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Implement a new weapon check called WR_PLAYERDEATH. It will be used in the hagar...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(autocvar_sv_weaponstats_file != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #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))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, ibot, jbot, idx;
16         float fh;
17         vector v;
18         string prefix;
19         if(weaponstats_buffer < 0)
20                 return;
21         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
22         if(autocvar_sv_weaponstats_file != "")
23         {
24                 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
25                 if(fh >= 0)
26                 {
27                         fputs(fh, "#begin statsfile\n");
28                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
30                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
31                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
32                                 {
33                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
34                                         v = stov(bufstr_get(weaponstats_buffer, idx));
35                                         if(v != '0 0 0')
36                                         {
37                                                 //vector is: kills hits damage
38                                                 fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
39                                                 fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
40                                         }
41                                 }
42                         fputs(fh, "#end\n\n");
43                         fclose(fh);
44                         print("Weapon stats written\n");
45                 }
46         }
47         buf_del(weaponstats_buffer);
48         weaponstats_buffer = -1;
49 }
50
51 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
52 {
53         float idx;
54         if(weaponstats_buffer < 0)
55                 return;
56         if(awep < WEP_FIRST || vwep < WEP_FIRST)
57                 return;
58         if(awep > WEP_LAST || vwep > WEP_LAST)
59                 return;
60         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
61         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
62 }
63 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
64 {
65         if(damage < 0)
66                 error("negative damage?");
67         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
68 }
69 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
70 {
71         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
72 }
73
74 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
75 // merged player_run and player_stand to player_anim
76 // added death animations to player_anim
77 // can now spawn thrown weapons from anywhere, not just from players
78 // thrown weapons now fade out after 20 seconds
79 // created PlayerGib function
80 // PlayerDie no longer uses hitloc or damage
81 // PlayerDie now supports dying animations as well as gibbing
82 // cleaned up PlayerDie a lot
83 // added CopyBody
84
85 .entity pusher;
86 .float pushltime;
87
88 void CopyBody(float keepvelocity)
89 {
90         local entity oldself;
91         if (self.effects & EF_NODRAW)
92                 return;
93         oldself = self;
94         self = spawn();
95         self.enemy = oldself;
96         self.lip = oldself.lip;
97         self.colormap = oldself.colormap;
98         self.glowmod = oldself.glowmod;
99         self.iscreature = oldself.iscreature;
100         self.angles = oldself.angles;
101         self.avelocity = oldself.avelocity;
102         self.classname = "body";
103         self.damageforcescale = oldself.damageforcescale;
104         self.effects = oldself.effects;
105         self.event_damage = oldself.event_damage;
106         self.animstate_startframe = oldself.animstate_startframe;
107         self.animstate_numframes = oldself.animstate_numframes;
108         self.animstate_framerate = oldself.animstate_framerate;
109         self.animstate_starttime = oldself.animstate_starttime;
110         self.animstate_endtime = oldself.animstate_endtime;
111         self.animstate_override = oldself.animstate_override;
112         self.animstate_looping = oldself.animstate_looping;
113         self.frame = oldself.frame;
114         self.dead_frame = oldself.dead_frame;
115         self.pain_finished = oldself.pain_finished;
116         self.health = oldself.health;
117         self.armorvalue = oldself.armorvalue;
118         self.armortype = oldself.armortype;
119         self.model = oldself.model;
120         self.modelindex = oldself.modelindex;
121         self.modelindex_lod0 = oldself.modelindex_lod0;
122         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
123         self.modelindex_lod1 = oldself.modelindex_lod1;
124         self.modelindex_lod2 = oldself.modelindex_lod2;
125         self.skinindex = oldself.skinindex;
126         self.species = oldself.species;
127         self.movetype = oldself.movetype;
128         self.nextthink = oldself.nextthink;
129         self.solid = oldself.solid;
130         self.ballistics_density = oldself.ballistics_density;
131         self.takedamage = oldself.takedamage;
132         self.think = oldself.think;
133         self.customizeentityforclient = oldself.customizeentityforclient;
134         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
135         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
136         if (keepvelocity == 1)
137                 self.velocity = oldself.velocity;
138         self.oldvelocity = self.velocity;
139         self.fade_time = oldself.fade_time;
140         self.fade_rate = oldself.fade_rate;
141         //self.weapon = oldself.weapon;
142         setorigin(self, oldself.origin);
143         setsize(self, oldself.mins, oldself.maxs);
144         self.prevorigin = oldself.origin;
145         self.reset = SUB_Remove;
146
147         Drag_MoveDrag(oldself, self);
148
149         self = oldself;
150 }
151
152 float player_getspecies()
153 {
154         float s;
155         get_model_parameters(self.model, self.skinindex);
156         s = get_model_parameters_species;
157         get_model_parameters(string_null, 0);
158         if(s < 0)
159                 return SPECIES_HUMAN;
160         return s;
161 }
162
163 void player_setupanimsformodel()
164 {
165         local string animfilename;
166         local float animfile;
167         // defaults for legacy .zym models without animinfo files
168         self.anim_die1 = '0 1 0.5'; // 2 seconds
169         self.anim_die2 = '1 1 0.5'; // 2 seconds
170         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
171         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
172         self.anim_duckwalk = '4 1 1';
173         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
174         self.anim_duckidle = '6 1 1';
175         self.anim_idle = '7 1 1';
176         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
177         self.anim_pain1 = '9 1 2'; // 0.5 seconds
178         self.anim_pain2 = '10 1 2'; // 0.5 seconds
179         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
180         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
181         self.anim_run = '13 1 1';
182         self.anim_runbackwards = '14 1 1';
183         self.anim_strafeleft = '15 1 1';
184         self.anim_straferight = '16 1 1';
185         self.anim_dead1 = '17 1 1';
186         self.anim_dead2 = '18 1 1';
187         self.anim_forwardright = '19 1 1';
188         self.anim_forwardleft = '20 1 1';
189         self.anim_backright = '21 1 1';
190         self.anim_backleft  = '22 1 1';
191         animparseerror = FALSE;
192         animfilename = strcat(self.model, ".animinfo");
193         animfile = fopen(animfilename, FILE_READ);
194         if (animfile >= 0)
195         {
196                 self.anim_die1         = animparseline(animfile);
197                 self.anim_die2         = animparseline(animfile);
198                 self.anim_draw         = animparseline(animfile);
199                 self.anim_duck         = animparseline(animfile);
200                 self.anim_duckwalk     = animparseline(animfile);
201                 self.anim_duckjump     = animparseline(animfile);
202                 self.anim_duckidle     = animparseline(animfile);
203                 self.anim_idle         = animparseline(animfile);
204                 self.anim_jump         = animparseline(animfile);
205                 self.anim_pain1        = animparseline(animfile);
206                 self.anim_pain2        = animparseline(animfile);
207                 self.anim_shoot        = animparseline(animfile);
208                 self.anim_taunt        = animparseline(animfile);
209                 self.anim_run          = animparseline(animfile);
210                 self.anim_runbackwards = animparseline(animfile);
211                 self.anim_strafeleft   = animparseline(animfile);
212                 self.anim_straferight  = animparseline(animfile);
213                 self.anim_forwardright = animparseline(animfile);
214                 self.anim_forwardleft  = animparseline(animfile);
215                 self.anim_backright    = animparseline(animfile);
216                 self.anim_backleft     = animparseline(animfile);
217                 fclose(animfile);
218
219                 // derived anims
220                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
221                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
222
223                 if (animparseerror)
224                         print("Parse error in ", animfilename, ", some player animations are broken\n");
225         }
226         else
227                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
228         // reset animstate now
229         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
230 };
231
232 void player_anim (void)
233 {
234         updateanim(self);
235         if (self.weaponentity)
236                 updateanim(self.weaponentity);
237
238         if (self.deadflag != DEAD_NO)
239         {
240                 if (time > self.animstate_endtime)
241                 {
242                         if (self.maxs_z > 5)
243                         {
244                                 self.maxs_z = 5;
245                                 setsize(self, self.mins, self.maxs);
246                         }
247                         self.frame = self.dead_frame;
248                 }
249                 return;
250         }
251
252         if (!self.animstate_override)
253         {
254                 if (!(self.flags & FL_ONGROUND))
255                 {
256                         if (self.crouch)
257                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
258                         else
259                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
260                         self.restart_jump = FALSE;
261                 }
262                 else if (self.crouch)
263                 {
264                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
265                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
266                         else
267                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
268                 }
269                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
270                 {
271                         if (self.movement_x > 0 && self.movement_y == 0)
272                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
273                         else if (self.movement_x < 0 && self.movement_y == 0)
274                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
275                         else if (self.movement_x == 0 && self.movement_y > 0)
276                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
277                         else if (self.movement_x == 0 && self.movement_y < 0)
278                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
279                         else if (self.movement_x > 0 && self.movement_y > 0)
280                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
281                         else if (self.movement_x > 0 && self.movement_y < 0)
282                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
283                         else if (self.movement_x < 0 && self.movement_y > 0)
284                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
285                         else if (self.movement_x < 0 && self.movement_y < 0)
286                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
287                         else
288                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289                 }
290                 else
291                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
292         }
293
294         if (self.weaponentity)
295         if (!self.weaponentity.animstate_override)
296                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
297 }
298
299 void SpawnThrownWeapon (vector org, float w)
300 {
301         if(g_minstagib)
302         if(self.ammo_cells <= 0)
303                 return;
304
305         if(g_pinata)
306         {
307                 float j;
308                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
309                 {
310                         if(self.weapons & W_WeaponBit(j))
311                                 if(W_IsWeaponThrowable(j))
312                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
313                 }
314         }
315         else
316         {
317                 if(W_IsWeaponThrowable(self.weapon))
318                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
319         }
320 }
321
322 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
323 {
324         local float take, save;
325         vector v;
326         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
327
328         // damage resistance (ignore most of the damage from a bullet or similar)
329         damage = max(damage - 5, 1);
330
331         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
332         take = v_x;
333         save = v_y;
334
335         if(sound_allowed(MSG_BROADCAST, attacker))
336         {
337                 if (save > 10)
338                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
339                 else if (take > 30)
340                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
341                 else if (take > 10)
342                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
343         }
344
345         if (take > 50)
346                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
347         if (take > 100)
348                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
349
350         if (!(self.flags & FL_GODMODE))
351         {
352                 self.armorvalue = self.armorvalue - save;
353                 self.health = self.health - take;
354                 // pause regeneration for 5 seconds
355                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
356         }
357         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
358         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
359         self.dmg_inflictor = inflictor;
360
361         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
362         {
363                 // don't use any animations as a gib
364                 self.frame = 0;
365                 self.dead_frame = 0;
366                 // view just above the floor
367                 self.view_ofs = '0 0 4';
368
369                 Violence_GibSplash(self, 1, 1, attacker);
370                 self.modelindex = 0; // restore later
371                 self.solid = SOLID_NOT; // restore later
372         }
373 }
374
375 void ClientKill_Now_TeamChange();
376 void freezetag_CheckWinner();
377
378 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
379 {
380         local float take, save, waves, sdelay, dh, da, j;
381         vector v;
382         float valid_damage_for_weaponstats;
383         float excess;
384
385         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
386                 return;
387
388         dh = max(self.health, 0);
389         da = max(self.armorvalue, 0);
390
391         if(!DEATH_ISSPECIAL(deathtype))
392         {
393                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
394                 if(self != attacker)
395                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
396         }
397
398         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
399         {
400                 // tuba causes blood to come out of the ears
401                 vector ear1, ear2;
402                 vector d;
403                 float f;
404                 ear1 = self.origin;
405                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
406                 ear2 = ear1;
407                 makevectors(self.angles);
408                 ear1 += v_right * -10;
409                 ear2 += v_right * +10;
410                 d = inflictor.origin - self.origin;
411                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
412                 force = v_right * vlen(force);
413                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
414                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
415                 if(f > 0)
416                 {
417                         hitloc = ear1;
418                         force = force * -1;
419                 }
420                 else
421                 {
422                         hitloc = ear2;
423                         // force is already good
424                 }
425         }
426         else
427                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
428
429         if (!g_minstagib)
430         {
431                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
432                 take = v_x;
433                 save = v_y;
434         }
435         else
436         {
437                 save = 0;
438                 take = damage;
439         }
440
441         frag_inflictor = inflictor;
442         frag_attacker = attacker;
443         frag_target = self;
444         damage_take = take;
445         damage_save = save;
446         damage_force = force;
447         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
448         take = bound(0, damage_take, self.health);
449         save = bound(0, damage_save, self.armorvalue);
450         excess = max(0, damage - take - save);
451
452         if(sound_allowed(MSG_BROADCAST, attacker))
453         {
454                 if (save > 10)
455                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
456                 else if (take > 30)
457                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
458                 else if (take > 10)
459                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
460         }
461
462         if (take > 50)
463                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
464         if (take > 100)
465                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
466
467         if (time >= self.spawnshieldtime)
468         {
469                 if (!(self.flags & FL_GODMODE))
470                 {
471                         self.armorvalue = self.armorvalue - save;
472                         self.health = self.health - take;
473                         // pause regeneration for 5 seconds
474                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
475
476                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
477                         {
478                                 self.pain_finished = time + 0.5;        //Supajoe
479
480                                 if(sv_gentle < 1) {
481                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
482                                         {
483                                                 if (random() > 0.5)
484                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
485                                                 else
486                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
487                                         }
488
489                                         if(sound_allowed(MSG_BROADCAST, attacker))
490                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
491                                         if(self.health > 1)
492                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
493                                         {
494                                                 if(deathtype == DEATH_FALL)
495                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
496                                                 else if(self.health > 75) // TODO make a "gentle" version?
497                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
498                                                 else if(self.health > 50)
499                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
500                                                 else if(self.health > 25)
501                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
502                                                 else
503                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
504                                         }
505                                 }
506
507                                 // throw off bot aim temporarily
508                                 local float shake;
509                                 shake = damage * 5 / (bound(0,skill,100) + 1);
510                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
511                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
512                         }
513                 }
514                 else
515                         self.max_armorvalue += (save + take);
516         }
517         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
518         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
519         self.dmg_inflictor = inflictor;
520
521         if(attacker == self)
522         {
523                 // don't reset pushltime for self damage as it may be an attempt to
524                 // escape a lava pit or similar
525                 //self.pushltime = 0;
526         }
527         else if(attacker.classname == "player" || attacker.classname == "gib")
528         {
529                 self.pusher = attacker;
530                 self.pushltime = time + autocvar_g_maxpushtime;
531         }
532         else if(time < self.pushltime)
533         {
534                 attacker = self.pusher;
535                 self.pushltime = max(self.pushltime, time + 0.6);
536         }
537         else
538                 self.pushltime = 0;
539
540         float abot, vbot, awep;
541         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
542         vbot = (clienttype(self) == CLIENTTYPE_BOT);
543
544         valid_damage_for_weaponstats = 0;
545         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
546         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
547         if(attacker && self != attacker)
548         if(IsDifferentTeam(self, attacker))
549         {
550                 if(DEATH_ISSPECIAL(deathtype))
551                         awep = attacker.weapon;
552                 else
553                         awep = DEATH_WEAPONOF(deathtype);
554                 valid_damage_for_weaponstats = 1;
555         }
556         
557         if(valid_damage_for_weaponstats)
558         {
559                 dh = dh - max(self.health, 0);
560                 da = da - max(self.armorvalue, 0);
561                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
562         }
563
564         if (self.health < 1)
565         {
566                 float defer_ClientKill_Now_TeamChange;
567                 defer_ClientKill_Now_TeamChange = FALSE;
568
569                 if(self.alivetime)
570                 {
571                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
572                         self.alivetime = 0;
573                 }
574
575                 if(valid_damage_for_weaponstats)
576                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
577
578                 if(sv_gentle < 1) // TODO make a "gentle" version?
579                 if(sound_allowed(MSG_BROADCAST, attacker))
580                 {
581                         if(deathtype == DEATH_DROWN)
582                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
583                         else
584                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
585                 }
586
587                 // get rid of kill indicator
588                 if(self.killindicator)
589                 {
590                         remove(self.killindicator);
591                         self.killindicator = world;
592                         if(self.killindicator_teamchange)
593                                 defer_ClientKill_Now_TeamChange = TRUE;
594
595                         if(self.classname == "body")
596                         if(deathtype == DEATH_KILL)
597                         {
598                                 // for the lemmings fans, a small harmless explosion
599                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
600                         }
601                 }
602
603                 if(!g_freezetag)
604                 {
605                         // become fully visible
606                         self.alpha = 1;
607                         // clear selected player display
608                         ClearSelectedPlayer();
609                         // throw a weapon
610                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
611                 }
612
613                 // print an obituary message
614                 Obituary (attacker, inflictor, self, deathtype);
615                 race_PreDie();
616                 DropAllRunes(self);
617
618                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
619                 {
620                         PutClientInServer();
621                         count_alive_players(); // re-count players
622                         freezetag_CheckWinner();
623                         return;
624                 }
625
626                 frag_attacker = attacker;
627                 frag_inflictor = inflictor;
628                 frag_target = self;
629                 MUTATOR_CALLHOOK(PlayerDies);
630                 weapon_action(self.weapon, WR_PLAYERDEATH);
631
632                 if(self.flagcarried)
633                 {
634                         if(attacker.classname != "player" && attacker.classname != "gib")
635                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
636                         else if(attacker.team == self.team)
637                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
638                         else
639                                 DropFlag(self.flagcarried, world, attacker);
640                 }
641                 if(self.ballcarried && g_nexball)
642                         DropBall(self.ballcarried, self.origin, self.velocity);
643                 Portal_ClearAllLater(self);
644
645                 if(clienttype(self) == CLIENTTYPE_REAL)
646                 {
647                         stuffcmd(self, "-zoom\n");
648                         self.fixangle = TRUE;
649                         //msg_entity = self;
650                         //WriteByte (MSG_ONE, SVC_SETANGLE);
651                         //WriteAngle (MSG_ONE, self.v_angle_x);
652                         //WriteAngle (MSG_ONE, self.v_angle_y);
653                         //WriteAngle (MSG_ONE, 80);
654                 }
655
656                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
657                         ClientKill_Now_TeamChange();
658
659                 if(g_arena)
660                         Spawnqueue_Unmark(self);
661
662                 if(g_freezetag)
663                         return;
664
665                 // when we get here, player actually dies
666                 // clear waypoints (do this AFTER FreezeTag)
667                 WaypointSprite_PlayerDead();
668
669                 // make the corpse upright (not tilted)
670                 self.angles_x = 0;
671                 self.angles_z = 0;
672                 // don't spin
673                 self.avelocity = '0 0 0';
674                 // view from the floor
675                 self.view_ofs = '0 0 -8';
676                 // toss the corpse
677                 self.movetype = MOVETYPE_TOSS;
678                 // shootable corpse
679                 self.solid = SOLID_CORPSE;
680                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
681                 // don't stick to the floor
682                 self.flags &~= FL_ONGROUND;
683                 // dying animation
684                 self.deadflag = DEAD_DYING;
685                 // when to allow respawn
686                 sdelay = 0;
687                 waves = 0;
688                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
689                 if(!sdelay)
690                 {
691                         if(g_cts)
692                                 sdelay = 0; // no respawn delay in CTS
693                         else
694                                 sdelay = autocvar_g_respawn_delay;
695                 }
696                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
697                 if(!waves)
698                         waves = autocvar_g_respawn_waves;
699                 if(waves)
700                         self.death_time = ceil((time + sdelay) / waves) * waves;
701                 else
702                         self.death_time = time + sdelay;
703                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
704                         self.respawn_countdown = 10; // first number to count down from is 10
705                 else
706                         self.respawn_countdown = -1; // do not count down
707                 if (random() < 0.5)
708                 {
709                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
710                         self.dead_frame = self.anim_dead1_x;
711                 }
712                 else
713                 {
714                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
715                         self.dead_frame = self.anim_dead2_x;
716                 }
717                 // set damage function to corpse damage
718                 self.event_damage = PlayerCorpseDamage;
719                 // call the corpse damage function just in case it wants to gib
720                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
721                 // set up to fade out later
722                 SUB_SetFade (self, time + 6 + random (), 1);
723
724                 if(sv_gentle > 0 || autocvar_ekg) {
725                         // remove corpse
726                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
727                 }
728
729                 // reset fields the weapons may use just in case
730                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
731                 {
732                         weapon_action(j, WR_RESETPLAYER);
733                         ATTACK_FINISHED_FOR(self, j) = 0;
734                 }
735         }
736 }
737
738 float UpdateSelectedPlayer_countvalue(float v)
739 {
740         return max(0, (v - 1.0) / 0.5);
741 }
742
743 // returns: -2 if no hit, otherwise cos of the angle
744 // uses the global v_angle
745 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
746 {
747         vector so, d;
748         float c;
749
750         if(p == self)
751                 return -2;
752
753         if(p.deadflag)
754                 return -2;
755
756         so = self.origin + self.view_ofs;
757         d = p.origin - so;
758
759         // misaimed?
760         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
761                 return -2;
762
763         // now find the cos of the angle...
764         c = normalize(d) * v_forward;
765
766         if(c <= mincosangle)
767                 return -2;
768
769         // not visible in any way? forget it
770         if(!checkpvs(so, p))
771                 return -2;
772
773         traceline(so, p.origin, MOVE_NOMONSTERS, self);
774         if(trace_fraction < 1)
775                 return -2;
776
777         return c;
778 }
779
780 void ClearSelectedPlayer()
781 {
782         if(self.selected_player)
783         {
784                 centerprint_expire(self, CENTERPRIO_POINT);
785                 self.selected_player = world;
786                 self.selected_player_display_needs_update = FALSE;
787         }
788 }
789
790 void UpdateSelectedPlayer()
791 {
792         entity selected;
793         float selected_score;
794         selected = world;
795         selected_score = 0.95; // 18 degrees
796
797         if(!autocvar_sv_allow_shownames)
798                 return;
799
800         if(clienttype(self) != CLIENTTYPE_REAL)
801                 return;
802
803         if(self.cvar_cl_shownames == 0)
804                 return;
805
806         if(self.cvar_cl_shownames == 1 && !teams_matter)
807                 return;
808
809         makevectors(self.v_angle); // sets v_forward
810
811         // 1. cursor trace is always right
812         WarpZone_crosshair_trace(self);
813         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
814         {
815                 selected = trace_ent;
816         }
817         else
818         {
819                 // 2. if we don't have a cursor trace, find the player which is least
820                 //    mis-aimed at
821                 entity p;
822                 FOR_EACH_PLAYER(p)
823                 {
824                         float c;
825                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
826                         if(c >= -1)
827                         {
828                                 selected = p;
829                                 selected_score = c;
830                         }
831                 }
832         }
833
834         if(selected)
835         {
836                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
837         }
838         else
839         {
840                 if(time < self.selected_player_display_timeout)
841                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
842                                 selected = self.selected_player;
843         }
844
845         if(selected)
846         {
847                 if(selected == self.selected_player)
848                 {
849                         float save;
850                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
851                         self.selected_player_count = self.selected_player_count + frametime;
852                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
853                         {
854                                 string namestr, healthstr;
855                                 namestr = playername(selected);
856                                 if(teams_matter)
857                                 {
858                                         healthstr = ftos(floor(selected.health));
859                                         if(self.team == selected.team)
860                                         {
861                                                 namestr = strcat(namestr, " (", healthstr, "%)");
862                                                 self.selected_player_display_needs_update = TRUE;
863                                         }
864                                 }
865                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
866                         }
867                 }
868                 else
869                 {
870                         ClearSelectedPlayer();
871                         self.selected_player = selected;
872                         self.selected_player_time = time;
873                         self.selected_player_count = 0;
874                         self.selected_player_display_needs_update = FALSE;
875                 }
876         }
877         else
878         {
879                 ClearSelectedPlayer();
880         }
881
882         if(self.selected_player)
883                 self.last_selected_player = self.selected_player;
884 }
885
886 .float muted; // to be used by prvm_edictset server playernumber muted 1
887 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
888 // message "": do not say, just test flood control
889 // return value:
890 //   1 = accept
891 //   0 = reject
892 //  -1 = fake accept
893 {
894         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
895         float flood, privatemsgprefixlen;
896         var .float flood_field;
897         entity head;
898         float ret;
899
900         if(Ban_MaybeEnforceBan(source))
901                 return 0;
902
903         if(!teamsay && !privatesay)
904                 if(substring(msgin, 0, 1) == " ")
905                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
906
907         msgin = formatmessage(msgin);
908
909         if(source.classname != "player")
910                 colorstr = "^0"; // black for spectators
911         else if(teams_matter)
912                 colorstr = Team_ColorCode(source.team);
913         else
914                 teamsay = FALSE;
915
916         if(intermission_running)
917                 teamsay = FALSE;
918
919         if(msgin != "")
920                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
921
922         /*
923          * using bprint solves this... me stupid
924         // how can we prevent the message from appearing in a listen server?
925         // for now, just give "say" back and only handle say_team
926         if(!teamsay)
927         {
928                 clientcommand(self, strcat("say ", msgin));
929                 return;
930         }
931         */
932
933         if(autocvar_g_chat_teamcolors)
934                 namestr = playername(source);
935         else
936                 namestr = source.netname;
937
938         if(msgin != "")
939         {
940                 if(privatesay)
941                 {
942                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
943                         privatemsgprefixlen = strlen(msgstr);
944                         msgstr = strcat(msgstr, msgin);
945                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
946                         if(autocvar_g_chat_teamcolors)
947                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
948                         else
949                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
950                 }
951                 else if(teamsay)
952                 {
953                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
954                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
955                 }
956                 else
957                 {
958                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
959                         cmsgstr = "";
960                 }
961                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
962         }
963         else
964         {
965                 msgstr = cmsgstr = "";
966         }
967
968         fullmsgstr = msgstr;
969         fullcmsgstr = cmsgstr;
970
971         // FLOOD CONTROL
972         flood = 0;
973         if(floodcontrol)
974         {
975                 float flood_spl;
976                 float flood_burst;
977                 float flood_lmax;
978                 float lines;
979                 if(privatesay)
980                 {
981                         flood_spl = autocvar_g_chat_flood_spl_tell;
982                         flood_burst = autocvar_g_chat_flood_burst_tell;
983                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
984                         flood_field = floodcontrol_chattell;
985                 }
986                 else if(teamsay)
987                 {
988                         flood_spl = autocvar_g_chat_flood_spl_team;
989                         flood_burst = autocvar_g_chat_flood_burst_team;
990                         flood_lmax = autocvar_g_chat_flood_lmax_team;
991                         flood_field = floodcontrol_chatteam;
992                 }
993                 else
994                 {
995                         flood_spl = autocvar_g_chat_flood_spl;
996                         flood_burst = autocvar_g_chat_flood_burst;
997                         flood_lmax = autocvar_g_chat_flood_lmax;
998                         flood_field = floodcontrol_chat;
999                 }
1000                 flood_burst = max(0, flood_burst - 1);
1001                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1002
1003                 // do flood control for the default line size
1004                 if(msgstr != "")
1005                 {
1006                         getWrappedLine_remaining = msgstr;
1007                         msgstr = "";
1008                         lines = 0;
1009                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1010                         {
1011                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1012                                 ++lines;
1013                         }
1014                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1015
1016                         if(getWrappedLine_remaining != "")
1017                         {
1018                                 msgstr = strcat(msgstr, "\n");
1019                                 flood = 2;
1020                         }
1021
1022                         if(time >= source.flood_field)
1023                         {
1024                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1025                         }
1026                         else
1027                         {
1028                                 flood = 1;
1029                                 msgstr = fullmsgstr;
1030                         }
1031                 }
1032                 else
1033                 {
1034                         if(time >= source.flood_field)
1035                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1036                         else
1037                                 flood = 1;
1038                 }
1039
1040                 if (timeoutStatus == 2) //when game is paused, no flood protection
1041                         source.flood_field = flood = 0;
1042         }
1043
1044         if(flood == 2) // cannot happen for empty msgstr
1045         {
1046                 if(autocvar_g_chat_flood_notify_flooder)
1047                 {
1048                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1049                         sourcecmsgstr = "";
1050                 }
1051                 else
1052                 {
1053                         sourcemsgstr = fullmsgstr;
1054                         sourcecmsgstr = fullcmsgstr;
1055                 }
1056                 cmsgstr = "";
1057         }
1058         else
1059         {
1060                 sourcemsgstr = msgstr;
1061                 sourcecmsgstr = cmsgstr;
1062         }
1063
1064         if(!privatesay)
1065         if(source.classname != "player")
1066         {
1067                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1068                         teamsay = -1; // spectators
1069         }
1070
1071         if(flood)
1072                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1073
1074         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1075         if(privatesay)
1076                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1077
1078         if(source.muted)
1079         {
1080                 // always fake the message
1081                 ret = -1;
1082         }
1083         else if(flood == 1)
1084         {
1085                 if(autocvar_g_chat_flood_notify_flooder)
1086                 {
1087                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1088                         ret = 0;
1089                 }
1090                 else
1091                         ret = -1;
1092         }
1093         else
1094         {
1095                 ret = 1;
1096         }
1097
1098         if(sourcemsgstr != "" && ret != 0)
1099         {
1100                 if(ret < 0) // fake
1101                 {
1102                         sprint(source, sourcemsgstr);
1103                         if(sourcecmsgstr != "" && !privatesay)
1104                                 centerprint(source, sourcecmsgstr);
1105                 }
1106                 else if(privatesay)
1107                 {
1108                         sprint(source, sourcemsgstr);
1109                         sprint(privatesay, msgstr);
1110                         if(cmsgstr != "")
1111                                 centerprint(privatesay, cmsgstr);
1112                 }
1113                 else if(teamsay > 0)
1114                 {
1115                         sprint(source, sourcemsgstr);
1116                         if(sourcecmsgstr != "")
1117                                 centerprint(source, sourcecmsgstr);
1118                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1119                                 if(head != source)
1120                                 {
1121                                         sprint(head, msgstr);
1122                                         if(cmsgstr != "")
1123                                                 centerprint(head, cmsgstr);
1124                                 }
1125                 }
1126                 else if(teamsay < 0)
1127                 {
1128                         sprint(source, sourcemsgstr);
1129                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1130                                 if(head != source)
1131                                         sprint(head, msgstr);
1132                 }
1133                 else if(sourcemsgstr != msgstr)
1134                 {
1135                         sprint(source, sourcemsgstr);
1136                         FOR_EACH_REALCLIENT(head)
1137                                 if(head != source)
1138                                         sprint(head, msgstr);
1139                 }
1140                 else
1141                         bprint(msgstr);
1142         }
1143
1144         return ret;
1145 }
1146
1147 float GetVoiceMessageVoiceType(string type)
1148 {
1149         if(type == "taunt")
1150                 return VOICETYPE_TAUNT;
1151         if(type == "teamshoot")
1152                 return VOICETYPE_LASTATTACKER;
1153         return VOICETYPE_TEAMRADIO;
1154 }
1155
1156 string allvoicesamples;
1157 .string GetVoiceMessageSampleField(string type)
1158 {
1159         GetPlayerSoundSampleField_notFound = 0;
1160         switch(type)
1161         {
1162 #define _VOICEMSG(m) case #m: return playersound_##m;
1163                 ALLVOICEMSGS
1164 #undef _VOICEMSG
1165         }
1166         GetPlayerSoundSampleField_notFound = 1;
1167         return playersound_taunt;
1168 }
1169
1170 .string GetPlayerSoundSampleField(string type)
1171 {
1172         GetPlayerSoundSampleField_notFound = 0;
1173         switch(type)
1174         {
1175 #define _VOICEMSG(m) case #m: return playersound_##m;
1176                 ALLPLAYERSOUNDS
1177 #undef _VOICEMSG
1178         }
1179         GetPlayerSoundSampleField_notFound = 1;
1180         return playersound_taunt;
1181 }
1182
1183 void PrecacheGlobalSound(string samplestring)
1184 {
1185         float n, i;
1186         tokenize_console(samplestring);
1187         n = stof(argv(1));
1188         if(n > 0)
1189         {
1190                 for(i = 1; i <= n; ++i)
1191                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1192         }
1193         else
1194         {
1195                 precache_sound(strcat(argv(0), ".wav"));
1196         }
1197 }
1198
1199 void PrecachePlayerSounds(string f)
1200 {
1201         float fh;
1202         string s;
1203         fh = fopen(f, FILE_READ);
1204         if(fh < 0)
1205                 return;
1206         while((s = fgets(fh)))
1207         {
1208                 if(tokenize_console(s) != 3)
1209                 {
1210                         dprint("Invalid sound info line: ", s, "\n");
1211                         continue;
1212                 }
1213                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1214         }
1215         fclose(fh);
1216
1217         if not(allvoicesamples)
1218         {
1219 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1220                 ALLVOICEMSGS
1221 #undef _VOICEMSG
1222                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1223         }
1224 }
1225
1226 void ClearPlayerSounds()
1227 {
1228 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1229         ALLPLAYERSOUNDS
1230         ALLVOICEMSGS
1231 #undef _VOICEMSG
1232 }
1233
1234 float LoadPlayerSounds(string f, float first)
1235 {
1236         float fh;
1237         string s;
1238         var .string field;
1239         fh = fopen(f, FILE_READ);
1240         if(fh < 0)
1241         {
1242                 dprint("Player sound file not found: ", f, "\n");
1243                 return 0;
1244         }
1245         while((s = fgets(fh)))
1246         {
1247                 if(tokenize_console(s) != 3)
1248                         continue;
1249                 field = GetPlayerSoundSampleField(argv(0));
1250                 if(GetPlayerSoundSampleField_notFound)
1251                         field = GetVoiceMessageSampleField(argv(0));
1252                 if(GetPlayerSoundSampleField_notFound)
1253                         continue;
1254                 if(self.field)
1255                         strunzone(self.field);
1256                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1257         }
1258         fclose(fh);
1259         return 1;
1260 }
1261
1262 .float modelindex_for_playersound;
1263 .float skinindex_for_playersound;
1264 void UpdatePlayerSounds()
1265 {
1266         if(self.modelindex == self.modelindex_for_playersound)
1267         if(self.skinindex == self.skinindex_for_playersound)
1268                 return;
1269         self.modelindex_for_playersound = self.modelindex;
1270         self.skinindex_for_playersound = self.skinindex;
1271         ClearPlayerSounds();
1272         LoadPlayerSounds("sound/player/default.sounds", 1);
1273         if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1274                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1275 }
1276
1277 void FakeGlobalSound(string sample, float chan, float voicetype)
1278 {
1279         float n;
1280         float tauntrand;
1281
1282         if(sample == "")
1283                 return;
1284
1285         tokenize_console(sample);
1286         n = stof(argv(1));
1287         if(n > 0)
1288                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1289         else
1290                 sample = strcat(argv(0), ".wav"); // randomization
1291
1292         switch(voicetype)
1293         {
1294                 case VOICETYPE_LASTATTACKER_ONLY:
1295                         break;
1296                 case VOICETYPE_LASTATTACKER:
1297                         if(self.pusher)
1298                         {
1299                                 msg_entity = self;
1300                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1301                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1302                         }
1303                         break;
1304                 case VOICETYPE_TEAMRADIO:
1305                         msg_entity = self;
1306                         if(msg_entity.cvar_cl_voice_directional == 1)
1307                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1308                         else
1309                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1310                         break;
1311                 case VOICETYPE_AUTOTAUNT:
1312                         if(!sv_autotaunt)
1313                                 break;
1314                         if(!sv_taunt)
1315                                 break;
1316                         if(sv_gentle)
1317                                 break;
1318                         tauntrand = random();
1319                         msg_entity = self;
1320                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1321                         {
1322                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1323                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1324                                 else
1325                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1326                         }
1327                         break;
1328                 case VOICETYPE_TAUNT:
1329                         if(self.classname == "player")
1330                                 if(self.deadflag == DEAD_NO)
1331                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1332                         if(!sv_taunt)
1333                                 break;
1334                         if(sv_gentle)
1335                                 break;
1336                         msg_entity = self;
1337                         if (msg_entity.cvar_cl_voice_directional >= 1)
1338                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1339                         else
1340                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1341                         break;
1342                 case VOICETYPE_PLAYERSOUND:
1343                         msg_entity = self;
1344                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1345                         break;
1346                 default:
1347                         backtrace("Invalid voice type!");
1348                         break;
1349         }
1350 }
1351
1352 void GlobalSound(string sample, float chan, float voicetype)
1353 {
1354         float n;
1355         float tauntrand;
1356
1357         if(sample == "")
1358                 return;
1359
1360         tokenize_console(sample);
1361         n = stof(argv(1));
1362         if(n > 0)
1363                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1364         else
1365                 sample = strcat(argv(0), ".wav"); // randomization
1366
1367         switch(voicetype)
1368         {
1369                 case VOICETYPE_LASTATTACKER_ONLY:
1370                         if(self.pusher)
1371                         {
1372                                 msg_entity = self.pusher;
1373                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1374                                 {
1375                                         if(msg_entity.cvar_cl_voice_directional == 1)
1376                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1377                                         else
1378                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1379                                 }
1380                         }
1381                         break;
1382                 case VOICETYPE_LASTATTACKER:
1383                         if(self.pusher)
1384                         {
1385                                 msg_entity = self.pusher;
1386                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1387                                 {
1388                                         if(msg_entity.cvar_cl_voice_directional == 1)
1389                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1390                                         else
1391                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1392                                 }
1393                                 msg_entity = self;
1394                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1395                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1396                         }
1397                         break;
1398                 case VOICETYPE_TEAMRADIO:
1399                         FOR_EACH_REALCLIENT(msg_entity)
1400                                 if(!teams_matter || msg_entity.team == self.team)
1401                                 {
1402                                         if(msg_entity.cvar_cl_voice_directional == 1)
1403                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1404                                         else
1405                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1406                                 }
1407                         break;
1408                 case VOICETYPE_AUTOTAUNT:
1409                         if(!sv_autotaunt)
1410                                 break;
1411                         if(!sv_taunt)
1412                                 break;
1413                         if(sv_gentle)
1414                                 break;
1415                         tauntrand = random();
1416                         FOR_EACH_REALCLIENT(msg_entity)
1417                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1418                                 {
1419                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1420                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1421                                         else
1422                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1423                                 }
1424                         break;
1425                 case VOICETYPE_TAUNT:
1426                         if(self.classname == "player")
1427                                 if(self.deadflag == DEAD_NO)
1428                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1429                         if(!sv_taunt)
1430                                 break;
1431                         if(sv_gentle)
1432                                 break;
1433                         FOR_EACH_REALCLIENT(msg_entity)
1434                         {
1435                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1436                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1437                                 else
1438                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1439                         }
1440                         break;
1441                 case VOICETYPE_PLAYERSOUND:
1442                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1443                         break;
1444                 default:
1445                         backtrace("Invalid voice type!");
1446                         break;
1447         }
1448 }
1449
1450 void PlayerSound(.string samplefield, float chan, float voicetype)
1451 {
1452         GlobalSound(self.samplefield, chan, voicetype);
1453 }
1454
1455 void VoiceMessage(string type, string msg)
1456 {
1457         var .string sample;
1458         float voicetype, ownteam;
1459         float flood;
1460         sample = GetVoiceMessageSampleField(type);
1461
1462         if(GetPlayerSoundSampleField_notFound)
1463         {
1464                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1465                 return;
1466         }
1467
1468         voicetype = GetVoiceMessageVoiceType(type);
1469         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1470
1471         flood = Say(self, ownteam, world, msg, 1);
1472
1473         if (flood > 0)
1474                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1475         else if (flood < 0)
1476                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1477 }
1478
1479 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1480 {
1481 //      show_message
1482 //      0 (00) automove centerprint, admin message
1483 //      1 (01) automove centerprint, no admin message
1484 //      2 (10) no centerprint, admin message
1485 //      3 (11) no centerprint, no admin message
1486
1487         float lockteams_backup;
1488
1489         lockteams_backup = lockteams;  // backup any team lock
1490
1491         lockteams = 0;  // disable locked teams
1492
1493         TeamchangeFrags(client);  // move the players frags
1494         SetPlayerColors(client, team_colour - 1);  // set the players colour
1495         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1496
1497         lockteams = lockteams_backup;  // restore the team lock
1498
1499         LogTeamchange(client.playerid, client.team, type);
1500
1501         if not(show_message & 1) // admin message
1502                 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
1503
1504         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1505 }