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