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Merge branch 'terencehill/aim_shake_fix'
[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.v_angle = oldself.v_angle;
159         self.avelocity = oldself.avelocity;
160         self.classname = "body";
161         self.damageforcescale = oldself.damageforcescale;
162         self.effects = oldself.effects;
163         self.glowmod = oldself.glowmod;
164         self.event_damage = oldself.event_damage;
165         self.anim_state = oldself.anim_state;
166         self.anim_time = oldself.anim_time;
167         self.anim_lower_action = oldself.anim_lower_action;
168         self.anim_lower_time = oldself.anim_lower_time;
169         self.anim_upper_action = oldself.anim_upper_action;
170         self.anim_upper_time = oldself.anim_upper_time;
171         self.anim_implicit_state = oldself.anim_implicit_state;
172         self.anim_implicit_time = oldself.anim_implicit_time;
173         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
174         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
175         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
176         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
177         self.dphitcontentsmask = oldself.dphitcontentsmask;
178         self.death_time = oldself.death_time;
179         self.pain_finished = oldself.pain_finished;
180         self.health = oldself.health;
181         self.armorvalue = oldself.armorvalue;
182         self.armortype = oldself.armortype;
183         self.model = oldself.model;
184         self.modelindex = oldself.modelindex;
185         self.skin = oldself.skin;
186         self.species = oldself.species;
187         self.movetype = oldself.movetype;
188         self.solid = oldself.solid;
189         self.ballistics_density = oldself.ballistics_density;
190         self.takedamage = oldself.takedamage;
191         self.customizeentityforclient = oldself.customizeentityforclient;
192         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
193         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
194         if (keepvelocity == 1)
195                 self.velocity = oldself.velocity;
196         self.oldvelocity = self.velocity;
197         self.alpha = oldself.alpha;
198         self.fade_time = oldself.fade_time;
199         self.fade_rate = oldself.fade_rate;
200         //self.weapon = oldself.weapon;
201         setorigin(self, oldself.origin);
202         setsize(self, oldself.mins, oldself.maxs);
203         self.prevorigin = oldself.origin;
204         self.reset = SUB_Remove;
205
206         Drag_MoveDrag(oldself, self);
207
208         if(self.colormap <= maxclients && self.colormap > 0)
209                 self.colormap = 1024 + oldself.clientcolors;
210
211         CSQCMODEL_AUTOINIT();
212         self.CopyBody_nextthink = oldself.nextthink;
213         self.CopyBody_think = oldself.think;
214         self.nextthink = time;
215         self.think = CopyBody_Think;
216         // "bake" the current animation frame for clones (they don't get clientside animation)
217         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
218
219         self = oldself;
220 }
221
222 float player_getspecies()
223 {
224         float s;
225         get_model_parameters(self.model, self.skin);
226         s = get_model_parameters_species;
227         get_model_parameters(string_null, 0);
228         if(s < 0)
229                 return SPECIES_HUMAN;
230         return s;
231 }
232
233 void player_setupanimsformodel()
234 {
235         // load animation info
236         animdecide_init(self);
237         animdecide_setstate(self, 0, FALSE);
238 }
239
240 void player_anim (void)
241 {
242         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
243         if(self.deadflag) {
244                 if (!deadbits) {
245                         // Decide on which death animation to use.
246                         if(random() < 0.5)
247                                 deadbits = ANIMSTATE_DEAD1;
248                         else
249                                 deadbits = ANIMSTATE_DEAD2;
250                 }
251         } else {
252                 // Clear a previous death animation.
253                 deadbits = 0;
254         }
255         float animbits = deadbits;
256         if(self.frozen)
257                 animbits |= ANIMSTATE_FROZEN;
258         if(self.crouch)
259                 animbits |= ANIMSTATE_DUCK;
260         animdecide_setstate(self, animbits, FALSE);
261         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
262
263         if (self.weaponentity)
264         {
265                 updateanim(self.weaponentity);
266                 if (!self.weaponentity.animstate_override)
267                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
268         }
269 }
270
271 void SpawnThrownWeapon (vector org, float w)
272 {
273         if(self.weapons & WepSet_FromWeapon(self.weapon))
274                 if(W_IsWeaponThrowable(self.weapon))
275                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
276 }
277
278 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
279 {
280         float take, save;
281         vector v;
282         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
283
284         // damage resistance (ignore most of the damage from a bullet or similar)
285         damage = max(damage - 5, 1);
286
287         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
288         take = v_x;
289         save = v_y;
290
291         if(sound_allowed(MSG_BROADCAST, attacker))
292         {
293                 if (save > 10)
294                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
295                 else if (take > 30)
296                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
297                 else if (take > 10)
298                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
299         }
300
301         if (take > 50)
302                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
303         if (take > 100)
304                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
305
306         if (!(self.flags & FL_GODMODE))
307         {
308                 self.armorvalue = self.armorvalue - save;
309                 self.health = self.health - take;
310                 // pause regeneration for 5 seconds
311                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
312         }
313         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
314         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
315         self.dmg_inflictor = inflictor;
316
317         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
318         {
319                 // don't use any animations as a gib
320                 self.frame = 0;
321                 // view just above the floor
322                 self.view_ofs = '0 0 4';
323
324                 Violence_GibSplash(self, 1, 1, attacker);
325                 self.alpha = -1;
326                 self.solid = SOLID_NOT; // restore later
327                 self.takedamage = DAMAGE_NO; // restore later
328                 self.damagedbycontents = FALSE;
329         }
330 }
331
332 // g_<gametype>_str:
333 // If 0, default is used.
334 // If <0, 0 is used.
335 // Otherwise, g_str (default value) is used.
336 // For consistency, negative values there are mapped to zero too.
337 #define GAMETYPE_DEFAULTED_SETTING(str) \
338         ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
339          (gametype_setting_tmp < 0) ? 0 : \
340          (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
341          gametype_setting_tmp)
342
343
344 void calculate_player_respawn_time()
345 {
346         float gametype_setting_tmp;
347         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
348         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
349         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
350         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
351         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
352         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
353
354         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
355         entity pl;
356         if (teamplay)
357         {
358                 FOR_EACH_PLAYER(pl)
359                         if (pl != self)
360                                 if (pl.team == self.team)
361                                         ++pcount;
362                 if (sdelay_small_count == 0)
363                         sdelay_small_count = 1;
364                 if (sdelay_large_count == 0)
365                         sdelay_large_count = 1;
366         }
367         else
368         {
369                 FOR_EACH_PLAYER(pl)
370                         if (pl != self)
371                                 ++pcount;
372                 if (sdelay_small_count == 0)
373                 {
374                         if (g_cts)
375                         {
376                                 // Players play independently. No point in requiring enemies.
377                                 sdelay_small_count = 1;
378                         }
379                         else
380                         {
381                                 // Players play AGAINST each other. Enemies required.
382                                 sdelay_small_count = 2;
383                         }
384                 }
385                 if (sdelay_large_count == 0)
386                 {
387                         if (g_cts)
388                         {
389                                 // Players play independently. No point in requiring enemies.
390                                 sdelay_large_count = 1;
391                         }
392                         else
393                         {
394                                 // Players play AGAINST each other. Enemies required.
395                                 sdelay_large_count = 2;
396                         }
397                 }
398         }
399
400         float sdelay;
401
402         if (pcount <= sdelay_small_count)
403                 sdelay = sdelay_small;
404         else if (pcount >= sdelay_large_count)
405                 sdelay = sdelay_large;
406         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
407                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
408
409         if(waves)
410                 self.respawn_time = ceil((time + sdelay) / waves) * waves;
411         else
412                 self.respawn_time = time + sdelay;
413
414         if(sdelay < sdelay_max)
415                 self.respawn_time_max = time + sdelay_max;
416         else
417                 self.respawn_time_max = self.respawn_time;
418
419         if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
420                 self.respawn_countdown = 10; // first number to count down from is 10
421         else
422                 self.respawn_countdown = -1; // do not count down
423
424         if(autocvar_g_forced_respawn)
425                 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
426 }
427
428 void ClientKill_Now_TeamChange();
429
430 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
431 {
432         float take, save, dh, da, j;
433         vector v;
434         float valid_damage_for_weaponstats;
435         float excess;
436
437         dh = max(self.health, 0);
438         da = max(self.armorvalue, 0);
439
440         if(!DEATH_ISSPECIAL(deathtype))
441         {
442                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
443                 if(self != attacker)
444                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
445         }
446
447         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
448         {
449                 // tuba causes blood to come out of the ears
450                 vector ear1, ear2;
451                 vector d;
452                 float f;
453                 ear1 = self.origin;
454                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
455                 ear2 = ear1;
456                 makevectors(self.angles);
457                 ear1 += v_right * -10;
458                 ear2 += v_right * +10;
459                 d = inflictor.origin - self.origin;
460                 if (d)
461                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
462                 else
463                         f = 0;  // Assum ecenter.
464                 force = v_right * vlen(force);
465                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
466                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
467                 if(f > 0)
468                 {
469                         hitloc = ear1;
470                         force = force * -1;
471                 }
472                 else
473                 {
474                         hitloc = ear2;
475                         // force is already good
476                 }
477         }
478         else
479                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
480
481
482         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
483         take = v_x;
484         save = v_y;
485
486         if(attacker == self)
487         {
488                 // don't reset pushltime for self damage as it may be an attempt to
489                 // escape a lava pit or similar
490                 //self.pushltime = 0;
491                 self.istypefrag = 0;
492         }
493         else if(IS_PLAYER(attacker))
494         {
495                 self.pusher = attacker;
496                 self.pushltime = time + autocvar_g_maxpushtime;
497                 self.istypefrag = self.BUTTON_CHAT;
498         }
499         else if(time < self.pushltime)
500         {
501                 attacker = self.pusher;
502                 self.pushltime = max(self.pushltime, time + 0.6);
503         }
504         else
505         {
506                 self.pushltime = 0;
507                 self.istypefrag = 0;
508         }
509
510         frag_inflictor = inflictor;
511         frag_attacker = attacker;
512         frag_target = self;
513         frag_damage = damage;
514         damage_take = take;
515         damage_save = save;
516         damage_force = force;
517         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
518         take = bound(0, damage_take, self.health);
519         save = bound(0, damage_save, self.armorvalue);
520         excess = max(0, damage - take - save);
521
522         if(sound_allowed(MSG_BROADCAST, attacker))
523         {
524                 if (save > 10)
525                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
526                 else if (take > 30)
527                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
528                 else if (take > 10)
529                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
530         }
531
532         if (take > 50)
533                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
534         if (take > 100)
535                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
536
537         if (time >= self.spawnshieldtime)
538         {
539                 if (!(self.flags & FL_GODMODE))
540                 {
541                         self.armorvalue = self.armorvalue - save;
542                         self.health = self.health - take;
543                         // pause regeneration for 5 seconds
544                         if(take)
545                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
546
547                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
548                         {
549                                 self.pain_finished = time + 0.5;        //Supajoe
550
551                                 if(autocvar_sv_gentle < 1) {
552                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
553                                         {
554                                                 if (!self.animstate_override)
555                                                 {
556                                                         if (random() > 0.5)
557                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
558                                                         else
559                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
560                                                 }
561                                         }
562
563                                         if(sound_allowed(MSG_BROADCAST, attacker))
564                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
565                                         if(self.health > 1)
566                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
567                                         {
568                                                 if(deathtype == DEATH_FALL)
569                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
570                                                 else if(self.health > 75) // TODO make a "gentle" version?
571                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
572                                                 else if(self.health > 50)
573                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
574                                                 else if(self.health > 25)
575                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
576                                                 else
577                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
578                                         }
579                                 }
580                         }
581
582                         // throw off bot aim temporarily
583                         float shake;
584                         if(IS_BOT_CLIENT(self) && self.health >= 1)
585                         {
586                                 shake = damage * 5 / (bound(0,skill,100) + 1);
587                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
588                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
589                                 self.v_angle_x = bound(-90, self.v_angle_x, 90);
590                         }
591                 }
592                 else
593                         self.max_armorvalue += (save + take);
594         }
595         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
596         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
597         self.dmg_inflictor = inflictor;
598
599         float abot, vbot, awep;
600         abot = (IS_BOT_CLIENT(attacker));
601         vbot = (IS_BOT_CLIENT(self));
602
603         valid_damage_for_weaponstats = 0;
604         awep = 0;
605
606         if(vbot || IS_REAL_CLIENT(self))
607         if(abot || IS_REAL_CLIENT(attacker))
608         if(attacker && self != attacker)
609         if(DIFF_TEAM(self, attacker))
610         {
611                 if(DEATH_ISSPECIAL(deathtype))
612                         awep = attacker.weapon;
613                 else
614                         awep = DEATH_WEAPONOF(deathtype);
615                 valid_damage_for_weaponstats = 1;
616         }
617
618         if(valid_damage_for_weaponstats)
619         {
620                 dh = dh - max(self.health, 0);
621                 da = da - max(self.armorvalue, 0);
622                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
623         }
624
625         if (self.health < 1)
626         {
627                 float defer_ClientKill_Now_TeamChange;
628                 defer_ClientKill_Now_TeamChange = FALSE;
629
630                 if(self.alivetime)
631                 {
632                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
633                         self.alivetime = 0;
634                 }
635
636                 if(valid_damage_for_weaponstats)
637                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
638
639                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
640                 if(sound_allowed(MSG_BROADCAST, attacker))
641                 {
642                         if(deathtype == DEATH_DROWN)
643                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
644                         else
645                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
646                 }
647
648                 // get rid of kill indicator
649                 if(self.killindicator)
650                 {
651                         remove(self.killindicator);
652                         self.killindicator = world;
653                         if(self.killindicator_teamchange)
654                                 defer_ClientKill_Now_TeamChange = TRUE;
655
656                         if(self.classname == "body")
657                         if(deathtype == DEATH_KILL)
658                         {
659                                 // for the lemmings fans, a small harmless explosion
660                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
661                         }
662                 }
663
664                 // print an obituary message
665                 Obituary (attacker, inflictor, self, deathtype);
666
667         // increment frag counter for used weapon type
668         float w;
669         w = DEATH_WEAPONOF(deathtype);
670         if(WEP_VALID(w))
671         if(accuracy_isgooddamage(attacker, self))
672         attacker.accuracy.(accuracy_frags[w-1]) += 1;
673
674                 frag_attacker = attacker;
675                 frag_inflictor = inflictor;
676                 frag_target = self;
677                 frag_deathtype = deathtype;
678                 MUTATOR_CALLHOOK(PlayerDies);
679
680                 weapon_action(self.weapon, WR_PLAYERDEATH);
681
682                 RemoveGrapplingHook(self);
683
684                 Portal_ClearAllLater(self);
685
686                 self.fixangle = TRUE;
687
688                 if(defer_ClientKill_Now_TeamChange)
689                         ClientKill_Now_TeamChange(); // can turn player into spectator
690
691                 // player could have been miraculously resuscitated ;)
692                 // e.g. players in freezetag get frozen, they don't really die
693                 if(self.health >= 1 || !IS_PLAYER(self))
694                         return;
695
696                 // when we get here, player actually dies
697
698                 Unfreeze(self); // remove any icy remains
699                 self.health = 0; // Unfreeze resets health, so we need to set it back
700
701                 // clear waypoints
702                 WaypointSprite_PlayerDead();
703                 // throw a weapon
704                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
705
706                 // become fully visible
707                 self.alpha = default_player_alpha;
708                 // make the corpse upright (not tilted)
709                 self.angles_x = 0;
710                 self.angles_z = 0;
711                 // don't spin
712                 self.avelocity = '0 0 0';
713                 // view from the floor
714                 self.view_ofs = '0 0 -8';
715                 // toss the corpse
716                 self.movetype = MOVETYPE_TOSS;
717                 // shootable corpse
718                 self.solid = SOLID_CORPSE;
719                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
720                 // don't stick to the floor
721                 self.flags &= ~FL_ONGROUND;
722                 // dying animation
723                 self.deadflag = DEAD_DYING;
724                 // when to allow respawn
725                 calculate_player_respawn_time();
726
727                 self.death_time = time;
728                 if (random() < 0.5)
729                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
730                 else
731                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
732                 if (self.maxs_z > 5)
733                 {
734                         self.maxs_z = 5;
735                         setsize(self, self.mins, self.maxs);
736                 }
737                 // set damage function to corpse damage
738                 self.event_damage = PlayerCorpseDamage;
739                 // call the corpse damage function just in case it wants to gib
740                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
741                 // set up to fade out later
742                 SUB_SetFade (self, time + 6 + random (), 1);
743
744                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
745                         // remove corpse
746                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
747                 }
748
749                 // reset fields the weapons may use just in case
750                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
751                 {
752                         weapon_action(j, WR_RESETPLAYER);
753                         ATTACK_FINISHED_FOR(self, j) = 0;
754                 }
755         }
756 }
757
758 .float muted; // to be used by prvm_edictset server playernumber muted 1
759 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
760 // message "": do not say, just test flood control
761 // return value:
762 //   1 = accept
763 //   0 = reject
764 //  -1 = fake accept
765 {
766         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
767         float flood;
768         var .float flood_field;
769         entity head;
770         float ret;
771         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
772
773         if(!teamsay && !privatesay)
774                 if(substring(msgin, 0, 1) == " ")
775                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
776
777         msgin = formatmessage(msgin);
778
779         if (!IS_PLAYER(source))
780                 colorstr = "^0"; // black for spectators
781         else if(teamplay)
782                 colorstr = Team_ColorCode(source.team);
783         else
784         {
785                 colorstr = "";
786                 teamsay = FALSE;
787         }
788
789         if(intermission_running)
790                 teamsay = FALSE;
791
792         if(msgin != "")
793                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
794
795         /*
796          * using bprint solves this... me stupid
797         // how can we prevent the message from appearing in a listen server?
798         // for now, just give "say" back and only handle say_team
799         if(!teamsay)
800         {
801                 clientcommand(self, strcat("say ", msgin));
802                 return;
803         }
804         */
805
806         if(autocvar_g_chat_teamcolors)
807                 namestr = playername(source);
808         else
809                 namestr = source.netname;
810
811         if(strdecolorize(namestr) == namestr)
812                 colorprefix = "^3";
813         else
814                 colorprefix = "^7";
815
816         if(msgin != "")
817         {
818                 if(privatesay)
819                 {
820                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
821                         privatemsgprefixlen = strlen(msgstr);
822                         msgstr = strcat(msgstr, msgin);
823                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
824                         if(autocvar_g_chat_teamcolors)
825                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
826                         else
827                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
828                 }
829                 else if(teamsay)
830                 {
831                         msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
832                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
833                 }
834                 else
835                 {
836                         msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
837                         cmsgstr = "";
838                 }
839                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
840         }
841         else
842         {
843                 msgstr = cmsgstr = "";
844         }
845
846         fullmsgstr = msgstr;
847         fullcmsgstr = cmsgstr;
848
849         // FLOOD CONTROL
850         flood = 0;
851         flood_field = floodcontrol_chat;
852         if(floodcontrol)
853         {
854                 float flood_spl;
855                 float flood_burst;
856                 float flood_lmax;
857                 float lines;
858                 if(privatesay)
859                 {
860                         flood_spl = autocvar_g_chat_flood_spl_tell;
861                         flood_burst = autocvar_g_chat_flood_burst_tell;
862                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
863                         flood_field = floodcontrol_chattell;
864                 }
865                 else if(teamsay)
866                 {
867                         flood_spl = autocvar_g_chat_flood_spl_team;
868                         flood_burst = autocvar_g_chat_flood_burst_team;
869                         flood_lmax = autocvar_g_chat_flood_lmax_team;
870                         flood_field = floodcontrol_chatteam;
871                 }
872                 else
873                 {
874                         flood_spl = autocvar_g_chat_flood_spl;
875                         flood_burst = autocvar_g_chat_flood_burst;
876                         flood_lmax = autocvar_g_chat_flood_lmax;
877                         flood_field = floodcontrol_chat;
878                 }
879                 flood_burst = max(0, flood_burst - 1);
880                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
881
882                 // do flood control for the default line size
883                 if(msgstr != "")
884                 {
885                         getWrappedLine_remaining = msgstr;
886                         msgstr = "";
887                         lines = 0;
888                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
889                         {
890                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
891                                 ++lines;
892                         }
893                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
894
895                         if(getWrappedLine_remaining != "")
896                         {
897                                 msgstr = strcat(msgstr, "\n");
898                                 flood = 2;
899                         }
900
901                         if(time >= source.flood_field)
902                         {
903                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
904                         }
905                         else
906                         {
907                                 flood = 1;
908                                 msgstr = fullmsgstr;
909                         }
910                 }
911                 else
912                 {
913                         if(time >= source.flood_field)
914                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
915                         else
916                                 flood = 1;
917                 }
918
919                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
920                         source.flood_field = flood = 0;
921         }
922
923         if(flood == 2) // cannot happen for empty msgstr
924         {
925                 if(autocvar_g_chat_flood_notify_flooder)
926                 {
927                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
928                         sourcecmsgstr = "";
929                 }
930                 else
931                 {
932                         sourcemsgstr = fullmsgstr;
933                         sourcecmsgstr = fullcmsgstr;
934                 }
935                 cmsgstr = "";
936         }
937         else
938         {
939                 sourcemsgstr = msgstr;
940                 sourcecmsgstr = cmsgstr;
941         }
942
943         if(!privatesay)
944         if (!IS_PLAYER(source))
945         {
946                 if (!intermission_running)
947                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
948                                 teamsay = -1; // spectators
949         }
950
951         if(flood)
952                 print("NOTE: ", playername(source), "^7 is flooding.\n");
953
954         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
955         if(privatesay)
956                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
957
958         if(source.muted)
959         {
960                 // always fake the message
961                 ret = -1;
962         }
963         else if(flood == 1)
964         {
965                 if(autocvar_g_chat_flood_notify_flooder)
966                 {
967                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
968                         ret = 0;
969                 }
970                 else
971                         ret = -1;
972         }
973         else
974         {
975                 ret = 1;
976         }
977
978         if(sourcemsgstr != "" && ret != 0)
979         {
980                 if(ret < 0) // faked message, because the player is muted
981                 {
982                         sprint(source, sourcemsgstr);
983                         if(sourcecmsgstr != "" && !privatesay)
984                                 centerprint(source, sourcecmsgstr);
985                 }
986                 else if(privatesay) // private message, between 2 people only
987                 {
988                         sprint(source, sourcemsgstr);
989                         sprint(privatesay, msgstr);
990                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
991                         if(cmsgstr != "")
992                                 centerprint(privatesay, cmsgstr);
993                 }
994                 else if(teamsay > 0) // team message, only sent to team mates
995                 {
996                         sprint(source, sourcemsgstr);
997                         dedicated_print(msgstr); // send to server console too
998                         if(sourcecmsgstr != "")
999                                 centerprint(source, sourcecmsgstr);
1000                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1001                                 if(head != source)
1002                                 {
1003                                         sprint(head, msgstr);
1004                                         if(cmsgstr != "")
1005                                                 centerprint(head, cmsgstr);
1006                                 }
1007                 }
1008                 else if(teamsay < 0) // spectator message, only sent to spectators
1009                 {
1010                         sprint(source, sourcemsgstr);
1011                         dedicated_print(msgstr); // send to server console too
1012                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
1013                                 if(head != source)
1014                                         sprint(head, msgstr);
1015                 }
1016                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1017                 {
1018                         sprint(source, sourcemsgstr);
1019                         dedicated_print(msgstr); // send to server console too
1020                         FOR_EACH_REALCLIENT(head)
1021                                 if(head != source)
1022                                         sprint(head, msgstr);
1023                 }
1024                 else
1025                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1026         }
1027
1028         return ret;
1029 }
1030
1031 float GetVoiceMessageVoiceType(string type)
1032 {
1033         if(type == "taunt")
1034                 return VOICETYPE_TAUNT;
1035         if(type == "teamshoot")
1036                 return VOICETYPE_LASTATTACKER;
1037         return VOICETYPE_TEAMRADIO;
1038 }
1039
1040 string allvoicesamples;
1041 .string GetVoiceMessageSampleField(string type)
1042 {
1043         GetPlayerSoundSampleField_notFound = 0;
1044         switch(type)
1045         {
1046 #define _VOICEMSG(m) case #m: return playersound_##m;
1047                 ALLVOICEMSGS
1048 #undef _VOICEMSG
1049         }
1050         GetPlayerSoundSampleField_notFound = 1;
1051         return playersound_taunt;
1052 }
1053
1054 .string GetPlayerSoundSampleField(string type)
1055 {
1056         GetPlayerSoundSampleField_notFound = 0;
1057         switch(type)
1058         {
1059 #define _VOICEMSG(m) case #m: return playersound_##m;
1060                 ALLPLAYERSOUNDS
1061 #undef _VOICEMSG
1062         }
1063         GetPlayerSoundSampleField_notFound = 1;
1064         return playersound_taunt;
1065 }
1066
1067 void PrecacheGlobalSound(string samplestring)
1068 {
1069         float n, i;
1070         tokenize_console(samplestring);
1071         n = stof(argv(1));
1072         if(n > 0)
1073         {
1074                 for(i = 1; i <= n; ++i)
1075                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1076         }
1077         else
1078         {
1079                 precache_sound(strcat(argv(0), ".wav"));
1080         }
1081 }
1082
1083 void PrecachePlayerSounds(string f)
1084 {
1085         float fh;
1086         string s;
1087         fh = fopen(f, FILE_READ);
1088         if(fh < 0)
1089                 return;
1090         while((s = fgets(fh)))
1091         {
1092                 if(tokenize_console(s) != 3)
1093                 {
1094                         dprint("Invalid sound info line: ", s, "\n");
1095                         continue;
1096                 }
1097                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1098         }
1099         fclose(fh);
1100
1101         if (!allvoicesamples)
1102         {
1103 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1104                 ALLVOICEMSGS
1105 #undef _VOICEMSG
1106                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1107         }
1108 }
1109
1110 void ClearPlayerSounds()
1111 {
1112 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1113         ALLPLAYERSOUNDS
1114         ALLVOICEMSGS
1115 #undef _VOICEMSG
1116 }
1117
1118 float LoadPlayerSounds(string f, float first)
1119 {
1120         float fh;
1121         string s;
1122         var .string field;
1123         fh = fopen(f, FILE_READ);
1124         if(fh < 0)
1125         {
1126                 dprint("Player sound file not found: ", f, "\n");
1127                 return 0;
1128         }
1129         while((s = fgets(fh)))
1130         {
1131                 if(tokenize_console(s) != 3)
1132                         continue;
1133                 field = GetPlayerSoundSampleField(argv(0));
1134                 if(GetPlayerSoundSampleField_notFound)
1135                         field = GetVoiceMessageSampleField(argv(0));
1136                 if(GetPlayerSoundSampleField_notFound)
1137                         continue;
1138                 if(self.field)
1139                         strunzone(self.field);
1140                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1141         }
1142         fclose(fh);
1143         return 1;
1144 }
1145
1146 .float modelindex_for_playersound;
1147 .float skin_for_playersound;
1148 void UpdatePlayerSounds()
1149 {
1150         if(self.modelindex == self.modelindex_for_playersound)
1151         if(self.skin == self.skin_for_playersound)
1152                 return;
1153         self.modelindex_for_playersound = self.modelindex;
1154         self.skin_for_playersound = self.skin;
1155         ClearPlayerSounds();
1156         LoadPlayerSounds("sound/player/default.sounds", 1);
1157         if(!autocvar_g_debug_defaultsounds)
1158                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1159                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1160 }
1161
1162 void FakeGlobalSound(string sample, float chan, float voicetype)
1163 {
1164         float n;
1165         float tauntrand;
1166
1167         if(sample == "")
1168                 return;
1169
1170         tokenize_console(sample);
1171         n = stof(argv(1));
1172         if(n > 0)
1173                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1174         else
1175                 sample = strcat(argv(0), ".wav"); // randomization
1176
1177         switch(voicetype)
1178         {
1179                 case VOICETYPE_LASTATTACKER_ONLY:
1180                         break;
1181                 case VOICETYPE_LASTATTACKER:
1182                         if(self.pusher)
1183                         {
1184                                 msg_entity = self;
1185                                 if(IS_REAL_CLIENT(msg_entity))
1186                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1187                         }
1188                         break;
1189                 case VOICETYPE_TEAMRADIO:
1190                         msg_entity = self;
1191                         if(msg_entity.cvar_cl_voice_directional == 1)
1192                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1193                         else
1194                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1195                         break;
1196                 case VOICETYPE_AUTOTAUNT:
1197                         if(!sv_autotaunt)
1198                                 break;
1199                         if(!sv_taunt)
1200                                 break;
1201                         if(autocvar_sv_gentle)
1202                                 break;
1203                         tauntrand = random();
1204                         msg_entity = self;
1205                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1206                         {
1207                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1208                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1209                                 else
1210                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1211                         }
1212                         break;
1213                 case VOICETYPE_TAUNT:
1214                         if(IS_PLAYER(self))
1215                                 if(self.deadflag == DEAD_NO)
1216                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1217                         if(!sv_taunt)
1218                                 break;
1219                         if(autocvar_sv_gentle)
1220                                 break;
1221                         msg_entity = self;
1222                         if (msg_entity.cvar_cl_voice_directional >= 1)
1223                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1224                         else
1225                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1226                         break;
1227                 case VOICETYPE_PLAYERSOUND:
1228                         msg_entity = self;
1229                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1230                         break;
1231                 default:
1232                         backtrace("Invalid voice type!");
1233                         break;
1234         }
1235 }
1236
1237 void GlobalSound(string sample, float chan, float voicetype)
1238 {
1239         float n;
1240         float tauntrand;
1241
1242         if(sample == "")
1243                 return;
1244
1245         tokenize_console(sample);
1246         n = stof(argv(1));
1247         if(n > 0)
1248                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1249         else
1250                 sample = strcat(argv(0), ".wav"); // randomization
1251
1252         switch(voicetype)
1253         {
1254                 case VOICETYPE_LASTATTACKER_ONLY:
1255                         if(self.pusher)
1256                         {
1257                                 msg_entity = self.pusher;
1258                                 if(IS_REAL_CLIENT(msg_entity))
1259                                 {
1260                                         if(msg_entity.cvar_cl_voice_directional == 1)
1261                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1262                                         else
1263                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1264                                 }
1265                         }
1266                         break;
1267                 case VOICETYPE_LASTATTACKER:
1268                         if(self.pusher)
1269                         {
1270                                 msg_entity = self.pusher;
1271                                 if(IS_REAL_CLIENT(msg_entity))
1272                                 {
1273                                         if(msg_entity.cvar_cl_voice_directional == 1)
1274                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1275                                         else
1276                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1277                                 }
1278                                 msg_entity = self;
1279                                 if(IS_REAL_CLIENT(msg_entity))
1280                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1281                         }
1282                         break;
1283                 case VOICETYPE_TEAMRADIO:
1284                         FOR_EACH_REALCLIENT(msg_entity)
1285                                 if(!teamplay || msg_entity.team == self.team)
1286                                 {
1287                                         if(msg_entity.cvar_cl_voice_directional == 1)
1288                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1289                                         else
1290                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1291                                 }
1292                         break;
1293                 case VOICETYPE_AUTOTAUNT:
1294                         if(!sv_autotaunt)
1295                                 break;
1296                         if(!sv_taunt)
1297                                 break;
1298                         if(autocvar_sv_gentle)
1299                                 break;
1300                         tauntrand = random();
1301                         FOR_EACH_REALCLIENT(msg_entity)
1302                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1303                                 {
1304                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1305                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1306                                         else
1307                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1308                                 }
1309                         break;
1310                 case VOICETYPE_TAUNT:
1311                         if(IS_PLAYER(self))
1312                                 if(self.deadflag == DEAD_NO)
1313                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1314                         if(!sv_taunt)
1315                                 break;
1316                         if(autocvar_sv_gentle)
1317                                 break;
1318                         FOR_EACH_REALCLIENT(msg_entity)
1319                         {
1320                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1321                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1322                                 else
1323                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1324                         }
1325                         break;
1326                 case VOICETYPE_PLAYERSOUND:
1327                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1328                         break;
1329                 default:
1330                         backtrace("Invalid voice type!");
1331                         break;
1332         }
1333 }
1334
1335 void PlayerSound(.string samplefield, float chan, float voicetype)
1336 {
1337         GlobalSound(self.samplefield, chan, voicetype);
1338 }
1339
1340 void VoiceMessage(string type, string msg)
1341 {
1342         var .string sample;
1343         float voicetype, ownteam;
1344         float flood;
1345         sample = GetVoiceMessageSampleField(type);
1346
1347         if(GetPlayerSoundSampleField_notFound)
1348         {
1349                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1350                 return;
1351         }
1352
1353         voicetype = GetVoiceMessageVoiceType(type);
1354         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1355
1356         flood = Say(self, ownteam, world, msg, 1);
1357
1358         if (flood > 0)
1359                 GlobalSound(self.sample, CH_VOICE, voicetype);
1360         else if (flood < 0)
1361                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1362 }
1363
1364 void MoveToTeam(entity client, float team_colour, float type)
1365 {
1366         float lockteams_backup;
1367
1368         lockteams_backup = lockteams;  // backup any team lock
1369
1370         lockteams = 0;  // disable locked teams
1371
1372         TeamchangeFrags(client);  // move the players frags
1373         SetPlayerColors(client, team_colour - 1);  // set the players colour
1374         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1375
1376         lockteams = lockteams_backup;  // restore the team lock
1377
1378         LogTeamchange(client.playerid, client.team, type);
1379 }