1 #include "cl_player.qh"
7 #include "g_violence.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "weapons/throwing.qh"
12 #include "command/common.qh"
13 #include "../common/animdecide.qh"
14 #include "../common/csqcmodel_settings.qh"
15 #include "../common/deathtypes/all.qh"
16 #include "../common/triggers/subs.qh"
17 #include "../common/playerstats.qh"
18 #include "../lib/csqcmodel/sv_model.qh"
20 #include "../common/minigames/sv_minigames.qh"
22 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
23 #include "../common/triggers/include.qh"
25 #include "weapons/weaponstats.qh"
27 #include "../common/animdecide.qh"
29 void Drop_Special_Items(entity player)
31 // called when the player has become stuck or frozen
32 // so objective items aren't stuck with the player
34 MUTATOR_CALLHOOK(DropSpecialItems, player);
37 void CopyBody_Think(void)
39 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
41 self.CopyBody_think();
44 self.CopyBody_nextthink = self.nextthink;
45 self.CopyBody_think = self.think;
46 self.think = CopyBody_Think;
48 CSQCMODEL_AUTOUPDATE(self);
49 self.nextthink = time;
51 void CopyBody(float keepvelocity)
53 if (self.effects & EF_NODRAW)
58 self.colormap = this.colormap;
59 self.iscreature = this.iscreature;
60 self.teleportable = this.teleportable;
61 self.damagedbycontents = this.damagedbycontents;
62 self.angles = this.angles;
63 self.v_angle = this.v_angle;
64 self.avelocity = this.avelocity;
65 self.classname = "body";
66 self.damageforcescale = this.damageforcescale;
67 self.effects = this.effects;
68 self.glowmod = this.glowmod;
69 self.event_damage = this.event_damage;
70 self.anim_state = this.anim_state;
71 self.anim_time = this.anim_time;
72 self.anim_lower_action = this.anim_lower_action;
73 self.anim_lower_time = this.anim_lower_time;
74 self.anim_upper_action = this.anim_upper_action;
75 self.anim_upper_time = this.anim_upper_time;
76 self.anim_implicit_state = this.anim_implicit_state;
77 self.anim_implicit_time = this.anim_implicit_time;
78 self.anim_lower_implicit_action = this.anim_lower_implicit_action;
79 self.anim_lower_implicit_time = this.anim_lower_implicit_time;
80 self.anim_upper_implicit_action = this.anim_upper_implicit_action;
81 self.anim_upper_implicit_time = this.anim_upper_implicit_time;
82 self.dphitcontentsmask = this.dphitcontentsmask;
83 self.death_time = this.death_time;
84 self.pain_finished = this.pain_finished;
85 self.health = this.health;
86 self.armorvalue = this.armorvalue;
87 self.armortype = this.armortype;
88 self.model = this.model;
89 self.modelindex = this.modelindex;
90 self.skin = this.skin;
91 self.species = this.species;
92 self.movetype = this.movetype;
93 self.solid = this.solid;
94 self.ballistics_density = this.ballistics_density;
95 self.takedamage = this.takedamage;
96 self.customizeentityforclient = this.customizeentityforclient;
97 self.uncustomizeentityforclient = this.uncustomizeentityforclient;
98 self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
99 if (keepvelocity == 1)
100 self.velocity = this.velocity;
101 self.oldvelocity = self.velocity;
102 self.alpha = this.alpha;
103 self.fade_time = this.fade_time;
104 self.fade_rate = this.fade_rate;
105 //self.weapon = this.weapon;
106 setorigin(self, this.origin);
107 setsize(self, this.mins, this.maxs);
108 self.prevorigin = this.origin;
109 self.reset = SUB_Remove;
111 Drag_MoveDrag(this, self);
113 if(self.colormap <= maxclients && self.colormap > 0)
114 self.colormap = 1024 + this.clientcolors;
116 CSQCMODEL_AUTOINIT(self);
117 self.CopyBody_nextthink = this.nextthink;
118 self.CopyBody_think = this.think;
119 self.nextthink = time;
120 self.think = CopyBody_Think;
121 // "bake" the current animation frame for clones (they don't get clientside animation)
122 animdecide_load_if_needed(self);
123 animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
128 float player_getspecies()
131 get_model_parameters(self.model, self.skin);
132 s = get_model_parameters_species;
133 get_model_parameters(string_null, 0);
135 return SPECIES_HUMAN;
139 void player_setupanimsformodel()
141 // load animation info
142 animdecide_load_if_needed(self);
143 animdecide_setstate(self, 0, false);
146 void player_anim (void)
148 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
151 // Decide on which death animation to use.
153 deadbits = ANIMSTATE_DEAD1;
155 deadbits = ANIMSTATE_DEAD2;
158 // Clear a previous death animation.
161 int animbits = deadbits;
163 animbits |= ANIMSTATE_FROZEN;
164 if(self.movetype == MOVETYPE_FOLLOW)
165 animbits |= ANIMSTATE_FOLLOW;
167 animbits |= ANIMSTATE_DUCK;
168 animdecide_setstate(self, animbits, false);
169 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
172 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
176 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
178 // damage resistance (ignore most of the damage from a bullet or similar)
179 damage = max(damage - 5, 1);
181 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
185 if(sound_allowed(MSG_BROADCAST, attacker))
188 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
190 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
192 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
196 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
198 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
200 self.armorvalue = self.armorvalue - save;
201 self.health = self.health - take;
202 // pause regeneration for 5 seconds
203 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
205 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
206 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
207 self.dmg_inflictor = inflictor;
209 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
211 // don't use any animations as a gib
213 // view just above the floor
214 self.view_ofs = '0 0 4';
216 Violence_GibSplash(self, 1, 1, attacker);
218 self.solid = SOLID_NOT; // restore later
219 self.takedamage = DAMAGE_NO; // restore later
220 self.damagedbycontents = false;
224 void calculate_player_respawn_time()
229 float gametype_setting_tmp;
230 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
231 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
232 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
233 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
234 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
235 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
237 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
243 if (pl.team == self.team)
245 if (sdelay_small_count == 0)
246 sdelay_small_count = 1;
247 if (sdelay_large_count == 0)
248 sdelay_large_count = 1;
255 if (sdelay_small_count == 0)
259 // Players play independently. No point in requiring enemies.
260 sdelay_small_count = 1;
264 // Players play AGAINST each other. Enemies required.
265 sdelay_small_count = 2;
268 if (sdelay_large_count == 0)
272 // Players play independently. No point in requiring enemies.
273 sdelay_large_count = 1;
277 // Players play AGAINST each other. Enemies required.
278 sdelay_large_count = 2;
285 if (pcount <= sdelay_small_count)
286 sdelay = sdelay_small;
287 else if (pcount >= sdelay_large_count)
288 sdelay = sdelay_large;
289 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
290 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
293 self.respawn_time = ceil((time + sdelay) / waves) * waves;
295 self.respawn_time = time + sdelay;
297 if(sdelay < sdelay_max)
298 self.respawn_time_max = time + sdelay_max;
300 self.respawn_time_max = self.respawn_time;
302 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
303 self.respawn_countdown = 10; // first number to count down from is 10
305 self.respawn_countdown = -1; // do not count down
307 if(autocvar_g_forced_respawn)
308 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
311 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
313 float take, save, dh, da;
316 float valid_damage_for_weaponstats;
319 dh = max(self.health, 0);
320 da = max(self.armorvalue, 0);
322 if(!DEATH_ISSPECIAL(deathtype))
324 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
326 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
329 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
331 // tuba causes blood to come out of the ears
336 ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
338 makevectors(self.angles);
339 ear1 += v_right * -10;
340 ear2 += v_right * +10;
341 d = inflictor.origin - self.origin;
343 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
345 f = 0; // Assum ecenter.
346 force = v_right * vlen(force);
347 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
348 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
357 // force is already good
361 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
364 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
370 // don't reset pushltime for self damage as it may be an attempt to
371 // escape a lava pit or similar
372 //self.pushltime = 0;
375 else if(IS_PLAYER(attacker))
377 self.pusher = attacker;
378 self.pushltime = time + autocvar_g_maxpushtime;
379 self.istypefrag = self.BUTTON_CHAT;
381 else if(time < self.pushltime)
383 attacker = self.pusher;
384 self.pushltime = max(self.pushltime, time + 0.6);
392 frag_damage = damage;
393 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
394 take = bound(0, damage_take, self.health);
395 save = bound(0, damage_save, self.armorvalue);
396 excess = max(0, damage - take - save);
398 if(sound_allowed(MSG_BROADCAST, attacker))
401 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
403 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
405 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
409 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
411 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
413 if (time >= self.spawnshieldtime)
415 if (!(self.flags & FL_GODMODE))
417 self.armorvalue = self.armorvalue - save;
418 self.health = self.health - take;
419 // pause regeneration for 5 seconds
421 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
423 if (time > self.pain_finished) //Don't switch pain sequences like crazy
425 self.pain_finished = time + 0.5; //Supajoe
427 if(autocvar_sv_gentle < 1) {
428 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
430 if (!self.animstate_override)
433 animdecide_setaction(self, ANIMACTION_PAIN1, true);
435 animdecide_setaction(self, ANIMACTION_PAIN2, true);
439 if(sound_allowed(MSG_BROADCAST, attacker))
440 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
442 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
444 if(deathtype == DEATH_FALL.m_id)
445 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
446 else if(self.health > 75) // TODO make a "gentle" version?
447 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
448 else if(self.health > 50)
449 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
450 else if(self.health > 25)
451 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
453 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
458 // throw off bot aim temporarily
460 if(IS_BOT_CLIENT(self) && self.health >= 1)
462 shake = damage * 5 / (bound(0,skill,100) + 1);
463 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
464 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
465 self.v_angle_x = bound(-90, self.v_angle.x, 90);
469 self.max_armorvalue += (save + take);
471 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
472 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
473 self.dmg_inflictor = inflictor;
475 if (self != attacker) {
476 float realdmg = damage - excess;
477 if (IS_PLAYER(attacker)) {
478 PlayerScore_Add(attacker, SP_DMG, realdmg);
480 if (IS_PLAYER(self)) {
481 PlayerScore_Add(self, SP_DMGTAKEN, realdmg);
485 bool abot = (IS_BOT_CLIENT(attacker));
486 bool vbot = (IS_BOT_CLIENT(self));
488 valid_damage_for_weaponstats = 0;
489 Weapon awep = WEP_Null;
491 if(vbot || IS_REAL_CLIENT(self))
492 if(abot || IS_REAL_CLIENT(attacker))
493 if(attacker && self != attacker)
494 if(DIFF_TEAM(self, attacker))
496 if(DEATH_ISSPECIAL(deathtype))
497 awep = get_weaponinfo(attacker.weapon);
499 awep = DEATH_WEAPONOF(deathtype);
500 valid_damage_for_weaponstats = 1;
503 if(valid_damage_for_weaponstats)
505 dh = dh - max(self.health, 0);
506 da = da - max(self.armorvalue, 0);
507 WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
508 MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
513 float defer_ClientKill_Now_TeamChange;
514 defer_ClientKill_Now_TeamChange = false;
518 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
522 if(valid_damage_for_weaponstats)
523 WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
525 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
526 if(sound_allowed(MSG_BROADCAST, attacker))
528 if(deathtype == DEATH_DROWN.m_id)
529 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
531 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
534 // get rid of kill indicator
535 if(self.killindicator)
537 remove(self.killindicator);
538 self.killindicator = world;
539 if(self.killindicator_teamchange)
540 defer_ClientKill_Now_TeamChange = true;
542 if(self.classname == "body")
543 if(deathtype == DEATH_KILL.m_id)
545 // for the lemmings fans, a small harmless explosion
546 Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
550 // print an obituary message
551 if(self.classname != "body")
552 Obituary (attacker, inflictor, self, deathtype);
554 // increment frag counter for used weapon type
555 Weapon w = DEATH_WEAPONOF(deathtype);
557 if(accuracy_isgooddamage(attacker, self))
558 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
560 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
561 excess = frag_damage;
563 Weapon wep = get_weaponinfo(self.weapon);
564 wep.wr_playerdeath(wep);
566 RemoveGrapplingHook(self);
568 Portal_ClearAllLater(self);
570 self.fixangle = true;
572 if(defer_ClientKill_Now_TeamChange)
573 ClientKill_Now_TeamChange(); // can turn player into spectator
575 // player could have been miraculously resuscitated ;)
576 // e.g. players in freezetag get frozen, they don't really die
577 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
580 // when we get here, player actually dies
582 Unfreeze(self); // remove any icy remains
583 self.health = 0; // Unfreeze resets health, so we need to set it back
586 WaypointSprite_PlayerDead();
588 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
590 // become fully visible
591 self.alpha = default_player_alpha;
592 // make the corpse upright (not tilted)
596 self.avelocity = '0 0 0';
597 // view from the floor
598 self.view_ofs = '0 0 -8';
600 self.movetype = MOVETYPE_TOSS;
602 self.solid = SOLID_CORPSE;
603 self.ballistics_density = autocvar_g_ballistics_density_corpse;
604 // don't stick to the floor
605 self.flags &= ~FL_ONGROUND;
607 self.deadflag = DEAD_DYING;
609 // when to allow respawn
610 calculate_player_respawn_time();
612 self.death_time = time;
614 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
616 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
620 setsize(self, self.mins, self.maxs);
622 // set damage function to corpse damage
623 self.event_damage = PlayerCorpseDamage;
624 // call the corpse damage function just in case it wants to gib
625 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
627 // set up to fade out later
628 SUB_SetFade (self, time + 6 + random (), 1);
629 // reset body think wrapper broken by SUB_SetFade
630 if(self.classname == "body" && self.think != CopyBody_Think) {
631 self.CopyBody_think = self.think;
632 self.CopyBody_nextthink = self.nextthink;
633 self.think = CopyBody_Think;
634 self.nextthink = time;
637 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
639 // clones don't run any animation code any more, so we must gib them when they die :(
640 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
643 // reset fields the weapons may use just in case
644 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
646 Weapon w = get_weaponinfo(j);
648 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
650 ATTACK_FINISHED_FOR(self, j, slot) = 0;
656 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
657 // message "": do not say, just test flood control
663 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
665 var .float flood_field;
668 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
670 if(!teamsay && !privatesay)
671 if(substring(msgin, 0, 1) == " ")
672 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
674 msgin = formatmessage(msgin);
676 if (!IS_PLAYER(source))
677 colorstr = "^0"; // black for spectators
679 colorstr = Team_ColorCode(source.team);
686 if(intermission_running)
690 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
693 * using bprint solves this... me stupid
694 // how can we prevent the message from appearing in a listen server?
695 // for now, just give "say" back and only handle say_team
698 clientcommand(self, strcat("say ", msgin));
703 if(autocvar_g_chat_teamcolors)
704 namestr = playername(source);
706 namestr = source.netname;
708 if(strdecolorize(namestr) == namestr)
717 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
718 privatemsgprefixlen = strlen(msgstr);
719 msgstr = strcat(msgstr, msgin);
720 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
721 if(autocvar_g_chat_teamcolors)
722 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
724 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
728 if(strstrofs(msgin, "/me", 0) >= 0)
730 //msgin = strreplace("/me", "", msgin);
731 //msgin = substring(msgin, 3, strlen(msgin));
732 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
733 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
736 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
737 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
741 if(strstrofs(msgin, "/me", 0) >= 0)
743 //msgin = strreplace("/me", "", msgin);
744 //msgin = substring(msgin, 3, strlen(msgin));
745 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
746 msgstr = strcat("\{1}^4* ", "^7", msgin);
749 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
752 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
756 msgstr = cmsgstr = "";
760 fullcmsgstr = cmsgstr;
764 flood_field = floodcontrol_chat;
773 flood_spl = autocvar_g_chat_flood_spl_tell;
774 flood_burst = autocvar_g_chat_flood_burst_tell;
775 flood_lmax = autocvar_g_chat_flood_lmax_tell;
776 flood_field = floodcontrol_chattell;
780 flood_spl = autocvar_g_chat_flood_spl_team;
781 flood_burst = autocvar_g_chat_flood_burst_team;
782 flood_lmax = autocvar_g_chat_flood_lmax_team;
783 flood_field = floodcontrol_chatteam;
787 flood_spl = autocvar_g_chat_flood_spl;
788 flood_burst = autocvar_g_chat_flood_burst;
789 flood_lmax = autocvar_g_chat_flood_lmax;
790 flood_field = floodcontrol_chat;
792 flood_burst = max(0, flood_burst - 1);
793 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
795 // do flood control for the default line size
798 getWrappedLine_remaining = msgstr;
801 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
803 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
806 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
808 if(getWrappedLine_remaining != "")
810 msgstr = strcat(msgstr, "\n");
814 if (time >= source.(flood_field))
816 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
826 if (time >= source.(flood_field))
827 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
832 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
833 source.(flood_field) = flood = 0;
836 if(flood == 2) // cannot happen for empty msgstr
838 if(autocvar_g_chat_flood_notify_flooder)
840 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
845 sourcemsgstr = fullmsgstr;
846 sourcecmsgstr = fullcmsgstr;
852 sourcemsgstr = msgstr;
853 sourcecmsgstr = cmsgstr;
857 if (!IS_PLAYER(source))
859 if (!intermission_running)
860 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
861 teamsay = -1; // spectators
865 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
867 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
869 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
873 // always fake the message
878 if (autocvar_g_chat_flood_notify_flooder)
880 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
891 if(sourcemsgstr != "" && ret != 0)
893 if(ret < 0) // faked message, because the player is muted
895 sprint(source, sourcemsgstr);
896 if(sourcecmsgstr != "" && !privatesay)
897 centerprint(source, sourcecmsgstr);
899 else if(privatesay) // private message, between 2 people only
901 sprint(source, sourcemsgstr);
902 sprint(privatesay, msgstr);
903 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
905 centerprint(privatesay, cmsgstr);
907 else if ( teamsay && source.active_minigame )
909 sprint(source, sourcemsgstr);
910 dedicated_print(msgstr); // send to server console too
911 FOR_EACH_REALCLIENT(head)
913 if(head.active_minigame == source.active_minigame)
914 sprint(head, msgstr);
916 else if(teamsay > 0) // team message, only sent to team mates
918 sprint(source, sourcemsgstr);
919 dedicated_print(msgstr); // send to server console too
920 if(sourcecmsgstr != "")
921 centerprint(source, sourcecmsgstr);
922 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
925 sprint(head, msgstr);
927 centerprint(head, cmsgstr);
930 else if(teamsay < 0) // spectator message, only sent to spectators
932 sprint(source, sourcemsgstr);
933 dedicated_print(msgstr); // send to server console too
934 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
936 sprint(head, msgstr);
938 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
940 sprint(source, sourcemsgstr);
941 dedicated_print(msgstr); // send to server console too
942 FOR_EACH_REALCLIENT(head)
944 sprint(head, msgstr);
947 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
953 float GetVoiceMessageVoiceType(string type)
956 return VOICETYPE_TAUNT;
957 if(type == "teamshoot")
958 return VOICETYPE_LASTATTACKER;
959 return VOICETYPE_TEAMRADIO;
962 .string GetVoiceMessageSampleField(string type)
964 GetPlayerSoundSampleField_notFound = 0;
967 #define _VOICEMSG(m) case #m: return playersound_##m;
971 GetPlayerSoundSampleField_notFound = 1;
972 return playersound_taunt;
975 .string GetPlayerSoundSampleField(string type)
977 GetPlayerSoundSampleField_notFound = 0;
980 #define _VOICEMSG(m) case #m: return playersound_##m;
984 GetPlayerSoundSampleField_notFound = 1;
985 return playersound_taunt;
988 void PrecacheGlobalSound(string samplestring)
991 tokenize_console(samplestring);
995 for(i = 1; i <= n; ++i)
996 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1000 precache_sound(strcat(argv(0), ".wav"));
1004 void PrecachePlayerSounds(string f)
1006 int fh = fopen(f, FILE_READ);
1009 for (string s; (s = fgets(fh)); )
1011 int n = tokenize_console(s);
1014 if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
1017 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1021 if (!allvoicesamples)
1023 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1026 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1030 void ClearPlayerSounds()
1032 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1038 float LoadPlayerSounds(string f, float first)
1043 fh = fopen(f, FILE_READ);
1046 LOG_TRACE("Player sound file not found: ", f, "\n");
1049 while((s = fgets(fh)))
1051 if(tokenize_console(s) != 3)
1053 field = GetPlayerSoundSampleField(argv(0));
1054 if(GetPlayerSoundSampleField_notFound)
1055 field = GetVoiceMessageSampleField(argv(0));
1056 if(GetPlayerSoundSampleField_notFound)
1059 strunzone(self.(field));
1060 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
1066 void UpdatePlayerSounds()
1068 if(self.modelindex == self.modelindex_for_playersound)
1069 if(self.skin == self.skin_for_playersound)
1071 self.modelindex_for_playersound = self.modelindex;
1072 self.skin_for_playersound = self.skin;
1073 ClearPlayerSounds();
1074 LoadPlayerSounds("sound/player/default.sounds", 1);
1075 if(!autocvar_g_debug_defaultsounds)
1076 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1077 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1080 void FakeGlobalSound(string sample, float chan, float voicetype)
1088 tokenize_console(sample);
1091 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1093 sample = strcat(argv(0), ".wav"); // randomization
1097 case VOICETYPE_LASTATTACKER_ONLY:
1099 case VOICETYPE_LASTATTACKER:
1103 if(IS_REAL_CLIENT(msg_entity))
1104 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1107 case VOICETYPE_TEAMRADIO:
1109 if(msg_entity.cvar_cl_voice_directional == 1)
1110 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1112 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1114 case VOICETYPE_AUTOTAUNT:
1119 if(autocvar_sv_gentle)
1121 tauntrand = random();
1123 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1125 if (msg_entity.cvar_cl_voice_directional >= 1)
1126 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1128 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1131 case VOICETYPE_TAUNT:
1133 if(self.deadflag == DEAD_NO)
1134 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1137 if(autocvar_sv_gentle)
1140 if (msg_entity.cvar_cl_voice_directional >= 1)
1141 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1143 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1145 case VOICETYPE_PLAYERSOUND:
1147 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1150 backtrace("Invalid voice type!");
1155 void GlobalSound(string sample, float chan, float voicetype)
1163 tokenize_console(sample);
1166 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1168 sample = strcat(argv(0), ".wav"); // randomization
1172 case VOICETYPE_LASTATTACKER_ONLY:
1175 msg_entity = self.pusher;
1176 if(IS_REAL_CLIENT(msg_entity))
1178 if(msg_entity.cvar_cl_voice_directional == 1)
1179 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1181 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1185 case VOICETYPE_LASTATTACKER:
1188 msg_entity = self.pusher;
1189 if(IS_REAL_CLIENT(msg_entity))
1191 if(msg_entity.cvar_cl_voice_directional == 1)
1192 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1194 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1197 if(IS_REAL_CLIENT(msg_entity))
1198 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1201 case VOICETYPE_TEAMRADIO:
1202 FOR_EACH_REALCLIENT(msg_entity)
1203 if(!teamplay || msg_entity.team == self.team)
1205 if(msg_entity.cvar_cl_voice_directional == 1)
1206 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1208 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1211 case VOICETYPE_AUTOTAUNT:
1216 if(autocvar_sv_gentle)
1218 tauntrand = random();
1219 FOR_EACH_REALCLIENT(msg_entity)
1220 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1222 if (msg_entity.cvar_cl_voice_directional >= 1)
1223 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1225 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1228 case VOICETYPE_TAUNT:
1230 if(self.deadflag == DEAD_NO)
1231 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1234 if(autocvar_sv_gentle)
1236 FOR_EACH_REALCLIENT(msg_entity)
1238 if (msg_entity.cvar_cl_voice_directional >= 1)
1239 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1241 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1244 case VOICETYPE_PLAYERSOUND:
1245 _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1248 backtrace("Invalid voice type!");
1253 void PlayerSound(.string samplefield, float chan, float voicetype)
1255 GlobalSound(self.(samplefield), chan, voicetype);
1258 void VoiceMessage(string type, string msg)
1260 float voicetype, ownteam;
1262 var .string sample = GetVoiceMessageSampleField(type);
1264 if(GetPlayerSoundSampleField_notFound)
1266 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1270 voicetype = GetVoiceMessageVoiceType(type);
1271 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1273 flood = Say(self, ownteam, world, msg, 1);
1275 if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1276 FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
1278 GlobalSound(self.(sample), CH_VOICE, voicetype);
1281 void MoveToTeam(entity client, float team_colour, float type)
1283 float lockteams_backup;
1285 lockteams_backup = lockteams; // backup any team lock
1287 lockteams = 0; // disable locked teams
1289 TeamchangeFrags(client); // move the players frags
1290 SetPlayerColors(client, team_colour - 1); // set the players colour
1291 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
1293 lockteams = lockteams_backup; // restore the team lock
1295 LogTeamchange(client.playerid, client.team, type);