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
127 void CopyBody(float keepvelocity)
130 if (self.effects & EF_NODRAW)
134 self.enemy = oldself;
135 self.lip = oldself.lip;
136 self.colormap = oldself.colormap;
137 self.glowmod = oldself.glowmod;
138 self.iscreature = oldself.iscreature;
139 self.damagedbycontents = oldself.damagedbycontents;
140 self.angles = oldself.angles;
141 self.avelocity = oldself.avelocity;
142 self.classname = "body";
143 self.damageforcescale = oldself.damageforcescale;
144 self.effects = oldself.effects;
145 self.event_damage = oldself.event_damage;
146 self.animstate_startframe = oldself.animstate_startframe;
147 self.animstate_numframes = oldself.animstate_numframes;
148 self.animstate_framerate = oldself.animstate_framerate;
149 self.animstate_starttime = oldself.animstate_starttime;
150 self.animstate_endtime = oldself.animstate_endtime;
151 self.animstate_override = oldself.animstate_override;
152 self.animstate_looping = oldself.animstate_looping;
153 self.frame = oldself.frame;
154 self.dead_frame = oldself.dead_frame;
155 self.pain_finished = oldself.pain_finished;
156 self.health = oldself.health;
157 self.armorvalue = oldself.armorvalue;
158 self.armortype = oldself.armortype;
159 self.model = oldself.model;
160 self.modelindex = oldself.modelindex;
161 self.modelindex_lod0 = oldself.modelindex_lod0;
162 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
163 self.modelindex_lod1 = oldself.modelindex_lod1;
164 self.modelindex_lod2 = oldself.modelindex_lod2;
165 self.skinindex = oldself.skinindex;
166 self.species = oldself.species;
167 self.movetype = oldself.movetype;
168 self.nextthink = oldself.nextthink;
169 self.solid = oldself.solid;
170 self.ballistics_density = oldself.ballistics_density;
171 self.takedamage = oldself.takedamage;
172 self.think = oldself.think;
173 self.customizeentityforclient = oldself.customizeentityforclient;
174 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
175 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
176 if (keepvelocity == 1)
177 self.velocity = oldself.velocity;
178 self.oldvelocity = self.velocity;
179 self.fade_time = oldself.fade_time;
180 self.fade_rate = oldself.fade_rate;
181 //self.weapon = oldself.weapon;
182 setorigin(self, oldself.origin);
183 setsize(self, oldself.mins, oldself.maxs);
184 self.prevorigin = oldself.origin;
185 self.reset = SUB_Remove;
187 Drag_MoveDrag(oldself, self);
189 if(self.colormap <= maxclients && self.colormap > 0)
190 self.colormap = 1024 + self.clientcolors;
195 float player_getspecies()
198 get_model_parameters(self.model, self.skinindex);
199 s = get_model_parameters_species;
200 get_model_parameters(string_null, 0);
202 return SPECIES_HUMAN;
206 void player_setupanimsformodel()
208 // defaults for legacy .zym models without animinfo files
209 self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
210 self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
211 self.anim_draw = animfixfps(self, '2 1 3');
212 // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
213 self.anim_duckwalk = animfixfps(self, '4 1 1');
214 self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
215 self.anim_duckidle = animfixfps(self, '6 1 1');
216 self.anim_idle = animfixfps(self, '7 1 1');
217 self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
218 self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
219 self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
220 self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
221 self.anim_taunt = animfixfps(self, '12 1 0.33');
222 self.anim_run = animfixfps(self, '13 1 1');
223 self.anim_runbackwards = animfixfps(self, '14 1 1');
224 self.anim_strafeleft = animfixfps(self, '15 1 1');
225 self.anim_straferight = animfixfps(self, '16 1 1');
226 self.anim_dead1 = animfixfps(self, '17 1 1');
227 self.anim_dead2 = animfixfps(self, '18 1 1');
228 self.anim_forwardright = animfixfps(self, '19 1 1');
229 self.anim_forwardleft = animfixfps(self, '20 1 1');
230 self.anim_backright = animfixfps(self, '21 1 1');
231 self.anim_backleft = animfixfps(self, '22 1 1');
232 self.anim_melee = animfixfps(self, '23 1 1');
233 // TODO introspect models for finding right "fps" value (1/duration)
234 // reset animstate now
235 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
238 void player_anim (void)
241 if (self.weaponentity)
242 updateanim(self.weaponentity);
244 if (self.deadflag != DEAD_NO)
246 if (time > self.animstate_endtime)
251 setsize(self, self.mins, self.maxs);
253 self.frame = self.dead_frame;
258 if (!self.animstate_override)
260 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
264 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
266 traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
267 if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
269 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
270 self.restart_jump = FALSE;
276 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
278 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
279 if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
281 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
282 self.restart_jump = FALSE;
287 else if (self.crouch)
289 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
290 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
292 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
294 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
296 if (self.movement_x > 0 && self.movement_y == 0)
297 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
298 else if (self.movement_x < 0 && self.movement_y == 0)
299 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
300 else if (self.movement_x == 0 && self.movement_y > 0)
301 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
302 else if (self.movement_x == 0 && self.movement_y < 0)
303 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
304 else if (self.movement_x > 0 && self.movement_y > 0)
305 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
306 else if (self.movement_x > 0 && self.movement_y < 0)
307 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
308 else if (self.movement_x < 0 && self.movement_y > 0)
309 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
310 else if (self.movement_x < 0 && self.movement_y < 0)
311 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
313 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
316 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
319 if (self.weaponentity)
320 if (!self.weaponentity.animstate_override)
321 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
324 void SpawnThrownWeapon (vector org, float w)
327 if(self.ammo_cells <= 0)
333 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
335 if(self.weapons & W_WeaponBit(j))
336 if(W_IsWeaponThrowable(j))
337 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
342 if(W_IsWeaponThrowable(self.weapon))
343 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
347 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
351 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
353 // damage resistance (ignore most of the damage from a bullet or similar)
354 damage = max(damage - 5, 1);
356 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
360 if(sound_allowed(MSG_BROADCAST, attacker))
363 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
365 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
367 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
371 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
373 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
375 if (!(self.flags & FL_GODMODE))
377 self.armorvalue = self.armorvalue - save;
378 self.health = self.health - take;
379 // pause regeneration for 5 seconds
380 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
382 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
383 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
384 self.dmg_inflictor = inflictor;
386 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
388 // don't use any animations as a gib
391 // view just above the floor
392 self.view_ofs = '0 0 4';
394 Violence_GibSplash(self, 1, 1, attacker);
395 self.modelindex = 0; // restore later
396 self.solid = SOLID_NOT; // restore later
400 void ClientKill_Now_TeamChange();
401 void freezetag_CheckWinner();
403 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
405 float take, save, waves, sdelay, dh, da, j;
407 float valid_damage_for_weaponstats;
410 if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
413 dh = max(self.health, 0);
414 da = max(self.armorvalue, 0);
416 if(!DEATH_ISSPECIAL(deathtype))
418 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
420 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
423 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
425 // tuba causes blood to come out of the ears
430 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
432 makevectors(self.angles);
433 ear1 += v_right * -10;
434 ear2 += v_right * +10;
435 d = inflictor.origin - self.origin;
436 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
437 force = v_right * vlen(force);
438 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
439 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
448 // force is already good
452 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
456 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
466 frag_inflictor = inflictor;
467 frag_attacker = attacker;
471 damage_force = force;
472 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
473 take = bound(0, damage_take, self.health);
474 save = bound(0, damage_save, self.armorvalue);
475 excess = max(0, damage - take - save);
477 if(sound_allowed(MSG_BROADCAST, attacker))
480 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
482 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
484 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
488 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
490 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
492 if (time >= self.spawnshieldtime)
494 if (!(self.flags & FL_GODMODE))
496 self.armorvalue = self.armorvalue - save;
497 self.health = self.health - take;
498 // pause regeneration for 5 seconds
500 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
502 if (time > self.pain_finished) //Don't switch pain sequences like crazy
504 self.pain_finished = time + 0.5; //Supajoe
507 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
509 if (!self.animstate_override)
512 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
514 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
518 if(sound_allowed(MSG_BROADCAST, attacker))
519 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
521 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
523 if(deathtype == DEATH_FALL)
524 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
525 else if(self.health > 75) // TODO make a "gentle" version?
526 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
527 else if(self.health > 50)
528 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
529 else if(self.health > 25)
530 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
532 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
536 // throw off bot aim temporarily
538 shake = damage * 5 / (bound(0,skill,100) + 1);
539 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
540 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
544 self.max_armorvalue += (save + take);
546 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
547 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
548 self.dmg_inflictor = inflictor;
552 // don't reset pushltime for self damage as it may be an attempt to
553 // escape a lava pit or similar
554 //self.pushltime = 0;
556 else if(attacker.classname == "player")
558 self.pusher = attacker;
559 self.pushltime = time + autocvar_g_maxpushtime;
561 else if(time < self.pushltime)
563 attacker = self.pusher;
564 self.pushltime = max(self.pushltime, time + 0.6);
569 float abot, vbot, awep;
570 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
571 vbot = (clienttype(self) == CLIENTTYPE_BOT);
573 valid_damage_for_weaponstats = 0;
574 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
575 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
576 if(attacker && self != attacker)
577 if(IsDifferentTeam(self, attacker))
579 if(DEATH_ISSPECIAL(deathtype))
580 awep = attacker.weapon;
582 awep = DEATH_WEAPONOF(deathtype);
583 valid_damage_for_weaponstats = 1;
586 if(valid_damage_for_weaponstats)
588 dh = dh - max(self.health, 0);
589 da = da - max(self.armorvalue, 0);
590 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
595 float defer_ClientKill_Now_TeamChange;
596 defer_ClientKill_Now_TeamChange = FALSE;
600 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
604 if(valid_damage_for_weaponstats)
605 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
607 if(sv_gentle < 1) // TODO make a "gentle" version?
608 if(sound_allowed(MSG_BROADCAST, attacker))
610 if(deathtype == DEATH_DROWN)
611 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
613 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
616 // get rid of kill indicator
617 if(self.killindicator)
619 remove(self.killindicator);
620 self.killindicator = world;
621 if(self.killindicator_teamchange)
622 defer_ClientKill_Now_TeamChange = TRUE;
624 if(self.classname == "body")
625 if(deathtype == DEATH_KILL)
627 // for the lemmings fans, a small harmless explosion
628 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
634 // become fully visible
637 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
640 // print an obituary message
641 Obituary (attacker, inflictor, self, deathtype);
645 // increment frag counter for used weapon type
647 w = DEATH_WEAPONOF(deathtype);
649 if(self.classname == "player")
651 attacker.accuracy.(accuracy_frags[w-1]) += 1;
653 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
656 count_alive_players(); // re-count players
657 freezetag_CheckWinner();
661 frag_attacker = attacker;
662 frag_inflictor = inflictor;
664 MUTATOR_CALLHOOK(PlayerDies);
665 weapon_action(self.weapon, WR_PLAYERDEATH);
667 RemoveGrapplingHook(self);
671 if(attacker.classname != "player")
672 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
673 else if(attacker.team == self.team)
674 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
676 DropFlag(self.flagcarried, world, attacker);
678 if(self.ballcarried && g_nexball)
679 DropBall(self.ballcarried, self.origin, self.velocity);
680 Portal_ClearAllLater(self);
682 if(clienttype(self) == CLIENTTYPE_REAL)
684 stuffcmd(self, "-zoom\n");
685 self.fixangle = TRUE;
687 //WriteByte (MSG_ONE, SVC_SETANGLE);
688 //WriteAngle (MSG_ONE, self.v_angle_x);
689 //WriteAngle (MSG_ONE, self.v_angle_y);
690 //WriteAngle (MSG_ONE, 80);
693 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
694 ClientKill_Now_TeamChange();
697 Spawnqueue_Unmark(self);
702 // when we get here, player actually dies
703 // clear waypoints (do this AFTER FreezeTag)
704 WaypointSprite_PlayerDead();
706 // make the corpse upright (not tilted)
710 self.avelocity = '0 0 0';
711 // view from the floor
712 self.view_ofs = '0 0 -8';
714 self.movetype = MOVETYPE_TOSS;
716 self.solid = SOLID_CORPSE;
717 self.ballistics_density = autocvar_g_ballistics_density_corpse;
718 // don't stick to the floor
719 self.flags &~= FL_ONGROUND;
721 self.deadflag = DEAD_DYING;
722 // when to allow respawn
725 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
729 sdelay = 0; // no respawn delay in CTS
731 sdelay = autocvar_g_respawn_delay;
733 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
735 waves = autocvar_g_respawn_waves;
737 self.death_time = ceil((time + sdelay) / waves) * waves;
739 self.death_time = time + sdelay;
740 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
741 self.respawn_countdown = 10; // first number to count down from is 10
743 self.respawn_countdown = -1; // do not count down
746 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
747 self.dead_frame = self.anim_dead1_x;
751 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
752 self.dead_frame = self.anim_dead2_x;
754 // set damage function to corpse damage
755 self.event_damage = PlayerCorpseDamage;
756 // call the corpse damage function just in case it wants to gib
757 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
758 // set up to fade out later
759 SUB_SetFade (self, time + 6 + random (), 1);
761 if(sv_gentle > 0 || autocvar_ekg) {
763 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
766 // reset fields the weapons may use just in case
767 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
769 weapon_action(j, WR_RESETPLAYER);
770 ATTACK_FINISHED_FOR(self, j) = 0;
775 .float muted; // to be used by prvm_edictset server playernumber muted 1
776 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
777 // message "": do not say, just test flood control
783 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
784 float flood, privatemsgprefixlen;
785 var .float flood_field;
789 if(Ban_MaybeEnforceBan(source))
792 if(!teamsay && !privatesay)
793 if(substring(msgin, 0, 1) == " ")
794 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
796 msgin = formatmessage(msgin);
798 if(source.classname != "player")
799 colorstr = "^0"; // black for spectators
801 colorstr = Team_ColorCode(source.team);
805 if(intermission_running)
809 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
812 * using bprint solves this... me stupid
813 // how can we prevent the message from appearing in a listen server?
814 // for now, just give "say" back and only handle say_team
817 clientcommand(self, strcat("say ", msgin));
822 if(autocvar_g_chat_teamcolors)
823 namestr = playername(source);
825 namestr = source.netname;
831 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
832 privatemsgprefixlen = strlen(msgstr);
833 msgstr = strcat(msgstr, msgin);
834 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
835 if(autocvar_g_chat_teamcolors)
836 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
838 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
842 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
843 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
847 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
850 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
854 msgstr = cmsgstr = "";
858 fullcmsgstr = cmsgstr;
870 flood_spl = autocvar_g_chat_flood_spl_tell;
871 flood_burst = autocvar_g_chat_flood_burst_tell;
872 flood_lmax = autocvar_g_chat_flood_lmax_tell;
873 flood_field = floodcontrol_chattell;
877 flood_spl = autocvar_g_chat_flood_spl_team;
878 flood_burst = autocvar_g_chat_flood_burst_team;
879 flood_lmax = autocvar_g_chat_flood_lmax_team;
880 flood_field = floodcontrol_chatteam;
884 flood_spl = autocvar_g_chat_flood_spl;
885 flood_burst = autocvar_g_chat_flood_burst;
886 flood_lmax = autocvar_g_chat_flood_lmax;
887 flood_field = floodcontrol_chat;
889 flood_burst = max(0, flood_burst - 1);
890 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
892 // do flood control for the default line size
895 getWrappedLine_remaining = msgstr;
898 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
900 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
903 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
905 if(getWrappedLine_remaining != "")
907 msgstr = strcat(msgstr, "\n");
911 if(time >= source.flood_field)
913 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
923 if(time >= source.flood_field)
924 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
929 if (timeoutStatus == 2) //when game is paused, no flood protection
930 source.flood_field = flood = 0;
933 if(flood == 2) // cannot happen for empty msgstr
935 if(autocvar_g_chat_flood_notify_flooder)
937 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
942 sourcemsgstr = fullmsgstr;
943 sourcecmsgstr = fullcmsgstr;
949 sourcemsgstr = msgstr;
950 sourcecmsgstr = cmsgstr;
954 if(source.classname != "player")
956 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
957 teamsay = -1; // spectators
961 print("NOTE: ", playername(source), "^7 is flooding.\n");
963 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
965 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
969 // always fake the message
974 if(autocvar_g_chat_flood_notify_flooder)
976 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
987 if(sourcemsgstr != "" && ret != 0)
991 sprint(source, sourcemsgstr);
992 if(sourcecmsgstr != "" && !privatesay)
993 centerprint(source, sourcecmsgstr);
997 sprint(source, sourcemsgstr);
998 sprint(privatesay, msgstr);
1000 centerprint(privatesay, cmsgstr);
1002 else if(teamsay > 0)
1004 sprint(source, sourcemsgstr);
1005 if(sourcecmsgstr != "")
1006 centerprint(source, sourcecmsgstr);
1007 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1010 sprint(head, msgstr);
1012 centerprint(head, cmsgstr);
1015 else if(teamsay < 0)
1017 sprint(source, sourcemsgstr);
1018 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1020 sprint(head, msgstr);
1022 else if(sourcemsgstr != msgstr)
1024 sprint(source, sourcemsgstr);
1025 FOR_EACH_REALCLIENT(head)
1027 sprint(head, msgstr);
1036 float GetVoiceMessageVoiceType(string type)
1039 return VOICETYPE_TAUNT;
1040 if(type == "teamshoot")
1041 return VOICETYPE_LASTATTACKER;
1042 return VOICETYPE_TEAMRADIO;
1045 string allvoicesamples;
1046 .string GetVoiceMessageSampleField(string type)
1048 GetPlayerSoundSampleField_notFound = 0;
1051 #define _VOICEMSG(m) case #m: return playersound_##m;
1055 GetPlayerSoundSampleField_notFound = 1;
1056 return playersound_taunt;
1059 .string GetPlayerSoundSampleField(string type)
1061 GetPlayerSoundSampleField_notFound = 0;
1064 #define _VOICEMSG(m) case #m: return playersound_##m;
1068 GetPlayerSoundSampleField_notFound = 1;
1069 return playersound_taunt;
1072 void PrecacheGlobalSound(string samplestring)
1075 tokenize_console(samplestring);
1079 for(i = 1; i <= n; ++i)
1080 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1084 precache_sound(strcat(argv(0), ".wav"));
1088 void PrecachePlayerSounds(string f)
1092 fh = fopen(f, FILE_READ);
1095 while((s = fgets(fh)))
1097 if(tokenize_console(s) != 3)
1099 dprint("Invalid sound info line: ", s, "\n");
1102 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1106 if not(allvoicesamples)
1108 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1111 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1115 void ClearPlayerSounds()
1117 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1123 float LoadPlayerSounds(string f, float first)
1128 fh = fopen(f, FILE_READ);
1131 dprint("Player sound file not found: ", f, "\n");
1134 while((s = fgets(fh)))
1136 if(tokenize_console(s) != 3)
1138 field = GetPlayerSoundSampleField(argv(0));
1139 if(GetPlayerSoundSampleField_notFound)
1140 field = GetVoiceMessageSampleField(argv(0));
1141 if(GetPlayerSoundSampleField_notFound)
1144 strunzone(self.field);
1145 self.field = strzone(strcat(argv(1), " ", argv(2)));
1151 .float modelindex_for_playersound;
1152 .float skinindex_for_playersound;
1153 void UpdatePlayerSounds()
1155 if(self.modelindex == self.modelindex_for_playersound)
1156 if(self.skinindex == self.skinindex_for_playersound)
1158 self.modelindex_for_playersound = self.modelindex;
1159 self.skinindex_for_playersound = self.skinindex;
1160 ClearPlayerSounds();
1161 LoadPlayerSounds("sound/player/default.sounds", 1);
1162 if(!autocvar_g_debug_defaultsounds)
1163 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1164 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1167 void FakeGlobalSound(string sample, float chan, float voicetype)
1175 tokenize_console(sample);
1178 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1180 sample = strcat(argv(0), ".wav"); // randomization
1184 case VOICETYPE_LASTATTACKER_ONLY:
1186 case VOICETYPE_LASTATTACKER:
1190 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1191 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1194 case VOICETYPE_TEAMRADIO:
1196 if(msg_entity.cvar_cl_voice_directional == 1)
1197 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1199 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1201 case VOICETYPE_AUTOTAUNT:
1208 tauntrand = random();
1210 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1212 if (msg_entity.cvar_cl_voice_directional >= 1)
1213 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1215 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1218 case VOICETYPE_TAUNT:
1219 if(self.classname == "player")
1220 if(self.deadflag == DEAD_NO)
1221 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1227 if (msg_entity.cvar_cl_voice_directional >= 1)
1228 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1230 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1232 case VOICETYPE_PLAYERSOUND:
1234 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1237 backtrace("Invalid voice type!");
1242 void GlobalSound(string sample, float chan, float voicetype)
1250 tokenize_console(sample);
1253 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1255 sample = strcat(argv(0), ".wav"); // randomization
1259 case VOICETYPE_LASTATTACKER_ONLY:
1262 msg_entity = self.pusher;
1263 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1265 if(msg_entity.cvar_cl_voice_directional == 1)
1266 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1268 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1272 case VOICETYPE_LASTATTACKER:
1275 msg_entity = self.pusher;
1276 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1278 if(msg_entity.cvar_cl_voice_directional == 1)
1279 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1281 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1284 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1285 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1288 case VOICETYPE_TEAMRADIO:
1289 FOR_EACH_REALCLIENT(msg_entity)
1290 if(!teamplay || msg_entity.team == self.team)
1292 if(msg_entity.cvar_cl_voice_directional == 1)
1293 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1295 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1298 case VOICETYPE_AUTOTAUNT:
1305 tauntrand = random();
1306 FOR_EACH_REALCLIENT(msg_entity)
1307 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1309 if (msg_entity.cvar_cl_voice_directional >= 1)
1310 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1312 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1315 case VOICETYPE_TAUNT:
1316 if(self.classname == "player")
1317 if(self.deadflag == DEAD_NO)
1318 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1323 FOR_EACH_REALCLIENT(msg_entity)
1325 if (msg_entity.cvar_cl_voice_directional >= 1)
1326 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1328 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1331 case VOICETYPE_PLAYERSOUND:
1332 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1335 backtrace("Invalid voice type!");
1340 void PlayerSound(.string samplefield, float chan, float voicetype)
1342 GlobalSound(self.samplefield, chan, voicetype);
1345 void VoiceMessage(string type, string msg)
1348 float voicetype, ownteam;
1350 sample = GetVoiceMessageSampleField(type);
1352 if(GetPlayerSoundSampleField_notFound)
1354 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1358 voicetype = GetVoiceMessageVoiceType(type);
1359 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1361 flood = Say(self, ownteam, world, msg, 1);
1364 GlobalSound(self.sample, CH_VOICE, voicetype);
1366 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1369 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1372 // 0 (00) automove centerprint, admin message
1373 // 1 (01) automove centerprint, no admin message
1374 // 2 (10) no centerprint, admin message
1375 // 3 (11) no centerprint, no admin message
1377 float lockteams_backup;
1379 lockteams_backup = lockteams; // backup any team lock
1381 lockteams = 0; // disable locked teams
1383 TeamchangeFrags(client); // move the players frags
1384 SetPlayerColors(client, team_colour - 1); // set the players colour
1385 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1387 lockteams = lockteams_backup; // restore the team lock
1389 LogTeamchange(client.playerid, client.team, type);
1391 if not(show_message & 1) // admin message
1392 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
1394 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));