]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Fix many issues with how the effect is handles. Including copying it to dead bodies...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(autocvar_sv_weaponstats_file != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, ibot, jbot, idx;
16         float fh;
17         vector v;
18         string prefix;
19         if(weaponstats_buffer < 0)
20                 return;
21         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
22         if(autocvar_sv_weaponstats_file != "")
23         {
24                 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
25                 if(fh >= 0)
26                 {
27                         fputs(fh, "#begin statsfile\n");
28                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
30                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
31                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
32                                 {
33                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
34                                         v = stov(bufstr_get(weaponstats_buffer, idx));
35                                         if(v != '0 0 0')
36                                         {
37                                                 //vector is: kills hits damage
38                                                 fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
39                                                 fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
40                                         }
41                                 }
42                         fputs(fh, "#end\n\n");
43                         fclose(fh);
44                         print("Weapon stats written\n");
45                 }
46         }
47         buf_del(weaponstats_buffer);
48         weaponstats_buffer = -1;
49 }
50
51 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
52 {
53         float idx;
54         if(weaponstats_buffer < 0)
55                 return;
56         if(awep < WEP_FIRST || vwep < WEP_FIRST)
57                 return;
58         if(awep > WEP_LAST || vwep > WEP_LAST)
59                 return;
60         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
61         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
62 }
63 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
64 {
65         if(damage < 0)
66                 error("negative damage?");
67         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
68 }
69 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
70 {
71         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
72 }
73
74 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
75 // merged player_run and player_stand to player_anim
76 // added death animations to player_anim
77 // can now spawn thrown weapons from anywhere, not just from players
78 // thrown weapons now fade out after 20 seconds
79 // created PlayerGib function
80 // PlayerDie no longer uses hitloc or damage
81 // PlayerDie now supports dying animations as well as gibbing
82 // cleaned up PlayerDie a lot
83 // added CopyBody
84
85 .entity pusher;
86 .float pushltime;
87
88 void CopyBody(float keepvelocity)
89 {
90         local entity oldself;
91         if (self.effects & EF_NODRAW)
92                 return;
93         oldself = self;
94         self = spawn();
95         self.enemy = oldself;
96         self.lip = oldself.lip;
97         self.colormap = oldself.colormap;
98         self.glowmod = oldself.glowmod;
99         self.iscreature = oldself.iscreature;
100         self.angles = oldself.angles;
101         self.avelocity = oldself.avelocity;
102         self.classname = "body";
103         self.damageforcescale = oldself.damageforcescale;
104         self.effects = oldself.effects;
105         self.event_damage = oldself.event_damage;
106         self.animstate_startframe = oldself.animstate_startframe;
107         self.animstate_numframes = oldself.animstate_numframes;
108         self.animstate_framerate = oldself.animstate_framerate;
109         self.animstate_starttime = oldself.animstate_starttime;
110         self.animstate_endtime = oldself.animstate_endtime;
111         self.animstate_override = oldself.animstate_override;
112         self.animstate_looping = oldself.animstate_looping;
113         self.frame = oldself.frame;
114         self.dead_frame = oldself.dead_frame;
115         self.pain_finished = oldself.pain_finished;
116         self.health = oldself.health;
117         self.armorvalue = oldself.armorvalue;
118         self.armortype = oldself.armortype;
119         self.model = oldself.model;
120         self.modelindex = oldself.modelindex;
121         self.modelindex_lod0 = oldself.modelindex_lod0;
122         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
123         self.modelindex_lod1 = oldself.modelindex_lod1;
124         self.modelindex_lod2 = oldself.modelindex_lod2;
125         self.skinindex = oldself.skinindex;
126         self.species = oldself.species;
127         self.movetype = oldself.movetype;
128         self.nextthink = oldself.nextthink;
129         self.solid = oldself.solid;
130         self.ballistics_density = oldself.ballistics_density;
131         self.takedamage = oldself.takedamage;
132         self.think = oldself.think;
133         self.customizeentityforclient = oldself.customizeentityforclient;
134         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
135         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
136         if (keepvelocity == 1)
137                 self.velocity = oldself.velocity;
138         self.oldvelocity = self.velocity;
139         self.fade_time = oldself.fade_time;
140         self.fade_rate = oldself.fade_rate;
141         //self.weapon = oldself.weapon;
142         setorigin(self, oldself.origin);
143         setsize(self, oldself.mins, oldself.maxs);
144         self.prevorigin = oldself.origin;
145         self.reset = SUB_Remove;
146
147         Drag_MoveDrag(oldself, self);
148
149         Violence_DamageEffect_Copy(oldself, self);
150
151         self = oldself;
152 }
153
154 float player_getspecies()
155 {
156         float s;
157         get_model_parameters(self.model, self.skinindex);
158         s = get_model_parameters_species;
159         get_model_parameters(string_null, 0);
160         if(s < 0)
161                 return SPECIES_HUMAN;
162         return s;
163 }
164
165 void player_setupanimsformodel()
166 {
167         local string animfilename;
168         local float animfile;
169         // defaults for legacy .zym models without animinfo files
170         self.anim_die1 = '0 1 0.5'; // 2 seconds
171         self.anim_die2 = '1 1 0.5'; // 2 seconds
172         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
173         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
174         self.anim_duckwalk = '4 1 1';
175         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
176         self.anim_duckidle = '6 1 1';
177         self.anim_idle = '7 1 1';
178         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
179         self.anim_pain1 = '9 1 2'; // 0.5 seconds
180         self.anim_pain2 = '10 1 2'; // 0.5 seconds
181         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
182         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
183         self.anim_run = '13 1 1';
184         self.anim_runbackwards = '14 1 1';
185         self.anim_strafeleft = '15 1 1';
186         self.anim_straferight = '16 1 1';
187         self.anim_dead1 = '17 1 1';
188         self.anim_dead2 = '18 1 1';
189         self.anim_forwardright = '19 1 1';
190         self.anim_forwardleft = '20 1 1';
191         self.anim_backright = '21 1 1';
192         self.anim_backleft  = '22 1 1';
193         animparseerror = FALSE;
194         animfilename = strcat(self.model, ".animinfo");
195         animfile = fopen(animfilename, FILE_READ);
196         if (animfile >= 0)
197         {
198                 self.anim_die1         = animparseline(animfile);
199                 self.anim_die2         = animparseline(animfile);
200                 self.anim_draw         = animparseline(animfile);
201                 self.anim_duck         = animparseline(animfile);
202                 self.anim_duckwalk     = animparseline(animfile);
203                 self.anim_duckjump     = animparseline(animfile);
204                 self.anim_duckidle     = animparseline(animfile);
205                 self.anim_idle         = animparseline(animfile);
206                 self.anim_jump         = animparseline(animfile);
207                 self.anim_pain1        = animparseline(animfile);
208                 self.anim_pain2        = animparseline(animfile);
209                 self.anim_shoot        = animparseline(animfile);
210                 self.anim_taunt        = animparseline(animfile);
211                 self.anim_run          = animparseline(animfile);
212                 self.anim_runbackwards = animparseline(animfile);
213                 self.anim_strafeleft   = animparseline(animfile);
214                 self.anim_straferight  = animparseline(animfile);
215                 self.anim_forwardright = animparseline(animfile);
216                 self.anim_forwardleft  = animparseline(animfile);
217                 self.anim_backright    = animparseline(animfile);
218                 self.anim_backleft     = animparseline(animfile);
219                 fclose(animfile);
220
221                 // derived anims
222                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
223                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
224
225                 if (animparseerror)
226                         print("Parse error in ", animfilename, ", some player animations are broken\n");
227         }
228         else
229                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
230         // reset animstate now
231         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
232 };
233
234 void player_anim (void)
235 {
236         updateanim(self);
237         if (self.weaponentity)
238                 updateanim(self.weaponentity);
239
240         if (self.deadflag != DEAD_NO)
241         {
242                 if (time > self.animstate_endtime)
243                 {
244                         if (self.maxs_z > 5)
245                         {
246                                 self.maxs_z = 5;
247                                 setsize(self, self.mins, self.maxs);
248                         }
249                         self.frame = self.dead_frame;
250                 }
251                 return;
252         }
253
254         if (!self.animstate_override)
255         {
256                 if (!(self.flags & FL_ONGROUND))
257                 {
258                         if (self.crouch)
259                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
260                         else
261                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
262                         self.restart_jump = FALSE;
263                 }
264                 else if (self.crouch)
265                 {
266                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
267                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
268                         else
269                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
270                 }
271                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
272                 {
273                         if (self.movement_x > 0 && self.movement_y == 0)
274                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
275                         else if (self.movement_x < 0 && self.movement_y == 0)
276                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
277                         else if (self.movement_x == 0 && self.movement_y > 0)
278                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
279                         else if (self.movement_x == 0 && self.movement_y < 0)
280                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
281                         else if (self.movement_x > 0 && self.movement_y > 0)
282                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
283                         else if (self.movement_x > 0 && self.movement_y < 0)
284                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
285                         else if (self.movement_x < 0 && self.movement_y > 0)
286                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
287                         else if (self.movement_x < 0 && self.movement_y < 0)
288                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
289                         else
290                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
291                 }
292                 else
293                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
294         }
295
296         if (self.weaponentity)
297         if (!self.weaponentity.animstate_override)
298                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
299 }
300
301 void SpawnThrownWeapon (vector org, float w)
302 {
303         if(g_minstagib)
304         if(self.ammo_cells <= 0)
305                 return;
306
307         if(g_pinata)
308         {
309                 float j;
310                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
311                 {
312                         if(self.weapons & W_WeaponBit(j))
313                                 if(W_IsWeaponThrowable(j))
314                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
315                 }
316         }
317         else
318         {
319                 if(W_IsWeaponThrowable(self.weapon))
320                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
321         }
322 }
323
324 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
325 {
326         local float take, save;
327         vector v;
328         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
329
330         // damage resistance (ignore most of the damage from a bullet or similar)
331         damage = max(damage - 5, 1);
332
333         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
334         take = v_x;
335         save = v_y;
336
337         if(sound_allowed(MSG_BROADCAST, attacker))
338         {
339                 if (save > 10)
340                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
341                 else if (take > 30)
342                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
343                 else if (take > 10)
344                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
345         }
346
347         if (take > 50)
348                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
349         if (take > 100)
350                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
351
352         if (!(self.flags & FL_GODMODE))
353         {
354                 self.armorvalue = self.armorvalue - save;
355                 self.health = self.health - take;
356                 // pause regeneration for 5 seconds
357                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
358         }
359         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
360         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
361         self.dmg_inflictor = inflictor;
362
363         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
364         {
365                 // don't use any animations as a gib
366                 self.frame = 0;
367                 self.dead_frame = 0;
368                 // view just above the floor
369                 self.view_ofs = '0 0 4';
370
371                 Violence_GibSplash(self, 1, 1, attacker);
372                 self.modelindex = 0; // restore later
373                 self.solid = SOLID_NOT; // restore later
374         }
375 }
376
377 void ClientKill_Now_TeamChange();
378 void freezetag_CheckWinner();
379
380 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
381 {
382         local float take, save, waves, sdelay, dh, da, j;
383         vector v;
384         float valid_damage_for_weaponstats;
385         float excess;
386
387         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
388                 return;
389
390         dh = max(self.health, 0);
391         da = max(self.armorvalue, 0);
392
393         if(!DEATH_ISSPECIAL(deathtype))
394         {
395                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
396                 if(self != attacker)
397                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
398         }
399
400         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
401         {
402                 // tuba causes blood to come out of the ears
403                 vector ear1, ear2;
404                 vector d;
405                 float f;
406                 ear1 = self.origin;
407                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
408                 ear2 = ear1;
409                 makevectors(self.angles);
410                 ear1 += v_right * -10;
411                 ear2 += v_right * +10;
412                 d = inflictor.origin - self.origin;
413                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
414                 force = v_right * vlen(force);
415                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
416                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
417                 if(f > 0)
418                 {
419                         hitloc = ear1;
420                         force = force * -1;
421                 }
422                 else
423                 {
424                         hitloc = ear2;
425                         // force is already good
426                 }
427         }
428         else
429                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
430
431         if (!g_minstagib)
432         {
433                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
434                 take = v_x;
435                 save = v_y;
436         }
437         else
438         {
439                 save = 0;
440                 take = damage;
441         }
442
443         frag_inflictor = inflictor;
444         frag_attacker = attacker;
445         frag_target = self;
446         damage_take = take;
447         damage_save = save;
448         damage_force = force;
449         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
450         take = bound(0, damage_take, self.health);
451         save = bound(0, damage_save, self.armorvalue);
452         excess = max(0, damage - take - save);
453
454         if(sound_allowed(MSG_BROADCAST, attacker))
455         {
456                 if (save > 10)
457                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
458                 else if (take > 30)
459                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
460                 else if (take > 10)
461                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
462         }
463
464         if (take > 50)
465                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
466         if (take > 100)
467                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
468
469         if (time >= self.spawnshieldtime)
470         {
471                 if (!(self.flags & FL_GODMODE))
472                 {
473                         self.armorvalue = self.armorvalue - save;
474                         self.health = self.health - take;
475                         // pause regeneration for 5 seconds
476                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
477
478                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
479                         {
480                                 self.pain_finished = time + 0.5;        //Supajoe
481
482                                 if(sv_gentle < 1) {
483                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
484                                         {
485                                                 if (random() > 0.5)
486                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
487                                                 else
488                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
489                                         }
490
491                                         if(sound_allowed(MSG_BROADCAST, attacker))
492                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
493                                         if(self.health > 1)
494                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
495                                         {
496                                                 if(deathtype == DEATH_FALL)
497                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
498                                                 else if(self.health > 75) // TODO make a "gentle" version?
499                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
500                                                 else if(self.health > 50)
501                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
502                                                 else if(self.health > 25)
503                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
504                                                 else
505                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
506                                         }
507                                 }
508
509                                 // throw off bot aim temporarily
510                                 local float shake;
511                                 shake = damage * 5 / (bound(0,skill,100) + 1);
512                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
513                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
514                         }
515                 }
516                 else
517                         self.max_armorvalue += (save + take);
518         }
519         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
520         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
521         self.dmg_inflictor = inflictor;
522
523         if(attacker == self)
524         {
525                 // don't reset pushltime for self damage as it may be an attempt to
526                 // escape a lava pit or similar
527                 //self.pushltime = 0;
528         }
529         else if(attacker.classname == "player" || attacker.classname == "gib")
530         {
531                 self.pusher = attacker;
532                 self.pushltime = time + autocvar_g_maxpushtime;
533         }
534         else if(time < self.pushltime)
535         {
536                 attacker = self.pusher;
537                 self.pushltime = max(self.pushltime, time + 0.6);
538         }
539         else
540                 self.pushltime = 0;
541
542         float abot, vbot, awep;
543         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
544         vbot = (clienttype(self) == CLIENTTYPE_BOT);
545
546         valid_damage_for_weaponstats = 0;
547         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
548         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
549         if(attacker && self != attacker)
550         if(IsDifferentTeam(self, attacker))
551         {
552                 if(DEATH_ISSPECIAL(deathtype))
553                         awep = attacker.weapon;
554                 else
555                         awep = DEATH_WEAPONOF(deathtype);
556                 valid_damage_for_weaponstats = 1;
557         }
558         
559         if(valid_damage_for_weaponstats)
560         {
561                 dh = dh - max(self.health, 0);
562                 da = da - max(self.armorvalue, 0);
563                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
564         }
565
566         if (self.health < 1)
567         {
568                 float defer_ClientKill_Now_TeamChange;
569                 defer_ClientKill_Now_TeamChange = FALSE;
570
571                 if(self.alivetime)
572                 {
573                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
574                         self.alivetime = 0;
575                 }
576
577                 if(valid_damage_for_weaponstats)
578                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
579
580                 if(sv_gentle < 1) // TODO make a "gentle" version?
581                 if(sound_allowed(MSG_BROADCAST, attacker))
582                 {
583                         if(deathtype == DEATH_DROWN)
584                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
585                         else
586                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
587                 }
588
589                 // get rid of kill indicator
590                 if(self.killindicator)
591                 {
592                         remove(self.killindicator);
593                         self.killindicator = world;
594                         if(self.killindicator_teamchange)
595                                 defer_ClientKill_Now_TeamChange = TRUE;
596
597                         if(self.classname == "body")
598                         if(deathtype == DEATH_KILL)
599                         {
600                                 // for the lemmings fans, a small harmless explosion
601                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
602                         }
603                 }
604
605                 if(!g_freezetag)
606                 {
607                         // become fully visible
608                         self.alpha = 1;
609                         // clear selected player display
610                         ClearSelectedPlayer();
611                         // throw a weapon
612                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
613                 }
614
615                 // print an obituary message
616                 Obituary (attacker, inflictor, self, deathtype);
617                 race_PreDie();
618                 DropAllRunes(self);
619
620                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
621                 {
622                         PutClientInServer();
623                         count_alive_players(); // re-count players
624                         freezetag_CheckWinner();
625                         return;
626                 }
627
628                 frag_attacker = attacker;
629                 frag_inflictor = inflictor;
630                 frag_target = self;
631                 MUTATOR_CALLHOOK(PlayerDies);
632
633                 if(self.flagcarried)
634                 {
635                         if(attacker.classname != "player" && attacker.classname != "gib")
636                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
637                         else if(attacker.team == self.team)
638                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
639                         else
640                                 DropFlag(self.flagcarried, world, attacker);
641                 }
642                 if(self.ballcarried && g_nexball)
643                         DropBall(self.ballcarried, self.origin, self.velocity);
644                 Portal_ClearAllLater(self);
645
646                 if(clienttype(self) == CLIENTTYPE_REAL)
647                 {
648                         stuffcmd(self, "-zoom\n");
649                         self.fixangle = TRUE;
650                         //msg_entity = self;
651                         //WriteByte (MSG_ONE, SVC_SETANGLE);
652                         //WriteAngle (MSG_ONE, self.v_angle_x);
653                         //WriteAngle (MSG_ONE, self.v_angle_y);
654                         //WriteAngle (MSG_ONE, 80);
655                 }
656
657                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
658                         ClientKill_Now_TeamChange();
659
660                 if(g_arena)
661                         Spawnqueue_Unmark(self);
662
663                 if(g_freezetag)
664                         return;
665
666                 // when we get here, player actually dies
667                 // clear waypoints (do this AFTER FreezeTag)
668                 WaypointSprite_PlayerDead();
669
670                 // make the corpse upright (not tilted)
671                 self.angles_x = 0;
672                 self.angles_z = 0;
673                 // don't spin
674                 self.avelocity = '0 0 0';
675                 // view from the floor
676                 self.view_ofs = '0 0 -8';
677                 // toss the corpse
678                 self.movetype = MOVETYPE_TOSS;
679                 // shootable corpse
680                 self.solid = SOLID_CORPSE;
681                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
682                 // don't stick to the floor
683                 self.flags &~= FL_ONGROUND;
684                 // dying animation
685                 self.deadflag = DEAD_DYING;
686                 // when to allow respawn
687                 sdelay = 0;
688                 waves = 0;
689                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
690                 if(!sdelay)
691                 {
692                         if(g_cts)
693                                 sdelay = 0; // no respawn delay in CTS
694                         else
695                                 sdelay = autocvar_g_respawn_delay;
696                 }
697                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
698                 if(!waves)
699                         waves = autocvar_g_respawn_waves;
700                 if(waves)
701                         self.death_time = ceil((time + sdelay) / waves) * waves;
702                 else
703                         self.death_time = time + sdelay;
704                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
705                         self.respawn_countdown = 10; // first number to count down from is 10
706                 else
707                         self.respawn_countdown = -1; // do not count down
708                 if (random() < 0.5)
709                 {
710                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
711                         self.dead_frame = self.anim_dead1_x;
712                 }
713                 else
714                 {
715                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
716                         self.dead_frame = self.anim_dead2_x;
717                 }
718                 // set damage function to corpse damage
719                 self.event_damage = PlayerCorpseDamage;
720                 // call the corpse damage function just in case it wants to gib
721                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
722                 // set up to fade out later
723                 SUB_SetFade (self, time + 6 + random (), 1);
724
725                 if(sv_gentle > 0 || autocvar_ekg) {
726                         // remove corpse
727                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
728                 }
729
730                 // reset fields the weapons may use just in case
731                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
732                 {
733                         weapon_action(j, WR_RESETPLAYER);
734                         ATTACK_FINISHED_FOR(self, j) = 0;
735                 }
736         }
737 }
738
739 float UpdateSelectedPlayer_countvalue(float v)
740 {
741         return max(0, (v - 1.0) / 0.5);
742 }
743
744 // returns: -2 if no hit, otherwise cos of the angle
745 // uses the global v_angle
746 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
747 {
748         vector so, d;
749         float c;
750
751         if(p == self)
752                 return -2;
753
754         if(p.deadflag)
755                 return -2;
756
757         so = self.origin + self.view_ofs;
758         d = p.origin - so;
759
760         // misaimed?
761         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
762                 return -2;
763
764         // now find the cos of the angle...
765         c = normalize(d) * v_forward;
766
767         if(c <= mincosangle)
768                 return -2;
769
770         // not visible in any way? forget it
771         if(!checkpvs(so, p))
772                 return -2;
773
774         traceline(so, p.origin, MOVE_NOMONSTERS, self);
775         if(trace_fraction < 1)
776                 return -2;
777
778         return c;
779 }
780
781 void ClearSelectedPlayer()
782 {
783         if(self.selected_player)
784         {
785                 centerprint_expire(self, CENTERPRIO_POINT);
786                 self.selected_player = world;
787                 self.selected_player_display_needs_update = FALSE;
788         }
789 }
790
791 void UpdateSelectedPlayer()
792 {
793         entity selected;
794         float selected_score;
795         selected = world;
796         selected_score = 0.95; // 18 degrees
797
798         if(!autocvar_sv_allow_shownames)
799                 return;
800
801         if(clienttype(self) != CLIENTTYPE_REAL)
802                 return;
803
804         if(self.cvar_cl_shownames == 0)
805                 return;
806
807         if(self.cvar_cl_shownames == 1 && !teams_matter)
808                 return;
809
810         makevectors(self.v_angle); // sets v_forward
811
812         // 1. cursor trace is always right
813         WarpZone_crosshair_trace(self);
814         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
815         {
816                 selected = trace_ent;
817         }
818         else
819         {
820                 // 2. if we don't have a cursor trace, find the player which is least
821                 //    mis-aimed at
822                 entity p;
823                 FOR_EACH_PLAYER(p)
824                 {
825                         float c;
826                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
827                         if(c >= -1)
828                         {
829                                 selected = p;
830                                 selected_score = c;
831                         }
832                 }
833         }
834
835         if(selected)
836         {
837                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
838         }
839         else
840         {
841                 if(time < self.selected_player_display_timeout)
842                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
843                                 selected = self.selected_player;
844         }
845
846         if(selected)
847         {
848                 if(selected == self.selected_player)
849                 {
850                         float save;
851                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
852                         self.selected_player_count = self.selected_player_count + frametime;
853                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
854                         {
855                                 string namestr, healthstr;
856                                 namestr = playername(selected);
857                                 if(teams_matter)
858                                 {
859                                         healthstr = ftos(floor(selected.health));
860                                         if(self.team == selected.team)
861                                         {
862                                                 namestr = strcat(namestr, " (", healthstr, "%)");
863                                                 self.selected_player_display_needs_update = TRUE;
864                                         }
865                                 }
866                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
867                         }
868                 }
869                 else
870                 {
871                         ClearSelectedPlayer();
872                         self.selected_player = selected;
873                         self.selected_player_time = time;
874                         self.selected_player_count = 0;
875                         self.selected_player_display_needs_update = FALSE;
876                 }
877         }
878         else
879         {
880                 ClearSelectedPlayer();
881         }
882
883         if(self.selected_player)
884                 self.last_selected_player = self.selected_player;
885 }
886
887 .float muted; // to be used by prvm_edictset server playernumber muted 1
888 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
889 // message "": do not say, just test flood control
890 // return value:
891 //   1 = accept
892 //   0 = reject
893 //  -1 = fake accept
894 {
895         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
896         float flood, privatemsgprefixlen;
897         var .float flood_field;
898         entity head;
899         float ret;
900
901         if(Ban_MaybeEnforceBan(source))
902                 return 0;
903
904         if(!teamsay && !privatesay)
905                 if(substring(msgin, 0, 1) == " ")
906                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
907
908         msgin = formatmessage(msgin);
909
910         if(source.classname != "player")
911                 colorstr = "^0"; // black for spectators
912         else if(teams_matter)
913                 colorstr = Team_ColorCode(source.team);
914         else
915                 teamsay = FALSE;
916
917         if(intermission_running)
918                 teamsay = FALSE;
919
920         if(msgin != "")
921                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
922
923         /*
924          * using bprint solves this... me stupid
925         // how can we prevent the message from appearing in a listen server?
926         // for now, just give "say" back and only handle say_team
927         if(!teamsay)
928         {
929                 clientcommand(self, strcat("say ", msgin));
930                 return;
931         }
932         */
933
934         if(autocvar_g_chat_teamcolors)
935                 namestr = playername(source);
936         else
937                 namestr = source.netname;
938
939         if(msgin != "")
940         {
941                 if(privatesay)
942                 {
943                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
944                         privatemsgprefixlen = strlen(msgstr);
945                         msgstr = strcat(msgstr, msgin);
946                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
947                         if(autocvar_g_chat_teamcolors)
948                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
949                         else
950                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
951                 }
952                 else if(teamsay)
953                 {
954                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
955                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
956                 }
957                 else
958                 {
959                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
960                         cmsgstr = "";
961                 }
962                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
963         }
964         else
965         {
966                 msgstr = cmsgstr = "";
967         }
968
969         fullmsgstr = msgstr;
970         fullcmsgstr = cmsgstr;
971
972         // FLOOD CONTROL
973         flood = 0;
974         if(floodcontrol)
975         {
976                 float flood_spl;
977                 float flood_burst;
978                 float flood_lmax;
979                 float lines;
980                 if(privatesay)
981                 {
982                         flood_spl = autocvar_g_chat_flood_spl_tell;
983                         flood_burst = autocvar_g_chat_flood_burst_tell;
984                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
985                         flood_field = floodcontrol_chattell;
986                 }
987                 else if(teamsay)
988                 {
989                         flood_spl = autocvar_g_chat_flood_spl_team;
990                         flood_burst = autocvar_g_chat_flood_burst_team;
991                         flood_lmax = autocvar_g_chat_flood_lmax_team;
992                         flood_field = floodcontrol_chatteam;
993                 }
994                 else
995                 {
996                         flood_spl = autocvar_g_chat_flood_spl;
997                         flood_burst = autocvar_g_chat_flood_burst;
998                         flood_lmax = autocvar_g_chat_flood_lmax;
999                         flood_field = floodcontrol_chat;
1000                 }
1001                 flood_burst = max(0, flood_burst - 1);
1002                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1003
1004                 // do flood control for the default line size
1005                 if(msgstr != "")
1006                 {
1007                         getWrappedLine_remaining = msgstr;
1008                         msgstr = "";
1009                         lines = 0;
1010                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1011                         {
1012                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1013                                 ++lines;
1014                         }
1015                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1016
1017                         if(getWrappedLine_remaining != "")
1018                         {
1019                                 msgstr = strcat(msgstr, "\n");
1020                                 flood = 2;
1021                         }
1022
1023                         if(time >= source.flood_field)
1024                         {
1025                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1026                         }
1027                         else
1028                         {
1029                                 flood = 1;
1030                                 msgstr = fullmsgstr;
1031                         }
1032                 }
1033                 else
1034                 {
1035                         if(time >= source.flood_field)
1036                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1037                         else
1038                                 flood = 1;
1039                 }
1040
1041                 if (timeoutStatus == 2) //when game is paused, no flood protection
1042                         source.flood_field = flood = 0;
1043         }
1044
1045         if(flood == 2) // cannot happen for empty msgstr
1046         {
1047                 if(autocvar_g_chat_flood_notify_flooder)
1048                 {
1049                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1050                         sourcecmsgstr = "";
1051                 }
1052                 else
1053                 {
1054                         sourcemsgstr = fullmsgstr;
1055                         sourcecmsgstr = fullcmsgstr;
1056                 }
1057                 cmsgstr = "";
1058         }
1059         else
1060         {
1061                 sourcemsgstr = msgstr;
1062                 sourcecmsgstr = cmsgstr;
1063         }
1064
1065         if(!privatesay)
1066         if(source.classname != "player")
1067         {
1068                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1069                         teamsay = -1; // spectators
1070         }
1071
1072         if(flood)
1073                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1074
1075         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1076         if(privatesay)
1077                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1078
1079         if(source.muted)
1080         {
1081                 // always fake the message
1082                 ret = -1;
1083         }
1084         else if(flood == 1)
1085         {
1086                 if(autocvar_g_chat_flood_notify_flooder)
1087                 {
1088                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1089                         ret = 0;
1090                 }
1091                 else
1092                         ret = -1;
1093         }
1094         else
1095         {
1096                 ret = 1;
1097         }
1098
1099         if(sourcemsgstr != "" && ret != 0)
1100         {
1101                 if(ret < 0) // fake
1102                 {
1103                         sprint(source, sourcemsgstr);
1104                         if(sourcecmsgstr != "" && !privatesay)
1105                                 centerprint(source, sourcecmsgstr);
1106                 }
1107                 else if(privatesay)
1108                 {
1109                         sprint(source, sourcemsgstr);
1110                         sprint(privatesay, msgstr);
1111                         if(cmsgstr != "")
1112                                 centerprint(privatesay, cmsgstr);
1113                 }
1114                 else if(teamsay > 0)
1115                 {
1116                         sprint(source, sourcemsgstr);
1117                         if(sourcecmsgstr != "")
1118                                 centerprint(source, sourcecmsgstr);
1119                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1120                                 if(head != source)
1121                                 {
1122                                         sprint(head, msgstr);
1123                                         if(cmsgstr != "")
1124                                                 centerprint(head, cmsgstr);
1125                                 }
1126                 }
1127                 else if(teamsay < 0)
1128                 {
1129                         sprint(source, sourcemsgstr);
1130                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1131                                 if(head != source)
1132                                         sprint(head, msgstr);
1133                 }
1134                 else if(sourcemsgstr != msgstr)
1135                 {
1136                         sprint(source, sourcemsgstr);
1137                         FOR_EACH_REALCLIENT(head)
1138                                 if(head != source)
1139                                         sprint(head, msgstr);
1140                 }
1141                 else
1142                         bprint(msgstr);
1143         }
1144
1145         return ret;
1146 }
1147
1148 float GetVoiceMessageVoiceType(string type)
1149 {
1150         if(type == "taunt")
1151                 return VOICETYPE_TAUNT;
1152         if(type == "teamshoot")
1153                 return VOICETYPE_LASTATTACKER;
1154         return VOICETYPE_TEAMRADIO;
1155 }
1156
1157 string allvoicesamples;
1158 .string GetVoiceMessageSampleField(string type)
1159 {
1160         GetPlayerSoundSampleField_notFound = 0;
1161         switch(type)
1162         {
1163 #define _VOICEMSG(m) case #m: return playersound_##m;
1164                 ALLVOICEMSGS
1165 #undef _VOICEMSG
1166         }
1167         GetPlayerSoundSampleField_notFound = 1;
1168         return playersound_taunt;
1169 }
1170
1171 .string GetPlayerSoundSampleField(string type)
1172 {
1173         GetPlayerSoundSampleField_notFound = 0;
1174         switch(type)
1175         {
1176 #define _VOICEMSG(m) case #m: return playersound_##m;
1177                 ALLPLAYERSOUNDS
1178 #undef _VOICEMSG
1179         }
1180         GetPlayerSoundSampleField_notFound = 1;
1181         return playersound_taunt;
1182 }
1183
1184 void PrecacheGlobalSound(string samplestring)
1185 {
1186         float n, i;
1187         tokenize_console(samplestring);
1188         n = stof(argv(1));
1189         if(n > 0)
1190         {
1191                 for(i = 1; i <= n; ++i)
1192                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1193         }
1194         else
1195         {
1196                 precache_sound(strcat(argv(0), ".wav"));
1197         }
1198 }
1199
1200 void PrecachePlayerSounds(string f)
1201 {
1202         float fh;
1203         string s;
1204         fh = fopen(f, FILE_READ);
1205         if(fh < 0)
1206                 return;
1207         while((s = fgets(fh)))
1208         {
1209                 if(tokenize_console(s) != 3)
1210                 {
1211                         dprint("Invalid sound info line: ", s, "\n");
1212                         continue;
1213                 }
1214                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1215         }
1216         fclose(fh);
1217
1218         if not(allvoicesamples)
1219         {
1220 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1221                 ALLVOICEMSGS
1222 #undef _VOICEMSG
1223                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1224         }
1225 }
1226
1227 void ClearPlayerSounds()
1228 {
1229 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1230         ALLPLAYERSOUNDS
1231         ALLVOICEMSGS
1232 #undef _VOICEMSG
1233 }
1234
1235 float LoadPlayerSounds(string f, float first)
1236 {
1237         float fh;
1238         string s;
1239         var .string field;
1240         fh = fopen(f, FILE_READ);
1241         if(fh < 0)
1242         {
1243                 dprint("Player sound file not found: ", f, "\n");
1244                 return 0;
1245         }
1246         while((s = fgets(fh)))
1247         {
1248                 if(tokenize_console(s) != 3)
1249                         continue;
1250                 field = GetPlayerSoundSampleField(argv(0));
1251                 if(GetPlayerSoundSampleField_notFound)
1252                         field = GetVoiceMessageSampleField(argv(0));
1253                 if(GetPlayerSoundSampleField_notFound)
1254                         continue;
1255                 if(self.field)
1256                         strunzone(self.field);
1257                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1258         }
1259         fclose(fh);
1260         return 1;
1261 }
1262
1263 .float modelindex_for_playersound;
1264 .float skinindex_for_playersound;
1265 void UpdatePlayerSounds()
1266 {
1267         if(self.modelindex == self.modelindex_for_playersound)
1268         if(self.skinindex == self.skinindex_for_playersound)
1269                 return;
1270         self.modelindex_for_playersound = self.modelindex;
1271         self.skinindex_for_playersound = self.skinindex;
1272         ClearPlayerSounds();
1273         LoadPlayerSounds("sound/player/default.sounds", 1);
1274         if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1275                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1276 }
1277
1278 void FakeGlobalSound(string sample, float chan, float voicetype)
1279 {
1280         float n;
1281         float tauntrand;
1282
1283         if(sample == "")
1284                 return;
1285
1286         tokenize_console(sample);
1287         n = stof(argv(1));
1288         if(n > 0)
1289                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1290         else
1291                 sample = strcat(argv(0), ".wav"); // randomization
1292
1293         switch(voicetype)
1294         {
1295                 case VOICETYPE_LASTATTACKER_ONLY:
1296                         break;
1297                 case VOICETYPE_LASTATTACKER:
1298                         if(self.pusher)
1299                         {
1300                                 msg_entity = self;
1301                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1302                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1303                         }
1304                         break;
1305                 case VOICETYPE_TEAMRADIO:
1306                         msg_entity = self;
1307                         if(msg_entity.cvar_cl_voice_directional == 1)
1308                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1309                         else
1310                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1311                         break;
1312                 case VOICETYPE_AUTOTAUNT:
1313                         if(!sv_autotaunt)
1314                                 break;
1315                         if(!sv_taunt)
1316                                 break;
1317                         if(sv_gentle)
1318                                 break;
1319                         tauntrand = random();
1320                         msg_entity = self;
1321                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1322                         {
1323                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1324                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1325                                 else
1326                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1327                         }
1328                         break;
1329                 case VOICETYPE_TAUNT:
1330                         if(self.classname == "player")
1331                                 if(self.deadflag == DEAD_NO)
1332                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1333                         if(!sv_taunt)
1334                                 break;
1335                         if(sv_gentle)
1336                                 break;
1337                         msg_entity = self;
1338                         if (msg_entity.cvar_cl_voice_directional >= 1)
1339                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1340                         else
1341                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1342                         break;
1343                 case VOICETYPE_PLAYERSOUND:
1344                         msg_entity = self;
1345                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1346                         break;
1347                 default:
1348                         backtrace("Invalid voice type!");
1349                         break;
1350         }
1351 }
1352
1353 void GlobalSound(string sample, float chan, float voicetype)
1354 {
1355         float n;
1356         float tauntrand;
1357
1358         if(sample == "")
1359                 return;
1360
1361         tokenize_console(sample);
1362         n = stof(argv(1));
1363         if(n > 0)
1364                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1365         else
1366                 sample = strcat(argv(0), ".wav"); // randomization
1367
1368         switch(voicetype)
1369         {
1370                 case VOICETYPE_LASTATTACKER_ONLY:
1371                         if(self.pusher)
1372                         {
1373                                 msg_entity = self.pusher;
1374                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1375                                 {
1376                                         if(msg_entity.cvar_cl_voice_directional == 1)
1377                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1378                                         else
1379                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1380                                 }
1381                         }
1382                         break;
1383                 case VOICETYPE_LASTATTACKER:
1384                         if(self.pusher)
1385                         {
1386                                 msg_entity = self.pusher;
1387                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1388                                 {
1389                                         if(msg_entity.cvar_cl_voice_directional == 1)
1390                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1391                                         else
1392                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1393                                 }
1394                                 msg_entity = self;
1395                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1396                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1397                         }
1398                         break;
1399                 case VOICETYPE_TEAMRADIO:
1400                         FOR_EACH_REALCLIENT(msg_entity)
1401                                 if(!teams_matter || msg_entity.team == self.team)
1402                                 {
1403                                         if(msg_entity.cvar_cl_voice_directional == 1)
1404                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1405                                         else
1406                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1407                                 }
1408                         break;
1409                 case VOICETYPE_AUTOTAUNT:
1410                         if(!sv_autotaunt)
1411                                 break;
1412                         if(!sv_taunt)
1413                                 break;
1414                         if(sv_gentle)
1415                                 break;
1416                         tauntrand = random();
1417                         FOR_EACH_REALCLIENT(msg_entity)
1418                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1419                                 {
1420                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1421                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1422                                         else
1423                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1424                                 }
1425                         break;
1426                 case VOICETYPE_TAUNT:
1427                         if(self.classname == "player")
1428                                 if(self.deadflag == DEAD_NO)
1429                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1430                         if(!sv_taunt)
1431                                 break;
1432                         if(sv_gentle)
1433                                 break;
1434                         FOR_EACH_REALCLIENT(msg_entity)
1435                         {
1436                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1437                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1438                                 else
1439                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1440                         }
1441                         break;
1442                 case VOICETYPE_PLAYERSOUND:
1443                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1444                         break;
1445                 default:
1446                         backtrace("Invalid voice type!");
1447                         break;
1448         }
1449 }
1450
1451 void PlayerSound(.string samplefield, float chan, float voicetype)
1452 {
1453         GlobalSound(self.samplefield, chan, voicetype);
1454 }
1455
1456 void VoiceMessage(string type, string msg)
1457 {
1458         var .string sample;
1459         float voicetype, ownteam;
1460         float flood;
1461         sample = GetVoiceMessageSampleField(type);
1462
1463         if(GetPlayerSoundSampleField_notFound)
1464         {
1465                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1466                 return;
1467         }
1468
1469         voicetype = GetVoiceMessageVoiceType(type);
1470         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1471
1472         flood = Say(self, ownteam, world, msg, 1);
1473
1474         if (flood > 0)
1475                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1476         else if (flood < 0)
1477                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1478 }
1479
1480 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1481 {
1482 //      show_message
1483 //      0 (00) automove centerprint, admin message
1484 //      1 (01) automove centerprint, no admin message
1485 //      2 (10) no centerprint, admin message
1486 //      3 (11) no centerprint, no admin message
1487
1488         float lockteams_backup;
1489
1490         lockteams_backup = lockteams;  // backup any team lock
1491
1492         lockteams = 0;  // disable locked teams
1493
1494         TeamchangeFrags(client);  // move the players frags
1495         SetPlayerColors(client, team_colour - 1);  // set the players colour
1496         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1497
1498         lockteams = lockteams_backup;  // restore the team lock
1499
1500         LogTeamchange(client.playerid, client.team, type);
1501
1502         if not(show_message & 1) // admin message
1503                 sprint(client, strcat("\{1}\{13}^3", admin_name(), "^7: You have been moved to the ", Team_ColorNameLowerCase(team_colour), " team\n"));  // send a chat message
1504
1505         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1506 }