]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/player.qc
Merge branch 'master' into Mario/wepent_experimental
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
1 #include "player.qh"
2
3 #include "bot/api.qh"
4 #include "cheats.qh"
5 #include "g_damage.qh"
6 #include "g_subs.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "weapons/throwing.qh"
11 #include "command/common.qh"
12 #include "../common/state.qh"
13 #include "../common/anim.qh"
14 #include "../common/animdecide.qh"
15 #include "../common/csqcmodel_settings.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/triggers/subs.qh"
18 #include "../common/playerstats.qh"
19 #include "../lib/csqcmodel/sv_model.qh"
20
21 #include "../common/minigames/sv_minigames.qh"
22
23 #include "../common/physics/player.qh"
24 #include "../common/effects/qc/all.qh"
25 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
26 #include "../common/triggers/include.qh"
27 #include "../common/wepent.qh"
28
29 #include "weapons/weaponstats.qh"
30
31 #include "../common/animdecide.qh"
32
33 void Drop_Special_Items(entity player)
34 {
35         // called when the player has become stuck or frozen
36         // so objective items aren't stuck with the player
37
38         MUTATOR_CALLHOOK(DropSpecialItems, player);
39 }
40
41 void CopyBody_Think(entity this)
42 {
43         if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
44         {
45                 this.CopyBody_think(this);
46                 if(wasfreed(this))
47                         return;
48                 this.CopyBody_nextthink = this.nextthink;
49                 this.CopyBody_think = getthink(this);
50                 setthink(this, CopyBody_Think);
51         }
52         CSQCMODEL_AUTOUPDATE(this);
53         this.nextthink = time;
54 }
55 void CopyBody(entity this, float keepvelocity)
56 {
57         if (this.effects & EF_NODRAW)
58                 return;
59         entity clone = new(body);
60         clone.enemy = this;
61         clone.lip = this.lip;
62         clone.colormap = this.colormap;
63         clone.iscreature = this.iscreature;
64         clone.teleportable = this.teleportable;
65         clone.damagedbycontents = this.damagedbycontents;
66         if(clone.damagedbycontents)
67                 IL_PUSH(g_damagedbycontents, clone);
68         clone.angles = this.angles;
69         clone.v_angle = this.v_angle;
70         clone.avelocity = this.avelocity;
71         clone.damageforcescale = this.damageforcescale;
72         clone.effects = this.effects;
73         clone.glowmod = this.glowmod;
74         clone.event_damage = this.event_damage;
75         clone.anim_state = this.anim_state;
76         clone.anim_time = this.anim_time;
77         clone.anim_lower_action = this.anim_lower_action;
78         clone.anim_lower_time = this.anim_lower_time;
79         clone.anim_upper_action = this.anim_upper_action;
80         clone.anim_upper_time = this.anim_upper_time;
81         clone.anim_implicit_state = this.anim_implicit_state;
82         clone.anim_implicit_time = this.anim_implicit_time;
83         clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
84         clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
85         clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
86         clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
87         clone.dphitcontentsmask = this.dphitcontentsmask;
88         clone.death_time = this.death_time;
89         clone.pain_finished = this.pain_finished;
90         clone.health = this.health;
91         clone.armorvalue = this.armorvalue;
92         clone.armortype = this.armortype;
93         clone.model = this.model;
94         clone.modelindex = this.modelindex;
95         clone.skin = this.skin;
96         clone.species = this.species;
97         clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
98         set_movetype(clone, this.move_movetype);
99         clone.solid = this.solid;
100         clone.ballistics_density = this.ballistics_density;
101         clone.takedamage = this.takedamage;
102         setcefc(clone, getcefc(this));
103         clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
104         clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
105         if (keepvelocity == 1)
106                 clone.velocity = this.velocity;
107         clone.oldvelocity = clone.velocity;
108         clone.alpha = this.alpha;
109         clone.fade_time = this.fade_time;
110         clone.fade_rate = this.fade_rate;
111         //clone.weapon = this.weapon;
112         setorigin(clone, this.origin);
113         setsize(clone, this.mins, this.maxs);
114         clone.prevorigin = this.origin;
115         clone.reset = SUB_Remove;
116         clone._ps = this._ps;
117
118         Drag_MoveDrag(this, clone);
119
120         if(clone.colormap <= maxclients && clone.colormap > 0)
121                 clone.colormap = 1024 + this.clientcolors;
122
123         CSQCMODEL_AUTOINIT(clone);
124         clone.CopyBody_nextthink = this.nextthink;
125         clone.CopyBody_think = getthink(this);
126         clone.nextthink = time;
127         setthink(clone, CopyBody_Think);
128         // "bake" the current animation frame for clones (they don't get clientside animation)
129         animdecide_load_if_needed(clone);
130         animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
131
132         IL_PUSH(g_clones, clone);
133
134         MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
135 }
136
137 void player_setupanimsformodel(entity this)
138 {
139         // load animation info
140         animdecide_load_if_needed(this);
141         animdecide_setstate(this, 0, false);
142 }
143
144 void player_anim(entity this)
145 {
146         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
147         if(IS_DEAD(this)) {
148                 if (!deadbits) {
149                         // Decide on which death animation to use.
150                         if(random() < 0.5)
151                                 deadbits = ANIMSTATE_DEAD1;
152                         else
153                                 deadbits = ANIMSTATE_DEAD2;
154                 }
155         } else {
156                 // Clear a previous death animation.
157                 deadbits = 0;
158         }
159         int animbits = deadbits;
160         if(STAT(FROZEN, this))
161                 animbits |= ANIMSTATE_FROZEN;
162         if(this.move_movetype == MOVETYPE_FOLLOW)
163                 animbits |= ANIMSTATE_FOLLOW;
164         if(this.crouch)
165                 animbits |= ANIMSTATE_DUCK;
166         animdecide_setstate(this, animbits, false);
167         animdecide_setimplicitstate(this, IS_ONGROUND(this));
168 }
169
170 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
171 {
172         float take, save;
173         vector v;
174         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
175
176         // damage resistance (ignore most of the damage from a bullet or similar)
177         damage = max(damage - 5, 1);
178
179         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
180         take = v.x;
181         save = v.y;
182
183         if(sound_allowed(MSG_BROADCAST, attacker))
184         {
185                 if (save > 10)
186                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
187                 else if (take > 30)
188                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
189                 else if (take > 10)
190                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
191         }
192
193         if (take > 50)
194                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
195         if (take > 100)
196                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
197
198         this.armorvalue = this.armorvalue - save;
199         this.health = this.health - take;
200         // pause regeneration for 5 seconds
201         this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
202
203         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
204         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
205         this.dmg_inflictor = inflictor;
206
207         if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
208         {
209                 // don't use any animations as a gib
210                 this.frame = 0;
211                 // view just above the floor
212                 this.view_ofs = '0 0 4';
213
214                 Violence_GibSplash(this, 1, 1, attacker);
215                 this.alpha = -1;
216                 this.solid = SOLID_NOT; // restore later
217                 this.takedamage = DAMAGE_NO; // restore later
218                 if(this.damagedbycontents)
219                         IL_REMOVE(g_damagedbycontents, this);
220                 this.damagedbycontents = false;
221         }
222 }
223
224 void calculate_player_respawn_time(entity this)
225 {
226         if(g_ca)
227                 return;
228
229         float gametype_setting_tmp;
230         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
231         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
232         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
233         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
234         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
235         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
236
237         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
238         if (teamplay)
239         {
240                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
241                         if(it.team == this.team)
242                                 ++pcount;
243                 ));
244                 if (sdelay_small_count == 0)
245                         sdelay_small_count = 1;
246                 if (sdelay_large_count == 0)
247                         sdelay_large_count = 1;
248         }
249         else
250         {
251                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
252                         ++pcount;
253                 ));
254                 if (sdelay_small_count == 0)
255                 {
256                         if (g_cts)
257                         {
258                                 // Players play independently. No point in requiring enemies.
259                                 sdelay_small_count = 1;
260                         }
261                         else
262                         {
263                                 // Players play AGAINST each other. Enemies required.
264                                 sdelay_small_count = 2;
265                         }
266                 }
267                 if (sdelay_large_count == 0)
268                 {
269                         if (g_cts)
270                         {
271                                 // Players play independently. No point in requiring enemies.
272                                 sdelay_large_count = 1;
273                         }
274                         else
275                         {
276                                 // Players play AGAINST each other. Enemies required.
277                                 sdelay_large_count = 2;
278                         }
279                 }
280         }
281
282         float sdelay;
283
284         if (pcount <= sdelay_small_count)
285                 sdelay = sdelay_small;
286         else if (pcount >= sdelay_large_count)
287                 sdelay = sdelay_large;
288         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
289                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
290
291         if(waves)
292                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
293         else
294                 this.respawn_time = time + sdelay;
295
296         if(sdelay < sdelay_max)
297                 this.respawn_time_max = time + sdelay_max;
298         else
299                 this.respawn_time_max = this.respawn_time;
300
301         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
302                 this.respawn_countdown = 10; // first number to count down from is 10
303         else
304                 this.respawn_countdown = -1; // do not count down
305
306         if(autocvar_g_forced_respawn)
307                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
308 }
309
310 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
311 {
312         float take, save, dh, da;
313         vector v;
314         float valid_damage_for_weaponstats;
315         float excess;
316
317         dh = max(this.health, 0);
318         da = max(this.armorvalue, 0);
319
320         if(!DEATH_ISSPECIAL(deathtype))
321         {
322                 damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
323                 if(this != attacker)
324                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
325         }
326
327         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
328         {
329                 // tuba causes blood to come out of the ears
330                 vector ear1, ear2;
331                 vector d;
332                 float f;
333                 ear1 = this.origin;
334                 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
335                 ear2 = ear1;
336                 makevectors(this.angles);
337                 ear1 += v_right * -10;
338                 ear2 += v_right * +10;
339                 d = inflictor.origin - this.origin;
340                 if (d)
341                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
342                 else
343                         f = 0;  // Assum ecenter.
344                 force = v_right * vlen(force);
345                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
346                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
347                 if(f > 0)
348                 {
349                         hitloc = ear1;
350                         force = force * -1;
351                 }
352                 else
353                 {
354                         hitloc = ear2;
355                         // force is already good
356                 }
357         }
358         else
359                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
360
361
362         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
363         take = v.x;
364         save = v.y;
365
366         if(attacker == this)
367         {
368                 // don't reset pushltime for this damage as it may be an attempt to
369                 // escape a lava pit or similar
370                 //this.pushltime = 0;
371                 this.istypefrag = 0;
372         }
373         else if(IS_PLAYER(attacker))
374         {
375                 this.pusher = attacker;
376                 this.pushltime = time + autocvar_g_maxpushtime;
377                 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
378         }
379         else if(time < this.pushltime)
380         {
381                 attacker = this.pusher;
382                 this.pushltime = max(this.pushltime, time + 0.6);
383         }
384         else
385         {
386                 this.pushltime = 0;
387                 this.istypefrag = 0;
388         }
389
390         if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
391         {
392                 vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
393                 take = v.x;
394                 save = v.y;
395         }
396
397         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
398         take = bound(0, M_ARGV(4, float), this.health);
399         save = bound(0, M_ARGV(5, float), this.armorvalue);
400         excess = max(0, damage - take - save);
401
402         if(sound_allowed(MSG_BROADCAST, attacker))
403         {
404                 if (save > 10)
405                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
406                 else if (take > 30)
407                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
408                 else if (take > 10)
409                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
410         }
411
412         if (take > 50)
413                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
414         if (take > 100)
415                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
416
417         if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
418         {
419                 if (!(this.flags & FL_GODMODE))
420                 {
421                         this.armorvalue = this.armorvalue - save;
422                         this.health = this.health - take;
423                         // pause regeneration for 5 seconds
424                         if(take)
425                                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
426
427                         if (time > this.pain_finished)          //Don't switch pain sequences like crazy
428                         {
429                                 this.pain_finished = time + 0.5;        //Supajoe
430
431                                 if(autocvar_sv_gentle < 1) {
432                                         if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
433                                         {
434                                                 if (!this.animstate_override)
435                                                 {
436                                                         if (random() > 0.5)
437                                                                 animdecide_setaction(this, ANIMACTION_PAIN1, true);
438                                                         else
439                                                                 animdecide_setaction(this, ANIMACTION_PAIN2, true);
440                                                 }
441                                         }
442
443                                         if(sound_allowed(MSG_BROADCAST, attacker))
444                                         if((this.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != this) // WEAPONTODO: create separate limit for pain notification with laser
445                                         if(this.health > 1)
446                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
447                                         {
448                                                 if(deathtype == DEATH_FALL.m_id)
449                                                         PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
450                                                 else if(this.health > 75)
451                                                         PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
452                                                 else if(this.health > 50)
453                                                         PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
454                                                 else if(this.health > 25)
455                                                         PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
456                                                 else
457                                                         PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
458                                         }
459                                 }
460                         }
461
462                         // throw off bot aim temporarily
463                         float shake;
464                         if(IS_BOT_CLIENT(this) && this.health >= 1)
465                         {
466                                 shake = damage * 5 / (bound(0,skill,100) + 1);
467                                 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
468                                 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
469                                 this.v_angle_x = bound(-90, this.v_angle.x, 90);
470                         }
471                 }
472                 else
473                         this.max_armorvalue += (save + take);
474         }
475         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
476         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
477         this.dmg_inflictor = inflictor;
478
479         if (this != attacker) {
480                 float realdmg = damage - excess;
481                 if (IS_PLAYER(attacker)) {
482                         PlayerScore_Add(attacker, SP_DMG, realdmg);
483                 }
484                 if (IS_PLAYER(this)) {
485                         PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
486                 }
487         }
488
489         bool abot = (IS_BOT_CLIENT(attacker));
490         bool vbot = (IS_BOT_CLIENT(this));
491
492         valid_damage_for_weaponstats = 0;
493         Weapon awep = WEP_Null;
494         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
495
496         if(vbot || IS_REAL_CLIENT(this))
497         if(abot || IS_REAL_CLIENT(attacker))
498         if(attacker && this != attacker)
499         if(DIFF_TEAM(this, attacker))
500         {
501                 if(DEATH_ISSPECIAL(deathtype))
502                         awep = attacker.(weaponentity).m_weapon;
503                 else
504                         awep = DEATH_WEAPONOF(deathtype);
505                 valid_damage_for_weaponstats = 1;
506         }
507
508         dh = dh - max(this.health, 0);
509         da = da - max(this.armorvalue, 0);
510         if(valid_damage_for_weaponstats)
511         {
512                 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
513         }
514         if (dh + da)
515         {
516                 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
517         }
518
519         if (this.health < 1)
520         {
521                 float defer_ClientKill_Now_TeamChange;
522                 defer_ClientKill_Now_TeamChange = false;
523
524                 if(this.alivetime)
525                 {
526                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
527                         this.alivetime = 0;
528                 }
529
530                 if(valid_damage_for_weaponstats)
531                         WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
532
533                 if(autocvar_sv_gentle < 1)
534                 if(sound_allowed(MSG_BROADCAST, attacker))
535                 {
536                         if(deathtype == DEATH_DROWN.m_id)
537                                 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
538                         else
539                                 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
540                 }
541
542                 // get rid of kill indicator
543                 if(this.killindicator)
544                 {
545                         delete(this.killindicator);
546                         this.killindicator = NULL;
547                         if(this.killindicator_teamchange)
548                                 defer_ClientKill_Now_TeamChange = true;
549
550                         if(this.classname == "body")
551                         if(deathtype == DEATH_KILL.m_id)
552                         {
553                                 // for the lemmings fans, a small harmless explosion
554                                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
555                         }
556                 }
557
558                 // print an obituary message
559                 if(this.classname != "body")
560                         Obituary (attacker, inflictor, this, deathtype);
561
562         // increment frag counter for used weapon type
563         Weapon w = DEATH_WEAPONOF(deathtype);
564                 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
565                         attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
566
567                 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
568                 excess = M_ARGV(4, float);
569
570                 Weapon wep = this.(weaponentity).m_weapon;
571                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
572                 {
573                         .entity went = weaponentities[slot];
574                         wep.wr_playerdeath(wep, this, went);
575                 }
576
577                 RemoveGrapplingHooks(this);
578
579                 Portal_ClearAllLater(this);
580
581                 this.fixangle = true;
582
583                 if(defer_ClientKill_Now_TeamChange)
584                         ClientKill_Now_TeamChange(this); // can turn player into spectator
585
586                 // player could have been miraculously resuscitated ;)
587                 // e.g. players in freezetag get frozen, they don't really die
588                 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
589                         return;
590
591                 // when we get here, player actually dies
592
593                 Unfreeze(this); // remove any icy remains
594                 this.health = 0; // Unfreeze resets health, so we need to set it back
595
596                 // clear waypoints
597                 WaypointSprite_PlayerDead(this);
598                 // throw a weapon
599                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
600                 {
601                         .entity went = weaponentities[slot];
602                         SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_switchweapon.m_id, went);
603                 }
604
605                 // become fully visible
606                 this.alpha = default_player_alpha;
607                 // make the corpse upright (not tilted)
608                 this.angles_x = 0;
609                 this.angles_z = 0;
610                 // don't spin
611                 this.avelocity = '0 0 0';
612                 // view from the floor
613                 this.view_ofs = '0 0 -8';
614                 // toss the corpse
615                 set_movetype(this, MOVETYPE_TOSS);
616                 // shootable corpse
617                 this.solid = SOLID_CORPSE;
618                 this.ballistics_density = autocvar_g_ballistics_density_corpse;
619                 // don't stick to the floor
620                 UNSET_ONGROUND(this);
621                 // dying animation
622                 this.deadflag = DEAD_DYING;
623
624                 // when to allow respawn
625                 calculate_player_respawn_time(this);
626
627                 this.death_time = time;
628                 if (random() < 0.5)
629                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
630                 else
631                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
632                 if (this.maxs.z > 5)
633                 {
634                         this.maxs_z = 5;
635                         setsize(this, this.mins, this.maxs);
636                 }
637                 // set damage function to corpse damage
638                 this.event_damage = PlayerCorpseDamage;
639                 // call the corpse damage function just in case it wants to gib
640                 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
641
642                 // set up to fade out later
643                 SUB_SetFade (this, time + 6 + random (), 1);
644                 // reset body think wrapper broken by SUB_SetFade
645                 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
646                         this.CopyBody_think = getthink(this);
647                         this.CopyBody_nextthink = this.nextthink;
648                         setthink(this, CopyBody_Think);
649                         this.nextthink = time;
650                 }
651
652                 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
653                         // remove corpse
654                         // clones don't run any animation code any more, so we must gib them when they die :(
655                         PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
656                 }
657
658                 // reset fields the weapons may use just in case
659                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
660                         it.wr_resetplayer(it, this);
661                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
662                         {
663                                 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
664                         }
665                 ));
666         }
667 }
668
669 void MoveToTeam(entity client, int team_colour, int type)
670 {
671         int lockteams_backup = lockteams;  // backup any team lock
672         lockteams = 0;  // disable locked teams
673         TeamchangeFrags(client);  // move the players frags
674         SetPlayerColors(client, team_colour - 1);  // set the players colour
675         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0');  // kill the player
676         lockteams = lockteams_backup;  // restore the team lock
677         LogTeamchange(client.playerid, client.team, type);
678 }
679
680 /** print(), but only print if the server is not local */
681 void dedicated_print(string input)
682 {
683         if (server_is_dedicated) print(input);
684 }
685
686 /**
687  * message "": do not say, just test flood control
688  * return value:
689  *   1 = accept
690  *   0 = reject
691  *  -1 = fake accept
692  */
693 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
694 {
695         if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
696         msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
697
698         msgin = formatmessage(source, msgin);
699
700     string colorstr;
701         if (!IS_PLAYER(source))
702                 colorstr = "^0"; // black for spectators
703         else if(teamplay)
704                 colorstr = Team_ColorCode(source.team);
705         else
706         {
707                 colorstr = "";
708                 teamsay = false;
709         }
710
711         if(intermission_running)
712                 teamsay = false;
713
714     if (!source) {
715                 colorstr = "";
716                 teamsay = false;
717     }
718
719         if(msgin != "")
720                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
721
722         /*
723          * using bprint solves this... me stupid
724         // how can we prevent the message from appearing in a listen server?
725         // for now, just give "say" back and only handle say_team
726         if(!teamsay)
727         {
728                 clientcommand(source, strcat("say ", msgin));
729                 return;
730         }
731         */
732
733     string namestr = "";
734     if (source)
735         namestr = autocvar_g_chat_teamcolors ? playername(source) : source.netname;
736
737     string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
738
739     string msgstr, cmsgstr;
740     string privatemsgprefix = string_null;
741     int privatemsgprefixlen = 0;
742         if (msgin == "") {
743         msgstr = cmsgstr = "";
744         } else {
745                 if(privatesay)
746                 {
747                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
748                         privatemsgprefixlen = strlen(msgstr);
749                         msgstr = strcat(msgstr, msgin);
750                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
751                         if(autocvar_g_chat_teamcolors)
752                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
753                         else
754                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
755                 }
756                 else if(teamsay)
757                 {
758                         if(strstrofs(msgin, "/me", 0) >= 0)
759                         {
760                                 //msgin = strreplace("/me", "", msgin);
761                                 //msgin = substring(msgin, 3, strlen(msgin));
762                                 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
763                                 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
764                         }
765                         else
766                                 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
767                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
768                 }
769                 else
770                 {
771                         if(strstrofs(msgin, "/me", 0) >= 0)
772                         {
773                                 //msgin = strreplace("/me", "", msgin);
774                                 //msgin = substring(msgin, 3, strlen(msgin));
775                                 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
776                                 msgstr = strcat("\{1}^4* ", "^7", msgin);
777                         }
778                         else {
779                 msgstr = "\{1}";
780                 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
781                 msgstr = strcat(msgstr, msgin);
782             }
783                         cmsgstr = "";
784                 }
785                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
786         }
787
788         string fullmsgstr = msgstr;
789         string fullcmsgstr = cmsgstr;
790
791         // FLOOD CONTROL
792         int flood = 0;
793         var .float flood_field = floodcontrol_chat;
794         if(floodcontrol)
795         {
796                 float flood_spl;
797                 float flood_burst;
798                 float flood_lmax;
799                 float lines;
800                 if(privatesay)
801                 {
802                         flood_spl = autocvar_g_chat_flood_spl_tell;
803                         flood_burst = autocvar_g_chat_flood_burst_tell;
804                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
805                         flood_field = floodcontrol_chattell;
806                 }
807                 else if(teamsay)
808                 {
809                         flood_spl = autocvar_g_chat_flood_spl_team;
810                         flood_burst = autocvar_g_chat_flood_burst_team;
811                         flood_lmax = autocvar_g_chat_flood_lmax_team;
812                         flood_field = floodcontrol_chatteam;
813                 }
814                 else
815                 {
816                         flood_spl = autocvar_g_chat_flood_spl;
817                         flood_burst = autocvar_g_chat_flood_burst;
818                         flood_lmax = autocvar_g_chat_flood_lmax;
819                         flood_field = floodcontrol_chat;
820                 }
821                 flood_burst = max(0, flood_burst - 1);
822                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
823
824                 // do flood control for the default line size
825                 if(msgstr != "")
826                 {
827                         getWrappedLine_remaining = msgstr;
828                         msgstr = "";
829                         lines = 0;
830                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
831                         {
832                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
833                                 ++lines;
834                         }
835                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
836
837                         if(getWrappedLine_remaining != "")
838                         {
839                                 msgstr = strcat(msgstr, "\n");
840                                 flood = 2;
841                         }
842
843                         if (time >= source.(flood_field))
844                         {
845                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
846                         }
847                         else
848                         {
849                                 flood = 1;
850                                 msgstr = fullmsgstr;
851                         }
852                 }
853                 else
854                 {
855                         if (time >= source.(flood_field))
856                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
857                         else
858                                 flood = 1;
859                 }
860
861                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
862                         source.(flood_field) = flood = 0;
863         }
864
865     string sourcemsgstr, sourcecmsgstr;
866         if(flood == 2) // cannot happen for empty msgstr
867         {
868                 if(autocvar_g_chat_flood_notify_flooder)
869                 {
870                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
871                         sourcecmsgstr = "";
872                 }
873                 else
874                 {
875                         sourcemsgstr = fullmsgstr;
876                         sourcecmsgstr = fullcmsgstr;
877                 }
878                 cmsgstr = "";
879         }
880         else
881         {
882                 sourcemsgstr = msgstr;
883                 sourcecmsgstr = cmsgstr;
884         }
885
886         if (!privatesay && source && !IS_PLAYER(source))
887         {
888                 if (!intermission_running)
889                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
890                                 teamsay = -1; // spectators
891         }
892
893         if(flood)
894                 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
895
896         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
897         if(privatesay)
898                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
899
900     int ret;
901         if(source.muted)
902         {
903                 // always fake the message
904                 ret = -1;
905         }
906         else if(flood == 1)
907         {
908                 if (autocvar_g_chat_flood_notify_flooder)
909                 {
910                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
911                         ret = 0;
912                 }
913                 else
914                         ret = -1;
915         }
916         else
917         {
918                 ret = 1;
919         }
920
921         if(sourcemsgstr != "" && ret != 0)
922         {
923                 if(ret < 0) // faked message, because the player is muted
924                 {
925                         sprint(source, sourcemsgstr);
926                         if(sourcecmsgstr != "" && !privatesay)
927                                 centerprint(source, sourcecmsgstr);
928                 }
929                 else if(privatesay) // private message, between 2 people only
930                 {
931                         sprint(source, sourcemsgstr);
932                         sprint(privatesay, msgstr);
933                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
934                         if(cmsgstr != "")
935                                 centerprint(privatesay, cmsgstr);
936                 }
937                 else if ( teamsay && source.active_minigame )
938                 {
939                         sprint(source, sourcemsgstr);
940                         dedicated_print(msgstr); // send to server console too
941                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, sprint(it, msgstr));
942                 }
943                 else if(teamsay > 0) // team message, only sent to team mates
944                 {
945                         sprint(source, sourcemsgstr);
946                         dedicated_print(msgstr); // send to server console too
947                         if(sourcecmsgstr != "")
948                                 centerprint(source, sourcecmsgstr);
949                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, {
950                                 sprint(it, msgstr);
951                                 if(cmsgstr != "")
952                                         centerprint(it, cmsgstr);
953                         });
954                 }
955                 else if(teamsay < 0) // spectator message, only sent to spectators
956                 {
957                         sprint(source, sourcemsgstr);
958                         dedicated_print(msgstr); // send to server console too
959                         FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
960                 }
961                 else
962                 {
963             if (source) {
964                 sprint(source, sourcemsgstr);
965                 dedicated_print(msgstr); // send to server console too
966                 MX_Say(strcat(playername(source), "^7: ", msgin));
967             }
968             FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
969         }
970         }
971
972         return ret;
973 }