colorprefix = "^3";
806         else
807                 colorprefix = "^7";
808
809         if(msgin != "")
810         {
811                 if(privatesay)
812                 {
813                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
814                         privatemsgprefixlen = strlen(msgstr);
815                         msgstr = strcat(msgstr, msgin);
816                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
817                         if(autocvar_g_chat_teamcolors)
818                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
819                         else
820                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
821                 }
822                 else if(teamsay)
823                 {
824                         msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
825                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
826                 }
827                 else
828                 {
829                         msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
830                         cmsgstr = "";
831                 }
832                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
833         }
834         else
835         {
836                 msgstr = cmsgstr = "";
837         }
838
839         fullmsgstr = msgstr;
840         fullcmsgstr = cmsgstr;
841
842         // FLOOD CONTROL
843         flood = 0;
844         flood_field = floodcontrol_chat;
845         if(floodcontrol)
846         {
847                 float flood_spl;
848                 float flood_burst;
849                 float flood_lmax;
850                 float lines;
851                 if(privatesay)
852                 {
853                         flood_spl = autocvar_g_chat_flood_spl_tell;
854                         flood_burst = autocvar_g_chat_flood_burst_tell;
855                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
856                         flood_field = floodcontrol_chattell;
857                 }
858                 else if(teamsay)
859                 {
860                         flood_spl = autocvar_g_chat_flood_spl_team;
861                         flood_burst = autocvar_g_chat_flood_burst_team;
862                         flood_lmax = autocvar_g_chat_flood_lmax_team;
863                         flood_field = floodcontrol_chatteam;
864                 }
865                 else
866                 {
867                         flood_spl = autocvar_g_chat_flood_spl;
868                         flood_burst = autocvar_g_chat_flood_burst;
869                         flood_lmax = autocvar_g_chat_flood_lmax;
870                         flood_field = floodcontrol_chat;
871                 }
872                 flood_burst = max(0, flood_burst - 1);
873                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
874
875                 // do flood control for the default line size
876                 if(msgstr != "")
877                 {
878                         getWrappedLine_remaining = msgstr;
879                         msgstr = "";
880                         lines = 0;
881                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
882                         {
883                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
884                                 ++lines;
885                         }
886                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
887
888                         if(getWrappedLine_remaining != "")
889                         {
890                                 msgstr = strcat(msgstr, "\n");
891                                 flood = 2;
892                         }
893
894                         if(time >= source.flood_field)
895                         {
896                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
897                         }
898                         else
899                         {
900                                 flood = 1;
901                                 msgstr = fullmsgstr;
902                         }
903                 }
904                 else
905                 {
906                         if(time >= source.flood_field)
907                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
908                         else
909                                 flood = 1;
910                 }
911
912                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
913                         source.flood_field = flood = 0;
914         }
915
916         if(flood == 2) // cannot happen for empty msgstr
917         {
918                 if(autocvar_g_chat_flood_notify_flooder)
919                 {
920                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
921                         sourcecmsgstr = "";
922                 }
923                 else
924                 {
925                         sourcemsgstr = fullmsgstr;
926                         sourcecmsgstr = fullcmsgstr;
927                 }
928                 cmsgstr = "";
929         }
930         else
931         {
932                 sourcemsgstr = msgstr;
933                 sourcecmsgstr = cmsgstr;
934         }
935
936         if(!privatesay)
937         if (!IS_PLAYER(source))
938         {
939                 if (!intermission_running)
940                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
941                                 teamsay = -1; // spectators
942         }
943
944         if(flood)
945                 print("NOTE: ", playername(source), "^7 is flooding.\n");
946
947         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
948         if(privatesay)
949                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
950
951         if(source.muted)
952         {
953                 // always fake the message
954                 ret = -1;
955         }
956         else if(flood == 1)
957         {
958                 if(autocvar_g_chat_flood_notify_flooder)
959                 {
960                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
961                         ret = 0;
962                 }
963                 else
964                         ret = -1;
965         }
966         else
967         {
968                 ret = 1;
969         }
970
971         if(sourcemsgstr != "" && ret != 0)
972         {
973                 if(ret < 0) // faked message, because the player is muted
974                 {
975                         sprint(source, sourcemsgstr);
976                         if(sourcecmsgstr != "" && !privatesay)
977                                 centerprint(source, sourcecmsgstr);
978                 }
979                 else if(privatesay) // private message, between 2 people only
980                 {
981                         sprint(source, sourcemsgstr);
982                         sprint(privatesay, msgstr);
983                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
984                         if(cmsgstr != "")
985                                 centerprint(privatesay, cmsgstr);
986                 }
987                 else if(teamsay > 0) // team message, only sent to team mates
988                 {
989                         sprint(source, sourcemsgstr);
990                         dedicated_print(msgstr); // send to server console too
991                         if(sourcecmsgstr != "")
992                                 centerprint(source, sourcecmsgstr);
993                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
994                                 if(head != source)
995                                 {
996                                         sprint(head, msgstr);
997                                         if(cmsgstr != "")
998                                                 centerprint(head, cmsgstr);
999                                 }
1000                 }
1001                 else if(teamsay < 0) // spectator message, only sent to spectators
1002                 {
1003                         sprint(source, sourcemsgstr);
1004                         dedicated_print(msgstr); // send to server console too
1005                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
1006                                 if(head != source)
1007                                         sprint(head, msgstr);
1008                 }
1009                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1010                 {
1011                         sprint(source, sourcemsgstr);
1012                         dedicated_print(msgstr); // send to server console too
1013                         FOR_EACH_REALCLIENT(head)
1014                                 if(head != source)
1015                                         sprint(head, msgstr);
1016                 }
1017                 else
1018                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1019         }
1020
1021         return ret;
1022 }
1023
1024 float GetVoiceMessageVoiceType(string type)
1025 {
1026         if(type == "taunt")
1027                 return VOICETYPE_TAUNT;
1028         if(type == "teamshoot")
1029                 return VOICETYPE_LASTATTACKER;
1030         return VOICETYPE_TEAMRADIO;
1031 }
1032
1033 string allvoicesamples;
1034 .string GetVoiceMessageSampleField(string type)
1035 {
1036         GetPlayerSoundSampleField_notFound = 0;
1037         switch(type)
1038         {
1039 #define _VOICEMSG(m) case #m: return playersound_##m;
1040                 ALLVOICEMSGS
1041 #undef _VOICEMSG
1042         }
1043         GetPlayerSoundSampleField_notFound = 1;
1044         return playersound_taunt;
1045 }
1046
1047 .string GetPlayerSoundSampleField(string type)
1048 {
1049         GetPlayerSoundSampleField_notFound = 0;
1050         switch(type)
1051         {
1052 #define _VOICEMSG(m) case #m: return playersound_##m;
1053                 ALLPLAYERSOUNDS
1054 #undef _VOICEMSG
1055         }
1056         GetPlayerSoundSampleField_notFound = 1;
1057         return playersound_taunt;
1058 }
1059
1060 void PrecacheGlobalSound(string samplestring)
1061 {
1062         float n, i;
1063         tokenize_console(samplestring);
1064         n = stof(argv(1));
1065         if(n > 0)
1066         {
1067                 for(i = 1; i <= n; ++i)
1068                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1069         }
1070         else
1071         {
1072                 precache_sound(strcat(argv(0), ".wav"));
1073         }
1074 }
1075
1076 void PrecachePlayerSounds(string f)
1077 {
1078         float fh;
1079         string s;
1080         fh = fopen(f, FILE_READ);
1081         if(fh < 0)
1082                 return;
1083         while((s = fgets(fh)))
1084         {
1085                 if(tokenize_console(s) != 3)
1086                 {
1087                         dprint("Invalid sound info line: ", s, "\n");
1088                         continue;
1089                 }
1090                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1091         }
1092         fclose(fh);
1093
1094         if (!allvoicesamples)
1095         {
1096 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1097                 ALLVOICEMSGS
1098 #undef _VOICEMSG
1099                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1100         }
1101 }
1102
1103 void ClearPlayerSounds()
1104 {
1105 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1106         ALLPLAYERSOUNDS
1107         ALLVOICEMSGS
1108 #undef _VOICEMSG
1109 }
1110
1111 float LoadPlayerSounds(string f, float first)
1112 {
1113         float fh;
1114         string s;
1115         var .string field;
1116         fh = fopen(f, FILE_READ);
1117         if(fh < 0)
1118         {
1119                 dprint("Player sound file not found: ", f, "\n");
1120                 return 0;
1121         }
1122         while((s = fgets(fh)))
1123         {
1124                 if(tokenize_console(s) != 3)
1125                         continue;
1126                 field = GetPlayerSoundSampleField(argv(0));
1127                 if(GetPlayerSoundSampleField_notFound)
1128                         field = GetVoiceMessageSampleField(argv(0));
1129                 if(GetPlayerSoundSampleField_notFound)
1130                         continue;
1131                 if(self.field)
1132                         strunzone(self.field);
1133                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1134         }
1135         fclose(fh);
1136         return 1;
1137 }
1138
1139 .float modelindex_for_playersound;
1140 .float skin_for_playersound;
1141 void UpdatePlayerSounds()
1142 {
1143         if(self.modelindex == self.modelindex_for_playersound)
1144         if(self.skin == self.skin_for_playersound)
1145                 return;
1146         self.modelindex_for_playersound = self.modelindex;
1147         self.skin_for_playersound = self.skin;
1148         ClearPlayerSounds();
1149         LoadPlayerSounds("sound/player/default.sounds", 1);
1150         if(!autocvar_g_debug_defaultsounds)
1151                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1152                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1153 }
1154
1155 void FakeGlobalSound(string sample, float chan, float voicetype)
1156 {
1157         float n;
1158         float tauntrand;
1159
1160         if(sample == "")
1161                 return;
1162
1163         tokenize_console(sample);
1164         n = stof(argv(1));
1165         if(n > 0)
1166                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1167         else
1168                 sample = strcat(argv(0), ".wav"); // randomization
1169
1170         switch(voicetype)
1171         {
1172                 case VOICETYPE_LASTATTACKER_ONLY:
1173                         break;
1174                 case VOICETYPE_LASTATTACKER:
1175                         if(self.pusher)
1176                         {
1177                                 msg_entity = self;
1178                                 if(IS_REAL_CLIENT(msg_entity))
1179                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1180                         }
1181                         break;
1182                 case VOICETYPE_TEAMRADIO:
1183                         msg_entity = self;
1184                         if(msg_entity.cvar_cl_voice_directional == 1)
1185                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1186                         else
1187                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1188                         break;
1189                 case VOICETYPE_AUTOTAUNT:
1190                         if(!sv_autotaunt)
1191                                 break;
1192                         if(!sv_taunt)
1193                                 break;
1194                         if(autocvar_sv_gentle)
1195                                 break;
1196                         tauntrand = random();
1197                         msg_entity = self;
1198                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1199                         {
1200                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1201                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1202                                 else
1203                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1204                         }
1205                         break;
1206                 case VOICETYPE_TAUNT:
1207                         if(IS_PLAYER(self))
1208                                 if(self.deadflag == DEAD_NO)
1209                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1210                         if(!sv_taunt)
1211                                 break;
1212                         if(autocvar_sv_gentle)
1213                                 break;
1214                         msg_entity = self;
1215                         if (msg_entity.cvar_cl_voice_directional >= 1)
1216                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1217                         else
1218                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1219                         break;
1220                 case VOICETYPE_PLAYERSOUND:
1221                         msg_entity = self;
1222                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1223                         break;
1224                 default:
1225                         backtrace("Invalid voice type!");
1226                         break;
1227         }
1228 }
1229
1230 void GlobalSound(string sample, float chan, float voicetype)
1231 {
1232         float n;
1233         float tauntrand;
1234
1235         if(sample == "")
1236                 return;
1237
1238         tokenize_console(sample);
1239         n = stof(argv(1));
1240         if(n > 0)
1241                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1242         else
1243                 sample = strcat(argv(0), ".wav"); // randomization
1244
1245         switch(voicetype)
1246         {
1247                 case VOICETYPE_LASTATTACKER_ONLY:
1248                         if(self.pusher)
1249                         {
1250                                 msg_entity = self.pusher;
1251                                 if(IS_REAL_CLIENT(msg_entity))
1252                                 {
1253                                         if(msg_entity.cvar_cl_voice_directional == 1)
1254                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1255                                         else
1256                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1257                                 }
1258                         }
1259                         break;
1260                 case VOICETYPE_LASTATTACKER:
1261                         if(self.pusher)
1262                         {
1263                                 msg_entity = self.pusher;
1264                                 if(IS_REAL_CLIENT(msg_entity))
1265                                 {
1266                                         if(msg_entity.cvar_cl_voice_directional == 1)
1267                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1268                                         else
1269                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1270                                 }
1271                                 msg_entity = self;
1272                                 if(IS_REAL_CLIENT(msg_entity))
1273                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1274                         }
1275                         break;
1276                 case VOICETYPE_TEAMRADIO:
1277                         FOR_EACH_REALCLIENT(msg_entity)
1278                                 if(!teamplay || msg_entity.team == self.team)
1279                                 {
1280                                         if(msg_entity.cvar_cl_voice_directional == 1)
1281                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1282                                         else
1283                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1284                                 }
1285                         break;
1286                 case VOICETYPE_AUTOTAUNT:
1287                         if(!sv_autotaunt)
1288                                 break;
1289                         if(!sv_taunt)
1290                                 break;
1291                         if(autocvar_sv_gentle)
1292                                 break;
1293                         tauntrand = random();
1294                         FOR_EACH_REALCLIENT(msg_entity)
1295                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1296                                 {
1297                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1298                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1299                                         else
1300                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1301                                 }
1302                         break;
1303                 case VOICETYPE_TAUNT:
1304                         if(IS_PLAYER(self))
1305                                 if(self.deadflag == DEAD_NO)
1306                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1307                         if(!sv_taunt)
1308                                 break;
1309                         if(autocvar_sv_gentle)
1310                                 break;
1311                         FOR_EACH_REALCLIENT(msg_entity)
1312                         {
1313                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1314                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1315                                 else
1316                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1317                         }
1318                         break;
1319                 case VOICETYPE_PLAYERSOUND:
1320                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1321                         break;
1322                 default:
1323                         backtrace("Invalid voice type!");
1324                         break;
1325         }
1326 }
1327
1328 void PlayerSound(.string samplefield, float chan, float voicetype)
1329 {
1330         GlobalSound(self.samplefield, chan, voicetype);
1331 }
1332
1333 void VoiceMessage(string type, string msg)
1334 {
1335         var .string sample;
1336         float voicetype, ownteam;
1337         float flood;
1338         sample = GetVoiceMessageSampleField(type);
1339
1340         if(GetPlayerSoundSampleField_notFound)
1341         {
1342                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1343                 return;
1344         }
1345
1346         voicetype = GetVoiceMessageVoiceType(type);
1347         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1348
1349         flood = Say(self, ownteam, world, msg, 1);
1350
1351         if (flood > 0)
1352                 GlobalSound(self.sample, CH_VOICE, voicetype);
1353         else if (flood < 0)
1354                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1355 }
1356
1357 void MoveToTeam(entity client, float team_colour, float type)
1358 {
1359         float lockteams_backup;
1360
1361         lockteams_backup = lockteams;  // backup any team lock
1362
1363         lockteams = 0;  // disable locked teams
1364
1365         TeamchangeFrags(client);  // move the players frags
1366         SetPlayerColors(client, team_colour - 1);  // set the players colour
1367         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1368
1369         lockteams = lockteams_backup;  // restore the team lock
1370
1371         LogTeamchange(client.playerid, client.team, type);
1372 }