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