1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(autocvar_sv_weaponstats_killfile != "" || autocvar_sv_weaponstats_damagefile != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
13 void WeaponStats_Shutdown()
18 if(weaponstats_buffer < 0)
20 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
21 if(autocvar_sv_weaponstats_killfile != "")
23 fh = fopen(autocvar_sv_weaponstats_killfile, FILE_APPEND);
26 fputs(fh, "#begin killfile\n");
27 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
32 idx = WEAPONSTATS_GETINDEX(i, j);
33 f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
35 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
37 fputs(fh, "#end\n\n");
39 print("Weapon kill stats written\n");
42 if(autocvar_sv_weaponstats_damagefile != "")
44 fh = fopen(autocvar_sv_weaponstats_damagefile, FILE_APPEND);
47 fputs(fh, "#begin damagefile\n");
48 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
53 idx = WEAPONSTATS_GETINDEX(i, j);
54 f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
56 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
58 fputs(fh, "#end\n\n");
60 print("Weapon damage stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
70 if(weaponstats_buffer < 0)
72 if(awep < WEP_FIRST || vwep < WEP_FIRST)
74 if(awep > WEP_LAST || vwep > WEP_LAST)
76 idx = WEAPONSTATS_GETINDEX(awep,vwep);
77 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
82 error("negative damage?");
83 WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
85 void WeaponStats_LogKill(float awep, float vwep)
87 WeaponStats_LogItem(awep, vwep, '0 1 0');
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
104 void CopyBody(float keepvelocity)
106 local entity oldself;
107 if (self.effects & EF_NODRAW)
111 self.enemy = oldself;
112 self.lip = oldself.lip;
113 self.colormap = oldself.colormap;
114 self.glowmod = oldself.glowmod;
115 self.iscreature = oldself.iscreature;
116 self.angles = oldself.angles;
117 self.avelocity = oldself.avelocity;
118 self.classname = "body";
119 self.damageforcescale = oldself.damageforcescale;
120 self.effects = oldself.effects;
121 self.event_damage = oldself.event_damage;
122 self.animstate_startframe = oldself.animstate_startframe;
123 self.animstate_numframes = oldself.animstate_numframes;
124 self.animstate_framerate = oldself.animstate_framerate;
125 self.animstate_starttime = oldself.animstate_starttime;
126 self.animstate_endtime = oldself.animstate_endtime;
127 self.animstate_override = oldself.animstate_override;
128 self.animstate_looping = oldself.animstate_looping;
129 self.frame = oldself.frame;
130 self.dead_frame = oldself.dead_frame;
131 self.pain_finished = oldself.pain_finished;
132 self.health = oldself.health;
133 self.armorvalue = oldself.armorvalue;
134 self.armortype = oldself.armortype;
135 self.model = oldself.model;
136 self.modelindex = oldself.modelindex;
137 self.modelindex_lod0 = oldself.modelindex_lod0;
138 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
139 self.modelindex_lod1 = oldself.modelindex_lod1;
140 self.modelindex_lod2 = oldself.modelindex_lod2;
141 self.skinindex = oldself.skinindex;
142 self.species = oldself.species;
143 self.movetype = oldself.movetype;
144 self.nextthink = oldself.nextthink;
145 self.solid = oldself.solid;
146 self.ballistics_density = oldself.ballistics_density;
147 self.takedamage = oldself.takedamage;
148 self.think = oldself.think;
149 self.customizeentityforclient = oldself.customizeentityforclient;
150 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
151 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
152 if (keepvelocity == 1)
153 self.velocity = oldself.velocity;
154 self.oldvelocity = self.velocity;
155 self.fade_time = oldself.fade_time;
156 self.fade_rate = oldself.fade_rate;
157 //self.weapon = oldself.weapon;
158 setorigin(self, oldself.origin);
159 setsize(self, oldself.mins, oldself.maxs);
160 self.prevorigin = oldself.origin;
161 self.reset = SUB_Remove;
163 Drag_MoveDrag(oldself, self);
168 float player_getspecies()
171 get_model_parameters(self.model, self.skinindex);
172 s = get_model_parameters_species;
173 get_model_parameters(string_null, 0);
175 return SPECIES_HUMAN;
179 void player_setupanimsformodel()
181 local string animfilename;
182 local float animfile;
183 // defaults for legacy .zym models without animinfo files
184 self.anim_die1 = '0 1 0.5'; // 2 seconds
185 self.anim_die2 = '1 1 0.5'; // 2 seconds
186 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
187 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
188 self.anim_duckwalk = '4 1 1';
189 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
190 self.anim_duckidle = '6 1 1';
191 self.anim_idle = '7 1 1';
192 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
193 self.anim_pain1 = '9 1 2'; // 0.5 seconds
194 self.anim_pain2 = '10 1 2'; // 0.5 seconds
195 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
196 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
197 self.anim_run = '13 1 1';
198 self.anim_runbackwards = '14 1 1';
199 self.anim_strafeleft = '15 1 1';
200 self.anim_straferight = '16 1 1';
201 self.anim_dead1 = '17 1 1';
202 self.anim_dead2 = '18 1 1';
203 self.anim_forwardright = '19 1 1';
204 self.anim_forwardleft = '20 1 1';
205 self.anim_backright = '21 1 1';
206 self.anim_backleft = '22 1 1';
207 animparseerror = FALSE;
208 animfilename = strcat(self.model, ".animinfo");
209 animfile = fopen(animfilename, FILE_READ);
212 self.anim_die1 = animparseline(animfile);
213 self.anim_die2 = animparseline(animfile);
214 self.anim_draw = animparseline(animfile);
215 self.anim_duck = animparseline(animfile);
216 self.anim_duckwalk = animparseline(animfile);
217 self.anim_duckjump = animparseline(animfile);
218 self.anim_duckidle = animparseline(animfile);
219 self.anim_idle = animparseline(animfile);
220 self.anim_jump = animparseline(animfile);
221 self.anim_pain1 = animparseline(animfile);
222 self.anim_pain2 = animparseline(animfile);
223 self.anim_shoot = animparseline(animfile);
224 self.anim_taunt = animparseline(animfile);
225 self.anim_run = animparseline(animfile);
226 self.anim_runbackwards = animparseline(animfile);
227 self.anim_strafeleft = animparseline(animfile);
228 self.anim_straferight = animparseline(animfile);
229 self.anim_forwardright = animparseline(animfile);
230 self.anim_forwardleft = animparseline(animfile);
231 self.anim_backright = animparseline(animfile);
232 self.anim_backleft = animparseline(animfile);
236 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
237 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
240 print("Parse error in ", animfilename, ", some player animations are broken\n");
243 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
244 // reset animstate now
245 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
248 void player_anim (void)
251 if (self.weaponentity)
252 updateanim(self.weaponentity);
254 if (self.deadflag != DEAD_NO)
256 if (time > self.animstate_endtime)
261 setsize(self, self.mins, self.maxs);
263 self.frame = self.dead_frame;
268 if (!self.animstate_override)
270 if (!(self.flags & FL_ONGROUND))
273 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
275 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
276 self.restart_jump = FALSE;
278 else if (self.crouch)
280 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
281 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
283 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
285 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
287 if (self.movement_x > 0 && self.movement_y == 0)
288 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289 else if (self.movement_x < 0 && self.movement_y == 0)
290 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
291 else if (self.movement_x == 0 && self.movement_y > 0)
292 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
293 else if (self.movement_x == 0 && self.movement_y < 0)
294 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
295 else if (self.movement_x > 0 && self.movement_y > 0)
296 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
297 else if (self.movement_x > 0 && self.movement_y < 0)
298 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
299 else if (self.movement_x < 0 && self.movement_y > 0)
300 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
301 else if (self.movement_x < 0 && self.movement_y < 0)
302 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
304 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
307 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
310 if (self.weaponentity)
311 if (!self.weaponentity.animstate_override)
312 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
315 void SpawnThrownWeapon (vector org, float w)
318 if(self.ammo_cells <= 0)
324 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
326 if(self.weapons & W_WeaponBit(j))
327 if(W_IsWeaponThrowable(j))
328 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
333 if(W_IsWeaponThrowable(self.weapon))
334 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
338 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
340 local float take, save;
342 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
344 // damage resistance (ignore most of the damage from a bullet or similar)
345 damage = max(damage - 5, 1);
347 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
351 if(sound_allowed(MSG_BROADCAST, attacker))
354 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
356 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
358 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
362 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
364 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
366 if (!(self.flags & FL_GODMODE))
368 self.armorvalue = self.armorvalue - save;
369 self.health = self.health - take;
370 // pause regeneration for 5 seconds
371 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
373 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
374 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
375 self.dmg_inflictor = inflictor;
377 if (self.health <= -100 && self.modelindex != 0)
379 // don't use any animations as a gib
382 // view just above the floor
383 self.view_ofs = '0 0 4';
385 Violence_GibSplash(self, 1, 1, attacker);
386 self.modelindex = 0; // restore later
387 self.solid = SOLID_NOT; // restore later
391 void ClientKill_Now_TeamChange();
392 void freezetag_CheckWinner();
394 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
396 local float take, save, waves, sdelay, dh, da, j;
398 float valid_damage_for_weaponstats;
401 if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
404 dh = max(self.health, 0);
405 da = max(self.armorvalue, 0);
407 if(!DEATH_ISSPECIAL(deathtype))
409 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
411 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
414 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
416 // tuba causes blood to come out of the ears
421 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
423 makevectors(self.angles);
424 ear1 += v_right * -10;
425 ear2 += v_right * +10;
426 d = inflictor.origin - self.origin;
427 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
428 force = v_right * vlen(force);
429 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
430 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
439 // force is already good
443 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
447 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
457 frag_inflictor = inflictor;
458 frag_attacker = attacker;
462 damage_force = force;
463 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
464 take = bound(0, damage_take, self.health);
465 save = bound(0, damage_save, self.armorvalue);
466 excess = max(0, damage - take - save);
468 if(sound_allowed(MSG_BROADCAST, attacker))
471 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
473 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
475 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
479 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
481 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
483 if (time >= self.spawnshieldtime)
485 if (!(self.flags & FL_GODMODE))
487 self.armorvalue = self.armorvalue - save;
488 self.health = self.health - take;
489 // pause regeneration for 5 seconds
490 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
492 if (time > self.pain_finished) //Don't switch pain sequences like crazy
494 self.pain_finished = time + 0.5; //Supajoe
497 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
500 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
502 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
505 if(sound_allowed(MSG_BROADCAST, attacker))
506 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
508 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
510 if(deathtype == DEATH_FALL)
511 PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
512 else if(self.health > 75) // TODO make a "gentle" version?
513 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
514 else if(self.health > 50)
515 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
516 else if(self.health > 25)
517 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
519 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
523 // throw off bot aim temporarily
525 shake = damage * 5 / (bound(0,skill,100) + 1);
526 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
527 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
531 self.max_armorvalue += (save + take);
533 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
534 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
535 self.dmg_inflictor = inflictor;
539 // don't reset pushltime for self damage as it may be an attempt to
540 // escape a lava pit or similar
541 //self.pushltime = 0;
543 else if(attacker.classname == "player" || attacker.classname == "gib")
545 self.pusher = attacker;
546 self.pushltime = time + autocvar_g_maxpushtime;
548 else if(time < self.pushltime)
550 attacker = self.pusher;
551 self.pushltime = max(self.pushltime, time + 0.6);
556 valid_damage_for_weaponstats = 0;
557 if(clienttype(self) == CLIENTTYPE_REAL)
558 if(clienttype(attacker) == CLIENTTYPE_REAL)
560 if(!DEATH_ISSPECIAL(deathtype))
561 if(IsDifferentTeam(self, attacker))
562 valid_damage_for_weaponstats = 1;
564 if(valid_damage_for_weaponstats)
566 dh = dh - max(self.health, 0);
567 da = da - max(self.armorvalue, 0);
568 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
573 float defer_ClientKill_Now_TeamChange;
574 defer_ClientKill_Now_TeamChange = FALSE;
578 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
582 if(valid_damage_for_weaponstats)
583 WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
585 if(sv_gentle < 1) // TODO make a "gentle" version?
586 if(sound_allowed(MSG_BROADCAST, attacker))
588 if(deathtype == DEATH_DROWN)
589 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
591 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
594 // get rid of kill indicator
595 if(self.killindicator)
597 remove(self.killindicator);
598 self.killindicator = world;
599 if(self.killindicator_teamchange)
600 defer_ClientKill_Now_TeamChange = TRUE;
602 if(self.classname == "body")
603 if(deathtype == DEATH_KILL)
605 // for the lemmings fans, a small harmless explosion
606 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
612 // become fully visible
614 // clear selected player display
615 ClearSelectedPlayer();
617 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
620 // print an obituary message
621 Obituary (attacker, inflictor, self, deathtype);
625 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
628 count_alive_players(); // re-count players
629 freezetag_CheckWinner();
633 frag_attacker = attacker;
634 frag_inflictor = inflictor;
636 MUTATOR_CALLHOOK(PlayerDies);
640 if(attacker.classname != "player" && attacker.classname != "gib")
641 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
642 else if(attacker.team == self.team)
643 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
645 DropFlag(self.flagcarried, world, attacker);
647 if(self.ballcarried && g_nexball)
648 DropBall(self.ballcarried, self.origin, self.velocity);
649 Portal_ClearAllLater(self);
651 if(clienttype(self) == CLIENTTYPE_REAL)
653 stuffcmd(self, "-zoom\n");
654 self.fixangle = TRUE;
656 //WriteByte (MSG_ONE, SVC_SETANGLE);
657 //WriteAngle (MSG_ONE, self.v_angle_x);
658 //WriteAngle (MSG_ONE, self.v_angle_y);
659 //WriteAngle (MSG_ONE, 80);
662 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
663 ClientKill_Now_TeamChange();
666 Spawnqueue_Unmark(self);
671 // when we get here, player actually dies
672 // clear waypoints (do this AFTER FreezeTag)
673 WaypointSprite_PlayerDead();
675 // make the corpse upright (not tilted)
679 self.avelocity = '0 0 0';
680 // view from the floor
681 self.view_ofs = '0 0 -8';
683 self.movetype = MOVETYPE_TOSS;
685 self.solid = SOLID_CORPSE;
686 self.ballistics_density = autocvar_g_ballistics_density_corpse;
687 // don't stick to the floor
688 self.flags &~= FL_ONGROUND;
690 self.deadflag = DEAD_DYING;
691 // when to allow respawn
694 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
698 sdelay = 0; // no respawn delay in CTS
700 sdelay = autocvar_g_respawn_delay;
702 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
704 waves = autocvar_g_respawn_waves;
706 self.death_time = ceil((time + sdelay) / waves) * waves;
708 self.death_time = time + sdelay;
709 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
710 self.respawn_countdown = 10; // first number to count down from is 10
712 self.respawn_countdown = -1; // do not count down
715 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
716 self.dead_frame = self.anim_dead1_x;
720 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
721 self.dead_frame = self.anim_dead2_x;
723 // set damage function to corpse damage
724 self.event_damage = PlayerCorpseDamage;
725 // call the corpse damage function just in case it wants to gib
726 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
727 // set up to fade out later
728 SUB_SetFade (self, time + 6 + random (), 1);
730 if(sv_gentle > 0 || autocvar_ekg) {
732 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
735 // reset fields the weapons may use just in case
736 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
738 weapon_action(j, WR_RESETPLAYER);
739 ATTACK_FINISHED_FOR(self, j) = 0;
744 float UpdateSelectedPlayer_countvalue(float v)
746 return max(0, (v - 1.0) / 0.5);
749 // returns: -2 if no hit, otherwise cos of the angle
750 // uses the global v_angle
751 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
762 so = self.origin + self.view_ofs;
766 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
769 // now find the cos of the angle...
770 c = normalize(d) * v_forward;
775 // not visible in any way? forget it
779 traceline(so, p.origin, MOVE_NOMONSTERS, self);
780 if(trace_fraction < 1)
786 void ClearSelectedPlayer()
788 if(self.selected_player)
790 centerprint_expire(self, CENTERPRIO_POINT);
791 self.selected_player = world;
792 self.selected_player_display_needs_update = FALSE;
796 void UpdateSelectedPlayer()
799 float selected_score;
801 selected_score = 0.95; // 18 degrees
803 if(!autocvar_sv_allow_shownames)
806 if(clienttype(self) != CLIENTTYPE_REAL)
809 if(self.cvar_cl_shownames == 0)
812 if(self.cvar_cl_shownames == 1 && !teams_matter)
815 makevectors(self.v_angle); // sets v_forward
817 // 1. cursor trace is always right
818 WarpZone_crosshair_trace(self);
819 if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
821 selected = trace_ent;
825 // 2. if we don't have a cursor trace, find the player which is least
831 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
842 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
846 if(time < self.selected_player_display_timeout)
847 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
848 selected = self.selected_player;
853 if(selected == self.selected_player)
856 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
857 self.selected_player_count = self.selected_player_count + frametime;
858 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
860 string namestr, healthstr;
861 namestr = playername(selected);
864 healthstr = ftos(floor(selected.health));
865 if(self.team == selected.team)
867 namestr = strcat(namestr, " (", healthstr, "%)");
868 self.selected_player_display_needs_update = TRUE;
871 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
876 ClearSelectedPlayer();
877 self.selected_player = selected;
878 self.selected_player_time = time;
879 self.selected_player_count = 0;
880 self.selected_player_display_needs_update = FALSE;
885 ClearSelectedPlayer();
888 if(self.selected_player)
889 self.last_selected_player = self.selected_player;
892 .float muted; // to be used by prvm_edictset server playernumber muted 1
893 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
894 // message "": do not say, just test flood control
900 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
901 float flood, privatemsgprefixlen;
902 var .float flood_field;
906 if(Ban_MaybeEnforceBan(source))
909 if(!teamsay && !privatesay)
910 if(substring(msgin, 0, 1) == " ")
911 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
913 msgin = formatmessage(msgin);
915 if(source.classname != "player")
916 colorstr = "^0"; // black for spectators
917 else if(teams_matter)
918 colorstr = Team_ColorCode(source.team);
922 if(intermission_running)
926 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
929 * using bprint solves this... me stupid
930 // how can we prevent the message from appearing in a listen server?
931 // for now, just give "say" back and only handle say_team
934 clientcommand(self, strcat("say ", msgin));
939 if(autocvar_g_chat_teamcolors)
940 namestr = playername(source);
942 namestr = source.netname;
948 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
949 privatemsgprefixlen = strlen(msgstr);
950 msgstr = strcat(msgstr, msgin);
951 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
952 if(autocvar_g_chat_teamcolors)
953 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
955 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
959 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
960 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
964 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
967 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
971 msgstr = cmsgstr = "";
975 fullcmsgstr = cmsgstr;
987 flood_spl = autocvar_g_chat_flood_spl_tell;
988 flood_burst = autocvar_g_chat_flood_burst_tell;
989 flood_lmax = autocvar_g_chat_flood_lmax_tell;
990 flood_field = floodcontrol_chattell;
994 flood_spl = autocvar_g_chat_flood_spl_team;
995 flood_burst = autocvar_g_chat_flood_burst_team;
996 flood_lmax = autocvar_g_chat_flood_lmax_team;
997 flood_field = floodcontrol_chatteam;
1001 flood_spl = autocvar_g_chat_flood_spl;
1002 flood_burst = autocvar_g_chat_flood_burst;
1003 flood_lmax = autocvar_g_chat_flood_lmax;
1004 flood_field = floodcontrol_chat;
1006 flood_burst = max(0, flood_burst - 1);
1007 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1009 // do flood control for the default line size
1012 getWrappedLine_remaining = msgstr;
1015 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1017 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1020 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1022 if(getWrappedLine_remaining != "")
1024 msgstr = strcat(msgstr, "\n");
1028 if(time >= source.flood_field)
1030 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1035 msgstr = fullmsgstr;
1040 if(time >= source.flood_field)
1041 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1046 if (timeoutStatus == 2) //when game is paused, no flood protection
1047 source.flood_field = flood = 0;
1050 if(flood == 2) // cannot happen for empty msgstr
1052 if(autocvar_g_chat_flood_notify_flooder)
1054 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1059 sourcemsgstr = fullmsgstr;
1060 sourcecmsgstr = fullcmsgstr;
1066 sourcemsgstr = msgstr;
1067 sourcecmsgstr = cmsgstr;
1071 if(source.classname != "player")
1073 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1074 teamsay = -1; // spectators
1078 print("NOTE: ", playername(source), "^7 is flooding.\n");
1080 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1082 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1086 // always fake the message
1091 if(autocvar_g_chat_flood_notify_flooder)
1093 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1104 if(sourcemsgstr != "" && ret != 0)
1108 sprint(source, sourcemsgstr);
1109 if(sourcecmsgstr != "" && !privatesay)
1110 centerprint(source, sourcecmsgstr);
1114 sprint(source, sourcemsgstr);
1115 sprint(privatesay, msgstr);
1117 centerprint(privatesay, cmsgstr);
1119 else if(teamsay > 0)
1121 sprint(source, sourcemsgstr);
1122 if(sourcecmsgstr != "")
1123 centerprint(source, sourcecmsgstr);
1124 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1127 sprint(head, msgstr);
1129 centerprint(head, cmsgstr);
1132 else if(teamsay < 0)
1134 sprint(source, sourcemsgstr);
1135 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1137 sprint(head, msgstr);
1139 else if(sourcemsgstr != msgstr)
1141 sprint(source, sourcemsgstr);
1142 FOR_EACH_REALCLIENT(head)
1144 sprint(head, msgstr);
1153 float GetVoiceMessageVoiceType(string type)
1156 return VOICETYPE_TAUNT;
1157 if(type == "teamshoot")
1158 return VOICETYPE_LASTATTACKER;
1159 return VOICETYPE_TEAMRADIO;
1162 string allvoicesamples;
1163 .string GetVoiceMessageSampleField(string type)
1165 GetPlayerSoundSampleField_notFound = 0;
1168 #define _VOICEMSG(m) case #m: return playersound_##m;
1172 GetPlayerSoundSampleField_notFound = 1;
1173 return playersound_taunt;
1176 .string GetPlayerSoundSampleField(string type)
1178 GetPlayerSoundSampleField_notFound = 0;
1181 #define _VOICEMSG(m) case #m: return playersound_##m;
1185 GetPlayerSoundSampleField_notFound = 1;
1186 return playersound_taunt;
1189 void PrecacheGlobalSound(string samplestring)
1192 tokenize_console(samplestring);
1196 for(i = 1; i <= n; ++i)
1197 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1201 precache_sound(strcat(argv(0), ".wav"));
1205 void PrecachePlayerSounds(string f)
1209 fh = fopen(f, FILE_READ);
1212 while((s = fgets(fh)))
1214 if(tokenize_console(s) != 3)
1216 dprint("Invalid sound info line: ", s, "\n");
1219 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1223 if not(allvoicesamples)
1225 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1228 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1232 void ClearPlayerSounds()
1234 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1240 float LoadPlayerSounds(string f, float first)
1245 fh = fopen(f, FILE_READ);
1248 dprint("Player sound file not found: ", f, "\n");
1251 while((s = fgets(fh)))
1253 if(tokenize_console(s) != 3)
1255 field = GetPlayerSoundSampleField(argv(0));
1256 if(GetPlayerSoundSampleField_notFound)
1257 field = GetVoiceMessageSampleField(argv(0));
1258 if(GetPlayerSoundSampleField_notFound)
1261 strunzone(self.field);
1262 self.field = strzone(strcat(argv(1), " ", argv(2)));
1268 .float modelindex_for_playersound;
1269 .float skinindex_for_playersound;
1270 void UpdatePlayerSounds()
1272 if(self.modelindex == self.modelindex_for_playersound)
1273 if(self.skinindex == self.skinindex_for_playersound)
1275 self.modelindex_for_playersound = self.modelindex;
1276 self.skinindex_for_playersound = self.skinindex;
1277 ClearPlayerSounds();
1278 LoadPlayerSounds("sound/player/default.sounds", 1);
1279 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1280 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1283 void FakeGlobalSound(string sample, float chan, float voicetype)
1291 tokenize_console(sample);
1294 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1296 sample = strcat(argv(0), ".wav"); // randomization
1300 case VOICETYPE_LASTATTACKER_ONLY:
1302 case VOICETYPE_LASTATTACKER:
1306 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1307 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1310 case VOICETYPE_TEAMRADIO:
1312 if(msg_entity.cvar_cl_voice_directional == 1)
1313 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1315 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1317 case VOICETYPE_AUTOTAUNT:
1324 tauntrand = random();
1326 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1328 if (msg_entity.cvar_cl_voice_directional >= 1)
1329 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1331 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1334 case VOICETYPE_TAUNT:
1335 if(self.classname == "player")
1336 if(self.deadflag == DEAD_NO)
1337 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1343 if (msg_entity.cvar_cl_voice_directional >= 1)
1344 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1346 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1348 case VOICETYPE_PLAYERSOUND:
1350 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1353 backtrace("Invalid voice type!");
1358 void GlobalSound(string sample, float chan, float voicetype)
1366 tokenize_console(sample);
1369 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1371 sample = strcat(argv(0), ".wav"); // randomization
1375 case VOICETYPE_LASTATTACKER_ONLY:
1378 msg_entity = self.pusher;
1379 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1381 if(msg_entity.cvar_cl_voice_directional == 1)
1382 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1384 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1388 case VOICETYPE_LASTATTACKER:
1391 msg_entity = self.pusher;
1392 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1394 if(msg_entity.cvar_cl_voice_directional == 1)
1395 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1397 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1400 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1401 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1404 case VOICETYPE_TEAMRADIO:
1405 FOR_EACH_REALCLIENT(msg_entity)
1406 if(!teams_matter || msg_entity.team == self.team)
1408 if(msg_entity.cvar_cl_voice_directional == 1)
1409 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1411 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1414 case VOICETYPE_AUTOTAUNT:
1421 tauntrand = random();
1422 FOR_EACH_REALCLIENT(msg_entity)
1423 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1425 if (msg_entity.cvar_cl_voice_directional >= 1)
1426 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1428 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1431 case VOICETYPE_TAUNT:
1432 if(self.classname == "player")
1433 if(self.deadflag == DEAD_NO)
1434 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1439 FOR_EACH_REALCLIENT(msg_entity)
1441 if (msg_entity.cvar_cl_voice_directional >= 1)
1442 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1444 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1447 case VOICETYPE_PLAYERSOUND:
1448 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1451 backtrace("Invalid voice type!");
1456 void PlayerSound(.string samplefield, float chan, float voicetype)
1458 GlobalSound(self.samplefield, chan, voicetype);
1461 void VoiceMessage(string type, string msg)
1464 float voicetype, ownteam;
1466 sample = GetVoiceMessageSampleField(type);
1468 if(GetPlayerSoundSampleField_notFound)
1470 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1474 voicetype = GetVoiceMessageVoiceType(type);
1475 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1477 flood = Say(self, ownteam, world, msg, 1);
1480 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1482 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1485 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1488 // 0 (00) automove centerprint, admin message
1489 // 1 (01) automove centerprint, no admin message
1490 // 2 (10) no centerprint, admin message
1491 // 3 (11) no centerprint, no admin message
1493 float lockteams_backup;
1495 lockteams_backup = lockteams; // backup any team lock
1497 lockteams = 0; // disable locked teams
1499 TeamchangeFrags(client); // move the players frags
1500 SetPlayerColors(client, team_colour - 1); // set the players colour
1501 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1503 lockteams = lockteams_backup; // restore the team lock
1505 LogTeamchange(client.playerid, client.team, type);
1507 if not(show_message & 1) // admin message
1508 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
1510 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));