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1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
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.avelocity = oldself.avelocity;
159         self.classname = "body";
160         self.damageforcescale = oldself.damageforcescale;
161         self.effects = oldself.effects;
162         self.glowmod = oldself.glowmod;
163         self.event_damage = oldself.event_damage;
164         self.anim_state = oldself.anim_state;
165         self.anim_time = oldself.anim_time;
166         self.anim_lower_action = oldself.anim_lower_action;
167         self.anim_lower_time = oldself.anim_lower_time;
168         self.anim_upper_action = oldself.anim_upper_action;
169         self.anim_upper_time = oldself.anim_upper_time;
170         self.anim_implicit_state = oldself.anim_implicit_state;
171         self.anim_implicit_time = oldself.anim_implicit_time;
172         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
173         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
174         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
175         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
176         self.dphitcontentsmask = oldself.dphitcontentsmask;
177         self.death_time = oldself.death_time;
178         self.pain_finished = oldself.pain_finished;
179         self.health = oldself.health;
180         self.armorvalue = oldself.armorvalue;
181         self.armortype = oldself.armortype;
182         self.model = oldself.model;
183         self.modelindex = oldself.modelindex;
184         self.skin = oldself.skin;
185         self.species = oldself.species;
186         self.movetype = oldself.movetype;
187         self.solid = oldself.solid;
188         self.ballistics_density = oldself.ballistics_density;
189         self.takedamage = oldself.takedamage;
190         self.customizeentityforclient = oldself.customizeentityforclient;
191         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
192         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
193         if (keepvelocity == 1)
194                 self.velocity = oldself.velocity;
195         self.oldvelocity = self.velocity;
196         self.alpha = oldself.alpha;
197         self.fade_time = oldself.fade_time;
198         self.fade_rate = oldself.fade_rate;
199         //self.weapon = oldself.weapon;
200         setorigin(self, oldself.origin);
201         setsize(self, oldself.mins, oldself.maxs);
202         self.prevorigin = oldself.origin;
203         self.reset = SUB_Remove;
204
205         Drag_MoveDrag(oldself, self);
206
207         if(self.colormap <= maxclients && self.colormap > 0)
208                 self.colormap = 1024 + oldself.clientcolors;
209
210         CSQCMODEL_AUTOINIT();
211         self.CopyBody_nextthink = oldself.nextthink;
212         self.CopyBody_think = oldself.think;
213         self.nextthink = time;
214         self.think = CopyBody_Think;
215         // "bake" the current animation frame for clones (they don't get clientside animation)
216         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
217
218         self = oldself;
219 }
220
221 float player_getspecies()
222 {
223         float s;
224         get_model_parameters(self.model, self.skin);
225         s = get_model_parameters_species;
226         get_model_parameters(string_null, 0);
227         if(s < 0)
228                 return SPECIES_HUMAN;
229         return s;
230 }
231
232 void player_setupanimsformodel()
233 {
234         // load animation info
235         animdecide_init(self);
236         animdecide_setstate(self, 0, FALSE);
237 }
238
239 void player_anim (void)
240 {
241         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
242         if(self.deadflag && !deadbits)
243                 if(random() < 0.5)
244                         deadbits = ANIMSTATE_DEAD1;
245                 else
246                         deadbits = ANIMSTATE_DEAD2;
247         float animbits = deadbits;
248         if(self.freezetag_frozen)
249                 animbits |= ANIMSTATE_FROZEN;
250         if(self.crouch)
251                 animbits |= ANIMSTATE_DUCK;
252         animdecide_setstate(self, animbits, FALSE);
253         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
254
255         if (self.weaponentity)
256         {
257                 updateanim(self.weaponentity);
258                 if (!self.weaponentity.animstate_override)
259                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
260         }
261 }
262
263 void SpawnThrownWeapon (vector org, float w)
264 {
265         if(self.weapons & WepSet_FromWeapon(self.weapon))
266                 if(W_IsWeaponThrowable(self.weapon))
267                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
268 }
269
270 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
271 {
272         float take, save;
273         vector v;
274         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
275
276         // damage resistance (ignore most of the damage from a bullet or similar)
277         damage = max(damage - 5, 1);
278
279         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
280         take = v_x;
281         save = v_y;
282
283         if(sound_allowed(MSG_BROADCAST, attacker))
284         {
285                 if (save > 10)
286                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
287                 else if (take > 30)
288                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
289                 else if (take > 10)
290                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
291         }
292
293         if (take > 50)
294                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
295         if (take > 100)
296                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
297
298         if (!(self.flags & FL_GODMODE))
299         {
300                 self.armorvalue = self.armorvalue - save;
301                 self.health = self.health - take;
302                 // pause regeneration for 5 seconds
303                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
304         }
305         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
306         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
307         self.dmg_inflictor = inflictor;
308
309         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
310         {
311                 // don't use any animations as a gib
312                 self.frame = 0;
313                 // view just above the floor
314                 self.view_ofs = '0 0 4';
315
316                 Violence_GibSplash(self, 1, 1, attacker);
317                 self.alpha = -1;
318                 self.solid = SOLID_NOT; // restore later
319                 self.takedamage = DAMAGE_NO; // restore later
320                 self.damagedbycontents = FALSE;
321         }
322 }
323
324 void ClientKill_Now_TeamChange();
325
326 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
327 {
328         float take, save, waves, sdelay, dh, da, j;
329         vector v;
330         float valid_damage_for_weaponstats;
331         float excess;
332
333         dh = max(self.health, 0);
334         da = max(self.armorvalue, 0);
335
336         if(!DEATH_ISSPECIAL(deathtype))
337         {
338                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
339                 if(self != attacker)
340                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
341         }
342
343         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
344         {
345                 // tuba causes blood to come out of the ears
346                 vector ear1, ear2;
347                 vector d;
348                 float f;
349                 ear1 = self.origin;
350                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
351                 ear2 = ear1;
352                 makevectors(self.angles);
353                 ear1 += v_right * -10;
354                 ear2 += v_right * +10;
355                 d = inflictor.origin - self.origin;
356                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
357                 force = v_right * vlen(force);
358                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
359                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
360                 if(f > 0)
361                 {
362                         hitloc = ear1;
363                         force = force * -1;
364                 }
365                 else
366                 {
367                         hitloc = ear2;
368                         // force is already good
369                 }
370         }
371         else
372                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
373
374
375         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
376         take = v_x;
377         save = v_y;
378
379         if(attacker == self)
380         {
381                 // don't reset pushltime for self damage as it may be an attempt to
382                 // escape a lava pit or similar
383                 //self.pushltime = 0;
384                 self.istypefrag = 0;
385         }
386         else if(IS_PLAYER(attacker))
387         {
388                 self.pusher = attacker;
389                 self.pushltime = time + autocvar_g_maxpushtime;
390                 self.istypefrag = self.BUTTON_CHAT;
391         }
392         else if(time < self.pushltime)
393         {
394                 attacker = self.pusher;
395                 self.pushltime = max(self.pushltime, time + 0.6);
396         }
397         else
398         {
399                 self.pushltime = 0;
400                 self.istypefrag = 0;
401         }
402
403         frag_inflictor = inflictor;
404         frag_attacker = attacker;
405         frag_target = self;
406         frag_damage = damage;
407         damage_take = take;
408         damage_save = save;
409         damage_force = force;
410         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
411         take = bound(0, damage_take, self.health);
412         save = bound(0, damage_save, self.armorvalue);
413         excess = max(0, damage - take - save);
414
415         if(sound_allowed(MSG_BROADCAST, attacker))
416         {
417                 if (save > 10)
418                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
419                 else if (take > 30)
420                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
421                 else if (take > 10)
422                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
423         }
424
425         if (take > 50)
426                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
427         if (take > 100)
428                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
429
430         if (time >= self.spawnshieldtime)
431         {
432                 if (!(self.flags & FL_GODMODE))
433                 {
434                         self.armorvalue = self.armorvalue - save;
435                         self.health = self.health - take;
436                         // pause regeneration for 5 seconds
437                         if(take)
438                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
439
440                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
441                         {
442                                 self.pain_finished = time + 0.5;        //Supajoe
443
444                                 if(autocvar_sv_gentle < 1) {
445                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
446                                         {
447                                                 if (!self.animstate_override)
448                                                 {
449                                                         if (random() > 0.5)
450                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
451                                                         else
452                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
453                                                 }
454                                         }
455
456                                         if(sound_allowed(MSG_BROADCAST, attacker))
457                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
458                                         if(self.health > 1)
459                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
460                                         {
461                                                 if(deathtype == DEATH_FALL)
462                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
463                                                 else if(self.health > 75) // TODO make a "gentle" version?
464                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
465                                                 else if(self.health > 50)
466                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
467                                                 else if(self.health > 25)
468                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
469                                                 else
470                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
471                                         }
472                                 }
473
474                                 // throw off bot aim temporarily
475                                 float shake;
476                                 shake = damage * 5 / (bound(0,skill,100) + 1);
477                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
478                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
479                         }
480                 }
481                 else
482                         self.max_armorvalue += (save + take);
483         }
484         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
485         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
486         self.dmg_inflictor = inflictor;
487
488         float abot, vbot, awep;
489         abot = (IS_BOT_CLIENT(attacker));
490         vbot = (IS_BOT_CLIENT(self));
491
492         valid_damage_for_weaponstats = 0;
493         awep = 0;
494
495         if(vbot || IS_REAL_CLIENT(self))
496         if(abot || IS_REAL_CLIENT(attacker))
497         if(attacker && self != attacker)
498         if(IsDifferentTeam(self, attacker))
499         {
500                 if(DEATH_ISSPECIAL(deathtype))
501                         awep = attacker.weapon;
502                 else
503                         awep = DEATH_WEAPONOF(deathtype);
504                 valid_damage_for_weaponstats = 1;
505         }
506
507         if(valid_damage_for_weaponstats)
508         {
509                 dh = dh - max(self.health, 0);
510                 da = da - max(self.armorvalue, 0);
511                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
512         }
513
514         if (self.health < 1)
515         {
516                 float defer_ClientKill_Now_TeamChange;
517                 defer_ClientKill_Now_TeamChange = FALSE;
518
519                 if(self.alivetime)
520                 {
521                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
522                         self.alivetime = 0;
523                 }
524
525                 if(valid_damage_for_weaponstats)
526                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
527
528                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
529                 if(sound_allowed(MSG_BROADCAST, attacker))
530                 {
531                         if(deathtype == DEATH_DROWN)
532                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
533                         else
534                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
535                 }
536
537                 // get rid of kill indicator
538                 if(self.killindicator)
539                 {
540                         remove(self.killindicator);
541                         self.killindicator = world;
542                         if(self.killindicator_teamchange)
543                                 defer_ClientKill_Now_TeamChange = TRUE;
544
545                         if(self.classname == "body")
546                         if(deathtype == DEATH_KILL)
547                         {
548                                 // for the lemmings fans, a small harmless explosion
549                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
550                         }
551                 }
552
553                 // print an obituary message
554                 Obituary (attacker, inflictor, self, deathtype);
555                 race_PreDie();
556
557         // increment frag counter for used weapon type
558         float w;
559         w = DEATH_WEAPONOF(deathtype);
560         if(WEP_VALID(w))
561         if(accuracy_isgooddamage(attacker, self))
562         attacker.accuracy.(accuracy_frags[w-1]) += 1;
563
564                 frag_attacker = attacker;
565                 frag_inflictor = inflictor;
566                 frag_target = self;
567                 frag_deathtype = deathtype;
568                 MUTATOR_CALLHOOK(PlayerDies);
569
570                 weapon_action(self.weapon, WR_PLAYERDEATH);
571
572                 RemoveGrapplingHook(self);
573
574                 Portal_ClearAllLater(self);
575
576                 if(IS_REAL_CLIENT(self))
577                 {
578                         self.fixangle = TRUE;
579                         //msg_entity = self;
580                         //WriteByte (MSG_ONE, SVC_SETANGLE);
581                         //WriteAngle (MSG_ONE, self.v_angle_x);
582                         //WriteAngle (MSG_ONE, self.v_angle_y);
583                         //WriteAngle (MSG_ONE, 80);
584                 }
585
586                 if(defer_ClientKill_Now_TeamChange)
587                         ClientKill_Now_TeamChange(); // can turn player into spectator
588
589                 // player could have been miraculously resuscitated ;)
590                 // e.g. players in freezetag get frozen, they don't really die
591                 if(self.health >= 1 || !IS_PLAYER(self))
592                         return;
593
594                 // when we get here, player actually dies
595
596                 // clear waypoints
597                 WaypointSprite_PlayerDead();
598                 // throw a weapon
599                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
600
601                 // become fully visible
602                 self.alpha = default_player_alpha;
603                 // make the corpse upright (not tilted)
604                 self.angles_x = 0;
605                 self.angles_z = 0;
606                 // don't spin
607                 self.avelocity = '0 0 0';
608                 // view from the floor
609                 self.view_ofs = '0 0 -8';
610                 // toss the corpse
611                 self.movetype = MOVETYPE_TOSS;
612                 // shootable corpse
613                 self.solid = SOLID_CORPSE;
614                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
615                 // don't stick to the floor
616                 self.flags &= ~FL_ONGROUND;
617                 // dying animation
618                 self.deadflag = DEAD_DYING;
619                 // when to allow respawn
620                 sdelay = 0;
621                 waves = 0;
622                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
623                 if(!sdelay)
624                 {
625                         if(g_cts)
626                                 sdelay = 0; // no respawn delay in CTS
627                         else
628                                 sdelay = autocvar_g_respawn_delay;
629                 }
630                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
631                 if(!waves)
632                         waves = autocvar_g_respawn_waves;
633                 if(waves)
634                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
635                 else
636                         self.respawn_time = time + sdelay;
637                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
638                         self.respawn_countdown = 10; // first number to count down from is 10
639                 else
640                         self.respawn_countdown = -1; // do not count down
641
642                 if(g_cts || autocvar_g_forced_respawn)
643                         self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
644
645                 self.death_time = time;
646                 if (random() < 0.5)
647                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
648                 else
649                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
650                 if (self.maxs_z > 5)
651                 {
652                         self.maxs_z = 5;
653                         setsize(self, self.mins, self.maxs);
654                 }
655                 // set damage function to corpse damage
656                 self.event_damage = PlayerCorpseDamage;
657                 // call the corpse damage function just in case it wants to gib
658                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
659                 // set up to fade out later
660                 SUB_SetFade (self, time + 6 + random (), 1);
661
662                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
663                         // remove corpse
664                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
665                 }
666
667                 // reset fields the weapons may use just in case
668                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
669                 {
670                         weapon_action(j, WR_RESETPLAYER);
671                         ATTACK_FINISHED_FOR(self, j) = 0;
672                 }
673         }
674 }
675
676 .float muted; // to be used by prvm_edictset server playernumber muted 1
677 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
678 // message "": do not say, just test flood control
679 // return value:
680 //   1 = accept
681 //   0 = reject
682 //  -1 = fake accept
683 {
684         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
685         float flood;
686         var .float flood_field;
687         entity head;
688         float ret;
689         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
690
691         if(!teamsay && !privatesay)
692                 if(substring(msgin, 0, 1) == " ")
693                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
694
695         msgin = formatmessage(msgin);
696
697         if not(IS_PLAYER(source))
698                 colorstr = "^0"; // black for spectators
699         else if(teamplay)
700                 colorstr = Team_ColorCode(source.team);
701         else
702         {
703                 colorstr = "";
704                 teamsay = FALSE;
705         }
706
707         if(intermission_running)
708                 teamsay = FALSE;
709
710         if(msgin != "")
711                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
712
713         /*
714          * using bprint solves this... me stupid
715         // how can we prevent the message from appearing in a listen server?
716         // for now, just give "say" back and only handle say_team
717         if(!teamsay)
718         {
719                 clientcommand(self, strcat("say ", msgin));
720                 return;
721         }
722         */
723
724         if(autocvar_g_chat_teamcolors)
725                 namestr = playername(source);
726         else
727                 namestr = source.netname;
728
729         if(msgin != "")
730         {
731                 if(privatesay)
732                 {
733                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
734                         privatemsgprefixlen = strlen(msgstr);
735                         msgstr = strcat(msgstr, msgin);
736                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
737                         if(autocvar_g_chat_teamcolors)
738                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
739                         else
740                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
741                 }
742                 else if(teamsay)
743                 {
744                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
745                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
746                 }
747                 else
748                 {
749                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
750                         cmsgstr = "";
751                 }
752                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
753         }
754         else
755         {
756                 msgstr = cmsgstr = "";
757         }
758
759         fullmsgstr = msgstr;
760         fullcmsgstr = cmsgstr;
761
762         // FLOOD CONTROL
763         flood = 0;
764         flood_field = floodcontrol_chat;
765         if(floodcontrol)
766         {
767                 float flood_spl;
768                 float flood_burst;
769                 float flood_lmax;
770                 float lines;
771                 if(privatesay)
772                 {
773                         flood_spl = autocvar_g_chat_flood_spl_tell;
774                         flood_burst = autocvar_g_chat_flood_burst_tell;
775                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
776                         flood_field = floodcontrol_chattell;
777                 }
778                 else if(teamsay)
779                 {
780                         flood_spl = autocvar_g_chat_flood_spl_team;
781                         flood_burst = autocvar_g_chat_flood_burst_team;
782                         flood_lmax = autocvar_g_chat_flood_lmax_team;
783                         flood_field = floodcontrol_chatteam;
784                 }
785                 else
786                 {
787                         flood_spl = autocvar_g_chat_flood_spl;
788                         flood_burst = autocvar_g_chat_flood_burst;
789                         flood_lmax = autocvar_g_chat_flood_lmax;
790                         flood_field = floodcontrol_chat;
791                 }
792                 flood_burst = max(0, flood_burst - 1);
793                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
794
795                 // do flood control for the default line size
796                 if(msgstr != "")
797                 {
798                         getWrappedLine_remaining = msgstr;
799                         msgstr = "";
800                         lines = 0;
801                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
802                         {
803                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
804                                 ++lines;
805                         }
806                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
807
808                         if(getWrappedLine_remaining != "")
809                         {
810                                 msgstr = strcat(msgstr, "\n");
811                                 flood = 2;
812                         }
813
814                         if(time >= source.flood_field)
815                         {
816                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
817                         }
818                         else
819                         {
820                                 flood = 1;
821                                 msgstr = fullmsgstr;
822                         }
823                 }
824                 else
825                 {
826                         if(time >= source.flood_field)
827                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
828                         else
829                                 flood = 1;
830                 }
831
832                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
833                         source.flood_field = flood = 0;
834         }
835
836         if(flood == 2) // cannot happen for empty msgstr
837         {
838                 if(autocvar_g_chat_flood_notify_flooder)
839                 {
840                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
841                         sourcecmsgstr = "";
842                 }
843                 else
844                 {
845                         sourcemsgstr = fullmsgstr;
846                         sourcecmsgstr = fullcmsgstr;
847                 }
848                 cmsgstr = "";
849         }
850         else
851         {
852                 sourcemsgstr = msgstr;
853                 sourcecmsgstr = cmsgstr;
854         }
855
856         if(!privatesay)
857         if not(IS_PLAYER(source))
858         {
859                 if not(intermission_running)
860                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
861                                 teamsay = -1; // spectators
862         }
863
864         if(flood)
865                 print("NOTE: ", playername(source), "^7 is flooding.\n");
866
867         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
868         if(privatesay)
869                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
870
871         if(source.muted)
872         {
873                 // always fake the message
874                 ret = -1;
875         }
876         else if(flood == 1)
877         {
878                 if(autocvar_g_chat_flood_notify_flooder)
879                 {
880                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
881                         ret = 0;
882                 }
883                 else
884                         ret = -1;
885         }
886         else
887         {
888                 ret = 1;
889         }
890
891         if(sourcemsgstr != "" && ret != 0)
892         {
893                 if(ret < 0) // faked message, because the player is muted
894                 {
895                         sprint(source, sourcemsgstr);
896                         if(sourcecmsgstr != "" && !privatesay)
897                                 centerprint(source, sourcecmsgstr);
898                 }
899                 else if(privatesay) // private message, between 2 people only
900                 {
901                         sprint(source, sourcemsgstr);
902                         sprint(privatesay, msgstr);
903                         if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
904                         if(cmsgstr != "")
905                                 centerprint(privatesay, cmsgstr);
906                 }
907                 else if(teamsay > 0) // team message, only sent to team mates
908                 {
909                         sprint(source, sourcemsgstr);
910                         dedicated_print(msgstr); // send to server console too
911                         if(sourcecmsgstr != "")
912                                 centerprint(source, sourcecmsgstr);
913                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
914                                 if(head != source)
915                                 {
916                                         sprint(head, msgstr);
917                                         if(cmsgstr != "")
918                                                 centerprint(head, cmsgstr);
919                                 }
920                 }
921                 else if(teamsay < 0) // spectator message, only sent to spectators
922                 {
923                         sprint(source, sourcemsgstr);
924                         dedicated_print(msgstr); // send to server console too
925                         FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
926                                 if(head != source)
927                                         sprint(head, msgstr);
928                 }
929                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
930                 {
931                         sprint(source, sourcemsgstr);
932                         dedicated_print(msgstr); // send to server console too
933                         FOR_EACH_REALCLIENT(head)
934                                 if(head != source)
935                                         sprint(head, msgstr);
936                 }
937                 else
938                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
939         }
940
941         return ret;
942 }
943
944 float GetVoiceMessageVoiceType(string type)
945 {
946         if(type == "taunt")
947                 return VOICETYPE_TAUNT;
948         if(type == "teamshoot")
949                 return VOICETYPE_LASTATTACKER;
950         return VOICETYPE_TEAMRADIO;
951 }
952
953 string allvoicesamples;
954 .string GetVoiceMessageSampleField(string type)
955 {
956         GetPlayerSoundSampleField_notFound = 0;
957         switch(type)
958         {
959 #define _VOICEMSG(m) case #m: return playersound_##m;
960                 ALLVOICEMSGS
961 #undef _VOICEMSG
962         }
963         GetPlayerSoundSampleField_notFound = 1;
964         return playersound_taunt;
965 }
966
967 .string GetPlayerSoundSampleField(string type)
968 {
969         GetPlayerSoundSampleField_notFound = 0;
970         switch(type)
971         {
972 #define _VOICEMSG(m) case #m: return playersound_##m;
973                 ALLPLAYERSOUNDS
974 #undef _VOICEMSG
975         }
976         GetPlayerSoundSampleField_notFound = 1;
977         return playersound_taunt;
978 }
979
980 void PrecacheGlobalSound(string samplestring)
981 {
982         float n, i;
983         tokenize_console(samplestring);
984         n = stof(argv(1));
985         if(n > 0)
986         {
987                 for(i = 1; i <= n; ++i)
988                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
989         }
990         else
991         {
992                 precache_sound(strcat(argv(0), ".wav"));
993         }
994 }
995
996 void PrecachePlayerSounds(string f)
997 {
998         float fh;
999         string s;
1000         fh = fopen(f, FILE_READ);
1001         if(fh < 0)
1002                 return;
1003         while((s = fgets(fh)))
1004         {
1005                 if(tokenize_console(s) != 3)
1006                 {
1007                         dprint("Invalid sound info line: ", s, "\n");
1008                         continue;
1009                 }
1010                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1011         }
1012         fclose(fh);
1013
1014         if not(allvoicesamples)
1015         {
1016 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1017                 ALLVOICEMSGS
1018 #undef _VOICEMSG
1019                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1020         }
1021 }
1022
1023 void ClearPlayerSounds()
1024 {
1025 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1026         ALLPLAYERSOUNDS
1027         ALLVOICEMSGS
1028 #undef _VOICEMSG
1029 }
1030
1031 float LoadPlayerSounds(string f, float first)
1032 {
1033         float fh;
1034         string s;
1035         var .string field;
1036         fh = fopen(f, FILE_READ);
1037         if(fh < 0)
1038         {
1039                 dprint("Player sound file not found: ", f, "\n");
1040                 return 0;
1041         }
1042         while((s = fgets(fh)))
1043         {
1044                 if(tokenize_console(s) != 3)
1045                         continue;
1046                 field = GetPlayerSoundSampleField(argv(0));
1047                 if(GetPlayerSoundSampleField_notFound)
1048                         field = GetVoiceMessageSampleField(argv(0));
1049                 if(GetPlayerSoundSampleField_notFound)
1050                         continue;
1051                 if(self.field)
1052                         strunzone(self.field);
1053                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1054         }
1055         fclose(fh);
1056         return 1;
1057 }
1058
1059 .float modelindex_for_playersound;
1060 .float skin_for_playersound;
1061 void UpdatePlayerSounds()
1062 {
1063         if(self.modelindex == self.modelindex_for_playersound)
1064         if(self.skin == self.skin_for_playersound)
1065                 return;
1066         self.modelindex_for_playersound = self.modelindex;
1067         self.skin_for_playersound = self.skin;
1068         ClearPlayerSounds();
1069         LoadPlayerSounds("sound/player/default.sounds", 1);
1070         if(!autocvar_g_debug_defaultsounds)
1071                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1072                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1073 }
1074
1075 void FakeGlobalSound(string sample, float chan, float voicetype)
1076 {
1077         float n;
1078         float tauntrand;
1079
1080         if(sample == "")
1081                 return;
1082
1083         tokenize_console(sample);
1084         n = stof(argv(1));
1085         if(n > 0)
1086                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1087         else
1088                 sample = strcat(argv(0), ".wav"); // randomization
1089
1090         switch(voicetype)
1091         {
1092                 case VOICETYPE_LASTATTACKER_ONLY:
1093                         break;
1094                 case VOICETYPE_LASTATTACKER:
1095                         if(self.pusher)
1096                         {
1097                                 msg_entity = self;
1098                                 if(IS_REAL_CLIENT(msg_entity))
1099                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1100                         }
1101                         break;
1102                 case VOICETYPE_TEAMRADIO:
1103                         msg_entity = self;
1104                         if(msg_entity.cvar_cl_voice_directional == 1)
1105                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1106                         else
1107                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1108                         break;
1109                 case VOICETYPE_AUTOTAUNT:
1110                         if(!sv_autotaunt)
1111                                 break;
1112                         if(!sv_taunt)
1113                                 break;
1114                         if(autocvar_sv_gentle)
1115                                 break;
1116                         tauntrand = random();
1117                         msg_entity = self;
1118                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1119                         {
1120                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1121                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1122                                 else
1123                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1124                         }
1125                         break;
1126                 case VOICETYPE_TAUNT:
1127                         if(IS_PLAYER(self))
1128                                 if(self.deadflag == DEAD_NO)
1129                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1130                         if(!sv_taunt)
1131                                 break;
1132                         if(autocvar_sv_gentle)
1133                                 break;
1134                         msg_entity = self;
1135                         if (msg_entity.cvar_cl_voice_directional >= 1)
1136                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1137                         else
1138                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1139                         break;
1140                 case VOICETYPE_PLAYERSOUND:
1141                         msg_entity = self;
1142                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1143                         break;
1144                 default:
1145                         backtrace("Invalid voice type!");
1146                         break;
1147         }
1148 }
1149
1150 void GlobalSound(string sample, float chan, float voicetype)
1151 {
1152         float n;
1153         float tauntrand;
1154
1155         if(sample == "")
1156                 return;
1157
1158         tokenize_console(sample);
1159         n = stof(argv(1));
1160         if(n > 0)
1161                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1162         else
1163                 sample = strcat(argv(0), ".wav"); // randomization
1164
1165         switch(voicetype)
1166         {
1167                 case VOICETYPE_LASTATTACKER_ONLY:
1168                         if(self.pusher)
1169                         {
1170                                 msg_entity = self.pusher;
1171                                 if(IS_REAL_CLIENT(msg_entity))
1172                                 {
1173                                         if(msg_entity.cvar_cl_voice_directional == 1)
1174                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1175                                         else
1176                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1177                                 }
1178                         }
1179                         break;
1180                 case VOICETYPE_LASTATTACKER:
1181                         if(self.pusher)
1182                         {
1183                                 msg_entity = self.pusher;
1184                                 if(IS_REAL_CLIENT(msg_entity))
1185                                 {
1186                                         if(msg_entity.cvar_cl_voice_directional == 1)
1187                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1188                                         else
1189                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1190                                 }
1191                                 msg_entity = self;
1192                                 if(IS_REAL_CLIENT(msg_entity))
1193                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1194                         }
1195                         break;
1196                 case VOICETYPE_TEAMRADIO:
1197                         FOR_EACH_REALCLIENT(msg_entity)
1198                                 if(!teamplay || msg_entity.team == self.team)
1199                                 {
1200                                         if(msg_entity.cvar_cl_voice_directional == 1)
1201                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1202                                         else
1203                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1204                                 }
1205                         break;
1206                 case VOICETYPE_AUTOTAUNT:
1207                         if(!sv_autotaunt)
1208                                 break;
1209                         if(!sv_taunt)
1210                                 break;
1211                         if(autocvar_sv_gentle)
1212                                 break;
1213                         tauntrand = random();
1214                         FOR_EACH_REALCLIENT(msg_entity)
1215                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1216                                 {
1217                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1218                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1219                                         else
1220                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1221                                 }
1222                         break;
1223                 case VOICETYPE_TAUNT:
1224                         if(IS_PLAYER(self))
1225                                 if(self.deadflag == DEAD_NO)
1226                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1227                         if(!sv_taunt)
1228                                 break;
1229                         if(autocvar_sv_gentle)
1230                                 break;
1231                         FOR_EACH_REALCLIENT(msg_entity)
1232                         {
1233                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1234                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1235                                 else
1236                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1237                         }
1238                         break;
1239                 case VOICETYPE_PLAYERSOUND:
1240                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1241                         break;
1242                 default:
1243                         backtrace("Invalid voice type!");
1244                         break;
1245         }
1246 }
1247
1248 void PlayerSound(.string samplefield, float chan, float voicetype)
1249 {
1250         GlobalSound(self.samplefield, chan, voicetype);
1251 }
1252
1253 void VoiceMessage(string type, string msg)
1254 {
1255         var .string sample;
1256         float voicetype, ownteam;
1257         float flood;
1258         sample = GetVoiceMessageSampleField(type);
1259
1260         if(GetPlayerSoundSampleField_notFound)
1261         {
1262                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1263                 return;
1264         }
1265
1266         voicetype = GetVoiceMessageVoiceType(type);
1267         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1268
1269         flood = Say(self, ownteam, world, msg, 1);
1270
1271         if (flood > 0)
1272                 GlobalSound(self.sample, CH_VOICE, voicetype);
1273         else if (flood < 0)
1274                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1275 }
1276
1277 void MoveToTeam(entity client, float team_colour, float type)
1278 {
1279         float lockteams_backup;
1280
1281         lockteams_backup = lockteams;  // backup any team lock
1282
1283         lockteams = 0;  // disable locked teams
1284
1285         TeamchangeFrags(client);  // move the players frags
1286         SetPlayerColors(client, team_colour - 1);  // set the players colour
1287         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1288
1289         lockteams = lockteams_backup;  // restore the team lock
1290
1291         LogTeamchange(client.playerid, client.team, type);
1292 }