2 .float accuracy_frags[WEP_MAXCOUNT];
4 float weaponstats_buffer;
6 void WeaponStats_Init()
8 if(autocvar_sv_weaponstats_file != "")
9 weaponstats_buffer = buf_create();
11 weaponstats_buffer = -1;
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))
16 void WeaponStats_ready(entity fh, entity pass, float status)
18 float i, j, n, ibot, jbot, idx;
23 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"));
29 url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
31 url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32 url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33 n = tokenizebyseparator(cvar_purechanges, "\n");
34 for(i = 0; i < n; ++i)
35 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36 for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
39 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40 v = stov(bufstr_get(weaponstats_buffer, idx));
43 //vector is: kills hits damage
44 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
48 url_fputs(fh, "#end\n\n");
51 case URL_READY_CANREAD:
52 // url_fclose is processing, we got a response for writing the data
53 // this must come from HTTP
54 print("Got response from weapon stats server:\n");
55 while((s = url_fgets(fh)))
57 print("End of response.\n");
60 case URL_READY_CLOSED:
61 // url_fclose has finished
62 print("Weapon stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
68 print("Weapon stats writing failed: ", ftos(status), "\n");
69 buf_del(weaponstats_buffer);
70 weaponstats_buffer = -1;
75 void WeaponStats_Shutdown()
77 if(weaponstats_buffer < 0)
79 if(autocvar_sv_weaponstats_file != "")
81 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
85 buf_del(weaponstats_buffer);
86 weaponstats_buffer = -1;
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
93 if(weaponstats_buffer < 0)
95 if(awep < WEP_FIRST || vwep < WEP_FIRST)
97 if(awep > WEP_LAST || vwep > WEP_LAST)
99 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
105 error("negative damage?");
106 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
110 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
132 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
134 self.CopyBody_think();
137 self.CopyBody_nextthink = self.nextthink;
138 self.CopyBody_think = self.think;
139 self.think = CopyBody_Think;
141 CSQCMODEL_AUTOUPDATE();
142 self.nextthink = time;
144 void CopyBody(float keepvelocity)
147 if (self.effects & EF_NODRAW)
151 self.enemy = oldself;
152 self.lip = oldself.lip;
153 self.colormap = oldself.colormap;
154 self.iscreature = oldself.iscreature;
155 self.teleportable = oldself.teleportable;
156 self.damagedbycontents = oldself.damagedbycontents;
157 self.angles = oldself.angles;
158 self.avelocity = oldself.avelocity;
159 self.classname = "body";
160 self.damageforcescale = oldself.damageforcescale;
161 self.effects = oldself.effects;
162 self.glowmod = oldself.glowmod;
163 self.event_damage = oldself.event_damage;
164 self.anim_state = oldself.anim_state;
165 self.anim_time = oldself.anim_time;
166 self.anim_lower_action = oldself.anim_lower_action;
167 self.anim_lower_time = oldself.anim_lower_time;
168 self.anim_upper_action = oldself.anim_upper_action;
169 self.anim_upper_time = oldself.anim_upper_time;
170 self.anim_implicit_state = oldself.anim_implicit_state;
171 self.anim_implicit_time = oldself.anim_implicit_time;
172 self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
173 self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
174 self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
175 self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
176 self.dphitcontentsmask = oldself.dphitcontentsmask;
177 self.death_time = oldself.death_time;
178 self.pain_finished = oldself.pain_finished;
179 self.health = oldself.health;
180 self.armorvalue = oldself.armorvalue;
181 self.armortype = oldself.armortype;
182 self.model = oldself.model;
183 self.modelindex = oldself.modelindex;
184 self.skin = oldself.skin;
185 self.species = oldself.species;
186 self.movetype = oldself.movetype;
187 self.solid = oldself.solid;
188 self.ballistics_density = oldself.ballistics_density;
189 self.takedamage = oldself.takedamage;
190 self.customizeentityforclient = oldself.customizeentityforclient;
191 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
192 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
193 if (keepvelocity == 1)
194 self.velocity = oldself.velocity;
195 self.oldvelocity = self.velocity;
196 self.alpha = oldself.alpha;
197 self.fade_time = oldself.fade_time;
198 self.fade_rate = oldself.fade_rate;
199 //self.weapon = oldself.weapon;
200 setorigin(self, oldself.origin);
201 setsize(self, oldself.mins, oldself.maxs);
202 self.prevorigin = oldself.origin;
203 self.reset = SUB_Remove;
205 Drag_MoveDrag(oldself, self);
207 if(self.colormap <= maxclients && self.colormap > 0)
208 self.colormap = 1024 + oldself.clientcolors;
210 CSQCMODEL_AUTOINIT();
211 self.CopyBody_nextthink = oldself.nextthink;
212 self.CopyBody_think = oldself.think;
213 self.nextthink = time;
214 self.think = CopyBody_Think;
215 // "bake" the current animation frame for clones (they don't get clientside animation)
216 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
221 float player_getspecies()
224 get_model_parameters(self.model, self.skin);
225 s = get_model_parameters_species;
226 get_model_parameters(string_null, 0);
228 return SPECIES_HUMAN;
232 void player_setupanimsformodel()
234 // load animation info
235 animdecide_init(self);
236 animdecide_setstate(self, 0, FALSE);
239 void player_anim (void)
241 float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
242 if(self.deadflag && !deadbits)
244 deadbits = ANIMSTATE_DEAD1;
246 deadbits = ANIMSTATE_DEAD2;
247 float animbits = deadbits;
248 if(self.freezetag_frozen)
249 animbits |= ANIMSTATE_FROZEN;
251 animbits |= ANIMSTATE_DUCK;
252 animdecide_setstate(self, animbits, FALSE);
253 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
255 if (self.weaponentity)
257 updateanim(self.weaponentity);
258 if (!self.weaponentity.animstate_override)
259 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
263 void SpawnThrownWeapon (vector org, float w)
268 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
270 if(WEPSET_CONTAINS_EW(self, j))
271 if(W_IsWeaponThrowable(j))
272 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
277 if(WEPSET_CONTAINS_EW(self, self.weapon))
278 if(W_IsWeaponThrowable(self.weapon))
279 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
283 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
287 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
289 // damage resistance (ignore most of the damage from a bullet or similar)
290 damage = max(damage - 5, 1);
292 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
296 if(sound_allowed(MSG_BROADCAST, attacker))
299 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
301 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
303 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
307 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
309 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
311 if (!(self.flags & FL_GODMODE))
313 self.armorvalue = self.armorvalue - save;
314 self.health = self.health - take;
315 // pause regeneration for 5 seconds
316 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
318 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
319 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
320 self.dmg_inflictor = inflictor;
322 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
324 // don't use any animations as a gib
326 // view just above the floor
327 self.view_ofs = '0 0 4';
329 Violence_GibSplash(self, 1, 1, attacker);
331 self.solid = SOLID_NOT; // restore later
332 self.takedamage = DAMAGE_NO; // restore later
333 self.damagedbycontents = FALSE;
337 void ClientKill_Now_TeamChange();
339 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
341 float take, save, waves, sdelay, dh, da, j;
343 float valid_damage_for_weaponstats;
346 dh = max(self.health, 0);
347 da = max(self.armorvalue, 0);
349 if(!DEATH_ISSPECIAL(deathtype))
351 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
353 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
356 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
358 // tuba causes blood to come out of the ears
363 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
365 makevectors(self.angles);
366 ear1 += v_right * -10;
367 ear2 += v_right * +10;
368 d = inflictor.origin - self.origin;
369 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
370 force = v_right * vlen(force);
371 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
372 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
381 // force is already good
385 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
388 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
394 // don't reset pushltime for self damage as it may be an attempt to
395 // escape a lava pit or similar
396 //self.pushltime = 0;
399 else if(IS_PLAYER(attacker))
401 self.pusher = attacker;
402 self.pushltime = time + autocvar_g_maxpushtime;
403 self.istypefrag = self.BUTTON_CHAT;
405 else if(time < self.pushltime)
407 attacker = self.pusher;
408 self.pushltime = max(self.pushltime, time + 0.6);
416 frag_inflictor = inflictor;
417 frag_attacker = attacker;
421 damage_force = force;
422 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
423 take = bound(0, damage_take, self.health);
424 save = bound(0, damage_save, self.armorvalue);
425 excess = max(0, damage - take - save);
427 if(sound_allowed(MSG_BROADCAST, attacker))
430 sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
432 sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
434 sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
438 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
440 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
442 if (time >= self.spawnshieldtime)
444 if (!(self.flags & FL_GODMODE))
446 self.armorvalue = self.armorvalue - save;
447 self.health = self.health - take;
448 // pause regeneration for 5 seconds
450 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
452 if (time > self.pain_finished) //Don't switch pain sequences like crazy
454 self.pain_finished = time + 0.5; //Supajoe
456 if(autocvar_sv_gentle < 1) {
457 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
459 if (!self.animstate_override)
462 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
464 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
468 if(sound_allowed(MSG_BROADCAST, attacker))
469 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
471 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
473 if(deathtype == DEATH_FALL)
474 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
475 else if(self.health > 75) // TODO make a "gentle" version?
476 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
477 else if(self.health > 50)
478 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
479 else if(self.health > 25)
480 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
482 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
486 // throw off bot aim temporarily
488 shake = damage * 5 / (bound(0,skill,100) + 1);
489 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
490 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
494 self.max_armorvalue += (save + take);
496 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
497 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
498 self.dmg_inflictor = inflictor;
500 if(g_ca && self != attacker && IS_PLAYER(attacker))
501 PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
503 float abot, vbot, awep;
504 abot = (IS_BOT_CLIENT(attacker));
505 vbot = (IS_BOT_CLIENT(self));
507 valid_damage_for_weaponstats = 0;
510 if(vbot || IS_REAL_CLIENT(self))
511 if(abot || IS_REAL_CLIENT(attacker))
512 if(attacker && self != attacker)
513 if(IsDifferentTeam(self, attacker))
515 if(DEATH_ISSPECIAL(deathtype))
516 awep = attacker.weapon;
518 awep = DEATH_WEAPONOF(deathtype);
519 valid_damage_for_weaponstats = 1;
522 if(valid_damage_for_weaponstats)
524 dh = dh - max(self.health, 0);
525 da = da - max(self.armorvalue, 0);
526 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
531 float defer_ClientKill_Now_TeamChange;
532 defer_ClientKill_Now_TeamChange = FALSE;
536 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
540 if(valid_damage_for_weaponstats)
541 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
543 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
544 if(sound_allowed(MSG_BROADCAST, attacker))
546 if(deathtype == DEATH_DROWN)
547 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
549 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
552 // get rid of kill indicator
553 if(self.killindicator)
555 remove(self.killindicator);
556 self.killindicator = world;
557 if(self.killindicator_teamchange)
558 defer_ClientKill_Now_TeamChange = TRUE;
560 if(self.classname == "body")
561 if(deathtype == DEATH_KILL)
563 // for the lemmings fans, a small harmless explosion
564 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
568 // print an obituary message
569 Obituary (attacker, inflictor, self, deathtype);
572 // increment frag counter for used weapon type
574 w = DEATH_WEAPONOF(deathtype);
576 if(accuracy_isgooddamage(attacker, self))
577 attacker.accuracy.(accuracy_frags[w-1]) += 1;
579 frag_attacker = attacker;
580 frag_inflictor = inflictor;
582 frag_deathtype = deathtype;
583 MUTATOR_CALLHOOK(PlayerDies);
585 weapon_action(self.weapon, WR_PLAYERDEATH);
587 RemoveGrapplingHook(self);
589 Portal_ClearAllLater(self);
591 if(IS_REAL_CLIENT(self))
593 self.fixangle = TRUE;
595 //WriteByte (MSG_ONE, SVC_SETANGLE);
596 //WriteAngle (MSG_ONE, self.v_angle_x);
597 //WriteAngle (MSG_ONE, self.v_angle_y);
598 //WriteAngle (MSG_ONE, 80);
601 if(defer_ClientKill_Now_TeamChange)
602 ClientKill_Now_TeamChange(); // can turn player into spectator
604 // player could have been miraculously resuscitated ;)
605 // e.g. players in freezetag get frozen, they don't really die
606 if(self.health >= 1 || !IS_PLAYER(self))
609 // when we get here, player actually dies
612 WaypointSprite_PlayerDead();
614 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
616 // become fully visible
617 self.alpha = default_player_alpha;
618 // make the corpse upright (not tilted)
622 self.avelocity = '0 0 0';
623 // view from the floor
624 self.view_ofs = '0 0 -8';
626 self.movetype = MOVETYPE_TOSS;
628 self.solid = SOLID_CORPSE;
629 self.ballistics_density = autocvar_g_ballistics_density_corpse;
630 // don't stick to the floor
631 self.flags &~= FL_ONGROUND;
633 self.deadflag = DEAD_DYING;
634 // when to allow respawn
637 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
641 sdelay = 0; // no respawn delay in CTS
643 sdelay = autocvar_g_respawn_delay;
645 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
647 waves = autocvar_g_respawn_waves;
649 self.respawn_time = ceil((time + sdelay) / waves) * waves;
651 self.respawn_time = time + sdelay;
652 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
653 self.respawn_countdown = 10; // first number to count down from is 10
655 self.respawn_countdown = -1; // do not count down
657 if(g_cts || autocvar_g_forced_respawn)
658 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
660 self.death_time = time;
662 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
664 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
668 setsize(self, self.mins, self.maxs);
670 // set damage function to corpse damage
671 self.event_damage = PlayerCorpseDamage;
672 // call the corpse damage function just in case it wants to gib
673 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
674 // set up to fade out later
675 SUB_SetFade (self, time + 6 + random (), 1);
677 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
679 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
682 // reset fields the weapons may use just in case
683 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
685 weapon_action(j, WR_RESETPLAYER);
686 ATTACK_FINISHED_FOR(self, j) = 0;
691 .float muted; // to be used by prvm_edictset server playernumber muted 1
692 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
693 // message "": do not say, just test flood control
699 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
701 var .float flood_field;
704 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
706 if(!teamsay && !privatesay)
707 if(substring(msgin, 0, 1) == " ")
708 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
710 msgin = formatmessage(msgin);
712 if not(IS_PLAYER(source))
713 colorstr = "^0"; // black for spectators
715 colorstr = Team_ColorCode(source.team);
722 if(intermission_running)
726 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
729 * using bprint solves this... me stupid
730 // how can we prevent the message from appearing in a listen server?
731 // for now, just give "say" back and only handle say_team
734 clientcommand(self, strcat("say ", msgin));
739 if(autocvar_g_chat_teamcolors)
740 namestr = playername(source);
742 namestr = source.netname;
748 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
749 privatemsgprefixlen = strlen(msgstr);
750 msgstr = strcat(msgstr, msgin);
751 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
752 if(autocvar_g_chat_teamcolors)
753 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
755 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
759 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
760 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
764 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
767 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
771 msgstr = cmsgstr = "";
775 fullcmsgstr = cmsgstr;
779 flood_field = floodcontrol_chat;
788 flood_spl = autocvar_g_chat_flood_spl_tell;
789 flood_burst = autocvar_g_chat_flood_burst_tell;
790 flood_lmax = autocvar_g_chat_flood_lmax_tell;
791 flood_field = floodcontrol_chattell;
795 flood_spl = autocvar_g_chat_flood_spl_team;
796 flood_burst = autocvar_g_chat_flood_burst_team;
797 flood_lmax = autocvar_g_chat_flood_lmax_team;
798 flood_field = floodcontrol_chatteam;
802 flood_spl = autocvar_g_chat_flood_spl;
803 flood_burst = autocvar_g_chat_flood_burst;
804 flood_lmax = autocvar_g_chat_flood_lmax;
805 flood_field = floodcontrol_chat;
807 flood_burst = max(0, flood_burst - 1);
808 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
810 // do flood control for the default line size
813 getWrappedLine_remaining = msgstr;
816 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
818 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
821 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
823 if(getWrappedLine_remaining != "")
825 msgstr = strcat(msgstr, "\n");
829 if(time >= source.flood_field)
831 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
841 if(time >= source.flood_field)
842 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
847 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
848 source.flood_field = flood = 0;
851 if(flood == 2) // cannot happen for empty msgstr
853 if(autocvar_g_chat_flood_notify_flooder)
855 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
860 sourcemsgstr = fullmsgstr;
861 sourcecmsgstr = fullcmsgstr;
867 sourcemsgstr = msgstr;
868 sourcecmsgstr = cmsgstr;
872 if not(IS_PLAYER(source))
874 if not(intermission_running)
875 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
876 teamsay = -1; // spectators
880 print("NOTE: ", playername(source), "^7 is flooding.\n");
882 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
884 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
888 // always fake the message
893 if(autocvar_g_chat_flood_notify_flooder)
895 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
906 if(sourcemsgstr != "" && ret != 0)
908 if(ret < 0) // faked message, because the player is muted
910 sprint(source, sourcemsgstr);
911 if(sourcecmsgstr != "" && !privatesay)
912 centerprint(source, sourcecmsgstr);
914 else if(privatesay) // private message, between 2 people only
916 sprint(source, sourcemsgstr);
917 sprint(privatesay, msgstr);
918 if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
920 centerprint(privatesay, cmsgstr);
922 else if(teamsay > 0) // team message, only sent to team mates
924 sprint(source, sourcemsgstr);
925 dedicated_print(msgstr); // send to server console too
926 if(sourcecmsgstr != "")
927 centerprint(source, sourcecmsgstr);
928 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
931 sprint(head, msgstr);
933 centerprint(head, cmsgstr);
936 else if(teamsay < 0) // spectator message, only sent to spectators
938 sprint(source, sourcemsgstr);
939 dedicated_print(msgstr); // send to server console too
940 FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
942 sprint(head, msgstr);
944 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
946 sprint(source, sourcemsgstr);
947 dedicated_print(msgstr); // send to server console too
948 FOR_EACH_REALCLIENT(head)
950 sprint(head, msgstr);
953 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
959 float GetVoiceMessageVoiceType(string type)
962 return VOICETYPE_TAUNT;
963 if(type == "teamshoot")
964 return VOICETYPE_LASTATTACKER;
965 return VOICETYPE_TEAMRADIO;
968 string allvoicesamples;
969 .string GetVoiceMessageSampleField(string type)
971 GetPlayerSoundSampleField_notFound = 0;
974 #define _VOICEMSG(m) case #m: return playersound_##m;
978 GetPlayerSoundSampleField_notFound = 1;
979 return playersound_taunt;
982 .string GetPlayerSoundSampleField(string type)
984 GetPlayerSoundSampleField_notFound = 0;
987 #define _VOICEMSG(m) case #m: return playersound_##m;
991 GetPlayerSoundSampleField_notFound = 1;
992 return playersound_taunt;
995 void PrecacheGlobalSound(string samplestring)
998 tokenize_console(samplestring);
1002 for(i = 1; i <= n; ++i)
1003 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1007 precache_sound(strcat(argv(0), ".wav"));
1011 void PrecachePlayerSounds(string f)
1015 fh = fopen(f, FILE_READ);
1018 while((s = fgets(fh)))
1020 if(tokenize_console(s) != 3)
1022 dprint("Invalid sound info line: ", s, "\n");
1025 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1029 if not(allvoicesamples)
1031 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1034 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1038 void ClearPlayerSounds()
1040 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1046 float LoadPlayerSounds(string f, float first)
1051 fh = fopen(f, FILE_READ);
1054 dprint("Player sound file not found: ", f, "\n");
1057 while((s = fgets(fh)))
1059 if(tokenize_console(s) != 3)
1061 field = GetPlayerSoundSampleField(argv(0));
1062 if(GetPlayerSoundSampleField_notFound)
1063 field = GetVoiceMessageSampleField(argv(0));
1064 if(GetPlayerSoundSampleField_notFound)
1067 strunzone(self.field);
1068 self.field = strzone(strcat(argv(1), " ", argv(2)));
1074 .float modelindex_for_playersound;
1075 .float skin_for_playersound;
1076 void UpdatePlayerSounds()
1078 if(self.modelindex == self.modelindex_for_playersound)
1079 if(self.skin == self.skin_for_playersound)
1081 self.modelindex_for_playersound = self.modelindex;
1082 self.skin_for_playersound = self.skin;
1083 ClearPlayerSounds();
1084 LoadPlayerSounds("sound/player/default.sounds", 1);
1085 if(!autocvar_g_debug_defaultsounds)
1086 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1087 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1090 void FakeGlobalSound(string sample, float chan, float voicetype)
1098 tokenize_console(sample);
1101 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1103 sample = strcat(argv(0), ".wav"); // randomization
1107 case VOICETYPE_LASTATTACKER_ONLY:
1109 case VOICETYPE_LASTATTACKER:
1113 if(IS_REAL_CLIENT(msg_entity))
1114 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1117 case VOICETYPE_TEAMRADIO:
1119 if(msg_entity.cvar_cl_voice_directional == 1)
1120 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1122 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1124 case VOICETYPE_AUTOTAUNT:
1129 if(autocvar_sv_gentle)
1131 tauntrand = random();
1133 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1135 if (msg_entity.cvar_cl_voice_directional >= 1)
1136 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1138 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1141 case VOICETYPE_TAUNT:
1143 if(self.deadflag == DEAD_NO)
1144 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1147 if(autocvar_sv_gentle)
1150 if (msg_entity.cvar_cl_voice_directional >= 1)
1151 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1153 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1155 case VOICETYPE_PLAYERSOUND:
1157 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1160 backtrace("Invalid voice type!");
1165 void GlobalSound(string sample, float chan, float voicetype)
1173 tokenize_console(sample);
1176 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1178 sample = strcat(argv(0), ".wav"); // randomization
1182 case VOICETYPE_LASTATTACKER_ONLY:
1185 msg_entity = self.pusher;
1186 if(IS_REAL_CLIENT(msg_entity))
1188 if(msg_entity.cvar_cl_voice_directional == 1)
1189 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1191 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1195 case VOICETYPE_LASTATTACKER:
1198 msg_entity = self.pusher;
1199 if(IS_REAL_CLIENT(msg_entity))
1201 if(msg_entity.cvar_cl_voice_directional == 1)
1202 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1204 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1207 if(IS_REAL_CLIENT(msg_entity))
1208 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1211 case VOICETYPE_TEAMRADIO:
1212 FOR_EACH_REALCLIENT(msg_entity)
1213 if(!teamplay || msg_entity.team == self.team)
1215 if(msg_entity.cvar_cl_voice_directional == 1)
1216 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1218 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1221 case VOICETYPE_AUTOTAUNT:
1226 if(autocvar_sv_gentle)
1228 tauntrand = random();
1229 FOR_EACH_REALCLIENT(msg_entity)
1230 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1232 if (msg_entity.cvar_cl_voice_directional >= 1)
1233 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1235 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1238 case VOICETYPE_TAUNT:
1240 if(self.deadflag == DEAD_NO)
1241 animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1244 if(autocvar_sv_gentle)
1246 FOR_EACH_REALCLIENT(msg_entity)
1248 if (msg_entity.cvar_cl_voice_directional >= 1)
1249 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1251 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1254 case VOICETYPE_PLAYERSOUND:
1255 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1258 backtrace("Invalid voice type!");
1263 void PlayerSound(.string samplefield, float chan, float voicetype)
1265 GlobalSound(self.samplefield, chan, voicetype);
1268 void VoiceMessage(string type, string msg)
1271 float voicetype, ownteam;
1273 sample = GetVoiceMessageSampleField(type);
1275 if(GetPlayerSoundSampleField_notFound)
1277 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1281 voicetype = GetVoiceMessageVoiceType(type);
1282 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1284 flood = Say(self, ownteam, world, msg, 1);
1287 GlobalSound(self.sample, CH_VOICE, voicetype);
1289 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1292 void MoveToTeam(entity client, float team_colour, float type)
1294 float lockteams_backup;
1296 lockteams_backup = lockteams; // backup any team lock
1298 lockteams = 0; // disable locked teams
1300 TeamchangeFrags(client); // move the players frags
1301 SetPlayerColors(client, team_colour - 1); // set the players colour
1302 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1304 lockteams = lockteams_backup; // restore the team lock
1306 LogTeamchange(client.playerid, client.team, type);