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Merge remote-tracking branch 'origin/master' into samual/notification_rewrite
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
151         self.enemy = oldself;
152         self.lip = oldself.lip;
153         self.colormap = oldself.colormap;
154         self.iscreature = oldself.iscreature;
155         self.teleportable = oldself.teleportable;
156         self.damagedbycontents = oldself.damagedbycontents;
157         self.angles = oldself.angles;
158         self.avelocity = oldself.avelocity;
159         self.classname = "body";
160         self.damageforcescale = oldself.damageforcescale;
161         self.effects = oldself.effects;
162         self.glowmod = oldself.glowmod;
163         self.event_damage = oldself.event_damage;
164         self.anim_state = oldself.anim_state;
165         self.anim_time = oldself.anim_time;
166         self.anim_lower_action = oldself.anim_lower_action;
167         self.anim_lower_time = oldself.anim_lower_time;
168         self.anim_upper_action = oldself.anim_upper_action;
169         self.anim_upper_time = oldself.anim_upper_time;
170         self.anim_implicit_state = oldself.anim_implicit_state;
171         self.anim_implicit_time = oldself.anim_implicit_time;
172         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
173         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
174         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
175         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
176         self.dphitcontentsmask = oldself.dphitcontentsmask;
177         self.death_time = oldself.death_time;
178         self.pain_finished = oldself.pain_finished;
179         self.health = oldself.health;
180         self.armorvalue = oldself.armorvalue;
181         self.armortype = oldself.armortype;
182         self.model = oldself.model;
183         self.modelindex = oldself.modelindex;
184         self.skin = oldself.skin;
185         self.species = oldself.species;
186         self.movetype = oldself.movetype;
187         self.solid = oldself.solid;
188         self.ballistics_density = oldself.ballistics_density;
189         self.takedamage = oldself.takedamage;
190         self.customizeentityforclient = oldself.customizeentityforclient;
191         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
192         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
193         if (keepvelocity == 1)
194                 self.velocity = oldself.velocity;
195         self.oldvelocity = self.velocity;
196         self.alpha = oldself.alpha;
197         self.fade_time = oldself.fade_time;
198         self.fade_rate = oldself.fade_rate;
199         //self.weapon = oldself.weapon;
200         setorigin(self, oldself.origin);
201         setsize(self, oldself.mins, oldself.maxs);
202         self.prevorigin = oldself.origin;
203         self.reset = SUB_Remove;
204
205         Drag_MoveDrag(oldself, self);
206
207         if(self.colormap <= maxclients && self.colormap > 0)
208                 self.colormap = 1024 + oldself.clientcolors;
209
210         CSQCMODEL_AUTOINIT();
211         self.CopyBody_nextthink = oldself.nextthink;
212         self.CopyBody_think = oldself.think;
213         self.nextthink = time;
214         self.think = CopyBody_Think;
215         // "bake" the current animation frame for clones (they don't get clientside animation)
216         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
217
218         self = oldself;
219 }
220
221 float player_getspecies()
222 {
223         float s;
224         get_model_parameters(self.model, self.skin);
225         s = get_model_parameters_species;
226         get_model_parameters(string_null, 0);
227         if(s < 0)
228                 return SPECIES_HUMAN;
229         return s;
230 }
231
232 void player_setupanimsformodel()
233 {
234         // load animation info
235         animdecide_init(self);
236         animdecide_setstate(self, 0, FALSE);
237 }
238
239 void player_anim (void)
240 {
241         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
242         if(self.deadflag && !deadbits)
243                 if(random() < 0.5)
244                         deadbits = ANIMSTATE_DEAD1;
245                 else
246                         deadbits = ANIMSTATE_DEAD2;
247         float animbits = deadbits;
248         if(self.freezetag_frozen)
249                 animbits |= ANIMSTATE_FROZEN;
250         if(self.crouch)
251                 animbits |= ANIMSTATE_DUCK;
252         animdecide_setstate(self, animbits, FALSE);
253         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
254
255 #ifndef NO_LEGACY_NETWORKING
256         if(!self.iscsqcmodel)
257                 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
258 #endif
259
260         if (self.weaponentity)
261         {
262                 updateanim(self.weaponentity);
263                 if (!self.weaponentity.animstate_override)
264                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
265         }
266 }
267
268 void SpawnThrownWeapon (vector org, float w)
269 {
270         if(g_minstagib)
271         if(self.ammo_cells <= 0)
272                 return;
273
274         if(g_pinata)
275         {
276                 float j;
277                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
278                 {
279                         if(WEPSET_CONTAINS_EW(self, j))
280                                 if(W_IsWeaponThrowable(j))
281                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
282                 }
283         }
284         else
285         {
286                 if(W_IsWeaponThrowable(self.weapon))
287                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
288         }
289 }
290
291 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
292 {
293         float take, save;
294         vector v;
295         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
296
297         // damage resistance (ignore most of the damage from a bullet or similar)
298         damage = max(damage - 5, 1);
299
300         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
301         take = v_x;
302         save = v_y;
303
304         if(sound_allowed(MSG_BROADCAST, attacker))
305         {
306                 if (save > 10)
307                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
308                 else if (take > 30)
309                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
310                 else if (take > 10)
311                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
312         }
313
314         if (take > 50)
315                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
316         if (take > 100)
317                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
318
319         if (!(self.flags & FL_GODMODE))
320         {
321                 self.armorvalue = self.armorvalue - save;
322                 self.health = self.health - take;
323                 // pause regeneration for 5 seconds
324                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
325         }
326         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
327         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
328         self.dmg_inflictor = inflictor;
329
330         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
331         {
332                 // don't use any animations as a gib
333                 self.frame = 0;
334                 // view just above the floor
335                 self.view_ofs = '0 0 4';
336
337                 Violence_GibSplash(self, 1, 1, attacker);
338                 self.alpha = -1;
339                 self.solid = SOLID_NOT; // restore later
340                 self.takedamage = DAMAGE_NO; // restore later
341                 self.damagedbycontents = FALSE;
342         }
343 }
344
345 void ClientKill_Now_TeamChange();
346 void freezetag_CheckWinner();
347
348 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
349 {
350         float take, save, waves, sdelay, dh, da, j;
351         vector v;
352         float valid_damage_for_weaponstats;
353         float excess;
354
355         if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
356                 return;
357
358         dh = max(self.health, 0);
359         da = max(self.armorvalue, 0);
360
361         if(!DEATH_ISSPECIAL(deathtype))
362         {
363                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
364                 if(self != attacker)
365                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
366         }
367
368         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
369         {
370                 // tuba causes blood to come out of the ears
371                 vector ear1, ear2;
372                 vector d;
373                 float f;
374                 ear1 = self.origin;
375                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
376                 ear2 = ear1;
377                 makevectors(self.angles);
378                 ear1 += v_right * -10;
379                 ear2 += v_right * +10;
380                 d = inflictor.origin - self.origin;
381                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
382                 force = v_right * vlen(force);
383                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
384                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
385                 if(f > 0)
386                 {
387                         hitloc = ear1;
388                         force = force * -1;
389                 }
390                 else
391                 {
392                         hitloc = ear2;
393                         // force is already good
394                 }
395         }
396         else
397                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
398
399         if (!g_minstagib)
400         {
401                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
402                 take = v_x;
403                 save = v_y;
404         }
405         else
406         {
407                 save = 0;
408                 take = damage;
409         }
410
411         if(attacker == self)
412         {
413                 // don't reset pushltime for self damage as it may be an attempt to
414                 // escape a lava pit or similar
415                 //self.pushltime = 0;
416                 self.istypefrag = 0;
417         }
418         else if(attacker.classname == "player")
419         {
420                 self.pusher = attacker;
421                 self.pushltime = time + autocvar_g_maxpushtime;
422                 self.istypefrag = self.BUTTON_CHAT;
423         }
424         else if(time < self.pushltime)
425         {
426                 attacker = self.pusher;
427                 self.pushltime = max(self.pushltime, time + 0.6);
428         }
429         else
430         {
431                 self.pushltime = 0;
432                 self.istypefrag = 0;
433         }
434
435         frag_inflictor = inflictor;
436         frag_attacker = attacker;
437         frag_target = self;
438         damage_take = take;
439         damage_save = save;
440         damage_force = force;
441         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
442         take = bound(0, damage_take, self.health);
443         save = bound(0, damage_save, self.armorvalue);
444         excess = max(0, damage - take - save);
445
446         if(sound_allowed(MSG_BROADCAST, attacker))
447         {
448                 if (save > 10)
449                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
450                 else if (take > 30)
451                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
452                 else if (take > 10)
453                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
454         }
455
456         if (take > 50)
457                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
458         if (take > 100)
459                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
460
461         if (time >= self.spawnshieldtime)
462         {
463                 if (!(self.flags & FL_GODMODE))
464                 {
465                         self.armorvalue = self.armorvalue - save;
466                         self.health = self.health - take;
467                         // pause regeneration for 5 seconds
468                         if(take)
469                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
470
471                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
472                         {
473                                 self.pain_finished = time + 0.5;        //Supajoe
474
475                                 if(autocvar_sv_gentle < 1) {
476                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
477                                         {
478                                                 if (!self.animstate_override)
479                                                 {
480                                                         if (random() > 0.5)
481                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
482                                                         else
483                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
484                                                 }
485                                         }
486
487                                         if(sound_allowed(MSG_BROADCAST, attacker))
488                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
489                                         if(self.health > 1)
490                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
491                                         {
492                                                 if(deathtype == DEATH_FALL)
493                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
494                                                 else if(self.health > 75) // TODO make a "gentle" version?
495                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
496                                                 else if(self.health > 50)
497                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
498                                                 else if(self.health > 25)
499                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
500                                                 else
501                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
502                                         }
503                                 }
504
505                                 // throw off bot aim temporarily
506                                 float shake;
507                                 shake = damage * 5 / (bound(0,skill,100) + 1);
508                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
509                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
510                         }
511                 }
512                 else
513                         self.max_armorvalue += (save + take);
514         }
515         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
516         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
517         self.dmg_inflictor = inflictor;
518
519         if(g_ca && self != attacker && attacker.classname == "player")
520                 PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
521
522         float abot, vbot, awep;
523         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
524         vbot = (clienttype(self) == CLIENTTYPE_BOT);
525
526         valid_damage_for_weaponstats = 0;
527         awep = 0;
528
529         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
530         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
531         if(attacker && self != attacker)
532         if(IsDifferentTeam(self, attacker))
533         {
534                 if(DEATH_ISSPECIAL(deathtype))
535                         awep = attacker.weapon;
536                 else
537                         awep = DEATH_WEAPONOF(deathtype);
538                 valid_damage_for_weaponstats = 1;
539         }
540
541         if(valid_damage_for_weaponstats)
542         {
543                 dh = dh - max(self.health, 0);
544                 da = da - max(self.armorvalue, 0);
545                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
546         }
547
548         if (self.health < 1)
549         {
550                 float defer_ClientKill_Now_TeamChange;
551                 defer_ClientKill_Now_TeamChange = FALSE;
552
553                 if(self.alivetime)
554                 {
555                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
556                         self.alivetime = 0;
557                 }
558
559                 if(valid_damage_for_weaponstats)
560                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
561
562                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
563                 if(sound_allowed(MSG_BROADCAST, attacker))
564                 {
565                         if(deathtype == DEATH_DROWN)
566                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
567                         else
568                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
569                 }
570
571                 // get rid of kill indicator
572                 if(self.killindicator)
573                 {
574                         remove(self.killindicator);
575                         self.killindicator = world;
576                         if(self.killindicator_teamchange)
577                                 defer_ClientKill_Now_TeamChange = TRUE;
578
579                         if(self.classname == "body")
580                         if(deathtype == DEATH_KILL)
581                         {
582                                 // for the lemmings fans, a small harmless explosion
583                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
584                         }
585                 }
586
587                 if(!g_freezetag)
588                 {
589                         // become fully visible
590                         self.alpha = default_player_alpha;
591                         // throw a weapon
592                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
593                 }
594
595                 // print an obituary message
596                 Obituary (attacker, inflictor, self, deathtype);
597                 race_PreDie();
598                 DropAllRunes(self);
599
600         // increment frag counter for used weapon type
601         float w;
602         w = DEATH_WEAPONOF(deathtype);
603         if(WEP_VALID(w))
604         if(accuracy_isgooddamage(attacker, self))
605         attacker.accuracy.(accuracy_frags[w-1]) += 1;
606
607                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
608                 {
609                         PutClientInServer();
610                         count_alive_players(); // re-count players
611                         freezetag_CheckWinner();
612                         return;
613                 }
614
615                 frag_attacker = attacker;
616                 frag_inflictor = inflictor;
617                 frag_target = self;
618                 MUTATOR_CALLHOOK(PlayerDies);
619                 weapon_action(self.weapon, WR_PLAYERDEATH);
620
621                 RemoveGrapplingHook(self);
622
623                 Portal_ClearAllLater(self);
624
625                 if(clienttype(self) == CLIENTTYPE_REAL)
626                 {
627                         stuffcmd(self, "-zoom\n");
628                         self.fixangle = TRUE;
629                         //msg_entity = self;
630                         //WriteByte (MSG_ONE, SVC_SETANGLE);
631                         //WriteAngle (MSG_ONE, self.v_angle_x);
632                         //WriteAngle (MSG_ONE, self.v_angle_y);
633                         //WriteAngle (MSG_ONE, 80);
634                 }
635
636                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
637                         ClientKill_Now_TeamChange();
638
639                 if(g_arena)
640                         Spawnqueue_Unmark(self);
641
642                 if(g_freezetag)
643                         return;
644
645                 // when we get here, player actually dies
646                 // clear waypoints (do this AFTER FreezeTag)
647                 WaypointSprite_PlayerDead();
648
649                 // make the corpse upright (not tilted)
650                 self.angles_x = 0;
651                 self.angles_z = 0;
652                 // don't spin
653                 self.avelocity = '0 0 0';
654                 // view from the floor
655                 self.view_ofs = '0 0 -8';
656                 // toss the corpse
657                 self.movetype = MOVETYPE_TOSS;
658                 // shootable corpse
659                 self.solid = SOLID_CORPSE;
660                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
661                 // don't stick to the floor
662                 self.flags &~= FL_ONGROUND;
663                 // dying animation
664                 self.deadflag = DEAD_DYING;
665                 // when to allow respawn
666                 sdelay = 0;
667                 waves = 0;
668                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
669                 if(!sdelay)
670                 {
671                         if(g_cts)
672                                 sdelay = 0; // no respawn delay in CTS
673                         else
674                                 sdelay = autocvar_g_respawn_delay;
675                 }
676                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
677                 if(!waves)
678                         waves = autocvar_g_respawn_waves;
679                 if(waves)
680                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
681                 else
682                         self.respawn_time = time + sdelay;
683                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
684                         self.respawn_countdown = 10; // first number to count down from is 10
685                 else
686                         self.respawn_countdown = -1; // do not count down
687                 self.death_time = time;
688                 if (random() < 0.5)
689                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
690                 else
691                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
692                 if (self.maxs_z > 5)
693                 {
694                         self.maxs_z = 5;
695                         setsize(self, self.mins, self.maxs);
696                 }
697                 // set damage function to corpse damage
698                 self.event_damage = PlayerCorpseDamage;
699                 // call the corpse damage function just in case it wants to gib
700                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
701                 // set up to fade out later
702                 SUB_SetFade (self, time + 6 + random (), 1);
703
704                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
705                         // remove corpse
706                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
707                 }
708
709                 // reset fields the weapons may use just in case
710                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
711                 {
712                         weapon_action(j, WR_RESETPLAYER);
713                         ATTACK_FINISHED_FOR(self, j) = 0;
714                 }
715         }
716 }
717
718 .float muted; // to be used by prvm_edictset server playernumber muted 1
719 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
720 // message "": do not say, just test flood control
721 // return value:
722 //   1 = accept
723 //   0 = reject
724 //  -1 = fake accept
725 {
726         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
727         float flood;
728         var .float flood_field;
729         entity head;
730         float ret;
731         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
732
733         if(!teamsay && !privatesay)
734                 if(substring(msgin, 0, 1) == " ")
735                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
736
737         msgin = formatmessage(msgin);
738
739         if(source.classname != "player")
740                 colorstr = "^0"; // black for spectators
741         else if(teamplay)
742                 colorstr = Team_ColorCode(source.team);
743         else
744         {
745                 colorstr = "";
746                 teamsay = FALSE;
747         }
748
749         if(intermission_running)
750                 teamsay = FALSE;
751
752         if(msgin != "")
753                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
754
755         /*
756          * using bprint solves this... me stupid
757         // how can we prevent the message from appearing in a listen server?
758         // for now, just give "say" back and only handle say_team
759         if(!teamsay)
760         {
761                 clientcommand(self, strcat("say ", msgin));
762                 return;
763         }
764         */
765
766         if(autocvar_g_chat_teamcolors)
767                 namestr = playername(source);
768         else
769                 namestr = source.netname;
770
771         if(msgin != "")
772         {
773                 if(privatesay)
774                 {
775                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
776                         privatemsgprefixlen = strlen(msgstr);
777                         msgstr = strcat(msgstr, msgin);
778                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
779                         if(autocvar_g_chat_teamcolors)
780                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
781                         else
782                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
783                 }
784                 else if(teamsay)
785                 {
786                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
787                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
788                 }
789                 else
790                 {
791                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
792                         cmsgstr = "";
793                 }
794                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
795         }
796         else
797         {
798                 msgstr = cmsgstr = "";
799         }
800
801         fullmsgstr = msgstr;
802         fullcmsgstr = cmsgstr;
803
804         // FLOOD CONTROL
805         flood = 0;
806         flood_field = floodcontrol_chat;
807         if(floodcontrol)
808         {
809                 float flood_spl;
810                 float flood_burst;
811                 float flood_lmax;
812                 float lines;
813                 if(privatesay)
814                 {
815                         flood_spl = autocvar_g_chat_flood_spl_tell;
816                         flood_burst = autocvar_g_chat_flood_burst_tell;
817                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
818                         flood_field = floodcontrol_chattell;
819                 }
820                 else if(teamsay)
821                 {
822                         flood_spl = autocvar_g_chat_flood_spl_team;
823                         flood_burst = autocvar_g_chat_flood_burst_team;
824                         flood_lmax = autocvar_g_chat_flood_lmax_team;
825                         flood_field = floodcontrol_chatteam;
826                 }
827                 else
828                 {
829                         flood_spl = autocvar_g_chat_flood_spl;
830                         flood_burst = autocvar_g_chat_flood_burst;
831                         flood_lmax = autocvar_g_chat_flood_lmax;
832                         flood_field = floodcontrol_chat;
833                 }
834                 flood_burst = max(0, flood_burst - 1);
835                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
836
837                 // do flood control for the default line size
838                 if(msgstr != "")
839                 {
840                         getWrappedLine_remaining = msgstr;
841                         msgstr = "";
842                         lines = 0;
843                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
844                         {
845                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
846                                 ++lines;
847                         }
848                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
849
850                         if(getWrappedLine_remaining != "")
851                         {
852                                 msgstr = strcat(msgstr, "\n");
853                                 flood = 2;
854                         }
855
856                         if(time >= source.flood_field)
857                         {
858                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
859                         }
860                         else
861                         {
862                                 flood = 1;
863                                 msgstr = fullmsgstr;
864                         }
865                 }
866                 else
867                 {
868                         if(time >= source.flood_field)
869                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
870                         else
871                                 flood = 1;
872                 }
873
874                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
875                         source.flood_field = flood = 0;
876         }
877
878         if(flood == 2) // cannot happen for empty msgstr
879         {
880                 if(autocvar_g_chat_flood_notify_flooder)
881                 {
882                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
883                         sourcecmsgstr = "";
884                 }
885                 else
886                 {
887                         sourcemsgstr = fullmsgstr;
888                         sourcecmsgstr = fullcmsgstr;
889                 }
890                 cmsgstr = "";
891         }
892         else
893         {
894                 sourcemsgstr = msgstr;
895                 sourcecmsgstr = cmsgstr;
896         }
897
898         if(!privatesay)
899         if(source.classname != "player")
900         {
901                 if not(intermission_running)
902                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
903                                 teamsay = -1; // spectators
904         }
905
906         if(flood)
907                 print("NOTE: ", playername(source), "^7 is flooding.\n");
908
909         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
910         if(privatesay)
911                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
912
913         if(source.muted)
914         {
915                 // always fake the message
916                 ret = -1;
917         }
918         else if(flood == 1)
919         {
920                 if(autocvar_g_chat_flood_notify_flooder)
921                 {
922                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
923                         ret = 0;
924                 }
925                 else
926                         ret = -1;
927         }
928         else
929         {
930                 ret = 1;
931         }
932
933         if(sourcemsgstr != "" && ret != 0)
934         {
935                 if(ret < 0) // faked message, because the player is muted
936                 {
937                         sprint(source, sourcemsgstr);
938                         if(sourcecmsgstr != "" && !privatesay)
939                                 centerprint(source, sourcecmsgstr);
940                 }
941                 else if(privatesay) // private message, between 2 people only
942                 {
943                         sprint(source, sourcemsgstr);
944                         sprint(privatesay, msgstr);
945                         if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
946                         if(cmsgstr != "")
947                                 centerprint(privatesay, cmsgstr);
948                 }
949                 else if(teamsay > 0) // team message, only sent to team mates
950                 {
951                         sprint(source, sourcemsgstr);
952                         dedicated_print(msgstr); // send to server console too
953                         if(sourcecmsgstr != "")
954                                 centerprint(source, sourcecmsgstr);
955                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
956                                 if(head != source)
957                                 {
958                                         sprint(head, msgstr);
959                                         if(cmsgstr != "")
960                                                 centerprint(head, cmsgstr);
961                                 }
962                 }
963                 else if(teamsay < 0) // spectator message, only sent to spectators
964                 {
965                         sprint(source, sourcemsgstr);
966                         dedicated_print(msgstr); // send to server console too
967                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
968                                 if(head != source)
969                                         sprint(head, msgstr);
970                 }
971                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
972                 {
973                         sprint(source, sourcemsgstr);
974                         dedicated_print(msgstr); // send to server console too
975                         FOR_EACH_REALCLIENT(head)
976                                 if(head != source)
977                                         sprint(head, msgstr);
978                 }
979                 else
980                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
981         }
982
983         return ret;
984 }
985
986 float GetVoiceMessageVoiceType(string type)
987 {
988         if(type == "taunt")
989                 return VOICETYPE_TAUNT;
990         if(type == "teamshoot")
991                 return VOICETYPE_LASTATTACKER;
992         return VOICETYPE_TEAMRADIO;
993 }
994
995 string allvoicesamples;
996 .string GetVoiceMessageSampleField(string type)
997 {
998         GetPlayerSoundSampleField_notFound = 0;
999         switch(type)
1000         {
1001 #define _VOICEMSG(m) case #m: return playersound_##m;
1002                 ALLVOICEMSGS
1003 #undef _VOICEMSG
1004         }
1005         GetPlayerSoundSampleField_notFound = 1;
1006         return playersound_taunt;
1007 }
1008
1009 .string GetPlayerSoundSampleField(string type)
1010 {
1011         GetPlayerSoundSampleField_notFound = 0;
1012         switch(type)
1013         {
1014 #define _VOICEMSG(m) case #m: return playersound_##m;
1015                 ALLPLAYERSOUNDS
1016 #undef _VOICEMSG
1017         }
1018         GetPlayerSoundSampleField_notFound = 1;
1019         return playersound_taunt;
1020 }
1021
1022 void PrecacheGlobalSound(string samplestring)
1023 {
1024         float n, i;
1025         tokenize_console(samplestring);
1026         n = stof(argv(1));
1027         if(n > 0)
1028         {
1029                 for(i = 1; i <= n; ++i)
1030                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1031         }
1032         else
1033         {
1034                 precache_sound(strcat(argv(0), ".wav"));
1035         }
1036 }
1037
1038 void PrecachePlayerSounds(string f)
1039 {
1040         float fh;
1041         string s;
1042         fh = fopen(f, FILE_READ);
1043         if(fh < 0)
1044                 return;
1045         while((s = fgets(fh)))
1046         {
1047                 if(tokenize_console(s) != 3)
1048                 {
1049                         dprint("Invalid sound info line: ", s, "\n");
1050                         continue;
1051                 }
1052                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1053         }
1054         fclose(fh);
1055
1056         if not(allvoicesamples)
1057         {
1058 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1059                 ALLVOICEMSGS
1060 #undef _VOICEMSG
1061                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1062         }
1063 }
1064
1065 void ClearPlayerSounds()
1066 {
1067 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1068         ALLPLAYERSOUNDS
1069         ALLVOICEMSGS
1070 #undef _VOICEMSG
1071 }
1072
1073 float LoadPlayerSounds(string f, float first)
1074 {
1075         float fh;
1076         string s;
1077         var .string field;
1078         fh = fopen(f, FILE_READ);
1079         if(fh < 0)
1080         {
1081                 dprint("Player sound file not found: ", f, "\n");
1082                 return 0;
1083         }
1084         while((s = fgets(fh)))
1085         {
1086                 if(tokenize_console(s) != 3)
1087                         continue;
1088                 field = GetPlayerSoundSampleField(argv(0));
1089                 if(GetPlayerSoundSampleField_notFound)
1090                         field = GetVoiceMessageSampleField(argv(0));
1091                 if(GetPlayerSoundSampleField_notFound)
1092                         continue;
1093                 if(self.field)
1094                         strunzone(self.field);
1095                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1096         }
1097         fclose(fh);
1098         return 1;
1099 }
1100
1101 .float modelindex_for_playersound;
1102 .float skin_for_playersound;
1103 void UpdatePlayerSounds()
1104 {
1105         if(self.modelindex == self.modelindex_for_playersound)
1106         if(self.skin == self.skin_for_playersound)
1107                 return;
1108         self.modelindex_for_playersound = self.modelindex;
1109         self.skin_for_playersound = self.skin;
1110         ClearPlayerSounds();
1111         LoadPlayerSounds("sound/player/default.sounds", 1);
1112         if(!autocvar_g_debug_defaultsounds)
1113                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1114                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1115 }
1116
1117 void FakeGlobalSound(string sample, float chan, float voicetype)
1118 {
1119         float n;
1120         float tauntrand;
1121
1122         if(sample == "")
1123                 return;
1124
1125         tokenize_console(sample);
1126         n = stof(argv(1));
1127         if(n > 0)
1128                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1129         else
1130                 sample = strcat(argv(0), ".wav"); // randomization
1131
1132         switch(voicetype)
1133         {
1134                 case VOICETYPE_LASTATTACKER_ONLY:
1135                         break;
1136                 case VOICETYPE_LASTATTACKER:
1137                         if(self.pusher)
1138                         {
1139                                 msg_entity = self;
1140                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1141                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1142                         }
1143                         break;
1144                 case VOICETYPE_TEAMRADIO:
1145                         msg_entity = self;
1146                         if(msg_entity.cvar_cl_voice_directional == 1)
1147                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1148                         else
1149                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1150                         break;
1151                 case VOICETYPE_AUTOTAUNT:
1152                         if(!sv_autotaunt)
1153                                 break;
1154                         if(!sv_taunt)
1155                                 break;
1156                         if(autocvar_sv_gentle)
1157                                 break;
1158                         tauntrand = random();
1159                         msg_entity = self;
1160                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1161                         {
1162                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1163                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1164                                 else
1165                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1166                         }
1167                         break;
1168                 case VOICETYPE_TAUNT:
1169                         if(self.classname == "player")
1170                                 if(self.deadflag == DEAD_NO)
1171                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1172                         if(!sv_taunt)
1173                                 break;
1174                         if(autocvar_sv_gentle)
1175                                 break;
1176                         msg_entity = self;
1177                         if (msg_entity.cvar_cl_voice_directional >= 1)
1178                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1179                         else
1180                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1181                         break;
1182                 case VOICETYPE_PLAYERSOUND:
1183                         msg_entity = self;
1184                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1185                         break;
1186                 default:
1187                         backtrace("Invalid voice type!");
1188                         break;
1189         }
1190 }
1191
1192 void GlobalSound(string sample, float chan, float voicetype)
1193 {
1194         float n;
1195         float tauntrand;
1196
1197         if(sample == "")
1198                 return;
1199
1200         tokenize_console(sample);
1201         n = stof(argv(1));
1202         if(n > 0)
1203                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1204         else
1205                 sample = strcat(argv(0), ".wav"); // randomization
1206
1207         switch(voicetype)
1208         {
1209                 case VOICETYPE_LASTATTACKER_ONLY:
1210                         if(self.pusher)
1211                         {
1212                                 msg_entity = self.pusher;
1213                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1214                                 {
1215                                         if(msg_entity.cvar_cl_voice_directional == 1)
1216                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1217                                         else
1218                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1219                                 }
1220                         }
1221                         break;
1222                 case VOICETYPE_LASTATTACKER:
1223                         if(self.pusher)
1224                         {
1225                                 msg_entity = self.pusher;
1226                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1227                                 {
1228                                         if(msg_entity.cvar_cl_voice_directional == 1)
1229                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1230                                         else
1231                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1232                                 }
1233                                 msg_entity = self;
1234                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1235                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1236                         }
1237                         break;
1238                 case VOICETYPE_TEAMRADIO:
1239                         FOR_EACH_REALCLIENT(msg_entity)
1240                                 if(!teamplay || msg_entity.team == self.team)
1241                                 {
1242                                         if(msg_entity.cvar_cl_voice_directional == 1)
1243                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1244                                         else
1245                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1246                                 }
1247                         break;
1248                 case VOICETYPE_AUTOTAUNT:
1249                         if(!sv_autotaunt)
1250                                 break;
1251                         if(!sv_taunt)
1252                                 break;
1253                         if(autocvar_sv_gentle)
1254                                 break;
1255                         tauntrand = random();
1256                         FOR_EACH_REALCLIENT(msg_entity)
1257                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1258                                 {
1259                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1260                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1261                                         else
1262                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1263                                 }
1264                         break;
1265                 case VOICETYPE_TAUNT:
1266                         if(self.classname == "player")
1267                                 if(self.deadflag == DEAD_NO)
1268                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1269                         if(!sv_taunt)
1270                                 break;
1271                         if(autocvar_sv_gentle)
1272                                 break;
1273                         FOR_EACH_REALCLIENT(msg_entity)
1274                         {
1275                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1276                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1277                                 else
1278                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1279                         }
1280                         break;
1281                 case VOICETYPE_PLAYERSOUND:
1282                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1283                         break;
1284                 default:
1285                         backtrace("Invalid voice type!");
1286                         break;
1287         }
1288 }
1289
1290 void PlayerSound(.string samplefield, float chan, float voicetype)
1291 {
1292         GlobalSound(self.samplefield, chan, voicetype);
1293 }
1294
1295 void VoiceMessage(string type, string msg)
1296 {
1297         var .string sample;
1298         float voicetype, ownteam;
1299         float flood;
1300         sample = GetVoiceMessageSampleField(type);
1301
1302         if(GetPlayerSoundSampleField_notFound)
1303         {
1304                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1305                 return;
1306         }
1307
1308         voicetype = GetVoiceMessageVoiceType(type);
1309         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1310
1311         flood = Say(self, ownteam, world, msg, 1);
1312
1313         if (flood > 0)
1314                 GlobalSound(self.sample, CH_VOICE, voicetype);
1315         else if (flood < 0)
1316                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1317 }
1318
1319 void MoveToTeam(entity client, float team_colour, float type)
1320 {
1321         float lockteams_backup;
1322
1323         lockteams_backup = lockteams;  // backup any team lock
1324
1325         lockteams = 0;  // disable locked teams
1326
1327         TeamchangeFrags(client);  // move the players frags
1328         SetPlayerColors(client, team_colour - 1);  // set the players colour
1329         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1330
1331         lockteams = lockteams_backup;  // restore the team lock
1332
1333         LogTeamchange(client.playerid, client.team, type);
1334 }