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Fix another bug with dead bodies. Also set the .owner entity of dead bodies to the...
[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.owner = oldself;
152         self = oldself;
153 }
154
155 float player_getspecies()
156 {
157         float s;
158         get_model_parameters(self.model, self.skinindex);
159         s = get_model_parameters_species;
160         get_model_parameters(string_null, 0);
161         if(s < 0)
162                 return SPECIES_HUMAN;
163         return s;
164 }
165
166 void player_setupanimsformodel()
167 {
168         local string animfilename;
169         local float animfile;
170         // defaults for legacy .zym models without animinfo files
171         self.anim_die1 = '0 1 0.5'; // 2 seconds
172         self.anim_die2 = '1 1 0.5'; // 2 seconds
173         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
174         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
175         self.anim_duckwalk = '4 1 1';
176         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
177         self.anim_duckidle = '6 1 1';
178         self.anim_idle = '7 1 1';
179         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
180         self.anim_pain1 = '9 1 2'; // 0.5 seconds
181         self.anim_pain2 = '10 1 2'; // 0.5 seconds
182         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
183         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
184         self.anim_run = '13 1 1';
185         self.anim_runbackwards = '14 1 1';
186         self.anim_strafeleft = '15 1 1';
187         self.anim_straferight = '16 1 1';
188         self.anim_dead1 = '17 1 1';
189         self.anim_dead2 = '18 1 1';
190         self.anim_forwardright = '19 1 1';
191         self.anim_forwardleft = '20 1 1';
192         self.anim_backright = '21 1 1';
193         self.anim_backleft  = '22 1 1';
194         animparseerror = FALSE;
195         animfilename = strcat(self.model, ".animinfo");
196         animfile = fopen(animfilename, FILE_READ);
197         if (animfile >= 0)
198         {
199                 self.anim_die1         = animparseline(animfile);
200                 self.anim_die2         = animparseline(animfile);
201                 self.anim_draw         = animparseline(animfile);
202                 self.anim_duck         = animparseline(animfile);
203                 self.anim_duckwalk     = animparseline(animfile);
204                 self.anim_duckjump     = animparseline(animfile);
205                 self.anim_duckidle     = animparseline(animfile);
206                 self.anim_idle         = animparseline(animfile);
207                 self.anim_jump         = animparseline(animfile);
208                 self.anim_pain1        = animparseline(animfile);
209                 self.anim_pain2        = animparseline(animfile);
210                 self.anim_shoot        = animparseline(animfile);
211                 self.anim_taunt        = animparseline(animfile);
212                 self.anim_run          = animparseline(animfile);
213                 self.anim_runbackwards = animparseline(animfile);
214                 self.anim_strafeleft   = animparseline(animfile);
215                 self.anim_straferight  = animparseline(animfile);
216                 self.anim_forwardright = animparseline(animfile);
217                 self.anim_forwardleft  = animparseline(animfile);
218                 self.anim_backright    = animparseline(animfile);
219                 self.anim_backleft     = animparseline(animfile);
220                 fclose(animfile);
221
222                 // derived anims
223                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
224                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
225
226                 if (animparseerror)
227                         print("Parse error in ", animfilename, ", some player animations are broken\n");
228         }
229         else
230                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
231         // reset animstate now
232         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
233 };
234
235 void player_anim (void)
236 {
237         updateanim(self);
238         if (self.weaponentity)
239                 updateanim(self.weaponentity);
240
241         if (self.deadflag != DEAD_NO)
242         {
243                 if (time > self.animstate_endtime)
244                 {
245                         if (self.maxs_z > 5)
246                         {
247                                 self.maxs_z = 5;
248                                 setsize(self, self.mins, self.maxs);
249                         }
250                         self.frame = self.dead_frame;
251                 }
252                 return;
253         }
254
255         if (!self.animstate_override)
256         {
257                 if (!(self.flags & FL_ONGROUND))
258                 {
259                         if (self.crouch)
260                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
261                         else
262                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
263                         self.restart_jump = FALSE;
264                 }
265                 else if (self.crouch)
266                 {
267                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
268                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
269                         else
270                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
271                 }
272                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
273                 {
274                         if (self.movement_x > 0 && self.movement_y == 0)
275                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
276                         else if (self.movement_x < 0 && self.movement_y == 0)
277                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
278                         else if (self.movement_x == 0 && self.movement_y > 0)
279                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
280                         else if (self.movement_x == 0 && self.movement_y < 0)
281                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
282                         else if (self.movement_x > 0 && self.movement_y > 0)
283                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
284                         else if (self.movement_x > 0 && self.movement_y < 0)
285                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
286                         else if (self.movement_x < 0 && self.movement_y > 0)
287                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
288                         else if (self.movement_x < 0 && self.movement_y < 0)
289                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
290                         else
291                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
292                 }
293                 else
294                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
295         }
296
297         if (self.weaponentity)
298         if (!self.weaponentity.animstate_override)
299                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
300 }
301
302 void SpawnThrownWeapon (vector org, float w)
303 {
304         if(g_minstagib)
305         if(self.ammo_cells <= 0)
306                 return;
307
308         if(g_pinata)
309         {
310                 float j;
311                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
312                 {
313                         if(self.weapons & W_WeaponBit(j))
314                                 if(W_IsWeaponThrowable(j))
315                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
316                 }
317         }
318         else
319         {
320                 if(W_IsWeaponThrowable(self.weapon))
321                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
322         }
323 }
324
325 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
326 {
327         local float take, save;
328         vector v;
329         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
330
331         // damage resistance (ignore most of the damage from a bullet or similar)
332         damage = max(damage - 5, 1);
333
334         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
335         take = v_x;
336         save = v_y;
337
338         if(sound_allowed(MSG_BROADCAST, attacker))
339         {
340                 if (save > 10)
341                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
342                 else if (take > 30)
343                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
344                 else if (take > 10)
345                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
346         }
347
348         if (take > 50)
349                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
350         if (take > 100)
351                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
352
353         if (!(self.flags & FL_GODMODE))
354         {
355                 self.armorvalue = self.armorvalue - save;
356                 self.health = self.health - take;
357                 // pause regeneration for 5 seconds
358                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
359         }
360         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
361         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
362         self.dmg_inflictor = inflictor;
363
364         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
365         {
366                 // don't use any animations as a gib
367                 self.frame = 0;
368                 self.dead_frame = 0;
369                 // view just above the floor
370                 self.view_ofs = '0 0 4';
371
372                 Violence_GibSplash(self, 1, 1, attacker);
373                 self.modelindex = 0; // restore later
374                 self.solid = SOLID_NOT; // restore later
375         }
376 }
377
378 void ClientKill_Now_TeamChange();
379 void freezetag_CheckWinner();
380
381 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
382 {
383         local float take, save, waves, sdelay, dh, da, j;
384         vector v;
385         float valid_damage_for_weaponstats;
386         float excess;
387
388         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
389                 return;
390
391         dh = max(self.health, 0);
392         da = max(self.armorvalue, 0);
393
394         if(!DEATH_ISSPECIAL(deathtype))
395         {
396                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
397                 if(self != attacker)
398                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
399         }
400
401         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
402         {
403                 // tuba causes blood to come out of the ears
404                 vector ear1, ear2;
405                 vector d;
406                 float f;
407                 ear1 = self.origin;
408                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
409                 ear2 = ear1;
410                 makevectors(self.angles);
411                 ear1 += v_right * -10;
412                 ear2 += v_right * +10;
413                 d = inflictor.origin - self.origin;
414                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
415                 force = v_right * vlen(force);
416                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
417                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
418                 if(f > 0)
419                 {
420                         hitloc = ear1;
421                         force = force * -1;
422                 }
423                 else
424                 {
425                         hitloc = ear2;
426                         // force is already good
427                 }
428         }
429         else
430                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
431
432         if (!g_minstagib)
433         {
434                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
435                 take = v_x;
436                 save = v_y;
437         }
438         else
439         {
440                 save = 0;
441                 take = damage;
442         }
443
444         frag_inflictor = inflictor;
445         frag_attacker = attacker;
446         frag_target = self;
447         damage_take = take;
448         damage_save = save;
449         damage_force = force;
450         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
451         take = bound(0, damage_take, self.health);
452         save = bound(0, damage_save, self.armorvalue);
453         excess = max(0, damage - take - save);
454
455         if(sound_allowed(MSG_BROADCAST, attacker))
456         {
457                 if (save > 10)
458                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
459                 else if (take > 30)
460                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
461                 else if (take > 10)
462                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
463         }
464
465         if (take > 50)
466                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
467         if (take > 100)
468                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
469
470         if (time >= self.spawnshieldtime)
471         {
472                 if (!(self.flags & FL_GODMODE))
473                 {
474                         self.armorvalue = self.armorvalue - save;
475                         self.health = self.health - take;
476                         // pause regeneration for 5 seconds
477                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
478
479                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
480                         {
481                                 self.pain_finished = time + 0.5;        //Supajoe
482
483                                 if(sv_gentle < 1) {
484                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
485                                         {
486                                                 if (random() > 0.5)
487                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
488                                                 else
489                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
490                                         }
491
492                                         if(sound_allowed(MSG_BROADCAST, attacker))
493                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
494                                         if(self.health > 1)
495                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
496                                         {
497                                                 if(deathtype == DEATH_FALL)
498                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
499                                                 else if(self.health > 75) // TODO make a "gentle" version?
500                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
501                                                 else if(self.health > 50)
502                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
503                                                 else if(self.health > 25)
504                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
505                                                 else
506                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
507                                         }
508                                 }
509
510                                 // throw off bot aim temporarily
511                                 local float shake;
512                                 shake = damage * 5 / (bound(0,skill,100) + 1);
513                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
514                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
515                         }
516                 }
517                 else
518                         self.max_armorvalue += (save + take);
519         }
520         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
521         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
522         self.dmg_inflictor = inflictor;
523
524         if(attacker == self)
525         {
526                 // don't reset pushltime for self damage as it may be an attempt to
527                 // escape a lava pit or similar
528                 //self.pushltime = 0;
529         }
530         else if(attacker.classname == "player" || attacker.classname == "gib")
531         {
532                 self.pusher = attacker;
533                 self.pushltime = time + autocvar_g_maxpushtime;
534         }
535         else if(time < self.pushltime)
536         {
537                 attacker = self.pusher;
538                 self.pushltime = max(self.pushltime, time + 0.6);
539         }
540         else
541                 self.pushltime = 0;
542
543         float abot, vbot, awep;
544         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
545         vbot = (clienttype(self) == CLIENTTYPE_BOT);
546
547         valid_damage_for_weaponstats = 0;
548         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
549         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
550         if(attacker && self != attacker)
551         if(IsDifferentTeam(self, attacker))
552         {
553                 if(DEATH_ISSPECIAL(deathtype))
554                         awep = attacker.weapon;
555                 else
556                         awep = DEATH_WEAPONOF(deathtype);
557                 valid_damage_for_weaponstats = 1;
558         }
559         
560         if(valid_damage_for_weaponstats)
561         {
562                 dh = dh - max(self.health, 0);
563                 da = da - max(self.armorvalue, 0);
564                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
565         }
566
567         if (self.health < 1)
568         {
569                 float defer_ClientKill_Now_TeamChange;
570                 defer_ClientKill_Now_TeamChange = FALSE;
571
572                 if(self.alivetime)
573                 {
574                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
575                         self.alivetime = 0;
576                 }
577
578                 if(valid_damage_for_weaponstats)
579                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
580
581                 if(sv_gentle < 1) // TODO make a "gentle" version?
582                 if(sound_allowed(MSG_BROADCAST, attacker))
583                 {
584                         if(deathtype == DEATH_DROWN)
585                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
586                         else
587                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
588                 }
589
590                 // get rid of kill indicator
591                 if(self.killindicator)
592                 {
593                         remove(self.killindicator);
594                         self.killindicator = world;
595                         if(self.killindicator_teamchange)
596                                 defer_ClientKill_Now_TeamChange = TRUE;
597
598                         if(self.classname == "body")
599                         if(deathtype == DEATH_KILL)
600                         {
601                                 // for the lemmings fans, a small harmless explosion
602                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
603                         }
604                 }
605
606                 if(!g_freezetag)
607                 {
608                         // become fully visible
609                         self.alpha = 1;
610                         // clear selected player display
611                         ClearSelectedPlayer();
612                         // throw a weapon
613                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
614                 }
615
616                 // print an obituary message
617                 Obituary (attacker, inflictor, self, deathtype);
618                 race_PreDie();
619                 DropAllRunes(self);
620
621                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
622                 {
623                         PutClientInServer();
624                         count_alive_players(); // re-count players
625                         freezetag_CheckWinner();
626                         return;
627                 }
628
629                 frag_attacker = attacker;
630                 frag_inflictor = inflictor;
631                 frag_target = self;
632                 MUTATOR_CALLHOOK(PlayerDies);
633
634                 if(self.flagcarried)
635                 {
636                         if(attacker.classname != "player" && attacker.classname != "gib")
637                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
638                         else if(attacker.team == self.team)
639                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
640                         else
641                                 DropFlag(self.flagcarried, world, attacker);
642                 }
643                 if(self.ballcarried && g_nexball)
644                         DropBall(self.ballcarried, self.origin, self.velocity);
645                 Portal_ClearAllLater(self);
646
647                 if(clienttype(self) == CLIENTTYPE_REAL)
648                 {
649                         stuffcmd(self, "-zoom\n");
650                         self.fixangle = TRUE;
651                         //msg_entity = self;
652                         //WriteByte (MSG_ONE, SVC_SETANGLE);
653                         //WriteAngle (MSG_ONE, self.v_angle_x);
654                         //WriteAngle (MSG_ONE, self.v_angle_y);
655                         //WriteAngle (MSG_ONE, 80);
656                 }
657
658                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
659                         ClientKill_Now_TeamChange();
660
661                 if(g_arena)
662                         Spawnqueue_Unmark(self);
663
664                 if(g_freezetag)
665                         return;
666
667                 // when we get here, player actually dies
668                 // clear waypoints (do this AFTER FreezeTag)
669                 WaypointSprite_PlayerDead();
670
671                 // make the corpse upright (not tilted)
672                 self.angles_x = 0;
673                 self.angles_z = 0;
674                 // don't spin
675                 self.avelocity = '0 0 0';
676                 // view from the floor
677                 self.view_ofs = '0 0 -8';
678                 // toss the corpse
679                 self.movetype = MOVETYPE_TOSS;
680                 // shootable corpse
681                 self.solid = SOLID_CORPSE;
682                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
683                 // don't stick to the floor
684                 self.flags &~= FL_ONGROUND;
685                 // dying animation
686                 self.deadflag = DEAD_DYING;
687                 // when to allow respawn
688                 sdelay = 0;
689                 waves = 0;
690                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
691                 if(!sdelay)
692                 {
693                         if(g_cts)
694                                 sdelay = 0; // no respawn delay in CTS
695                         else
696                                 sdelay = autocvar_g_respawn_delay;
697                 }
698                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
699                 if(!waves)
700                         waves = autocvar_g_respawn_waves;
701                 if(waves)
702                         self.death_time = ceil((time + sdelay) / waves) * waves;
703                 else
704                         self.death_time = time + sdelay;
705                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
706                         self.respawn_countdown = 10; // first number to count down from is 10
707                 else
708                         self.respawn_countdown = -1; // do not count down
709                 if (random() < 0.5)
710                 {
711                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
712                         self.dead_frame = self.anim_dead1_x;
713                 }
714                 else
715                 {
716                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
717                         self.dead_frame = self.anim_dead2_x;
718                 }
719                 // set damage function to corpse damage
720                 self.event_damage = PlayerCorpseDamage;
721                 // call the corpse damage function just in case it wants to gib
722                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
723                 // set up to fade out later
724                 SUB_SetFade (self, time + 6 + random (), 1);
725
726                 if(sv_gentle > 0 || autocvar_ekg) {
727                         // remove corpse
728                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
729                 }
730
731                 // reset fields the weapons may use just in case
732                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
733                 {
734                         weapon_action(j, WR_RESETPLAYER);
735                         ATTACK_FINISHED_FOR(self, j) = 0;
736                 }
737         }
738 }
739
740 float UpdateSelectedPlayer_countvalue(float v)
741 {
742         return max(0, (v - 1.0) / 0.5);
743 }
744
745 // returns: -2 if no hit, otherwise cos of the angle
746 // uses the global v_angle
747 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
748 {
749         vector so, d;
750         float c;
751
752         if(p == self)
753                 return -2;
754
755         if(p.deadflag)
756                 return -2;
757
758         so = self.origin + self.view_ofs;
759         d = p.origin - so;
760
761         // misaimed?
762         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
763                 return -2;
764
765         // now find the cos of the angle...
766         c = normalize(d) * v_forward;
767
768         if(c <= mincosangle)
769                 return -2;
770
771         // not visible in any way? forget it
772         if(!checkpvs(so, p))
773                 return -2;
774
775         traceline(so, p.origin, MOVE_NOMONSTERS, self);
776         if(trace_fraction < 1)
777                 return -2;
778
779         return c;
780 }
781
782 void ClearSelectedPlayer()
783 {
784         if(self.selected_player)
785         {
786                 centerprint_expire(self, CENTERPRIO_POINT);
787                 self.selected_player = world;
788                 self.selected_player_display_needs_update = FALSE;
789         }
790 }
791
792 void UpdateSelectedPlayer()
793 {
794         entity selected;
795         float selected_score;
796         selected = world;
797         selected_score = 0.95; // 18 degrees
798
799         if(!autocvar_sv_allow_shownames)
800                 return;
801
802         if(clienttype(self) != CLIENTTYPE_REAL)
803                 return;
804
805         if(self.cvar_cl_shownames == 0)
806                 return;
807
808         if(self.cvar_cl_shownames == 1 && !teams_matter)
809                 return;
810
811         makevectors(self.v_angle); // sets v_forward
812
813         // 1. cursor trace is always right
814         WarpZone_crosshair_trace(self);
815         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
816         {
817                 selected = trace_ent;
818         }
819         else
820         {
821                 // 2. if we don't have a cursor trace, find the player which is least
822                 //    mis-aimed at
823                 entity p;
824                 FOR_EACH_PLAYER(p)
825                 {
826                         float c;
827                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
828                         if(c >= -1)
829                         {
830                                 selected = p;
831                                 selected_score = c;
832                         }
833                 }
834         }
835
836         if(selected)
837         {
838                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
839         }
840         else
841         {
842                 if(time < self.selected_player_display_timeout)
843                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
844                                 selected = self.selected_player;
845         }
846
847         if(selected)
848         {
849                 if(selected == self.selected_player)
850                 {
851                         float save;
852                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
853                         self.selected_player_count = self.selected_player_count + frametime;
854                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
855                         {
856                                 string namestr, healthstr;
857                                 namestr = playername(selected);
858                                 if(teams_matter)
859                                 {
860                                         healthstr = ftos(floor(selected.health));
861                                         if(self.team == selected.team)
862                                         {
863                                                 namestr = strcat(namestr, " (", healthstr, "%)");
864                                                 self.selected_player_display_needs_update = TRUE;
865                                         }
866                                 }
867                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
868                         }
869                 }
870                 else
871                 {
872                         ClearSelectedPlayer();
873                         self.selected_player = selected;
874                         self.selected_player_time = time;
875                         self.selected_player_count = 0;
876                         self.selected_player_display_needs_update = FALSE;
877                 }
878         }
879         else
880         {
881                 ClearSelectedPlayer();
882         }
883
884         if(self.selected_player)
885                 self.last_selected_player = self.selected_player;
886 }
887
888 .float muted; // to be used by prvm_edictset server playernumber muted 1
889 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
890 // message "": do not say, just test flood control
891 // return value:
892 //   1 = accept
893 //   0 = reject
894 //  -1 = fake accept
895 {
896         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
897         float flood, privatemsgprefixlen;
898         var .float flood_field;
899         entity head;
900         float ret;
901
902         if(Ban_MaybeEnforceBan(source))
903                 return 0;
904
905         if(!teamsay && !privatesay)
906                 if(substring(msgin, 0, 1) == " ")
907                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
908
909         msgin = formatmessage(msgin);
910
911         if(source.classname != "player")
912                 colorstr = "^0"; // black for spectators
913         else if(teams_matter)
914                 colorstr = Team_ColorCode(source.team);
915         else
916                 teamsay = FALSE;
917
918         if(intermission_running)
919                 teamsay = FALSE;
920
921         if(msgin != "")
922                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
923
924         /*
925          * using bprint solves this... me stupid
926         // how can we prevent the message from appearing in a listen server?
927         // for now, just give "say" back and only handle say_team
928         if(!teamsay)
929         {
930                 clientcommand(self, strcat("say ", msgin));
931                 return;
932         }
933         */
934
935         if(autocvar_g_chat_teamcolors)
936                 namestr = playername(source);
937         else
938                 namestr = source.netname;
939
940         if(msgin != "")
941         {
942                 if(privatesay)
943                 {
944                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
945                         privatemsgprefixlen = strlen(msgstr);
946                         msgstr = strcat(msgstr, msgin);
947                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
948                         if(autocvar_g_chat_teamcolors)
949                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
950                         else
951                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
952                 }
953                 else if(teamsay)
954                 {
955                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
956                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
957                 }
958                 else
959                 {
960                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
961                         cmsgstr = "";
962                 }
963                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
964         }
965         else
966         {
967                 msgstr = cmsgstr = "";
968         }
969
970         fullmsgstr = msgstr;
971         fullcmsgstr = cmsgstr;
972
973         // FLOOD CONTROL
974         flood = 0;
975         if(floodcontrol)
976         {
977                 float flood_spl;
978                 float flood_burst;
979                 float flood_lmax;
980                 float lines;
981                 if(privatesay)
982                 {
983                         flood_spl = autocvar_g_chat_flood_spl_tell;
984                         flood_burst = autocvar_g_chat_flood_burst_tell;
985                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
986                         flood_field = floodcontrol_chattell;
987                 }
988                 else if(teamsay)
989                 {
990                         flood_spl = autocvar_g_chat_flood_spl_team;
991                         flood_burst = autocvar_g_chat_flood_burst_team;
992                         flood_lmax = autocvar_g_chat_flood_lmax_team;
993                         flood_field = floodcontrol_chatteam;
994                 }
995                 else
996                 {
997                         flood_spl = autocvar_g_chat_flood_spl;
998                         flood_burst = autocvar_g_chat_flood_burst;
999                         flood_lmax = autocvar_g_chat_flood_lmax;
1000                         flood_field = floodcontrol_chat;
1001                 }
1002                 flood_burst = max(0, flood_burst - 1);
1003                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1004
1005                 // do flood control for the default line size
1006                 if(msgstr != "")
1007                 {
1008                         getWrappedLine_remaining = msgstr;
1009                         msgstr = "";
1010                         lines = 0;
1011                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1012                         {
1013                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1014                                 ++lines;
1015                         }
1016                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1017
1018                         if(getWrappedLine_remaining != "")
1019                         {
1020                                 msgstr = strcat(msgstr, "\n");
1021                                 flood = 2;
1022                         }
1023
1024                         if(time >= source.flood_field)
1025                         {
1026                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1027                         }
1028                         else
1029                         {
1030                                 flood = 1;
1031                                 msgstr = fullmsgstr;
1032                         }
1033                 }
1034                 else
1035                 {
1036                         if(time >= source.flood_field)
1037                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1038                         else
1039                                 flood = 1;
1040                 }
1041
1042                 if (timeoutStatus == 2) //when game is paused, no flood protection
1043                         source.flood_field = flood = 0;
1044         }
1045
1046         if(flood == 2) // cannot happen for empty msgstr
1047         {
1048                 if(autocvar_g_chat_flood_notify_flooder)
1049                 {
1050                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1051                         sourcecmsgstr = "";
1052                 }
1053                 else
1054                 {
1055                         sourcemsgstr = fullmsgstr;
1056                         sourcecmsgstr = fullcmsgstr;
1057                 }
1058                 cmsgstr = "";
1059         }
1060         else
1061         {
1062                 sourcemsgstr = msgstr;
1063                 sourcecmsgstr = cmsgstr;
1064         }
1065
1066         if(!privatesay)
1067         if(source.classname != "player")
1068         {
1069                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1070                         teamsay = -1; // spectators
1071         }
1072
1073         if(flood)
1074                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1075
1076         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1077         if(privatesay)
1078                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1079
1080         if(source.muted)
1081         {
1082                 // always fake the message
1083                 ret = -1;
1084         }
1085         else if(flood == 1)
1086         {
1087                 if(autocvar_g_chat_flood_notify_flooder)
1088                 {
1089                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1090                         ret = 0;
1091                 }
1092                 else
1093                         ret = -1;
1094         }
1095         else
1096         {
1097                 ret = 1;
1098         }
1099
1100         if(sourcemsgstr != "" && ret != 0)
1101         {
1102                 if(ret < 0) // fake
1103                 {
1104                         sprint(source, sourcemsgstr);
1105                         if(sourcecmsgstr != "" && !privatesay)
1106                                 centerprint(source, sourcecmsgstr);
1107                 }
1108                 else if(privatesay)
1109                 {
1110                         sprint(source, sourcemsgstr);
1111                         sprint(privatesay, msgstr);
1112                         if(cmsgstr != "")
1113                                 centerprint(privatesay, cmsgstr);
1114                 }
1115                 else if(teamsay > 0)
1116                 {
1117                         sprint(source, sourcemsgstr);
1118                         if(sourcecmsgstr != "")
1119                                 centerprint(source, sourcecmsgstr);
1120                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1121                                 if(head != source)
1122                                 {
1123                                         sprint(head, msgstr);
1124                                         if(cmsgstr != "")
1125                                                 centerprint(head, cmsgstr);
1126                                 }
1127                 }
1128                 else if(teamsay < 0)
1129                 {
1130                         sprint(source, sourcemsgstr);
1131                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1132                                 if(head != source)
1133                                         sprint(head, msgstr);
1134                 }
1135                 else if(sourcemsgstr != msgstr)
1136                 {
1137                         sprint(source, sourcemsgstr);
1138                         FOR_EACH_REALCLIENT(head)
1139                                 if(head != source)
1140                                         sprint(head, msgstr);
1141                 }
1142                 else
1143                         bprint(msgstr);
1144         }
1145
1146         return ret;
1147 }
1148
1149 float GetVoiceMessageVoiceType(string type)
1150 {
1151         if(type == "taunt")
1152                 return VOICETYPE_TAUNT;
1153         if(type == "teamshoot")
1154                 return VOICETYPE_LASTATTACKER;
1155         return VOICETYPE_TEAMRADIO;
1156 }
1157
1158 string allvoicesamples;
1159 .string GetVoiceMessageSampleField(string type)
1160 {
1161         GetPlayerSoundSampleField_notFound = 0;
1162         switch(type)
1163         {
1164 #define _VOICEMSG(m) case #m: return playersound_##m;
1165                 ALLVOICEMSGS
1166 #undef _VOICEMSG
1167         }
1168         GetPlayerSoundSampleField_notFound = 1;
1169         return playersound_taunt;
1170 }
1171
1172 .string GetPlayerSoundSampleField(string type)
1173 {
1174         GetPlayerSoundSampleField_notFound = 0;
1175         switch(type)
1176         {
1177 #define _VOICEMSG(m) case #m: return playersound_##m;
1178                 ALLPLAYERSOUNDS
1179 #undef _VOICEMSG
1180         }
1181         GetPlayerSoundSampleField_notFound = 1;
1182         return playersound_taunt;
1183 }
1184
1185 void PrecacheGlobalSound(string samplestring)
1186 {
1187         float n, i;
1188         tokenize_console(samplestring);
1189         n = stof(argv(1));
1190         if(n > 0)
1191         {
1192                 for(i = 1; i <= n; ++i)
1193                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1194         }
1195         else
1196         {
1197                 precache_sound(strcat(argv(0), ".wav"));
1198         }
1199 }
1200
1201 void PrecachePlayerSounds(string f)
1202 {
1203         float fh;
1204         string s;
1205         fh = fopen(f, FILE_READ);
1206         if(fh < 0)
1207                 return;
1208         while((s = fgets(fh)))
1209         {
1210                 if(tokenize_console(s) != 3)
1211                 {
1212                         dprint("Invalid sound info line: ", s, "\n");
1213                         continue;
1214                 }
1215                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1216         }
1217         fclose(fh);
1218
1219         if not(allvoicesamples)
1220         {
1221 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1222                 ALLVOICEMSGS
1223 #undef _VOICEMSG
1224                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1225         }
1226 }
1227
1228 void ClearPlayerSounds()
1229 {
1230 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1231         ALLPLAYERSOUNDS
1232         ALLVOICEMSGS
1233 #undef _VOICEMSG
1234 }
1235
1236 float LoadPlayerSounds(string f, float first)
1237 {
1238         float fh;
1239         string s;
1240         var .string field;
1241         fh = fopen(f, FILE_READ);
1242         if(fh < 0)
1243         {
1244                 dprint("Player sound file not found: ", f, "\n");
1245                 return 0;
1246         }
1247         while((s = fgets(fh)))
1248         {
1249                 if(tokenize_console(s) != 3)
1250                         continue;
1251                 field = GetPlayerSoundSampleField(argv(0));
1252                 if(GetPlayerSoundSampleField_notFound)
1253                         field = GetVoiceMessageSampleField(argv(0));
1254                 if(GetPlayerSoundSampleField_notFound)
1255                         continue;
1256                 if(self.field)
1257                         strunzone(self.field);
1258                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1259         }
1260         fclose(fh);
1261         return 1;
1262 }
1263
1264 .float modelindex_for_playersound;
1265 .float skinindex_for_playersound;
1266 void UpdatePlayerSounds()
1267 {
1268         if(self.modelindex == self.modelindex_for_playersound)
1269         if(self.skinindex == self.skinindex_for_playersound)
1270                 return;
1271         self.modelindex_for_playersound = self.modelindex;
1272         self.skinindex_for_playersound = self.skinindex;
1273         ClearPlayerSounds();
1274         LoadPlayerSounds("sound/player/default.sounds", 1);
1275         if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1276                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1277 }
1278
1279 void FakeGlobalSound(string sample, float chan, float voicetype)
1280 {
1281         float n;
1282         float tauntrand;
1283
1284         if(sample == "")
1285                 return;
1286
1287         tokenize_console(sample);
1288         n = stof(argv(1));
1289         if(n > 0)
1290                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1291         else
1292                 sample = strcat(argv(0), ".wav"); // randomization
1293
1294         switch(voicetype)
1295         {
1296                 case VOICETYPE_LASTATTACKER_ONLY:
1297                         break;
1298                 case VOICETYPE_LASTATTACKER:
1299                         if(self.pusher)
1300                         {
1301                                 msg_entity = self;
1302                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1303                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1304                         }
1305                         break;
1306                 case VOICETYPE_TEAMRADIO:
1307                         msg_entity = self;
1308                         if(msg_entity.cvar_cl_voice_directional == 1)
1309                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1310                         else
1311                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1312                         break;
1313                 case VOICETYPE_AUTOTAUNT:
1314                         if(!sv_autotaunt)
1315                                 break;
1316                         if(!sv_taunt)
1317                                 break;
1318                         if(sv_gentle)
1319                                 break;
1320                         tauntrand = random();
1321                         msg_entity = self;
1322                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1323                         {
1324                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1325                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1326                                 else
1327                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1328                         }
1329                         break;
1330                 case VOICETYPE_TAUNT:
1331                         if(self.classname == "player")
1332                                 if(self.deadflag == DEAD_NO)
1333                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1334                         if(!sv_taunt)
1335                                 break;
1336                         if(sv_gentle)
1337                                 break;
1338                         msg_entity = self;
1339                         if (msg_entity.cvar_cl_voice_directional >= 1)
1340                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1341                         else
1342                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1343                         break;
1344                 case VOICETYPE_PLAYERSOUND:
1345                         msg_entity = self;
1346                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1347                         break;
1348                 default:
1349                         backtrace("Invalid voice type!");
1350                         break;
1351         }
1352 }
1353
1354 void GlobalSound(string sample, float chan, float voicetype)
1355 {
1356         float n;
1357         float tauntrand;
1358
1359         if(sample == "")
1360                 return;
1361
1362         tokenize_console(sample);
1363         n = stof(argv(1));
1364         if(n > 0)
1365                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1366         else
1367                 sample = strcat(argv(0), ".wav"); // randomization
1368
1369         switch(voicetype)
1370         {
1371                 case VOICETYPE_LASTATTACKER_ONLY:
1372                         if(self.pusher)
1373                         {
1374                                 msg_entity = self.pusher;
1375                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1376                                 {
1377                                         if(msg_entity.cvar_cl_voice_directional == 1)
1378                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1379                                         else
1380                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1381                                 }
1382                         }
1383                         break;
1384                 case VOICETYPE_LASTATTACKER:
1385                         if(self.pusher)
1386                         {
1387                                 msg_entity = self.pusher;
1388                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1389                                 {
1390                                         if(msg_entity.cvar_cl_voice_directional == 1)
1391                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1392                                         else
1393                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1394                                 }
1395                                 msg_entity = self;
1396                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1397                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1398                         }
1399                         break;
1400                 case VOICETYPE_TEAMRADIO:
1401                         FOR_EACH_REALCLIENT(msg_entity)
1402                                 if(!teams_matter || msg_entity.team == self.team)
1403                                 {
1404                                         if(msg_entity.cvar_cl_voice_directional == 1)
1405                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1406                                         else
1407                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1408                                 }
1409                         break;
1410                 case VOICETYPE_AUTOTAUNT:
1411                         if(!sv_autotaunt)
1412                                 break;
1413                         if(!sv_taunt)
1414                                 break;
1415                         if(sv_gentle)
1416                                 break;
1417                         tauntrand = random();
1418                         FOR_EACH_REALCLIENT(msg_entity)
1419                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1420                                 {
1421                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1422                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1423                                         else
1424                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1425                                 }
1426                         break;
1427                 case VOICETYPE_TAUNT:
1428                         if(self.classname == "player")
1429                                 if(self.deadflag == DEAD_NO)
1430                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1431                         if(!sv_taunt)
1432                                 break;
1433                         if(sv_gentle)
1434                                 break;
1435                         FOR_EACH_REALCLIENT(msg_entity)
1436                         {
1437                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1438                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1439                                 else
1440                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1441                         }
1442                         break;
1443                 case VOICETYPE_PLAYERSOUND:
1444                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1445                         break;
1446                 default:
1447                         backtrace("Invalid voice type!");
1448                         break;
1449         }
1450 }
1451
1452 void PlayerSound(.string samplefield, float chan, float voicetype)
1453 {
1454         GlobalSound(self.samplefield, chan, voicetype);
1455 }
1456
1457 void VoiceMessage(string type, string msg)
1458 {
1459         var .string sample;
1460         float voicetype, ownteam;
1461         float flood;
1462         sample = GetVoiceMessageSampleField(type);
1463
1464         if(GetPlayerSoundSampleField_notFound)
1465         {
1466                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1467                 return;
1468         }
1469
1470         voicetype = GetVoiceMessageVoiceType(type);
1471         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1472
1473         flood = Say(self, ownteam, world, msg, 1);
1474
1475         if (flood > 0)
1476                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1477         else if (flood < 0)
1478                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1479 }
1480
1481 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1482 {
1483 //      show_message
1484 //      0 (00) automove centerprint, admin message
1485 //      1 (01) automove centerprint, no admin message
1486 //      2 (10) no centerprint, admin message
1487 //      3 (11) no centerprint, no admin message
1488
1489         float lockteams_backup;
1490
1491         lockteams_backup = lockteams;  // backup any team lock
1492
1493         lockteams = 0;  // disable locked teams
1494
1495         TeamchangeFrags(client);  // move the players frags
1496         SetPlayerColors(client, team_colour - 1);  // set the players colour
1497         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1498
1499         lockteams = lockteams_backup;  // restore the team lock
1500
1501         LogTeamchange(client.playerid, client.team, type);
1502
1503         if not(show_message & 1) // admin message
1504                 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
1505
1506         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1507 }