#include "cl_player.qh" #include "_all.qh" #include "bot/bot.qh" #include "cheats.qh" #include "g_damage.qh" #include "g_subs.qh" #include "g_violence.qh" #include "miscfunctions.qh" #include "portals.qh" #include "teamplay.qh" #include "weapons/throwing.qh" #include "command/common.qh" #include "../common/animdecide.qh" #include "../common/csqcmodel_settings.qh" #include "../common/deathtypes.qh" #include "../common/triggers/subs.qh" #include "../common/playerstats.qh" #include "../csqcmodellib/sv_model.qh" #include "../common/minigames/sv_minigames.qh" #include "weapons/weaponstats.qh" #include "../common/animdecide.qh" void CopyBody_Think(void) {SELFPARAM(); 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); self.nextthink = time; } void CopyBody(float keepvelocity) {SELFPARAM(); if (self.effects & EF_NODRAW) return; setself(spawn()); self.enemy = this; self.lip = this.lip; self.colormap = this.colormap; self.iscreature = this.iscreature; self.teleportable = this.teleportable; self.damagedbycontents = this.damagedbycontents; self.angles = this.angles; self.v_angle = this.v_angle; self.avelocity = this.avelocity; self.classname = "body"; self.damageforcescale = this.damageforcescale; self.effects = this.effects; self.glowmod = this.glowmod; self.event_damage = this.event_damage; self.anim_state = this.anim_state; self.anim_time = this.anim_time; self.anim_lower_action = this.anim_lower_action; self.anim_lower_time = this.anim_lower_time; self.anim_upper_action = this.anim_upper_action; self.anim_upper_time = this.anim_upper_time; self.anim_implicit_state = this.anim_implicit_state; self.anim_implicit_time = this.anim_implicit_time; self.anim_lower_implicit_action = this.anim_lower_implicit_action; self.anim_lower_implicit_time = this.anim_lower_implicit_time; self.anim_upper_implicit_action = this.anim_upper_implicit_action; self.anim_upper_implicit_time = this.anim_upper_implicit_time; self.dphitcontentsmask = this.dphitcontentsmask; self.death_time = this.death_time; self.pain_finished = this.pain_finished; self.health = this.health; self.armorvalue = this.armorvalue; self.armortype = this.armortype; self.model = this.model; self.modelindex = this.modelindex; self.skin = this.skin; self.species = this.species; self.movetype = this.movetype; self.solid = this.solid; self.ballistics_density = this.ballistics_density; self.takedamage = this.takedamage; self.customizeentityforclient = this.customizeentityforclient; self.uncustomizeentityforclient = this.uncustomizeentityforclient; self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set; if (keepvelocity == 1) self.velocity = this.velocity; self.oldvelocity = self.velocity; self.alpha = this.alpha; self.fade_time = this.fade_time; self.fade_rate = this.fade_rate; //self.weapon = this.weapon; setorigin(self, this.origin); setsize(self, this.mins, this.maxs); self.prevorigin = this.origin; self.reset = SUB_Remove; Drag_MoveDrag(this, self); if(self.colormap <= maxclients && self.colormap > 0) self.colormap = 1024 + this.clientcolors; CSQCMODEL_AUTOINIT(self); self.CopyBody_nextthink = this.nextthink; self.CopyBody_think = this.think; self.nextthink = time; self.think = CopyBody_Think; // "bake" the current animation frame for clones (they don't get clientside animation) animdecide_load_if_needed(self); animdecide_setframes(self, false, frame, frame1time, frame2, frame2time); setself(this); } float player_getspecies() {SELFPARAM(); 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() {SELFPARAM(); // load animation info animdecide_load_if_needed(self); animdecide_setstate(self, 0, false); } void player_anim (void) {SELFPARAM(); int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); if(self.deadflag) { if (!deadbits) { // Decide on which death animation to use. if(random() < 0.5) deadbits = ANIMSTATE_DEAD1; else deadbits = ANIMSTATE_DEAD2; } } else { // Clear a previous death animation. deadbits = 0; } int animbits = deadbits; if(self.frozen) animbits |= ANIMSTATE_FROZEN; if(self.movetype == MOVETYPE_FOLLOW) animbits |= ANIMSTATE_FOLLOW; 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 PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) {SELFPARAM(); 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, deathtype, 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, ATTEN_NORM); else if (take > 30) sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM); else if (take > 10) sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_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); 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 calculate_player_respawn_time() {SELFPARAM(); if(g_ca) return; float gametype_setting_tmp; float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max); float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small); float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large); float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count); float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count); float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves); float pcount = 1; // Include myself whether or not team is already set right and I'm a "player". entity pl; if (teamplay) { FOR_EACH_PLAYER(pl) if (pl != self) if (pl.team == self.team) ++pcount; if (sdelay_small_count == 0) sdelay_small_count = 1; if (sdelay_large_count == 0) sdelay_large_count = 1; } else { FOR_EACH_PLAYER(pl) if (pl != self) ++pcount; if (sdelay_small_count == 0) { if (g_cts) { // Players play independently. No point in requiring enemies. sdelay_small_count = 1; } else { // Players play AGAINST each other. Enemies required. sdelay_small_count = 2; } } if (sdelay_large_count == 0) { if (g_cts) { // Players play independently. No point in requiring enemies. sdelay_large_count = 1; } else { // Players play AGAINST each other. Enemies required. sdelay_large_count = 2; } } } float sdelay; if (pcount <= sdelay_small_count) sdelay = sdelay_small; else if (pcount >= sdelay_large_count) sdelay = sdelay_large; else // NOTE: this case implies sdelay_large_count > sdelay_small_count. sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count); if(waves) self.respawn_time = ceil((time + sdelay) / waves) * waves; else self.respawn_time = time + sdelay; if(sdelay < sdelay_max) self.respawn_time_max = time + sdelay_max; else self.respawn_time_max = self.respawn_time; 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(autocvar_g_forced_respawn) self.respawn_flags = self.respawn_flags | RESPAWN_FORCE; } void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) {SELFPARAM(); float take, save, dh, da; int 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.m_id)) { // 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; if (d) f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right! else f = 0; // Assum ecenter. 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, deathtype, 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_damage = damage; MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save); 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, ATTEN_NORM); else if (take > 30) sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM); else if (take > 10) sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_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((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser 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; if(IS_BOT_CLIENT(self) && self.health >= 1) { 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; self.v_angle_x = bound(-90, self.v_angle.x, 90); } } 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; 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(DIFF_TEAM(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); MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc); } if (self.health < 1) { float defer_ClientKill_Now_TeamChange; defer_ClientKill_Now_TeamChange = false; if(self.alivetime) { PS_GR_P_ADDVAL(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 Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1); } } // print an obituary message if(self.classname != "body") Obituary (attacker, inflictor, self, deathtype); // increment frag counter for used weapon type int w = DEATH_WEAPONOF(deathtype); if(WEP_VALID(w)) if(accuracy_isgooddamage(attacker, self)) attacker.accuracy.(accuracy_frags[w-1]) += 1; MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype); excess = frag_damage; _WEP_ACTION(self.weapon, WR_PLAYERDEATH); RemoveGrapplingHook(self); Portal_ClearAllLater(self); self.fixangle = true; 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) || self.classname == "body")) return; // when we get here, player actually dies Unfreeze(self); // remove any icy remains self.health = 0; // Unfreeze resets health, so we need to set it back // 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 calculate_player_respawn_time(); 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); // reset body think wrapper broken by SUB_SetFade if(self.classname == "body" && self.think != CopyBody_Think) { self.CopyBody_think = self.think; self.CopyBody_nextthink = self.nextthink; self.think = CopyBody_Think; self.nextthink = time; } if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") { // remove corpse // clones don't run any animation code any more, so we must gib them when they die :( 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) { _WEP_ACTION(j, WR_RESETPLAYER); ATTACK_FINISHED_FOR(self, j) = 0; } } } 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, colorprefix; 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 (!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(strdecolorize(namestr) == namestr) colorprefix = "^3"; else colorprefix = "^7"; if(msgin != "") { if(privatesay) { msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7"); privatemsgprefixlen = strlen(msgstr); msgstr = strcat(msgstr, msgin); cmsgstr = strcat(colorstr, colorprefix, 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) { if(strstrofs(msgin, "/me", 0) >= 0) { //msgin = strreplace("/me", "", msgin); //msgin = substring(msgin, 3, strlen(msgin)); msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin); msgstr = strcat("\{1}\{13}^4* ", "^7", msgin); } else msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin); cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin); } else { if(strstrofs(msgin, "/me", 0) >= 0) { //msgin = strreplace("/me", "", msgin); //msgin = substring(msgin, 3, strlen(msgin)); msgin = strreplace("/me", strcat(colorprefix, namestr), msgin); msgstr = strcat("\{1}^4* ", "^7", msgin); } else msgstr = strcat("\{1}", colorprefix, 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 (!IS_PLAYER(source)) { if (!intermission_running) if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover))) teamsay = -1; // spectators } if(flood) LOG_INFO("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 (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled if(cmsgstr != "") centerprint(privatesay, cmsgstr); } else if ( teamsay && source.active_minigame ) { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too FOR_EACH_REALCLIENT(head) if(head != source) if(head.active_minigame == source.active_minigame) sprint(head, msgstr); } 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 (!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 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) { int fh = fopen(f, FILE_READ); if (fh < 0) return; for (string s; (s = fgets(fh)); ) { int n = tokenize_console(s); if (n != 3) { if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s); continue; } PrecacheGlobalSound(strcat(argv(1), " ", argv(2))); } fclose(fh); if (!allvoicesamples) { #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m); ALLVOICEMSGS #undef _VOICEMSG allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1)); } } void ClearPlayerSounds() {SELFPARAM(); #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) {SELFPARAM(); float fh; string s; var .string field; fh = fopen(f, FILE_READ); if(fh < 0) { LOG_TRACE("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; } void UpdatePlayerSounds() {SELFPARAM(); 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) {SELFPARAM(); 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, ATTEN_NONE); } break; case VOICETYPE_TEAMRADIO: msg_entity = self; if(msg_entity.cvar_cl_voice_directional == 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_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(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_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(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); break; case VOICETYPE_PLAYERSOUND: msg_entity = self; soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM); break; default: backtrace("Invalid voice type!"); break; } } void GlobalSound(string sample, float chan, float voicetype) {SELFPARAM(); 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, ATTEN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_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, ATTEN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); } msg_entity = self; if(IS_REAL_CLIENT(msg_entity)) soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_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, ATTEN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_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(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_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(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE); } break; case VOICETYPE_PLAYERSOUND: sound(self, chan, sample, VOL_BASE, ATTEN_NORM); break; default: backtrace("Invalid voice type!"); break; } } void PlayerSound(.string samplefield, float chan, float voicetype) {SELFPARAM(); GlobalSound(self.(samplefield), chan, voicetype); } void VoiceMessage(string type, string msg) {SELFPARAM(); float voicetype, ownteam; float flood; var .string 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 (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0) FakeGlobalSound(self.(sample), CH_VOICE, voicetype); else if (flood > 0) GlobalSound(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); }