]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
Add g_spawnshield_blockdamage cvar: "how much spawn shield protects you from damage...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index e94ba628323711d0b469eaa0af9ba060788ebdfd..fe0951e8713f18e7d3c17096fd45a8c310c0c678 100644 (file)
@@ -1,30 +1,40 @@
 #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/anim.qh"
 #include "../common/animdecide.qh"
 #include "../common/csqcmodel_settings.qh"
-#include "../common/deathtypes.qh"
+#include "../common/deathtypes/all.qh"
 #include "../common/triggers/subs.qh"
 #include "../common/playerstats.qh"
-#include "../csqcmodellib/sv_model.qh"
+#include "../lib/csqcmodel/sv_model.qh"
 
 #include "../common/minigames/sv_minigames.qh"
 
+#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+#include "../common/triggers/include.qh"
+
 #include "weapons/weaponstats.qh"
 
 #include "../common/animdecide.qh"
 
-void CopyBody_Think(void)
+void Drop_Special_Items(entity player)
+{
+       // called when the player has become stuck or frozen
+       // so objective items aren't stuck with the player
+
+       MUTATOR_CALLHOOK(DropSpecialItems, player);
+}
+
+void CopyBody_Think()
 {SELFPARAM();
        if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
        {
@@ -38,92 +48,79 @@ void CopyBody_Think(void)
        CSQCMODEL_AUTOUPDATE(self);
        self.nextthink = time;
 }
-void CopyBody(float keepvelocity)
-{SELFPARAM();
-       if (self.effects & EF_NODRAW)
+void CopyBody(entity this, float keepvelocity)
+{
+       if (this.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;
+       entity clone = new(body);
+       clone.enemy = this;
+       clone.lip = this.lip;
+       clone.colormap = this.colormap;
+       clone.iscreature = this.iscreature;
+       clone.teleportable = this.teleportable;
+       clone.damagedbycontents = this.damagedbycontents;
+       clone.angles = this.angles;
+       clone.v_angle = this.v_angle;
+       clone.avelocity = this.avelocity;
+       clone.damageforcescale = this.damageforcescale;
+       clone.effects = this.effects;
+       clone.glowmod = this.glowmod;
+       clone.event_damage = this.event_damage;
+       clone.anim_state = this.anim_state;
+       clone.anim_time = this.anim_time;
+       clone.anim_lower_action = this.anim_lower_action;
+       clone.anim_lower_time = this.anim_lower_time;
+       clone.anim_upper_action = this.anim_upper_action;
+       clone.anim_upper_time = this.anim_upper_time;
+       clone.anim_implicit_state = this.anim_implicit_state;
+       clone.anim_implicit_time = this.anim_implicit_time;
+       clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
+       clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
+       clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
+       clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
+       clone.dphitcontentsmask = this.dphitcontentsmask;
+       clone.death_time = this.death_time;
+       clone.pain_finished = this.pain_finished;
+       clone.health = this.health;
+       clone.armorvalue = this.armorvalue;
+       clone.armortype = this.armortype;
+       clone.model = this.model;
+       clone.modelindex = this.modelindex;
+       clone.skin = this.skin;
+       clone.species = this.species;
+       clone.movetype = this.movetype;
+       clone.solid = this.solid;
+       clone.ballistics_density = this.ballistics_density;
+       clone.takedamage = this.takedamage;
+       clone.customizeentityforclient = this.customizeentityforclient;
+       clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
+       clone.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;
+               clone.velocity = this.velocity;
+       clone.oldvelocity = clone.velocity;
+       clone.alpha = this.alpha;
+       clone.fade_time = this.fade_time;
+       clone.fade_rate = this.fade_rate;
+       //clone.weapon = this.weapon;
+       setorigin(clone, this.origin);
+       setsize(clone, this.mins, this.maxs);
+       clone.prevorigin = this.origin;
+       clone.reset = SUB_Remove;
+       clone._ps = this._ps;
+
+       Drag_MoveDrag(this, clone);
+
+       if(clone.colormap <= maxclients && clone.colormap > 0)
+               clone.colormap = 1024 + this.clientcolors;
+
+       CSQCMODEL_AUTOINIT(clone);
+       clone.CopyBody_nextthink = this.nextthink;
+       clone.CopyBody_think = this.think;
+       clone.nextthink = time;
+       clone.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;
+       animdecide_load_if_needed(clone);
+       animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
 }
 
 void player_setupanimsformodel()
@@ -133,10 +130,10 @@ void player_setupanimsformodel()
        animdecide_setstate(self, 0, false);
 }
 
-void player_anim (void)
+void player_anim ()
 {SELFPARAM();
        int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
-       if(self.deadflag) {
+       if(IS_DEAD(self)) {
                if (!deadbits) {
                        // Decide on which death animation to use.
                        if(random() < 0.5)
@@ -149,77 +146,70 @@ void player_anim (void)
                deadbits = 0;
        }
        int animbits = deadbits;
-       if(self.frozen)
+       if(STAT(FROZEN, self))
                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);
-       }
+       animdecide_setimplicitstate(self, IS_ONGROUND(self));
 }
 
-void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
+void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
        float take, save;
        vector v;
-       Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
+       Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, 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);
+       v = healtharmor_applydamage(this.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, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
+                       sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
                else if (take > 30)
-                       sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
+                       sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
                else if (take > 10)
-                       sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
+                       sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
        }
 
        if (take > 50)
-               Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
+               Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
        if (take > 100)
-               Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
+               Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
 
-       self.armorvalue = self.armorvalue - save;
-       self.health = self.health - take;
+       this.armorvalue = this.armorvalue - save;
+       this.health = this.health - take;
        // pause regeneration for 5 seconds
-       self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+       this.pauseregen_finished = max(this.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;
+       this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
+       this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
+       this.dmg_inflictor = inflictor;
 
-       if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
+       if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
        {
                // don't use any animations as a gib
-               self.frame = 0;
+               this.frame = 0;
                // view just above the floor
-               self.view_ofs = '0 0 4';
+               this.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;
+               Violence_GibSplash(this, 1, 1, attacker);
+               this.alpha = -1;
+               this.solid = SOLID_NOT; // restore later
+               this.takedamage = DAMAGE_NO; // restore later
+               this.damagedbycontents = false;
        }
 }
 
-void calculate_player_respawn_time()
-{SELFPARAM();
+void calculate_player_respawn_time(entity this)
+{
        if(g_ca)
                return;
 
@@ -232,13 +222,12 @@ void calculate_player_respawn_time()
        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;
+               FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+                       if(it.team == this.team)
+                               ++pcount;
+               ));
                if (sdelay_small_count == 0)
                        sdelay_small_count = 1;
                if (sdelay_large_count == 0)
@@ -246,9 +235,9 @@ void calculate_player_respawn_time()
        }
        else
        {
-               FOR_EACH_PLAYER(pl)
-                       if (pl != self)
-                               ++pcount;
+               FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+                       ++pcount;
+               ));
                if (sdelay_small_count == 0)
                {
                        if (g_cts)
@@ -287,62 +276,61 @@ void calculate_player_respawn_time()
                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;
+               this.respawn_time = ceil((time + sdelay) / waves) * waves;
        else
-               self.respawn_time = time + sdelay;
+               this.respawn_time = time + sdelay;
 
        if(sdelay < sdelay_max)
-               self.respawn_time_max = time + sdelay_max;
+               this.respawn_time_max = time + sdelay_max;
        else
-               self.respawn_time_max = self.respawn_time;
+               this.respawn_time_max = this.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
+       if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
+               this.respawn_countdown = 10; // first number to count down from is 10
        else
-               self.respawn_countdown = -1; // do not count down
+               this.respawn_countdown = -1; // do not count down
 
        if(autocvar_g_forced_respawn)
-               self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
+               this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
 }
 
-void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
+void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
        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);
+       dh = max(this.health, 0);
+       da = max(this.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, this.cvar_cl_handicap, 100.0));
+               if(this != attacker)
                        damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
        }
 
-       if(DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
+       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
+               ear1 = this.origin;
+               ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
                ear2 = ear1;
-               makevectors(self.angles);
+               makevectors(this.angles);
                ear1 += v_right * -10;
                ear2 += v_right * +10;
-               d = inflictor.origin - self.origin;
+               d = inflictor.origin - this.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);
+               Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
+               Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
                if(f > 0)
                {
                        hitloc = ear1;
@@ -355,134 +343,150 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                }
        }
        else
-               Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
+               Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
 
 
-       v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
+       v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
        take = v.x;
        save = v.y;
 
-       if(attacker == self)
+       if(attacker == this)
        {
-               // don't reset pushltime for self damage as it may be an attempt to
+               // don't reset pushltime for this damage as it may be an attempt to
                // escape a lava pit or similar
-               //self.pushltime = 0;
-               self.istypefrag = 0;
+               //this.pushltime = 0;
+               this.istypefrag = 0;
        }
        else if(IS_PLAYER(attacker))
        {
-               self.pusher = attacker;
-               self.pushltime = time + autocvar_g_maxpushtime;
-               self.istypefrag = self.BUTTON_CHAT;
+               this.pusher = attacker;
+               this.pushltime = time + autocvar_g_maxpushtime;
+               this.istypefrag = this.BUTTON_CHAT;
        }
-       else if(time < self.pushltime)
+       else if(time < this.pushltime)
        {
-               attacker = self.pusher;
-               self.pushltime = max(self.pushltime, time + 0.6);
+               attacker = this.pusher;
+               this.pushltime = max(this.pushltime, time + 0.6);
        }
        else
        {
-               self.pushltime = 0;
-               self.istypefrag = 0;
+               this.pushltime = 0;
+               this.istypefrag = 0;
+       }
+
+       if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
+       {
+               vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
+               take = v.x;
+               save = v.y;
        }
 
        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);
+       MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save);
+       take = bound(0, damage_take, this.health);
+       save = bound(0, damage_save, this.armorvalue);
        excess = max(0, damage - take - save);
 
        if(sound_allowed(MSG_BROADCAST, attacker))
        {
                if (save > 10)
-                       sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
+                       sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
                else if (take > 30)
-                       sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
+                       sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
                else if (take > 10)
-                       sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
+                       sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
        }
 
        if (take > 50)
-               Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
+               Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
        if (take > 100)
-               Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
+               Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
 
-       if (time >= self.spawnshieldtime)
+       if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
        {
-               if (!(self.flags & FL_GODMODE))
+               if (!(this.flags & FL_GODMODE))
                {
-                       self.armorvalue = self.armorvalue - save;
-                       self.health = self.health - take;
+                       this.armorvalue = this.armorvalue - save;
+                       this.health = this.health - take;
                        // pause regeneration for 5 seconds
                        if(take)
-                               self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+                               this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
 
-                       if (time > self.pain_finished)          //Don't switch pain sequences like crazy
+                       if (time > this.pain_finished)          //Don't switch pain sequences like crazy
                        {
-                               self.pain_finished = time + 0.5;        //Supajoe
+                               this.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(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
                                        {
-                                               if (!self.animstate_override)
+                                               if (!this.animstate_override)
                                                {
                                                        if (random() > 0.5)
-                                                               animdecide_setaction(self, ANIMACTION_PAIN1, true);
+                                                               animdecide_setaction(this, ANIMACTION_PAIN1, true);
                                                        else
-                                                               animdecide_setaction(self, ANIMACTION_PAIN2, true);
+                                                               animdecide_setaction(this, 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)
+                                       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
+                                       if(this.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);
+                                               if(deathtype == DEATH_FALL.m_id)
+                                                       PlayerSound(this, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                                               else if(this.health > 75) // TODO make a "gentle" version?
+                                                       PlayerSound(this, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                                               else if(this.health > 50)
+                                                       PlayerSound(this, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                                               else if(this.health > 25)
+                                                       PlayerSound(this, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                                else
-                                                       PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                                                       PlayerSound(this, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                        }
                                }
                        }
 
                        // throw off bot aim temporarily
                        float shake;
-                       if(IS_BOT_CLIENT(self) && self.health >= 1)
+                       if(IS_BOT_CLIENT(this) && this.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);
+                               this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
+                               this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
+                               this.v_angle_x = bound(-90, this.v_angle.x, 90);
                        }
                }
                else
-                       self.max_armorvalue += (save + take);
+                       this.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;
+       this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
+       this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
+       this.dmg_inflictor = inflictor;
 
-       float abot, vbot, awep;
-       abot = (IS_BOT_CLIENT(attacker));
-       vbot = (IS_BOT_CLIENT(self));
+       if (this != attacker) {
+               float realdmg = damage - excess;
+               if (IS_PLAYER(attacker)) {
+                       PlayerScore_Add(attacker, SP_DMG, realdmg);
+               }
+               if (IS_PLAYER(this)) {
+                       PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
+               }
+       }
+
+       bool abot = (IS_BOT_CLIENT(attacker));
+       bool vbot = (IS_BOT_CLIENT(this));
 
        valid_damage_for_weaponstats = 0;
-       awep = 0;
+       Weapon awep = WEP_Null;
 
-       if(vbot || IS_REAL_CLIENT(self))
+       if(vbot || IS_REAL_CLIENT(this))
        if(abot || IS_REAL_CLIENT(attacker))
-       if(attacker && self != attacker)
-       if(DIFF_TEAM(self, attacker))
+       if(attacker && this != attacker)
+       if(DIFF_TEAM(this, attacker))
        {
                if(DEATH_ISSPECIAL(deathtype))
-                       awep = attacker.weapon;
+                       awep = PS(attacker).m_weapon;
                else
                        awep = DEATH_WEAPONOF(deathtype);
                valid_damage_for_weaponstats = 1;
@@ -490,165 +494,178 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
 
        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);
+               dh = dh - max(this.health, 0);
+               da = da - max(this.armorvalue, 0);
+               WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da);
+               MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
        }
 
-       if (self.health < 1)
+       if (this.health < 1)
        {
                float defer_ClientKill_Now_TeamChange;
                defer_ClientKill_Now_TeamChange = false;
 
-               if(self.alivetime)
+               if(this.alivetime)
                {
-                       PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
-                       self.alivetime = 0;
+                       PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
+                       this.alivetime = 0;
                }
 
                if(valid_damage_for_weaponstats)
-                       WeaponStats_LogKill(awep, abot, self.weapon, vbot);
+                       WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, 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);
+                       if(deathtype == DEATH_DROWN.m_id)
+                               PlayerSound(this, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
                        else
-                               PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
+                               PlayerSound(this, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
                }
 
                // get rid of kill indicator
-               if(self.killindicator)
+               if(this.killindicator)
                {
-                       remove(self.killindicator);
-                       self.killindicator = world;
-                       if(self.killindicator_teamchange)
+                       remove(this.killindicator);
+                       this.killindicator = world;
+                       if(this.killindicator_teamchange)
                                defer_ClientKill_Now_TeamChange = true;
 
-                       if(self.classname == "body")
-                       if(deathtype == DEATH_KILL)
+                       if(this.classname == "body")
+                       if(deathtype == DEATH_KILL.m_id)
                        {
                                // for the lemmings fans, a small harmless explosion
-                               Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
+                               Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
                        }
                }
 
                // print an obituary message
-               if(self.classname != "body")
-                       Obituary (attacker, inflictor, self, deathtype);
+               if(this.classname != "body")
+                       Obituary (attacker, inflictor, this, 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;
+        Weapon w = DEATH_WEAPONOF(deathtype);
+        if(w != WEP_Null)
+       if(accuracy_isgooddamage(attacker, this))
+        attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
 
-               MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
+               MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype);
                excess = frag_damage;
 
-               Weapon wep = get_weaponinfo(self.weapon);
-               wep.wr_playerdeath(wep);
+               Weapon wep = PS(this).m_weapon;
+               WITH(entity, self, this, wep.wr_playerdeath(wep));
 
-               RemoveGrapplingHook(self);
+               RemoveGrapplingHook(this);
 
-               Portal_ClearAllLater(self);
+               Portal_ClearAllLater(this);
 
-               self.fixangle = true;
+               this.fixangle = true;
 
                if(defer_ClientKill_Now_TeamChange)
-                       ClientKill_Now_TeamChange(); // can turn player into spectator
+                       ClientKill_Now_TeamChange(this); // 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"))
+               if(this.health >= 1 || !(IS_PLAYER(this) || this.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
+               Unfreeze(this); // remove any icy remains
+               this.health = 0; // Unfreeze resets health, so we need to set it back
 
                // clear waypoints
-               WaypointSprite_PlayerDead();
+               WaypointSprite_PlayerDead(this);
                // throw a weapon
-               SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
+               SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id);
 
                // become fully visible
-               self.alpha = default_player_alpha;
+               this.alpha = default_player_alpha;
                // make the corpse upright (not tilted)
-               self.angles_x = 0;
-               self.angles_z = 0;
+               this.angles_x = 0;
+               this.angles_z = 0;
                // don't spin
-               self.avelocity = '0 0 0';
+               this.avelocity = '0 0 0';
                // view from the floor
-               self.view_ofs = '0 0 -8';
+               this.view_ofs = '0 0 -8';
                // toss the corpse
-               self.movetype = MOVETYPE_TOSS;
+               this.movetype = MOVETYPE_TOSS;
                // shootable corpse
-               self.solid = SOLID_CORPSE;
-               self.ballistics_density = autocvar_g_ballistics_density_corpse;
+               this.solid = SOLID_CORPSE;
+               this.ballistics_density = autocvar_g_ballistics_density_corpse;
                // don't stick to the floor
-               self.flags &= ~FL_ONGROUND;
+               UNSET_ONGROUND(this);
                // dying animation
-               self.deadflag = DEAD_DYING;
+               this.deadflag = DEAD_DYING;
 
                // when to allow respawn
-               calculate_player_respawn_time();
+               calculate_player_respawn_time(this);
 
-               self.death_time = time;
+               this.death_time = time;
                if (random() < 0.5)
-                       animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
+                       animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
                else
-                       animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
-               if (self.maxs.z > 5)
+                       animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
+               if (this.maxs.z > 5)
                {
-                       self.maxs_z = 5;
-                       setsize(self, self.mins, self.maxs);
+                       this.maxs_z = 5;
+                       setsize(this, this.mins, this.maxs);
                }
                // set damage function to corpse damage
-               self.event_damage = PlayerCorpseDamage;
+               this.event_damage = PlayerCorpseDamage;
                // call the corpse damage function just in case it wants to gib
-               self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
+               this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
 
                // set up to fade out later
-               SUB_SetFade (self, time + 6 + random (), 1);
+               SUB_SetFade (this, 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(this.classname == "body" && this.think != CopyBody_Think) {
+                       this.CopyBody_think = this.think;
+                       this.CopyBody_nextthink = this.nextthink;
+                       this.think = CopyBody_Think;
+                       this.nextthink = time;
                }
 
-               if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
+               if(autocvar_sv_gentle > 0 || autocvar_ekg || this.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);
+                       PlayerCorpseDamage(this, 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 w = get_weaponinfo(j);
-                       w.wr_resetplayer(w);
-                       ATTACK_FINISHED_FOR(self, j) = 0;
-               }
+               FOREACH(Weapons, it != WEP_Null, LAMBDA(
+                       WITH(entity, self, this, it.wr_resetplayer(it));
+                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                       {
+                               ATTACK_FINISHED_FOR(this, it.m_id, slot) = 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
+void MoveToTeam(entity client, int team_colour, int type)
+{
+       int 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.m_id, client.origin, '0 0 0');  // kill the player
+       lockteams = lockteams_backup;  // restore the team lock
+       LogTeamchange(client.playerid, client.team, type);
+}
+
+/**
+ * message "": do not say, just test flood control
+ * return value:
+ *   1 = accept
+ *   0 = reject
+ *  -1 = fake accept
+ */
+int Say(entity source, float teamsay, entity privatesay, string msgin, bool floodcontrol)
 {
        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;
 
@@ -893,10 +910,7 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f
                {
                        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);
+                       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, LAMBDA(sprint(it, msgstr)));
                }
                else if(teamsay > 0) // team message, only sent to team mates
                {
@@ -904,29 +918,23 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f
                        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);
-                               }
+                       FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, LAMBDA(
+                               sprint(it, msgstr);
+                               if(cmsgstr != "")
+                                       centerprint(it, 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);
+                       FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, 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);
+                       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
                }
                else
                        bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
@@ -934,348 +942,3 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f
 
        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);
-}