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