]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge branch 'master' into mirceakitsune/damage_effects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(autocvar_sv_weaponstats_file != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #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))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, ibot, jbot, idx;
16         float fh;
17         vector v;
18         string prefix;
19         if(weaponstats_buffer < 0)
20                 return;
21         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
22         if(autocvar_sv_weaponstats_file != "")
23         {
24                 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
25                 if(fh >= 0)
26                 {
27                         fputs(fh, "#begin statsfile\n");
28                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
30                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
31                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
32                                 {
33                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
34                                         v = stov(bufstr_get(weaponstats_buffer, idx));
35                                         if(v != '0 0 0')
36                                         {
37                                                 //vector is: kills hits damage
38                                                 fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
39                                                 fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
40                                         }
41                                 }
42                         fputs(fh, "#end\n\n");
43                         fclose(fh);
44                         print("Weapon stats written\n");
45                 }
46         }
47         buf_del(weaponstats_buffer);
48         weaponstats_buffer = -1;
49 }
50
51 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
52 {
53         float idx;
54         if(weaponstats_buffer < 0)
55                 return;
56         if(awep < WEP_FIRST || vwep < WEP_FIRST)
57                 return;
58         if(awep > WEP_LAST || vwep > WEP_LAST)
59                 return;
60         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
61         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
62 }
63 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
64 {
65         if(damage < 0)
66                 error("negative damage?");
67         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
68 }
69 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
70 {
71         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
72 }
73
74 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
75 // merged player_run and player_stand to player_anim
76 // added death animations to player_anim
77 // can now spawn thrown weapons from anywhere, not just from players
78 // thrown weapons now fade out after 20 seconds
79 // created PlayerGib function
80 // PlayerDie no longer uses hitloc or damage
81 // PlayerDie now supports dying animations as well as gibbing
82 // cleaned up PlayerDie a lot
83 // added CopyBody
84
85 .entity pusher;
86 .float pushltime;
87
88 void CopyBody(float keepvelocity)
89 {
90         local entity oldself;
91         if (self.effects & EF_NODRAW)
92                 return;
93         oldself = self;
94         self = spawn();
95         self.enemy = oldself;
96         self.lip = oldself.lip;
97         self.colormap = oldself.colormap;
98         self.glowmod = oldself.glowmod;
99         self.iscreature = oldself.iscreature;
100         self.angles = oldself.angles;
101         self.avelocity = oldself.avelocity;
102         self.classname = "body";
103         self.damageforcescale = oldself.damageforcescale;
104         self.effects = oldself.effects;
105         self.event_damage = oldself.event_damage;
106         self.animstate_startframe = oldself.animstate_startframe;
107         self.animstate_numframes = oldself.animstate_numframes;
108         self.animstate_framerate = oldself.animstate_framerate;
109         self.animstate_starttime = oldself.animstate_starttime;
110         self.animstate_endtime = oldself.animstate_endtime;
111         self.animstate_override = oldself.animstate_override;
112         self.animstate_looping = oldself.animstate_looping;
113         self.frame = oldself.frame;
114         self.dead_frame = oldself.dead_frame;
115         self.pain_finished = oldself.pain_finished;
116         self.health = oldself.health;
117         self.armorvalue = oldself.armorvalue;
118         self.armortype = oldself.armortype;
119         self.model = oldself.model;
120         self.modelindex = oldself.modelindex;
121         self.modelindex_lod0 = oldself.modelindex_lod0;
122         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
123         self.modelindex_lod1 = oldself.modelindex_lod1;
124         self.modelindex_lod2 = oldself.modelindex_lod2;
125         self.skinindex = oldself.skinindex;
126         self.species = oldself.species;
127         self.movetype = oldself.movetype;
128         self.nextthink = oldself.nextthink;
129         self.solid = oldself.solid;
130         self.ballistics_density = oldself.ballistics_density;
131         self.takedamage = oldself.takedamage;
132         self.think = oldself.think;
133         self.customizeentityforclient = oldself.customizeentityforclient;
134         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
135         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
136         if (keepvelocity == 1)
137                 self.velocity = oldself.velocity;
138         self.oldvelocity = self.velocity;
139         self.fade_time = oldself.fade_time;
140         self.fade_rate = oldself.fade_rate;
141         //self.weapon = oldself.weapon;
142         setorigin(self, oldself.origin);
143         setsize(self, oldself.mins, oldself.maxs);
144         self.prevorigin = oldself.origin;
145         self.reset = SUB_Remove;
146
147         Drag_MoveDrag(oldself, self);
148
149         Violence_DamageEffect_Copy(oldself, self);
150
151         self.owner = oldself;
152         self = oldself;
153 }
154
155 float player_getspecies()
156 {
157         float s;
158         get_model_parameters(self.model, self.skinindex);
159         s = get_model_parameters_species;
160         get_model_parameters(string_null, 0);
161         if(s < 0)
162                 return SPECIES_HUMAN;
163         return s;
164 }
165
166 void player_setupanimsformodel()
167 {
168         local string animfilename;
169         local float animfile;
170         // defaults for legacy .zym models without animinfo files
171         self.anim_die1 = '0 1 0.5'; // 2 seconds
172         self.anim_die2 = '1 1 0.5'; // 2 seconds
173         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
174         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
175         self.anim_duckwalk = '4 1 1';
176         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
177         self.anim_duckidle = '6 1 1';
178         self.anim_idle = '7 1 1';
179         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
180         self.anim_pain1 = '9 1 2'; // 0.5 seconds
181         self.anim_pain2 = '10 1 2'; // 0.5 seconds
182         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
183         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
184         self.anim_run = '13 1 1';
185         self.anim_runbackwards = '14 1 1';
186         self.anim_strafeleft = '15 1 1';
187         self.anim_straferight = '16 1 1';
188         self.anim_dead1 = '17 1 1';
189         self.anim_dead2 = '18 1 1';
190         self.anim_forwardright = '19 1 1';
191         self.anim_forwardleft = '20 1 1';
192         self.anim_backright = '21 1 1';
193         self.anim_backleft  = '22 1 1';
194         animparseerror = FALSE;
195         animfilename = strcat(self.model, ".animinfo");
196         animfile = fopen(animfilename, FILE_READ);
197         if (animfile >= 0)
198         {
199                 self.anim_die1         = animparseline(animfile);
200                 self.anim_die2         = animparseline(animfile);
201                 self.anim_draw         = animparseline(animfile);
202                 self.anim_duck         = animparseline(animfile);
203                 self.anim_duckwalk     = animparseline(animfile);
204                 self.anim_duckjump     = animparseline(animfile);
205                 self.anim_duckidle     = animparseline(animfile);
206                 self.anim_idle         = animparseline(animfile);
207                 self.anim_jump         = animparseline(animfile);
208                 self.anim_pain1        = animparseline(animfile);
209                 self.anim_pain2        = animparseline(animfile);
210                 self.anim_shoot        = animparseline(animfile);
211                 self.anim_taunt        = animparseline(animfile);
212                 self.anim_run          = animparseline(animfile);
213                 self.anim_runbackwards = animparseline(animfile);
214                 self.anim_strafeleft   = animparseline(animfile);
215                 self.anim_straferight  = animparseline(animfile);
216                 self.anim_forwardright = animparseline(animfile);
217                 self.anim_forwardleft  = animparseline(animfile);
218                 self.anim_backright    = animparseline(animfile);
219                 self.anim_backleft     = animparseline(animfile);
220                 fclose(animfile);
221
222                 // derived anims
223                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
224                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
225
226                 if (animparseerror)
227                         print("Parse error in ", animfilename, ", some player animations are broken\n");
228         }
229         else
230                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
231         // reset animstate now
232         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
233 };
234
235 void player_anim (void)
236 {
237         updateanim(self);
238         if (self.weaponentity)
239                 updateanim(self.weaponentity);
240
241         if (self.deadflag != DEAD_NO)
242         {
243                 if (time > self.animstate_endtime)
244                 {
245                         if (self.maxs_z > 5)
246                         {
247                                 self.maxs_z = 5;
248                                 setsize(self, self.mins, self.maxs);
249                         }
250                         self.frame = self.dead_frame;
251                 }
252                 return;
253         }
254
255         if (!self.animstate_override)
256         {
257                 if (!(self.flags & FL_ONGROUND))
258                 {
259                         if (self.crouch)
260                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
261                         else
262                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
263                         self.restart_jump = FALSE;
264                 }
265                 else if (self.crouch)
266                 {
267                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
268                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
269                         else
270                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
271                 }
272                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
273                 {
274                         if (self.movement_x > 0 && self.movement_y == 0)
275                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
276                         else if (self.movement_x < 0 && self.movement_y == 0)
277                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
278                         else if (self.movement_x == 0 && self.movement_y > 0)
279                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
280                         else if (self.movement_x == 0 && self.movement_y < 0)
281                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
282                         else if (self.movement_x > 0 && self.movement_y > 0)
283                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
284                         else if (self.movement_x > 0 && self.movement_y < 0)
285                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
286                         else if (self.movement_x < 0 && self.movement_y > 0)
287                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
288                         else if (self.movement_x < 0 && self.movement_y < 0)
289                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
290                         else
291                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
292                 }
293                 else
294                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
295         }
296
297         if (self.weaponentity)
298         if (!self.weaponentity.animstate_override)
299                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
300 }
301
302 void SpawnThrownWeapon (vector org, float w)
303 {
304         if(g_minstagib)
305         if(self.ammo_cells <= 0)
306                 return;
307
308         if(g_pinata)
309         {
310                 float j;
311                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
312                 {
313                         if(self.weapons & W_WeaponBit(j))
314                                 if(W_IsWeaponThrowable(j))
315                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
316                 }
317         }
318         else
319         {
320                 if(W_IsWeaponThrowable(self.weapon))
321                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
322         }
323 }
324
325 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
326 {
327         local float take, save;
328         vector v;
329         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
330
331         // damage resistance (ignore most of the damage from a bullet or similar)
332         damage = max(damage - 5, 1);
333
334         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
335         take = v_x;
336         save = v_y;
337
338         if(sound_allowed(MSG_BROADCAST, attacker))
339         {
340                 if (save > 10)
341                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
342                 else if (take > 30)
343                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
344                 else if (take > 10)
345                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
346         }
347
348         if (take > 50)
349                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
350         if (take > 100)
351                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
352
353         if (!(self.flags & FL_GODMODE))
354         {
355                 self.armorvalue = self.armorvalue - save;
356                 self.health = self.health - take;
357                 // pause regeneration for 5 seconds
358                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
359         }
360         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
361         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
362         self.dmg_inflictor = inflictor;
363
364         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
365         {
366                 // don't use any animations as a gib
367                 self.frame = 0;
368                 self.dead_frame = 0;
369                 // view just above the floor
370                 self.view_ofs = '0 0 4';
371
372                 Violence_GibSplash(self, 1, 1, attacker);
373                 self.modelindex = 0; // restore later
374                 self.solid = SOLID_NOT; // restore later
375                 self.takedamage = DAMAGE_NO; // restore later
376         }
377 }
378
379 void ClientKill_Now_TeamChange();
380 void freezetag_CheckWinner();
381
382 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
383 {
384         local float take, save, waves, sdelay, dh, da, j;
385         vector v;
386         float valid_damage_for_weaponstats;
387         float excess;
388
389         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
390                 return;
391
392         dh = max(self.health, 0);
393         da = max(self.armorvalue, 0);
394
395         if(!DEATH_ISSPECIAL(deathtype))
396         {
397                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
398                 if(self != attacker)
399                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
400         }
401
402         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
403         {
404                 // tuba causes blood to come out of the ears
405                 vector ear1, ear2;
406                 vector d;
407                 float f;
408                 ear1 = self.origin;
409                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
410                 ear2 = ear1;
411                 makevectors(self.angles);
412                 ear1 += v_right * -10;
413                 ear2 += v_right * +10;
414                 d = inflictor.origin - self.origin;
415                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
416                 force = v_right * vlen(force);
417                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
418                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
419                 if(f > 0)
420                 {
421                         hitloc = ear1;
422                         force = force * -1;
423                 }
424                 else
425                 {
426                         hitloc = ear2;
427                         // force is already good
428                 }
429         }
430         else
431                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
432
433         if (!g_minstagib)
434         {
435                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
436                 take = v_x;
437                 save = v_y;
438         }
439         else
440         {
441                 save = 0;
442                 take = damage;
443         }
444
445         frag_inflictor = inflictor;
446         frag_attacker = attacker;
447         frag_target = self;
448         damage_take = take;
449         damage_save = save;
450         damage_force = force;
451         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
452         take = bound(0, damage_take, self.health);
453         save = bound(0, damage_save, self.armorvalue);
454         excess = max(0, damage - take - save);
455
456         if(sound_allowed(MSG_BROADCAST, attacker))
457         {
458                 if (save > 10)
459                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
460                 else if (take > 30)
461                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
462                 else if (take > 10)
463                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
464         }
465
466         if (take > 50)
467                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
468         if (take > 100)
469                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
470
471         if (time >= self.spawnshieldtime)
472         {
473                 if (!(self.flags & FL_GODMODE))
474                 {
475                         self.armorvalue = self.armorvalue - save;
476                         self.health = self.health - take;
477                         // pause regeneration for 5 seconds
478                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
479
480                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
481                         {
482                                 self.pain_finished = time + 0.5;        //Supajoe
483
484                                 if(sv_gentle < 1) {
485                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
486                                         {
487                                                 if (random() > 0.5)
488                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
489                                                 else
490                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
491                                         }
492
493                                         if(sound_allowed(MSG_BROADCAST, attacker))
494                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
495                                         if(self.health > 1)
496                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
497                                         {
498                                                 if(deathtype == DEATH_FALL)
499                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
500                                                 else if(self.health > 75) // TODO make a "gentle" version?
501                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
502                                                 else if(self.health > 50)
503                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
504                                                 else if(self.health > 25)
505                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
506                                                 else
507                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
508                                         }
509                                 }
510
511                                 // throw off bot aim temporarily
512                                 local float shake;
513                                 shake = damage * 5 / (bound(0,skill,100) + 1);
514                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
515                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
516                         }
517                 }
518                 else
519                         self.max_armorvalue += (save + take);
520         }
521         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
522         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
523         self.dmg_inflictor = inflictor;
524
525         if(attacker == self)
526         {
527                 // don't reset pushltime for self damage as it may be an attempt to
528                 // escape a lava pit or similar
529                 //self.pushltime = 0;
530         }
531         else if(attacker.classname == "player" || attacker.classname == "gib")
532         {
533                 self.pusher = attacker;
534                 self.pushltime = time + autocvar_g_maxpushtime;
535         }
536         else if(time < self.pushltime)
537         {
538                 attacker = self.pusher;
539                 self.pushltime = max(self.pushltime, time + 0.6);
540         }
541         else
542                 self.pushltime = 0;
543
544         float abot, vbot, awep;
545         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
546         vbot = (clienttype(self) == CLIENTTYPE_BOT);
547
548         valid_damage_for_weaponstats = 0;
549         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
550         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
551         if(attacker && self != attacker)
552         if(IsDifferentTeam(self, attacker))
553         {
554                 if(DEATH_ISSPECIAL(deathtype))
555                         awep = attacker.weapon;
556                 else
557                         awep = DEATH_WEAPONOF(deathtype);
558                 valid_damage_for_weaponstats = 1;
559         }
560         
561         if(valid_damage_for_weaponstats)
562         {
563                 dh = dh - max(self.health, 0);
564                 da = da - max(self.armorvalue, 0);
565                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
566         }
567
568         if (self.health < 1)
569         {
570                 float defer_ClientKill_Now_TeamChange;
571                 defer_ClientKill_Now_TeamChange = FALSE;
572
573                 if(self.alivetime)
574                 {
575                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
576                         self.alivetime = 0;
577                 }
578
579                 if(valid_damage_for_weaponstats)
580                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
581
582                 if(sv_gentle < 1) // TODO make a "gentle" version?
583                 if(sound_allowed(MSG_BROADCAST, attacker))
584                 {
585                         if(deathtype == DEATH_DROWN)
586                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
587                         else
588                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
589                 }
590
591                 // get rid of kill indicator
592                 if(self.killindicator)
593                 {
594                         remove(self.killindicator);
595                         self.killindicator = world;
596                         if(self.killindicator_teamchange)
597                                 defer_ClientKill_Now_TeamChange = TRUE;
598
599                         if(self.classname == "body")
600                         if(deathtype == DEATH_KILL)
601                         {
602                                 // for the lemmings fans, a small harmless explosion
603                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
604                         }
605                 }
606
607                 if(!g_freezetag)
608                 {
609                         // become fully visible
610                         self.alpha = 1;
611                         // clear selected player display
612                         ClearSelectedPlayer();
613                         // throw a weapon
614                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
615                 }
616
617                 // print an obituary message
618                 Obituary (attacker, inflictor, self, deathtype);
619                 race_PreDie();
620                 DropAllRunes(self);
621
622                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
623                 {
624                         PutClientInServer();
625                         count_alive_players(); // re-count players
626                         freezetag_CheckWinner();
627                         return;
628                 }
629
630                 frag_attacker = attacker;
631                 frag_inflictor = inflictor;
632                 frag_target = self;
633                 MUTATOR_CALLHOOK(PlayerDies);
634
635                 if(self.flagcarried)
636                 {
637                         if(attacker.classname != "player" && attacker.classname != "gib")
638                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
639                         else if(attacker.team == self.team)
640                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
641                         else
642                                 DropFlag(self.flagcarried, world, attacker);
643                 }
644                 if(self.ballcarried && g_nexball)
645                         DropBall(self.ballcarried, self.origin, self.velocity);
646                 Portal_ClearAllLater(self);
647
648                 if(clienttype(self) == CLIENTTYPE_REAL)
649                 {
650                         stuffcmd(self, "-zoom\n");
651                         self.fixangle = TRUE;
652                         //msg_entity = self;
653                         //WriteByte (MSG_ONE, SVC_SETANGLE);
654                         //WriteAngle (MSG_ONE, self.v_angle_x);
655                         //WriteAngle (MSG_ONE, self.v_angle_y);
656                         //WriteAngle (MSG_ONE, 80);
657                 }
658
659                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
660                         ClientKill_Now_TeamChange();
661
662                 if(g_arena)
663                         Spawnqueue_Unmark(self);
664
665                 if(g_freezetag)
666                         return;
667
668                 // when we get here, player actually dies
669                 // clear waypoints (do this AFTER FreezeTag)
670                 WaypointSprite_PlayerDead();
671
672                 // make the corpse upright (not tilted)
673                 self.angles_x = 0;
674                 self.angles_z = 0;
675                 // don't spin
676                 self.avelocity = '0 0 0';
677                 // view from the floor
678                 self.view_ofs = '0 0 -8';
679                 // toss the corpse
680                 self.movetype = MOVETYPE_TOSS;
681                 // shootable corpse
682                 self.solid = SOLID_CORPSE;
683                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
684                 // don't stick to the floor
685                 self.flags &~= FL_ONGROUND;
686                 // dying animation
687                 self.deadflag = DEAD_DYING;
688                 // when to allow respawn
689                 sdelay = 0;
690                 waves = 0;
691                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
692                 if(!sdelay)
693                 {
694                         if(g_cts)
695                                 sdelay = 0; // no respawn delay in CTS
696                         else
697                                 sdelay = autocvar_g_respawn_delay;
698                 }
699                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
700                 if(!waves)
701                         waves = autocvar_g_respawn_waves;
702                 if(waves)
703                         self.death_time = ceil((time + sdelay) / waves) * waves;
704                 else
705                         self.death_time = time + sdelay;
706                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
707                         self.respawn_countdown = 10; // first number to count down from is 10
708                 else
709                         self.respawn_countdown = -1; // do not count down
710                 if (random() < 0.5)
711                 {
712                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
713                         self.dead_frame = self.anim_dead1_x;
714                 }
715                 else
716                 {
717                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
718                         self.dead_frame = self.anim_dead2_x;
719                 }
720                 // set damage function to corpse damage
721                 self.event_damage = PlayerCorpseDamage;
722                 // call the corpse damage function just in case it wants to gib
723                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
724                 // set up to fade out later
725                 SUB_SetFade (self, time + 6 + random (), 1);
726
727                 if(sv_gentle > 0 || autocvar_ekg) {
728                         // remove corpse
729                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
730                 }
731
732                 // reset fields the weapons may use just in case
733                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
734                 {
735                         weapon_action(j, WR_RESETPLAYER);
736                         ATTACK_FINISHED_FOR(self, j) = 0;
737                 }
738         }
739 }
740
741 float UpdateSelectedPlayer_countvalue(float v)
742 {
743         return max(0, (v - 1.0) / 0.5);
744 }
745
746 // returns: -2 if no hit, otherwise cos of the angle
747 // uses the global v_angle
748 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
749 {
750         vector so, d;
751         float c;
752
753         if(p == self)
754                 return -2;
755
756         if(p.deadflag)
757                 return -2;
758
759         so = self.origin + self.view_ofs;
760         d = p.origin - so;
761
762         // misaimed?
763         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
764                 return -2;
765
766         // now find the cos of the angle...
767         c = normalize(d) * v_forward;
768
769         if(c <= mincosangle)
770                 return -2;
771
772         // not visible in any way? forget it
773         if(!checkpvs(so, p))
774                 return -2;
775
776         traceline(so, p.origin, MOVE_NOMONSTERS, self);
777         if(trace_fraction < 1)
778                 return -2;
779
780         return c;
781 }
782
783 void ClearSelectedPlayer()
784 {
785         if(self.selected_player)
786         {
787                 centerprint_expire(self, CENTERPRIO_POINT);
788                 self.selected_player = world;
789                 self.selected_player_display_needs_update = FALSE;
790         }
791 }
792
793 void UpdateSelectedPlayer()
794 {
795         entity selected;
796         float selected_score;
797         selected = world;
798         selected_score = 0.95; // 18 degrees
799
800         if(!autocvar_sv_allow_shownames)
801                 return;
802
803         if(clienttype(self) != CLIENTTYPE_REAL)
804                 return;
805
806         if(self.cvar_cl_shownames == 0)
807                 return;
808
809         if(self.cvar_cl_shownames == 1 && !teams_matter)
810                 return;
811
812         makevectors(self.v_angle); // sets v_forward
813
814         // 1. cursor trace is always right
815         WarpZone_crosshair_trace(self);
816         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
817         {
818                 selected = trace_ent;
819         }
820         else
821         {
822                 // 2. if we don't have a cursor trace, find the player which is least
823                 //    mis-aimed at
824                 entity p;
825                 FOR_EACH_PLAYER(p)
826                 {
827                         float c;
828                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
829                         if(c >= -1)
830                         {
831                                 selected = p;
832                                 selected_score = c;
833                         }
834                 }
835         }
836
837         if(selected)
838         {
839                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
840         }
841         else
842         {
843                 if(time < self.selected_player_display_timeout)
844                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
845                                 selected = self.selected_player;
846         }
847
848         if(selected)
849         {
850                 if(selected == self.selected_player)
851                 {
852                         float save;
853                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
854                         self.selected_player_count = self.selected_player_count + frametime;
855                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
856                         {
857                                 string namestr, healthstr;
858                                 namestr = playername(selected);
859                                 if(teams_matter)
860                                 {
861                                         healthstr = ftos(floor(selected.health));
862                                         if(self.team == selected.team)
863                                         {
864                                                 namestr = strcat(namestr, " (", healthstr, "%)");
865                                                 self.selected_player_display_needs_update = TRUE;
866                                         }
867                                 }
868                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
869                         }
870                 }
871                 else
872                 {
873                         ClearSelectedPlayer();
874                         self.selected_player = selected;
875                         self.selected_player_time = time;
876                         self.selected_player_count = 0;
877                         self.selected_player_display_needs_update = FALSE;
878                 }
879         }
880         else
881         {
882                 ClearSelectedPlayer();
883         }
884
885         if(self.selected_player)
886                 self.last_selected_player = self.selected_player;
887 }
888
889 .float muted; // to be used by prvm_edictset server playernumber muted 1
890 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
891 // message "": do not say, just test flood control
892 // return value:
893 //   1 = accept
894 //   0 = reject
895 //  -1 = fake accept
896 {
897         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
898         float flood, privatemsgprefixlen;
899         var .float flood_field;
900         entity head;
901         float ret;
902
903         if(Ban_MaybeEnforceBan(source))
904                 return 0;
905
906         if(!teamsay && !privatesay)
907                 if(substring(msgin, 0, 1) == " ")
908                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
909
910         msgin = formatmessage(msgin);
911
912         if(source.classname != "player")
913                 colorstr = "^0"; // black for spectators
914         else if(teams_matter)
915                 colorstr = Team_ColorCode(source.team);
916         else
917                 teamsay = FALSE;
918
919         if(intermission_running)
920                 teamsay = FALSE;
921
922         if(msgin != "")
923                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
924
925         /*
926          * using bprint solves this... me stupid
927         // how can we prevent the message from appearing in a listen server?
928         // for now, just give "say" back and only handle say_team
929         if(!teamsay)
930         {
931                 clientcommand(self, strcat("say ", msgin));
932                 return;
933         }
934         */
935
936         if(autocvar_g_chat_teamcolors)
937                 namestr = playername(source);
938         else
939                 namestr = source.netname;
940
941         if(msgin != "")
942         {
943                 if(privatesay)
944                 {
945                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
946                         privatemsgprefixlen = strlen(msgstr);
947                         msgstr = strcat(msgstr, msgin);
948                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
949                         if(autocvar_g_chat_teamcolors)
950                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
951                         else
952                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
953                 }
954                 else if(teamsay)
955                 {
956                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
957                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
958                 }
959                 else
960                 {
961                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
962                         cmsgstr = "";
963                 }
964                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
965         }
966         else
967         {
968                 msgstr = cmsgstr = "";
969         }
970
971         fullmsgstr = msgstr;
972         fullcmsgstr = cmsgstr;
973
974         // FLOOD CONTROL
975         flood = 0;
976         if(floodcontrol)
977         {
978                 float flood_spl;
979                 float flood_burst;
980                 float flood_lmax;
981                 float lines;
982                 if(privatesay)
983                 {
984                         flood_spl = autocvar_g_chat_flood_spl_tell;
985                         flood_burst = autocvar_g_chat_flood_burst_tell;
986                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
987                         flood_field = floodcontrol_chattell;
988                 }
989                 else if(teamsay)
990                 {
991                         flood_spl = autocvar_g_chat_flood_spl_team;
992                         flood_burst = autocvar_g_chat_flood_burst_team;
993                         flood_lmax = autocvar_g_chat_flood_lmax_team;
994                         flood_field = floodcontrol_chatteam;
995                 }
996                 else
997                 {
998                         flood_spl = autocvar_g_chat_flood_spl;
999                         flood_burst = autocvar_g_chat_flood_burst;
1000                         flood_lmax = autocvar_g_chat_flood_lmax;
1001                         flood_field = floodcontrol_chat;
1002                 }
1003                 flood_burst = max(0, flood_burst - 1);
1004                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1005
1006                 // do flood control for the default line size
1007                 if(msgstr != "")
1008                 {
1009                         getWrappedLine_remaining = msgstr;
1010                         msgstr = "";
1011                         lines = 0;
1012                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1013                         {
1014                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1015                                 ++lines;
1016                         }
1017                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1018
1019                         if(getWrappedLine_remaining != "")
1020                         {
1021                                 msgstr = strcat(msgstr, "\n");
1022                                 flood = 2;
1023                         }
1024
1025                         if(time >= source.flood_field)
1026                         {
1027                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1028                         }
1029                         else
1030                         {
1031                                 flood = 1;
1032                                 msgstr = fullmsgstr;
1033                         }
1034                 }
1035                 else
1036                 {
1037                         if(time >= source.flood_field)
1038                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1039                         else
1040                                 flood = 1;
1041                 }
1042
1043                 if (timeoutStatus == 2) //when game is paused, no flood protection
1044                         source.flood_field = flood = 0;
1045         }
1046
1047         if(flood == 2) // cannot happen for empty msgstr
1048         {
1049                 if(autocvar_g_chat_flood_notify_flooder)
1050                 {
1051                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1052                         sourcecmsgstr = "";
1053                 }
1054                 else
1055                 {
1056                         sourcemsgstr = fullmsgstr;
1057                         sourcecmsgstr = fullcmsgstr;
1058                 }
1059                 cmsgstr = "";
1060         }
1061         else
1062         {
1063                 sourcemsgstr = msgstr;
1064                 sourcecmsgstr = cmsgstr;
1065         }
1066
1067         if(!privatesay)
1068         if(source.classname != "player")
1069         {
1070                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1071                         teamsay = -1; // spectators
1072         }
1073
1074         if(flood)
1075                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1076
1077         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1078         if(privatesay)
1079                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1080
1081         if(source.muted)
1082         {
1083                 // always fake the message
1084                 ret = -1;
1085         }
1086         else if(flood == 1)
1087         {
1088                 if(autocvar_g_chat_flood_notify_flooder)
1089                 {
1090                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1091                         ret = 0;
1092                 }
1093                 else
1094                         ret = -1;
1095         }
1096         else
1097         {
1098                 ret = 1;
1099         }
1100
1101         if(sourcemsgstr != "" && ret != 0)
1102         {
1103                 if(ret < 0) // fake
1104                 {
1105                         sprint(source, sourcemsgstr);
1106                         if(sourcecmsgstr != "" && !privatesay)
1107                                 centerprint(source, sourcecmsgstr);
1108                 }
1109                 else if(privatesay)
1110                 {
1111                         sprint(source, sourcemsgstr);
1112                         sprint(privatesay, msgstr);
1113                         if(cmsgstr != "")
1114                                 centerprint(privatesay, cmsgstr);
1115                 }
1116                 else if(teamsay > 0)
1117                 {
1118                         sprint(source, sourcemsgstr);
1119                         if(sourcecmsgstr != "")
1120                                 centerprint(source, sourcecmsgstr);
1121                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1122                                 if(head != source)
1123                                 {
1124                                         sprint(head, msgstr);
1125                                         if(cmsgstr != "")
1126                                                 centerprint(head, cmsgstr);
1127                                 }
1128                 }
1129                 else if(teamsay < 0)
1130                 {
1131                         sprint(source, sourcemsgstr);
1132                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1133                                 if(head != source)
1134                                         sprint(head, msgstr);
1135                 }
1136                 else if(sourcemsgstr != msgstr)
1137                 {
1138                         sprint(source, sourcemsgstr);
1139                         FOR_EACH_REALCLIENT(head)
1140                                 if(head != source)
1141                                         sprint(head, msgstr);
1142                 }
1143                 else
1144                         bprint(msgstr);
1145         }
1146
1147         return ret;
1148 }
1149
1150 float GetVoiceMessageVoiceType(string type)
1151 {
1152         if(type == "taunt")
1153                 return VOICETYPE_TAUNT;
1154         if(type == "teamshoot")
1155                 return VOICETYPE_LASTATTACKER;
1156         return VOICETYPE_TEAMRADIO;
1157 }
1158
1159 string allvoicesamples;
1160 .string GetVoiceMessageSampleField(string type)
1161 {
1162         GetPlayerSoundSampleField_notFound = 0;
1163         switch(type)
1164         {
1165 #define _VOICEMSG(m) case #m: return playersound_##m;
1166                 ALLVOICEMSGS
1167 #undef _VOICEMSG
1168         }
1169         GetPlayerSoundSampleField_notFound = 1;
1170         return playersound_taunt;
1171 }
1172
1173 .string GetPlayerSoundSampleField(string type)
1174 {
1175         GetPlayerSoundSampleField_notFound = 0;
1176         switch(type)
1177         {
1178 #define _VOICEMSG(m) case #m: return playersound_##m;
1179                 ALLPLAYERSOUNDS
1180 #undef _VOICEMSG
1181         }
1182         GetPlayerSoundSampleField_notFound = 1;
1183         return playersound_taunt;
1184 }
1185
1186 void PrecacheGlobalSound(string samplestring)
1187 {
1188         float n, i;
1189         tokenize_console(samplestring);
1190         n = stof(argv(1));
1191         if(n > 0)
1192         {
1193                 for(i = 1; i <= n; ++i)
1194                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1195         }
1196         else
1197         {
1198                 precache_sound(strcat(argv(0), ".wav"));
1199         }
1200 }
1201
1202 void PrecachePlayerSounds(string f)
1203 {
1204         float fh;
1205         string s;
1206         fh = fopen(f, FILE_READ);
1207         if(fh < 0)
1208                 return;
1209         while((s = fgets(fh)))
1210         {
1211                 if(tokenize_console(s) != 3)
1212                 {
1213                         dprint("Invalid sound info line: ", s, "\n");
1214                         continue;
1215                 }
1216                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1217         }
1218         fclose(fh);
1219
1220         if not(allvoicesamples)
1221         {
1222 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1223                 ALLVOICEMSGS
1224 #undef _VOICEMSG
1225                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1226         }
1227 }
1228
1229 void ClearPlayerSounds()
1230 {
1231 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1232         ALLPLAYERSOUNDS
1233         ALLVOICEMSGS
1234 #undef _VOICEMSG
1235 }
1236
1237 float LoadPlayerSounds(string f, float first)
1238 {
1239         float fh;
1240         string s;
1241         var .string field;
1242         fh = fopen(f, FILE_READ);
1243         if(fh < 0)
1244         {
1245                 dprint("Player sound file not found: ", f, "\n");
1246                 return 0;
1247         }
1248         while((s = fgets(fh)))
1249         {
1250                 if(tokenize_console(s) != 3)
1251                         continue;
1252                 field = GetPlayerSoundSampleField(argv(0));
1253                 if(GetPlayerSoundSampleField_notFound)
1254                         field = GetVoiceMessageSampleField(argv(0));
1255                 if(GetPlayerSoundSampleField_notFound)
1256                         continue;
1257                 if(self.field)
1258                         strunzone(self.field);
1259                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1260         }
1261         fclose(fh);
1262         return 1;
1263 }
1264
1265 .float modelindex_for_playersound;
1266 .float skinindex_for_playersound;
1267 void UpdatePlayerSounds()
1268 {
1269         if(self.modelindex == self.modelindex_for_playersound)
1270         if(self.skinindex == self.skinindex_for_playersound)
1271                 return;
1272         self.modelindex_for_playersound = self.modelindex;
1273         self.skinindex_for_playersound = self.skinindex;
1274         ClearPlayerSounds();
1275         LoadPlayerSounds("sound/player/default.sounds", 1);
1276         if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1277                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1278 }
1279
1280 void FakeGlobalSound(string sample, float chan, float voicetype)
1281 {
1282         float n;
1283         float tauntrand;
1284
1285         if(sample == "")
1286                 return;
1287
1288         tokenize_console(sample);
1289         n = stof(argv(1));
1290         if(n > 0)
1291                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1292         else
1293                 sample = strcat(argv(0), ".wav"); // randomization
1294
1295         switch(voicetype)
1296         {
1297                 case VOICETYPE_LASTATTACKER_ONLY:
1298                         break;
1299                 case VOICETYPE_LASTATTACKER:
1300                         if(self.pusher)
1301                         {
1302                                 msg_entity = self;
1303                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1304                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1305                         }
1306                         break;
1307                 case VOICETYPE_TEAMRADIO:
1308                         msg_entity = self;
1309                         if(msg_entity.cvar_cl_voice_directional == 1)
1310                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1311                         else
1312                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1313                         break;
1314                 case VOICETYPE_AUTOTAUNT:
1315                         if(!sv_autotaunt)
1316                                 break;
1317                         if(!sv_taunt)
1318                                 break;
1319                         if(sv_gentle)
1320                                 break;
1321                         tauntrand = random();
1322                         msg_entity = self;
1323                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1324                         {
1325                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1326                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1327                                 else
1328                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1329                         }
1330                         break;
1331                 case VOICETYPE_TAUNT:
1332                         if(self.classname == "player")
1333                                 if(self.deadflag == DEAD_NO)
1334                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1335                         if(!sv_taunt)
1336                                 break;
1337                         if(sv_gentle)
1338                                 break;
1339                         msg_entity = self;
1340                         if (msg_entity.cvar_cl_voice_directional >= 1)
1341                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1342                         else
1343                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1344                         break;
1345                 case VOICETYPE_PLAYERSOUND:
1346                         msg_entity = self;
1347                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1348                         break;
1349                 default:
1350                         backtrace("Invalid voice type!");
1351                         break;
1352         }
1353 }
1354
1355 void GlobalSound(string sample, float chan, float voicetype)
1356 {
1357         float n;
1358         float tauntrand;
1359
1360         if(sample == "")
1361                 return;
1362
1363         tokenize_console(sample);
1364         n = stof(argv(1));
1365         if(n > 0)
1366                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1367         else
1368                 sample = strcat(argv(0), ".wav"); // randomization
1369
1370         switch(voicetype)
1371         {
1372                 case VOICETYPE_LASTATTACKER_ONLY:
1373                         if(self.pusher)
1374                         {
1375                                 msg_entity = self.pusher;
1376                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1377                                 {
1378                                         if(msg_entity.cvar_cl_voice_directional == 1)
1379                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1380                                         else
1381                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1382                                 }
1383                         }
1384                         break;
1385                 case VOICETYPE_LASTATTACKER:
1386                         if(self.pusher)
1387                         {
1388                                 msg_entity = self.pusher;
1389                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1390                                 {
1391                                         if(msg_entity.cvar_cl_voice_directional == 1)
1392                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1393                                         else
1394                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1395                                 }
1396                                 msg_entity = self;
1397                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1398                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1399                         }
1400                         break;
1401                 case VOICETYPE_TEAMRADIO:
1402                         FOR_EACH_REALCLIENT(msg_entity)
1403                                 if(!teams_matter || msg_entity.team == self.team)
1404                                 {
1405                                         if(msg_entity.cvar_cl_voice_directional == 1)
1406                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1407                                         else
1408                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1409                                 }
1410                         break;
1411                 case VOICETYPE_AUTOTAUNT:
1412                         if(!sv_autotaunt)
1413                                 break;
1414                         if(!sv_taunt)
1415                                 break;
1416                         if(sv_gentle)
1417                                 break;
1418                         tauntrand = random();
1419                         FOR_EACH_REALCLIENT(msg_entity)
1420                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1421                                 {
1422                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1423                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1424                                         else
1425                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1426                                 }
1427                         break;
1428                 case VOICETYPE_TAUNT:
1429                         if(self.classname == "player")
1430                                 if(self.deadflag == DEAD_NO)
1431                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1432                         if(!sv_taunt)
1433                                 break;
1434                         if(sv_gentle)
1435                                 break;
1436                         FOR_EACH_REALCLIENT(msg_entity)
1437                         {
1438                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1439                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1440                                 else
1441                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1442                         }
1443                         break;
1444                 case VOICETYPE_PLAYERSOUND:
1445                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1446                         break;
1447                 default:
1448                         backtrace("Invalid voice type!");
1449                         break;
1450         }
1451 }
1452
1453 void PlayerSound(.string samplefield, float chan, float voicetype)
1454 {
1455         GlobalSound(self.samplefield, chan, voicetype);
1456 }
1457
1458 void VoiceMessage(string type, string msg)
1459 {
1460         var .string sample;
1461         float voicetype, ownteam;
1462         float flood;
1463         sample = GetVoiceMessageSampleField(type);
1464
1465         if(GetPlayerSoundSampleField_notFound)
1466         {
1467                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1468                 return;
1469         }
1470
1471         voicetype = GetVoiceMessageVoiceType(type);
1472         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1473
1474         flood = Say(self, ownteam, world, msg, 1);
1475
1476         if (flood > 0)
1477                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1478         else if (flood < 0)
1479                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1480 }
1481
1482 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1483 {
1484 //      show_message
1485 //      0 (00) automove centerprint, admin message
1486 //      1 (01) automove centerprint, no admin message
1487 //      2 (10) no centerprint, admin message
1488 //      3 (11) no centerprint, no admin message
1489
1490         float lockteams_backup;
1491
1492         lockteams_backup = lockteams;  // backup any team lock
1493
1494         lockteams = 0;  // disable locked teams
1495
1496         TeamchangeFrags(client);  // move the players frags
1497         SetPlayerColors(client, team_colour - 1);  // set the players colour
1498         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1499
1500         lockteams = lockteams_backup;  // restore the team lock
1501
1502         LogTeamchange(client.playerid, client.team, type);
1503
1504         if not(show_message & 1) // admin message
1505                 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
1506
1507         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1508 }