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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(autocvar_sv_weaponstats_killfile != "" || autocvar_sv_weaponstats_damagefile != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, idx, f;
16         float fh;
17         string prefix;
18         if(weaponstats_buffer < 0)
19                 return;
20         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
21         if(autocvar_sv_weaponstats_killfile != "")
22         {
23                 fh = fopen(autocvar_sv_weaponstats_killfile, FILE_APPEND);
24                 if(fh >= 0)
25                 {
26                         fputs(fh, "#begin killfile\n");
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
31                                 {
32                                         idx = WEAPONSTATS_GETINDEX(i, j);
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
34                                         if(f != 0)
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
36                                 }
37                         fputs(fh, "#end\n\n");
38                         fclose(fh);
39                         print("Weapon kill stats written\n");
40                 }
41         }
42         if(autocvar_sv_weaponstats_damagefile != "")
43         {
44                 fh = fopen(autocvar_sv_weaponstats_damagefile, FILE_APPEND);
45                 if(fh >= 0)
46                 {
47                         fputs(fh, "#begin damagefile\n");
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
52                                 {
53                                         idx = WEAPONSTATS_GETINDEX(i, j);
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
55                                         if(f != 0)
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
57                                 }
58                         fputs(fh, "#end\n\n");
59                         fclose(fh);
60                         print("Weapon damage stats written\n");
61                 }
62         }
63         buf_del(weaponstats_buffer);
64         weaponstats_buffer = -1;
65 }
66
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
68 {
69         float idx;
70         if(weaponstats_buffer < 0)
71                 return;
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)
73                 return;
74         if(awep > WEP_LAST || vwep > WEP_LAST)
75                 return;
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
78 }
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
80 {
81         if(damage < 0)
82                 error("negative damage?");
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
84 }
85 void WeaponStats_LogKill(float awep, float vwep)
86 {
87         WeaponStats_LogItem(awep, vwep, '0 1 0');
88 }
89
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
99 // added CopyBody
100
101 .entity pusher;
102 .float pushltime;
103
104 void CopyBody(float keepvelocity)
105 {
106         local entity oldself;
107         if (self.effects & EF_NODRAW)
108                 return;
109         oldself = self;
110         self = spawn();
111         self.enemy = oldself;
112         self.lip = oldself.lip;
113         self.colormap = oldself.colormap;
114         self.glowmod = oldself.glowmod;
115         self.iscreature = oldself.iscreature;
116         self.angles = oldself.angles;
117         self.avelocity = oldself.avelocity;
118         self.classname = "body";
119         self.damageforcescale = oldself.damageforcescale;
120         self.effects = oldself.effects;
121         self.event_damage = oldself.event_damage;
122         self.animstate_startframe = oldself.animstate_startframe;
123         self.animstate_numframes = oldself.animstate_numframes;
124         self.animstate_framerate = oldself.animstate_framerate;
125         self.animstate_starttime = oldself.animstate_starttime;
126         self.animstate_endtime = oldself.animstate_endtime;
127         self.animstate_override = oldself.animstate_override;
128         self.animstate_looping = oldself.animstate_looping;
129         self.frame = oldself.frame;
130         self.dead_frame = oldself.dead_frame;
131         self.pain_finished = oldself.pain_finished;
132         self.health = oldself.health;
133         self.armorvalue = oldself.armorvalue;
134         self.armortype = oldself.armortype;
135         self.model = oldself.model;
136         self.modelindex = oldself.modelindex;
137         self.modelindex_lod0 = oldself.modelindex_lod0;
138         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
139         self.modelindex_lod1 = oldself.modelindex_lod1;
140         self.modelindex_lod2 = oldself.modelindex_lod2;
141         self.skinindex = oldself.skinindex;
142         self.species = oldself.species;
143         self.movetype = oldself.movetype;
144         self.nextthink = oldself.nextthink;
145         self.solid = oldself.solid;
146         self.ballistics_density = oldself.ballistics_density;
147         self.takedamage = oldself.takedamage;
148         self.think = oldself.think;
149         self.customizeentityforclient = oldself.customizeentityforclient;
150         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
151         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
152         if (keepvelocity == 1)
153                 self.velocity = oldself.velocity;
154         self.oldvelocity = self.velocity;
155         self.fade_time = oldself.fade_time;
156         self.fade_rate = oldself.fade_rate;
157         //self.weapon = oldself.weapon;
158         setorigin(self, oldself.origin);
159         setsize(self, oldself.mins, oldself.maxs);
160         self.prevorigin = oldself.origin;
161         self.reset = SUB_Remove;
162
163         Drag_MoveDrag(oldself, self);
164
165         self = oldself;
166 }
167
168 float player_getspecies()
169 {
170         float s;
171         get_model_parameters(self.model, self.skinindex);
172         s = get_model_parameters_species;
173         get_model_parameters(string_null, 0);
174         if(s < 0)
175                 return SPECIES_HUMAN;
176         return s;
177 }
178
179 void player_setupanimsformodel()
180 {
181         local string animfilename;
182         local float animfile;
183         // defaults for legacy .zym models without animinfo files
184         self.anim_die1 = '0 1 0.5'; // 2 seconds
185         self.anim_die2 = '1 1 0.5'; // 2 seconds
186         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
187         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
188         self.anim_duckwalk = '4 1 1';
189         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
190         self.anim_duckidle = '6 1 1';
191         self.anim_idle = '7 1 1';
192         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
193         self.anim_pain1 = '9 1 2'; // 0.5 seconds
194         self.anim_pain2 = '10 1 2'; // 0.5 seconds
195         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
196         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
197         self.anim_run = '13 1 1';
198         self.anim_runbackwards = '14 1 1';
199         self.anim_strafeleft = '15 1 1';
200         self.anim_straferight = '16 1 1';
201         self.anim_dead1 = '17 1 1';
202         self.anim_dead2 = '18 1 1';
203         self.anim_forwardright = '19 1 1';
204         self.anim_forwardleft = '20 1 1';
205         self.anim_backright = '21 1 1';
206         self.anim_backleft  = '22 1 1';
207         animparseerror = FALSE;
208         animfilename = strcat(self.model, ".animinfo");
209         animfile = fopen(animfilename, FILE_READ);
210         if (animfile >= 0)
211         {
212                 self.anim_die1         = animparseline(animfile);
213                 self.anim_die2         = animparseline(animfile);
214                 self.anim_draw         = animparseline(animfile);
215                 self.anim_duck         = animparseline(animfile);
216                 self.anim_duckwalk     = animparseline(animfile);
217                 self.anim_duckjump     = animparseline(animfile);
218                 self.anim_duckidle     = animparseline(animfile);
219                 self.anim_idle         = animparseline(animfile);
220                 self.anim_jump         = animparseline(animfile);
221                 self.anim_pain1        = animparseline(animfile);
222                 self.anim_pain2        = animparseline(animfile);
223                 self.anim_shoot        = animparseline(animfile);
224                 self.anim_taunt        = animparseline(animfile);
225                 self.anim_run          = animparseline(animfile);
226                 self.anim_runbackwards = animparseline(animfile);
227                 self.anim_strafeleft   = animparseline(animfile);
228                 self.anim_straferight  = animparseline(animfile);
229                 self.anim_forwardright = animparseline(animfile);
230                 self.anim_forwardleft  = animparseline(animfile);
231                 self.anim_backright    = animparseline(animfile);
232                 self.anim_backleft     = animparseline(animfile);
233                 fclose(animfile);
234
235                 // derived anims
236                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
237                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
238
239                 if (animparseerror)
240                         print("Parse error in ", animfilename, ", some player animations are broken\n");
241         }
242         else
243                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
244         // reset animstate now
245         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
246 };
247
248 void player_anim (void)
249 {
250         updateanim(self);
251         if (self.weaponentity)
252                 updateanim(self.weaponentity);
253
254         if (self.deadflag != DEAD_NO)
255         {
256                 if (time > self.animstate_endtime)
257                 {
258                         if (self.maxs_z > 5)
259                         {
260                                 self.maxs_z = 5;
261                                 setsize(self, self.mins, self.maxs);
262                         }
263                         self.frame = self.dead_frame;
264                 }
265                 return;
266         }
267
268         if (!self.animstate_override)
269         {
270                 if (!(self.flags & FL_ONGROUND))
271                 {
272                         if (self.crouch)
273                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
274                         else
275                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
276                         self.restart_jump = FALSE;
277                 }
278                 else if (self.crouch)
279                 {
280                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
281                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
282                         else
283                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
284                 }
285                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
286                 {
287                         if (self.movement_x > 0 && self.movement_y == 0)
288                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289                         else if (self.movement_x < 0 && self.movement_y == 0)
290                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
291                         else if (self.movement_x == 0 && self.movement_y > 0)
292                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
293                         else if (self.movement_x == 0 && self.movement_y < 0)
294                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
295                         else if (self.movement_x > 0 && self.movement_y > 0)
296                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
297                         else if (self.movement_x > 0 && self.movement_y < 0)
298                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
299                         else if (self.movement_x < 0 && self.movement_y > 0)
300                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
301                         else if (self.movement_x < 0 && self.movement_y < 0)
302                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
303                         else
304                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
305                 }
306                 else
307                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
308         }
309
310         if (self.weaponentity)
311         if (!self.weaponentity.animstate_override)
312                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
313 }
314
315 void SpawnThrownWeapon (vector org, float w)
316 {
317         if(g_minstagib)
318         if(self.ammo_cells <= 0)
319                 return;
320
321         if(g_pinata)
322         {
323                 float j;
324                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
325                 {
326                         if(self.weapons & W_WeaponBit(j))
327                                 if(W_IsWeaponThrowable(j))
328                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
329                 }
330         }
331         else
332         {
333                 if(W_IsWeaponThrowable(self.weapon))
334                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
335         }
336 }
337
338 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
339 {
340         local float take, save;
341         vector v;
342         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
343
344         // damage resistance (ignore most of the damage from a bullet or similar)
345         damage = max(damage - 5, 1);
346
347         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
348         take = v_x;
349         save = v_y;
350
351         if(sound_allowed(MSG_BROADCAST, attacker))
352         {
353                 if (save > 10)
354                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
355                 else if (take > 30)
356                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
357                 else if (take > 10)
358                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
359         }
360
361         if (take > 50)
362                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
363         if (take > 100)
364                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
365
366         if (!(self.flags & FL_GODMODE))
367         {
368                 self.armorvalue = self.armorvalue - save;
369                 self.health = self.health - take;
370                 // pause regeneration for 5 seconds
371                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
372         }
373         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
374         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
375         self.dmg_inflictor = inflictor;
376
377         if (self.health <= -100 && self.modelindex != 0)
378         {
379                 // don't use any animations as a gib
380                 self.frame = 0;
381                 self.dead_frame = 0;
382                 // view just above the floor
383                 self.view_ofs = '0 0 4';
384
385                 Violence_GibSplash(self, 1, 1, attacker);
386                 self.modelindex = 0; // restore later
387                 self.solid = SOLID_NOT; // restore later
388         }
389 }
390
391 void ClientKill_Now_TeamChange();
392 void freezetag_CheckWinner();
393
394 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
395 {
396         local float take, save, waves, sdelay, dh, da, j;
397         vector v;
398         float valid_damage_for_weaponstats;
399
400         dh = max(self.health, 0);
401         da = max(self.armorvalue, 0);
402
403         if(!DEATH_ISSPECIAL(deathtype))
404         {
405                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
406                 if(self != attacker)
407                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
408         }
409
410         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
411         {
412                 // tuba causes blood to come out of the ears
413                 vector ear1, ear2;
414                 vector d;
415                 float f;
416                 ear1 = self.origin;
417                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
418                 ear2 = ear1;
419                 makevectors(self.angles);
420                 ear1 += v_right * -10;
421                 ear2 += v_right * +10;
422                 d = inflictor.origin - self.origin;
423                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
424                 force = v_right * vlen(force);
425                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
426                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
427                 if(f > 0)
428                 {
429                         hitloc = ear1;
430                         force = force * -1;
431                 }
432                 else
433                 {
434                         hitloc = ear2;
435                         // force is already good
436                 }
437         }
438         else
439                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
440
441         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
442                 return;
443
444         if (!g_minstagib)
445         {
446                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
447                 take = v_x;
448                 save = v_y;
449         }
450         else
451         {
452                 save = 0;
453                 take = damage;
454         }
455
456         frag_inflictor = inflictor;
457         frag_attacker = attacker;
458         frag_target = self;
459         damage_take = take;
460         damage_save = save;
461         damage_force = force;
462         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
463         take = bound(0, damage_take, self.health);
464         save = bound(0, damage_save, self.armorvalue);
465
466         if(sound_allowed(MSG_BROADCAST, attacker))
467         {
468                 if (save > 10)
469                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
470                 else if (take > 30)
471                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
472                 else if (take > 10)
473                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
474         }
475
476         if (take > 50)
477                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
478         if (take > 100)
479                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
480
481         if (time >= self.spawnshieldtime)
482         {
483                 if (!(self.flags & FL_GODMODE))
484                 {
485                         self.armorvalue = self.armorvalue - save;
486                         self.health = self.health - take;
487                         // pause regeneration for 5 seconds
488                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
489
490                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
491                         {
492                                 self.pain_finished = time + 0.5;        //Supajoe
493
494                                 if(sv_gentle < 1) {
495                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
496                                         {
497                                                 if (random() > 0.5)
498                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
499                                                 else
500                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
501                                         }
502
503                                         if(sound_allowed(MSG_BROADCAST, attacker))
504                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
505                                         if(self.health > 1)
506                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
507                                         {
508                                                 if(deathtype == DEATH_FALL)
509                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
510                                                 else if(self.health > 75) // TODO make a "gentle" version?
511                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
512                                                 else if(self.health > 50)
513                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
514                                                 else if(self.health > 25)
515                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
516                                                 else
517                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
518                                         }
519                                 }
520
521                                 // throw off bot aim temporarily
522                                 local float shake;
523                                 shake = damage * 5 / (bound(0,skill,100) + 1);
524                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
525                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
526                         }
527                 }
528                 else
529                         self.max_armorvalue += (save + take);
530         }
531         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
532         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
533         self.dmg_inflictor = inflictor;
534
535         if(attacker == self)
536         {
537                 // don't reset pushltime for self damage as it may be an attempt to
538                 // escape a lava pit or similar
539                 //self.pushltime = 0;
540         }
541         else if(attacker.classname == "player" || attacker.classname == "gib")
542         {
543                 self.pusher = attacker;
544                 self.pushltime = time + autocvar_g_maxpushtime;
545         }
546         else if(time < self.pushltime)
547         {
548                 attacker = self.pusher;
549                 self.pushltime = max(self.pushltime, time + 0.6);
550         }
551         else
552                 self.pushltime = 0;
553
554         valid_damage_for_weaponstats = 0;
555         if(clienttype(self) == CLIENTTYPE_REAL)
556         if(clienttype(attacker) == CLIENTTYPE_REAL)
557         if(self != attacker)
558         if(!DEATH_ISSPECIAL(deathtype))
559         if(IsDifferentTeam(self, attacker))
560                 valid_damage_for_weaponstats = 1;
561         
562         if(valid_damage_for_weaponstats)
563         {
564                 dh = dh - max(self.health, 0);
565                 da = da - max(self.armorvalue, 0);
566                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
567         }
568
569         if (self.health < 1)
570         {
571                 float defer_ClientKill_Now_TeamChange;
572                 defer_ClientKill_Now_TeamChange = FALSE;
573
574                 if(self.alivetime)
575                 {
576                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
577                         self.alivetime = 0;
578                 }
579
580                 if(valid_damage_for_weaponstats)
581                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
582
583                 if(sv_gentle < 1) // TODO make a "gentle" version?
584                 if(sound_allowed(MSG_BROADCAST, attacker))
585                 {
586                         if(deathtype == DEATH_DROWN)
587                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
588                         else
589                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
590                 }
591
592                 // get rid of kill indicator
593                 if(self.killindicator)
594                 {
595                         remove(self.killindicator);
596                         self.killindicator = world;
597                         if(self.killindicator_teamchange)
598                                 defer_ClientKill_Now_TeamChange = TRUE;
599
600                         if(self.classname == "body")
601                         if(deathtype == DEATH_KILL)
602                         {
603                                 // for the lemmings fans, a small harmless explosion
604                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
605                         }
606                 }
607
608                 if(!g_freezetag)
609                 {
610                         // become fully visible
611                         self.alpha = 1;
612                         // clear selected player display
613                         ClearSelectedPlayer();
614                         // throw a weapon
615                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
616                 }
617
618                 // print an obituary message
619                 Obituary (attacker, inflictor, self, deathtype);
620                 race_PreDie();
621                 DropAllRunes(self);
622
623                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
624                 {
625                         PutClientInServer();
626                         count_alive_players(); // re-count players
627                         freezetag_CheckWinner();
628                         return;
629                 }
630
631                 frag_attacker = attacker;
632                 frag_inflictor = inflictor;
633                 frag_target = self;
634                 MUTATOR_CALLHOOK(PlayerDies);
635
636                 if(self.flagcarried)
637                 {
638                         if(attacker.classname != "player" && attacker.classname != "gib")
639                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
640                         else if(attacker.team == self.team)
641                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
642                         else
643                                 DropFlag(self.flagcarried, world, attacker);
644                 }
645                 if(self.ballcarried && g_nexball)
646                         DropBall(self.ballcarried, self.origin, self.velocity);
647                 Portal_ClearAllLater(self);
648
649                 if(clienttype(self) == CLIENTTYPE_REAL)
650                 {
651                         stuffcmd(self, "-zoom\n");
652                         self.fixangle = TRUE;
653                         //msg_entity = self;
654                         //WriteByte (MSG_ONE, SVC_SETANGLE);
655                         //WriteAngle (MSG_ONE, self.v_angle_x);
656                         //WriteAngle (MSG_ONE, self.v_angle_y);
657                         //WriteAngle (MSG_ONE, 80);
658                 }
659
660                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
661                         ClientKill_Now_TeamChange();
662
663                 if(g_arena)
664                         Spawnqueue_Unmark(self);
665
666                 if(g_freezetag)
667                         return;
668
669                 // when we get here, player actually dies
670                 // clear waypoints (do this AFTER FreezeTag)
671                 WaypointSprite_PlayerDead();
672
673                 // make the corpse upright (not tilted)
674                 self.angles_x = 0;
675                 self.angles_z = 0;
676                 // don't spin
677                 self.avelocity = '0 0 0';
678                 // view from the floor
679                 self.view_ofs = '0 0 -8';
680                 // toss the corpse
681                 self.movetype = MOVETYPE_TOSS;
682                 // shootable corpse
683                 self.solid = SOLID_CORPSE;
684                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
685                 // don't stick to the floor
686                 self.flags &~= FL_ONGROUND;
687                 // dying animation
688                 self.deadflag = DEAD_DYING;
689                 // when to allow respawn
690                 sdelay = 0;
691                 waves = 0;
692                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
693                 if(!sdelay)
694                 {
695                         if(g_cts)
696                                 sdelay = 0; // no respawn delay in CTS
697                         else
698                                 sdelay = autocvar_g_respawn_delay;
699                 }
700                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
701                 if(!waves)
702                         waves = autocvar_g_respawn_waves;
703                 if(waves)
704                         self.death_time = ceil((time + sdelay) / waves) * waves;
705                 else
706                         self.death_time = time + sdelay;
707                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
708                         self.respawn_countdown = 10; // first number to count down from is 10
709                 else
710                         self.respawn_countdown = -1; // do not count down
711                 if (random() < 0.5)
712                 {
713                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
714                         self.dead_frame = self.anim_dead1_x;
715                 }
716                 else
717                 {
718                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
719                         self.dead_frame = self.anim_dead2_x;
720                 }
721                 // set damage function to corpse damage
722                 self.event_damage = PlayerCorpseDamage;
723                 // call the corpse damage function just in case it wants to gib
724                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
725                 // set up to fade out later
726                 SUB_SetFade (self, time + 6 + random (), 1);
727
728                 if(sv_gentle > 0 || autocvar_ekg) {
729                         // remove corpse
730                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
731                 }
732
733                 // reset fields the weapons may use just in case
734                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
735                 {
736                         weapon_action(j, WR_RESETPLAYER);
737                         ATTACK_FINISHED_FOR(self, j) = 0;
738                 }
739         }
740 }
741
742 float UpdateSelectedPlayer_countvalue(float v)
743 {
744         return max(0, (v - 1.0) / 0.5);
745 }
746
747 // returns: -2 if no hit, otherwise cos of the angle
748 // uses the global v_angle
749 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
750 {
751         vector so, d;
752         float c;
753
754         if(p == self)
755                 return -2;
756
757         if(p.deadflag)
758                 return -2;
759
760         so = self.origin + self.view_ofs;
761         d = p.origin - so;
762
763         // misaimed?
764         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
765                 return -2;
766
767         // now find the cos of the angle...
768         c = normalize(d) * v_forward;
769
770         if(c <= mincosangle)
771                 return -2;
772
773         // not visible in any way? forget it
774         if(!checkpvs(so, p))
775                 return -2;
776
777         traceline(so, p.origin, MOVE_NOMONSTERS, self);
778         if(trace_fraction < 1)
779                 return -2;
780
781         return c;
782 }
783
784 void ClearSelectedPlayer()
785 {
786         if(self.selected_player)
787         {
788                 centerprint_expire(self, CENTERPRIO_POINT);
789                 self.selected_player = world;
790                 self.selected_player_display_needs_update = FALSE;
791         }
792 }
793
794 void UpdateSelectedPlayer()
795 {
796         entity selected;
797         float selected_score;
798         selected = world;
799         selected_score = 0.95; // 18 degrees
800
801         if(!autocvar_sv_allow_shownames)
802                 return;
803
804         if(clienttype(self) != CLIENTTYPE_REAL)
805                 return;
806
807         if(self.cvar_cl_shownames == 0)
808                 return;
809
810         if(self.cvar_cl_shownames == 1 && !teams_matter)
811                 return;
812
813         makevectors(self.v_angle); // sets v_forward
814
815         // 1. cursor trace is always right
816         WarpZone_crosshair_trace(self);
817         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
818         {
819                 selected = trace_ent;
820         }
821         else
822         {
823                 // 2. if we don't have a cursor trace, find the player which is least
824                 //    mis-aimed at
825                 entity p;
826                 FOR_EACH_PLAYER(p)
827                 {
828                         float c;
829                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
830                         if(c >= -1)
831                         {
832                                 selected = p;
833                                 selected_score = c;
834                         }
835                 }
836         }
837
838         if(selected)
839         {
840                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
841         }
842         else
843         {
844                 if(time < self.selected_player_display_timeout)
845                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
846                                 selected = self.selected_player;
847         }
848
849         if(selected)
850         {
851                 if(selected == self.selected_player)
852                 {
853                         float save;
854                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
855                         self.selected_player_count = self.selected_player_count + frametime;
856                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
857                         {
858                                 string namestr, healthstr;
859                                 namestr = playername(selected);
860                                 if(teams_matter)
861                                 {
862                                         healthstr = ftos(floor(selected.health));
863                                         if(self.team == selected.team)
864                                         {
865                                                 namestr = strcat(namestr, " (", healthstr, "%)");
866                                                 self.selected_player_display_needs_update = TRUE;
867                                         }
868                                 }
869                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
870                         }
871                 }
872                 else
873                 {
874                         ClearSelectedPlayer();
875                         self.selected_player = selected;
876                         self.selected_player_time = time;
877                         self.selected_player_count = 0;
878                         self.selected_player_display_needs_update = FALSE;
879                 }
880         }
881         else
882         {
883                 ClearSelectedPlayer();
884         }
885
886         if(self.selected_player)
887                 self.last_selected_player = self.selected_player;
888 }
889
890 .float muted; // to be used by prvm_edictset server playernumber muted 1
891 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
892 // message "": do not say, just test flood control
893 // return value:
894 //   1 = accept
895 //   0 = reject
896 //  -1 = fake accept
897 {
898         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
899         float flood, privatemsgprefixlen;
900         var .float flood_field;
901         entity head;
902         float ret;
903
904         if(Ban_MaybeEnforceBan(source))
905                 return 0;
906
907         if(!teamsay && !privatesay)
908                 if(substring(msgin, 0, 1) == " ")
909                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
910
911         msgin = formatmessage(msgin);
912
913         if(source.classname != "player")
914                 colorstr = "^0"; // black for spectators
915         else if(teams_matter)
916                 colorstr = Team_ColorCode(source.team);
917         else
918                 teamsay = FALSE;
919
920         if(intermission_running)
921                 teamsay = FALSE;
922
923         if(msgin != "")
924                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
925
926         /*
927          * using bprint solves this... me stupid
928         // how can we prevent the message from appearing in a listen server?
929         // for now, just give "say" back and only handle say_team
930         if(!teamsay)
931         {
932                 clientcommand(self, strcat("say ", msgin));
933                 return;
934         }
935         */
936
937         if(autocvar_g_chat_teamcolors)
938                 namestr = playername(source);
939         else
940                 namestr = source.netname;
941
942         if(msgin != "")
943         {
944                 if(privatesay)
945                 {
946                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
947                         privatemsgprefixlen = strlen(msgstr);
948                         msgstr = strcat(msgstr, msgin);
949                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
950                         if(autocvar_g_chat_teamcolors)
951                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
952                         else
953                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
954                 }
955                 else if(teamsay)
956                 {
957                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
958                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
959                 }
960                 else
961                 {
962                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
963                         cmsgstr = "";
964                 }
965                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
966         }
967         else
968         {
969                 msgstr = cmsgstr = "";
970         }
971
972         fullmsgstr = msgstr;
973         fullcmsgstr = cmsgstr;
974
975         // FLOOD CONTROL
976         flood = 0;
977         if(floodcontrol)
978         {
979                 float flood_spl;
980                 float flood_burst;
981                 float flood_lmax;
982                 float lines;
983                 if(privatesay)
984                 {
985                         flood_spl = autocvar_g_chat_flood_spl_tell;
986                         flood_burst = autocvar_g_chat_flood_burst_tell;
987                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
988                         flood_field = floodcontrol_chattell;
989                 }
990                 else if(teamsay)
991                 {
992                         flood_spl = autocvar_g_chat_flood_spl_team;
993                         flood_burst = autocvar_g_chat_flood_burst_team;
994                         flood_lmax = autocvar_g_chat_flood_lmax_team;
995                         flood_field = floodcontrol_chatteam;
996                 }
997                 else
998                 {
999                         flood_spl = autocvar_g_chat_flood_spl;
1000                         flood_burst = autocvar_g_chat_flood_burst;
1001                         flood_lmax = autocvar_g_chat_flood_lmax;
1002                         flood_field = floodcontrol_chat;
1003                 }
1004                 flood_burst = max(0, flood_burst - 1);
1005                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1006
1007                 // do flood control for the default line size
1008                 if(msgstr != "")
1009                 {
1010                         getWrappedLine_remaining = msgstr;
1011                         msgstr = "";
1012                         lines = 0;
1013                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1014                         {
1015                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1016                                 ++lines;
1017                         }
1018                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1019
1020                         if(getWrappedLine_remaining != "")
1021                         {
1022                                 msgstr = strcat(msgstr, "\n");
1023                                 flood = 2;
1024                         }
1025
1026                         if(time >= source.flood_field)
1027                         {
1028                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1029                         }
1030                         else
1031                         {
1032                                 flood = 1;
1033                                 msgstr = fullmsgstr;
1034                         }
1035                 }
1036                 else
1037                 {
1038                         if(time >= source.flood_field)
1039                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1040                         else
1041                                 flood = 1;
1042                 }
1043
1044                 if (timeoutStatus == 2) //when game is paused, no flood protection
1045                         source.flood_field = flood = 0;
1046         }
1047
1048         if(flood == 2) // cannot happen for empty msgstr
1049         {
1050                 if(autocvar_g_chat_flood_notify_flooder)
1051                 {
1052                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1053                         sourcecmsgstr = "";
1054                 }
1055                 else
1056                 {
1057                         sourcemsgstr = fullmsgstr;
1058                         sourcecmsgstr = fullcmsgstr;
1059                 }
1060                 cmsgstr = "";
1061         }
1062         else
1063         {
1064                 sourcemsgstr = msgstr;
1065                 sourcecmsgstr = cmsgstr;
1066         }
1067
1068         if(!privatesay)
1069         if(source.classname != "player")
1070         {
1071                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1072                         teamsay = -1; // spectators
1073         }
1074
1075         if(flood)
1076                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1077
1078         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1079         if(privatesay)
1080                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1081
1082         if(source.muted)
1083         {
1084                 // always fake the message
1085                 ret = -1;
1086         }
1087         else if(flood == 1)
1088         {
1089                 if(autocvar_g_chat_flood_notify_flooder)
1090                 {
1091                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1092                         ret = 0;
1093                 }
1094                 else
1095                         ret = -1;
1096         }
1097         else
1098         {
1099                 ret = 1;
1100         }
1101
1102         if(sourcemsgstr != "" && ret != 0)
1103         {
1104                 if(ret < 0) // fake
1105                 {
1106                         sprint(source, sourcemsgstr);
1107                         if(sourcecmsgstr != "" && !privatesay)
1108                                 centerprint(source, sourcecmsgstr);
1109                 }
1110                 else if(privatesay)
1111                 {
1112                         sprint(source, sourcemsgstr);
1113                         sprint(privatesay, msgstr);
1114                         if(cmsgstr != "")
1115                                 centerprint(privatesay, cmsgstr);
1116                 }
1117                 else if(teamsay > 0)
1118                 {
1119                         sprint(source, sourcemsgstr);
1120                         if(sourcecmsgstr != "")
1121                                 centerprint(source, sourcecmsgstr);
1122                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1123                                 if(head != source)
1124                                 {
1125                                         sprint(head, msgstr);
1126                                         if(cmsgstr != "")
1127                                                 centerprint(head, cmsgstr);
1128                                 }
1129                 }
1130                 else if(teamsay < 0)
1131                 {
1132                         sprint(source, sourcemsgstr);
1133                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1134                                 if(head != source)
1135                                         sprint(head, msgstr);
1136                 }
1137                 else if(sourcemsgstr != msgstr)
1138                 {
1139                         sprint(source, sourcemsgstr);
1140                         FOR_EACH_REALCLIENT(head)
1141                                 if(head != source)
1142                                         sprint(head, msgstr);
1143                 }
1144                 else
1145                         bprint(msgstr);
1146         }
1147
1148         return ret;
1149 }
1150
1151 float GetVoiceMessageVoiceType(string type)
1152 {
1153         if(type == "taunt")
1154                 return VOICETYPE_TAUNT;
1155         if(type == "teamshoot")
1156                 return VOICETYPE_LASTATTACKER;
1157         return VOICETYPE_TEAMRADIO;
1158 }
1159
1160 string allvoicesamples;
1161 .string GetVoiceMessageSampleField(string type)
1162 {
1163         GetPlayerSoundSampleField_notFound = 0;
1164         switch(type)
1165         {
1166 #define _VOICEMSG(m) case #m: return playersound_##m;
1167                 ALLVOICEMSGS
1168 #undef _VOICEMSG
1169         }
1170         GetPlayerSoundSampleField_notFound = 1;
1171         return playersound_taunt;
1172 }
1173
1174 .string GetPlayerSoundSampleField(string type)
1175 {
1176         GetPlayerSoundSampleField_notFound = 0;
1177         switch(type)
1178         {
1179 #define _VOICEMSG(m) case #m: return playersound_##m;
1180                 ALLPLAYERSOUNDS
1181 #undef _VOICEMSG
1182         }
1183         GetPlayerSoundSampleField_notFound = 1;
1184         return playersound_taunt;
1185 }
1186
1187 void PrecacheGlobalSound(string samplestring)
1188 {
1189         float n, i;
1190         tokenize_console(samplestring);
1191         n = stof(argv(1));
1192         if(n > 0)
1193         {
1194                 for(i = 1; i <= n; ++i)
1195                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1196         }
1197         else
1198         {
1199                 precache_sound(strcat(argv(0), ".wav"));
1200         }
1201 }
1202
1203 void PrecachePlayerSounds(string f)
1204 {
1205         float fh;
1206         string s;
1207         fh = fopen(f, FILE_READ);
1208         if(fh < 0)
1209                 return;
1210         while((s = fgets(fh)))
1211         {
1212                 if(tokenize_console(s) != 3)
1213                 {
1214                         dprint("Invalid sound info line: ", s, "\n");
1215                         continue;
1216                 }
1217                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1218         }
1219         fclose(fh);
1220
1221         if not(allvoicesamples)
1222         {
1223 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1224                 ALLVOICEMSGS
1225 #undef _VOICEMSG
1226                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1227         }
1228 }
1229
1230 void ClearPlayerSounds()
1231 {
1232 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1233         ALLPLAYERSOUNDS
1234         ALLVOICEMSGS
1235 #undef _VOICEMSG
1236 }
1237
1238 float LoadPlayerSounds(string f, float first)
1239 {
1240         float fh;
1241         string s;
1242         var .string field;
1243         fh = fopen(f, FILE_READ);
1244         if(fh < 0)
1245         {
1246                 dprint("Player sound file not found: ", f, "\n");
1247                 return 0;
1248         }
1249         while((s = fgets(fh)))
1250         {
1251                 if(tokenize_console(s) != 3)
1252                         continue;
1253                 field = GetPlayerSoundSampleField(argv(0));
1254                 if(GetPlayerSoundSampleField_notFound)
1255                         field = GetVoiceMessageSampleField(argv(0));
1256                 if(GetPlayerSoundSampleField_notFound)
1257                         continue;
1258                 if(self.field)
1259                         strunzone(self.field);
1260                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1261         }
1262         fclose(fh);
1263         return 1;
1264 }
1265
1266 .float modelindex_for_playersound;
1267 .float skinindex_for_playersound;
1268 void UpdatePlayerSounds()
1269 {
1270         if(self.modelindex == self.modelindex_for_playersound)
1271         if(self.skinindex == self.skinindex_for_playersound)
1272                 return;
1273         self.modelindex_for_playersound = self.modelindex;
1274         self.skinindex_for_playersound = self.skinindex;
1275         ClearPlayerSounds();
1276         LoadPlayerSounds("sound/player/default.sounds", 1);
1277         if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1278                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1279 }
1280
1281 void FakeGlobalSound(string sample, float chan, float voicetype)
1282 {
1283         float n;
1284         float tauntrand;
1285
1286         if(sample == "")
1287                 return;
1288
1289         tokenize_console(sample);
1290         n = stof(argv(1));
1291         if(n > 0)
1292                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1293         else
1294                 sample = strcat(argv(0), ".wav"); // randomization
1295
1296         switch(voicetype)
1297         {
1298                 case VOICETYPE_LASTATTACKER_ONLY:
1299                         break;
1300                 case VOICETYPE_LASTATTACKER:
1301                         if(self.pusher)
1302                         {
1303                                 msg_entity = self;
1304                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1305                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1306                         }
1307                         break;
1308                 case VOICETYPE_TEAMRADIO:
1309                         msg_entity = self;
1310                         if(msg_entity.cvar_cl_voice_directional == 1)
1311                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1312                         else
1313                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1314                         break;
1315                 case VOICETYPE_AUTOTAUNT:
1316                         if(!sv_autotaunt)
1317                                 break;
1318                         if(!sv_taunt)
1319                                 break;
1320                         if(sv_gentle)
1321                                 break;
1322                         tauntrand = random();
1323                         msg_entity = self;
1324                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1325                         {
1326                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1327                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1328                                 else
1329                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1330                         }
1331                         break;
1332                 case VOICETYPE_TAUNT:
1333                         if(self.classname == "player")
1334                                 if(self.deadflag == DEAD_NO)
1335                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1336                         if(!sv_taunt)
1337                                 break;
1338                         if(sv_gentle)
1339                                 break;
1340                         msg_entity = self;
1341                         if (msg_entity.cvar_cl_voice_directional >= 1)
1342                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1343                         else
1344                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1345                         break;
1346                 case VOICETYPE_PLAYERSOUND:
1347                         msg_entity = self;
1348                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1349                         break;
1350                 default:
1351                         backtrace("Invalid voice type!");
1352                         break;
1353         }
1354 }
1355
1356 void GlobalSound(string sample, float chan, float voicetype)
1357 {
1358         float n;
1359         float tauntrand;
1360
1361         if(sample == "")
1362                 return;
1363
1364         tokenize_console(sample);
1365         n = stof(argv(1));
1366         if(n > 0)
1367                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1368         else
1369                 sample = strcat(argv(0), ".wav"); // randomization
1370
1371         switch(voicetype)
1372         {
1373                 case VOICETYPE_LASTATTACKER_ONLY:
1374                         if(self.pusher)
1375                         {
1376                                 msg_entity = self.pusher;
1377                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1378                                 {
1379                                         if(msg_entity.cvar_cl_voice_directional == 1)
1380                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1381                                         else
1382                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1383                                 }
1384                         }
1385                         break;
1386                 case VOICETYPE_LASTATTACKER:
1387                         if(self.pusher)
1388                         {
1389                                 msg_entity = self.pusher;
1390                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1391                                 {
1392                                         if(msg_entity.cvar_cl_voice_directional == 1)
1393                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1394                                         else
1395                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1396                                 }
1397                                 msg_entity = self;
1398                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1399                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1400                         }
1401                         break;
1402                 case VOICETYPE_TEAMRADIO:
1403                         FOR_EACH_REALCLIENT(msg_entity)
1404                                 if(!teams_matter || msg_entity.team == self.team)
1405                                 {
1406                                         if(msg_entity.cvar_cl_voice_directional == 1)
1407                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1408                                         else
1409                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1410                                 }
1411                         break;
1412                 case VOICETYPE_AUTOTAUNT:
1413                         if(!sv_autotaunt)
1414                                 break;
1415                         if(!sv_taunt)
1416                                 break;
1417                         if(sv_gentle)
1418                                 break;
1419                         tauntrand = random();
1420                         FOR_EACH_REALCLIENT(msg_entity)
1421                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1422                                 {
1423                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1424                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1425                                         else
1426                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1427                                 }
1428                         break;
1429                 case VOICETYPE_TAUNT:
1430                         if(self.classname == "player")
1431                                 if(self.deadflag == DEAD_NO)
1432                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1433                         if(!sv_taunt)
1434                                 break;
1435                         if(sv_gentle)
1436                                 break;
1437                         FOR_EACH_REALCLIENT(msg_entity)
1438                         {
1439                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1440                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1441                                 else
1442                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1443                         }
1444                         break;
1445                 case VOICETYPE_PLAYERSOUND:
1446                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1447                         break;
1448                 default:
1449                         backtrace("Invalid voice type!");
1450                         break;
1451         }
1452 }
1453
1454 void PlayerSound(.string samplefield, float chan, float voicetype)
1455 {
1456         GlobalSound(self.samplefield, chan, voicetype);
1457 }
1458
1459 void VoiceMessage(string type, string msg)
1460 {
1461         var .string sample;
1462         float voicetype, ownteam;
1463         float flood;
1464         sample = GetVoiceMessageSampleField(type);
1465
1466         if(GetPlayerSoundSampleField_notFound)
1467         {
1468                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1469                 return;
1470         }
1471
1472         voicetype = GetVoiceMessageVoiceType(type);
1473         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1474
1475         flood = Say(self, ownteam, world, msg, 1);
1476
1477         if (flood > 0)
1478                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1479         else if (flood < 0)
1480                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1481 }
1482
1483 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1484 {
1485 //      show_message
1486 //      0 (00) automove centerprint, admin message
1487 //      1 (01) automove centerprint, no admin message
1488 //      2 (10) no centerprint, admin message
1489 //      3 (11) no centerprint, no admin message
1490
1491         float lockteams_backup;
1492
1493         lockteams_backup = lockteams;  // backup any team lock
1494
1495         lockteams = 0;  // disable locked teams
1496
1497         TeamchangeFrags(client);  // move the players frags
1498         SetPlayerColors(client, team_colour - 1);  // set the players colour
1499         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1500
1501         lockteams = lockteams_backup;  // restore the team lock
1502
1503         LogTeamchange(client.playerid, client.team, type);
1504
1505         if not(show_message & 1) // admin message
1506                 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
1508         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1509 }