1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(autocvar_sv_weaponstats_file != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
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))
13 void WeaponStats_Shutdown()
15 float i, j, ibot, jbot, idx;
19 if(weaponstats_buffer < 0)
21 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
22 if(autocvar_sv_weaponstats_file != "")
24 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
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)
33 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
34 v = stov(bufstr_get(weaponstats_buffer, idx));
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));
42 fputs(fh, "#end\n\n");
44 print("Weapon stats written\n");
47 buf_del(weaponstats_buffer);
48 weaponstats_buffer = -1;
51 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
54 if(weaponstats_buffer < 0)
56 if(awep < WEP_FIRST || vwep < WEP_FIRST)
58 if(awep > WEP_LAST || vwep > WEP_LAST)
60 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
61 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
63 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
66 error("negative damage?");
67 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
69 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
71 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
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
88 void CopyBody(float keepvelocity)
91 if (self.effects & EF_NODRAW)
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;
147 Drag_MoveDrag(oldself, self);
149 Violence_DamageEffect_Copy(oldself, self);
151 self.owner = oldself;
155 float player_getspecies()
158 get_model_parameters(self.model, self.skinindex);
159 s = get_model_parameters_species;
160 get_model_parameters(string_null, 0);
162 return SPECIES_HUMAN;
166 void player_setupanimsformodel()
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);
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);
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);
227 print("Parse error in ", animfilename, ", some player animations are broken\n");
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);
235 void player_anim (void)
238 if (self.weaponentity)
239 updateanim(self.weaponentity);
241 if (self.deadflag != DEAD_NO)
243 if (time > self.animstate_endtime)
248 setsize(self, self.mins, self.maxs);
250 self.frame = self.dead_frame;
255 if (!self.animstate_override)
257 if (!(self.flags & FL_ONGROUND))
260 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
262 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
263 self.restart_jump = FALSE;
265 else if (self.crouch)
267 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
268 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
270 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
272 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
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);
291 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
294 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
297 if (self.weaponentity)
298 if (!self.weaponentity.animstate_override)
299 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
302 void SpawnThrownWeapon (vector org, float w)
305 if(self.ammo_cells <= 0)
311 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
313 if(self.weapons & W_WeaponBit(j))
314 if(W_IsWeaponThrowable(j))
315 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
320 if(W_IsWeaponThrowable(self.weapon))
321 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
325 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
327 local float take, save;
329 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
331 // damage resistance (ignore most of the damage from a bullet or similar)
332 damage = max(damage - 5, 1);
334 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
338 if(sound_allowed(MSG_BROADCAST, attacker))
341 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
343 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
345 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
349 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
351 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
353 if (!(self.flags & FL_GODMODE))
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);
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;
364 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
366 // don't use any animations as a gib
369 // view just above the floor
370 self.view_ofs = '0 0 4';
372 Violence_GibSplash(self, 1, 1, attacker);
373 self.modelindex = 0; // restore later
374 self.solid = SOLID_NOT; // restore later
375 self.takedamage = DAMAGE_NO; // restore later
379 void ClientKill_Now_TeamChange();
380 void freezetag_CheckWinner();
382 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
384 local float take, save, waves, sdelay, dh, da, j;
386 float valid_damage_for_weaponstats;
389 if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
392 dh = max(self.health, 0);
393 da = max(self.armorvalue, 0);
395 if(!DEATH_ISSPECIAL(deathtype))
397 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
399 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
402 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
404 // tuba causes blood to come out of the ears
409 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
411 makevectors(self.angles);
412 ear1 += v_right * -10;
413 ear2 += v_right * +10;
414 d = inflictor.origin - self.origin;
415 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
416 force = v_right * vlen(force);
417 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
418 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
427 // force is already good
431 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
435 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
445 frag_inflictor = inflictor;
446 frag_attacker = attacker;
450 damage_force = force;
451 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
452 take = bound(0, damage_take, self.health);
453 save = bound(0, damage_save, self.armorvalue);
454 excess = max(0, damage - take - save);
456 if(sound_allowed(MSG_BROADCAST, attacker))
459 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
461 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
463 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
467 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
469 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
471 if (time >= self.spawnshieldtime)
473 if (!(self.flags & FL_GODMODE))
475 self.armorvalue = self.armorvalue - save;
476 self.health = self.health - take;
477 // pause regeneration for 5 seconds
478 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
480 if (time > self.pain_finished) //Don't switch pain sequences like crazy
482 self.pain_finished = time + 0.5; //Supajoe
485 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
488 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
490 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
493 if(sound_allowed(MSG_BROADCAST, attacker))
494 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
496 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
498 if(deathtype == DEATH_FALL)
499 PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
500 else if(self.health > 75) // TODO make a "gentle" version?
501 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
502 else if(self.health > 50)
503 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
504 else if(self.health > 25)
505 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
507 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
511 // throw off bot aim temporarily
513 shake = damage * 5 / (bound(0,skill,100) + 1);
514 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
515 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
519 self.max_armorvalue += (save + take);
521 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
522 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
523 self.dmg_inflictor = inflictor;
527 // don't reset pushltime for self damage as it may be an attempt to
528 // escape a lava pit or similar
529 //self.pushltime = 0;
531 else if(attacker.classname == "player" || attacker.classname == "gib")
533 self.pusher = attacker;
534 self.pushltime = time + autocvar_g_maxpushtime;
536 else if(time < self.pushltime)
538 attacker = self.pusher;
539 self.pushltime = max(self.pushltime, time + 0.6);
544 float abot, vbot, awep;
545 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
546 vbot = (clienttype(self) == CLIENTTYPE_BOT);
548 valid_damage_for_weaponstats = 0;
549 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
550 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
551 if(attacker && self != attacker)
552 if(IsDifferentTeam(self, attacker))
554 if(DEATH_ISSPECIAL(deathtype))
555 awep = attacker.weapon;
557 awep = DEATH_WEAPONOF(deathtype);
558 valid_damage_for_weaponstats = 1;
561 if(valid_damage_for_weaponstats)
563 dh = dh - max(self.health, 0);
564 da = da - max(self.armorvalue, 0);
565 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
570 float defer_ClientKill_Now_TeamChange;
571 defer_ClientKill_Now_TeamChange = FALSE;
575 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
579 if(valid_damage_for_weaponstats)
580 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
582 if(sv_gentle < 1) // TODO make a "gentle" version?
583 if(sound_allowed(MSG_BROADCAST, attacker))
585 if(deathtype == DEATH_DROWN)
586 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
588 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
591 // get rid of kill indicator
592 if(self.killindicator)
594 remove(self.killindicator);
595 self.killindicator = world;
596 if(self.killindicator_teamchange)
597 defer_ClientKill_Now_TeamChange = TRUE;
599 if(self.classname == "body")
600 if(deathtype == DEATH_KILL)
602 // for the lemmings fans, a small harmless explosion
603 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
609 // become fully visible
611 // clear selected player display
612 ClearSelectedPlayer();
614 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
617 // print an obituary message
618 Obituary (attacker, inflictor, self, deathtype);
622 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
625 count_alive_players(); // re-count players
626 freezetag_CheckWinner();
630 frag_attacker = attacker;
631 frag_inflictor = inflictor;
633 MUTATOR_CALLHOOK(PlayerDies);
637 if(attacker.classname != "player" && attacker.classname != "gib")
638 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
639 else if(attacker.team == self.team)
640 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
642 DropFlag(self.flagcarried, world, attacker);
644 if(self.ballcarried && g_nexball)
645 DropBall(self.ballcarried, self.origin, self.velocity);
646 Portal_ClearAllLater(self);
648 if(clienttype(self) == CLIENTTYPE_REAL)
650 stuffcmd(self, "-zoom\n");
651 self.fixangle = TRUE;
653 //WriteByte (MSG_ONE, SVC_SETANGLE);
654 //WriteAngle (MSG_ONE, self.v_angle_x);
655 //WriteAngle (MSG_ONE, self.v_angle_y);
656 //WriteAngle (MSG_ONE, 80);
659 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
660 ClientKill_Now_TeamChange();
663 Spawnqueue_Unmark(self);
668 // when we get here, player actually dies
669 // clear waypoints (do this AFTER FreezeTag)
670 WaypointSprite_PlayerDead();
672 // make the corpse upright (not tilted)
676 self.avelocity = '0 0 0';
677 // view from the floor
678 self.view_ofs = '0 0 -8';
680 self.movetype = MOVETYPE_TOSS;
682 self.solid = SOLID_CORPSE;
683 self.ballistics_density = autocvar_g_ballistics_density_corpse;
684 // don't stick to the floor
685 self.flags &~= FL_ONGROUND;
687 self.deadflag = DEAD_DYING;
688 // when to allow respawn
691 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
695 sdelay = 0; // no respawn delay in CTS
697 sdelay = autocvar_g_respawn_delay;
699 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
701 waves = autocvar_g_respawn_waves;
703 self.death_time = ceil((time + sdelay) / waves) * waves;
705 self.death_time = time + sdelay;
706 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
707 self.respawn_countdown = 10; // first number to count down from is 10
709 self.respawn_countdown = -1; // do not count down
712 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
713 self.dead_frame = self.anim_dead1_x;
717 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
718 self.dead_frame = self.anim_dead2_x;
720 // set damage function to corpse damage
721 self.event_damage = PlayerCorpseDamage;
722 // call the corpse damage function just in case it wants to gib
723 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
724 // set up to fade out later
725 SUB_SetFade (self, time + 6 + random (), 1);
727 if(sv_gentle > 0 || autocvar_ekg) {
729 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
732 // reset fields the weapons may use just in case
733 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
735 weapon_action(j, WR_RESETPLAYER);
736 ATTACK_FINISHED_FOR(self, j) = 0;
741 float UpdateSelectedPlayer_countvalue(float v)
743 return max(0, (v - 1.0) / 0.5);
746 // returns: -2 if no hit, otherwise cos of the angle
747 // uses the global v_angle
748 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
759 so = self.origin + self.view_ofs;
763 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
766 // now find the cos of the angle...
767 c = normalize(d) * v_forward;
772 // not visible in any way? forget it
776 traceline(so, p.origin, MOVE_NOMONSTERS, self);
777 if(trace_fraction < 1)
783 void ClearSelectedPlayer()
785 if(self.selected_player)
787 centerprint_expire(self, CENTERPRIO_POINT);
788 self.selected_player = world;
789 self.selected_player_display_needs_update = FALSE;
793 void UpdateSelectedPlayer()
796 float selected_score;
798 selected_score = 0.95; // 18 degrees
800 if(!autocvar_sv_allow_shownames)
803 if(clienttype(self) != CLIENTTYPE_REAL)
806 if(self.cvar_cl_shownames == 0)
809 if(self.cvar_cl_shownames == 1 && !teams_matter)
812 makevectors(self.v_angle); // sets v_forward
814 // 1. cursor trace is always right
815 WarpZone_crosshair_trace(self);
816 if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
818 selected = trace_ent;
822 // 2. if we don't have a cursor trace, find the player which is least
828 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
839 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
843 if(time < self.selected_player_display_timeout)
844 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
845 selected = self.selected_player;
850 if(selected == self.selected_player)
853 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
854 self.selected_player_count = self.selected_player_count + frametime;
855 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
857 string namestr, healthstr;
858 namestr = playername(selected);
861 healthstr = ftos(floor(selected.health));
862 if(self.team == selected.team)
864 namestr = strcat(namestr, " (", healthstr, "%)");
865 self.selected_player_display_needs_update = TRUE;
868 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
873 ClearSelectedPlayer();
874 self.selected_player = selected;
875 self.selected_player_time = time;
876 self.selected_player_count = 0;
877 self.selected_player_display_needs_update = FALSE;
882 ClearSelectedPlayer();
885 if(self.selected_player)
886 self.last_selected_player = self.selected_player;
889 .float muted; // to be used by prvm_edictset server playernumber muted 1
890 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
891 // message "": do not say, just test flood control
897 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
898 float flood, privatemsgprefixlen;
899 var .float flood_field;
903 if(Ban_MaybeEnforceBan(source))
906 if(!teamsay && !privatesay)
907 if(substring(msgin, 0, 1) == " ")
908 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
910 msgin = formatmessage(msgin);
912 if(source.classname != "player")
913 colorstr = "^0"; // black for spectators
914 else if(teams_matter)
915 colorstr = Team_ColorCode(source.team);
919 if(intermission_running)
923 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
926 * using bprint solves this... me stupid
927 // how can we prevent the message from appearing in a listen server?
928 // for now, just give "say" back and only handle say_team
931 clientcommand(self, strcat("say ", msgin));
936 if(autocvar_g_chat_teamcolors)
937 namestr = playername(source);
939 namestr = source.netname;
945 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
946 privatemsgprefixlen = strlen(msgstr);
947 msgstr = strcat(msgstr, msgin);
948 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
949 if(autocvar_g_chat_teamcolors)
950 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
952 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
956 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
957 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
961 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
964 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
968 msgstr = cmsgstr = "";
972 fullcmsgstr = cmsgstr;
984 flood_spl = autocvar_g_chat_flood_spl_tell;
985 flood_burst = autocvar_g_chat_flood_burst_tell;
986 flood_lmax = autocvar_g_chat_flood_lmax_tell;
987 flood_field = floodcontrol_chattell;
991 flood_spl = autocvar_g_chat_flood_spl_team;
992 flood_burst = autocvar_g_chat_flood_burst_team;
993 flood_lmax = autocvar_g_chat_flood_lmax_team;
994 flood_field = floodcontrol_chatteam;
998 flood_spl = autocvar_g_chat_flood_spl;
999 flood_burst = autocvar_g_chat_flood_burst;
1000 flood_lmax = autocvar_g_chat_flood_lmax;
1001 flood_field = floodcontrol_chat;
1003 flood_burst = max(0, flood_burst - 1);
1004 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1006 // do flood control for the default line size
1009 getWrappedLine_remaining = msgstr;
1012 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1014 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1017 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1019 if(getWrappedLine_remaining != "")
1021 msgstr = strcat(msgstr, "\n");
1025 if(time >= source.flood_field)
1027 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1032 msgstr = fullmsgstr;
1037 if(time >= source.flood_field)
1038 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1043 if (timeoutStatus == 2) //when game is paused, no flood protection
1044 source.flood_field = flood = 0;
1047 if(flood == 2) // cannot happen for empty msgstr
1049 if(autocvar_g_chat_flood_notify_flooder)
1051 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1056 sourcemsgstr = fullmsgstr;
1057 sourcecmsgstr = fullcmsgstr;
1063 sourcemsgstr = msgstr;
1064 sourcecmsgstr = cmsgstr;
1068 if(source.classname != "player")
1070 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1071 teamsay = -1; // spectators
1075 print("NOTE: ", playername(source), "^7 is flooding.\n");
1077 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1079 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1083 // always fake the message
1088 if(autocvar_g_chat_flood_notify_flooder)
1090 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1101 if(sourcemsgstr != "" && ret != 0)
1105 sprint(source, sourcemsgstr);
1106 if(sourcecmsgstr != "" && !privatesay)
1107 centerprint(source, sourcecmsgstr);
1111 sprint(source, sourcemsgstr);
1112 sprint(privatesay, msgstr);
1114 centerprint(privatesay, cmsgstr);
1116 else if(teamsay > 0)
1118 sprint(source, sourcemsgstr);
1119 if(sourcecmsgstr != "")
1120 centerprint(source, sourcecmsgstr);
1121 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1124 sprint(head, msgstr);
1126 centerprint(head, cmsgstr);
1129 else if(teamsay < 0)
1131 sprint(source, sourcemsgstr);
1132 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1134 sprint(head, msgstr);
1136 else if(sourcemsgstr != msgstr)
1138 sprint(source, sourcemsgstr);
1139 FOR_EACH_REALCLIENT(head)
1141 sprint(head, msgstr);
1150 float GetVoiceMessageVoiceType(string type)
1153 return VOICETYPE_TAUNT;
1154 if(type == "teamshoot")
1155 return VOICETYPE_LASTATTACKER;
1156 return VOICETYPE_TEAMRADIO;
1159 string allvoicesamples;
1160 .string GetVoiceMessageSampleField(string type)
1162 GetPlayerSoundSampleField_notFound = 0;
1165 #define _VOICEMSG(m) case #m: return playersound_##m;
1169 GetPlayerSoundSampleField_notFound = 1;
1170 return playersound_taunt;
1173 .string GetPlayerSoundSampleField(string type)
1175 GetPlayerSoundSampleField_notFound = 0;
1178 #define _VOICEMSG(m) case #m: return playersound_##m;
1182 GetPlayerSoundSampleField_notFound = 1;
1183 return playersound_taunt;
1186 void PrecacheGlobalSound(string samplestring)
1189 tokenize_console(samplestring);
1193 for(i = 1; i <= n; ++i)
1194 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1198 precache_sound(strcat(argv(0), ".wav"));
1202 void PrecachePlayerSounds(string f)
1206 fh = fopen(f, FILE_READ);
1209 while((s = fgets(fh)))
1211 if(tokenize_console(s) != 3)
1213 dprint("Invalid sound info line: ", s, "\n");
1216 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1220 if not(allvoicesamples)
1222 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1225 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1229 void ClearPlayerSounds()
1231 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1237 float LoadPlayerSounds(string f, float first)
1242 fh = fopen(f, FILE_READ);
1245 dprint("Player sound file not found: ", f, "\n");
1248 while((s = fgets(fh)))
1250 if(tokenize_console(s) != 3)
1252 field = GetPlayerSoundSampleField(argv(0));
1253 if(GetPlayerSoundSampleField_notFound)
1254 field = GetVoiceMessageSampleField(argv(0));
1255 if(GetPlayerSoundSampleField_notFound)
1258 strunzone(self.field);
1259 self.field = strzone(strcat(argv(1), " ", argv(2)));
1265 .float modelindex_for_playersound;
1266 .float skinindex_for_playersound;
1267 void UpdatePlayerSounds()
1269 if(self.modelindex == self.modelindex_for_playersound)
1270 if(self.skinindex == self.skinindex_for_playersound)
1272 self.modelindex_for_playersound = self.modelindex;
1273 self.skinindex_for_playersound = self.skinindex;
1274 ClearPlayerSounds();
1275 LoadPlayerSounds("sound/player/default.sounds", 1);
1276 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1277 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1280 void FakeGlobalSound(string sample, float chan, float voicetype)
1288 tokenize_console(sample);
1291 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1293 sample = strcat(argv(0), ".wav"); // randomization
1297 case VOICETYPE_LASTATTACKER_ONLY:
1299 case VOICETYPE_LASTATTACKER:
1303 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1304 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1307 case VOICETYPE_TEAMRADIO:
1309 if(msg_entity.cvar_cl_voice_directional == 1)
1310 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1312 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1314 case VOICETYPE_AUTOTAUNT:
1321 tauntrand = random();
1323 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1325 if (msg_entity.cvar_cl_voice_directional >= 1)
1326 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1328 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1331 case VOICETYPE_TAUNT:
1332 if(self.classname == "player")
1333 if(self.deadflag == DEAD_NO)
1334 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1340 if (msg_entity.cvar_cl_voice_directional >= 1)
1341 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1343 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1345 case VOICETYPE_PLAYERSOUND:
1347 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1350 backtrace("Invalid voice type!");
1355 void GlobalSound(string sample, float chan, float voicetype)
1363 tokenize_console(sample);
1366 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1368 sample = strcat(argv(0), ".wav"); // randomization
1372 case VOICETYPE_LASTATTACKER_ONLY:
1375 msg_entity = self.pusher;
1376 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1378 if(msg_entity.cvar_cl_voice_directional == 1)
1379 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1381 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1385 case VOICETYPE_LASTATTACKER:
1388 msg_entity = self.pusher;
1389 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1391 if(msg_entity.cvar_cl_voice_directional == 1)
1392 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1394 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1397 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1398 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1401 case VOICETYPE_TEAMRADIO:
1402 FOR_EACH_REALCLIENT(msg_entity)
1403 if(!teams_matter || msg_entity.team == self.team)
1405 if(msg_entity.cvar_cl_voice_directional == 1)
1406 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1408 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1411 case VOICETYPE_AUTOTAUNT:
1418 tauntrand = random();
1419 FOR_EACH_REALCLIENT(msg_entity)
1420 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1422 if (msg_entity.cvar_cl_voice_directional >= 1)
1423 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1425 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1428 case VOICETYPE_TAUNT:
1429 if(self.classname == "player")
1430 if(self.deadflag == DEAD_NO)
1431 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1436 FOR_EACH_REALCLIENT(msg_entity)
1438 if (msg_entity.cvar_cl_voice_directional >= 1)
1439 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1441 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1444 case VOICETYPE_PLAYERSOUND:
1445 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1448 backtrace("Invalid voice type!");
1453 void PlayerSound(.string samplefield, float chan, float voicetype)
1455 GlobalSound(self.samplefield, chan, voicetype);
1458 void VoiceMessage(string type, string msg)
1461 float voicetype, ownteam;
1463 sample = GetVoiceMessageSampleField(type);
1465 if(GetPlayerSoundSampleField_notFound)
1467 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1471 voicetype = GetVoiceMessageVoiceType(type);
1472 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1474 flood = Say(self, ownteam, world, msg, 1);
1477 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1479 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1482 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1485 // 0 (00) automove centerprint, admin message
1486 // 1 (01) automove centerprint, no admin message
1487 // 2 (10) no centerprint, admin message
1488 // 3 (11) no centerprint, no admin message
1490 float lockteams_backup;
1492 lockteams_backup = lockteams; // backup any team lock
1494 lockteams = 0; // disable locked teams
1496 TeamchangeFrags(client); // move the players frags
1497 SetPlayerColors(client, team_colour - 1); // set the players colour
1498 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1500 lockteams = lockteams_backup; // restore the team lock
1502 LogTeamchange(client.playerid, client.team, type);
1504 if not(show_message & 1) // admin message
1505 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
1507 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));