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