]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge branch 'master' into samual/keepaway
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, idx, f;
16         float fh;
17         string prefix;
18         if(weaponstats_buffer < 0)
19                 return;
20         prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21         if(cvar_string("sv_weaponstats_killfile") != "")
22         {
23                 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
24                 if(fh >= 0)
25                 {
26                         fputs(fh, "#begin killfile\n");
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
31                                 {
32                                         idx = WEAPONSTATS_GETINDEX(i, j);
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
34                                         if(f != 0)
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
36                                 }
37                         fputs(fh, "#end\n\n");
38                         fclose(fh);
39                         print("Weapon kill stats written\n");
40                 }
41         }
42         if(cvar_string("sv_weaponstats_damagefile") != "")
43         {
44                 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
45                 if(fh >= 0)
46                 {
47                         fputs(fh, "#begin damagefile\n");
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
52                                 {
53                                         idx = WEAPONSTATS_GETINDEX(i, j);
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
55                                         if(f != 0)
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
57                                 }
58                         fputs(fh, "#end\n\n");
59                         fclose(fh);
60                         print("Weapon damage stats written\n");
61                 }
62         }
63         buf_del(weaponstats_buffer);
64         weaponstats_buffer = -1;
65 }
66
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
68 {
69         float idx;
70         if(weaponstats_buffer < 0)
71                 return;
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)
73                 return;
74         if(awep > WEP_LAST || vwep > WEP_LAST)
75                 return;
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
78 }
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
80 {
81         if(damage < 0)
82                 error("negative damage?");
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
84 }
85 void WeaponStats_LogKill(float awep, float vwep)
86 {
87         WeaponStats_LogItem(awep, vwep, '0 1 0');
88 }
89
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
99 // added CopyBody
100
101 .entity pusher;
102 .float pushltime;
103
104 void CopyBody(float keepvelocity)
105 {
106         local entity oldself;
107         if (self.effects & EF_NODRAW)
108                 return;
109         oldself = self;
110         self = spawn();
111         self.enemy = oldself;
112         self.lip = oldself.lip;
113         self.colormap = oldself.colormap;
114         self.glowmod = oldself.glowmod;
115         self.iscreature = oldself.iscreature;
116         self.angles = oldself.angles;
117         self.avelocity = oldself.avelocity;
118         self.classname = "body";
119         self.damageforcescale = oldself.damageforcescale;
120         self.effects = oldself.effects;
121         self.event_damage = oldself.event_damage;
122         self.animstate_startframe = oldself.animstate_startframe;
123         self.animstate_numframes = oldself.animstate_numframes;
124         self.animstate_framerate = oldself.animstate_framerate;
125         self.animstate_starttime = oldself.animstate_starttime;
126         self.animstate_endtime = oldself.animstate_endtime;
127         self.animstate_override = oldself.animstate_override;
128         self.animstate_looping = oldself.animstate_looping;
129         self.frame = oldself.frame;
130         self.dead_frame = oldself.dead_frame;
131         self.pain_finished = oldself.pain_finished;
132         self.health = oldself.health;
133         self.armorvalue = oldself.armorvalue;
134         self.armortype = oldself.armortype;
135         self.model = oldself.model;
136         self.modelindex = oldself.modelindex;
137         self.modelindex_lod0 = oldself.modelindex_lod0;
138         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
139         self.modelindex_lod1 = oldself.modelindex_lod1;
140         self.modelindex_lod2 = oldself.modelindex_lod2;
141         self.skinindex = oldself.skinindex;
142         self.species = oldself.species;
143         self.movetype = oldself.movetype;
144         self.nextthink = oldself.nextthink;
145         self.solid = oldself.solid;
146         self.ballistics_density = oldself.ballistics_density;
147         self.takedamage = oldself.takedamage;
148         self.think = oldself.think;
149         self.customizeentityforclient = oldself.customizeentityforclient;
150         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
151         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
152         if (keepvelocity == 1)
153                 self.velocity = oldself.velocity;
154         self.oldvelocity = self.velocity;
155         self.fade_time = oldself.fade_time;
156         self.fade_rate = oldself.fade_rate;
157         //self.weapon = oldself.weapon;
158         setorigin(self, oldself.origin);
159         setsize(self, oldself.mins, oldself.maxs);
160         self.prevorigin = oldself.origin;
161         self.reset = SUB_Remove;
162
163         Drag_MoveDrag(oldself, self);
164
165         self = oldself;
166 }
167
168 float player_getspecies()
169 {
170         float s;
171         get_model_parameters(self.playermodel, self.skinindex);
172         s = get_model_parameters_species;
173         get_model_parameters(string_null, 0);
174         if(s < 0)
175                 return SPECIES_HUMAN;
176         return s;
177 }
178
179 void player_setupanimsformodel()
180 {
181         local string animfilename;
182         local float animfile;
183         // defaults for legacy .zym models without animinfo files
184         self.anim_die1 = '0 1 0.5'; // 2 seconds
185         self.anim_die2 = '1 1 0.5'; // 2 seconds
186         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
187         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
188         self.anim_duckwalk = '4 1 1';
189         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
190         self.anim_duckidle = '6 1 1';
191         self.anim_idle = '7 1 1';
192         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
193         self.anim_pain1 = '9 1 2'; // 0.5 seconds
194         self.anim_pain2 = '10 1 2'; // 0.5 seconds
195         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
196         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
197         self.anim_run = '13 1 1';
198         self.anim_runbackwards = '14 1 1';
199         self.anim_strafeleft = '15 1 1';
200         self.anim_straferight = '16 1 1';
201         self.anim_dead1 = '17 1 1';
202         self.anim_dead2 = '18 1 1';
203         self.anim_forwardright = '19 1 1';
204         self.anim_forwardleft = '20 1 1';
205         self.anim_backright = '21 1 1';
206         self.anim_backleft  = '22 1 1';
207         animparseerror = FALSE;
208         animfilename = strcat(self.model, ".animinfo");
209         animfile = fopen(animfilename, FILE_READ);
210         if (animfile >= 0)
211         {
212                 self.anim_die1         = animparseline(animfile);
213                 self.anim_die2         = animparseline(animfile);
214                 self.anim_draw         = animparseline(animfile);
215                 self.anim_duck         = animparseline(animfile);
216                 self.anim_duckwalk     = animparseline(animfile);
217                 self.anim_duckjump     = animparseline(animfile);
218                 self.anim_duckidle     = animparseline(animfile);
219                 self.anim_idle         = animparseline(animfile);
220                 self.anim_jump         = animparseline(animfile);
221                 self.anim_pain1        = animparseline(animfile);
222                 self.anim_pain2        = animparseline(animfile);
223                 self.anim_shoot        = animparseline(animfile);
224                 self.anim_taunt        = animparseline(animfile);
225                 self.anim_run          = animparseline(animfile);
226                 self.anim_runbackwards = animparseline(animfile);
227                 self.anim_strafeleft   = animparseline(animfile);
228                 self.anim_straferight  = animparseline(animfile);
229                 self.anim_forwardright = animparseline(animfile);
230                 self.anim_forwardleft  = animparseline(animfile);
231                 self.anim_backright    = animparseline(animfile);
232                 self.anim_backleft     = animparseline(animfile);
233                 fclose(animfile);
234
235                 // derived anims
236                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
237                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
238
239                 if (animparseerror)
240                         print("Parse error in ", animfilename, ", some player animations are broken\n");
241         }
242         else
243                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
244         // reset animstate now
245         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
246 };
247
248 void player_anim (void)
249 {
250         updateanim(self);
251         if (self.weaponentity)
252                 updateanim(self.weaponentity);
253
254         if (self.deadflag != DEAD_NO)
255         {
256                 if (time > self.animstate_endtime)
257                 {
258                         if (self.maxs_z > 5)
259                         {
260                                 self.maxs_z = 5;
261                                 setsize(self, self.mins, self.maxs);
262                         }
263                         self.frame = self.dead_frame;
264                 }
265                 return;
266         }
267
268         if (!self.animstate_override)
269         {
270                 if (!(self.flags & FL_ONGROUND))
271                 {
272                         if (self.crouch)
273                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
274                         else
275                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
276                         self.restart_jump = FALSE;
277                 }
278                 else if (self.crouch)
279                 {
280                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
281                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
282                         else
283                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
284                 }
285                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
286                 {
287                         if (self.movement_x > 0 && self.movement_y == 0)
288                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289                         else if (self.movement_x < 0 && self.movement_y == 0)
290                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
291                         else if (self.movement_x == 0 && self.movement_y > 0)
292                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
293                         else if (self.movement_x == 0 && self.movement_y < 0)
294                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
295                         else if (self.movement_x > 0 && self.movement_y > 0)
296                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
297                         else if (self.movement_x > 0 && self.movement_y < 0)
298                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
299                         else if (self.movement_x < 0 && self.movement_y > 0)
300                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
301                         else if (self.movement_x < 0 && self.movement_y < 0)
302                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
303                         else
304                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
305                 }
306                 else
307                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
308         }
309
310         if (self.weaponentity)
311         if (!self.weaponentity.animstate_override)
312                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
313 }
314
315 void SpawnThrownWeapon (vector org, float w)
316 {
317         if(g_minstagib)
318         if(self.ammo_cells <= 0)
319                 return;
320
321         if(g_pinata)
322         {
323                 float j;
324                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
325                 {
326                         if(self.weapons & W_WeaponBit(j))
327                                 if(W_IsWeaponThrowable(j))
328                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
329                 }
330         }
331         else
332                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
333 }
334
335 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
336 {
337         local float take, save;
338         vector v;
339         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
340
341         // damage resistance (ignore most of the damage from a bullet or similar)
342         damage = max(damage - 5, 1);
343
344         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
345         take = v_x;
346         save = v_y;
347
348         if(sound_allowed(MSG_BROADCAST, attacker))
349         {
350                 if (save > 10)
351                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
352                 else if (take > 30)
353                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
354                 else if (take > 10)
355                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
356         }
357
358         if (take > 50)
359                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
360         if (take > 100)
361                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
362
363         if (!(self.flags & FL_GODMODE))
364         {
365                 self.armorvalue = self.armorvalue - save;
366                 self.health = self.health - take;
367                 // pause regeneration for 5 seconds
368                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
369         }
370         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
371         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
372         self.dmg_inflictor = inflictor;
373
374         if (self.health <= -100 && self.modelindex != 0)
375         {
376                 // don't use any animations as a gib
377                 self.frame = 0;
378                 self.dead_frame = 0;
379                 // view just above the floor
380                 self.view_ofs = '0 0 4';
381
382                 Violence_GibSplash(self, 1, 1, attacker);
383                 self.modelindex = 0; // restore later
384                 self.solid = SOLID_NOT; // restore later
385         }
386 }
387
388 void ClientKill_Now_TeamChange();
389
390 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
391 {
392         local float take, save, waves, sdelay, dh, da, j;
393         vector v;
394         float valid_damage_for_weaponstats;
395
396         dh = max(self.health, 0);
397         da = max(self.armorvalue, 0);
398
399         if(!DEATH_ISSPECIAL(deathtype))
400         {
401                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
402                 if(self != attacker)
403                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
404         }
405
406         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
407         {
408                 // tuba causes blood to come out of the ears
409                 vector ear1, ear2;
410                 vector d;
411                 float f;
412                 ear1 = self.origin;
413                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
414                 ear2 = ear1;
415                 makevectors(self.angles);
416                 ear1 += v_right * -10;
417                 ear2 += v_right * +10;
418                 d = inflictor.origin - self.origin;
419                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
420                 force = v_right * vlen(force);
421                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
422                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
423                 if(f > 0)
424                 {
425                         hitloc = ear1;
426                         force = force * -1;
427                 }
428                 else
429                 {
430                         hitloc = ear2;
431                         // force is already good
432                 }
433         }
434         else
435                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
436
437         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
438                 return;
439
440         if (!g_minstagib)
441         {
442                 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
443                 take = v_x;
444                 save = v_y;
445         }
446         else
447         {
448                 save = 0;
449                 take = damage;
450         }
451
452         frag_inflictor = inflictor;
453         frag_attacker = attacker;
454         frag_target = self;
455         damage_take = take;
456         damage_save = save;
457         damage_force = force;
458         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
459         take = bound(0, damage_take, self.health);
460         save = bound(0, damage_save, self.armorvalue);
461
462         if(sound_allowed(MSG_BROADCAST, attacker))
463         {
464                 if (save > 10)
465                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
466                 else if (take > 30)
467                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
468                 else if (take > 10)
469                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
470         }
471
472         if (take > 50)
473                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
474         if (take > 100)
475                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
476
477         if (time >= self.spawnshieldtime)
478         {
479                 if (!(self.flags & FL_GODMODE))
480                 {
481                         self.armorvalue = self.armorvalue - save;
482                         self.health = self.health - take;
483                         // pause regeneration for 5 seconds
484                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
485
486                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
487                         {
488                                 self.pain_finished = time + 0.5;        //Supajoe
489
490                                 if(sv_gentle < 1) {
491                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
492                                         {
493                                                 if (random() > 0.5)
494                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
495                                                 else
496                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
497                                         }
498
499                                         if(sound_allowed(MSG_BROADCAST, attacker))
500                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
501                                         if(self.health > 1)
502                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
503                                         {
504                                                 if(deathtype == DEATH_FALL)
505                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
506                                                 else if(self.health > 75) // TODO make a "gentle" version?
507                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
508                                                 else if(self.health > 50)
509                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
510                                                 else if(self.health > 25)
511                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
512                                                 else
513                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
514                                         }
515                                 }
516
517                                 // throw off bot aim temporarily
518                                 local float shake;
519                                 shake = damage * 5 / (bound(0,skill,100) + 1);
520                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
521                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
522                         }
523                 }
524                 else
525                         self.max_armorvalue += (save + take);
526         }
527         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
528         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
529         self.dmg_inflictor = inflictor;
530
531         if(attacker == self)
532         {
533                 // don't reset pushltime for self damage as it may be an attempt to
534                 // escape a lava pit or similar
535                 //self.pushltime = 0;
536         }
537         else if(attacker.classname == "player" || attacker.classname == "gib")
538         {
539                 self.pusher = attacker;
540                 self.pushltime = time + cvar("g_maxpushtime");
541         }
542         else if(time < self.pushltime)
543         {
544                 attacker = self.pusher;
545                 self.pushltime = max(self.pushltime, time + 0.6);
546         }
547         else
548                 self.pushltime = 0;
549
550         valid_damage_for_weaponstats = 0;
551         if(clienttype(self) == CLIENTTYPE_REAL)
552         if(clienttype(attacker) == CLIENTTYPE_REAL)
553         if(self != attacker)
554         if(!DEATH_ISSPECIAL(deathtype))
555         if(IsDifferentTeam(self, attacker))
556                 valid_damage_for_weaponstats = 1;
557         
558         if(valid_damage_for_weaponstats)
559         {
560                 dh = dh - max(self.health, 0);
561                 da = da - max(self.armorvalue, 0);
562                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
563         }
564
565         if (self.health < 1)
566         {
567                 float defer_ClientKill_Now_TeamChange;
568                 defer_ClientKill_Now_TeamChange = FALSE;
569
570                 if(self.alivetime)
571                 {
572                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
573                         self.alivetime = 0;
574                 }
575
576                 if(valid_damage_for_weaponstats)
577                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
578
579                 if(sv_gentle < 1) // TODO make a "gentle" version?
580                 if(sound_allowed(MSG_BROADCAST, attacker))
581                 {
582                         if(deathtype == DEATH_DROWN)
583                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
584                         else
585                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
586                 }
587
588                 // get rid of kill indicator
589                 if(self.killindicator)
590                 {
591                         remove(self.killindicator);
592                         self.killindicator = world;
593                         if(self.killindicator_teamchange)
594                                 defer_ClientKill_Now_TeamChange = TRUE;
595
596                         if(self.classname == "body")
597                         if(deathtype == DEATH_KILL)
598                         {
599                                 // for the lemmings fans, a small harmless explosion
600                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
601                         }
602                 }
603
604                 // become fully visible
605                 self.alpha = 1;
606                 // clear selected player display
607                 ClearSelectedPlayer();
608                 // throw a weapon
609                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
610                 // print an obituary message
611                 Obituary (attacker, inflictor, self, deathtype);
612                 race_PreDie();
613                 DropAllRunes(self);
614
615                 frag_attacker = attacker;
616                 frag_inflictor = inflictor;
617                 frag_target = self;
618                 MUTATOR_CALLHOOK(PlayerDies);
619
620                 if(self.flagcarried)
621                 {
622                         if(attacker.classname != "player" && attacker.classname != "gib")
623                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
624                         else if(attacker.team == self.team)
625                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
626                         else
627                                 DropFlag(self.flagcarried, world, attacker);
628                 }
629                 if(self.ballcarried && g_nexball)
630                         DropBall(self.ballcarried, self.origin, self.velocity);
631                 Portal_ClearAllLater(self);
632                 // clear waypoints
633                 WaypointSprite_PlayerDead();
634                 // make the corpse upright (not tilted)
635                 self.angles_x = 0;
636                 self.angles_z = 0;
637                 // don't spin
638                 self.avelocity = '0 0 0';
639                 // view from the floor
640                 self.view_ofs = '0 0 -8';
641                 // toss the corpse
642                 self.movetype = MOVETYPE_TOSS;
643                 // shootable corpse
644                 self.solid = SOLID_CORPSE;
645                 self.ballistics_density = cvar("g_ballistics_density_corpse");
646                 // don't stick to the floor
647                 self.flags &~= FL_ONGROUND;
648                 // dying animation
649                 self.deadflag = DEAD_DYING;
650                 // when to allow respawn
651                 sdelay = 0;
652                 waves = 0;
653                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
654                 if(!sdelay)
655                         sdelay = cvar("g_respawn_delay");
656                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
657                 if(!waves)
658                         waves = cvar("g_respawn_waves");
659                 if(waves)
660                         self.death_time = ceil((time + sdelay) / waves) * waves;
661                 else
662                         self.death_time = time + sdelay;
663                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
664                         self.respawn_countdown = 10; // first number to count down from is 10
665                 else
666                         self.respawn_countdown = -1; // do not count down
667                 if (random() < 0.5)
668                 {
669                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
670                         self.dead_frame = self.anim_dead1_x;
671                 }
672                 else
673                 {
674                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
675                         self.dead_frame = self.anim_dead2_x;
676                 }
677                 // set damage function to corpse damage
678                 self.event_damage = PlayerCorpseDamage;
679                 // call the corpse damage function just in case it wants to gib
680                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
681                 // set up to fade out later
682                 SUB_SetFade (self, time + 6 + random (), 1);
683
684                 if(clienttype(self) == CLIENTTYPE_REAL)
685                 {
686                         self.fixangle = TRUE;
687                         //msg_entity = self;
688                         //WriteByte (MSG_ONE, SVC_SETANGLE);
689                         //WriteAngle (MSG_ONE, self.v_angle_x);
690                         //WriteAngle (MSG_ONE, self.v_angle_y);
691                         //WriteAngle (MSG_ONE, 80);
692                 }
693
694                 if(g_arena)
695                         Spawnqueue_Unmark(self);
696
697                 if(defer_ClientKill_Now_TeamChange)
698                         ClientKill_Now_TeamChange();
699
700                 if(sv_gentle > 0 || cvar("ekg")) {
701                         // remove corpse
702                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
703                 }
704
705                 // reset fields the weapons may use just in case
706         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
707                 {
708             weapon_action(j, WR_RESETPLAYER);
709                         ATTACK_FINISHED_FOR(self, j) = 0;
710                 }
711         }
712 }
713
714 float UpdateSelectedPlayer_countvalue(float v)
715 {
716         return max(0, (v - 1.0) / 0.5);
717 }
718
719 // returns: -2 if no hit, otherwise cos of the angle
720 // uses the global v_angle
721 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
722 {
723         vector so, d;
724         float c;
725
726         if(p == self)
727                 return -2;
728
729         if(p.deadflag)
730                 return -2;
731
732         so = self.origin + self.view_ofs;
733         d = p.origin - so;
734
735         // misaimed?
736         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
737                 return -2;
738
739         // now find the cos of the angle...
740         c = normalize(d) * v_forward;
741
742         if(c <= mincosangle)
743                 return -2;
744
745         // not visible in any way? forget it
746         if(!checkpvs(so, p))
747                 return -2;
748
749         traceline(so, p.origin, MOVE_NOMONSTERS, self);
750         if(trace_fraction < 1)
751                 return -2;
752
753         return c;
754 }
755
756 void ClearSelectedPlayer()
757 {
758         if(self.selected_player)
759         {
760                 centerprint_expire(self, CENTERPRIO_POINT);
761                 self.selected_player = world;
762                 self.selected_player_display_needs_update = FALSE;
763         }
764 }
765
766 void UpdateSelectedPlayer()
767 {
768         entity selected;
769         float selected_score;
770         selected = world;
771         selected_score = 0.95; // 18 degrees
772
773         if(!cvar("sv_allow_shownames"))
774                 return;
775
776         if(clienttype(self) != CLIENTTYPE_REAL)
777                 return;
778
779         if(self.cvar_cl_shownames == 0)
780                 return;
781
782         if(self.cvar_cl_shownames == 1 && !teams_matter)
783                 return;
784
785         makevectors(self.v_angle); // sets v_forward
786
787         // 1. cursor trace is always right
788         WarpZone_crosshair_trace(self);
789         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
790         {
791                 selected = trace_ent;
792         }
793         else
794         {
795                 // 2. if we don't have a cursor trace, find the player which is least
796                 //    mis-aimed at
797                 entity p;
798                 FOR_EACH_PLAYER(p)
799                 {
800                         float c;
801                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
802                         if(c >= -1)
803                         {
804                                 selected = p;
805                                 selected_score = c;
806                         }
807                 }
808         }
809
810         if(selected)
811         {
812                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
813         }
814         else
815         {
816                 if(time < self.selected_player_display_timeout)
817                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
818                                 selected = self.selected_player;
819         }
820
821         if(selected)
822         {
823                 if(selected == self.selected_player)
824                 {
825                         float save;
826                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
827                         self.selected_player_count = self.selected_player_count + frametime;
828                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
829                         {
830                                 string namestr, healthstr;
831                                 namestr = playername(selected);
832                                 if(teams_matter)
833                                 {
834                                         healthstr = ftos(floor(selected.health));
835                                         if(self.team == selected.team)
836                                         {
837                                                 namestr = strcat(namestr, " (", healthstr, "%)");
838                                                 self.selected_player_display_needs_update = TRUE;
839                                         }
840                                 }
841                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
842                         }
843                 }
844                 else
845                 {
846                         ClearSelectedPlayer();
847                         self.selected_player = selected;
848                         self.selected_player_time = time;
849                         self.selected_player_count = 0;
850                         self.selected_player_display_needs_update = FALSE;
851                 }
852         }
853         else
854         {
855                 ClearSelectedPlayer();
856         }
857
858         if(self.selected_player)
859                 self.last_selected_player = self.selected_player;
860 }
861
862 .float muted; // to be used by prvm_edictset server playernumber muted 1
863 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
864 // message "": do not say, just test flood control
865 // return value:
866 //   1 = accept
867 //   0 = reject
868 //  -1 = fake accept
869 {
870         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
871         float flood, privatemsgprefixlen;
872         var .float flood_field;
873         entity head;
874         float ret;
875
876         if(Ban_MaybeEnforceBan(source))
877                 return 0;
878
879         if(!teamsay && !privatesay)
880                 if(substring(msgin, 0, 1) == " ")
881                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
882
883         msgin = formatmessage(msgin);
884
885         if(source.classname != "player")
886                 colorstr = "^0"; // black for spectators
887         else if(teams_matter)
888                 colorstr = Team_ColorCode(source.team);
889         else
890                 teamsay = FALSE;
891
892         if(intermission_running)
893                 teamsay = FALSE;
894
895         if(msgin != "")
896                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
897
898         /*
899          * using bprint solves this... me stupid
900         // how can we prevent the message from appearing in a listen server?
901         // for now, just give "say" back and only handle say_team
902         if(!teamsay)
903         {
904                 clientcommand(self, strcat("say ", msgin));
905                 return;
906         }
907         */
908
909         if(cvar("g_chat_teamcolors"))
910                 namestr = playername(source);
911         else
912                 namestr = source.netname;
913
914         if(msgin != "")
915         {
916                 if(privatesay)
917                 {
918                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
919                         privatemsgprefixlen = strlen(msgstr);
920                         msgstr = strcat(msgstr, msgin);
921                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
922                         if(cvar("g_chat_teamcolors"))
923                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
924                         else
925                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
926                 }
927                 else if(teamsay)
928                 {
929                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
930                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
931                 }
932                 else
933                 {
934                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
935                         cmsgstr = "";
936                 }
937                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
938         }
939         else
940         {
941                 msgstr = cmsgstr = "";
942         }
943
944         fullmsgstr = msgstr;
945         fullcmsgstr = cmsgstr;
946
947         // FLOOD CONTROL
948         flood = 0;
949         if(floodcontrol)
950         {
951                 float flood_spl;
952                 float flood_burst;
953                 float flood_lmax;
954                 float lines;
955                 if(privatesay)
956                 {
957                         flood_spl = cvar("g_chat_flood_spl_tell");
958                         flood_burst = cvar("g_chat_flood_burst_tell");
959                         flood_lmax = cvar("g_chat_flood_lmax_tell");
960                         flood_field = floodcontrol_chattell;
961                 }
962                 else if(teamsay)
963                 {
964                         flood_spl = cvar("g_chat_flood_spl_team");
965                         flood_burst = cvar("g_chat_flood_burst_team");
966                         flood_lmax = cvar("g_chat_flood_lmax_team");
967                         flood_field = floodcontrol_chatteam;
968                 }
969                 else
970                 {
971                         flood_spl = cvar("g_chat_flood_spl");
972                         flood_burst = cvar("g_chat_flood_burst");
973                         flood_lmax = cvar("g_chat_flood_lmax");
974                         flood_field = floodcontrol_chat;
975                 }
976                 flood_burst = max(0, flood_burst - 1);
977                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
978
979                 // do flood control for the default line size
980                 if(msgstr != "")
981                 {
982                         getWrappedLine_remaining = msgstr;
983                         msgstr = "";
984                         lines = 0;
985                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
986                         {
987                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
988                                 ++lines;
989                         }
990                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
991
992                         if(getWrappedLine_remaining != "")
993                         {
994                                 msgstr = strcat(msgstr, "\n");
995                                 flood = 2;
996                         }
997
998                         if(time >= source.flood_field)
999                         {
1000                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1001                         }
1002                         else
1003                         {
1004                                 flood = 1;
1005                                 msgstr = fullmsgstr;
1006                         }
1007                 }
1008                 else
1009                 {
1010                         if(time >= source.flood_field)
1011                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1012                         else
1013                                 flood = 1;
1014                 }
1015
1016                 if (timeoutStatus == 2) //when game is paused, no flood protection
1017                         source.flood_field = flood = 0;
1018         }
1019
1020         if(flood == 2) // cannot happen for empty msgstr
1021         {
1022                 if(cvar("g_chat_flood_notify_flooder"))
1023                 {
1024                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1025                         sourcecmsgstr = "";
1026                 }
1027                 else
1028                 {
1029                         sourcemsgstr = fullmsgstr;
1030                         sourcecmsgstr = fullcmsgstr;
1031                 }
1032                 cmsgstr = "";
1033         }
1034         else
1035         {
1036                 sourcemsgstr = msgstr;
1037                 sourcecmsgstr = cmsgstr;
1038         }
1039
1040         if(!privatesay)
1041         if(source.classname != "player")
1042         {
1043                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1044                         teamsay = -1; // spectators
1045         }
1046
1047         if(flood)
1048                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1049
1050         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1051         if(privatesay)
1052                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1053
1054         if(source.muted)
1055         {
1056                 // always fake the message
1057                 ret = -1;
1058         }
1059         else if(flood == 1)
1060         {
1061                 if(cvar("g_chat_flood_notify_flooder"))
1062                 {
1063                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1064                         ret = 0;
1065                 }
1066                 else
1067                         ret = -1;
1068         }
1069         else
1070         {
1071                 ret = 1;
1072         }
1073
1074         if(sourcemsgstr != "" && ret != 0)
1075         {
1076                 if(ret < 0) // fake
1077                 {
1078                         sprint(source, sourcemsgstr);
1079                         if(sourcecmsgstr != "" && !privatesay)
1080                                 centerprint(source, sourcecmsgstr);
1081                 }
1082                 else if(privatesay)
1083                 {
1084                         sprint(source, sourcemsgstr);
1085                         sprint(privatesay, msgstr);
1086                         if(cmsgstr != "")
1087                                 centerprint(privatesay, cmsgstr);
1088                 }
1089                 else if(teamsay > 0)
1090                 {
1091                         sprint(source, sourcemsgstr);
1092                         if(sourcecmsgstr != "")
1093                                 centerprint(source, sourcecmsgstr);
1094                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1095                                 if(head != source)
1096                                 {
1097                                         sprint(head, msgstr);
1098                                         if(cmsgstr != "")
1099                                                 centerprint(head, cmsgstr);
1100                                 }
1101                 }
1102                 else if(teamsay < 0)
1103                 {
1104                         sprint(source, sourcemsgstr);
1105                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1106                                 if(head != source)
1107                                         sprint(head, msgstr);
1108                 }
1109                 else if(sourcemsgstr != msgstr)
1110                 {
1111                         sprint(source, sourcemsgstr);
1112                         FOR_EACH_REALCLIENT(head)
1113                                 if(head != source)
1114                                         sprint(head, msgstr);
1115                 }
1116                 else
1117                         bprint(msgstr);
1118         }
1119
1120         return ret;
1121 }
1122
1123 float GetVoiceMessageVoiceType(string type)
1124 {
1125         if(type == "taunt")
1126                 return VOICETYPE_TAUNT;
1127         if(type == "teamshoot")
1128                 return VOICETYPE_LASTATTACKER;
1129         return VOICETYPE_TEAMRADIO;
1130 }
1131
1132 string allvoicesamples;
1133 float GetPlayerSoundSampleField_notFound;
1134 float GetPlayerSoundSampleField_fixed;
1135 .string GetVoiceMessageSampleField(string type)
1136 {
1137         GetPlayerSoundSampleField_notFound = 0;
1138         GetPlayerSoundSampleField_fixed = 0;
1139         switch(type)
1140         {
1141 #define _VOICEMSG(m) case #m: return playersound_##m;
1142                 ALLVOICEMSGS
1143 #undef _VOICEMSG
1144         }
1145         GetPlayerSoundSampleField_notFound = 1;
1146         return playersound_taunt;
1147 }
1148
1149 .string GetPlayerSoundSampleField(string type)
1150 {
1151         GetPlayerSoundSampleField_notFound = 0;
1152         GetPlayerSoundSampleField_fixed = 0;
1153         switch(type)
1154         {
1155 #define _VOICEMSG(m) case #m: return playersound_##m;
1156                 ALLPLAYERSOUNDS
1157 #undef _VOICEMSG
1158         }
1159         GetPlayerSoundSampleField_notFound = 1;
1160         return playersound_taunt;
1161 }
1162
1163 void PrecacheGlobalSound(string samplestring)
1164 {
1165         float n, i;
1166         tokenize_console(samplestring);
1167         n = stof(argv(1));
1168         if(n > 0)
1169         {
1170                 for(i = 1; i <= n; ++i)
1171                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1172         }
1173         else
1174         {
1175                 precache_sound(strcat(argv(0), ".wav"));
1176         }
1177 }
1178
1179 void PrecachePlayerSounds(string f)
1180 {
1181         float fh;
1182         string s;
1183         fh = fopen(f, FILE_READ);
1184         if(fh < 0)
1185                 return;
1186         while((s = fgets(fh)))
1187         {
1188                 if(tokenize_console(s) != 3)
1189                 {
1190                         dprint("Invalid sound info line: ", s, "\n");
1191                         continue;
1192                 }
1193                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1194         }
1195         fclose(fh);
1196
1197         if not(allvoicesamples)
1198         {
1199 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1200                 ALLVOICEMSGS
1201 #undef _VOICEMSG
1202                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1203         }
1204 }
1205
1206 void ClearPlayerSounds()
1207 {
1208 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1209         ALLPLAYERSOUNDS
1210         ALLVOICEMSGS
1211 #undef _VOICEMSG
1212 }
1213
1214 void LoadPlayerSounds(string f, float first)
1215 {
1216         float fh;
1217         string s;
1218         var .string field;
1219         fh = fopen(f, FILE_READ);
1220         if(fh < 0)
1221         {
1222                 dprint("Player sound file not found: ", f, "\n");
1223                 return;
1224         }
1225         while((s = fgets(fh)))
1226         {
1227                 if(tokenize_console(s) != 3)
1228                         continue;
1229                 field = GetPlayerSoundSampleField(argv(0));
1230                 if(GetPlayerSoundSampleField_notFound)
1231                         field = GetVoiceMessageSampleField(argv(0));
1232                 if(GetPlayerSoundSampleField_notFound)
1233                         continue;
1234                 if(GetPlayerSoundSampleField_fixed)
1235                         if not(first)
1236                                 continue;
1237                 if(self.field)
1238                         strunzone(self.field);
1239                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1240         }
1241         fclose(fh);
1242 }
1243
1244 .float modelindex_for_playersound;
1245 .float skinindex_for_playersound;
1246 void UpdatePlayerSounds()
1247 {
1248         if(self.modelindex == self.modelindex_for_playersound)
1249         if(self.skinindex == self.skinindex_for_playersound)
1250                 return;
1251         self.modelindex_for_playersound = self.modelindex;
1252         self.skinindex_for_playersound = self.skinindex;
1253         ClearPlayerSounds();
1254         LoadPlayerSounds("sound/player/default.sounds", 1);
1255         LoadPlayerSounds(get_model_datafilename(self.playermodel, self.skinindex, "sounds"), 0);
1256 }
1257
1258 void FakeGlobalSound(string sample, float chan, float voicetype)
1259 {
1260         float n;
1261         float tauntrand;
1262
1263         if(sample == "")
1264                 return;
1265
1266         tokenize_console(sample);
1267         n = stof(argv(1));
1268         if(n > 0)
1269                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1270         else
1271                 sample = strcat(argv(0), ".wav"); // randomization
1272
1273         switch(voicetype)
1274         {
1275                 case VOICETYPE_LASTATTACKER_ONLY:
1276                         break;
1277                 case VOICETYPE_LASTATTACKER:
1278                         if(self.pusher)
1279                         {
1280                                 msg_entity = self;
1281                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1282                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1283                         }
1284                         break;
1285                 case VOICETYPE_TEAMRADIO:
1286                         msg_entity = self;
1287                         if(msg_entity.cvar_cl_voice_directional == 1)
1288                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1289                         else
1290                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1291                         break;
1292                 case VOICETYPE_AUTOTAUNT:
1293                         if(!sv_autotaunt)
1294                                 break;
1295                         if(!sv_taunt)
1296                                 break;
1297                         if(sv_gentle)
1298                                 break;
1299                         tauntrand = random();
1300                         msg_entity = self;
1301                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1302                         {
1303                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1304                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1305                                 else
1306                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1307                         }
1308                         break;
1309                 case VOICETYPE_TAUNT:
1310                         if(self.classname == "player")
1311                                 if(self.deadflag == DEAD_NO)
1312                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1313                         if(!sv_taunt)
1314                                 break;
1315                         if(sv_gentle)
1316                                 break;
1317                         msg_entity = self;
1318                         if (msg_entity.cvar_cl_voice_directional >= 1)
1319                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1320                         else
1321                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1322                         break;
1323                 case VOICETYPE_PLAYERSOUND:
1324                         msg_entity = self;
1325                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1326                         break;
1327                 default:
1328                         backtrace("Invalid voice type!");
1329                         break;
1330         }
1331 }
1332
1333 void GlobalSound(string sample, float chan, float voicetype)
1334 {
1335         float n;
1336         float tauntrand;
1337
1338         if(sample == "")
1339                 return;
1340
1341         tokenize_console(sample);
1342         n = stof(argv(1));
1343         if(n > 0)
1344                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1345         else
1346                 sample = strcat(argv(0), ".wav"); // randomization
1347
1348         switch(voicetype)
1349         {
1350                 case VOICETYPE_LASTATTACKER_ONLY:
1351                         if(self.pusher)
1352                         {
1353                                 msg_entity = self.pusher;
1354                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1355                                 {
1356                                         if(msg_entity.cvar_cl_voice_directional == 1)
1357                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1358                                         else
1359                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1360                                 }
1361                         }
1362                         break;
1363                 case VOICETYPE_LASTATTACKER:
1364                         if(self.pusher)
1365                         {
1366                                 msg_entity = self.pusher;
1367                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1368                                 {
1369                                         if(msg_entity.cvar_cl_voice_directional == 1)
1370                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1371                                         else
1372                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1373                                 }
1374                                 msg_entity = self;
1375                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1376                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1377                         }
1378                         break;
1379                 case VOICETYPE_TEAMRADIO:
1380                         FOR_EACH_REALCLIENT(msg_entity)
1381                                 if(!teams_matter || msg_entity.team == self.team)
1382                                 {
1383                                         if(msg_entity.cvar_cl_voice_directional == 1)
1384                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1385                                         else
1386                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1387                                 }
1388                         break;
1389                 case VOICETYPE_AUTOTAUNT:
1390                         if(!sv_autotaunt)
1391                                 break;
1392                         if(!sv_taunt)
1393                                 break;
1394                         if(sv_gentle)
1395                                 break;
1396                         tauntrand = random();
1397                         FOR_EACH_REALCLIENT(msg_entity)
1398                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1399                                 {
1400                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1401                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1402                                         else
1403                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1404                                 }
1405                         break;
1406                 case VOICETYPE_TAUNT:
1407                         if(self.classname == "player")
1408                                 if(self.deadflag == DEAD_NO)
1409                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1410                         if(!sv_taunt)
1411                                 break;
1412                         if(sv_gentle)
1413                                 break;
1414                         FOR_EACH_REALCLIENT(msg_entity)
1415                         {
1416                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1417                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1418                                 else
1419                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1420                         }
1421                         break;
1422                 case VOICETYPE_PLAYERSOUND:
1423                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1424                         break;
1425                 default:
1426                         backtrace("Invalid voice type!");
1427                         break;
1428         }
1429 }
1430
1431 void PlayerSound(.string samplefield, float chan, float voicetype)
1432 {
1433         GlobalSound(self.samplefield, chan, voicetype);
1434 }
1435
1436 void VoiceMessage(string type, string msg)
1437 {
1438         var .string sample;
1439         float voicetype, ownteam;
1440         float flood;
1441         sample = GetVoiceMessageSampleField(type);
1442
1443         if(GetPlayerSoundSampleField_notFound)
1444         {
1445                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1446                 return;
1447         }
1448
1449         voicetype = GetVoiceMessageVoiceType(type);
1450         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1451
1452         flood = Say(self, ownteam, world, msg, 1);
1453
1454         if (flood > 0)
1455                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1456         else if (flood < 0)
1457                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1458 }
1459
1460 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1461 {
1462 //      show_message
1463 //      0 (00) automove centerprint, admin message
1464 //      1 (01) automove centerprint, no admin message
1465 //      2 (10) no centerprint, admin message
1466 //      3 (11) no centerprint, no admin message
1467
1468         float lockteams_backup;
1469
1470         lockteams_backup = lockteams;  // backup any team lock
1471
1472         lockteams = 0;  // disable locked teams
1473
1474         TeamchangeFrags(client);  // move the players frags
1475         SetPlayerColors(client, team_colour - 1);  // set the players colour
1476         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1477
1478         lockteams = lockteams_backup;  // restore the team lock
1479
1480         LogTeamchange(client.playerid, client.team, type);
1481
1482         if not(show_message & 1) // admin message
1483                 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
1484
1485         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1486 }