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