2 .float accuracy_frags[WEP_MAXCOUNT];
4 float weaponstats_buffer;
6 void WeaponStats_Init()
8 if(autocvar_sv_weaponstats_file != "")
9 weaponstats_buffer = buf_create();
11 weaponstats_buffer = -1;
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
16 void WeaponStats_ready(entity fh, entity pass, float status)
18 float i, j, n, ibot, jbot, idx;
23 case URL_READY_CANWRITE:
25 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26 url_fputs(fh, "#begin statsfile\n");
27 url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29 url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
31 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33 n = tokenizebyseparator(cvar_purechanges, "\n");
34 for(i = 0; i < n; ++i)
35 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
39 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40 v = stov(bufstr_get(weaponstats_buffer, idx));
43 //vector is: kills hits damage
44 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
48 url_fputs(fh, "#end\n\n");
51 case URL_READY_CANREAD:
52 // url_fclose is processing, we got a response for writing the data
53 // this must come from HTTP
54 print("Got response from weapon stats server:\n");
55 while((s = url_fgets(fh)))
57 print("End of response.\n");
60 case URL_READY_CLOSED:
61 // url_fclose has finished
62 print("Weapon stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
68 print("Weapon stats writing failed: ", ftos(status), "\n");
69 buf_del(weaponstats_buffer);
70 weaponstats_buffer = -1;
75 void WeaponStats_Shutdown()
77 if(weaponstats_buffer < 0)
79 if(autocvar_sv_weaponstats_file != "")
81 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
85 buf_del(weaponstats_buffer);
86 weaponstats_buffer = -1;
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
93 if(weaponstats_buffer < 0)
95 if(awep < WEP_FIRST || vwep < WEP_FIRST)
97 if(awep > WEP_LAST || vwep > WEP_LAST)
99 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
105 error("negative damage?");
106 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
110 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
132 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
134 self.CopyBody_think();
137 self.CopyBody_nextthink = self.nextthink;
138 self.CopyBody_think = self.think;
139 self.think = CopyBody_Think;
141 CSQCMODEL_AUTOUPDATE();
142 self.nextthink = time;
144 void CopyBody(float keepvelocity)
147 if (self.effects & EF_NODRAW)
151 self.enemy = oldself;
152 self.lip = oldself.lip;
153 self.colormap = oldself.colormap;
154 self.iscreature = oldself.iscreature;
155 self.teleportable = oldself.teleportable;
156 self.damagedbycontents = oldself.damagedbycontents;
157 self.angles = oldself.angles;
158 self.avelocity = oldself.avelocity;
159 self.classname = "body";
160 self.damageforcescale = oldself.damageforcescale;
161 self.effects = oldself.effects;
162 self.glowmod = oldself.glowmod;
163 self.event_damage = oldself.event_damage;
164 self.anim_state = oldself.anim_state;
165 self.anim_time = oldself.anim_time;
166 self.anim_lower_action = oldself.anim_lower_action;
167 self.anim_lower_time = oldself.anim_lower_time;
168 self.anim_upper_action = oldself.anim_upper_action;
169 self.anim_upper_time = oldself.anim_upper_time;
170 self.anim_implicit_state = oldself.anim_implicit_state;
171 self.anim_implicit_time = oldself.anim_implicit_time;
172 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
173 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
174 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
175 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
176 self.dphitcontentsmask = oldself.dphitcontentsmask;
177 self.death_time = oldself.death_time;
178 self.pain_finished = oldself.pain_finished;
179 self.health = oldself.health;
180 self.armorvalue = oldself.armorvalue;
181 self.armortype = oldself.armortype;
182 self.model = oldself.model;
183 self.modelindex = oldself.modelindex;
184 self.skin = oldself.skin;
185 self.species = oldself.species;
186 self.movetype = oldself.movetype;
187 self.solid = oldself.solid;
188 self.ballistics_density = oldself.ballistics_density;
189 self.takedamage = oldself.takedamage;
190 self.customizeentityforclient = oldself.customizeentityforclient;
191 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
192 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
193 if (keepvelocity == 1)
194 self.velocity = oldself.velocity;
195 self.oldvelocity = self.velocity;
196 self.alpha = oldself.alpha;
197 self.fade_time = oldself.fade_time;
198 self.fade_rate = oldself.fade_rate;
199 //self.weapon = oldself.weapon;
200 setorigin(self, oldself.origin);
201 setsize(self, oldself.mins, oldself.maxs);
202 self.prevorigin = oldself.origin;
203 self.reset = SUB_Remove;
205 Drag_MoveDrag(oldself, self);
207 if(self.colormap <= maxclients && self.colormap > 0)
208 self.colormap = 1024 + oldself.clientcolors;
210 CSQCMODEL_AUTOINIT();
211 self.CopyBody_nextthink = oldself.nextthink;
212 self.CopyBody_think = oldself.think;
213 self.nextthink = time;
214 self.think = CopyBody_Think;
215 // "bake" the current animation frame for clones (they don't get clientside animation)
216 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
221 float player_getspecies()
224 get_model_parameters(self.model, self.skin);
225 s = get_model_parameters_species;
226 get_model_parameters(string_null, 0);
228 return SPECIES_HUMAN;
232 void player_setupanimsformodel()
234 // load animation info
235 animdecide_init(self);
236 animdecide_setstate(self, 0, FALSE);
239 void player_anim (void)
241 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
242 if(self.deadflag && !deadbits)
244 deadbits = ANIMSTATE_DEAD1;
246 deadbits = ANIMSTATE_DEAD2;
247 float animbits = deadbits;
248 if(self.freezetag_frozen)
249 animbits |= ANIMSTATE_FROZEN;
251 animbits |= ANIMSTATE_DUCK;
252 animdecide_setstate(self, animbits, FALSE);
253 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
255 if (self.weaponentity)
257 updateanim(self.weaponentity);
258 if (!self.weaponentity.animstate_override)
259 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
263 void SpawnThrownWeapon (vector org, float w)
265 if(self.weapons & WepSet_FromWeapon(self.weapon))
266 if(W_IsWeaponThrowable(self.weapon))
267 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
270 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
274 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
276 // damage resistance (ignore most of the damage from a bullet or similar)
277 damage = max(damage - 5, 1);
279 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
283 if(sound_allowed(MSG_BROADCAST, attacker))
286 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
288 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
290 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
294 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
296 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
298 if (!(self.flags & FL_GODMODE))
300 self.armorvalue = self.armorvalue - save;
301 self.health = self.health - take;
302 // pause regeneration for 5 seconds
303 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
305 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
306 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
307 self.dmg_inflictor = inflictor;
309 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
311 // don't use any animations as a gib
313 // view just above the floor
314 self.view_ofs = '0 0 4';
316 Violence_GibSplash(self, 1, 1, attacker);
318 self.solid = SOLID_NOT; // restore later
319 self.takedamage = DAMAGE_NO; // restore later
320 self.damagedbycontents = FALSE;
324 void ClientKill_Now_TeamChange();
326 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
328 float take, save, waves, sdelay, dh, da, j;
330 float valid_damage_for_weaponstats;
333 dh = max(self.health, 0);
334 da = max(self.armorvalue, 0);
336 if(!DEATH_ISSPECIAL(deathtype))
338 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
340 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
343 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
345 // tuba causes blood to come out of the ears
350 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
352 makevectors(self.angles);
353 ear1 += v_right * -10;
354 ear2 += v_right * +10;
355 d = inflictor.origin - self.origin;
356 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
357 force = v_right * vlen(force);
358 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
359 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
368 // force is already good
372 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
375 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
381 // don't reset pushltime for self damage as it may be an attempt to
382 // escape a lava pit or similar
383 //self.pushltime = 0;
386 else if(IS_PLAYER(attacker))
388 self.pusher = attacker;
389 self.pushltime = time + autocvar_g_maxpushtime;
390 self.istypefrag = self.BUTTON_CHAT;
392 else if(time < self.pushltime)
394 attacker = self.pusher;
395 self.pushltime = max(self.pushltime, time + 0.6);
403 frag_inflictor = inflictor;
404 frag_attacker = attacker;
406 frag_damage = damage;
409 damage_force = force;
410 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
411 take = bound(0, damage_take, self.health);
412 save = bound(0, damage_save, self.armorvalue);
413 excess = max(0, damage - take - save);
415 if(sound_allowed(MSG_BROADCAST, attacker))
418 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
420 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
422 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
426 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
428 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
430 if (time >= self.spawnshieldtime)
432 if (!(self.flags & FL_GODMODE))
434 self.armorvalue = self.armorvalue - save;
435 self.health = self.health - take;
436 // pause regeneration for 5 seconds
438 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
440 if (time > self.pain_finished) //Don't switch pain sequences like crazy
442 self.pain_finished = time + 0.5; //Supajoe
444 if(autocvar_sv_gentle < 1) {
445 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
447 if (!self.animstate_override)
450 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
452 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
456 if(sound_allowed(MSG_BROADCAST, attacker))
457 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
459 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
461 if(deathtype == DEATH_FALL)
462 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
463 else if(self.health > 75) // TODO make a "gentle" version?
464 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
465 else if(self.health > 50)
466 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
467 else if(self.health > 25)
468 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
470 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
474 // throw off bot aim temporarily
476 shake = damage * 5 / (bound(0,skill,100) + 1);
477 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
478 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
482 self.max_armorvalue += (save + take);
484 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
485 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
486 self.dmg_inflictor = inflictor;
488 float abot, vbot, awep;
489 abot = (IS_BOT_CLIENT(attacker));
490 vbot = (IS_BOT_CLIENT(self));
492 valid_damage_for_weaponstats = 0;
495 if(vbot || IS_REAL_CLIENT(self))
496 if(abot || IS_REAL_CLIENT(attacker))
497 if(attacker && self != attacker)
498 if(IsDifferentTeam(self, attacker))
500 if(DEATH_ISSPECIAL(deathtype))
501 awep = attacker.weapon;
503 awep = DEATH_WEAPONOF(deathtype);
504 valid_damage_for_weaponstats = 1;
507 if(valid_damage_for_weaponstats)
509 dh = dh - max(self.health, 0);
510 da = da - max(self.armorvalue, 0);
511 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
516 float defer_ClientKill_Now_TeamChange;
517 defer_ClientKill_Now_TeamChange = FALSE;
521 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
525 if(valid_damage_for_weaponstats)
526 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
528 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
529 if(sound_allowed(MSG_BROADCAST, attacker))
531 if(deathtype == DEATH_DROWN)
532 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
534 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
537 // get rid of kill indicator
538 if(self.killindicator)
540 remove(self.killindicator);
541 self.killindicator = world;
542 if(self.killindicator_teamchange)
543 defer_ClientKill_Now_TeamChange = TRUE;
545 if(self.classname == "body")
546 if(deathtype == DEATH_KILL)
548 // for the lemmings fans, a small harmless explosion
549 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
553 // print an obituary message
554 Obituary (attacker, inflictor, self, deathtype);
557 // increment frag counter for used weapon type
559 w = DEATH_WEAPONOF(deathtype);
561 if(accuracy_isgooddamage(attacker, self))
562 attacker.accuracy.(accuracy_frags[w-1]) += 1;
564 frag_attacker = attacker;
565 frag_inflictor = inflictor;
567 frag_deathtype = deathtype;
568 MUTATOR_CALLHOOK(PlayerDies);
570 weapon_action(self.weapon, WR_PLAYERDEATH);
572 RemoveGrapplingHook(self);
574 Portal_ClearAllLater(self);
576 if(IS_REAL_CLIENT(self))
578 self.fixangle = TRUE;
580 //WriteByte (MSG_ONE, SVC_SETANGLE);
581 //WriteAngle (MSG_ONE, self.v_angle_x);
582 //WriteAngle (MSG_ONE, self.v_angle_y);
583 //WriteAngle (MSG_ONE, 80);
586 if(defer_ClientKill_Now_TeamChange)
587 ClientKill_Now_TeamChange(); // can turn player into spectator
589 // player could have been miraculously resuscitated ;)
590 // e.g. players in freezetag get frozen, they don't really die
591 if(self.health >= 1 || !IS_PLAYER(self))
594 // when we get here, player actually dies
597 WaypointSprite_PlayerDead();
599 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
601 // become fully visible
602 self.alpha = default_player_alpha;
603 // make the corpse upright (not tilted)
607 self.avelocity = '0 0 0';
608 // view from the floor
609 self.view_ofs = '0 0 -8';
611 self.movetype = MOVETYPE_TOSS;
613 self.solid = SOLID_CORPSE;
614 self.ballistics_density = autocvar_g_ballistics_density_corpse;
615 // don't stick to the floor
616 self.flags &= ~FL_ONGROUND;
618 self.deadflag = DEAD_DYING;
619 // when to allow respawn
622 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
626 sdelay = 0; // no respawn delay in CTS
628 sdelay = autocvar_g_respawn_delay;
630 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
632 waves = autocvar_g_respawn_waves;
634 self.respawn_time = ceil((time + sdelay) / waves) * waves;
636 self.respawn_time = time + sdelay;
637 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
638 self.respawn_countdown = 10; // first number to count down from is 10
640 self.respawn_countdown = -1; // do not count down
642 if(g_cts || autocvar_g_forced_respawn)
643 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
645 self.death_time = time;
647 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
649 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
653 setsize(self, self.mins, self.maxs);
655 // set damage function to corpse damage
656 self.event_damage = PlayerCorpseDamage;
657 // call the corpse damage function just in case it wants to gib
658 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
659 // set up to fade out later
660 SUB_SetFade (self, time + 6 + random (), 1);
662 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
664 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
667 // reset fields the weapons may use just in case
668 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
670 weapon_action(j, WR_RESETPLAYER);
671 ATTACK_FINISHED_FOR(self, j) = 0;
676 .float muted; // to be used by prvm_edictset server playernumber muted 1
677 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
678 // message "": do not say, just test flood control
684 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
686 var .float flood_field;
689 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
691 if(!teamsay && !privatesay)
692 if(substring(msgin, 0, 1) == " ")
693 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
695 msgin = formatmessage(msgin);
697 if not(IS_PLAYER(source))
698 colorstr = "^0"; // black for spectators
700 colorstr = Team_ColorCode(source.team);
707 if(intermission_running)
711 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
714 * using bprint solves this... me stupid
715 // how can we prevent the message from appearing in a listen server?
716 // for now, just give "say" back and only handle say_team
719 clientcommand(self, strcat("say ", msgin));
724 if(autocvar_g_chat_teamcolors)
725 namestr = playername(source);
727 namestr = source.netname;
733 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
734 privatemsgprefixlen = strlen(msgstr);
735 msgstr = strcat(msgstr, msgin);
736 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
737 if(autocvar_g_chat_teamcolors)
738 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
740 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
744 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
745 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
749 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
752 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
756 msgstr = cmsgstr = "";
760 fullcmsgstr = cmsgstr;
764 flood_field = floodcontrol_chat;
773 flood_spl = autocvar_g_chat_flood_spl_tell;
774 flood_burst = autocvar_g_chat_flood_burst_tell;
775 flood_lmax = autocvar_g_chat_flood_lmax_tell;
776 flood_field = floodcontrol_chattell;
780 flood_spl = autocvar_g_chat_flood_spl_team;
781 flood_burst = autocvar_g_chat_flood_burst_team;
782 flood_lmax = autocvar_g_chat_flood_lmax_team;
783 flood_field = floodcontrol_chatteam;
787 flood_spl = autocvar_g_chat_flood_spl;
788 flood_burst = autocvar_g_chat_flood_burst;
789 flood_lmax = autocvar_g_chat_flood_lmax;
790 flood_field = floodcontrol_chat;
792 flood_burst = max(0, flood_burst - 1);
793 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
795 // do flood control for the default line size
798 getWrappedLine_remaining = msgstr;
801 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
803 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
806 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
808 if(getWrappedLine_remaining != "")
810 msgstr = strcat(msgstr, "\n");
814 if(time >= source.flood_field)
816 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
826 if(time >= source.flood_field)
827 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
832 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
833 source.flood_field = flood = 0;
836 if(flood == 2) // cannot happen for empty msgstr
838 if(autocvar_g_chat_flood_notify_flooder)
840 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
845 sourcemsgstr = fullmsgstr;
846 sourcecmsgstr = fullcmsgstr;
852 sourcemsgstr = msgstr;
853 sourcecmsgstr = cmsgstr;
857 if not(IS_PLAYER(source))
859 if not(intermission_running)
860 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
861 teamsay = -1; // spectators
865 print("NOTE: ", playername(source), "^7 is flooding.\n");
867 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
869 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
873 // always fake the message
878 if(autocvar_g_chat_flood_notify_flooder)
880 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
891 if(sourcemsgstr != "" && ret != 0)
893 if(ret < 0) // faked message, because the player is muted
895 sprint(source, sourcemsgstr);
896 if(sourcecmsgstr != "" && !privatesay)
897 centerprint(source, sourcecmsgstr);
899 else if(privatesay) // private message, between 2 people only
901 sprint(source, sourcemsgstr);
902 sprint(privatesay, msgstr);
903 if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
905 centerprint(privatesay, cmsgstr);
907 else if(teamsay > 0) // team message, only sent to team mates
909 sprint(source, sourcemsgstr);
910 dedicated_print(msgstr); // send to server console too
911 if(sourcecmsgstr != "")
912 centerprint(source, sourcecmsgstr);
913 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
916 sprint(head, msgstr);
918 centerprint(head, cmsgstr);
921 else if(teamsay < 0) // spectator message, only sent to spectators
923 sprint(source, sourcemsgstr);
924 dedicated_print(msgstr); // send to server console too
925 FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
927 sprint(head, msgstr);
929 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
931 sprint(source, sourcemsgstr);
932 dedicated_print(msgstr); // send to server console too
933 FOR_EACH_REALCLIENT(head)
935 sprint(head, msgstr);
938 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
944 float GetVoiceMessageVoiceType(string type)
947 return VOICETYPE_TAUNT;
948 if(type == "teamshoot")
949 return VOICETYPE_LASTATTACKER;
950 return VOICETYPE_TEAMRADIO;
953 string allvoicesamples;
954 .string GetVoiceMessageSampleField(string type)
956 GetPlayerSoundSampleField_notFound = 0;
959 #define _VOICEMSG(m) case #m: return playersound_##m;
963 GetPlayerSoundSampleField_notFound = 1;
964 return playersound_taunt;
967 .string GetPlayerSoundSampleField(string type)
969 GetPlayerSoundSampleField_notFound = 0;
972 #define _VOICEMSG(m) case #m: return playersound_##m;
976 GetPlayerSoundSampleField_notFound = 1;
977 return playersound_taunt;
980 void PrecacheGlobalSound(string samplestring)
983 tokenize_console(samplestring);
987 for(i = 1; i <= n; ++i)
988 precache_sound(strcat(argv(0), ftos(i), ".wav"));
992 precache_sound(strcat(argv(0), ".wav"));
996 void PrecachePlayerSounds(string f)
1000 fh = fopen(f, FILE_READ);
1003 while((s = fgets(fh)))
1005 if(tokenize_console(s) != 3)
1007 dprint("Invalid sound info line: ", s, "\n");
1010 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1014 if not(allvoicesamples)
1016 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1019 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1023 void ClearPlayerSounds()
1025 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1031 float LoadPlayerSounds(string f, float first)
1036 fh = fopen(f, FILE_READ);
1039 dprint("Player sound file not found: ", f, "\n");
1042 while((s = fgets(fh)))
1044 if(tokenize_console(s) != 3)
1046 field = GetPlayerSoundSampleField(argv(0));
1047 if(GetPlayerSoundSampleField_notFound)
1048 field = GetVoiceMessageSampleField(argv(0));
1049 if(GetPlayerSoundSampleField_notFound)
1052 strunzone(self.field);
1053 self.field = strzone(strcat(argv(1), " ", argv(2)));
1059 .float modelindex_for_playersound;
1060 .float skin_for_playersound;
1061 void UpdatePlayerSounds()
1063 if(self.modelindex == self.modelindex_for_playersound)
1064 if(self.skin == self.skin_for_playersound)
1066 self.modelindex_for_playersound = self.modelindex;
1067 self.skin_for_playersound = self.skin;
1068 ClearPlayerSounds();
1069 LoadPlayerSounds("sound/player/default.sounds", 1);
1070 if(!autocvar_g_debug_defaultsounds)
1071 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1072 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1075 void FakeGlobalSound(string sample, float chan, float voicetype)
1083 tokenize_console(sample);
1086 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1088 sample = strcat(argv(0), ".wav"); // randomization
1092 case VOICETYPE_LASTATTACKER_ONLY:
1094 case VOICETYPE_LASTATTACKER:
1098 if(IS_REAL_CLIENT(msg_entity))
1099 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1102 case VOICETYPE_TEAMRADIO:
1104 if(msg_entity.cvar_cl_voice_directional == 1)
1105 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1107 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1109 case VOICETYPE_AUTOTAUNT:
1114 if(autocvar_sv_gentle)
1116 tauntrand = random();
1118 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1120 if (msg_entity.cvar_cl_voice_directional >= 1)
1121 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1123 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1126 case VOICETYPE_TAUNT:
1128 if(self.deadflag == DEAD_NO)
1129 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1132 if(autocvar_sv_gentle)
1135 if (msg_entity.cvar_cl_voice_directional >= 1)
1136 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1138 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1140 case VOICETYPE_PLAYERSOUND:
1142 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1145 backtrace("Invalid voice type!");
1150 void GlobalSound(string sample, float chan, float voicetype)
1158 tokenize_console(sample);
1161 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1163 sample = strcat(argv(0), ".wav"); // randomization
1167 case VOICETYPE_LASTATTACKER_ONLY:
1170 msg_entity = self.pusher;
1171 if(IS_REAL_CLIENT(msg_entity))
1173 if(msg_entity.cvar_cl_voice_directional == 1)
1174 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1176 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1180 case VOICETYPE_LASTATTACKER:
1183 msg_entity = self.pusher;
1184 if(IS_REAL_CLIENT(msg_entity))
1186 if(msg_entity.cvar_cl_voice_directional == 1)
1187 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1189 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1192 if(IS_REAL_CLIENT(msg_entity))
1193 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1196 case VOICETYPE_TEAMRADIO:
1197 FOR_EACH_REALCLIENT(msg_entity)
1198 if(!teamplay || msg_entity.team == self.team)
1200 if(msg_entity.cvar_cl_voice_directional == 1)
1201 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1203 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1206 case VOICETYPE_AUTOTAUNT:
1211 if(autocvar_sv_gentle)
1213 tauntrand = random();
1214 FOR_EACH_REALCLIENT(msg_entity)
1215 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1217 if (msg_entity.cvar_cl_voice_directional >= 1)
1218 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1220 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1223 case VOICETYPE_TAUNT:
1225 if(self.deadflag == DEAD_NO)
1226 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1229 if(autocvar_sv_gentle)
1231 FOR_EACH_REALCLIENT(msg_entity)
1233 if (msg_entity.cvar_cl_voice_directional >= 1)
1234 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1236 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1239 case VOICETYPE_PLAYERSOUND:
1240 sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1243 backtrace("Invalid voice type!");
1248 void PlayerSound(.string samplefield, float chan, float voicetype)
1250 GlobalSound(self.samplefield, chan, voicetype);
1253 void VoiceMessage(string type, string msg)
1256 float voicetype, ownteam;
1258 sample = GetVoiceMessageSampleField(type);
1260 if(GetPlayerSoundSampleField_notFound)
1262 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1266 voicetype = GetVoiceMessageVoiceType(type);
1267 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1269 flood = Say(self, ownteam, world, msg, 1);
1272 GlobalSound(self.sample, CH_VOICE, voicetype);
1274 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1277 void MoveToTeam(entity client, float team_colour, float type)
1279 float lockteams_backup;
1281 lockteams_backup = lockteams; // backup any team lock
1283 lockteams = 0; // disable locked teams
1285 TeamchangeFrags(client); // move the players frags
1286 SetPlayerColors(client, team_colour - 1); // set the players colour
1287 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1289 lockteams = lockteams_backup; // restore the team lock
1291 LogTeamchange(client.playerid, client.team, type);