]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge branch 'master' into terencehill/ons_spawn_patch
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 #include "cl_player.qh"
2
3 #include "bot/bot.qh"
4 #include "cheats.qh"
5 #include "g_damage.qh"
6 #include "g_subs.qh"
7 #include "g_violence.qh"
8 #include "miscfunctions.qh"
9 #include "portals.qh"
10 #include "teamplay.qh"
11 #include "weapons/throwing.qh"
12 #include "command/common.qh"
13 #include "../common/animdecide.qh"
14 #include "../common/csqcmodel_settings.qh"
15 #include "../common/deathtypes/all.qh"
16 #include "../common/triggers/subs.qh"
17 #include "../common/playerstats.qh"
18 #include "../lib/csqcmodel/sv_model.qh"
19
20 #include "../common/minigames/sv_minigames.qh"
21
22 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
23 #include "../common/triggers/include.qh"
24
25 #include "weapons/weaponstats.qh"
26
27 #include "../common/animdecide.qh"
28
29 void Drop_Special_Items(entity player)
30 {
31         // called when the player has become stuck or frozen
32         // so objective items aren't stuck with the player
33
34         MUTATOR_CALLHOOK(DropSpecialItems, player);
35 }
36
37 void CopyBody_Think(void)
38 {SELFPARAM();
39         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
40         {
41                 self.CopyBody_think();
42                 if(wasfreed(self))
43                         return;
44                 self.CopyBody_nextthink = self.nextthink;
45                 self.CopyBody_think = self.think;
46                 self.think = CopyBody_Think;
47         }
48         CSQCMODEL_AUTOUPDATE(self);
49         self.nextthink = time;
50 }
51 void CopyBody(float keepvelocity)
52 {SELFPARAM();
53         if (self.effects & EF_NODRAW)
54                 return;
55         setself(spawn());
56         self.enemy = this;
57         self.lip = this.lip;
58         self.colormap = this.colormap;
59         self.iscreature = this.iscreature;
60         self.teleportable = this.teleportable;
61         self.damagedbycontents = this.damagedbycontents;
62         self.angles = this.angles;
63         self.v_angle = this.v_angle;
64         self.avelocity = this.avelocity;
65         self.classname = "body";
66         self.damageforcescale = this.damageforcescale;
67         self.effects = this.effects;
68         self.glowmod = this.glowmod;
69         self.event_damage = this.event_damage;
70         self.anim_state = this.anim_state;
71         self.anim_time = this.anim_time;
72         self.anim_lower_action = this.anim_lower_action;
73         self.anim_lower_time = this.anim_lower_time;
74         self.anim_upper_action = this.anim_upper_action;
75         self.anim_upper_time = this.anim_upper_time;
76         self.anim_implicit_state = this.anim_implicit_state;
77         self.anim_implicit_time = this.anim_implicit_time;
78         self.anim_lower_implicit_action = this.anim_lower_implicit_action;
79         self.anim_lower_implicit_time = this.anim_lower_implicit_time;
80         self.anim_upper_implicit_action = this.anim_upper_implicit_action;
81         self.anim_upper_implicit_time = this.anim_upper_implicit_time;
82         self.dphitcontentsmask = this.dphitcontentsmask;
83         self.death_time = this.death_time;
84         self.pain_finished = this.pain_finished;
85         self.health = this.health;
86         self.armorvalue = this.armorvalue;
87         self.armortype = this.armortype;
88         self.model = this.model;
89         self.modelindex = this.modelindex;
90         self.skin = this.skin;
91         self.species = this.species;
92         self.movetype = this.movetype;
93         self.solid = this.solid;
94         self.ballistics_density = this.ballistics_density;
95         self.takedamage = this.takedamage;
96         self.customizeentityforclient = this.customizeentityforclient;
97         self.uncustomizeentityforclient = this.uncustomizeentityforclient;
98         self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
99         if (keepvelocity == 1)
100                 self.velocity = this.velocity;
101         self.oldvelocity = self.velocity;
102         self.alpha = this.alpha;
103         self.fade_time = this.fade_time;
104         self.fade_rate = this.fade_rate;
105         //self.weapon = this.weapon;
106         setorigin(self, this.origin);
107         setsize(self, this.mins, this.maxs);
108         self.prevorigin = this.origin;
109         self.reset = SUB_Remove;
110
111         Drag_MoveDrag(this, self);
112
113         if(self.colormap <= maxclients && self.colormap > 0)
114                 self.colormap = 1024 + this.clientcolors;
115
116         CSQCMODEL_AUTOINIT(self);
117         self.CopyBody_nextthink = this.nextthink;
118         self.CopyBody_think = this.think;
119         self.nextthink = time;
120         self.think = CopyBody_Think;
121         // "bake" the current animation frame for clones (they don't get clientside animation)
122         animdecide_load_if_needed(self);
123         animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
124
125         setself(this);
126 }
127
128 float player_getspecies()
129 {SELFPARAM();
130         float s;
131         get_model_parameters(self.model, self.skin);
132         s = get_model_parameters_species;
133         get_model_parameters(string_null, 0);
134         if(s < 0)
135                 return SPECIES_HUMAN;
136         return s;
137 }
138
139 void player_setupanimsformodel()
140 {SELFPARAM();
141         // load animation info
142         animdecide_load_if_needed(self);
143         animdecide_setstate(self, 0, false);
144 }
145
146 void player_anim (void)
147 {SELFPARAM();
148         int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
149         if(self.deadflag) {
150                 if (!deadbits) {
151                         // Decide on which death animation to use.
152                         if(random() < 0.5)
153                                 deadbits = ANIMSTATE_DEAD1;
154                         else
155                                 deadbits = ANIMSTATE_DEAD2;
156                 }
157         } else {
158                 // Clear a previous death animation.
159                 deadbits = 0;
160         }
161         int animbits = deadbits;
162         if(self.frozen)
163                 animbits |= ANIMSTATE_FROZEN;
164         if(self.movetype == MOVETYPE_FOLLOW)
165                 animbits |= ANIMSTATE_FOLLOW;
166         if(self.crouch)
167                 animbits |= ANIMSTATE_DUCK;
168         animdecide_setstate(self, animbits, false);
169         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
170
171         if (self.weaponentity)
172         {
173                 updateanim(self.weaponentity);
174                 if (!self.weaponentity.animstate_override)
175                         setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
176         }
177 }
178
179 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
180 {SELFPARAM();
181         float take, save;
182         vector v;
183         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
184
185         // damage resistance (ignore most of the damage from a bullet or similar)
186         damage = max(damage - 5, 1);
187
188         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
189         take = v.x;
190         save = v.y;
191
192         if(sound_allowed(MSG_BROADCAST, attacker))
193         {
194                 if (save > 10)
195                         sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
196                 else if (take > 30)
197                         sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
198                 else if (take > 10)
199                         sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
200         }
201
202         if (take > 50)
203                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
204         if (take > 100)
205                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
206
207         self.armorvalue = self.armorvalue - save;
208         self.health = self.health - take;
209         // pause regeneration for 5 seconds
210         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
211
212         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
213         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
214         self.dmg_inflictor = inflictor;
215
216         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
217         {
218                 // don't use any animations as a gib
219                 self.frame = 0;
220                 // view just above the floor
221                 self.view_ofs = '0 0 4';
222
223                 Violence_GibSplash(self, 1, 1, attacker);
224                 self.alpha = -1;
225                 self.solid = SOLID_NOT; // restore later
226                 self.takedamage = DAMAGE_NO; // restore later
227                 self.damagedbycontents = false;
228         }
229 }
230
231 void calculate_player_respawn_time()
232 {SELFPARAM();
233         if(g_ca)
234                 return;
235
236         float gametype_setting_tmp;
237         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
238         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
239         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
240         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
241         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
242         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
243
244         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
245         entity pl;
246         if (teamplay)
247         {
248                 FOR_EACH_PLAYER(pl)
249                         if (pl != self)
250                                 if (pl.team == self.team)
251                                         ++pcount;
252                 if (sdelay_small_count == 0)
253                         sdelay_small_count = 1;
254                 if (sdelay_large_count == 0)
255                         sdelay_large_count = 1;
256         }
257         else
258         {
259                 FOR_EACH_PLAYER(pl)
260                         if (pl != self)
261                                 ++pcount;
262                 if (sdelay_small_count == 0)
263                 {
264                         if (g_cts)
265                         {
266                                 // Players play independently. No point in requiring enemies.
267                                 sdelay_small_count = 1;
268                         }
269                         else
270                         {
271                                 // Players play AGAINST each other. Enemies required.
272                                 sdelay_small_count = 2;
273                         }
274                 }
275                 if (sdelay_large_count == 0)
276                 {
277                         if (g_cts)
278                         {
279                                 // Players play independently. No point in requiring enemies.
280                                 sdelay_large_count = 1;
281                         }
282                         else
283                         {
284                                 // Players play AGAINST each other. Enemies required.
285                                 sdelay_large_count = 2;
286                         }
287                 }
288         }
289
290         float sdelay;
291
292         if (pcount <= sdelay_small_count)
293                 sdelay = sdelay_small;
294         else if (pcount >= sdelay_large_count)
295                 sdelay = sdelay_large;
296         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
297                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
298
299         if(waves)
300                 self.respawn_time = ceil((time + sdelay) / waves) * waves;
301         else
302                 self.respawn_time = time + sdelay;
303
304         if(sdelay < sdelay_max)
305                 self.respawn_time_max = time + sdelay_max;
306         else
307                 self.respawn_time_max = self.respawn_time;
308
309         if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
310                 self.respawn_countdown = 10; // first number to count down from is 10
311         else
312                 self.respawn_countdown = -1; // do not count down
313
314         if(autocvar_g_forced_respawn)
315                 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
316 }
317
318 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
319 {SELFPARAM();
320         float take, save, dh, da;
321         int j;
322         vector v;
323         float valid_damage_for_weaponstats;
324         float excess;
325
326         dh = max(self.health, 0);
327         da = max(self.armorvalue, 0);
328
329         if(!DEATH_ISSPECIAL(deathtype))
330         {
331                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
332                 if(self != attacker)
333                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
334         }
335
336         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
337         {
338                 // tuba causes blood to come out of the ears
339                 vector ear1, ear2;
340                 vector d;
341                 float f;
342                 ear1 = self.origin;
343                 ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
344                 ear2 = ear1;
345                 makevectors(self.angles);
346                 ear1 += v_right * -10;
347                 ear2 += v_right * +10;
348                 d = inflictor.origin - self.origin;
349                 if (d)
350                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
351                 else
352                         f = 0;  // Assum ecenter.
353                 force = v_right * vlen(force);
354                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
355                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
356                 if(f > 0)
357                 {
358                         hitloc = ear1;
359                         force = force * -1;
360                 }
361                 else
362                 {
363                         hitloc = ear2;
364                         // force is already good
365                 }
366         }
367         else
368                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
369
370
371         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
372         take = v.x;
373         save = v.y;
374
375         if(attacker == self)
376         {
377                 // don't reset pushltime for self damage as it may be an attempt to
378                 // escape a lava pit or similar
379                 //self.pushltime = 0;
380                 self.istypefrag = 0;
381         }
382         else if(IS_PLAYER(attacker))
383         {
384                 self.pusher = attacker;
385                 self.pushltime = time + autocvar_g_maxpushtime;
386                 self.istypefrag = self.BUTTON_CHAT;
387         }
388         else if(time < self.pushltime)
389         {
390                 attacker = self.pusher;
391                 self.pushltime = max(self.pushltime, time + 0.6);
392         }
393         else
394         {
395                 self.pushltime = 0;
396                 self.istypefrag = 0;
397         }
398
399         frag_damage = damage;
400         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
401         take = bound(0, damage_take, self.health);
402         save = bound(0, damage_save, self.armorvalue);
403         excess = max(0, damage - take - save);
404
405         if(sound_allowed(MSG_BROADCAST, attacker))
406         {
407                 if (save > 10)
408                         sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
409                 else if (take > 30)
410                         sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
411                 else if (take > 10)
412                         sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
413         }
414
415         if (take > 50)
416                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
417         if (take > 100)
418                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
419
420         if (time >= self.spawnshieldtime)
421         {
422                 if (!(self.flags & FL_GODMODE))
423                 {
424                         self.armorvalue = self.armorvalue - save;
425                         self.health = self.health - take;
426                         // pause regeneration for 5 seconds
427                         if(take)
428                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
429
430                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
431                         {
432                                 self.pain_finished = time + 0.5;        //Supajoe
433
434                                 if(autocvar_sv_gentle < 1) {
435                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
436                                         {
437                                                 if (!self.animstate_override)
438                                                 {
439                                                         if (random() > 0.5)
440                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, true);
441                                                         else
442                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, true);
443                                                 }
444                                         }
445
446                                         if(sound_allowed(MSG_BROADCAST, attacker))
447                                         if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
448                                         if(self.health > 1)
449                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
450                                         {
451                                                 if(deathtype == DEATH_FALL.m_id)
452                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
453                                                 else if(self.health > 75) // TODO make a "gentle" version?
454                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
455                                                 else if(self.health > 50)
456                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
457                                                 else if(self.health > 25)
458                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
459                                                 else
460                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
461                                         }
462                                 }
463                         }
464
465                         // throw off bot aim temporarily
466                         float shake;
467                         if(IS_BOT_CLIENT(self) && self.health >= 1)
468                         {
469                                 shake = damage * 5 / (bound(0,skill,100) + 1);
470                                 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
471                                 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
472                                 self.v_angle_x = bound(-90, self.v_angle.x, 90);
473                         }
474                 }
475                 else
476                         self.max_armorvalue += (save + take);
477         }
478         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
479         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
480         self.dmg_inflictor = inflictor;
481
482         float abot, vbot;
483         abot = (IS_BOT_CLIENT(attacker));
484         vbot = (IS_BOT_CLIENT(self));
485
486         valid_damage_for_weaponstats = 0;
487         Weapon awep = WEP_Null;
488
489         if(vbot || IS_REAL_CLIENT(self))
490         if(abot || IS_REAL_CLIENT(attacker))
491         if(attacker && self != attacker)
492         if(DIFF_TEAM(self, attacker))
493         {
494                 if(DEATH_ISSPECIAL(deathtype))
495                         awep = get_weaponinfo(attacker.weapon);
496                 else
497                         awep = DEATH_WEAPONOF(deathtype);
498                 valid_damage_for_weaponstats = 1;
499         }
500
501         if(valid_damage_for_weaponstats)
502         {
503                 dh = dh - max(self.health, 0);
504                 da = da - max(self.armorvalue, 0);
505                 WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
506                 MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc);
507         }
508
509         if (self.health < 1)
510         {
511                 float defer_ClientKill_Now_TeamChange;
512                 defer_ClientKill_Now_TeamChange = false;
513
514                 if(self.alivetime)
515                 {
516                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
517                         self.alivetime = 0;
518                 }
519
520                 if(valid_damage_for_weaponstats)
521                         WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
522
523                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
524                 if(sound_allowed(MSG_BROADCAST, attacker))
525                 {
526                         if(deathtype == DEATH_DROWN.m_id)
527                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
528                         else
529                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
530                 }
531
532                 // get rid of kill indicator
533                 if(self.killindicator)
534                 {
535                         remove(self.killindicator);
536                         self.killindicator = world;
537                         if(self.killindicator_teamchange)
538                                 defer_ClientKill_Now_TeamChange = true;
539
540                         if(self.classname == "body")
541                         if(deathtype == DEATH_KILL.m_id)
542                         {
543                                 // for the lemmings fans, a small harmless explosion
544                                 Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
545                         }
546                 }
547
548                 // print an obituary message
549                 if(self.classname != "body")
550                         Obituary (attacker, inflictor, self, deathtype);
551
552         // increment frag counter for used weapon type
553         Weapon w = DEATH_WEAPONOF(deathtype);
554         if(w != WEP_Null)
555         if(accuracy_isgooddamage(attacker, self))
556         attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
557
558                 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
559                 excess = frag_damage;
560
561                 Weapon wep = get_weaponinfo(self.weapon);
562                 wep.wr_playerdeath(wep);
563
564                 RemoveGrapplingHook(self);
565
566                 Portal_ClearAllLater(self);
567
568                 self.fixangle = true;
569
570                 if(defer_ClientKill_Now_TeamChange)
571                         ClientKill_Now_TeamChange(); // can turn player into spectator
572
573                 // player could have been miraculously resuscitated ;)
574                 // e.g. players in freezetag get frozen, they don't really die
575                 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
576                         return;
577
578                 // when we get here, player actually dies
579
580                 Unfreeze(self); // remove any icy remains
581                 self.health = 0; // Unfreeze resets health, so we need to set it back
582
583                 // clear waypoints
584                 WaypointSprite_PlayerDead();
585                 // throw a weapon
586                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
587
588                 // become fully visible
589                 self.alpha = default_player_alpha;
590                 // make the corpse upright (not tilted)
591                 self.angles_x = 0;
592                 self.angles_z = 0;
593                 // don't spin
594                 self.avelocity = '0 0 0';
595                 // view from the floor
596                 self.view_ofs = '0 0 -8';
597                 // toss the corpse
598                 self.movetype = MOVETYPE_TOSS;
599                 // shootable corpse
600                 self.solid = SOLID_CORPSE;
601                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
602                 // don't stick to the floor
603                 self.flags &= ~FL_ONGROUND;
604                 // dying animation
605                 self.deadflag = DEAD_DYING;
606
607                 // when to allow respawn
608                 calculate_player_respawn_time();
609
610                 self.death_time = time;
611                 if (random() < 0.5)
612                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
613                 else
614                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
615                 if (self.maxs.z > 5)
616                 {
617                         self.maxs_z = 5;
618                         setsize(self, self.mins, self.maxs);
619                 }
620                 // set damage function to corpse damage
621                 self.event_damage = PlayerCorpseDamage;
622                 // call the corpse damage function just in case it wants to gib
623                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
624
625                 // set up to fade out later
626                 SUB_SetFade (self, time + 6 + random (), 1);
627                 // reset body think wrapper broken by SUB_SetFade
628                 if(self.classname == "body" && self.think != CopyBody_Think) {
629                         self.CopyBody_think = self.think;
630                         self.CopyBody_nextthink = self.nextthink;
631                         self.think = CopyBody_Think;
632                         self.nextthink = time;
633                 }
634
635                 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
636                         // remove corpse
637                         // clones don't run any animation code any more, so we must gib them when they die :(
638                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
639                 }
640
641                 // reset fields the weapons may use just in case
642                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
643                 {
644                         Weapon w = get_weaponinfo(j);
645                         w.wr_resetplayer(w);
646                         ATTACK_FINISHED_FOR(self, j) = 0;
647                 }
648         }
649 }
650
651 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
652 // message "": do not say, just test flood control
653 // return value:
654 //   1 = accept
655 //   0 = reject
656 //  -1 = fake accept
657 {
658         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
659         float flood;
660         var .float flood_field;
661         entity head;
662         float ret;
663         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
664
665         if(!teamsay && !privatesay)
666                 if(substring(msgin, 0, 1) == " ")
667                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
668
669         msgin = formatmessage(msgin);
670
671         if (!IS_PLAYER(source))
672                 colorstr = "^0"; // black for spectators
673         else if(teamplay)
674                 colorstr = Team_ColorCode(source.team);
675         else
676         {
677                 colorstr = "";
678                 teamsay = false;
679         }
680
681         if(intermission_running)
682                 teamsay = false;
683
684         if(msgin != "")
685                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
686
687         /*
688          * using bprint solves this... me stupid
689         // how can we prevent the message from appearing in a listen server?
690         // for now, just give "say" back and only handle say_team
691         if(!teamsay)
692         {
693                 clientcommand(self, strcat("say ", msgin));
694                 return;
695         }
696         */
697
698         if(autocvar_g_chat_teamcolors)
699                 namestr = playername(source);
700         else
701                 namestr = source.netname;
702
703         if(strdecolorize(namestr) == namestr)
704                 colorprefix = "^3";
705         else
706                 colorprefix = "^7";
707
708         if(msgin != "")
709         {
710                 if(privatesay)
711                 {
712                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
713                         privatemsgprefixlen = strlen(msgstr);
714                         msgstr = strcat(msgstr, msgin);
715                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
716                         if(autocvar_g_chat_teamcolors)
717                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
718                         else
719                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
720                 }
721                 else if(teamsay)
722                 {
723                         if(strstrofs(msgin, "/me", 0) >= 0)
724                         {
725                                 //msgin = strreplace("/me", "", msgin);
726                                 //msgin = substring(msgin, 3, strlen(msgin));
727                                 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
728                                 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
729                         }
730                         else
731                                 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
732                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
733                 }
734                 else
735                 {
736                         if(strstrofs(msgin, "/me", 0) >= 0)
737                         {
738                                 //msgin = strreplace("/me", "", msgin);
739                                 //msgin = substring(msgin, 3, strlen(msgin));
740                                 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
741                                 msgstr = strcat("\{1}^4* ", "^7", msgin);
742                         }
743                         else
744                                 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
745                         cmsgstr = "";
746                 }
747                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
748         }
749         else
750         {
751                 msgstr = cmsgstr = "";
752         }
753
754         fullmsgstr = msgstr;
755         fullcmsgstr = cmsgstr;
756
757         // FLOOD CONTROL
758         flood = 0;
759         flood_field = floodcontrol_chat;
760         if(floodcontrol)
761         {
762                 float flood_spl;
763                 float flood_burst;
764                 float flood_lmax;
765                 float lines;
766                 if(privatesay)
767                 {
768                         flood_spl = autocvar_g_chat_flood_spl_tell;
769                         flood_burst = autocvar_g_chat_flood_burst_tell;
770                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
771                         flood_field = floodcontrol_chattell;
772                 }
773                 else if(teamsay)
774                 {
775                         flood_spl = autocvar_g_chat_flood_spl_team;
776                         flood_burst = autocvar_g_chat_flood_burst_team;
777                         flood_lmax = autocvar_g_chat_flood_lmax_team;
778                         flood_field = floodcontrol_chatteam;
779                 }
780                 else
781                 {
782                         flood_spl = autocvar_g_chat_flood_spl;
783                         flood_burst = autocvar_g_chat_flood_burst;
784                         flood_lmax = autocvar_g_chat_flood_lmax;
785                         flood_field = floodcontrol_chat;
786                 }
787                 flood_burst = max(0, flood_burst - 1);
788                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
789
790                 // do flood control for the default line size
791                 if(msgstr != "")
792                 {
793                         getWrappedLine_remaining = msgstr;
794                         msgstr = "";
795                         lines = 0;
796                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
797                         {
798                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
799                                 ++lines;
800                         }
801                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
802
803                         if(getWrappedLine_remaining != "")
804                         {
805                                 msgstr = strcat(msgstr, "\n");
806                                 flood = 2;
807                         }
808
809                         if (time >= source.(flood_field))
810                         {
811                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
812                         }
813                         else
814                         {
815                                 flood = 1;
816                                 msgstr = fullmsgstr;
817                         }
818                 }
819                 else
820                 {
821                         if (time >= source.(flood_field))
822                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
823                         else
824                                 flood = 1;
825                 }
826
827                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
828                         source.(flood_field) = flood = 0;
829         }
830
831         if(flood == 2) // cannot happen for empty msgstr
832         {
833                 if(autocvar_g_chat_flood_notify_flooder)
834                 {
835                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
836                         sourcecmsgstr = "";
837                 }
838                 else
839                 {
840                         sourcemsgstr = fullmsgstr;
841                         sourcecmsgstr = fullcmsgstr;
842                 }
843                 cmsgstr = "";
844         }
845         else
846         {
847                 sourcemsgstr = msgstr;
848                 sourcecmsgstr = cmsgstr;
849         }
850
851         if(!privatesay)
852         if (!IS_PLAYER(source))
853         {
854                 if (!intermission_running)
855                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
856                                 teamsay = -1; // spectators
857         }
858
859         if(flood)
860                 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
861
862         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
863         if(privatesay)
864                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
865
866         if(source.muted)
867         {
868                 // always fake the message
869                 ret = -1;
870         }
871         else if(flood == 1)
872         {
873                 if (autocvar_g_chat_flood_notify_flooder)
874                 {
875                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
876                         ret = 0;
877                 }
878                 else
879                         ret = -1;
880         }
881         else
882         {
883                 ret = 1;
884         }
885
886         if(sourcemsgstr != "" && ret != 0)
887         {
888                 if(ret < 0) // faked message, because the player is muted
889                 {
890                         sprint(source, sourcemsgstr);
891                         if(sourcecmsgstr != "" && !privatesay)
892                                 centerprint(source, sourcecmsgstr);
893                 }
894                 else if(privatesay) // private message, between 2 people only
895                 {
896                         sprint(source, sourcemsgstr);
897                         sprint(privatesay, msgstr);
898                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
899                         if(cmsgstr != "")
900                                 centerprint(privatesay, cmsgstr);
901                 }
902                 else if ( teamsay && source.active_minigame )
903                 {
904                         sprint(source, sourcemsgstr);
905                         dedicated_print(msgstr); // send to server console too
906                         FOR_EACH_REALCLIENT(head)
907                                 if(head != source)
908                                 if(head.active_minigame == source.active_minigame)
909                                         sprint(head, msgstr);
910                 }
911                 else if(teamsay > 0) // team message, only sent to team mates
912                 {
913                         sprint(source, sourcemsgstr);
914                         dedicated_print(msgstr); // send to server console too
915                         if(sourcecmsgstr != "")
916                                 centerprint(source, sourcecmsgstr);
917                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
918                                 if(head != source)
919                                 {
920                                         sprint(head, msgstr);
921                                         if(cmsgstr != "")
922                                                 centerprint(head, cmsgstr);
923                                 }
924                 }
925                 else if(teamsay < 0) // spectator message, only sent to spectators
926                 {
927                         sprint(source, sourcemsgstr);
928                         dedicated_print(msgstr); // send to server console too
929                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
930                                 if(head != source)
931                                         sprint(head, msgstr);
932                 }
933                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
934                 {
935                         sprint(source, sourcemsgstr);
936                         dedicated_print(msgstr); // send to server console too
937                         FOR_EACH_REALCLIENT(head)
938                                 if(head != source)
939                                         sprint(head, msgstr);
940                 }
941                 else
942                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
943         }
944
945         return ret;
946 }
947
948 float GetVoiceMessageVoiceType(string type)
949 {
950         if(type == "taunt")
951                 return VOICETYPE_TAUNT;
952         if(type == "teamshoot")
953                 return VOICETYPE_LASTATTACKER;
954         return VOICETYPE_TEAMRADIO;
955 }
956
957 .string GetVoiceMessageSampleField(string type)
958 {
959         GetPlayerSoundSampleField_notFound = 0;
960         switch(type)
961         {
962 #define _VOICEMSG(m) case #m: return playersound_##m;
963                 ALLVOICEMSGS
964 #undef _VOICEMSG
965         }
966         GetPlayerSoundSampleField_notFound = 1;
967         return playersound_taunt;
968 }
969
970 .string GetPlayerSoundSampleField(string type)
971 {
972         GetPlayerSoundSampleField_notFound = 0;
973         switch(type)
974         {
975 #define _VOICEMSG(m) case #m: return playersound_##m;
976                 ALLPLAYERSOUNDS
977 #undef _VOICEMSG
978         }
979         GetPlayerSoundSampleField_notFound = 1;
980         return playersound_taunt;
981 }
982
983 void PrecacheGlobalSound(string samplestring)
984 {
985         float n, i;
986         tokenize_console(samplestring);
987         n = stof(argv(1));
988         if(n > 0)
989         {
990                 for(i = 1; i <= n; ++i)
991                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
992         }
993         else
994         {
995                 precache_sound(strcat(argv(0), ".wav"));
996         }
997 }
998
999 void PrecachePlayerSounds(string f)
1000 {
1001         int fh = fopen(f, FILE_READ);
1002         if (fh < 0)
1003                 return;
1004         for (string s; (s = fgets(fh)); )
1005         {
1006                 int n = tokenize_console(s);
1007                 if (n != 3)
1008                 {
1009                         if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
1010                         continue;
1011                 }
1012                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1013         }
1014         fclose(fh);
1015
1016         if (!allvoicesamples)
1017         {
1018 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1019                 ALLVOICEMSGS
1020 #undef _VOICEMSG
1021                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1022         }
1023 }
1024
1025 void ClearPlayerSounds()
1026 {SELFPARAM();
1027 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1028         ALLPLAYERSOUNDS
1029         ALLVOICEMSGS
1030 #undef _VOICEMSG
1031 }
1032
1033 float LoadPlayerSounds(string f, float first)
1034 {SELFPARAM();
1035         float fh;
1036         string s;
1037         var .string field;
1038         fh = fopen(f, FILE_READ);
1039         if(fh < 0)
1040         {
1041                 LOG_TRACE("Player sound file not found: ", f, "\n");
1042                 return 0;
1043         }
1044         while((s = fgets(fh)))
1045         {
1046                 if(tokenize_console(s) != 3)
1047                         continue;
1048                 field = GetPlayerSoundSampleField(argv(0));
1049                 if(GetPlayerSoundSampleField_notFound)
1050                         field = GetVoiceMessageSampleField(argv(0));
1051                 if(GetPlayerSoundSampleField_notFound)
1052                         continue;
1053                 if (self.(field))
1054                         strunzone(self.(field));
1055                 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
1056         }
1057         fclose(fh);
1058         return 1;
1059 }
1060
1061 void UpdatePlayerSounds()
1062 {SELFPARAM();
1063         if(self.modelindex == self.modelindex_for_playersound)
1064         if(self.skin == self.skin_for_playersound)
1065                 return;
1066         self.modelindex_for_playersound = self.modelindex;
1067         self.skin_for_playersound = self.skin;
1068         ClearPlayerSounds();
1069         LoadPlayerSounds("sound/player/default.sounds", 1);
1070         if(!autocvar_g_debug_defaultsounds)
1071                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1072                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1073 }
1074
1075 void FakeGlobalSound(string sample, float chan, float voicetype)
1076 {SELFPARAM();
1077         float n;
1078         float tauntrand;
1079
1080         if(sample == "")
1081                 return;
1082
1083         tokenize_console(sample);
1084         n = stof(argv(1));
1085         if(n > 0)
1086                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1087         else
1088                 sample = strcat(argv(0), ".wav"); // randomization
1089
1090         switch(voicetype)
1091         {
1092                 case VOICETYPE_LASTATTACKER_ONLY:
1093                         break;
1094                 case VOICETYPE_LASTATTACKER:
1095                         if(self.pusher)
1096                         {
1097                                 msg_entity = self;
1098                                 if(IS_REAL_CLIENT(msg_entity))
1099                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1100                         }
1101                         break;
1102                 case VOICETYPE_TEAMRADIO:
1103                         msg_entity = self;
1104                         if(msg_entity.cvar_cl_voice_directional == 1)
1105                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1106                         else
1107                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1108                         break;
1109                 case VOICETYPE_AUTOTAUNT:
1110                         if(!sv_autotaunt)
1111                                 break;
1112                         if(!sv_taunt)
1113                                 break;
1114                         if(autocvar_sv_gentle)
1115                                 break;
1116                         tauntrand = random();
1117                         msg_entity = self;
1118                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1119                         {
1120                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1121                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1122                                 else
1123                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1124                         }
1125                         break;
1126                 case VOICETYPE_TAUNT:
1127                         if(IS_PLAYER(self))
1128                                 if(self.deadflag == DEAD_NO)
1129                                         animdecide_setaction(self, ANIMACTION_TAUNT, true);
1130                         if(!sv_taunt)
1131                                 break;
1132                         if(autocvar_sv_gentle)
1133                                 break;
1134                         msg_entity = self;
1135                         if (msg_entity.cvar_cl_voice_directional >= 1)
1136                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1137                         else
1138                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1139                         break;
1140                 case VOICETYPE_PLAYERSOUND:
1141                         msg_entity = self;
1142                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1143                         break;
1144                 default:
1145                         backtrace("Invalid voice type!");
1146                         break;
1147         }
1148 }
1149
1150 void GlobalSound(string sample, float chan, float voicetype)
1151 {SELFPARAM();
1152         float n;
1153         float tauntrand;
1154
1155         if(sample == "")
1156                 return;
1157
1158         tokenize_console(sample);
1159         n = stof(argv(1));
1160         if(n > 0)
1161                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1162         else
1163                 sample = strcat(argv(0), ".wav"); // randomization
1164
1165         switch(voicetype)
1166         {
1167                 case VOICETYPE_LASTATTACKER_ONLY:
1168                         if(self.pusher)
1169                         {
1170                                 msg_entity = self.pusher;
1171                                 if(IS_REAL_CLIENT(msg_entity))
1172                                 {
1173                                         if(msg_entity.cvar_cl_voice_directional == 1)
1174                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1175                                         else
1176                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1177                                 }
1178                         }
1179                         break;
1180                 case VOICETYPE_LASTATTACKER:
1181                         if(self.pusher)
1182                         {
1183                                 msg_entity = self.pusher;
1184                                 if(IS_REAL_CLIENT(msg_entity))
1185                                 {
1186                                         if(msg_entity.cvar_cl_voice_directional == 1)
1187                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1188                                         else
1189                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1190                                 }
1191                                 msg_entity = self;
1192                                 if(IS_REAL_CLIENT(msg_entity))
1193                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1194                         }
1195                         break;
1196                 case VOICETYPE_TEAMRADIO:
1197                         FOR_EACH_REALCLIENT(msg_entity)
1198                                 if(!teamplay || msg_entity.team == self.team)
1199                                 {
1200                                         if(msg_entity.cvar_cl_voice_directional == 1)
1201                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1202                                         else
1203                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1204                                 }
1205                         break;
1206                 case VOICETYPE_AUTOTAUNT:
1207                         if(!sv_autotaunt)
1208                                 break;
1209                         if(!sv_taunt)
1210                                 break;
1211                         if(autocvar_sv_gentle)
1212                                 break;
1213                         tauntrand = random();
1214                         FOR_EACH_REALCLIENT(msg_entity)
1215                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1216                                 {
1217                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1218                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1219                                         else
1220                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1221                                 }
1222                         break;
1223                 case VOICETYPE_TAUNT:
1224                         if(IS_PLAYER(self))
1225                                 if(self.deadflag == DEAD_NO)
1226                                         animdecide_setaction(self, ANIMACTION_TAUNT, true);
1227                         if(!sv_taunt)
1228                                 break;
1229                         if(autocvar_sv_gentle)
1230                                 break;
1231                         FOR_EACH_REALCLIENT(msg_entity)
1232                         {
1233                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1234                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1235                                 else
1236                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1237                         }
1238                         break;
1239                 case VOICETYPE_PLAYERSOUND:
1240                         _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1241                         break;
1242                 default:
1243                         backtrace("Invalid voice type!");
1244                         break;
1245         }
1246 }
1247
1248 void PlayerSound(.string samplefield, float chan, float voicetype)
1249 {SELFPARAM();
1250         GlobalSound(self.(samplefield), chan, voicetype);
1251 }
1252
1253 void VoiceMessage(string type, string msg)
1254 {SELFPARAM();
1255         float voicetype, ownteam;
1256         float flood;
1257         var .string sample = GetVoiceMessageSampleField(type);
1258
1259         if(GetPlayerSoundSampleField_notFound)
1260         {
1261                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1262                 return;
1263         }
1264
1265         voicetype = GetVoiceMessageVoiceType(type);
1266         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1267
1268         flood = Say(self, ownteam, world, msg, 1);
1269
1270         if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1271                 FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
1272         else if (flood > 0)
1273                 GlobalSound(self.(sample), CH_VOICE, voicetype);
1274 }
1275
1276 void MoveToTeam(entity client, float team_colour, float type)
1277 {
1278         float lockteams_backup;
1279
1280         lockteams_backup = lockteams;  // backup any team lock
1281
1282         lockteams = 0;  // disable locked teams
1283
1284         TeamchangeFrags(client);  // move the players frags
1285         SetPlayerColors(client, team_colour - 1);  // set the players colour
1286         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0');  // kill the player
1287
1288         lockteams = lockteams_backup;  // restore the team lock
1289
1290         LogTeamchange(client.playerid, client.team, type);
1291 }