2 .float accuracy_frags[WEP_MAXCOUNT];
4 float weaponstats_buffer;
6 void WeaponStats_Init()
8 if(autocvar_sv_weaponstats_file != "")
9 weaponstats_buffer = buf_create();
11 weaponstats_buffer = -1;
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))
16 void WeaponStats_ready(entity fh, entity pass, float status)
18 float i, j, n, ibot, jbot, idx;
23 case URL_READY_CANWRITE:
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"));
29 url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
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)
39 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40 v = stov(bufstr_get(weaponstats_buffer, idx));
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));
48 url_fputs(fh, "#end\n\n");
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)))
57 print("End of response.\n");
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;
68 print("Weapon stats writing failed: ", ftos(status), "\n");
69 buf_del(weaponstats_buffer);
70 weaponstats_buffer = -1;
75 void WeaponStats_Shutdown()
77 if(weaponstats_buffer < 0)
79 if(autocvar_sv_weaponstats_file != "")
81 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
85 buf_del(weaponstats_buffer);
86 weaponstats_buffer = -1;
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
93 if(weaponstats_buffer < 0)
95 if(awep < WEP_FIRST || vwep < WEP_FIRST)
97 if(awep > WEP_LAST || vwep > WEP_LAST)
99 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
105 error("negative damage?");
106 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
110 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
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
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
132 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
134 self.CopyBody_think();
137 self.CopyBody_nextthink = self.nextthink;
138 self.CopyBody_think = self.think;
139 self.think = CopyBody_Think;
141 CSQCMODEL_AUTOUPDATE();
142 self.nextthink = time;
144 void CopyBody(float keepvelocity)
147 if (self.effects & EF_NODRAW)
151 self.enemy = oldself;
152 self.lip = oldself.lip;
153 self.colormap = oldself.colormap;
154 self.iscreature = oldself.iscreature;
155 self.teleportable = oldself.teleportable;
156 self.damagedbycontents = oldself.damagedbycontents;
157 self.angles = oldself.angles;
158 self.v_angle = oldself.v_angle;
159 self.avelocity = oldself.avelocity;
160 self.classname = "body";
161 self.damageforcescale = oldself.damageforcescale;
162 self.effects = oldself.effects;
163 self.glowmod = oldself.glowmod;
164 self.event_damage = oldself.event_damage;
165 self.anim_state = oldself.anim_state;
166 self.anim_time = oldself.anim_time;
167 self.anim_lower_action = oldself.anim_lower_action;
168 self.anim_lower_time = oldself.anim_lower_time;
169 self.anim_upper_action = oldself.anim_upper_action;
170 self.anim_upper_time = oldself.anim_upper_time;
171 self.anim_implicit_state = oldself.anim_implicit_state;
172 self.anim_implicit_time = oldself.anim_implicit_time;
173 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
174 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
175 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
176 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
177 self.dphitcontentsmask = oldself.dphitcontentsmask;
178 self.death_time = oldself.death_time;
179 self.pain_finished = oldself.pain_finished;
180 self.health = oldself.health;
181 self.armorvalue = oldself.armorvalue;
182 self.armortype = oldself.armortype;
183 self.model = oldself.model;
184 self.modelindex = oldself.modelindex;
185 self.skin = oldself.skin;
186 self.species = oldself.species;
187 self.movetype = oldself.movetype;
188 self.solid = oldself.solid;
189 self.ballistics_density = oldself.ballistics_density;
190 self.takedamage = oldself.takedamage;
191 self.customizeentityforclient = oldself.customizeentityforclient;
192 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
193 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
194 if (keepvelocity == 1)
195 self.velocity = oldself.velocity;
196 self.oldvelocity = self.velocity;
197 self.alpha = oldself.alpha;
198 self.fade_time = oldself.fade_time;
199 self.fade_rate = oldself.fade_rate;
200 //self.weapon = oldself.weapon;
201 setorigin(self, oldself.origin);
202 setsize(self, oldself.mins, oldself.maxs);
203 self.prevorigin = oldself.origin;
204 self.reset = SUB_Remove;
206 Drag_MoveDrag(oldself, self);
208 if(self.colormap <= maxclients && self.colormap > 0)
209 self.colormap = 1024 + oldself.clientcolors;
211 CSQCMODEL_AUTOINIT();
212 self.CopyBody_nextthink = oldself.nextthink;
213 self.CopyBody_think = oldself.think;
214 self.nextthink = time;
215 self.think = CopyBody_Think;
216 // "bake" the current animation frame for clones (they don't get clientside animation)
217 animdecide_init(self);
218 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
223 float player_getspecies()
226 get_model_parameters(self.model, self.skin);
227 s = get_model_parameters_species;
228 get_model_parameters(string_null, 0);
230 return SPECIES_HUMAN;
234 void player_setupanimsformodel()
236 // load animation info
237 animdecide_init(self);
238 animdecide_setstate(self, 0, FALSE);
241 void player_anim (void)
243 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
244 if(self.deadflag && !deadbits)
246 deadbits = ANIMSTATE_DEAD1;
248 deadbits = ANIMSTATE_DEAD2;
249 float animbits = deadbits;
251 animbits |= ANIMSTATE_FROZEN;
253 animbits |= ANIMSTATE_DUCK;
254 animdecide_setstate(self, animbits, FALSE);
255 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
257 if (self.weaponentity)
259 updateanim(self.weaponentity);
260 if (!self.weaponentity.animstate_override)
261 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
265 void SpawnThrownWeapon (vector org, float w)
267 if(self.weapons & WepSet_FromWeapon(self.weapon))
268 if(W_IsWeaponThrowable(self.weapon))
269 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
272 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
276 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
278 // damage resistance (ignore most of the damage from a bullet or similar)
279 damage = max(damage - 5, 1);
281 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
285 if(sound_allowed(MSG_BROADCAST, attacker))
288 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
290 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
292 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
296 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
298 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
300 if (!(self.flags & FL_GODMODE))
302 self.armorvalue = self.armorvalue - save;
303 self.health = self.health - take;
304 // pause regeneration for 5 seconds
305 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
307 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
308 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
309 self.dmg_inflictor = inflictor;
311 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
313 // don't use any animations as a gib
315 // view just above the floor
316 self.view_ofs = '0 0 4';
318 Violence_GibSplash(self, 1, 1, attacker);
320 self.solid = SOLID_NOT; // restore later
321 self.takedamage = DAMAGE_NO; // restore later
322 self.damagedbycontents = FALSE;
327 // If 0, default is used.
329 // Otherwise, g_str (default value) is used.
330 // For consistency, negative values there are mapped to zero too.
331 #define GAMETYPE_DEFAULTED_SETTING(str) \
332 ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
333 (gametype_setting_tmp < 0) ? 0 : \
334 (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
335 gametype_setting_tmp)
338 void calculate_player_respawn_time()
340 float gametype_setting_tmp;
341 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
342 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
343 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
344 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
345 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
346 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
348 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
354 if (pl.team == self.team)
356 if (sdelay_small_count == 0)
357 sdelay_small_count = 1;
358 if (sdelay_large_count == 0)
359 sdelay_large_count = 1;
366 if (sdelay_small_count == 0)
370 // Players play independently. No point in requiring enemies.
371 sdelay_small_count = 1;
375 // Players play AGAINST each other. Enemies required.
376 sdelay_small_count = 2;
379 if (sdelay_large_count == 0)
383 // Players play independently. No point in requiring enemies.
384 sdelay_large_count = 1;
388 // Players play AGAINST each other. Enemies required.
389 sdelay_large_count = 2;
396 if (pcount <= sdelay_small_count)
397 sdelay = sdelay_small;
398 else if (pcount >= sdelay_large_count)
399 sdelay = sdelay_large;
400 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
401 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
404 self.respawn_time = ceil((time + sdelay) / waves) * waves;
406 self.respawn_time = time + sdelay;
408 if(sdelay < sdelay_max)
409 self.respawn_time_max = time + sdelay_max;
411 self.respawn_time_max = self.respawn_time;
413 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
414 self.respawn_countdown = 10; // first number to count down from is 10
416 self.respawn_countdown = -1; // do not count down
418 if(autocvar_g_forced_respawn)
419 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
422 void ClientKill_Now_TeamChange();
424 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
426 float take, save, dh, da, j;
428 float valid_damage_for_weaponstats;
431 dh = max(self.health, 0);
432 da = max(self.armorvalue, 0);
434 if(!DEATH_ISSPECIAL(deathtype))
436 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
438 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
441 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
443 // tuba causes blood to come out of the ears
448 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
450 makevectors(self.angles);
451 ear1 += v_right * -10;
452 ear2 += v_right * +10;
453 d = inflictor.origin - self.origin;
455 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
457 f = 0; // Assum ecenter.
458 force = v_right * vlen(force);
459 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
460 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
469 // force is already good
473 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
476 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
482 // don't reset pushltime for self damage as it may be an attempt to
483 // escape a lava pit or similar
484 //self.pushltime = 0;
487 else if(IS_PLAYER(attacker))
489 self.pusher = attacker;
490 self.pushltime = time + autocvar_g_maxpushtime;
491 self.istypefrag = self.BUTTON_CHAT;
493 else if(time < self.pushltime)
495 attacker = self.pusher;
496 self.pushltime = max(self.pushltime, time + 0.6);
504 frag_inflictor = inflictor;
505 frag_attacker = attacker;
507 frag_damage = damage;
510 damage_force = force;
511 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
512 take = bound(0, damage_take, self.health);
513 save = bound(0, damage_save, self.armorvalue);
514 excess = max(0, damage - take - save);
516 if(sound_allowed(MSG_BROADCAST, attacker))
519 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
521 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
523 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
527 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
529 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
531 if (time >= self.spawnshieldtime)
533 if (!(self.flags & FL_GODMODE))
535 self.armorvalue = self.armorvalue - save;
536 self.health = self.health - take;
537 // pause regeneration for 5 seconds
539 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
541 if (time > self.pain_finished) //Don't switch pain sequences like crazy
543 self.pain_finished = time + 0.5; //Supajoe
545 if(autocvar_sv_gentle < 1) {
546 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
548 if (!self.animstate_override)
551 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
553 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
557 if(sound_allowed(MSG_BROADCAST, attacker))
558 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
560 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
562 if(deathtype == DEATH_FALL)
563 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
564 else if(self.health > 75) // TODO make a "gentle" version?
565 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
566 else if(self.health > 50)
567 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
568 else if(self.health > 25)
569 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
571 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
575 // throw off bot aim temporarily
577 shake = damage * 5 / (bound(0,skill,100) + 1);
578 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
579 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
583 self.max_armorvalue += (save + take);
585 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
586 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
587 self.dmg_inflictor = inflictor;
589 float abot, vbot, awep;
590 abot = (IS_BOT_CLIENT(attacker));
591 vbot = (IS_BOT_CLIENT(self));
593 valid_damage_for_weaponstats = 0;
596 if(vbot || IS_REAL_CLIENT(self))
597 if(abot || IS_REAL_CLIENT(attacker))
598 if(attacker && self != attacker)
599 if(DIFF_TEAM(self, attacker))
601 if(DEATH_ISSPECIAL(deathtype))
602 awep = attacker.weapon;
604 awep = DEATH_WEAPONOF(deathtype);
605 valid_damage_for_weaponstats = 1;
608 if(valid_damage_for_weaponstats)
610 dh = dh - max(self.health, 0);
611 da = da - max(self.armorvalue, 0);
612 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
617 float defer_ClientKill_Now_TeamChange;
618 defer_ClientKill_Now_TeamChange = FALSE;
622 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
626 if(valid_damage_for_weaponstats)
627 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
629 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
630 if(sound_allowed(MSG_BROADCAST, attacker))
632 if(deathtype == DEATH_DROWN)
633 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
635 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
638 // get rid of kill indicator
639 if(self.killindicator)
641 remove(self.killindicator);
642 self.killindicator = world;
643 if(self.killindicator_teamchange)
644 defer_ClientKill_Now_TeamChange = TRUE;
646 if(self.classname == "body")
647 if(deathtype == DEATH_KILL)
649 // for the lemmings fans, a small harmless explosion
650 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
654 // print an obituary message
655 if(self.classname != "body")
656 Obituary (attacker, inflictor, self, deathtype);
658 // increment frag counter for used weapon type
660 w = DEATH_WEAPONOF(deathtype);
662 if(accuracy_isgooddamage(attacker, self))
663 attacker.accuracy.(accuracy_frags[w-1]) += 1;
665 frag_attacker = attacker;
666 frag_inflictor = inflictor;
668 frag_deathtype = deathtype;
669 MUTATOR_CALLHOOK(PlayerDies);
671 weapon_action(self.weapon, WR_PLAYERDEATH);
673 RemoveGrapplingHook(self);
675 Portal_ClearAllLater(self);
677 self.fixangle = TRUE;
679 if(defer_ClientKill_Now_TeamChange)
680 ClientKill_Now_TeamChange(); // can turn player into spectator
682 // player could have been miraculously resuscitated ;)
683 // e.g. players in freezetag get frozen, they don't really die
684 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
687 // when we get here, player actually dies
689 Unfreeze(self); // remove any icy remains
690 self.health = 0; // Unfreeze resets health, so we need to set it back
693 WaypointSprite_PlayerDead();
695 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
697 // become fully visible
698 self.alpha = default_player_alpha;
699 // make the corpse upright (not tilted)
703 self.avelocity = '0 0 0';
704 // view from the floor
705 self.view_ofs = '0 0 -8';
707 self.movetype = MOVETYPE_TOSS;
709 self.solid = SOLID_CORPSE;
710 self.ballistics_density = autocvar_g_ballistics_density_corpse;
711 // don't stick to the floor
712 self.flags &= ~FL_ONGROUND;
714 self.deadflag = DEAD_DYING;
715 // when to allow respawn
716 calculate_player_respawn_time();
718 self.death_time = time;
720 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
722 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
726 setsize(self, self.mins, self.maxs);
728 // set damage function to corpse damage
729 self.event_damage = PlayerCorpseDamage;
730 // call the corpse damage function just in case it wants to gib
731 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
732 // set up to fade out later
733 SUB_SetFade (self, time + 6 + random (), 1);
735 // reset body think wrapper broken by SUB_SetFade
736 if(self.classname == "body" && self.think != CopyBody_Think) {
737 self.CopyBody_think = self.think;
738 self.CopyBody_nextthink = self.nextthink;
739 self.think = CopyBody_Think;
740 self.nextthink = time;
743 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
745 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
748 // reset fields the weapons may use just in case
749 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
751 weapon_action(j, WR_RESETPLAYER);
752 ATTACK_FINISHED_FOR(self, j) = 0;
757 .float muted; // to be used by prvm_edictset server playernumber muted 1
758 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
759 // message "": do not say, just test flood control
765 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
767 var .float flood_field;
770 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
772 if(!teamsay && !privatesay)
773 if(substring(msgin, 0, 1) == " ")
774 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
776 msgin = formatmessage(msgin);
778 if (!IS_PLAYER(source))
779 colorstr = "^0"; // black for spectators
781 colorstr = Team_ColorCode(source.team);
788 if(intermission_running)
792 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
795 * using bprint solves this... me stupid
796 // how can we prevent the message from appearing in a listen server?
797 // for now, just give "say" back and only handle say_team
800 clientcommand(self, strcat("say ", msgin));
805 if(autocvar_g_chat_teamcolors)
806 namestr = playername(source);
808 namestr = source.netname;
810 if(strdecolorize(namestr) == namestr)
819 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
820 privatemsgprefixlen = strlen(msgstr);
821 msgstr = strcat(msgstr, msgin);
822 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
823 if(autocvar_g_chat_teamcolors)
824 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
826 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
830 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
831 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
835 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
838 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
842 msgstr = cmsgstr = "";
846 fullcmsgstr = cmsgstr;
850 flood_field = floodcontrol_chat;
859 flood_spl = autocvar_g_chat_flood_spl_tell;
860 flood_burst = autocvar_g_chat_flood_burst_tell;
861 flood_lmax = autocvar_g_chat_flood_lmax_tell;
862 flood_field = floodcontrol_chattell;
866 flood_spl = autocvar_g_chat_flood_spl_team;
867 flood_burst = autocvar_g_chat_flood_burst_team;
868 flood_lmax = autocvar_g_chat_flood_lmax_team;
869 flood_field = floodcontrol_chatteam;
873 flood_spl = autocvar_g_chat_flood_spl;
874 flood_burst = autocvar_g_chat_flood_burst;
875 flood_lmax = autocvar_g_chat_flood_lmax;
876 flood_field = floodcontrol_chat;
878 flood_burst = max(0, flood_burst - 1);
879 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
881 // do flood control for the default line size
884 getWrappedLine_remaining = msgstr;
887 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
889 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
892 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
894 if(getWrappedLine_remaining != "")
896 msgstr = strcat(msgstr, "\n");
900 if(time >= source.flood_field)
902 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
912 if(time >= source.flood_field)
913 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
918 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
919 source.flood_field = flood = 0;
922 if(flood == 2) // cannot happen for empty msgstr
924 if(autocvar_g_chat_flood_notify_flooder)
926 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
931 sourcemsgstr = fullmsgstr;
932 sourcecmsgstr = fullcmsgstr;
938 sourcemsgstr = msgstr;
939 sourcecmsgstr = cmsgstr;
943 if (!IS_PLAYER(source))
945 if (!intermission_running)
946 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
947 teamsay = -1; // spectators
951 print("NOTE: ", playername(source), "^7 is flooding.\n");
953 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
955 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
959 // always fake the message
964 if(autocvar_g_chat_flood_notify_flooder)
966 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
977 if(sourcemsgstr != "" && ret != 0)
979 if(ret < 0) // faked message, because the player is muted
981 sprint(source, sourcemsgstr);
982 if(sourcecmsgstr != "" && !privatesay)
983 centerprint(source, sourcecmsgstr);
985 else if(privatesay) // private message, between 2 people only
987 sprint(source, sourcemsgstr);
988 sprint(privatesay, msgstr);
989 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
991 centerprint(privatesay, cmsgstr);
993 else if(teamsay > 0) // team message, only sent to team mates
995 sprint(source, sourcemsgstr);
996 dedicated_print(msgstr); // send to server console too
997 if(sourcecmsgstr != "")
998 centerprint(source, sourcecmsgstr);
999 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1002 sprint(head, msgstr);
1004 centerprint(head, cmsgstr);
1007 else if(teamsay < 0) // spectator message, only sent to spectators
1009 sprint(source, sourcemsgstr);
1010 dedicated_print(msgstr); // send to server console too
1011 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
1013 sprint(head, msgstr);
1015 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1017 sprint(source, sourcemsgstr);
1018 dedicated_print(msgstr); // send to server console too
1019 FOR_EACH_REALCLIENT(head)
1021 sprint(head, msgstr);
1024 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1030 float GetVoiceMessageVoiceType(string type)
1033 return VOICETYPE_TAUNT;
1034 if(type == "teamshoot")
1035 return VOICETYPE_LASTATTACKER;
1036 return VOICETYPE_TEAMRADIO;
1039 string allvoicesamples;
1040 .string GetVoiceMessageSampleField(string type)
1042 GetPlayerSoundSampleField_notFound = 0;
1045 #define _VOICEMSG(m) case #m: return playersound_##m;
1049 GetPlayerSoundSampleField_notFound = 1;
1050 return playersound_taunt;
1053 .string GetPlayerSoundSampleField(string type)
1055 GetPlayerSoundSampleField_notFound = 0;
1058 #define _VOICEMSG(m) case #m: return playersound_##m;
1062 GetPlayerSoundSampleField_notFound = 1;
1063 return playersound_taunt;
1066 void PrecacheGlobalSound(string samplestring)
1069 tokenize_console(samplestring);
1073 for(i = 1; i <= n; ++i)
1074 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1078 precache_sound(strcat(argv(0), ".wav"));
1082 void PrecachePlayerSounds(string f)
1086 fh = fopen(f, FILE_READ);
1089 while((s = fgets(fh)))
1091 if(tokenize_console(s) != 3)
1093 dprint("Invalid sound info line: ", s, "\n");
1096 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1100 if (!allvoicesamples)
1102 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1105 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1109 void ClearPlayerSounds()
1111 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1117 float LoadPlayerSounds(string f, float first)
1122 fh = fopen(f, FILE_READ);
1125 dprint("Player sound file not found: ", f, "\n");
1128 while((s = fgets(fh)))
1130 if(tokenize_console(s) != 3)
1132 field = GetPlayerSoundSampleField(argv(0));
1133 if(GetPlayerSoundSampleField_notFound)
1134 field = GetVoiceMessageSampleField(argv(0));
1135 if(GetPlayerSoundSampleField_notFound)
1138 strunzone(self.field);
1139 self.field = strzone(strcat(argv(1), " ", argv(2)));
1145 .float modelindex_for_playersound;
1146 .float skin_for_playersound;
1147 void UpdatePlayerSounds()
1149 if(self.modelindex == self.modelindex_for_playersound)
1150 if(self.skin == self.skin_for_playersound)
1152 self.modelindex_for_playersound = self.modelindex;
1153 self.skin_for_playersound = self.skin;
1154 ClearPlayerSounds();
1155 LoadPlayerSounds("sound/player/default.sounds", 1);
1156 if(!autocvar_g_debug_defaultsounds)
1157 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1158 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1161 void FakeGlobalSound(string sample, float chan, float voicetype)
1169 tokenize_console(sample);
1172 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1174 sample = strcat(argv(0), ".wav"); // randomization
1178 case VOICETYPE_LASTATTACKER_ONLY:
1180 case VOICETYPE_LASTATTACKER:
1184 if(IS_REAL_CLIENT(msg_entity))
1185 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1188 case VOICETYPE_TEAMRADIO:
1190 if(msg_entity.cvar_cl_voice_directional == 1)
1191 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1193 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1195 case VOICETYPE_AUTOTAUNT:
1200 if(autocvar_sv_gentle)
1202 tauntrand = random();
1204 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1206 if (msg_entity.cvar_cl_voice_directional >= 1)
1207 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1209 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1212 case VOICETYPE_TAUNT:
1214 if(self.deadflag == DEAD_NO)
1215 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1218 if(autocvar_sv_gentle)
1221 if (msg_entity.cvar_cl_voice_directional >= 1)
1222 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1224 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1226 case VOICETYPE_PLAYERSOUND:
1228 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1231 backtrace("Invalid voice type!");
1236 void GlobalSound(string sample, float chan, float voicetype)
1244 tokenize_console(sample);
1247 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1249 sample = strcat(argv(0), ".wav"); // randomization
1253 case VOICETYPE_LASTATTACKER_ONLY:
1256 msg_entity = self.pusher;
1257 if(IS_REAL_CLIENT(msg_entity))
1259 if(msg_entity.cvar_cl_voice_directional == 1)
1260 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1262 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1266 case VOICETYPE_LASTATTACKER:
1269 msg_entity = self.pusher;
1270 if(IS_REAL_CLIENT(msg_entity))
1272 if(msg_entity.cvar_cl_voice_directional == 1)
1273 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1275 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1278 if(IS_REAL_CLIENT(msg_entity))
1279 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1282 case VOICETYPE_TEAMRADIO:
1283 FOR_EACH_REALCLIENT(msg_entity)
1284 if(!teamplay || msg_entity.team == self.team)
1286 if(msg_entity.cvar_cl_voice_directional == 1)
1287 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1289 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1292 case VOICETYPE_AUTOTAUNT:
1297 if(autocvar_sv_gentle)
1299 tauntrand = random();
1300 FOR_EACH_REALCLIENT(msg_entity)
1301 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1303 if (msg_entity.cvar_cl_voice_directional >= 1)
1304 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1306 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1309 case VOICETYPE_TAUNT:
1311 if(self.deadflag == DEAD_NO)
1312 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1315 if(autocvar_sv_gentle)
1317 FOR_EACH_REALCLIENT(msg_entity)
1319 if (msg_entity.cvar_cl_voice_directional >= 1)
1320 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1322 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1325 case VOICETYPE_PLAYERSOUND:
1326 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1329 backtrace("Invalid voice type!");
1334 void PlayerSound(.string samplefield, float chan, float voicetype)
1336 GlobalSound(self.samplefield, chan, voicetype);
1339 void VoiceMessage(string type, string msg)
1342 float voicetype, ownteam;
1344 sample = GetVoiceMessageSampleField(type);
1346 if(GetPlayerSoundSampleField_notFound)
1348 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1352 voicetype = GetVoiceMessageVoiceType(type);
1353 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1355 flood = Say(self, ownteam, world, msg, 1);
1358 GlobalSound(self.sample, CH_VOICE, voicetype);
1360 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1363 void MoveToTeam(entity client, float team_colour, float type)
1365 float lockteams_backup;
1367 lockteams_backup = lockteams; // backup any team lock
1369 lockteams = 0; // disable locked teams
1371 TeamchangeFrags(client); // move the players frags
1372 SetPlayerColors(client, team_colour - 1); // set the players colour
1373 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1375 lockteams = lockteams_backup; // restore the team lock
1377 LogTeamchange(client.playerid, client.team, type);