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Remove unused SELFPARAM()
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 #include "cl_player.qh"
2
3 #include "bot/bot.qh"
4 #include "cheats.qh"
5 #include "g_damage.qh"
6 #include "g_subs.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "weapons/throwing.qh"
11 #include "command/common.qh"
12 #include "../common/state.qh"
13 #include "../common/anim.qh"
14 #include "../common/animdecide.qh"
15 #include "../common/csqcmodel_settings.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/triggers/subs.qh"
18 #include "../common/playerstats.qh"
19 #include "../lib/csqcmodel/sv_model.qh"
20
21 #include "../common/minigames/sv_minigames.qh"
22
23 #include "../common/physics/player.qh"
24 #include "../common/effects/qc/all.qh"
25 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
26 #include "../common/triggers/include.qh"
27
28 #include "weapons/weaponstats.qh"
29
30 #include "../common/animdecide.qh"
31
32 void Drop_Special_Items(entity player)
33 {
34         // called when the player has become stuck or frozen
35         // so objective items aren't stuck with the player
36
37         MUTATOR_CALLHOOK(DropSpecialItems, player);
38 }
39
40 void CopyBody_Think()
41 {SELFPARAM();
42         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
43         {
44                 self.CopyBody_think();
45                 if(wasfreed(self))
46                         return;
47                 self.CopyBody_nextthink = self.nextthink;
48                 self.CopyBody_think = self.think;
49                 self.think = CopyBody_Think;
50         }
51         CSQCMODEL_AUTOUPDATE(self);
52         self.nextthink = time;
53 }
54 void CopyBody(entity this, float keepvelocity)
55 {
56         if (this.effects & EF_NODRAW)
57                 return;
58         entity clone = new(body);
59         clone.enemy = this;
60         clone.lip = this.lip;
61         clone.colormap = this.colormap;
62         clone.iscreature = this.iscreature;
63         clone.teleportable = this.teleportable;
64         clone.damagedbycontents = this.damagedbycontents;
65         clone.angles = this.angles;
66         clone.v_angle = this.v_angle;
67         clone.avelocity = this.avelocity;
68         clone.damageforcescale = this.damageforcescale;
69         clone.effects = this.effects;
70         clone.glowmod = this.glowmod;
71         clone.event_damage = this.event_damage;
72         clone.anim_state = this.anim_state;
73         clone.anim_time = this.anim_time;
74         clone.anim_lower_action = this.anim_lower_action;
75         clone.anim_lower_time = this.anim_lower_time;
76         clone.anim_upper_action = this.anim_upper_action;
77         clone.anim_upper_time = this.anim_upper_time;
78         clone.anim_implicit_state = this.anim_implicit_state;
79         clone.anim_implicit_time = this.anim_implicit_time;
80         clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
81         clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
82         clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
83         clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
84         clone.dphitcontentsmask = this.dphitcontentsmask;
85         clone.death_time = this.death_time;
86         clone.pain_finished = this.pain_finished;
87         clone.health = this.health;
88         clone.armorvalue = this.armorvalue;
89         clone.armortype = this.armortype;
90         clone.model = this.model;
91         clone.modelindex = this.modelindex;
92         clone.skin = this.skin;
93         clone.species = this.species;
94         clone.movetype = this.movetype;
95         clone.solid = this.solid;
96         clone.ballistics_density = this.ballistics_density;
97         clone.takedamage = this.takedamage;
98         clone.customizeentityforclient = this.customizeentityforclient;
99         clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
100         clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
101         if (keepvelocity == 1)
102                 clone.velocity = this.velocity;
103         clone.oldvelocity = clone.velocity;
104         clone.alpha = this.alpha;
105         clone.fade_time = this.fade_time;
106         clone.fade_rate = this.fade_rate;
107         //clone.weapon = this.weapon;
108         setorigin(clone, this.origin);
109         setsize(clone, this.mins, this.maxs);
110         clone.prevorigin = this.origin;
111         clone.reset = SUB_Remove;
112         clone._ps = this._ps;
113
114         Drag_MoveDrag(this, clone);
115
116         if(clone.colormap <= maxclients && clone.colormap > 0)
117                 clone.colormap = 1024 + this.clientcolors;
118
119         CSQCMODEL_AUTOINIT(clone);
120         clone.CopyBody_nextthink = this.nextthink;
121         clone.CopyBody_think = this.think;
122         clone.nextthink = time;
123         clone.think = CopyBody_Think;
124         // "bake" the current animation frame for clones (they don't get clientside animation)
125         animdecide_load_if_needed(clone);
126         animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
127 }
128
129 void player_setupanimsformodel()
130 {SELFPARAM();
131         // load animation info
132         animdecide_load_if_needed(self);
133         animdecide_setstate(self, 0, false);
134 }
135
136 void player_anim ()
137 {SELFPARAM();
138         int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
139         if(IS_DEAD(self)) {
140                 if (!deadbits) {
141                         // Decide on which death animation to use.
142                         if(random() < 0.5)
143                                 deadbits = ANIMSTATE_DEAD1;
144                         else
145                                 deadbits = ANIMSTATE_DEAD2;
146                 }
147         } else {
148                 // Clear a previous death animation.
149                 deadbits = 0;
150         }
151         int animbits = deadbits;
152         if(STAT(FROZEN, self))
153                 animbits |= ANIMSTATE_FROZEN;
154         if(self.movetype == MOVETYPE_FOLLOW)
155                 animbits |= ANIMSTATE_FOLLOW;
156         if(self.crouch)
157                 animbits |= ANIMSTATE_DUCK;
158         animdecide_setstate(self, animbits, false);
159         animdecide_setimplicitstate(self, IS_ONGROUND(self));
160 }
161
162 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
163 {
164         float take, save;
165         vector v;
166         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
167
168         // damage resistance (ignore most of the damage from a bullet or similar)
169         damage = max(damage - 5, 1);
170
171         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
172         take = v.x;
173         save = v.y;
174
175         if(sound_allowed(MSG_BROADCAST, attacker))
176         {
177                 if (save > 10)
178                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
179                 else if (take > 30)
180                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
181                 else if (take > 10)
182                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
183         }
184
185         if (take > 50)
186                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
187         if (take > 100)
188                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
189
190         this.armorvalue = this.armorvalue - save;
191         this.health = this.health - take;
192         // pause regeneration for 5 seconds
193         this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
194
195         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
196         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
197         this.dmg_inflictor = inflictor;
198
199         if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
200         {
201                 // don't use any animations as a gib
202                 this.frame = 0;
203                 // view just above the floor
204                 this.view_ofs = '0 0 4';
205
206                 Violence_GibSplash(this, 1, 1, attacker);
207                 this.alpha = -1;
208                 this.solid = SOLID_NOT; // restore later
209                 this.takedamage = DAMAGE_NO; // restore later
210                 this.damagedbycontents = false;
211         }
212 }
213
214 void calculate_player_respawn_time(entity this)
215 {
216         if(g_ca)
217                 return;
218
219         float gametype_setting_tmp;
220         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
221         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
222         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
223         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
224         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
225         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
226
227         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
228         if (teamplay)
229         {
230                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
231                         if(it.team == this.team)
232                                 ++pcount;
233                 ));
234                 if (sdelay_small_count == 0)
235                         sdelay_small_count = 1;
236                 if (sdelay_large_count == 0)
237                         sdelay_large_count = 1;
238         }
239         else
240         {
241                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
242                         ++pcount;
243                 ));
244                 if (sdelay_small_count == 0)
245                 {
246                         if (g_cts)
247                         {
248                                 // Players play independently. No point in requiring enemies.
249                                 sdelay_small_count = 1;
250                         }
251                         else
252                         {
253                                 // Players play AGAINST each other. Enemies required.
254                                 sdelay_small_count = 2;
255                         }
256                 }
257                 if (sdelay_large_count == 0)
258                 {
259                         if (g_cts)
260                         {
261                                 // Players play independently. No point in requiring enemies.
262                                 sdelay_large_count = 1;
263                         }
264                         else
265                         {
266                                 // Players play AGAINST each other. Enemies required.
267                                 sdelay_large_count = 2;
268                         }
269                 }
270         }
271
272         float sdelay;
273
274         if (pcount <= sdelay_small_count)
275                 sdelay = sdelay_small;
276         else if (pcount >= sdelay_large_count)
277                 sdelay = sdelay_large;
278         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
279                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
280
281         if(waves)
282                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
283         else
284                 this.respawn_time = time + sdelay;
285
286         if(sdelay < sdelay_max)
287                 this.respawn_time_max = time + sdelay_max;
288         else
289                 this.respawn_time_max = this.respawn_time;
290
291         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
292                 this.respawn_countdown = 10; // first number to count down from is 10
293         else
294                 this.respawn_countdown = -1; // do not count down
295
296         if(autocvar_g_forced_respawn)
297                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
298 }
299
300 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
301 {
302         float take, save, dh, da;
303         vector v;
304         float valid_damage_for_weaponstats;
305         float excess;
306
307         dh = max(this.health, 0);
308         da = max(this.armorvalue, 0);
309
310         if(!DEATH_ISSPECIAL(deathtype))
311         {
312                 damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
313                 if(this != attacker)
314                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
315         }
316
317         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
318         {
319                 // tuba causes blood to come out of the ears
320                 vector ear1, ear2;
321                 vector d;
322                 float f;
323                 ear1 = this.origin;
324                 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
325                 ear2 = ear1;
326                 makevectors(this.angles);
327                 ear1 += v_right * -10;
328                 ear2 += v_right * +10;
329                 d = inflictor.origin - this.origin;
330                 if (d)
331                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
332                 else
333                         f = 0;  // Assum ecenter.
334                 force = v_right * vlen(force);
335                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
336                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
337                 if(f > 0)
338                 {
339                         hitloc = ear1;
340                         force = force * -1;
341                 }
342                 else
343                 {
344                         hitloc = ear2;
345                         // force is already good
346                 }
347         }
348         else
349                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
350
351
352         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
353         take = v.x;
354         save = v.y;
355
356         if(attacker == this)
357         {
358                 // don't reset pushltime for this damage as it may be an attempt to
359                 // escape a lava pit or similar
360                 //this.pushltime = 0;
361                 this.istypefrag = 0;
362         }
363         else if(IS_PLAYER(attacker))
364         {
365                 this.pusher = attacker;
366                 this.pushltime = time + autocvar_g_maxpushtime;
367                 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
368         }
369         else if(time < this.pushltime)
370         {
371                 attacker = this.pusher;
372                 this.pushltime = max(this.pushltime, time + 0.6);
373         }
374         else
375         {
376                 this.pushltime = 0;
377                 this.istypefrag = 0;
378         }
379
380         if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
381         {
382                 vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
383                 take = v.x;
384                 save = v.y;
385         }
386
387         frag_damage = damage;
388         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save);
389         take = bound(0, damage_take, this.health);
390         save = bound(0, damage_save, this.armorvalue);
391         excess = max(0, damage - take - save);
392
393         if(sound_allowed(MSG_BROADCAST, attacker))
394         {
395                 if (save > 10)
396                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
397                 else if (take > 30)
398                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
399                 else if (take > 10)
400                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
401         }
402
403         if (take > 50)
404                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
405         if (take > 100)
406                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
407
408         if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
409         {
410                 if (!(this.flags & FL_GODMODE))
411                 {
412                         this.armorvalue = this.armorvalue - save;
413                         this.health = this.health - take;
414                         // pause regeneration for 5 seconds
415                         if(take)
416                                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
417
418                         if (time > this.pain_finished)          //Don't switch pain sequences like crazy
419                         {
420                                 this.pain_finished = time + 0.5;        //Supajoe
421
422                                 if(autocvar_sv_gentle < 1) {
423                                         if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
424                                         {
425                                                 if (!this.animstate_override)
426                                                 {
427                                                         if (random() > 0.5)
428                                                                 animdecide_setaction(this, ANIMACTION_PAIN1, true);
429                                                         else
430                                                                 animdecide_setaction(this, ANIMACTION_PAIN2, true);
431                                                 }
432                                         }
433
434                                         if(sound_allowed(MSG_BROADCAST, attacker))
435                                         if((this.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != this) // WEAPONTODO: create separate limit for pain notification with laser
436                                         if(this.health > 1)
437                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
438                                         {
439                                                 if(deathtype == DEATH_FALL.m_id)
440                                                         PlayerSound(this, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
441                                                 else if(this.health > 75)
442                                                         PlayerSound(this, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
443                                                 else if(this.health > 50)
444                                                         PlayerSound(this, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
445                                                 else if(this.health > 25)
446                                                         PlayerSound(this, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
447                                                 else
448                                                         PlayerSound(this, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
449                                         }
450                                 }
451                         }
452
453                         // throw off bot aim temporarily
454                         float shake;
455                         if(IS_BOT_CLIENT(this) && this.health >= 1)
456                         {
457                                 shake = damage * 5 / (bound(0,skill,100) + 1);
458                                 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
459                                 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
460                                 this.v_angle_x = bound(-90, this.v_angle.x, 90);
461                         }
462                 }
463                 else
464                         this.max_armorvalue += (save + take);
465         }
466         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
467         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
468         this.dmg_inflictor = inflictor;
469
470         if (this != attacker) {
471                 float realdmg = damage - excess;
472                 if (IS_PLAYER(attacker)) {
473                         PlayerScore_Add(attacker, SP_DMG, realdmg);
474                 }
475                 if (IS_PLAYER(this)) {
476                         PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
477                 }
478         }
479
480         bool abot = (IS_BOT_CLIENT(attacker));
481         bool vbot = (IS_BOT_CLIENT(this));
482
483         valid_damage_for_weaponstats = 0;
484         Weapon awep = WEP_Null;
485
486         if(vbot || IS_REAL_CLIENT(this))
487         if(abot || IS_REAL_CLIENT(attacker))
488         if(attacker && this != attacker)
489         if(DIFF_TEAM(this, attacker))
490         {
491                 if(DEATH_ISSPECIAL(deathtype))
492                         awep = PS(attacker).m_weapon;
493                 else
494                         awep = DEATH_WEAPONOF(deathtype);
495                 valid_damage_for_weaponstats = 1;
496         }
497
498         if(valid_damage_for_weaponstats)
499         {
500                 dh = dh - max(this.health, 0);
501                 da = da - max(this.armorvalue, 0);
502                 WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da);
503                 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
504         }
505
506         if (this.health < 1)
507         {
508                 float defer_ClientKill_Now_TeamChange;
509                 defer_ClientKill_Now_TeamChange = false;
510
511                 if(this.alivetime)
512                 {
513                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
514                         this.alivetime = 0;
515                 }
516
517                 if(valid_damage_for_weaponstats)
518                         WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot);
519
520                 if(autocvar_sv_gentle < 1)
521                 if(sound_allowed(MSG_BROADCAST, attacker))
522                 {
523                         if(deathtype == DEATH_DROWN.m_id)
524                                 PlayerSound(this, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
525                         else
526                                 PlayerSound(this, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
527                 }
528
529                 // get rid of kill indicator
530                 if(this.killindicator)
531                 {
532                         remove(this.killindicator);
533                         this.killindicator = world;
534                         if(this.killindicator_teamchange)
535                                 defer_ClientKill_Now_TeamChange = true;
536
537                         if(this.classname == "body")
538                         if(deathtype == DEATH_KILL.m_id)
539                         {
540                                 // for the lemmings fans, a small harmless explosion
541                                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
542                         }
543                 }
544
545                 // print an obituary message
546                 if(this.classname != "body")
547                         Obituary (attacker, inflictor, this, deathtype);
548
549         // increment frag counter for used weapon type
550         Weapon w = DEATH_WEAPONOF(deathtype);
551         if(w != WEP_Null)
552         if(accuracy_isgooddamage(attacker, this))
553         attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
554
555                 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype);
556                 excess = frag_damage;
557
558                 Weapon wep = PS(this).m_weapon;
559                 WITH(entity, self, this, wep.wr_playerdeath(wep));
560
561                 RemoveGrapplingHook(this);
562
563                 Portal_ClearAllLater(this);
564
565                 this.fixangle = true;
566
567                 if(defer_ClientKill_Now_TeamChange)
568                         ClientKill_Now_TeamChange(this); // can turn player into spectator
569
570                 // player could have been miraculously resuscitated ;)
571                 // e.g. players in freezetag get frozen, they don't really die
572                 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
573                         return;
574
575                 // when we get here, player actually dies
576
577                 Unfreeze(this); // remove any icy remains
578                 this.health = 0; // Unfreeze resets health, so we need to set it back
579
580                 // clear waypoints
581                 WaypointSprite_PlayerDead(this);
582                 // throw a weapon
583                 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id);
584
585                 // become fully visible
586                 this.alpha = default_player_alpha;
587                 // make the corpse upright (not tilted)
588                 this.angles_x = 0;
589                 this.angles_z = 0;
590                 // don't spin
591                 this.avelocity = '0 0 0';
592                 // view from the floor
593                 this.view_ofs = '0 0 -8';
594                 // toss the corpse
595                 this.movetype = MOVETYPE_TOSS;
596                 // shootable corpse
597                 this.solid = SOLID_CORPSE;
598                 this.ballistics_density = autocvar_g_ballistics_density_corpse;
599                 // don't stick to the floor
600                 UNSET_ONGROUND(this);
601                 // dying animation
602                 this.deadflag = DEAD_DYING;
603
604                 // when to allow respawn
605                 calculate_player_respawn_time(this);
606
607                 this.death_time = time;
608                 if (random() < 0.5)
609                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
610                 else
611                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
612                 if (this.maxs.z > 5)
613                 {
614                         this.maxs_z = 5;
615                         setsize(this, this.mins, this.maxs);
616                 }
617                 // set damage function to corpse damage
618                 this.event_damage = PlayerCorpseDamage;
619                 // call the corpse damage function just in case it wants to gib
620                 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
621
622                 // set up to fade out later
623                 SUB_SetFade (this, time + 6 + random (), 1);
624                 // reset body think wrapper broken by SUB_SetFade
625                 if(this.classname == "body" && this.think != CopyBody_Think) {
626                         this.CopyBody_think = this.think;
627                         this.CopyBody_nextthink = this.nextthink;
628                         this.think = CopyBody_Think;
629                         this.nextthink = time;
630                 }
631
632                 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
633                         // remove corpse
634                         // clones don't run any animation code any more, so we must gib them when they die :(
635                         PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
636                 }
637
638                 // reset fields the weapons may use just in case
639                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
640                         WITH(entity, self, this, it.wr_resetplayer(it));
641                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
642                         {
643                                 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
644                         }
645                 ));
646         }
647 }
648
649 void MoveToTeam(entity client, int team_colour, int type)
650 {
651         int lockteams_backup = lockteams;  // backup any team lock
652         lockteams = 0;  // disable locked teams
653         TeamchangeFrags(client);  // move the players frags
654         SetPlayerColors(client, team_colour - 1);  // set the players colour
655         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0');  // kill the player
656         lockteams = lockteams_backup;  // restore the team lock
657         LogTeamchange(client.playerid, client.team, type);
658 }
659
660 /**
661  * message "": do not say, just test flood control
662  * return value:
663  *   1 = accept
664  *   0 = reject
665  *  -1 = fake accept
666  */
667 int Say(entity source, float teamsay, entity privatesay, string msgin, bool floodcontrol)
668 {
669         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
670         float flood;
671         var .float flood_field;
672         float ret;
673         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
674
675         if(!teamsay && !privatesay)
676                 if(substring(msgin, 0, 1) == " ")
677                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
678
679         msgin = formatmessage(msgin);
680
681         if (!IS_PLAYER(source))
682                 colorstr = "^0"; // black for spectators
683         else if(teamplay)
684                 colorstr = Team_ColorCode(source.team);
685         else
686         {
687                 colorstr = "";
688                 teamsay = false;
689         }
690
691         if(intermission_running)
692                 teamsay = false;
693
694         if(msgin != "")
695                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
696
697         /*
698          * using bprint solves this... me stupid
699         // how can we prevent the message from appearing in a listen server?
700         // for now, just give "say" back and only handle say_team
701         if(!teamsay)
702         {
703                 clientcommand(self, strcat("say ", msgin));
704                 return;
705         }
706         */
707
708         if(autocvar_g_chat_teamcolors)
709                 namestr = playername(source);
710         else
711                 namestr = source.netname;
712
713         if(strdecolorize(namestr) == namestr)
714                 colorprefix = "^3";
715         else
716                 colorprefix = "^7";
717
718         if(msgin != "")
719         {
720                 if(privatesay)
721                 {
722                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
723                         privatemsgprefixlen = strlen(msgstr);
724                         msgstr = strcat(msgstr, msgin);
725                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
726                         if(autocvar_g_chat_teamcolors)
727                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
728                         else
729                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
730                 }
731                 else if(teamsay)
732                 {
733                         if(strstrofs(msgin, "/me", 0) >= 0)
734                         {
735                                 //msgin = strreplace("/me", "", msgin);
736                                 //msgin = substring(msgin, 3, strlen(msgin));
737                                 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
738                                 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
739                         }
740                         else
741                                 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
742                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
743                 }
744                 else
745                 {
746                         if(strstrofs(msgin, "/me", 0) >= 0)
747                         {
748                                 //msgin = strreplace("/me", "", msgin);
749                                 //msgin = substring(msgin, 3, strlen(msgin));
750                                 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
751                                 msgstr = strcat("\{1}^4* ", "^7", msgin);
752                         }
753                         else
754                                 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
755                         cmsgstr = "";
756                 }
757                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
758         }
759         else
760         {
761                 msgstr = cmsgstr = "";
762         }
763
764         fullmsgstr = msgstr;
765         fullcmsgstr = cmsgstr;
766
767         // FLOOD CONTROL
768         flood = 0;
769         flood_field = floodcontrol_chat;
770         if(floodcontrol)
771         {
772                 float flood_spl;
773                 float flood_burst;
774                 float flood_lmax;
775                 float lines;
776                 if(privatesay)
777                 {
778                         flood_spl = autocvar_g_chat_flood_spl_tell;
779                         flood_burst = autocvar_g_chat_flood_burst_tell;
780                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
781                         flood_field = floodcontrol_chattell;
782                 }
783                 else if(teamsay)
784                 {
785                         flood_spl = autocvar_g_chat_flood_spl_team;
786                         flood_burst = autocvar_g_chat_flood_burst_team;
787                         flood_lmax = autocvar_g_chat_flood_lmax_team;
788                         flood_field = floodcontrol_chatteam;
789                 }
790                 else
791                 {
792                         flood_spl = autocvar_g_chat_flood_spl;
793                         flood_burst = autocvar_g_chat_flood_burst;
794                         flood_lmax = autocvar_g_chat_flood_lmax;
795                         flood_field = floodcontrol_chat;
796                 }
797                 flood_burst = max(0, flood_burst - 1);
798                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
799
800                 // do flood control for the default line size
801                 if(msgstr != "")
802                 {
803                         getWrappedLine_remaining = msgstr;
804                         msgstr = "";
805                         lines = 0;
806                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
807                         {
808                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
809                                 ++lines;
810                         }
811                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
812
813                         if(getWrappedLine_remaining != "")
814                         {
815                                 msgstr = strcat(msgstr, "\n");
816                                 flood = 2;
817                         }
818
819                         if (time >= source.(flood_field))
820                         {
821                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
822                         }
823                         else
824                         {
825                                 flood = 1;
826                                 msgstr = fullmsgstr;
827                         }
828                 }
829                 else
830                 {
831                         if (time >= source.(flood_field))
832                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
833                         else
834                                 flood = 1;
835                 }
836
837                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
838                         source.(flood_field) = flood = 0;
839         }
840
841         if(flood == 2) // cannot happen for empty msgstr
842         {
843                 if(autocvar_g_chat_flood_notify_flooder)
844                 {
845                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
846                         sourcecmsgstr = "";
847                 }
848                 else
849                 {
850                         sourcemsgstr = fullmsgstr;
851                         sourcecmsgstr = fullcmsgstr;
852                 }
853                 cmsgstr = "";
854         }
855         else
856         {
857                 sourcemsgstr = msgstr;
858                 sourcecmsgstr = cmsgstr;
859         }
860
861         if(!privatesay)
862         if (!IS_PLAYER(source))
863         {
864                 if (!intermission_running)
865                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
866                                 teamsay = -1; // spectators
867         }
868
869         if(flood)
870                 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
871
872         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
873         if(privatesay)
874                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
875
876         if(source.muted)
877         {
878                 // always fake the message
879                 ret = -1;
880         }
881         else if(flood == 1)
882         {
883                 if (autocvar_g_chat_flood_notify_flooder)
884                 {
885                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
886                         ret = 0;
887                 }
888                 else
889                         ret = -1;
890         }
891         else
892         {
893                 ret = 1;
894         }
895
896         if(sourcemsgstr != "" && ret != 0)
897         {
898                 if(ret < 0) // faked message, because the player is muted
899                 {
900                         sprint(source, sourcemsgstr);
901                         if(sourcecmsgstr != "" && !privatesay)
902                                 centerprint(source, sourcecmsgstr);
903                 }
904                 else if(privatesay) // private message, between 2 people only
905                 {
906                         sprint(source, sourcemsgstr);
907                         sprint(privatesay, msgstr);
908                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
909                         if(cmsgstr != "")
910                                 centerprint(privatesay, cmsgstr);
911                 }
912                 else if ( teamsay && source.active_minigame )
913                 {
914                         sprint(source, sourcemsgstr);
915                         dedicated_print(msgstr); // send to server console too
916                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, LAMBDA(sprint(it, msgstr)));
917                 }
918                 else if(teamsay > 0) // team message, only sent to team mates
919                 {
920                         sprint(source, sourcemsgstr);
921                         dedicated_print(msgstr); // send to server console too
922                         if(sourcecmsgstr != "")
923                                 centerprint(source, sourcecmsgstr);
924                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, LAMBDA(
925                                 sprint(it, msgstr);
926                                 if(cmsgstr != "")
927                                         centerprint(it, cmsgstr);
928                         ));
929                 }
930                 else if(teamsay < 0) // spectator message, only sent to spectators
931                 {
932                         sprint(source, sourcemsgstr);
933                         dedicated_print(msgstr); // send to server console too
934                         FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
935                 }
936                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
937                 {
938                         sprint(source, sourcemsgstr);
939                         dedicated_print(msgstr); // send to server console too
940                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
941                 }
942                 else
943                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
944         }
945
946         return ret;
947 }