1 float weaponstats_buffer;
\r
3 void WeaponStats_Init()
\r
5 if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
\r
6 weaponstats_buffer = buf_create();
\r
8 weaponstats_buffer = -1;
\r
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
\r
13 void WeaponStats_Shutdown()
\r
18 if(weaponstats_buffer < 0)
\r
20 prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
\r
21 if(cvar_string("sv_weaponstats_killfile") != "")
\r
23 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
\r
26 fputs(fh, "#begin killfile\n");
\r
27 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
\r
28 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
\r
29 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
\r
30 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
32 idx = WEAPONSTATS_GETINDEX(i, j);
\r
33 f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
\r
35 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
\r
37 fputs(fh, "#end\n\n");
\r
39 print("Weapon kill stats written\n");
\r
42 if(cvar_string("sv_weaponstats_damagefile") != "")
\r
44 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
\r
47 fputs(fh, "#begin damagefile\n");
\r
48 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
\r
49 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
\r
50 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
\r
51 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
53 idx = WEAPONSTATS_GETINDEX(i, j);
\r
54 f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
\r
56 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
\r
58 fputs(fh, "#end\n\n");
\r
60 print("Weapon damage stats written\n");
\r
63 buf_del(weaponstats_buffer);
\r
64 weaponstats_buffer = -1;
\r
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
\r
70 if(weaponstats_buffer < 0)
\r
72 if(awep < WEP_FIRST || vwep < WEP_FIRST)
\r
74 if(awep > WEP_LAST || vwep > WEP_LAST)
\r
76 idx = WEAPONSTATS_GETINDEX(awep,vwep);
\r
77 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
\r
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
\r
82 error("negative damage?");
\r
83 WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
\r
85 void WeaponStats_LogKill(float awep, float vwep)
\r
87 WeaponStats_LogItem(awep, vwep, '0 1 0');
\r
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
\r
91 // merged player_run and player_stand to player_anim
\r
92 // added death animations to player_anim
\r
93 // can now spawn thrown weapons from anywhere, not just from players
\r
94 // thrown weapons now fade out after 20 seconds
\r
95 // created PlayerGib function
\r
96 // PlayerDie no longer uses hitloc or damage
\r
97 // PlayerDie now supports dying animations as well as gibbing
\r
98 // cleaned up PlayerDie a lot
\r
104 void CopyBody(float keepvelocity)
\r
106 local entity oldself;
\r
107 if (self.effects & EF_NODRAW)
\r
111 self.enemy = oldself;
\r
112 self.lip = oldself.lip;
\r
113 self.colormap = oldself.colormap;
\r
114 self.colormod = oldself.colormod;
\r
115 self.iscreature = oldself.iscreature;
\r
116 self.angles = oldself.angles;
\r
117 self.avelocity = oldself.avelocity;
\r
118 self.classname = "body";
\r
119 self.damageforcescale = oldself.damageforcescale;
\r
120 self.effects = oldself.effects;
\r
121 self.event_damage = oldself.event_damage;
\r
122 self.animstate_startframe = oldself.animstate_startframe;
\r
123 self.animstate_numframes = oldself.animstate_numframes;
\r
124 self.animstate_framerate = oldself.animstate_framerate;
\r
125 self.animstate_starttime = oldself.animstate_starttime;
\r
126 self.animstate_endtime = oldself.animstate_endtime;
\r
127 self.animstate_override = oldself.animstate_override;
\r
128 self.animstate_looping = oldself.animstate_looping;
\r
129 self.frame = oldself.frame;
\r
130 self.dead_frame = oldself.dead_frame;
\r
131 self.pain_finished = oldself.pain_finished;
\r
132 self.health = oldself.health;
\r
133 self.armorvalue = oldself.armorvalue;
\r
134 self.armortype = oldself.armortype;
\r
135 self.model = oldself.model;
\r
136 self.modelindex = oldself.modelindex;
\r
137 self.skinindex = oldself.skinindex;
\r
138 self.species = oldself.species;
\r
139 self.movetype = oldself.movetype;
\r
140 self.nextthink = oldself.nextthink;
\r
141 self.solid = oldself.solid;
\r
142 self.takedamage = oldself.takedamage;
\r
143 self.think = oldself.think;
\r
144 self.customizeentityforclient = oldself.customizeentityforclient;
\r
145 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
\r
146 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
\r
147 if (keepvelocity == 1)
\r
148 self.velocity = oldself.velocity;
\r
149 self.oldvelocity = self.velocity;
\r
150 self.fade_time = oldself.fade_time;
\r
151 self.fade_rate = oldself.fade_rate;
\r
152 //self.weapon = oldself.weapon;
\r
153 setorigin(self, oldself.origin);
\r
154 setsize(self, oldself.mins, oldself.maxs);
\r
155 self.prevorigin = oldself.origin;
\r
156 self.reset = SUB_Remove;
\r
158 Drag_MoveDrag(oldself, self);
\r
163 float player_getspecies()
\r
165 local float glob, i, j, fh, len, s, sk;
\r
166 local string fn, l;
\r
170 glob = search_begin("models/player/*.txt", TRUE, TRUE);
\r
173 for(j = 0; j <= 1; ++j)
\r
175 for(i = 0; i < search_getsize(glob); ++i)
\r
177 fn = search_getfilename(glob, i);
\r
178 fh = fopen(fn, FILE_READ);
\r
181 fgets(fh); fgets(fh);
\r
182 sk = stof(fgets(fh));
\r
183 if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test
\r
184 if(fgets(fh) == self.model)
\r
187 len = tokenize_console(l);
\r
190 if (argv(0) != "species")
\r
194 case "human": s = SPECIES_HUMAN; break;
\r
195 case "alien": s = SPECIES_ALIEN; break;
\r
196 case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
\r
197 case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
\r
198 case "robot_solid": s = SPECIES_ROBOT_SOLID; break;
\r
199 case "animal": s = SPECIES_ANIMAL; break;
\r
200 case "reserved": s = SPECIES_RESERVED; break;
\r
217 void player_setupanimsformodel()
\r
219 local string animfilename;
\r
220 local float animfile;
\r
221 // defaults for legacy .zym models without animinfo files
\r
222 self.anim_die1 = '0 1 0.5'; // 2 seconds
\r
223 self.anim_die2 = '1 1 0.5'; // 2 seconds
\r
224 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
\r
225 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
\r
226 self.anim_duckwalk = '4 1 1';
\r
227 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
\r
228 self.anim_duckidle = '6 1 1';
\r
229 self.anim_idle = '7 1 1';
\r
230 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
\r
231 self.anim_pain1 = '9 1 2'; // 0.5 seconds
\r
232 self.anim_pain2 = '10 1 2'; // 0.5 seconds
\r
233 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
\r
234 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
\r
235 self.anim_run = '13 1 1';
\r
236 self.anim_runbackwards = '14 1 1';
\r
237 self.anim_strafeleft = '15 1 1';
\r
238 self.anim_straferight = '16 1 1';
\r
239 self.anim_dead1 = '17 1 1';
\r
240 self.anim_dead2 = '18 1 1';
\r
241 self.anim_forwardright = '19 1 1';
\r
242 self.anim_forwardleft = '20 1 1';
\r
243 self.anim_backright = '21 1 1';
\r
244 self.anim_backleft = '22 1 1';
\r
245 animparseerror = FALSE;
\r
246 animfilename = strcat(self.model, ".animinfo");
\r
247 animfile = fopen(animfilename, FILE_READ);
\r
250 self.anim_die1 = animparseline(animfile);
\r
251 self.anim_die2 = animparseline(animfile);
\r
252 self.anim_draw = animparseline(animfile);
\r
253 self.anim_duck = animparseline(animfile);
\r
254 self.anim_duckwalk = animparseline(animfile);
\r
255 self.anim_duckjump = animparseline(animfile);
\r
256 self.anim_duckidle = animparseline(animfile);
\r
257 self.anim_idle = animparseline(animfile);
\r
258 self.anim_jump = animparseline(animfile);
\r
259 self.anim_pain1 = animparseline(animfile);
\r
260 self.anim_pain2 = animparseline(animfile);
\r
261 self.anim_shoot = animparseline(animfile);
\r
262 self.anim_taunt = animparseline(animfile);
\r
263 self.anim_run = animparseline(animfile);
\r
264 self.anim_runbackwards = animparseline(animfile);
\r
265 self.anim_strafeleft = animparseline(animfile);
\r
266 self.anim_straferight = animparseline(animfile);
\r
267 self.anim_forwardright = animparseline(animfile);
\r
268 self.anim_forwardleft = animparseline(animfile);
\r
269 self.anim_backright = animparseline(animfile);
\r
270 self.anim_backleft = animparseline(animfile);
\r
274 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
\r
275 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
\r
277 if (animparseerror)
\r
278 print("Parse error in ", animfilename, ", some player animations are broken\n");
\r
281 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
\r
282 // reset animstate now
\r
283 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
\r
286 void player_anim (void)
\r
289 if (self.weaponentity)
\r
290 updateanim(self.weaponentity);
\r
292 if (self.deadflag != DEAD_NO)
\r
294 if (time > self.animstate_endtime)
\r
296 if (self.maxs_z > 5)
\r
299 setsize(self, self.mins, self.maxs);
\r
301 self.frame = self.dead_frame;
\r
306 if (!self.animstate_override)
\r
308 if (!(self.flags & FL_ONGROUND))
\r
311 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
\r
313 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
\r
314 self.restart_jump = FALSE;
\r
316 else if (self.crouch)
\r
318 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
\r
319 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
\r
321 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
\r
323 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
\r
325 if (self.movement_x > 0 && self.movement_y == 0)
\r
326 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
\r
327 else if (self.movement_x < 0 && self.movement_y == 0)
\r
328 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
\r
329 else if (self.movement_x == 0 && self.movement_y > 0)
\r
330 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
\r
331 else if (self.movement_x == 0 && self.movement_y < 0)
\r
332 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
\r
333 else if (self.movement_x > 0 && self.movement_y > 0)
\r
334 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
\r
335 else if (self.movement_x > 0 && self.movement_y < 0)
\r
336 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
\r
337 else if (self.movement_x < 0 && self.movement_y > 0)
\r
338 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
\r
339 else if (self.movement_x < 0 && self.movement_y < 0)
\r
340 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
\r
342 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
\r
345 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
\r
348 if (self.weaponentity)
\r
349 if (!self.weaponentity.animstate_override)
\r
350 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
\r
353 void SpawnThrownWeapon (vector org, float w)
\r
355 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
\r
358 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
\r
360 local float take, save;
\r
362 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
\r
364 // damage resistance (ignore most of the damage from a bullet or similar)
\r
365 damage = max(damage - 5, 1);
\r
367 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
\r
371 if(sound_allowed(MSG_BROADCAST, attacker))
\r
374 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
\r
375 else if (take > 30)
\r
376 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
\r
377 else if (take > 10)
\r
378 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
\r
382 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
\r
384 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
\r
386 if (!(self.flags & FL_GODMODE))
\r
388 self.armorvalue = self.armorvalue - save;
\r
389 self.health = self.health - take;
\r
390 // pause regeneration for 5 seconds
\r
391 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
\r
393 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
\r
394 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
\r
395 self.dmg_inflictor = inflictor;
\r
397 if (self.health <= -75 && self.modelindex != 0)
\r
399 // don't use any animations as a gib
\r
401 self.dead_frame = 0;
\r
402 // view just above the floor
\r
403 self.view_ofs = '0 0 4';
\r
405 Violence_GibSplash(self, 1, 1, attacker);
\r
406 self.modelindex = 0; // restore later
\r
407 self.solid = SOLID_NOT; // restore later
\r
411 void ClientKill_Now_TeamChange();
\r
413 void setmodel_fix(string modelname)
\r
415 local vector m1, m2;
\r
418 setmodel(self, modelname);
\r
419 setsize (self, m1, m2);
\r
422 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
\r
424 local float take, save, waves, sdelay, dh, da, j;
\r
426 float valid_damage_for_weaponstats;
\r
428 dh = max(self.health, 0);
\r
429 da = max(self.armorvalue, 0);
\r
431 if(!DEATH_ISSPECIAL(deathtype))
\r
433 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
\r
434 if(self != attacker)
\r
435 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
\r
437 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
\r
439 if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
\r
442 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
\r
446 if(sound_allowed(MSG_BROADCAST, attacker))
\r
449 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
\r
450 else if (take > 30)
\r
451 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
\r
452 else if (take > 10)
\r
453 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
\r
457 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
\r
459 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
\r
461 if (time >= self.spawnshieldtime)
\r
463 if (!(self.flags & FL_GODMODE))
\r
465 self.armorvalue = self.armorvalue - save;
\r
466 self.health = self.health - take;
\r
467 // pause regeneration for 5 seconds
\r
468 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
\r
470 if (time > self.pain_finished) //Don't switch pain sequences like crazy
\r
472 self.pain_finished = time + 0.5; //Supajoe
\r
474 if(sv_gentle < 1) {
\r
475 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
\r
477 if (random() > 0.5)
\r
478 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
\r
480 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
\r
483 if(sound_allowed(MSG_BROADCAST, attacker))
\r
485 if(self.health > 75) // TODO make a "gentle" version?
\r
486 PlayerSound(self, playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
487 else if(self.health > 50)
\r
488 PlayerSound(self, playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
489 else if(self.health > 25)
\r
490 PlayerSound(self, playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
491 else if(self.health > 1)
\r
492 PlayerSound(self, playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
496 // throw off bot aim temporarily
\r
498 shake = damage * 5 / (bound(0,skill,100) + 1);
\r
499 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
\r
500 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
\r
504 self.max_armorvalue += (save + take);
\r
506 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
\r
507 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
\r
508 self.dmg_inflictor = inflictor;
\r
510 if(attacker == self)
\r
512 // don't reset pushltime for self damage as it may be an attempt to
\r
513 // escape a lava pit or similar
\r
514 //self.pushltime = 0;
\r
516 else if(attacker.classname == "player" || attacker.classname == "gib")
\r
518 self.pusher = attacker;
\r
519 self.pushltime = time + cvar("g_maxpushtime");
\r
521 else if(time < self.pushltime)
\r
523 attacker = self.pusher;
\r
524 self.pushltime = max(self.pushltime, time + 0.6);
\r
527 self.pushltime = 0;
\r
529 valid_damage_for_weaponstats = 0;
\r
530 if(clienttype(self) == CLIENTTYPE_REAL)
\r
531 if(clienttype(attacker) == CLIENTTYPE_REAL)
\r
532 if(self != attacker)
\r
533 if(!DEATH_ISSPECIAL(deathtype))
\r
534 if(IsDifferentTeam(self, attacker))
\r
535 valid_damage_for_weaponstats = 1;
\r
537 if(valid_damage_for_weaponstats)
\r
539 dh = dh - max(self.health, 0);
\r
540 da = da - max(self.armorvalue, 0);
\r
541 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
\r
544 if (self.health < 1)
\r
546 float defer_ClientKill_Now_TeamChange;
\r
547 defer_ClientKill_Now_TeamChange = FALSE;
\r
549 if(valid_damage_for_weaponstats)
\r
550 WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
\r
552 if(sv_gentle < 1) // TODO make a "gentle" version?
\r
553 if(sound_allowed(MSG_BROADCAST, attacker))
\r
555 if(deathtype == DEATH_DROWN)
\r
556 PlayerSound(self, playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
558 PlayerSound(self, playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
\r
561 // get rid of kill indicator
\r
562 if(self.killindicator)
\r
564 remove(self.killindicator);
\r
565 self.killindicator = world;
\r
566 if(self.killindicator_teamchange)
\r
567 defer_ClientKill_Now_TeamChange = TRUE;
\r
569 if(self.classname == "body")
\r
570 if(deathtype == DEATH_KILL)
\r
572 // for the lemmings fans, a small harmless explosion
\r
573 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
\r
577 // undo belly states (or stomach model) and set the normal model back
\r
578 setmodel_fix(self.playermodel);
\r
579 // become fully visible
\r
581 // clear selected player display
\r
582 ClearSelectedPlayer();
\r
584 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
\r
585 // print an obituary message
\r
586 Obituary (attacker, inflictor, self, deathtype);
\r
588 if(self == attacker)
\r
589 kh_Key_DropAll(self, TRUE);
\r
590 else if(attacker.classname == "player" || attacker.classname == "gib")
\r
591 kh_Key_DropAll(self, FALSE);
\r
593 kh_Key_DropAll(self, TRUE);
\r
594 if(self.flagcarried)
\r
596 if(attacker.classname != "player" && attacker.classname != "gib")
\r
597 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
\r
598 else if(attacker.team == self.team)
\r
599 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
\r
601 DropFlag(self.flagcarried, world, attacker);
\r
604 WaypointSprite_PlayerDead();
\r
605 // make the corpse upright (not tilted)
\r
609 self.avelocity = '0 0 0';
\r
610 // view from the floor
\r
611 self.view_ofs = '0 0 -8';
\r
613 self.movetype = MOVETYPE_TOSS;
\r
614 // shootable corpse
\r
615 self.solid = SOLID_CORPSE;
\r
616 // don't stick to the floor
\r
617 self.flags &~= FL_ONGROUND;
\r
619 self.deadflag = DEAD_DYING;
\r
620 // when to allow respawn
\r
623 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
\r
625 sdelay = cvar("g_respawn_delay");
\r
626 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
\r
628 waves = cvar("g_respawn_waves");
\r
630 self.death_time = ceil((time + sdelay) / waves) * waves;
\r
632 self.death_time = time + sdelay;
\r
633 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
\r
634 self.respawn_countdown = 10; // first number to count down from is 10
\r
636 self.respawn_countdown = -1; // do not count down
\r
637 if (random() < 0.5)
\r
639 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
\r
640 self.dead_frame = self.anim_dead1_x;
\r
644 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
\r
645 self.dead_frame = self.anim_dead2_x;
\r
647 // set damage function to corpse damage
\r
648 self.event_damage = PlayerCorpseDamage;
\r
649 // call the corpse damage function just in case it wants to gib
\r
650 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
\r
651 // set up to fade out later
\r
652 SUB_SetFade (self, time + 12 + random () * 4, 1);
\r
654 if(clienttype(self) == CLIENTTYPE_REAL)
\r
656 self.fixangle = TRUE;
\r
657 //msg_entity = self;
\r
658 //WriteByte (MSG_ONE, SVC_SETANGLE);
\r
659 //WriteAngle (MSG_ONE, self.v_angle_x);
\r
660 //WriteAngle (MSG_ONE, self.v_angle_y);
\r
661 //WriteAngle (MSG_ONE, 80);
\r
665 Spawnqueue_Unmark(self);
\r
667 if(defer_ClientKill_Now_TeamChange)
\r
668 ClientKill_Now_TeamChange();
\r
670 if(sv_gentle > 0 || cvar("ekg")) {
\r
672 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
\r
675 // reset fields the weapons may use just in case
\r
676 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
\r
678 weapon_action(j, WR_RESETPLAYER);
\r
679 ATTACK_FINISHED_FOR(self, j) = 0;
\r
684 float UpdateSelectedPlayer_countvalue(float v)
\r
686 return max(0, (v - 1.0) / 0.5);
\r
689 // returns: -2 if no hit, otherwise cos of the angle
\r
690 // uses the global v_angle
\r
691 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
\r
702 so = self.origin + self.view_ofs;
\r
706 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
\r
709 // now find the cos of the angle...
\r
710 c = normalize(d) * v_forward;
\r
712 if(c <= mincosangle)
\r
715 // not visible in any way? forget it
\r
716 if(!checkpvs(so, p))
\r
719 traceline(so, p.origin, MOVE_NOMONSTERS, self);
\r
720 if(trace_fraction < 1)
\r
726 void ClearSelectedPlayer()
\r
728 if(self.selected_player)
\r
730 centerprint_expire(self, CENTERPRIO_POINT);
\r
731 self.selected_player = world;
\r
732 self.selected_player_display_needs_update = FALSE;
\r
736 .float dropweapon_check;
\r
737 void UpdateSelectedPlayer()
\r
740 float selected_score;
\r
742 selected_score = 0.95; // 18 degrees
\r
744 if(self.eater.classname == "player")
\r
746 if(!self.dropweapon_check)
\r
747 if(self.eater.team != self.team) // don't disarm team mates when swallowing them
\r
748 if(random() < cvar("g_vore_dropweapon"))
\r
749 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
\r
750 self.dropweapon_check = TRUE;
\r
753 self.dropweapon_check = FALSE;
\r
755 if(!cvar("sv_allow_shownames"))
\r
758 if(clienttype(self) != CLIENTTYPE_REAL)
\r
761 if(self.cvar_cl_shownames == 0)
\r
764 if(self.cvar_cl_shownames == 1 && !teams_matter)
\r
767 makevectors(self.v_angle); // sets v_forward
\r
769 // 1. cursor trace is always right
\r
770 WarpZone_crosshair_trace(self);
\r
771 if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
\r
773 selected = trace_ent;
\r
777 // 2. if we don't have a cursor trace, find the player which is least
\r
783 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
\r
787 selected_score = c;
\r
794 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
\r
798 if(time < self.selected_player_display_timeout)
\r
799 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
\r
800 selected = self.selected_player;
\r
805 if(selected == self.selected_player)
\r
808 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
\r
809 self.selected_player_count = self.selected_player_count + frametime;
\r
810 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
\r
812 string namestr, healthstr;
\r
813 namestr = playername(selected);
\r
816 healthstr = ftos(floor(selected.health));
\r
817 if(self.team == selected.team)
\r
819 namestr = strcat(namestr, " (", healthstr, "%)");
\r
820 self.selected_player_display_needs_update = TRUE;
\r
823 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
\r
828 ClearSelectedPlayer();
\r
829 self.selected_player = selected;
\r
830 self.selected_player_time = time;
\r
831 self.selected_player_count = 0;
\r
832 self.selected_player_display_needs_update = FALSE;
\r
837 ClearSelectedPlayer();
\r
840 if(self.selected_player)
\r
841 self.last_selected_player = self.selected_player;
\r
844 .float muted; // to be used by prvm_edictset server playernumber muted 1
\r
845 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
\r
847 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
\r
848 float flood, privatemsgprefixlen;
\r
851 if(Ban_MaybeEnforceBan(source))
\r
854 if(!teamsay && !privatesay)
\r
855 if(substring(msgin, 0, 1) == " ")
\r
856 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
\r
858 msgin = formatmessage(msgin);
\r
863 if(source.classname != "player")
\r
864 colorstr = "^0"; // black for spectators
\r
865 else if(teams_matter)
\r
866 colorstr = Team_ColorCode(source.team);
\r
870 if(intermission_running)
\r
873 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
\r
878 * using bprint solves this... me stupid
\r
879 // how can we prevent the message from appearing in a listen server?
\r
880 // for now, just give "say" back and only handle say_team
\r
883 clientcommand(self, strcat("say ", msgin));
\r
888 if(cvar("g_chat_teamcolors"))
\r
889 namestr = playername(source);
\r
891 namestr = source.netname;
\r
895 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
\r
896 privatemsgprefixlen = strlen(msgstr);
\r
897 msgstr = strcat(msgstr, msgin);
\r
898 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
\r
899 if(cvar("g_chat_teamcolors"))
\r
900 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
\r
902 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
\r
906 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
\r
907 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
\r
911 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
\r
915 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
\r
916 fullmsgstr = msgstr;
\r
917 fullcmsgstr = cmsgstr;
\r
926 var .float flood_field;
\r
930 flood_spl = cvar("g_chat_flood_spl_tell");
\r
931 flood_burst = cvar("g_chat_flood_burst_tell");
\r
932 flood_lmax = cvar("g_chat_flood_lmax_tell");
\r
933 flood_field = floodcontrol_chattell;
\r
937 flood_spl = cvar("g_chat_flood_spl_team");
\r
938 flood_burst = cvar("g_chat_flood_burst_team");
\r
939 flood_lmax = cvar("g_chat_flood_lmax_team");
\r
940 flood_field = floodcontrol_chatteam;
\r
944 flood_spl = cvar("g_chat_flood_spl");
\r
945 flood_burst = cvar("g_chat_flood_burst");
\r
946 flood_lmax = cvar("g_chat_flood_lmax");
\r
947 flood_field = floodcontrol_chat;
\r
949 flood_burst = max(0, flood_burst - 1);
\r
950 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
\r
952 // do flood control for the default line size
\r
953 getWrappedLine_remaining = msgstr;
\r
956 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
\r
958 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
\r
961 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
\r
963 if(getWrappedLine_remaining != "")
\r
965 msgstr = strcat(msgstr, "\n");
\r
969 if(time >= source.flood_field)
\r
971 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
\r
976 msgstr = fullmsgstr;
\r
980 if (timeoutStatus == 2) //when game is paused, no flood protection
\r
981 source.flood_field = flood = 0;
\r
985 if(cvar("g_chat_flood_notify_flooder"))
\r
987 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
\r
988 sourcecmsgstr = "";
\r
992 sourcemsgstr = fullmsgstr;
\r
993 sourcecmsgstr = fullcmsgstr;
\r
999 sourcemsgstr = msgstr;
\r
1000 sourcecmsgstr = cmsgstr;
\r
1004 if(source.classname != "player")
\r
1006 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
\r
1007 teamsay = -1; // spectators
\r
1011 print("NOTE: ", playername(source), "^7 is flooding.\n");
\r
1013 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
\r
1015 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
\r
1019 // always fake the message
\r
1020 sprint(source, sourcemsgstr);
\r
1021 if(cmsgstr != "" && !privatesay)
\r
1022 centerprint(source, sourcecmsgstr);
\r
1024 else if(flood == 1)
\r
1026 if(cvar("g_chat_flood_notify_flooder"))
\r
1027 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
\r
1030 sprint(source, sourcemsgstr);
\r
1031 if(cmsgstr != "" && !privatesay)
\r
1032 centerprint(source, sourcecmsgstr);
\r
1035 else if(privatesay)
\r
1037 sprint(source, sourcemsgstr);
\r
1038 sprint(privatesay, msgstr);
\r
1040 centerprint(privatesay, cmsgstr);
\r
1042 else if(teamsay > 0)
\r
1044 sprint(source, sourcemsgstr);
\r
1045 if(sourcecmsgstr != "")
\r
1046 centerprint(source, sourcecmsgstr);
\r
1047 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
\r
1048 if(head != source)
\r
1050 sprint(head, msgstr);
\r
1052 centerprint(head, cmsgstr);
\r
1055 else if(teamsay < 0)
\r
1057 sprint(source, sourcemsgstr);
\r
1058 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
\r
1059 if(head != source)
\r
1060 sprint(head, msgstr);
\r
1062 else if(sourcemsgstr != msgstr)
\r
1064 sprint(source, sourcemsgstr);
\r
1065 FOR_EACH_REALCLIENT(head)
\r
1066 if(head != source)
\r
1067 sprint(head, msgstr);
\r
1073 float GetVoiceMessageVoiceType(string type)
\r
1075 if(type == "taunt")
\r
1076 return VOICETYPE_TAUNT;
\r
1077 if(type == "teamshoot")
\r
1078 return VOICETYPE_LASTATTACKER;
\r
1079 return VOICETYPE_TEAMRADIO;
\r
1082 string allvoicesamples;
\r
1083 float GetPlayerSoundSampleField_notFound;
\r
1084 float GetPlayerSoundSampleField_fixed;
\r
1085 .string GetVoiceMessageSampleField(string type)
\r
1087 GetPlayerSoundSampleField_notFound = 0;
\r
1088 GetPlayerSoundSampleField_fixed = 0;
\r
1091 #define _VOICEMSG(m) case #m: return playersound_##m;
\r
1095 GetPlayerSoundSampleField_notFound = 1;
\r
1096 return playersound_taunt;
\r
1099 .string GetPlayerSoundSampleField(string type)
\r
1101 GetPlayerSoundSampleField_notFound = 0;
\r
1102 GetPlayerSoundSampleField_fixed = 0;
\r
1105 #define _VOICEMSG(m) case #m: return playersound_##m;
\r
1109 GetPlayerSoundSampleField_notFound = 1;
\r
1110 return playersound_taunt;
\r
1113 void PrecacheGlobalSound(string samplestring)
\r
1116 tokenize_console(samplestring);
\r
1117 n = stof(argv(1));
\r
1120 for(i = 1; i <= n; ++i)
\r
1121 precache_sound(strcat(argv(0), ftos(i), ".wav"));
\r
1125 precache_sound(strcat(argv(0), ".wav"));
\r
1129 void PrecachePlayerSounds(string f)
\r
1133 fh = fopen(f, FILE_READ);
\r
1136 while((s = fgets(fh)))
\r
1138 if(tokenize_console(s) != 3)
\r
1140 dprint("Invalid sound info line: ", s, "\n");
\r
1143 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
\r
1147 if not(allvoicesamples)
\r
1149 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
\r
1152 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
\r
1156 void ClearPlayerSounds()
\r
1158 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
\r
1164 void LoadPlayerSounds(string f, float first)
\r
1168 var .string field;
\r
1169 fh = fopen(f, FILE_READ);
\r
1172 while((s = fgets(fh)))
\r
1174 if(tokenize_console(s) != 3)
\r
1176 field = GetPlayerSoundSampleField(argv(0));
\r
1177 if(GetPlayerSoundSampleField_notFound)
\r
1178 field = GetVoiceMessageSampleField(argv(0));
\r
1179 if(GetPlayerSoundSampleField_notFound)
\r
1181 if(GetPlayerSoundSampleField_fixed)
\r
1185 strunzone(self.field);
\r
1186 self.field = strzone(strcat(argv(1), " ", argv(2)));
\r
1191 .float modelindex_for_playersound;
\r
1192 void UpdatePlayerSounds()
\r
1194 if(self.modelindex == self.modelindex_for_playersound)
\r
1196 self.modelindex_for_playersound = self.modelindex;
\r
1197 ClearPlayerSounds();
\r
1198 LoadPlayerSounds("sound/player/default.sounds", 1);
\r
1199 LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
\r
1202 void GlobalSound(string sample, float chan, float voicetype)
\r
1210 tokenize_console(sample);
\r
1211 n = stof(argv(1));
\r
1213 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
\r
1215 sample = strcat(argv(0), ".wav"); // randomization
\r
1219 case VOICETYPE_LASTATTACKER_ONLY:
\r
1221 if(self.pusher.team == self.team)
\r
1223 msg_entity = self.pusher;
\r
1224 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
\r
1226 if(msg_entity.cvar_cl_voice_directional == 1)
\r
1227 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
\r
1229 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
\r
1233 case VOICETYPE_LASTATTACKER:
\r
1235 if(self.pusher.team == self.team)
\r
1237 msg_entity = self.pusher;
\r
1238 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
\r
1240 if(msg_entity.cvar_cl_voice_directional == 1)
\r
1241 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
\r
1243 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
\r
1245 msg_entity = self;
\r
1246 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
\r
1247 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
\r
1250 case VOICETYPE_TEAMRADIO:
\r
1251 FOR_EACH_REALCLIENT(msg_entity)
\r
1252 if(!teams_matter || msg_entity.team == self.team)
\r
1254 if(msg_entity.cvar_cl_voice_directional == 1)
\r
1255 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
\r
1257 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
\r
1260 case VOICETYPE_AUTOTAUNT:
\r
1267 tauntrand = random();
\r
1268 FOR_EACH_REALCLIENT(msg_entity)
\r
1269 if (tauntrand < msg_entity.cvar_cl_autotaunt)
\r
1271 if (msg_entity.cvar_cl_voice_directional >= 1)
\r
1272 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
\r
1274 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
\r
1277 case VOICETYPE_TAUNT:
\r
1278 if(self.classname == "player")
\r
1279 if(self.deadflag == DEAD_NO)
\r
1280 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
\r
1285 FOR_EACH_REALCLIENT(msg_entity)
\r
1287 if (msg_entity.cvar_cl_voice_directional >= 1)
\r
1288 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
\r
1290 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
\r
1292 case VOICETYPE_PLAYERSOUND:
\r
1293 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
\r
1295 case VOICETYPE_GURGLE:
\r
1296 if(self.stomach_load)
\r
1297 sound(self, chan, sample, VOL_BASE * self.stomach_load / cvar("g_balance_vore_swallow_limit"), ATTN_NORM);
\r
1299 stopsound(self, chan);
\r
1302 backtrace("Invalid voice type!");
\r
1307 void PlayerSound(entity player, .string samplefield, float chan, float voicetype)
\r
1310 sample = player.samplefield;
\r
1311 GlobalSound(sample, chan, voicetype);
\r
1314 void VoiceMessage(string type, string msg)
\r
1316 var .string sample;
\r
1317 var float voicetype, ownteam;
\r
1318 sample = GetVoiceMessageSampleField(type);
\r
1320 if(GetPlayerSoundSampleField_notFound)
\r
1322 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
\r
1326 voicetype = GetVoiceMessageVoiceType(type);
\r
1327 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
\r
1331 var .float flood_field;
\r
1336 flood_spv = cvar("g_voice_flood_spv_team");
\r
1337 flood_field = floodcontrol_voiceteam;
\r
1341 flood_spv = cvar("g_voice_flood_spv");
\r
1342 flood_field = floodcontrol_voice;
\r
1345 if(time >= self.flood_field)
\r
1346 self.flood_field = max(time, self.flood_field) + flood_spv;
\r
1350 if (timeoutStatus == 2) //when game is paused, no flood protection
\r
1351 self.flood_field = flood = 0;
\r
1354 Say(self, ownteam, world, msg, 0);
\r
1357 PlayerSound(self, sample, CHAN_VOICE, voicetype);
\r
1360 void MoveToTeam(entity client, float team_colour, float type, float show_message)
\r
1363 // 0 (00) automove centerprint, admin message
\r
1364 // 1 (01) automove centerprint, no admin message
\r
1365 // 2 (10) no centerprint, admin message
\r
1366 // 3 (11) no centerprint, no admin message
\r
1368 float lockteams_backup;
\r
1370 lockteams_backup = lockteams; // backup any team lock
\r
1372 lockteams = 0; // disable locked teams
\r
1374 TeamchangeFrags(client); // move the players frags
\r
1375 SetPlayerColors(client, team_colour - 1); // set the players colour
\r
1376 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
\r
1378 lockteams = lockteams_backup; // restore the team lock
\r
1380 LogTeamchange(client.playerid, client.team, type);
\r
1382 if not(show_message & 1) // admin message
\r
1383 sprint(client, strcat("\{1}\{13}^3", admin_name(), "^7: You have been moved to the ", Team_ColorNameLowerCase(team_colour), " team\n")); // send a chat message
\r
1385 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
\r