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Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126 .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.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(g_pinata)
266         {
267                 float j;
268                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
269                 {
270                         if(WEPSET_CONTAINS_EW(self, j))
271                                 if(W_IsWeaponThrowable(j))
272                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
273                 }
274         }
275         else
276         {
277                 if(WEPSET_CONTAINS_EW(self, self.weapon))
278                         if(W_IsWeaponThrowable(self.weapon))
279                                 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
280         }
281 }
282
283 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
284 {
285         float take, save;
286         vector v;
287         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
288
289         // damage resistance (ignore most of the damage from a bullet or similar)
290         damage = max(damage - 5, 1);
291
292         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
293         take = v_x;
294         save = v_y;
295
296         if(sound_allowed(MSG_BROADCAST, attacker))
297         {
298                 if (save > 10)
299                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
300                 else if (take > 30)
301                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
302                 else if (take > 10)
303                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
304         }
305
306         if (take > 50)
307                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
308         if (take > 100)
309                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
310
311         if (!(self.flags & FL_GODMODE))
312         {
313                 self.armorvalue = self.armorvalue - save;
314                 self.health = self.health - take;
315                 // pause regeneration for 5 seconds
316                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
317         }
318         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
319         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
320         self.dmg_inflictor = inflictor;
321
322         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
323         {
324                 // don't use any animations as a gib
325                 self.frame = 0;
326                 // view just above the floor
327                 self.view_ofs = '0 0 4';
328
329                 Violence_GibSplash(self, 1, 1, attacker);
330                 self.alpha = -1;
331                 self.solid = SOLID_NOT; // restore later
332                 self.takedamage = DAMAGE_NO; // restore later
333                 self.damagedbycontents = FALSE;
334         }
335 }
336
337 void ClientKill_Now_TeamChange();
338
339 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
340 {
341         float take, save, waves, sdelay, dh, da, j;
342         vector v;
343         float valid_damage_for_weaponstats;
344         float excess;
345
346         dh = max(self.health, 0);
347         da = max(self.armorvalue, 0);
348
349         if(!DEATH_ISSPECIAL(deathtype))
350         {
351                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
352                 if(self != attacker)
353                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
354         }
355
356         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
357         {
358                 // tuba causes blood to come out of the ears
359                 vector ear1, ear2;
360                 vector d;
361                 float f;
362                 ear1 = self.origin;
363                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
364                 ear2 = ear1;
365                 makevectors(self.angles);
366                 ear1 += v_right * -10;
367                 ear2 += v_right * +10;
368                 d = inflictor.origin - self.origin;
369                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
370                 force = v_right * vlen(force);
371                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
372                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
373                 if(f > 0)
374                 {
375                         hitloc = ear1;
376                         force = force * -1;
377                 }
378                 else
379                 {
380                         hitloc = ear2;
381                         // force is already good
382                 }
383         }
384         else
385                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
386
387
388         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
389         take = v_x;
390         save = v_y;
391
392         if(attacker == self)
393         {
394                 // don't reset pushltime for self damage as it may be an attempt to
395                 // escape a lava pit or similar
396                 //self.pushltime = 0;
397                 self.istypefrag = 0;
398         }
399         else if(IS_PLAYER(attacker))
400         {
401                 self.pusher = attacker;
402                 self.pushltime = time + autocvar_g_maxpushtime;
403                 self.istypefrag = self.BUTTON_CHAT;
404         }
405         else if(time < self.pushltime)
406         {
407                 attacker = self.pusher;
408                 self.pushltime = max(self.pushltime, time + 0.6);
409         }
410         else
411         {
412                 self.pushltime = 0;
413                 self.istypefrag = 0;
414         }
415
416         frag_inflictor = inflictor;
417         frag_attacker = attacker;
418         frag_target = self;
419         damage_take = take;
420         damage_save = save;
421         damage_force = force;
422         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
423         take = bound(0, damage_take, self.health);
424         save = bound(0, damage_save, self.armorvalue);
425         excess = max(0, damage - take - save);
426
427         if(sound_allowed(MSG_BROADCAST, attacker))
428         {
429                 if (save > 10)
430                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
431                 else if (take > 30)
432                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
433                 else if (take > 10)
434                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
435         }
436
437         if (take > 50)
438                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
439         if (take > 100)
440                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
441
442         if (time >= self.spawnshieldtime)
443         {
444                 if (!(self.flags & FL_GODMODE))
445                 {
446                         self.armorvalue = self.armorvalue - save;
447                         self.health = self.health - take;
448                         // pause regeneration for 5 seconds
449                         if(take)
450                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
451
452                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
453                         {
454                                 self.pain_finished = time + 0.5;        //Supajoe
455
456                                 if(autocvar_sv_gentle < 1) {
457                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
458                                         {
459                                                 if (!self.animstate_override)
460                                                 {
461                                                         if (random() > 0.5)
462                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
463                                                         else
464                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
465                                                 }
466                                         }
467
468                                         if(sound_allowed(MSG_BROADCAST, attacker))
469                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
470                                         if(self.health > 1)
471                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
472                                         {
473                                                 if(deathtype == DEATH_FALL)
474                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
475                                                 else if(self.health > 75) // TODO make a "gentle" version?
476                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
477                                                 else if(self.health > 50)
478                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
479                                                 else if(self.health > 25)
480                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
481                                                 else
482                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
483                                         }
484                                 }
485
486                                 // throw off bot aim temporarily
487                                 float shake;
488                                 shake = damage * 5 / (bound(0,skill,100) + 1);
489                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
490                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
491                         }
492                 }
493                 else
494                         self.max_armorvalue += (save + take);
495         }
496         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
497         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
498         self.dmg_inflictor = inflictor;
499
500         if(g_ca && self != attacker && IS_PLAYER(attacker))
501                 PlayerTeamScore_Add(attacker, SP_SCORE, ST_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
502
503         float abot, vbot, awep;
504         abot = (IS_BOT_CLIENT(attacker));
505         vbot = (IS_BOT_CLIENT(self));
506
507         valid_damage_for_weaponstats = 0;
508         awep = 0;
509
510         if(vbot || IS_REAL_CLIENT(self))
511         if(abot || IS_REAL_CLIENT(attacker))
512         if(attacker && self != attacker)
513         if(IsDifferentTeam(self, attacker))
514         {
515                 if(DEATH_ISSPECIAL(deathtype))
516                         awep = attacker.weapon;
517                 else
518                         awep = DEATH_WEAPONOF(deathtype);
519                 valid_damage_for_weaponstats = 1;
520         }
521
522         if(valid_damage_for_weaponstats)
523         {
524                 dh = dh - max(self.health, 0);
525                 da = da - max(self.armorvalue, 0);
526                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
527         }
528
529         if (self.health < 1)
530         {
531                 float defer_ClientKill_Now_TeamChange;
532                 defer_ClientKill_Now_TeamChange = FALSE;
533
534                 if(self.alivetime)
535                 {
536                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
537                         self.alivetime = 0;
538                 }
539
540                 if(valid_damage_for_weaponstats)
541                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
542
543                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
544                 if(sound_allowed(MSG_BROADCAST, attacker))
545                 {
546                         if(deathtype == DEATH_DROWN)
547                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
548                         else
549                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
550                 }
551
552                 // get rid of kill indicator
553                 if(self.killindicator)
554                 {
555                         remove(self.killindicator);
556                         self.killindicator = world;
557                         if(self.killindicator_teamchange)
558                                 defer_ClientKill_Now_TeamChange = TRUE;
559
560                         if(self.classname == "body")
561                         if(deathtype == DEATH_KILL)
562                         {
563                                 // for the lemmings fans, a small harmless explosion
564                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
565                         }
566                 }
567
568                 // print an obituary message
569                 Obituary (attacker, inflictor, self, deathtype);
570                 race_PreDie();
571
572         // increment frag counter for used weapon type
573         float w;
574         w = DEATH_WEAPONOF(deathtype);
575         if(WEP_VALID(w))
576         if(accuracy_isgooddamage(attacker, self))
577         attacker.accuracy.(accuracy_frags[w-1]) += 1;
578
579                 frag_attacker = attacker;
580                 frag_inflictor = inflictor;
581                 frag_target = self;
582                 frag_deathtype = deathtype;
583                 MUTATOR_CALLHOOK(PlayerDies);
584
585                 weapon_action(self.weapon, WR_PLAYERDEATH);
586
587                 RemoveGrapplingHook(self);
588
589                 Portal_ClearAllLater(self);
590
591                 if(IS_REAL_CLIENT(self))
592                 {
593                         self.fixangle = TRUE;
594                         //msg_entity = self;
595                         //WriteByte (MSG_ONE, SVC_SETANGLE);
596                         //WriteAngle (MSG_ONE, self.v_angle_x);
597                         //WriteAngle (MSG_ONE, self.v_angle_y);
598                         //WriteAngle (MSG_ONE, 80);
599                 }
600
601                 if(defer_ClientKill_Now_TeamChange)
602                         ClientKill_Now_TeamChange(); // can turn player into spectator
603
604                 // player could have been miraculously resuscitated ;)
605                 // e.g. players in freezetag get frozen, they don't really die
606                 if(self.health >= 1 || !IS_PLAYER(self))
607                         return;
608
609                 // when we get here, player actually dies
610
611                 // clear waypoints
612                 WaypointSprite_PlayerDead();
613                 // throw a weapon
614                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
615
616                 // become fully visible
617                 self.alpha = default_player_alpha;
618                 // make the corpse upright (not tilted)
619                 self.angles_x = 0;
620                 self.angles_z = 0;
621                 // don't spin
622                 self.avelocity = '0 0 0';
623                 // view from the floor
624                 self.view_ofs = '0 0 -8';
625                 // toss the corpse
626                 self.movetype = MOVETYPE_TOSS;
627                 // shootable corpse
628                 self.solid = SOLID_CORPSE;
629                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
630                 // don't stick to the floor
631                 self.flags &~= FL_ONGROUND;
632                 // dying animation
633                 self.deadflag = DEAD_DYING;
634                 // when to allow respawn
635                 sdelay = 0;
636                 waves = 0;
637                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
638                 if(!sdelay)
639                 {
640                         if(g_cts)
641                                 sdelay = 0; // no respawn delay in CTS
642                         else
643                                 sdelay = autocvar_g_respawn_delay;
644                 }
645                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
646                 if(!waves)
647                         waves = autocvar_g_respawn_waves;
648                 if(waves)
649                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
650                 else
651                         self.respawn_time = time + sdelay;
652                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
653                         self.respawn_countdown = 10; // first number to count down from is 10
654                 else
655                         self.respawn_countdown = -1; // do not count down
656
657                 if(g_cts || autocvar_g_forced_respawn)
658                         self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
659
660                 self.death_time = time;
661                 if (random() < 0.5)
662                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
663                 else
664                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
665                 if (self.maxs_z > 5)
666                 {
667                         self.maxs_z = 5;
668                         setsize(self, self.mins, self.maxs);
669                 }
670                 // set damage function to corpse damage
671                 self.event_damage = PlayerCorpseDamage;
672                 // call the corpse damage function just in case it wants to gib
673                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
674                 // set up to fade out later
675                 SUB_SetFade (self, time + 6 + random (), 1);
676
677                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
678                         // remove corpse
679                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
680                 }
681
682                 // reset fields the weapons may use just in case
683                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
684                 {
685                         weapon_action(j, WR_RESETPLAYER);
686                         ATTACK_FINISHED_FOR(self, j) = 0;
687                 }
688         }
689 }
690
691 .float muted; // to be used by prvm_edictset server playernumber muted 1
692 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
693 // message "": do not say, just test flood control
694 // return value:
695 //   1 = accept
696 //   0 = reject
697 //  -1 = fake accept
698 {
699         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
700         float flood;
701         var .float flood_field;
702         entity head;
703         float ret;
704         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
705
706         if(!teamsay && !privatesay)
707                 if(substring(msgin, 0, 1) == " ")
708                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
709
710         msgin = formatmessage(msgin);
711
712         if not(IS_PLAYER(source))
713                 colorstr = "^0"; // black for spectators
714         else if(teamplay)
715                 colorstr = Team_ColorCode(source.team);
716         else
717         {
718                 colorstr = "";
719                 teamsay = FALSE;
720         }
721
722         if(intermission_running)
723                 teamsay = FALSE;
724
725         if(msgin != "")
726                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
727
728         /*
729          * using bprint solves this... me stupid
730         // how can we prevent the message from appearing in a listen server?
731         // for now, just give "say" back and only handle say_team
732         if(!teamsay)
733         {
734                 clientcommand(self, strcat("say ", msgin));
735                 return;
736         }
737         */
738
739         if(autocvar_g_chat_teamcolors)
740                 namestr = playername(source);
741         else
742                 namestr = source.netname;
743
744         if(msgin != "")
745         {
746                 if(privatesay)
747                 {
748                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
749                         privatemsgprefixlen = strlen(msgstr);
750                         msgstr = strcat(msgstr, msgin);
751                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
752                         if(autocvar_g_chat_teamcolors)
753                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
754                         else
755                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
756                 }
757                 else if(teamsay)
758                 {
759                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
760                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
761                 }
762                 else
763                 {
764                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
765                         cmsgstr = "";
766                 }
767                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
768         }
769         else
770         {
771                 msgstr = cmsgstr = "";
772         }
773
774         fullmsgstr = msgstr;
775         fullcmsgstr = cmsgstr;
776
777         // FLOOD CONTROL
778         flood = 0;
779         flood_field = floodcontrol_chat;
780         if(floodcontrol)
781         {
782                 float flood_spl;
783                 float flood_burst;
784                 float flood_lmax;
785                 float lines;
786                 if(privatesay)
787                 {
788                         flood_spl = autocvar_g_chat_flood_spl_tell;
789                         flood_burst = autocvar_g_chat_flood_burst_tell;
790                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
791                         flood_field = floodcontrol_chattell;
792                 }
793                 else if(teamsay)
794                 {
795                         flood_spl = autocvar_g_chat_flood_spl_team;
796                         flood_burst = autocvar_g_chat_flood_burst_team;
797                         flood_lmax = autocvar_g_chat_flood_lmax_team;
798                         flood_field = floodcontrol_chatteam;
799                 }
800                 else
801                 {
802                         flood_spl = autocvar_g_chat_flood_spl;
803                         flood_burst = autocvar_g_chat_flood_burst;
804                         flood_lmax = autocvar_g_chat_flood_lmax;
805                         flood_field = floodcontrol_chat;
806                 }
807                 flood_burst = max(0, flood_burst - 1);
808                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
809
810                 // do flood control for the default line size
811                 if(msgstr != "")
812                 {
813                         getWrappedLine_remaining = msgstr;
814                         msgstr = "";
815                         lines = 0;
816                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
817                         {
818                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
819                                 ++lines;
820                         }
821                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
822
823                         if(getWrappedLine_remaining != "")
824                         {
825                                 msgstr = strcat(msgstr, "\n");
826                                 flood = 2;
827                         }
828
829                         if(time >= source.flood_field)
830                         {
831                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
832                         }
833                         else
834                         {
835                                 flood = 1;
836                                 msgstr = fullmsgstr;
837                         }
838                 }
839                 else
840                 {
841                         if(time >= source.flood_field)
842                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
843                         else
844                                 flood = 1;
845                 }
846
847                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
848                         source.flood_field = flood = 0;
849         }
850
851         if(flood == 2) // cannot happen for empty msgstr
852         {
853                 if(autocvar_g_chat_flood_notify_flooder)
854                 {
855                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
856                         sourcecmsgstr = "";
857                 }
858                 else
859                 {
860                         sourcemsgstr = fullmsgstr;
861                         sourcecmsgstr = fullcmsgstr;
862                 }
863                 cmsgstr = "";
864         }
865         else
866         {
867                 sourcemsgstr = msgstr;
868                 sourcecmsgstr = cmsgstr;
869         }
870
871         if(!privatesay)
872         if not(IS_PLAYER(source))
873         {
874                 if not(intermission_running)
875                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
876                                 teamsay = -1; // spectators
877         }
878
879         if(flood)
880                 print("NOTE: ", playername(source), "^7 is flooding.\n");
881
882         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
883         if(privatesay)
884                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
885
886         if(source.muted)
887         {
888                 // always fake the message
889                 ret = -1;
890         }
891         else if(flood == 1)
892         {
893                 if(autocvar_g_chat_flood_notify_flooder)
894                 {
895                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
896                         ret = 0;
897                 }
898                 else
899                         ret = -1;
900         }
901         else
902         {
903                 ret = 1;
904         }
905
906         if(sourcemsgstr != "" && ret != 0)
907         {
908                 if(ret < 0) // faked message, because the player is muted
909                 {
910                         sprint(source, sourcemsgstr);
911                         if(sourcecmsgstr != "" && !privatesay)
912                                 centerprint(source, sourcecmsgstr);
913                 }
914                 else if(privatesay) // private message, between 2 people only
915                 {
916                         sprint(source, sourcemsgstr);
917                         sprint(privatesay, msgstr);
918                         if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
919                         if(cmsgstr != "")
920                                 centerprint(privatesay, cmsgstr);
921                 }
922                 else if(teamsay > 0) // team message, only sent to team mates
923                 {
924                         sprint(source, sourcemsgstr);
925                         dedicated_print(msgstr); // send to server console too
926                         if(sourcecmsgstr != "")
927                                 centerprint(source, sourcecmsgstr);
928                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
929                                 if(head != source)
930                                 {
931                                         sprint(head, msgstr);
932                                         if(cmsgstr != "")
933                                                 centerprint(head, cmsgstr);
934                                 }
935                 }
936                 else if(teamsay < 0) // spectator message, only sent to spectators
937                 {
938                         sprint(source, sourcemsgstr);
939                         dedicated_print(msgstr); // send to server console too
940                         FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
941                                 if(head != source)
942                                         sprint(head, msgstr);
943                 }
944                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
945                 {
946                         sprint(source, sourcemsgstr);
947                         dedicated_print(msgstr); // send to server console too
948                         FOR_EACH_REALCLIENT(head)
949                                 if(head != source)
950                                         sprint(head, msgstr);
951                 }
952                 else
953                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
954         }
955
956         return ret;
957 }
958
959 float GetVoiceMessageVoiceType(string type)
960 {
961         if(type == "taunt")
962                 return VOICETYPE_TAUNT;
963         if(type == "teamshoot")
964                 return VOICETYPE_LASTATTACKER;
965         return VOICETYPE_TEAMRADIO;
966 }
967
968 string allvoicesamples;
969 .string GetVoiceMessageSampleField(string type)
970 {
971         GetPlayerSoundSampleField_notFound = 0;
972         switch(type)
973         {
974 #define _VOICEMSG(m) case #m: return playersound_##m;
975                 ALLVOICEMSGS
976 #undef _VOICEMSG
977         }
978         GetPlayerSoundSampleField_notFound = 1;
979         return playersound_taunt;
980 }
981
982 .string GetPlayerSoundSampleField(string type)
983 {
984         GetPlayerSoundSampleField_notFound = 0;
985         switch(type)
986         {
987 #define _VOICEMSG(m) case #m: return playersound_##m;
988                 ALLPLAYERSOUNDS
989 #undef _VOICEMSG
990         }
991         GetPlayerSoundSampleField_notFound = 1;
992         return playersound_taunt;
993 }
994
995 void PrecacheGlobalSound(string samplestring)
996 {
997         float n, i;
998         tokenize_console(samplestring);
999         n = stof(argv(1));
1000         if(n > 0)
1001         {
1002                 for(i = 1; i <= n; ++i)
1003                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1004         }
1005         else
1006         {
1007                 precache_sound(strcat(argv(0), ".wav"));
1008         }
1009 }
1010
1011 void PrecachePlayerSounds(string f)
1012 {
1013         float fh;
1014         string s;
1015         fh = fopen(f, FILE_READ);
1016         if(fh < 0)
1017                 return;
1018         while((s = fgets(fh)))
1019         {
1020                 if(tokenize_console(s) != 3)
1021                 {
1022                         dprint("Invalid sound info line: ", s, "\n");
1023                         continue;
1024                 }
1025                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1026         }
1027         fclose(fh);
1028
1029         if not(allvoicesamples)
1030         {
1031 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1032                 ALLVOICEMSGS
1033 #undef _VOICEMSG
1034                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1035         }
1036 }
1037
1038 void ClearPlayerSounds()
1039 {
1040 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1041         ALLPLAYERSOUNDS
1042         ALLVOICEMSGS
1043 #undef _VOICEMSG
1044 }
1045
1046 float LoadPlayerSounds(string f, float first)
1047 {
1048         float fh;
1049         string s;
1050         var .string field;
1051         fh = fopen(f, FILE_READ);
1052         if(fh < 0)
1053         {
1054                 dprint("Player sound file not found: ", f, "\n");
1055                 return 0;
1056         }
1057         while((s = fgets(fh)))
1058         {
1059                 if(tokenize_console(s) != 3)
1060                         continue;
1061                 field = GetPlayerSoundSampleField(argv(0));
1062                 if(GetPlayerSoundSampleField_notFound)
1063                         field = GetVoiceMessageSampleField(argv(0));
1064                 if(GetPlayerSoundSampleField_notFound)
1065                         continue;
1066                 if(self.field)
1067                         strunzone(self.field);
1068                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1069         }
1070         fclose(fh);
1071         return 1;
1072 }
1073
1074 .float modelindex_for_playersound;
1075 .float skin_for_playersound;
1076 void UpdatePlayerSounds()
1077 {
1078         if(self.modelindex == self.modelindex_for_playersound)
1079         if(self.skin == self.skin_for_playersound)
1080                 return;
1081         self.modelindex_for_playersound = self.modelindex;
1082         self.skin_for_playersound = self.skin;
1083         ClearPlayerSounds();
1084         LoadPlayerSounds("sound/player/default.sounds", 1);
1085         if(!autocvar_g_debug_defaultsounds)
1086                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1087                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1088 }
1089
1090 void FakeGlobalSound(string sample, float chan, float voicetype)
1091 {
1092         float n;
1093         float tauntrand;
1094
1095         if(sample == "")
1096                 return;
1097
1098         tokenize_console(sample);
1099         n = stof(argv(1));
1100         if(n > 0)
1101                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1102         else
1103                 sample = strcat(argv(0), ".wav"); // randomization
1104
1105         switch(voicetype)
1106         {
1107                 case VOICETYPE_LASTATTACKER_ONLY:
1108                         break;
1109                 case VOICETYPE_LASTATTACKER:
1110                         if(self.pusher)
1111                         {
1112                                 msg_entity = self;
1113                                 if(IS_REAL_CLIENT(msg_entity))
1114                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1115                         }
1116                         break;
1117                 case VOICETYPE_TEAMRADIO:
1118                         msg_entity = self;
1119                         if(msg_entity.cvar_cl_voice_directional == 1)
1120                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1121                         else
1122                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1123                         break;
1124                 case VOICETYPE_AUTOTAUNT:
1125                         if(!sv_autotaunt)
1126                                 break;
1127                         if(!sv_taunt)
1128                                 break;
1129                         if(autocvar_sv_gentle)
1130                                 break;
1131                         tauntrand = random();
1132                         msg_entity = self;
1133                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1134                         {
1135                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1136                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1137                                 else
1138                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1139                         }
1140                         break;
1141                 case VOICETYPE_TAUNT:
1142                         if(IS_PLAYER(self))
1143                                 if(self.deadflag == DEAD_NO)
1144                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1145                         if(!sv_taunt)
1146                                 break;
1147                         if(autocvar_sv_gentle)
1148                                 break;
1149                         msg_entity = self;
1150                         if (msg_entity.cvar_cl_voice_directional >= 1)
1151                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1152                         else
1153                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1154                         break;
1155                 case VOICETYPE_PLAYERSOUND:
1156                         msg_entity = self;
1157                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1158                         break;
1159                 default:
1160                         backtrace("Invalid voice type!");
1161                         break;
1162         }
1163 }
1164
1165 void GlobalSound(string sample, float chan, float voicetype)
1166 {
1167         float n;
1168         float tauntrand;
1169
1170         if(sample == "")
1171                 return;
1172
1173         tokenize_console(sample);
1174         n = stof(argv(1));
1175         if(n > 0)
1176                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1177         else
1178                 sample = strcat(argv(0), ".wav"); // randomization
1179
1180         switch(voicetype)
1181         {
1182                 case VOICETYPE_LASTATTACKER_ONLY:
1183                         if(self.pusher)
1184                         {
1185                                 msg_entity = self.pusher;
1186                                 if(IS_REAL_CLIENT(msg_entity))
1187                                 {
1188                                         if(msg_entity.cvar_cl_voice_directional == 1)
1189                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1190                                         else
1191                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1192                                 }
1193                         }
1194                         break;
1195                 case VOICETYPE_LASTATTACKER:
1196                         if(self.pusher)
1197                         {
1198                                 msg_entity = self.pusher;
1199                                 if(IS_REAL_CLIENT(msg_entity))
1200                                 {
1201                                         if(msg_entity.cvar_cl_voice_directional == 1)
1202                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1203                                         else
1204                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1205                                 }
1206                                 msg_entity = self;
1207                                 if(IS_REAL_CLIENT(msg_entity))
1208                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1209                         }
1210                         break;
1211                 case VOICETYPE_TEAMRADIO:
1212                         FOR_EACH_REALCLIENT(msg_entity)
1213                                 if(!teamplay || msg_entity.team == self.team)
1214                                 {
1215                                         if(msg_entity.cvar_cl_voice_directional == 1)
1216                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1217                                         else
1218                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1219                                 }
1220                         break;
1221                 case VOICETYPE_AUTOTAUNT:
1222                         if(!sv_autotaunt)
1223                                 break;
1224                         if(!sv_taunt)
1225                                 break;
1226                         if(autocvar_sv_gentle)
1227                                 break;
1228                         tauntrand = random();
1229                         FOR_EACH_REALCLIENT(msg_entity)
1230                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1231                                 {
1232                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1233                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1234                                         else
1235                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1236                                 }
1237                         break;
1238                 case VOICETYPE_TAUNT:
1239                         if(IS_PLAYER(self))
1240                                 if(self.deadflag == DEAD_NO)
1241                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1242                         if(!sv_taunt)
1243                                 break;
1244                         if(autocvar_sv_gentle)
1245                                 break;
1246                         FOR_EACH_REALCLIENT(msg_entity)
1247                         {
1248                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1249                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1250                                 else
1251                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1252                         }
1253                         break;
1254                 case VOICETYPE_PLAYERSOUND:
1255                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1256                         break;
1257                 default:
1258                         backtrace("Invalid voice type!");
1259                         break;
1260         }
1261 }
1262
1263 void PlayerSound(.string samplefield, float chan, float voicetype)
1264 {
1265         GlobalSound(self.samplefield, chan, voicetype);
1266 }
1267
1268 void VoiceMessage(string type, string msg)
1269 {
1270         var .string sample;
1271         float voicetype, ownteam;
1272         float flood;
1273         sample = GetVoiceMessageSampleField(type);
1274
1275         if(GetPlayerSoundSampleField_notFound)
1276         {
1277                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1278                 return;
1279         }
1280
1281         voicetype = GetVoiceMessageVoiceType(type);
1282         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1283
1284         flood = Say(self, ownteam, world, msg, 1);
1285
1286         if (flood > 0)
1287                 GlobalSound(self.sample, CH_VOICE, voicetype);
1288         else if (flood < 0)
1289                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1290 }
1291
1292 void MoveToTeam(entity client, float team_colour, float type)
1293 {
1294         float lockteams_backup;
1295
1296         lockteams_backup = lockteams;  // backup any team lock
1297
1298         lockteams = 0;  // disable locked teams
1299
1300         TeamchangeFrags(client);  // move the players frags
1301         SetPlayerColors(client, team_colour - 1);  // set the players colour
1302         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1303
1304         lockteams = lockteams_backup;  // restore the team lock
1305
1306         LogTeamchange(client.playerid, client.team, type);
1307 }