1 #include "cl_player.qh"
7 #include "miscfunctions.qh"
10 #include "weapons/throwing.qh"
11 #include "command/common.qh"
12 #include "../common/animdecide.qh"
13 #include "../common/csqcmodel_settings.qh"
14 #include "../common/deathtypes/all.qh"
15 #include "../common/triggers/subs.qh"
16 #include "../common/playerstats.qh"
17 #include "../lib/csqcmodel/sv_model.qh"
19 #include "../common/minigames/sv_minigames.qh"
21 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
22 #include "../common/triggers/include.qh"
24 #include "weapons/weaponstats.qh"
26 #include "../common/animdecide.qh"
28 void Drop_Special_Items(entity player)
30 // called when the player has become stuck or frozen
31 // so objective items aren't stuck with the player
33 MUTATOR_CALLHOOK(DropSpecialItems, player);
38 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
40 self.CopyBody_think();
43 self.CopyBody_nextthink = self.nextthink;
44 self.CopyBody_think = self.think;
45 self.think = CopyBody_Think;
47 CSQCMODEL_AUTOUPDATE(self);
48 self.nextthink = time;
50 void CopyBody(float keepvelocity)
52 if (self.effects & EF_NODRAW)
57 self.colormap = this.colormap;
58 self.iscreature = this.iscreature;
59 self.teleportable = this.teleportable;
60 self.damagedbycontents = this.damagedbycontents;
61 self.angles = this.angles;
62 self.v_angle = this.v_angle;
63 self.avelocity = this.avelocity;
64 self.damageforcescale = this.damageforcescale;
65 self.effects = this.effects;
66 self.glowmod = this.glowmod;
67 self.event_damage = this.event_damage;
68 self.anim_state = this.anim_state;
69 self.anim_time = this.anim_time;
70 self.anim_lower_action = this.anim_lower_action;
71 self.anim_lower_time = this.anim_lower_time;
72 self.anim_upper_action = this.anim_upper_action;
73 self.anim_upper_time = this.anim_upper_time;
74 self.anim_implicit_state = this.anim_implicit_state;
75 self.anim_implicit_time = this.anim_implicit_time;
76 self.anim_lower_implicit_action = this.anim_lower_implicit_action;
77 self.anim_lower_implicit_time = this.anim_lower_implicit_time;
78 self.anim_upper_implicit_action = this.anim_upper_implicit_action;
79 self.anim_upper_implicit_time = this.anim_upper_implicit_time;
80 self.dphitcontentsmask = this.dphitcontentsmask;
81 self.death_time = this.death_time;
82 self.pain_finished = this.pain_finished;
83 self.health = this.health;
84 self.armorvalue = this.armorvalue;
85 self.armortype = this.armortype;
86 self.model = this.model;
87 self.modelindex = this.modelindex;
88 self.skin = this.skin;
89 self.species = this.species;
90 self.movetype = this.movetype;
91 self.solid = this.solid;
92 self.ballistics_density = this.ballistics_density;
93 self.takedamage = this.takedamage;
94 self.customizeentityforclient = this.customizeentityforclient;
95 self.uncustomizeentityforclient = this.uncustomizeentityforclient;
96 self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
97 if (keepvelocity == 1)
98 self.velocity = this.velocity;
99 self.oldvelocity = self.velocity;
100 self.alpha = this.alpha;
101 self.fade_time = this.fade_time;
102 self.fade_rate = this.fade_rate;
103 //self.weapon = this.weapon;
104 setorigin(self, this.origin);
105 setsize(self, this.mins, this.maxs);
106 self.prevorigin = this.origin;
107 self.reset = SUB_Remove;
109 Drag_MoveDrag(this, self);
111 if(self.colormap <= maxclients && self.colormap > 0)
112 self.colormap = 1024 + this.clientcolors;
114 CSQCMODEL_AUTOINIT(self);
115 self.CopyBody_nextthink = this.nextthink;
116 self.CopyBody_think = this.think;
117 self.nextthink = time;
118 self.think = CopyBody_Think;
119 // "bake" the current animation frame for clones (they don't get clientside animation)
120 animdecide_load_if_needed(self);
121 animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
126 void player_setupanimsformodel()
128 // load animation info
129 animdecide_load_if_needed(self);
130 animdecide_setstate(self, 0, false);
135 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
138 // Decide on which death animation to use.
140 deadbits = ANIMSTATE_DEAD1;
142 deadbits = ANIMSTATE_DEAD2;
145 // Clear a previous death animation.
148 int animbits = deadbits;
150 animbits |= ANIMSTATE_FROZEN;
151 if(self.movetype == MOVETYPE_FOLLOW)
152 animbits |= ANIMSTATE_FOLLOW;
154 animbits |= ANIMSTATE_DUCK;
155 animdecide_setstate(self, animbits, false);
156 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
158 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
160 if (self.(weaponentity))
162 updateanim(self.(weaponentity));
163 if (!self.(weaponentity).animstate_override)
164 setanim(self.(weaponentity), self.(weaponentity).anim_idle, true, false, false);
169 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
173 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
175 // damage resistance (ignore most of the damage from a bullet or similar)
176 damage = max(damage - 5, 1);
178 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
182 if(sound_allowed(MSG_BROADCAST, attacker))
185 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
187 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
189 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
193 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
195 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
197 self.armorvalue = self.armorvalue - save;
198 self.health = self.health - take;
199 // pause regeneration for 5 seconds
200 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
202 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
203 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
204 self.dmg_inflictor = inflictor;
206 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
208 // don't use any animations as a gib
210 // view just above the floor
211 self.view_ofs = '0 0 4';
213 Violence_GibSplash(self, 1, 1, attacker);
215 self.solid = SOLID_NOT; // restore later
216 self.takedamage = DAMAGE_NO; // restore later
217 self.damagedbycontents = false;
221 void calculate_player_respawn_time()
226 float gametype_setting_tmp;
227 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
228 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
229 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
230 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
231 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
232 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
234 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
240 if (pl.team == self.team)
242 if (sdelay_small_count == 0)
243 sdelay_small_count = 1;
244 if (sdelay_large_count == 0)
245 sdelay_large_count = 1;
252 if (sdelay_small_count == 0)
256 // Players play independently. No point in requiring enemies.
257 sdelay_small_count = 1;
261 // Players play AGAINST each other. Enemies required.
262 sdelay_small_count = 2;
265 if (sdelay_large_count == 0)
269 // Players play independently. No point in requiring enemies.
270 sdelay_large_count = 1;
274 // Players play AGAINST each other. Enemies required.
275 sdelay_large_count = 2;
282 if (pcount <= sdelay_small_count)
283 sdelay = sdelay_small;
284 else if (pcount >= sdelay_large_count)
285 sdelay = sdelay_large;
286 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
287 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
290 self.respawn_time = ceil((time + sdelay) / waves) * waves;
292 self.respawn_time = time + sdelay;
294 if(sdelay < sdelay_max)
295 self.respawn_time_max = time + sdelay_max;
297 self.respawn_time_max = self.respawn_time;
299 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
300 self.respawn_countdown = 10; // first number to count down from is 10
302 self.respawn_countdown = -1; // do not count down
304 if(autocvar_g_forced_respawn)
305 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
308 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
310 float take, save, dh, da;
313 float valid_damage_for_weaponstats;
316 dh = max(self.health, 0);
317 da = max(self.armorvalue, 0);
319 if(!DEATH_ISSPECIAL(deathtype))
321 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
323 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
326 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
328 // tuba causes blood to come out of the ears
333 ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
335 makevectors(self.angles);
336 ear1 += v_right * -10;
337 ear2 += v_right * +10;
338 d = inflictor.origin - self.origin;
340 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
342 f = 0; // Assum ecenter.
343 force = v_right * vlen(force);
344 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
345 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
354 // force is already good
358 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
361 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
367 // don't reset pushltime for self damage as it may be an attempt to
368 // escape a lava pit or similar
369 //self.pushltime = 0;
372 else if(IS_PLAYER(attacker))
374 self.pusher = attacker;
375 self.pushltime = time + autocvar_g_maxpushtime;
376 self.istypefrag = self.BUTTON_CHAT;
378 else if(time < self.pushltime)
380 attacker = self.pusher;
381 self.pushltime = max(self.pushltime, time + 0.6);
389 frag_damage = damage;
390 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
391 take = bound(0, damage_take, self.health);
392 save = bound(0, damage_save, self.armorvalue);
393 excess = max(0, damage - take - save);
395 if(sound_allowed(MSG_BROADCAST, attacker))
398 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
400 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
402 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
406 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
408 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
410 if (time >= self.spawnshieldtime)
412 if (!(self.flags & FL_GODMODE))
414 self.armorvalue = self.armorvalue - save;
415 self.health = self.health - take;
416 // pause regeneration for 5 seconds
418 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
420 if (time > self.pain_finished) //Don't switch pain sequences like crazy
422 self.pain_finished = time + 0.5; //Supajoe
424 if(autocvar_sv_gentle < 1) {
425 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
427 if (!self.animstate_override)
430 animdecide_setaction(self, ANIMACTION_PAIN1, true);
432 animdecide_setaction(self, ANIMACTION_PAIN2, true);
436 if(sound_allowed(MSG_BROADCAST, attacker))
437 if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
439 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
441 if(deathtype == DEATH_FALL.m_id)
442 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
443 else if(self.health > 75) // TODO make a "gentle" version?
444 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
445 else if(self.health > 50)
446 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
447 else if(self.health > 25)
448 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
450 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
455 // throw off bot aim temporarily
457 if(IS_BOT_CLIENT(self) && self.health >= 1)
459 shake = damage * 5 / (bound(0,skill,100) + 1);
460 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
461 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
462 self.v_angle_x = bound(-90, self.v_angle.x, 90);
466 self.max_armorvalue += (save + take);
468 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
469 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
470 self.dmg_inflictor = inflictor;
472 if (self != attacker) {
473 float realdmg = damage - excess;
474 if (IS_PLAYER(attacker)) {
475 PlayerScore_Add(attacker, SP_DMG, realdmg);
477 if (IS_PLAYER(self)) {
478 PlayerScore_Add(self, SP_DMGTAKEN, realdmg);
482 bool abot = (IS_BOT_CLIENT(attacker));
483 bool vbot = (IS_BOT_CLIENT(self));
485 valid_damage_for_weaponstats = 0;
486 Weapon awep = WEP_Null;
488 if(vbot || IS_REAL_CLIENT(self))
489 if(abot || IS_REAL_CLIENT(attacker))
490 if(attacker && self != attacker)
491 if(DIFF_TEAM(self, attacker))
493 if(DEATH_ISSPECIAL(deathtype))
494 awep = get_weaponinfo(attacker.weapon);
496 awep = DEATH_WEAPONOF(deathtype);
497 valid_damage_for_weaponstats = 1;
500 if(valid_damage_for_weaponstats)
502 dh = dh - max(self.health, 0);
503 da = da - max(self.armorvalue, 0);
504 WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
505 MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
510 float defer_ClientKill_Now_TeamChange;
511 defer_ClientKill_Now_TeamChange = false;
515 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
519 if(valid_damage_for_weaponstats)
520 WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
522 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
523 if(sound_allowed(MSG_BROADCAST, attacker))
525 if(deathtype == DEATH_DROWN.m_id)
526 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
528 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
531 // get rid of kill indicator
532 if(self.killindicator)
534 remove(self.killindicator);
535 self.killindicator = world;
536 if(self.killindicator_teamchange)
537 defer_ClientKill_Now_TeamChange = true;
539 if(self.classname == "body")
540 if(deathtype == DEATH_KILL.m_id)
542 // for the lemmings fans, a small harmless explosion
543 Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
547 // print an obituary message
548 if(self.classname != "body")
549 Obituary (attacker, inflictor, self, deathtype);
551 // increment frag counter for used weapon type
552 Weapon w = DEATH_WEAPONOF(deathtype);
554 if(accuracy_isgooddamage(attacker, self))
555 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
557 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
558 excess = frag_damage;
560 Weapon wep = get_weaponinfo(self.weapon);
561 wep.wr_playerdeath(wep);
563 RemoveGrapplingHook(self);
565 Portal_ClearAllLater(self);
567 self.fixangle = true;
569 if(defer_ClientKill_Now_TeamChange)
570 ClientKill_Now_TeamChange(); // can turn player into spectator
572 // player could have been miraculously resuscitated ;)
573 // e.g. players in freezetag get frozen, they don't really die
574 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
577 // when we get here, player actually dies
579 Unfreeze(self); // remove any icy remains
580 self.health = 0; // Unfreeze resets health, so we need to set it back
583 WaypointSprite_PlayerDead();
585 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
587 // become fully visible
588 self.alpha = default_player_alpha;
589 // make the corpse upright (not tilted)
593 self.avelocity = '0 0 0';
594 // view from the floor
595 self.view_ofs = '0 0 -8';
597 self.movetype = MOVETYPE_TOSS;
599 self.solid = SOLID_CORPSE;
600 self.ballistics_density = autocvar_g_ballistics_density_corpse;
601 // don't stick to the floor
602 self.flags &= ~FL_ONGROUND;
604 self.deadflag = DEAD_DYING;
606 // when to allow respawn
607 calculate_player_respawn_time();
609 self.death_time = time;
611 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
613 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
617 setsize(self, self.mins, self.maxs);
619 // set damage function to corpse damage
620 self.event_damage = PlayerCorpseDamage;
621 // call the corpse damage function just in case it wants to gib
622 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
624 // set up to fade out later
625 SUB_SetFade (self, time + 6 + random (), 1);
626 // reset body think wrapper broken by SUB_SetFade
627 if(self.classname == "body" && self.think != CopyBody_Think) {
628 self.CopyBody_think = self.think;
629 self.CopyBody_nextthink = self.nextthink;
630 self.think = CopyBody_Think;
631 self.nextthink = time;
634 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
636 // clones don't run any animation code any more, so we must gib them when they die :(
637 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
640 // reset fields the weapons may use just in case
641 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
643 Weapon w = get_weaponinfo(j);
645 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
647 ATTACK_FINISHED_FOR(self, j, slot) = 0;
653 void MoveToTeam(entity client, int team_colour, int type)
655 int lockteams_backup = lockteams; // backup any team lock
656 lockteams = 0; // disable locked teams
657 TeamchangeFrags(client); // move the players frags
658 SetPlayerColors(client, team_colour - 1); // set the players colour
659 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
660 lockteams = lockteams_backup; // restore the team lock
661 LogTeamchange(client.playerid, client.team, type);
665 * message "": do not say, just test flood control
671 int Say(entity source, float teamsay, entity privatesay, string msgin, bool floodcontrol)
673 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
675 var .float flood_field;
678 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
680 if(!teamsay && !privatesay)
681 if(substring(msgin, 0, 1) == " ")
682 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
684 msgin = formatmessage(msgin);
686 if (!IS_PLAYER(source))
687 colorstr = "^0"; // black for spectators
689 colorstr = Team_ColorCode(source.team);
696 if(intermission_running)
700 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
703 * using bprint solves this... me stupid
704 // how can we prevent the message from appearing in a listen server?
705 // for now, just give "say" back and only handle say_team
708 clientcommand(self, strcat("say ", msgin));
713 if(autocvar_g_chat_teamcolors)
714 namestr = playername(source);
716 namestr = source.netname;
718 if(strdecolorize(namestr) == namestr)
727 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
728 privatemsgprefixlen = strlen(msgstr);
729 msgstr = strcat(msgstr, msgin);
730 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
731 if(autocvar_g_chat_teamcolors)
732 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
734 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
738 if(strstrofs(msgin, "/me", 0) >= 0)
740 //msgin = strreplace("/me", "", msgin);
741 //msgin = substring(msgin, 3, strlen(msgin));
742 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
743 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
746 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
747 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
751 if(strstrofs(msgin, "/me", 0) >= 0)
753 //msgin = strreplace("/me", "", msgin);
754 //msgin = substring(msgin, 3, strlen(msgin));
755 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
756 msgstr = strcat("\{1}^4* ", "^7", msgin);
759 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
762 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
766 msgstr = cmsgstr = "";
770 fullcmsgstr = cmsgstr;
774 flood_field = floodcontrol_chat;
783 flood_spl = autocvar_g_chat_flood_spl_tell;
784 flood_burst = autocvar_g_chat_flood_burst_tell;
785 flood_lmax = autocvar_g_chat_flood_lmax_tell;
786 flood_field = floodcontrol_chattell;
790 flood_spl = autocvar_g_chat_flood_spl_team;
791 flood_burst = autocvar_g_chat_flood_burst_team;
792 flood_lmax = autocvar_g_chat_flood_lmax_team;
793 flood_field = floodcontrol_chatteam;
797 flood_spl = autocvar_g_chat_flood_spl;
798 flood_burst = autocvar_g_chat_flood_burst;
799 flood_lmax = autocvar_g_chat_flood_lmax;
800 flood_field = floodcontrol_chat;
802 flood_burst = max(0, flood_burst - 1);
803 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
805 // do flood control for the default line size
808 getWrappedLine_remaining = msgstr;
811 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
813 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
816 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
818 if(getWrappedLine_remaining != "")
820 msgstr = strcat(msgstr, "\n");
824 if (time >= source.(flood_field))
826 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
836 if (time >= source.(flood_field))
837 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
842 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
843 source.(flood_field) = flood = 0;
846 if(flood == 2) // cannot happen for empty msgstr
848 if(autocvar_g_chat_flood_notify_flooder)
850 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
855 sourcemsgstr = fullmsgstr;
856 sourcecmsgstr = fullcmsgstr;
862 sourcemsgstr = msgstr;
863 sourcecmsgstr = cmsgstr;
867 if (!IS_PLAYER(source))
869 if (!intermission_running)
870 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
871 teamsay = -1; // spectators
875 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
877 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
879 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
883 // always fake the message
888 if (autocvar_g_chat_flood_notify_flooder)
890 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
901 if(sourcemsgstr != "" && ret != 0)
903 if(ret < 0) // faked message, because the player is muted
905 sprint(source, sourcemsgstr);
906 if(sourcecmsgstr != "" && !privatesay)
907 centerprint(source, sourcecmsgstr);
909 else if(privatesay) // private message, between 2 people only
911 sprint(source, sourcemsgstr);
912 sprint(privatesay, msgstr);
913 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
915 centerprint(privatesay, cmsgstr);
917 else if ( teamsay && source.active_minigame )
919 sprint(source, sourcemsgstr);
920 dedicated_print(msgstr); // send to server console too
921 FOR_EACH_REALCLIENT(head)
923 if(head.active_minigame == source.active_minigame)
924 sprint(head, msgstr);
926 else if(teamsay > 0) // team message, only sent to team mates
928 sprint(source, sourcemsgstr);
929 dedicated_print(msgstr); // send to server console too
930 if(sourcecmsgstr != "")
931 centerprint(source, sourcecmsgstr);
932 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
935 sprint(head, msgstr);
937 centerprint(head, cmsgstr);
940 else if(teamsay < 0) // spectator message, only sent to spectators
942 sprint(source, sourcemsgstr);
943 dedicated_print(msgstr); // send to server console too
944 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
946 sprint(head, msgstr);
948 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
950 sprint(source, sourcemsgstr);
951 dedicated_print(msgstr); // send to server console too
952 FOR_EACH_REALCLIENT(head)
954 sprint(head, msgstr);
957 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
963 int GetVoiceMessageVoiceType(string type)
965 if (type == "taunt") return VOICETYPE_TAUNT;
966 if (type == "teamshoot") return VOICETYPE_LASTATTACKER;
967 return VOICETYPE_TEAMRADIO;
970 .string GetVoiceMessageSampleField(string type)
972 GetPlayerSoundSampleField_notFound = false;
975 #define X(m) case #m: return playersound_##m;
979 GetPlayerSoundSampleField_notFound = true;
980 return playersound_taunt;
983 .string GetPlayerSoundSampleField(string type)
985 GetPlayerSoundSampleField_notFound = false;
988 #define X(m) case #m: return playersound_##m;
992 GetPlayerSoundSampleField_notFound = true;
993 return playersound_taunt;
996 void PrecacheGlobalSound(string sample)
1000 string s = cdr(sample);
1004 sample = car(sample);
1007 for (int i = 1; i <= n; ++i)
1008 precache_sound(sprintf("%s%d.wav", sample, i));
1012 precache_sound(sprintf("%s.wav", sample));
1016 string allvoicesamples;
1018 void PrecachePlayerSounds(string f)
1020 int fh = fopen(f, FILE_READ);
1023 LOG_WARNINGF("Player sound file not found: %s\n", f);
1026 for (string s; (s = fgets(fh)); )
1028 int n = tokenize_console(s);
1031 if (n != 0) LOG_WARNINGF("Invalid sound info line: %s\n", s);
1034 string file = argv(1);
1035 string variants = argv(2);
1036 PrecacheGlobalSound(strcat(file, " ", variants));
1040 if (!allvoicesamples)
1042 #define X(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1045 allvoicesamples = strzone(substring(allvoicesamples, 1, -1));
1049 void ClearPlayerSounds(entity this)
1051 #define X(m) if (this.playersound_##m) { strunzone(this.playersound_##m); this.playersound_##m = string_null; }
1057 bool LoadPlayerSounds(string f, bool strict)
1060 int fh = fopen(f, FILE_READ);
1063 if (strict) LOG_WARNINGF("Player sound file not found: %s\n", f);
1066 for (string s; (s = fgets(fh)); )
1068 int n = tokenize_console(s);
1071 if (n != 0) LOG_WARNINGF("Invalid sound info line: %s\n", s);
1074 string key = argv(0);
1075 var .string field = GetPlayerSoundSampleField(key);
1076 if (GetPlayerSoundSampleField_notFound) field = GetVoiceMessageSampleField(key);
1077 if (GetPlayerSoundSampleField_notFound)
1079 LOG_TRACEF("Invalid sound info field: %s\n", key);
1082 string file = argv(1);
1083 string variants = argv(2);
1084 if (self.(field)) strunzone(self.(field));
1085 self.(field) = strzone(strcat(file, " ", variants));
1091 .int modelindex_for_playersound;
1092 .int skin_for_playersound;
1094 void UpdatePlayerSounds(entity this)
1096 if (this.modelindex == this.modelindex_for_playersound && this.skin == this.skin_for_playersound) return;
1097 this.modelindex_for_playersound = this.modelindex;
1098 this.skin_for_playersound = this.skin;
1099 ClearPlayerSounds(this);
1100 LoadPlayerSounds("sound/player/default.sounds", true);
1101 if (autocvar_g_debug_defaultsounds) return;
1102 if (!LoadPlayerSounds(get_model_datafilename(this.model, this.skin, "sounds"), false))
1103 LoadPlayerSounds(get_model_datafilename(this.model, 0, "sounds"), true);
1106 void _GlobalSound(string sample, int chan, int voicetype, bool fake)
1109 if (sample == "") return;
1112 string s = cdr(sample);
1116 sample = car(sample);
1117 if (n > 0) sample = sprintf("%s%d.wav", sample, floor(random() * n + 1)); // randomization
1118 else sample = sprintf("%s.wav", sample);
1121 case VOICETYPE_LASTATTACKER_ONLY:
1122 case VOICETYPE_LASTATTACKER:
1126 if (!this.pusher) break;
1127 msg_entity = this.pusher;
1128 if (IS_REAL_CLIENT(msg_entity))
1130 float atten = (msg_entity.cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE;
1131 soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten);
1134 if (voicetype == VOICETYPE_LASTATTACKER_ONLY) break;
1136 if (IS_REAL_CLIENT(msg_entity)) soundto(MSG_ONE, this, chan, sample, VOL_BASE, ATTEN_NONE);
1139 case VOICETYPE_TEAMRADIO:
1144 float atten = (msg_entity.cvar_cl_voice_directional == 1) ? ATTEN_MIN : ATTEN_NONE; \
1145 soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten); \
1149 if (fake) { msg_entity = this; X(); }
1152 FOR_EACH_REALCLIENT(msg_entity)
1154 if (!teamplay || msg_entity.team == this.team) X();
1160 case VOICETYPE_AUTOTAUNT:
1161 case VOICETYPE_TAUNT:
1163 if (voicetype == VOICETYPE_AUTOTAUNT) if (!sv_autotaunt) { break; }else {}
1164 else if (IS_PLAYER(this) && this.deadflag == DEAD_NO) animdecide_setaction(this, ANIMACTION_TAUNT, true);
1165 if (!sv_taunt) break;
1166 if (autocvar_sv_gentle) break;
1167 float tauntrand = 0;
1168 if (voicetype == VOICETYPE_AUTOTAUNT) tauntrand = random();
1172 if (voicetype != VOICETYPE_AUTOTAUNT || tauntrand < msg_entity.cvar_cl_autotaunt) \
1174 float atten = (msg_entity.cvar_cl_voice_directional >= 1) \
1175 ? bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX) \
1177 soundto(MSG_ONE, this, chan, sample, VOL_BASEVOICE, atten); \
1188 FOR_EACH_REALCLIENT(msg_entity)
1196 case VOICETYPE_PLAYERSOUND:
1201 soundto(MSG_ONE, this, chan, sample, VOL_BASE, ATTEN_NORM);
1205 _sound(this, chan, sample, VOL_BASE, ATTEN_NORM);
1211 backtrace("Invalid voice type!");
1217 void PlayerSound(.string samplefield, int chan, float voicetype)
1220 _GlobalSound(this.(samplefield), chan, voicetype, false);
1223 void VoiceMessage(string type, string msg)
1226 var .string sample = GetVoiceMessageSampleField(type);
1227 if (GetPlayerSoundSampleField_notFound)
1229 sprint(this, sprintf("Invalid voice. Use one of: %s\n", allvoicesamples));
1232 int voicetype = GetVoiceMessageVoiceType(type);
1233 bool ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1234 int flood = Say(this, ownteam, world, msg, true);
1236 if (IS_SPEC(this) || IS_OBSERVER(this) || flood < 0) fake = true;
1237 else if (flood > 0) fake = false;
1239 _GlobalSound(this.(sample), CH_VOICE, voicetype, fake);