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1 #include "player.qh"
2
3 #include <common/anim.qh>
4 #include <common/animdecide.qh>
5 #include <common/csqcmodel_settings.qh>
6 #include <common/deathtypes/all.qh>
7 #include <common/effects/all.qh>
8 #include <common/effects/qc/_mod.qh>
9 #include <common/gamemodes/_mod.qh>
10 #include <common/gamemodes/sv_rules.qh>
11 #include <common/mapobjects/_mod.qh>
12 #include <common/mapobjects/subs.qh>
13 #include <common/mapobjects/teleporters.qh>
14 #include <common/minigames/sv_minigames.qh>
15 #include <common/mutators/mutator/status_effects/_mod.qh>
16 #include <common/mutators/mutator/waypoints/waypointsprites.qh>
17 #include <common/physics/player.qh>
18 #include <common/playerstats.qh>
19 #include <common/state.qh>
20 #include <common/wepent.qh>
21 #include <lib/csqcmodel/sv_model.qh>
22 #include <server/bot/api.qh>
23 #include <server/cheats.qh>
24 #include <server/client.qh>
25 #include <server/clientkill.qh>
26 #include <server/command/common.qh>
27 #include <server/command/vote.qh>
28 #include <server/damage.qh>
29 #include <server/handicap.qh>
30 #include <server/hook.qh>
31 #include <server/main.qh>
32 #include <server/mutators/_mod.qh>
33 #include <server/portals.qh>
34 #include <server/teamplay.qh>
35 #include <server/weapons/accuracy.qh>
36 #include <server/weapons/common.qh>
37 #include <server/weapons/throwing.qh>
38 #include <server/weapons/weaponstats.qh>
39 #include <server/weapons/weaponsystem.qh>
40 #include <server/world.qh>
41
42 void Drop_Special_Items(entity player)
43 {
44         // called when the player has become stuck or frozen
45         // so objective items aren't stuck with the player
46
47         MUTATOR_CALLHOOK(DropSpecialItems, player);
48 }
49
50 void CopyBody_Think(entity this)
51 {
52         if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
53         {
54                 this.CopyBody_think(this);
55                 if(wasfreed(this))
56                         return;
57                 this.CopyBody_nextthink = this.nextthink;
58                 this.CopyBody_think = getthink(this);
59                 setthink(this, CopyBody_Think);
60         }
61         CSQCMODEL_AUTOUPDATE(this);
62         this.nextthink = time;
63 }
64 void CopyBody(entity this, float keepvelocity)
65 {
66         if (this.effects & EF_NODRAW)
67                 return;
68         entity clone = new(body);
69         clone.enemy = this;
70         clone.lip = this.lip;
71         clone.colormap = this.colormap;
72         clone.iscreature = this.iscreature;
73         clone.teleportable = this.teleportable;
74         clone.damagedbycontents = this.damagedbycontents;
75         if(clone.damagedbycontents)
76                 IL_PUSH(g_damagedbycontents, clone);
77         clone.angles = this.angles;
78         clone.v_angle = this.v_angle;
79         clone.avelocity = this.avelocity;
80         clone.damageforcescale = this.damageforcescale;
81         clone.effects = this.effects;
82         clone.glowmod = this.glowmod;
83         clone.event_damage = this.event_damage;
84         clone.event_heal = this.event_heal;
85         clone.anim_state = this.anim_state;
86         clone.anim_time = this.anim_time;
87         clone.anim_lower_action = this.anim_lower_action;
88         clone.anim_lower_time = this.anim_lower_time;
89         clone.anim_upper_action = this.anim_upper_action;
90         clone.anim_upper_time = this.anim_upper_time;
91         clone.anim_implicit_state = this.anim_implicit_state;
92         clone.anim_implicit_time = this.anim_implicit_time;
93         clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
94         clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
95         clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
96         clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
97         clone.dphitcontentsmask = this.dphitcontentsmask;
98         clone.death_time = this.death_time;
99         clone.pain_finished = this.pain_finished;
100         SetResourceExplicit(clone, RES_HEALTH, GetResource(this, RES_HEALTH));
101         SetResourceExplicit(clone, RES_ARMOR, GetResource(this, RES_ARMOR));
102         clone.armortype = this.armortype;
103         clone.model = this.model;
104         clone.modelindex = this.modelindex;
105         clone.skin = this.skin;
106         clone.species = this.species;
107         clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
108         set_movetype(clone, this.move_movetype);
109         clone.solid = this.solid;
110         clone.takedamage = this.takedamage;
111         setcefc(clone, getcefc(this));
112         clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
113         clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
114         if (keepvelocity == 1)
115                 clone.velocity = this.velocity;
116         clone.oldvelocity = clone.velocity;
117         clone.alpha = this.alpha;
118         clone.fade_time = this.fade_time;
119         clone.fade_rate = this.fade_rate;
120         //clone.weapon = this.weapon;
121         setorigin(clone, this.origin);
122         setsize(clone, this.mins, this.maxs);
123         clone.reset = SUB_Remove;
124         clone._ps = this._ps;
125
126         Drag_MoveDrag(this, clone);
127
128         if(clone.colormap <= maxclients && clone.colormap > 0)
129                 clone.colormap = 1024 + this.clientcolors;
130
131         CSQCMODEL_AUTOINIT(clone);
132         clone.CopyBody_nextthink = this.nextthink;
133         clone.CopyBody_think = getthink(this);
134         clone.nextthink = time;
135         setthink(clone, CopyBody_Think);
136         // "bake" the current animation frame for clones (they don't get clientside animation)
137         animdecide_load_if_needed(clone);
138         animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
139
140         IL_PUSH(g_clones, clone);
141
142         MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
143 }
144
145 void player_setupanimsformodel(entity this)
146 {
147         // load animation info
148         animdecide_load_if_needed(this);
149         animdecide_setstate(this, 0, false);
150 }
151
152 void player_anim(entity this)
153 {
154         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
155         if(IS_DEAD(this)) {
156                 if (!deadbits) {
157                         // Decide on which death animation to use.
158                         if(random() < 0.5)
159                                 deadbits = ANIMSTATE_DEAD1;
160                         else
161                                 deadbits = ANIMSTATE_DEAD2;
162                 }
163         } else {
164                 // Clear a previous death animation.
165                 deadbits = 0;
166         }
167         int animbits = deadbits;
168         if(STAT(FROZEN, this))
169                 animbits |= ANIMSTATE_FROZEN;
170         if(this.move_movetype == MOVETYPE_FOLLOW)
171                 animbits |= ANIMSTATE_FOLLOW;
172         if(IS_DUCKED(this))
173                 animbits |= ANIMSTATE_DUCK;
174         animdecide_setstate(this, animbits, false);
175         animdecide_setimplicitstate(this, IS_ONGROUND(this));
176 }
177
178 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
179 {
180         float take, save;
181         vector v;
182         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
183
184         v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
185         take = v.x;
186         save = v.y;
187
188         if(sound_allowed(MSG_BROADCAST, attacker))
189         {
190                 if (save > 10)
191                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
192                 else if (take > 30)
193                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
194                 else if (take > 10)
195                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
196         }
197
198         if (take > 50)
199                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
200         if (take > 100)
201                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
202
203         TakeResource(this, RES_ARMOR, save);
204         TakeResource(this, RES_HEALTH, take);
205         // pause regeneration for 5 seconds
206         this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
207
208         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
209         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
210         this.dmg_inflictor = inflictor;
211
212         if (GetResource(this, RES_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0)
213         {
214                 // don't use any animations as a gib
215                 this.frame = 0;
216                 // view just above the floor
217                 this.view_ofs = '0 0 4';
218
219                 Violence_GibSplash(this, 1, 1, attacker);
220                 this.alpha = -1;
221                 this.solid = SOLID_NOT; // restore later
222                 this.takedamage = DAMAGE_NO; // restore later
223                 if(this.damagedbycontents)
224                         IL_REMOVE(g_damagedbycontents, this);
225                 this.damagedbycontents = false;
226         }
227 }
228
229 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
230 {
231         vector v;
232         float initial_health = max(GetResource(this, RES_HEALTH), 0);
233         float initial_armor = max(GetResource(this, RES_ARMOR), 0);
234         float take = 0, save = 0;
235
236         if (damage)
237         {
238                 if(!DEATH_ISSPECIAL(deathtype))
239                 {
240                         damage *= Handicap_GetTotalHandicap(this);
241                         if (this != attacker && IS_PLAYER(attacker))
242                         {
243                                 damage /= Handicap_GetTotalHandicap(attacker);
244                         }
245                 }
246
247                 if (STAT(FROZEN, this))
248                 {
249                         if (!ITEM_DAMAGE_NEEDKILL(deathtype))
250                                 damage = 0;
251                 }
252                 else if (StatusEffects_active(STATUSEFFECT_SpawnShield, this) && autocvar_g_spawnshield_blockdamage < 1)
253                         damage *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1);
254
255                 if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears
256                 {
257                         vector ear1, ear2;
258                         vector d;
259                         float f;
260                         ear1 = this.origin;
261                         ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
262                         ear2 = ear1;
263                         makevectors(this.angles);
264                         ear1 += v_right * -10;
265                         ear2 += v_right * +10;
266                         d = inflictor.origin - this.origin;
267                         if (d)
268                                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
269                         else
270                                 f = 0;  // Assum ecenter.
271                         force = v_right * vlen(force);
272                         Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
273                         Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
274                         if(f > 0)
275                         {
276                                 hitloc = ear1;
277                                 force = force * -1;
278                         }
279                         else
280                         {
281                                 hitloc = ear2;
282                                 // force is already good
283                         }
284                 }
285                 else
286                         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
287
288                 v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage);
289                 take = v.x;
290                 save = v.y;
291         }
292
293         if(attacker == this)
294         {
295                 // don't reset pushltime for self damage as it may be an attempt to
296                 // escape a lava pit or similar
297                 //this.pushltime = 0;
298                 this.istypefrag = 0;
299         }
300         else if(IS_PLAYER(attacker))
301         {
302                 this.pusher = attacker;
303                 this.pushltime = time + autocvar_g_maxpushtime;
304                 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
305         }
306         else if(time < this.pushltime)
307         {
308                 attacker = this.pusher;
309                 this.pushltime = max(this.pushltime, time + 0.6);
310         }
311         else
312         {
313                 this.pushltime = 0;
314                 this.istypefrag = 0;
315         }
316
317         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
318         take = bound(0, M_ARGV(4, float), GetResource(this, RES_HEALTH));
319         save = bound(0, M_ARGV(5, float), GetResource(this, RES_ARMOR));
320         float excess = max(0, damage - take - save);
321
322         if(sound_allowed(MSG_BROADCAST, attacker))
323         {
324                 if (save > 10 && (initial_health - take) > 0) // don't play armor sound if the attack is fatal
325                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
326                 else if (take > 30)
327                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
328                 else if (take > 10)
329                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
330         }
331
332         if (take > 50)
333                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
334         if (take > 100)
335                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
336
337         if (!StatusEffects_active(STATUSEFFECT_SpawnShield, this) || autocvar_g_spawnshield_blockdamage < 1)
338         {
339                 if (!(this.flags & FL_GODMODE))
340                 {
341                         TakeResource(this, RES_ARMOR, save);
342                         TakeResource(this, RES_HEALTH, take);
343                         // pause regeneration for 5 seconds
344                         if(take)
345                                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
346
347                         if (time > this.pain_finished && !STAT(FROZEN, this)) // Don't switch pain sequences like crazy
348                         {
349                                 this.pain_finished = time + 0.5;        //Supajoe
350
351                                 if(autocvar_sv_gentle < 1) {
352                                         if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
353                                         {
354                                                 if (!this.animstate_override)
355                                                 {
356                                                         if (random() > 0.5)
357                                                                 animdecide_setaction(this, ANIMACTION_PAIN1, true);
358                                                         else
359                                                                 animdecide_setaction(this, ANIMACTION_PAIN2, true);
360                                                 }
361                                         }
362                                         float myhp = GetResource(this, RES_HEALTH);
363                                         if(myhp > 1)
364                                         if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
365                                         if(sound_allowed(MSG_BROADCAST, attacker))
366                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
367                                         {
368                                                 if(deathtype == DEATH_FALL.m_id)
369                                                         PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
370                                                 else if(myhp > 75)
371                                                         PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
372                                                 else if(myhp > 50)
373                                                         PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
374                                                 else if(myhp > 25)
375                                                         PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
376                                                 else
377                                                         PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
378                                         }
379                                 }
380                         }
381
382                         // throw off bot aim temporarily
383                         float shake;
384                         if(IS_BOT_CLIENT(this) && GetResource(this, RES_HEALTH) >= 1)
385                         {
386                                 shake = damage * 5 / (bound(0,skill,100) + 1);
387                                 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
388                                 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
389                                 this.v_angle_x = bound(-90, this.v_angle.x, 90);
390                         }
391                 }
392                 else
393                         this.max_armorvalue += (save + take);
394         }
395         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
396         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
397         this.dmg_inflictor = inflictor;
398
399         bool abot = (IS_BOT_CLIENT(attacker));
400         bool vbot = (IS_BOT_CLIENT(this));
401
402         bool valid_damage_for_weaponstats = false;
403         Weapon awep = WEP_Null;
404
405         if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)
406         if(vbot || IS_REAL_CLIENT(this))
407         if(abot || IS_REAL_CLIENT(attacker))
408         if(attacker && this != attacker)
409         if (DIFF_TEAM(this, attacker) && (!STAT(FROZEN, this) || this.freeze_time > time))
410         {
411                 if(DEATH_ISSPECIAL(deathtype))
412                         awep = attacker.(weaponentity).m_weapon;
413                 else
414                         awep = DEATH_WEAPONOF(deathtype);
415                 valid_damage_for_weaponstats = true;
416         }
417
418         float dh = initial_health - max(GetResource(this, RES_HEALTH), 0); // health difference
419         float da = initial_armor - max(GetResource(this, RES_ARMOR), 0); // armor difference
420         if(valid_damage_for_weaponstats)
421         {
422                 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
423         }
424
425         bool forbid_logging_damage = MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
426
427         if ((dh || da) && !forbid_logging_damage)
428         {
429                 float realdmg = damage - excess;
430                 if ((this != attacker || deathtype == DEATH_KILL.m_id) && realdmg && !STAT(FROZEN, this)
431                         && (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime))
432                 {
433                         if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this) && deathtype != DEATH_KILL.m_id)
434                                 GameRules_scoring_add(attacker, DMG, realdmg);
435                         if (IS_PLAYER(this))
436                                 GameRules_scoring_add(this, DMGTAKEN, realdmg);
437                 }
438         }
439
440         if (GetResource(this, RES_HEALTH) < 1)
441         {
442                 bool defer_ClientKill_Now_TeamChange = false;
443
444                 if(this.alivetime)
445                 {
446                         PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
447                         this.alivetime = 0;
448                 }
449
450                 if(valid_damage_for_weaponstats)
451                         WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
452
453                 if(autocvar_sv_gentle < 1)
454                 if(sound_allowed(MSG_BROADCAST, attacker))
455                 {
456                         if(deathtype == DEATH_DROWN.m_id)
457                                 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
458                         else
459                                 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
460                 }
461
462                 // get rid of kill indicator
463                 if(this.killindicator)
464                 {
465                         delete(this.killindicator);
466                         this.killindicator = NULL;
467                         if(this.killindicator_teamchange)
468                                 defer_ClientKill_Now_TeamChange = true;
469
470                         if(this.classname == "body")
471                         if(deathtype == DEATH_KILL.m_id)
472                         {
473                                 // for the lemmings fans, a small harmless explosion
474                                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
475                         }
476                 }
477
478                 // print an obituary message
479                 if(this.classname != "body")
480                         Obituary(attacker, inflictor, this, deathtype, weaponentity);
481
482                 // increment frag counter for used weapon type
483                 Weapon w = DEATH_WEAPONOF(deathtype);
484                 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
485                         CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
486
487                 this.respawn_time = 0;
488                 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
489                 damage = M_ARGV(4, float);
490                 excess = max(0, damage - take - save);
491
492                 //Weapon wep = this.(weaponentity).m_weapon;
493                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
494                 {
495                         .entity went = weaponentities[slot];
496                         if(!this.(went))
497                                 continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
498                         Weapon wep = this.(went).m_weapon;
499                         wep.wr_playerdeath(wep, this, went);
500                 }
501
502                 RemoveGrapplingHooks(this);
503
504                 Portal_ClearAllLater(this);
505
506                 this.fixangle = true;
507
508                 if(defer_ClientKill_Now_TeamChange)
509                         ClientKill_Now_TeamChange(this); // can turn player into spectator
510
511                 // player could have been miraculously resuscitated ;)
512                 // e.g. players in freezetag get frozen, they don't really die
513                 if(GetResource(this, RES_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
514                         return;
515
516                 if (!this.respawn_time) // can be set in the mutator hook PlayerDies
517                         calculate_player_respawn_time(this);
518
519                 // when we get here, player actually dies
520
521                 Unfreeze(this, false); // remove any icy remains
522
523                 // clear waypoints
524                 WaypointSprite_PlayerDead(this);
525                 // throw a weapon
526                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
527                 {
528                         .entity went = weaponentities[slot];
529                         SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
530                 }
531
532                 // become fully visible
533                 this.alpha = default_player_alpha;
534                 // make the corpse upright (not tilted)
535                 this.angles_x = 0;
536                 this.angles_z = 0;
537                 // don't spin
538                 this.avelocity = '0 0 0';
539                 // view from the floor
540                 this.view_ofs = '0 0 -8';
541                 if(this.move_movetype == MOVETYPE_NOCLIP)
542                 {
543                         // don't toss the corpse in this case, it can get stuck in solid (causing low fps)
544                         // or fall indefinitely into the void if out of the map
545                         this.velocity = '0 0 0';
546                 }
547                 else
548                 {
549                         // toss the corpse
550                         set_movetype(this, MOVETYPE_TOSS);
551                 }
552                 // shootable corpse
553                 this.solid = SOLID_CORPSE;
554                 PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
555                 // don't stick to the floor
556                 UNSET_ONGROUND(this);
557                 // dying animation
558                 this.deadflag = DEAD_DYING;
559                 // don't play teleportation sounds
560                 this.teleportable = TELEPORT_SIMPLE;
561
562                 STAT(AIR_FINISHED, this) = 0;
563
564                 this.death_time = time;
565                 if (random() < 0.5)
566                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
567                 else
568                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
569
570                 // set damage function to corpse damage
571                 this.event_damage = PlayerCorpseDamage;
572                 this.event_heal = func_null;
573                 // call the corpse damage function just in case it wants to gib
574                 this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force);
575
576                 // set up to fade out later
577                 SUB_SetFade (this, time + 6 + random (), 1);
578                 // reset body think wrapper broken by SUB_SetFade
579                 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
580                         this.CopyBody_think = getthink(this);
581                         this.CopyBody_nextthink = this.nextthink;
582                         setthink(this, CopyBody_Think);
583                         this.nextthink = time;
584                 }
585
586                 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
587                         // remove corpse
588                         // clones don't run any animation code any more, so we must gib them when they die :(
589                         this.event_damage(this, inflictor, attacker, autocvar_sv_gibhealth + 1, deathtype, weaponentity, hitloc, force);
590                 }
591
592                 // reset fields the weapons may use just in case
593                 if(this.classname != "body")
594                 {
595                         FOREACH(Weapons, it != WEP_Null,
596                         {
597                                 it.wr_resetplayer(it, this);
598                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
599                                 {
600                                         ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
601                                 }
602                         });
603                 }
604                 MUTATOR_CALLHOOK(PlayerDied, this);
605         }
606 }
607
608 bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
609 {
610         if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= limit)
611                 return false;
612
613         GiveResourceWithLimit(targ, RES_HEALTH, amount, limit);
614         return true;
615 }
616
617 void precache_playermodel(string m)
618 {
619         int globhandle, i, n;
620         string f;
621
622         // remove :<skinnumber> suffix
623         int j = strstrofs(m, ":", 0);
624         if(j >= 0)
625                 m = substring(m, 0, j);
626
627         if(substring(m, -9, 5) == "_lod1")
628                 return;
629         if(substring(m, -9, 5) == "_lod2")
630                 return;
631         precache_model(m);
632         f = strcat(substring(m, 0, -5), "_lod1", substring(m, -4, -1));
633         if(fexists(f))
634                 precache_model(f);
635         f = strcat(substring(m, 0, -5), "_lod2", substring(m, -4, -1));
636         if(fexists(f))
637                 precache_model(f);
638
639         globhandle = search_begin(strcat(m, "_*.sounds"), true, false);
640         if (globhandle < 0)
641                 return;
642         n = search_getsize(globhandle);
643         for (i = 0; i < n; ++i)
644         {
645                 //print(search_getfilename(globhandle, i), "\n");
646                 f = search_getfilename(globhandle, i);
647                 PrecachePlayerSounds(f);
648         }
649         search_end(globhandle);
650 }
651 void precache_all_playermodels(string pattern)
652 {
653         int globhandle = search_begin(pattern, true, false);
654         if (globhandle < 0) return;
655         int n = search_getsize(globhandle);
656         for (int i = 0; i < n; ++i)
657         {
658                 string s = search_getfilename(globhandle, i);
659                 precache_playermodel(s);
660         }
661         search_end(globhandle);
662 }
663
664 void precache_playermodels(string s)
665 {
666         FOREACH_WORD(s, true, { precache_playermodel(it); });
667 }
668
669 PRECACHE(PlayerModels)
670 {
671     // Precache all player models if desired
672     if (autocvar_sv_precacheplayermodels)
673     {
674         PrecachePlayerSounds("sound/player/default.sounds");
675         precache_all_playermodels("models/player/*.zym");
676         precache_all_playermodels("models/player/*.dpm");
677         precache_all_playermodels("models/player/*.md3");
678         precache_all_playermodels("models/player/*.psk");
679         precache_all_playermodels("models/player/*.iqm");
680     }
681
682     if (autocvar_sv_defaultcharacter)
683     {
684                 precache_playermodels(autocvar_sv_defaultplayermodel_red);
685                 precache_playermodels(autocvar_sv_defaultplayermodel_blue);
686                 precache_playermodels(autocvar_sv_defaultplayermodel_yellow);
687                 precache_playermodels(autocvar_sv_defaultplayermodel_pink);
688                 precache_playermodels(autocvar_sv_defaultplayermodel);
689     }
690 }