.entity accuracy; .float accuracy_frags[WEP_MAXCOUNT]; float weaponstats_buffer; void WeaponStats_Init() { if(autocvar_sv_weaponstats_file != "") weaponstats_buffer = buf_create(); else weaponstats_buffer = -1; } #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)) void WeaponStats_ready(entity fh, entity pass, float status) { float i, j, n, ibot, jbot, idx; vector v; string prefix, s; switch(status) { case URL_READY_CANWRITE: // we can write prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t"); url_fputs(fh, "#begin statsfile\n"); url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n")); #ifdef WATERMARK url_fputs(fh, strcat("#version ", WATERMARK, "\n")); #endif url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n")); url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n")); n = tokenizebyseparator(cvar_purechanges, "\n"); for(i = 0; i < n; ++i) url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n")); for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot) for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot) { idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot); v = stov(bufstr_get(weaponstats_buffer, idx)); if(v != '0 0 0') { //vector is: kills hits damage url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot)); url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z)); } } url_fputs(fh, "#end\n\n"); url_fclose(fh); break; case URL_READY_CANREAD: // url_fclose is processing, we got a response for writing the data // this must come from HTTP print("Got response from weapon stats server:\n"); while((s = url_fgets(fh))) print(" ", s, "\n"); print("End of response.\n"); url_fclose(fh); break; case URL_READY_CLOSED: // url_fclose has finished print("Weapon stats written\n"); buf_del(weaponstats_buffer); weaponstats_buffer = -1; break; case URL_READY_ERROR: default: print("Weapon stats writing failed: ", ftos(status), "\n"); buf_del(weaponstats_buffer); weaponstats_buffer = -1; break; } } void WeaponStats_Shutdown() { if(weaponstats_buffer < 0) return; if(autocvar_sv_weaponstats_file != "") { url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world); } else { buf_del(weaponstats_buffer); weaponstats_buffer = -1; } } void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item) { float idx; if(weaponstats_buffer < 0) return; if(awep < WEP_FIRST || vwep < WEP_FIRST) return; if(awep > WEP_LAST || vwep > WEP_LAST) return; idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot); bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item)); } void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage) { if(damage < 0) error("negative damage?"); WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0'); } void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot) { WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0'); } // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request // merged player_run and player_stand to player_anim // added death animations to player_anim // can now spawn thrown weapons from anywhere, not just from players // thrown weapons now fade out after 20 seconds // created PlayerGib function // PlayerDie no longer uses hitloc or damage // PlayerDie now supports dying animations as well as gibbing // cleaned up PlayerDie a lot // added CopyBody .entity pusher; .float pushltime; .float istypefrag; .float CopyBody_nextthink; .void(void) CopyBody_think; void CopyBody_Think(void) { if(self.CopyBody_nextthink && time > self.CopyBody_nextthink) { self.CopyBody_think(); if(wasfreed(self)) return; self.CopyBody_nextthink = self.nextthink; self.CopyBody_think = self.think; self.think = CopyBody_Think; } CSQCMODEL_AUTOUPDATE(); self.nextthink = time; } void CopyBody(float keepvelocity) { entity oldself; if (self.effects & EF_NODRAW) return; oldself = self; self = spawn(); self.enemy = oldself; self.lip = oldself.lip; self.colormap = oldself.colormap; self.iscreature = oldself.iscreature; self.teleportable = oldself.teleportable; self.damagedbycontents = oldself.damagedbycontents; self.angles = oldself.angles; self.avelocity = oldself.avelocity; self.classname = "body"; self.damageforcescale = oldself.damageforcescale; self.effects = oldself.effects; self.glowmod = oldself.glowmod; self.event_damage = oldself.event_damage; self.anim_state = oldself.anim_state; self.anim_time = oldself.anim_time; self.anim_lower_action = oldself.anim_lower_action; self.anim_lower_time = oldself.anim_lower_time; self.anim_upper_action = oldself.anim_upper_action; self.anim_upper_time = oldself.anim_upper_time; self.anim_implicit_state = oldself.anim_implicit_state; self.anim_implicit_time = oldself.anim_implicit_time; self.anim_lower_implicit_action = oldself.anim_lower_implicit_action; self.anim_lower_implicit_time = oldself.anim_lower_implicit_time; self.anim_upper_implicit_action = oldself.anim_upper_implicit_action; self.anim_upper_implicit_time = oldself.anim_upper_implicit_time; self.dphitcontentsmask = oldself.dphitcontentsmask; self.death_time = oldself.death_time; self.pain_finished = oldself.pain_finished; self.health = oldself.health; self.armorvalue = oldself.armorvalue; self.armortype = oldself.armortype; self.model = oldself.model; self.modelindex = oldself.modelindex; self.skin = oldself.skin; self.species = oldself.species; self.movetype = oldself.movetype; self.solid = oldself.solid; self.ballistics_density = oldself.ballistics_density; self.takedamage = oldself.takedamage; self.customizeentityforclient = oldself.customizeentityforclient; self.uncustomizeentityforclient = oldself.uncustomizeentityforclient; self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set; if (keepvelocity == 1) self.velocity = oldself.velocity; self.oldvelocity = self.velocity; self.alpha = oldself.alpha; self.fade_time = oldself.fade_time; self.fade_rate = oldself.fade_rate; //self.weapon = oldself.weapon; setorigin(self, oldself.origin); setsize(self, oldself.mins, oldself.maxs); self.prevorigin = oldself.origin; self.reset = SUB_Remove; Drag_MoveDrag(oldself, self); if(self.colormap <= maxclients && self.colormap > 0) self.colormap = 1024 + oldself.clientcolors; CSQCMODEL_AUTOINIT(); self.CopyBody_nextthink = oldself.nextthink; self.CopyBody_think = oldself.think; self.nextthink = time; self.think = CopyBody_Think; // "bake" the current animation frame for clones (they don't get clientside animation) animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time); self = oldself; } float player_getspecies() { float s; get_model_parameters(self.model, self.skin); s = get_model_parameters_species; get_model_parameters(string_null, 0); if(s < 0) return SPECIES_HUMAN; return s; } void player_setupanimsformodel() { // load animation info animdecide_init(self); animdecide_setstate(self, 0, FALSE); } void player_anim (void) { float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); if(self.deadflag && !deadbits) if(random() < 0.5) deadbits = ANIMSTATE_DEAD1; else deadbits = ANIMSTATE_DEAD2; float animbits = deadbits; if(self.freezetag_frozen) animbits |= ANIMSTATE_FROZEN; if(self.crouch) animbits |= ANIMSTATE_DUCK; animdecide_setstate(self, animbits, FALSE); animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND)); if (self.weaponentity) { updateanim(self.weaponentity); if (!self.weaponentity.animstate_override) setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE); } } void SpawnThrownWeapon (vector org, float w) { if(g_pinata) { float j; for(j = WEP_FIRST; j <= WEP_LAST; ++j) { if(WEPSET_CONTAINS_EW(self, j)) if(W_IsWeaponThrowable(j)) W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325'); } } else { if(WEPSET_CONTAINS_EW(self, self.weapon)) if(W_IsWeaponThrowable(self.weapon)) W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200'); } } void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { float take, save; vector v; Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); // damage resistance (ignore most of the damage from a bullet or similar) damage = max(damage - 5, 1); v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage); take = v_x; save = v_y; if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM); else if (take > 30) sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM); else if (take > 10) sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); } if (take > 50) Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker); if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker); if (!(self.flags & FL_GODMODE)) { self.armorvalue = self.armorvalue - save; self.health = self.health - take; // pause regeneration for 5 seconds self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); } self.dmg_save = self.dmg_save + save;//max(save - 10, 0); self.dmg_take = self.dmg_take + take;//max(take - 10, 0); self.dmg_inflictor = inflictor; if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0) { // don't use any animations as a gib self.frame = 0; // view just above the floor self.view_ofs = '0 0 4'; Violence_GibSplash(self, 1, 1, attacker); self.alpha = -1; self.solid = SOLID_NOT; // restore later self.takedamage = DAMAGE_NO; // restore later self.damagedbycontents = FALSE; } } void ClientKill_Now_TeamChange(); void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { float take, save, waves, sdelay, dh, da, j; vector v; float valid_damage_for_weaponstats; float excess; dh = max(self.health, 0); da = max(self.armorvalue, 0); if(!DEATH_ISSPECIAL(deathtype)) { damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0)); if(self != attacker) damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0)); } if(DEATH_ISWEAPON(deathtype, WEP_TUBA)) { // tuba causes blood to come out of the ears vector ear1, ear2; vector d; float f; ear1 = self.origin; ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8 ear2 = ear1; makevectors(self.angles); ear1 += v_right * -10; ear2 += v_right * +10; d = inflictor.origin - self.origin; f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right! force = v_right * vlen(force); Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker); Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker); if(f > 0) { hitloc = ear1; force = force * -1; } else { hitloc = ear2; // force is already good } } else Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage); take = v_x; save = v_y; if(attacker == self) { // don't reset pushltime for self damage as it may be an attempt to // escape a lava pit or similar //self.pushltime = 0; self.istypefrag = 0; } else if(IS_PLAYER(attacker)) { self.pusher = attacker; self.pushltime = time + autocvar_g_maxpushtime; self.istypefrag = self.BUTTON_CHAT; } else if(time < self.pushltime) { attacker = self.pusher; self.pushltime = max(self.pushltime, time + 0.6); } else { self.pushltime = 0; self.istypefrag = 0; } frag_inflictor = inflictor; frag_attacker = attacker; frag_target = self; frag_damage = damage; damage_take = take; damage_save = save; damage_force = force; MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor); take = bound(0, damage_take, self.health); save = bound(0, damage_save, self.armorvalue); excess = max(0, damage - take - save); if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM); else if (take > 30) sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM); else if (take > 10) sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them? } if (take > 50) Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker); if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker); if (time >= self.spawnshieldtime) { if (!(self.flags & FL_GODMODE)) { self.armorvalue = self.armorvalue - save; self.health = self.health - take; // pause regeneration for 5 seconds if(take) self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); if (time > self.pain_finished) //Don't switch pain sequences like crazy { self.pain_finished = time + 0.5; //Supajoe if(autocvar_sv_gentle < 1) { if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models { if (!self.animstate_override) { if (random() > 0.5) animdecide_setaction(self, ANIMACTION_PAIN1, TRUE); else animdecide_setaction(self, ANIMACTION_PAIN2, TRUE); } } if(sound_allowed(MSG_BROADCAST, attacker)) if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1) if(self.health > 1) // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two { if(deathtype == DEATH_FALL) PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND); else if(self.health > 75) // TODO make a "gentle" version? PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND); else if(self.health > 50) PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND); else if(self.health > 25) PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND); else PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND); } } // throw off bot aim temporarily float shake; shake = damage * 5 / (bound(0,skill,100) + 1); self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake; self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake; } } else self.max_armorvalue += (save + take); } self.dmg_save = self.dmg_save + save;//max(save - 10, 0); self.dmg_take = self.dmg_take + take;//max(take - 10, 0); self.dmg_inflictor = inflictor; if(g_ca && self != attacker && IS_PLAYER(attacker)) PlayerTeamScore_Add(attacker, SP_SCORE, ST_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier); float abot, vbot, awep; abot = (IS_BOT_CLIENT(attacker)); vbot = (IS_BOT_CLIENT(self)); valid_damage_for_weaponstats = 0; awep = 0; if(vbot || IS_REAL_CLIENT(self)) if(abot || IS_REAL_CLIENT(attacker)) if(attacker && self != attacker) if(IsDifferentTeam(self, attacker)) { if(DEATH_ISSPECIAL(deathtype)) awep = attacker.weapon; else awep = DEATH_WEAPONOF(deathtype); valid_damage_for_weaponstats = 1; } if(valid_damage_for_weaponstats) { dh = dh - max(self.health, 0); da = da - max(self.armorvalue, 0); WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da); } if (self.health < 1) { float defer_ClientKill_Now_TeamChange; defer_ClientKill_Now_TeamChange = FALSE; if(self.alivetime) { PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime); self.alivetime = 0; } if(valid_damage_for_weaponstats) WeaponStats_LogKill(awep, abot, self.weapon, vbot); if(autocvar_sv_gentle < 1) // TODO make a "gentle" version? if(sound_allowed(MSG_BROADCAST, attacker)) { if(deathtype == DEATH_DROWN) PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND); else PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND); } // get rid of kill indicator if(self.killindicator) { remove(self.killindicator); self.killindicator = world; if(self.killindicator_teamchange) defer_ClientKill_Now_TeamChange = TRUE; if(self.classname == "body") if(deathtype == DEATH_KILL) { // for the lemmings fans, a small harmless explosion pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1); } } // print an obituary message Obituary (attacker, inflictor, self, deathtype); race_PreDie(); // increment frag counter for used weapon type float w; w = DEATH_WEAPONOF(deathtype); if(WEP_VALID(w)) if(accuracy_isgooddamage(attacker, self)) attacker.accuracy.(accuracy_frags[w-1]) += 1; frag_attacker = attacker; frag_inflictor = inflictor; frag_target = self; frag_deathtype = deathtype; MUTATOR_CALLHOOK(PlayerDies); weapon_action(self.weapon, WR_PLAYERDEATH); RemoveGrapplingHook(self); Portal_ClearAllLater(self); if(IS_REAL_CLIENT(self)) { self.fixangle = TRUE; //msg_entity = self; //WriteByte (MSG_ONE, SVC_SETANGLE); //WriteAngle (MSG_ONE, self.v_angle_x); //WriteAngle (MSG_ONE, self.v_angle_y); //WriteAngle (MSG_ONE, 80); } if(defer_ClientKill_Now_TeamChange) ClientKill_Now_TeamChange(); // can turn player into spectator // player could have been miraculously resuscitated ;) // e.g. players in freezetag get frozen, they don't really die if(self.health >= 1 || !IS_PLAYER(self)) return; // when we get here, player actually dies // clear waypoints WaypointSprite_PlayerDead(); // throw a weapon SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon); // become fully visible self.alpha = default_player_alpha; // make the corpse upright (not tilted) self.angles_x = 0; self.angles_z = 0; // don't spin self.avelocity = '0 0 0'; // view from the floor self.view_ofs = '0 0 -8'; // toss the corpse self.movetype = MOVETYPE_TOSS; // shootable corpse self.solid = SOLID_CORPSE; self.ballistics_density = autocvar_g_ballistics_density_corpse; // don't stick to the floor self.flags &~= FL_ONGROUND; // dying animation self.deadflag = DEAD_DYING; // when to allow respawn sdelay = 0; waves = 0; sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay")); if(!sdelay) { if(g_cts) sdelay = 0; // no respawn delay in CTS else sdelay = autocvar_g_respawn_delay; } waves = cvar(strcat("g_", GetGametype(), "_respawn_waves")); if(!waves) waves = autocvar_g_respawn_waves; if(waves) self.respawn_time = ceil((time + sdelay) / waves) * waves; else self.respawn_time = time + sdelay; if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75)) self.respawn_countdown = 10; // first number to count down from is 10 else self.respawn_countdown = -1; // do not count down if(g_cts || autocvar_g_forced_respawn) self.respawn_flags = self.respawn_flags | RESPAWN_FORCE; self.death_time = time; if (random() < 0.5) animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE); else animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE); if (self.maxs_z > 5) { self.maxs_z = 5; setsize(self, self.mins, self.maxs); } // set damage function to corpse damage self.event_damage = PlayerCorpseDamage; // call the corpse damage function just in case it wants to gib self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force); // set up to fade out later SUB_SetFade (self, time + 6 + random (), 1); if(autocvar_sv_gentle > 0 || autocvar_ekg) { // remove corpse PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force); } // reset fields the weapons may use just in case for (j = WEP_FIRST; j <= WEP_LAST; ++j) { weapon_action(j, WR_RESETPLAYER); ATTACK_FINISHED_FOR(self, j) = 0; } } } .float muted; // to be used by prvm_edictset server playernumber muted 1 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol) // message "": do not say, just test flood control // return value: // 1 = accept // 0 = reject // -1 = fake accept { string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr; float flood; var .float flood_field; entity head; float ret; string privatemsgprefix = string_null; float privatemsgprefixlen = 0; if(!teamsay && !privatesay) if(substring(msgin, 0, 1) == " ") msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!) msgin = formatmessage(msgin); if not(IS_PLAYER(source)) colorstr = "^0"; // black for spectators else if(teamplay) colorstr = Team_ColorCode(source.team); else { colorstr = ""; teamsay = FALSE; } if(intermission_running) teamsay = FALSE; if(msgin != "") msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin); /* * using bprint solves this... me stupid // how can we prevent the message from appearing in a listen server? // for now, just give "say" back and only handle say_team if(!teamsay) { clientcommand(self, strcat("say ", msgin)); return; } */ if(autocvar_g_chat_teamcolors) namestr = playername(source); else namestr = source.netname; if(msgin != "") { if(privatesay) { msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7"); privatemsgprefixlen = strlen(msgstr); msgstr = strcat(msgstr, msgin); cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin); if(autocvar_g_chat_teamcolors) privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7"); else privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7"); } else if(teamsay) { msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin); cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin); } else { msgstr = strcat("\{1}", namestr, "^7: ", msgin); cmsgstr = ""; } msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint } else { msgstr = cmsgstr = ""; } fullmsgstr = msgstr; fullcmsgstr = cmsgstr; // FLOOD CONTROL flood = 0; flood_field = floodcontrol_chat; if(floodcontrol) { float flood_spl; float flood_burst; float flood_lmax; float lines; if(privatesay) { flood_spl = autocvar_g_chat_flood_spl_tell; flood_burst = autocvar_g_chat_flood_burst_tell; flood_lmax = autocvar_g_chat_flood_lmax_tell; flood_field = floodcontrol_chattell; } else if(teamsay) { flood_spl = autocvar_g_chat_flood_spl_team; flood_burst = autocvar_g_chat_flood_burst_team; flood_lmax = autocvar_g_chat_flood_lmax_team; flood_field = floodcontrol_chatteam; } else { flood_spl = autocvar_g_chat_flood_spl; flood_burst = autocvar_g_chat_flood_burst; flood_lmax = autocvar_g_chat_flood_lmax; flood_field = floodcontrol_chat; } flood_burst = max(0, flood_burst - 1); // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four! // do flood control for the default line size if(msgstr != "") { getWrappedLine_remaining = msgstr; msgstr = ""; lines = 0; while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax)) { msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width ++lines; } msgstr = substring(msgstr, 1, strlen(msgstr) - 1); if(getWrappedLine_remaining != "") { msgstr = strcat(msgstr, "\n"); flood = 2; } if(time >= source.flood_field) { source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl; } else { flood = 1; msgstr = fullmsgstr; } } else { if(time >= source.flood_field) source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl; else flood = 1; } if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection source.flood_field = flood = 0; } if(flood == 2) // cannot happen for empty msgstr { if(autocvar_g_chat_flood_notify_flooder) { sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n"); sourcecmsgstr = ""; } else { sourcemsgstr = fullmsgstr; sourcecmsgstr = fullcmsgstr; } cmsgstr = ""; } else { sourcemsgstr = msgstr; sourcecmsgstr = cmsgstr; } if(!privatesay) if not(IS_PLAYER(source)) { if not(intermission_running) if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover))) teamsay = -1; // spectators } if(flood) print("NOTE: ", playername(source), "^7 is flooding.\n"); // build sourcemsgstr by cutting off a prefix and replacing it by the other one if(privatesay) sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1)); if(source.muted) { // always fake the message ret = -1; } else if(flood == 1) { if(autocvar_g_chat_flood_notify_flooder) { sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n")); ret = 0; } else ret = -1; } else { ret = 1; } if(sourcemsgstr != "" && ret != 0) { if(ret < 0) // faked message, because the player is muted { sprint(source, sourcemsgstr); if(sourcecmsgstr != "" && !privatesay) centerprint(source, sourcecmsgstr); } else if(privatesay) // private message, between 2 people only { sprint(source, sourcemsgstr); sprint(privatesay, msgstr); if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled if(cmsgstr != "") centerprint(privatesay, cmsgstr); } else if(teamsay > 0) // team message, only sent to team mates { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too if(sourcecmsgstr != "") centerprint(source, sourcecmsgstr); FOR_EACH_REALPLAYER(head) if(head.team == source.team) if(head != source) { sprint(head, msgstr); if(cmsgstr != "") centerprint(head, cmsgstr); } } else if(teamsay < 0) // spectator message, only sent to spectators { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head)) if(head != source) sprint(head, msgstr); } else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too FOR_EACH_REALCLIENT(head) if(head != source) sprint(head, msgstr); } else bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too. } return ret; } float GetVoiceMessageVoiceType(string type) { if(type == "taunt") return VOICETYPE_TAUNT; if(type == "teamshoot") return VOICETYPE_LASTATTACKER; return VOICETYPE_TEAMRADIO; } string allvoicesamples; .string GetVoiceMessageSampleField(string type) { GetPlayerSoundSampleField_notFound = 0; switch(type) { #define _VOICEMSG(m) case #m: return playersound_##m; ALLVOICEMSGS #undef _VOICEMSG } GetPlayerSoundSampleField_notFound = 1; return playersound_taunt; } .string GetPlayerSoundSampleField(string type) { GetPlayerSoundSampleField_notFound = 0; switch(type) { #define _VOICEMSG(m) case #m: return playersound_##m; ALLPLAYERSOUNDS #undef _VOICEMSG } GetPlayerSoundSampleField_notFound = 1; return playersound_taunt; } void PrecacheGlobalSound(string samplestring) { float n, i; tokenize_console(samplestring); n = stof(argv(1)); if(n > 0) { for(i = 1; i <= n; ++i) precache_sound(strcat(argv(0), ftos(i), ".wav")); } else { precache_sound(strcat(argv(0), ".wav")); } } void PrecachePlayerSounds(string f) { float fh; string s; fh = fopen(f, FILE_READ); if(fh < 0) return; while((s = fgets(fh))) { if(tokenize_console(s) != 3) { dprint("Invalid sound info line: ", s, "\n"); continue; } PrecacheGlobalSound(strcat(argv(1), " ", argv(2))); } fclose(fh); if not(allvoicesamples) { #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m); ALLVOICEMSGS #undef _VOICEMSG allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1)); } } void ClearPlayerSounds() { #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; } ALLPLAYERSOUNDS ALLVOICEMSGS #undef _VOICEMSG } float LoadPlayerSounds(string f, float first) { float fh; string s; var .string field; fh = fopen(f, FILE_READ); if(fh < 0) { dprint("Player sound file not found: ", f, "\n"); return 0; } while((s = fgets(fh))) { if(tokenize_console(s) != 3) continue; field = GetPlayerSoundSampleField(argv(0)); if(GetPlayerSoundSampleField_notFound) field = GetVoiceMessageSampleField(argv(0)); if(GetPlayerSoundSampleField_notFound) continue; if(self.field) strunzone(self.field); self.field = strzone(strcat(argv(1), " ", argv(2))); } fclose(fh); return 1; } .float modelindex_for_playersound; .float skin_for_playersound; void UpdatePlayerSounds() { if(self.modelindex == self.modelindex_for_playersound) if(self.skin == self.skin_for_playersound) return; self.modelindex_for_playersound = self.modelindex; self.skin_for_playersound = self.skin; ClearPlayerSounds(); LoadPlayerSounds("sound/player/default.sounds", 1); if(!autocvar_g_debug_defaultsounds) if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0)) LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0); } void FakeGlobalSound(string sample, float chan, float voicetype) { float n; float tauntrand; if(sample == "") return; tokenize_console(sample); n = stof(argv(1)); if(n > 0) sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization else sample = strcat(argv(0), ".wav"); // randomization switch(voicetype) { case VOICETYPE_LASTATTACKER_ONLY: break; case VOICETYPE_LASTATTACKER: if(self.pusher) { msg_entity = self; if(IS_REAL_CLIENT(msg_entity)) soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE); } break; case VOICETYPE_TEAMRADIO: msg_entity = self; if(msg_entity.cvar_cl_voice_directional == 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); break; case VOICETYPE_AUTOTAUNT: if(!sv_autotaunt) break; if(!sv_taunt) break; if(autocvar_sv_gentle) break; tauntrand = random(); msg_entity = self; if (tauntrand < msg_entity.cvar_cl_autotaunt) { if (msg_entity.cvar_cl_voice_directional >= 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } break; case VOICETYPE_TAUNT: if(IS_PLAYER(self)) if(self.deadflag == DEAD_NO) animdecide_setaction(self, ANIMACTION_TAUNT, TRUE); if(!sv_taunt) break; if(autocvar_sv_gentle) break; msg_entity = self; if (msg_entity.cvar_cl_voice_directional >= 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); break; case VOICETYPE_PLAYERSOUND: msg_entity = self; soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM); break; default: backtrace("Invalid voice type!"); break; } } void GlobalSound(string sample, float chan, float voicetype) { float n; float tauntrand; if(sample == "") return; tokenize_console(sample); n = stof(argv(1)); if(n > 0) sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization else sample = strcat(argv(0), ".wav"); // randomization switch(voicetype) { case VOICETYPE_LASTATTACKER_ONLY: if(self.pusher) { msg_entity = self.pusher; if(IS_REAL_CLIENT(msg_entity)) { if(msg_entity.cvar_cl_voice_directional == 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } } break; case VOICETYPE_LASTATTACKER: if(self.pusher) { msg_entity = self.pusher; if(IS_REAL_CLIENT(msg_entity)) { if(msg_entity.cvar_cl_voice_directional == 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } msg_entity = self; if(IS_REAL_CLIENT(msg_entity)) soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE); } break; case VOICETYPE_TEAMRADIO: FOR_EACH_REALCLIENT(msg_entity) if(!teamplay || msg_entity.team == self.team) { if(msg_entity.cvar_cl_voice_directional == 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } break; case VOICETYPE_AUTOTAUNT: if(!sv_autotaunt) break; if(!sv_taunt) break; if(autocvar_sv_gentle) break; tauntrand = random(); FOR_EACH_REALCLIENT(msg_entity) if (tauntrand < msg_entity.cvar_cl_autotaunt) { if (msg_entity.cvar_cl_voice_directional >= 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } break; case VOICETYPE_TAUNT: if(IS_PLAYER(self)) if(self.deadflag == DEAD_NO) animdecide_setaction(self, ANIMACTION_TAUNT, TRUE); if(!sv_taunt) break; if(autocvar_sv_gentle) break; FOR_EACH_REALCLIENT(msg_entity) { if (msg_entity.cvar_cl_voice_directional >= 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } break; case VOICETYPE_PLAYERSOUND: sound(self, chan, sample, VOL_BASE, ATTN_NORM); break; default: backtrace("Invalid voice type!"); break; } } void PlayerSound(.string samplefield, float chan, float voicetype) { GlobalSound(self.samplefield, chan, voicetype); } void VoiceMessage(string type, string msg) { var .string sample; float voicetype, ownteam; float flood; sample = GetVoiceMessageSampleField(type); if(GetPlayerSoundSampleField_notFound) { sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n")); return; } voicetype = GetVoiceMessageVoiceType(type); ownteam = (voicetype == VOICETYPE_TEAMRADIO); flood = Say(self, ownteam, world, msg, 1); if (flood > 0) GlobalSound(self.sample, CH_VOICE, voicetype); else if (flood < 0) FakeGlobalSound(self.sample, CH_VOICE, voicetype); } void MoveToTeam(entity client, float team_colour, float type) { float lockteams_backup; lockteams_backup = lockteams; // backup any team lock lockteams = 0; // disable locked teams TeamchangeFrags(client); // move the players frags SetPlayerColors(client, team_colour - 1); // set the players colour Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player lockteams = lockteams_backup; // restore the team lock LogTeamchange(client.playerid, client.team, type); }