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support upper and lower implicit actions; add back jump detection
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
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 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
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 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
30 #endif
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)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
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));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
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)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
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;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
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
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
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.animstate_startframe = oldself.animstate_startframe;
165         self.animstate_numframes = oldself.animstate_numframes;
166         self.animstate_framerate = oldself.animstate_framerate;
167         self.animstate_starttime = oldself.animstate_starttime;
168         self.animstate_endtime = oldself.animstate_endtime;
169         self.animstate_override = oldself.animstate_override;
170         self.animstate_looping = oldself.animstate_looping;
171         self.dphitcontentsmask = oldself.dphitcontentsmask;
172         self.death_time = oldself.death_time;
173         self.frame = oldself.frame;
174         self.pain_finished = oldself.pain_finished;
175         self.health = oldself.health;
176         self.armorvalue = oldself.armorvalue;
177         self.armortype = oldself.armortype;
178         self.model = oldself.model;
179         self.modelindex = oldself.modelindex;
180         self.skin = oldself.skin;
181         self.species = oldself.species;
182         self.movetype = oldself.movetype;
183         self.solid = oldself.solid;
184         self.ballistics_density = oldself.ballistics_density;
185         self.takedamage = oldself.takedamage;
186         self.customizeentityforclient = oldself.customizeentityforclient;
187         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
188         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
189         if (keepvelocity == 1)
190                 self.velocity = oldself.velocity;
191         self.oldvelocity = self.velocity;
192         self.alpha = oldself.alpha;
193         self.fade_time = oldself.fade_time;
194         self.fade_rate = oldself.fade_rate;
195         //self.weapon = oldself.weapon;
196         setorigin(self, oldself.origin);
197         setsize(self, oldself.mins, oldself.maxs);
198         self.prevorigin = oldself.origin;
199         self.reset = SUB_Remove;
200
201         Drag_MoveDrag(oldself, self);
202
203         if(self.colormap <= maxclients && self.colormap > 0)
204                 self.colormap = 1024 + oldself.clientcolors;
205
206         CSQCMODEL_AUTOINIT();
207         self.CopyBody_nextthink = oldself.nextthink;
208         self.CopyBody_think = oldself.think;
209         self.nextthink = time;
210         self.think = CopyBody_Think;
211
212         self = oldself;
213 }
214
215 float player_getspecies()
216 {
217         float s;
218         get_model_parameters(self.model, self.skin);
219         s = get_model_parameters_species;
220         get_model_parameters(string_null, 0);
221         if(s < 0)
222                 return SPECIES_HUMAN;
223         return s;
224 }
225
226 void player_setupanimsformodel()
227 {
228         // load animation info
229         animdecide_init(self);
230         animdecide_setstate(self, 0, FALSE);
231 }
232
233 void player_anim (void)
234 {
235         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
236         if(self.deadflag && !deadbits)
237                 if(random() < 0.5)
238                         deadbits = ANIMSTATE_DEAD1;
239                 else
240                         deadbits = ANIMSTATE_DEAD2;
241         float animbits = deadbits;
242         if(self.freezetag_frozen)
243                 animbits |= ANIMSTATE_FROZEN;
244         if(self.crouch)
245                 animbits |= ANIMSTATE_DUCK;
246         animdecide_setstate(self, animbits, FALSE);
247
248         animdecide_setframes(self, FALSE);
249
250         if (self.weaponentity)
251         {
252                 updateanim(self.weaponentity);
253                 if (!self.weaponentity.animstate_override)
254                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
255         }
256 }
257
258 void SpawnThrownWeapon (vector org, float w)
259 {
260         if(g_minstagib)
261         if(self.ammo_cells <= 0)
262                 return;
263
264         if(g_pinata)
265         {
266                 float j;
267                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
268                 {
269                         if(WEPSET_CONTAINS_EW(self, j))
270                                 if(W_IsWeaponThrowable(j))
271                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
272                 }
273         }
274         else
275         {
276                 if(W_IsWeaponThrowable(self.weapon))
277                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
278         }
279 }
280
281 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
282 {
283         float take, save;
284         vector v;
285         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
286
287         // damage resistance (ignore most of the damage from a bullet or similar)
288         damage = max(damage - 5, 1);
289
290         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
291         take = v_x;
292         save = v_y;
293
294         if(sound_allowed(MSG_BROADCAST, attacker))
295         {
296                 if (save > 10)
297                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
298                 else if (take > 30)
299                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
300                 else if (take > 10)
301                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
302         }
303
304         if (take > 50)
305                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
306         if (take > 100)
307                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
308
309         if (!(self.flags & FL_GODMODE))
310         {
311                 self.armorvalue = self.armorvalue - save;
312                 self.health = self.health - take;
313                 // pause regeneration for 5 seconds
314                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
315         }
316         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
317         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
318         self.dmg_inflictor = inflictor;
319
320         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
321         {
322                 // don't use any animations as a gib
323                 self.frame = 0;
324                 // view just above the floor
325                 self.view_ofs = '0 0 4';
326
327                 Violence_GibSplash(self, 1, 1, attacker);
328                 self.alpha = -1;
329                 self.solid = SOLID_NOT; // restore later
330                 self.takedamage = DAMAGE_NO; // restore later
331                 self.damagedbycontents = FALSE;
332         }
333 }
334
335 void ClientKill_Now_TeamChange();
336 void freezetag_CheckWinner();
337
338 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
339 {
340         float take, save, waves, sdelay, dh, da, j;
341         vector v;
342         float valid_damage_for_weaponstats;
343         float excess;
344
345         if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
346                 return;
347
348         dh = max(self.health, 0);
349         da = max(self.armorvalue, 0);
350
351         if(!DEATH_ISSPECIAL(deathtype))
352         {
353                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
354                 if(self != attacker)
355                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
356         }
357
358         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
359         {
360                 // tuba causes blood to come out of the ears
361                 vector ear1, ear2;
362                 vector d;
363                 float f;
364                 ear1 = self.origin;
365                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
366                 ear2 = ear1;
367                 makevectors(self.angles);
368                 ear1 += v_right * -10;
369                 ear2 += v_right * +10;
370                 d = inflictor.origin - self.origin;
371                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
372                 force = v_right * vlen(force);
373                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
374                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
375                 if(f > 0)
376                 {
377                         hitloc = ear1;
378                         force = force * -1;
379                 }
380                 else
381                 {
382                         hitloc = ear2;
383                         // force is already good
384                 }
385         }
386         else
387                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
388
389         if (!g_minstagib)
390         {
391                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
392                 take = v_x;
393                 save = v_y;
394         }
395         else
396         {
397                 save = 0;
398                 take = damage;
399         }
400
401         frag_inflictor = inflictor;
402         frag_attacker = attacker;
403         frag_target = self;
404         damage_take = take;
405         damage_save = save;
406         damage_force = force;
407         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
408         take = bound(0, damage_take, self.health);
409         save = bound(0, damage_save, self.armorvalue);
410         excess = max(0, damage - take - save);
411
412         if(sound_allowed(MSG_BROADCAST, attacker))
413         {
414                 if (save > 10)
415                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
416                 else if (take > 30)
417                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
418                 else if (take > 10)
419                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
420         }
421
422         if (take > 50)
423                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
424         if (take > 100)
425                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
426
427         if (time >= self.spawnshieldtime)
428         {
429                 if (!(self.flags & FL_GODMODE))
430                 {
431                         self.armorvalue = self.armorvalue - save;
432                         self.health = self.health - take;
433                         // pause regeneration for 5 seconds
434                         if(take)
435                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
436
437                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
438                         {
439                                 self.pain_finished = time + 0.5;        //Supajoe
440
441                                 if(sv_gentle < 1) {
442                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
443                                         {
444                                                 if (!self.animstate_override)
445                                                 {
446                                                         if (random() > 0.5)
447                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
448                                                         else
449                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
450                                                 }
451                                         }
452
453                                         if(sound_allowed(MSG_BROADCAST, attacker))
454                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
455                                         if(self.health > 1)
456                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
457                                         {
458                                                 if(deathtype == DEATH_FALL)
459                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
460                                                 else if(self.health > 75) // TODO make a "gentle" version?
461                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
462                                                 else if(self.health > 50)
463                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
464                                                 else if(self.health > 25)
465                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
466                                                 else
467                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
468                                         }
469                                 }
470
471                                 // throw off bot aim temporarily
472                                 float shake;
473                                 shake = damage * 5 / (bound(0,skill,100) + 1);
474                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
475                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
476                         }
477                 }
478                 else
479                         self.max_armorvalue += (save + take);
480         }
481         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
482         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
483         self.dmg_inflictor = inflictor;
484
485         if(attacker == self)
486         {
487                 // don't reset pushltime for self damage as it may be an attempt to
488                 // escape a lava pit or similar
489                 //self.pushltime = 0;
490                 self.istypefrag = 0;
491         }
492         else if(attacker.classname == "player")
493         {
494                 self.pusher = attacker;
495                 self.pushltime = time + autocvar_g_maxpushtime;
496                 self.istypefrag = self.BUTTON_CHAT;
497         }
498         else if(time < self.pushltime)
499         {
500                 attacker = self.pusher;
501                 self.pushltime = max(self.pushltime, time + 0.6);
502         }
503         else
504         {
505                 self.pushltime = 0;
506                 self.istypefrag = 0;
507         }
508
509         float abot, vbot, awep;
510         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
511         vbot = (clienttype(self) == CLIENTTYPE_BOT);
512
513         valid_damage_for_weaponstats = 0;
514         awep = 0;
515
516         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
517         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
518         if(attacker && self != attacker)
519         if(IsDifferentTeam(self, attacker))
520         {
521                 if(DEATH_ISSPECIAL(deathtype))
522                         awep = attacker.weapon;
523                 else
524                         awep = DEATH_WEAPONOF(deathtype);
525                 valid_damage_for_weaponstats = 1;
526         }
527
528         if(valid_damage_for_weaponstats)
529         {
530                 dh = dh - max(self.health, 0);
531                 da = da - max(self.armorvalue, 0);
532                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
533         }
534
535         if (self.health < 1)
536         {
537                 float defer_ClientKill_Now_TeamChange;
538                 defer_ClientKill_Now_TeamChange = FALSE;
539
540                 if(self.alivetime)
541                 {
542                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
543                         self.alivetime = 0;
544                 }
545
546                 if(valid_damage_for_weaponstats)
547                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
548
549                 if(sv_gentle < 1) // TODO make a "gentle" version?
550                 if(sound_allowed(MSG_BROADCAST, attacker))
551                 {
552                         if(deathtype == DEATH_DROWN)
553                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
554                         else
555                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
556                 }
557
558                 // get rid of kill indicator
559                 if(self.killindicator)
560                 {
561                         remove(self.killindicator);
562                         self.killindicator = world;
563                         if(self.killindicator_teamchange)
564                                 defer_ClientKill_Now_TeamChange = TRUE;
565
566                         if(self.classname == "body")
567                         if(deathtype == DEATH_KILL)
568                         {
569                                 // for the lemmings fans, a small harmless explosion
570                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
571                         }
572                 }
573
574                 if(!g_freezetag)
575                 {
576                         // become fully visible
577                         self.alpha = default_player_alpha;
578                         // throw a weapon
579                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
580                 }
581
582                 // print an obituary message
583                 Obituary (attacker, inflictor, self, deathtype);
584                 race_PreDie();
585                 DropAllRunes(self);
586
587         // increment frag counter for used weapon type
588         float w;
589         w = DEATH_WEAPONOF(deathtype);
590         if(WEP_VALID(w))
591         if(accuracy_isgooddamage(attacker, self))
592         attacker.accuracy.(accuracy_frags[w-1]) += 1;
593
594                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
595                 {
596                         PutClientInServer();
597                         count_alive_players(); // re-count players
598                         freezetag_CheckWinner();
599                         return;
600                 }
601
602                 frag_attacker = attacker;
603                 frag_inflictor = inflictor;
604                 frag_target = self;
605                 MUTATOR_CALLHOOK(PlayerDies);
606                 weapon_action(self.weapon, WR_PLAYERDEATH);
607
608                 RemoveGrapplingHook(self);
609
610                 Portal_ClearAllLater(self);
611
612                 if(clienttype(self) == CLIENTTYPE_REAL)
613                 {
614                         stuffcmd(self, "-zoom\n");
615                         self.fixangle = TRUE;
616                         //msg_entity = self;
617                         //WriteByte (MSG_ONE, SVC_SETANGLE);
618                         //WriteAngle (MSG_ONE, self.v_angle_x);
619                         //WriteAngle (MSG_ONE, self.v_angle_y);
620                         //WriteAngle (MSG_ONE, 80);
621                 }
622
623                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
624                         ClientKill_Now_TeamChange();
625
626                 if(g_arena)
627                         Spawnqueue_Unmark(self);
628
629                 if(g_freezetag)
630                         return;
631
632                 // when we get here, player actually dies
633                 // clear waypoints (do this AFTER FreezeTag)
634                 WaypointSprite_PlayerDead();
635
636                 // make the corpse upright (not tilted)
637                 self.angles_x = 0;
638                 self.angles_z = 0;
639                 // don't spin
640                 self.avelocity = '0 0 0';
641                 // view from the floor
642                 self.view_ofs = '0 0 -8';
643                 // toss the corpse
644                 self.movetype = MOVETYPE_TOSS;
645                 // shootable corpse
646                 self.solid = SOLID_CORPSE;
647                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
648                 // don't stick to the floor
649                 self.flags &~= FL_ONGROUND;
650                 // dying animation
651                 self.deadflag = DEAD_DYING;
652                 // when to allow respawn
653                 sdelay = 0;
654                 waves = 0;
655                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
656                 if(!sdelay)
657                 {
658                         if(g_cts)
659                                 sdelay = 0; // no respawn delay in CTS
660                         else
661                                 sdelay = autocvar_g_respawn_delay;
662                 }
663                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
664                 if(!waves)
665                         waves = autocvar_g_respawn_waves;
666                 if(waves)
667                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
668                 else
669                         self.respawn_time = time + sdelay;
670                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
671                         self.respawn_countdown = 10; // first number to count down from is 10
672                 else
673                         self.respawn_countdown = -1; // do not count down
674                 self.death_time = time;
675                 if (random() < 0.5)
676                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
677                 else
678                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
679                 if (self.maxs_z > 5)
680                 {
681                         self.maxs_z = 5;
682                         setsize(self, self.mins, self.maxs);
683                 }
684                 // set damage function to corpse damage
685                 self.event_damage = PlayerCorpseDamage;
686                 // call the corpse damage function just in case it wants to gib
687                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
688                 // set up to fade out later
689                 SUB_SetFade (self, time + 6 + random (), 1);
690
691                 if(sv_gentle > 0 || autocvar_ekg) {
692                         // remove corpse
693                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
694                 }
695
696                 // reset fields the weapons may use just in case
697                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
698                 {
699                         weapon_action(j, WR_RESETPLAYER);
700                         ATTACK_FINISHED_FOR(self, j) = 0;
701                 }
702         }
703 }
704
705 .float muted; // to be used by prvm_edictset server playernumber muted 1
706 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
707 // message "": do not say, just test flood control
708 // return value:
709 //   1 = accept
710 //   0 = reject
711 //  -1 = fake accept
712 {
713         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
714         float flood;
715         var .float flood_field;
716         entity head;
717         float ret;
718         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
719
720         if(!teamsay && !privatesay)
721                 if(substring(msgin, 0, 1) == " ")
722                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
723
724         msgin = formatmessage(msgin);
725
726         if(source.classname != "player")
727                 colorstr = "^0"; // black for spectators
728         else if(teamplay)
729                 colorstr = Team_ColorCode(source.team);
730         else
731         {
732                 colorstr = "";
733                 teamsay = FALSE;
734         }
735
736         if(intermission_running)
737                 teamsay = FALSE;
738
739         if(msgin != "")
740                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
741
742         /*
743          * using bprint solves this... me stupid
744         // how can we prevent the message from appearing in a listen server?
745         // for now, just give "say" back and only handle say_team
746         if(!teamsay)
747         {
748                 clientcommand(self, strcat("say ", msgin));
749                 return;
750         }
751         */
752
753         if(autocvar_g_chat_teamcolors)
754                 namestr = playername(source);
755         else
756                 namestr = source.netname;
757
758         if(msgin != "")
759         {
760                 if(privatesay)
761                 {
762                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
763                         privatemsgprefixlen = strlen(msgstr);
764                         msgstr = strcat(msgstr, msgin);
765                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
766                         if(autocvar_g_chat_teamcolors)
767                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
768                         else
769                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
770                 }
771                 else if(teamsay)
772                 {
773                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
774                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
775                 }
776                 else
777                 {
778                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
779                         cmsgstr = "";
780                 }
781                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
782         }
783         else
784         {
785                 msgstr = cmsgstr = "";
786         }
787
788         fullmsgstr = msgstr;
789         fullcmsgstr = cmsgstr;
790
791         // FLOOD CONTROL
792         flood = 0;
793         flood_field = floodcontrol_chat;
794         if(floodcontrol)
795         {
796                 float flood_spl;
797                 float flood_burst;
798                 float flood_lmax;
799                 float lines;
800                 if(privatesay)
801                 {
802                         flood_spl = autocvar_g_chat_flood_spl_tell;
803                         flood_burst = autocvar_g_chat_flood_burst_tell;
804                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
805                         flood_field = floodcontrol_chattell;
806                 }
807                 else if(teamsay)
808                 {
809                         flood_spl = autocvar_g_chat_flood_spl_team;
810                         flood_burst = autocvar_g_chat_flood_burst_team;
811                         flood_lmax = autocvar_g_chat_flood_lmax_team;
812                         flood_field = floodcontrol_chatteam;
813                 }
814                 else
815                 {
816                         flood_spl = autocvar_g_chat_flood_spl;
817                         flood_burst = autocvar_g_chat_flood_burst;
818                         flood_lmax = autocvar_g_chat_flood_lmax;
819                         flood_field = floodcontrol_chat;
820                 }
821                 flood_burst = max(0, flood_burst - 1);
822                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
823
824                 // do flood control for the default line size
825                 if(msgstr != "")
826                 {
827                         getWrappedLine_remaining = msgstr;
828                         msgstr = "";
829                         lines = 0;
830                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
831                         {
832                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
833                                 ++lines;
834                         }
835                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
836
837                         if(getWrappedLine_remaining != "")
838                         {
839                                 msgstr = strcat(msgstr, "\n");
840                                 flood = 2;
841                         }
842
843                         if(time >= source.flood_field)
844                         {
845                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
846                         }
847                         else
848                         {
849                                 flood = 1;
850                                 msgstr = fullmsgstr;
851                         }
852                 }
853                 else
854                 {
855                         if(time >= source.flood_field)
856                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
857                         else
858                                 flood = 1;
859                 }
860
861                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
862                         source.flood_field = flood = 0;
863         }
864
865         if(flood == 2) // cannot happen for empty msgstr
866         {
867                 if(autocvar_g_chat_flood_notify_flooder)
868                 {
869                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
870                         sourcecmsgstr = "";
871                 }
872                 else
873                 {
874                         sourcemsgstr = fullmsgstr;
875                         sourcecmsgstr = fullcmsgstr;
876                 }
877                 cmsgstr = "";
878         }
879         else
880         {
881                 sourcemsgstr = msgstr;
882                 sourcecmsgstr = cmsgstr;
883         }
884
885         if(!privatesay)
886         if(source.classname != "player")
887         {
888                 if not(intermission_running)
889                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
890                                 teamsay = -1; // spectators
891         }
892
893         if(flood)
894                 print("NOTE: ", playername(source), "^7 is flooding.\n");
895
896         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
897         if(privatesay)
898                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
899
900         if(source.muted)
901         {
902                 // always fake the message
903                 ret = -1;
904         }
905         else if(flood == 1)
906         {
907                 if(autocvar_g_chat_flood_notify_flooder)
908                 {
909                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
910                         ret = 0;
911                 }
912                 else
913                         ret = -1;
914         }
915         else
916         {
917                 ret = 1;
918         }
919
920         if(sourcemsgstr != "" && ret != 0)
921         {
922                 if(ret < 0) // faked message, because the player is muted
923                 {
924                         sprint(source, sourcemsgstr);
925                         if(sourcecmsgstr != "" && !privatesay)
926                                 centerprint(source, sourcecmsgstr);
927                 }
928                 else if(privatesay) // private message, between 2 people only, not sent to server console
929                 {
930                         sprint(source, sourcemsgstr);
931                         sprint(privatesay, msgstr);
932                         if(cmsgstr != "")
933                                 centerprint(privatesay, cmsgstr);
934                 }
935                 else if(teamsay > 0) // team message, only sent to team mates
936                 {
937                         sprint(source, sourcemsgstr);
938                         //print(msgstr); // send to server console too
939                         if(sourcecmsgstr != "")
940                                 centerprint(source, sourcecmsgstr);
941                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
942                                 if(head != source)
943                                 {
944                                         sprint(head, msgstr);
945                                         if(cmsgstr != "")
946                                                 centerprint(head, cmsgstr);
947                                 }
948                 }
949                 else if(teamsay < 0) // spectator message, only sent to spectators
950                 {
951                         sprint(source, sourcemsgstr);
952                         //print(msgstr); // send to server console too
953                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
954                                 if(head != source)
955                                         sprint(head, msgstr);
956                 }
957                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
958                 {
959                         sprint(source, sourcemsgstr);
960                         //print(msgstr); // send to server console too
961                         FOR_EACH_REALCLIENT(head)
962                                 if(head != source)
963                                         sprint(head, msgstr);
964                 }
965                 else
966                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
967         }
968
969         return ret;
970 }
971
972 float GetVoiceMessageVoiceType(string type)
973 {
974         if(type == "taunt")
975                 return VOICETYPE_TAUNT;
976         if(type == "teamshoot")
977                 return VOICETYPE_LASTATTACKER;
978         return VOICETYPE_TEAMRADIO;
979 }
980
981 string allvoicesamples;
982 .string GetVoiceMessageSampleField(string type)
983 {
984         GetPlayerSoundSampleField_notFound = 0;
985         switch(type)
986         {
987 #define _VOICEMSG(m) case #m: return playersound_##m;
988                 ALLVOICEMSGS
989 #undef _VOICEMSG
990         }
991         GetPlayerSoundSampleField_notFound = 1;
992         return playersound_taunt;
993 }
994
995 .string GetPlayerSoundSampleField(string type)
996 {
997         GetPlayerSoundSampleField_notFound = 0;
998         switch(type)
999         {
1000 #define _VOICEMSG(m) case #m: return playersound_##m;
1001                 ALLPLAYERSOUNDS
1002 #undef _VOICEMSG
1003         }
1004         GetPlayerSoundSampleField_notFound = 1;
1005         return playersound_taunt;
1006 }
1007
1008 void PrecacheGlobalSound(string samplestring)
1009 {
1010         float n, i;
1011         tokenize_console(samplestring);
1012         n = stof(argv(1));
1013         if(n > 0)
1014         {
1015                 for(i = 1; i <= n; ++i)
1016                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1017         }
1018         else
1019         {
1020                 precache_sound(strcat(argv(0), ".wav"));
1021         }
1022 }
1023
1024 void PrecachePlayerSounds(string f)
1025 {
1026         float fh;
1027         string s;
1028         fh = fopen(f, FILE_READ);
1029         if(fh < 0)
1030                 return;
1031         while((s = fgets(fh)))
1032         {
1033                 if(tokenize_console(s) != 3)
1034                 {
1035                         dprint("Invalid sound info line: ", s, "\n");
1036                         continue;
1037                 }
1038                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1039         }
1040         fclose(fh);
1041
1042         if not(allvoicesamples)
1043         {
1044 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1045                 ALLVOICEMSGS
1046 #undef _VOICEMSG
1047                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1048         }
1049 }
1050
1051 void ClearPlayerSounds()
1052 {
1053 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1054         ALLPLAYERSOUNDS
1055         ALLVOICEMSGS
1056 #undef _VOICEMSG
1057 }
1058
1059 float LoadPlayerSounds(string f, float first)
1060 {
1061         float fh;
1062         string s;
1063         var .string field;
1064         fh = fopen(f, FILE_READ);
1065         if(fh < 0)
1066         {
1067                 dprint("Player sound file not found: ", f, "\n");
1068                 return 0;
1069         }
1070         while((s = fgets(fh)))
1071         {
1072                 if(tokenize_console(s) != 3)
1073                         continue;
1074                 field = GetPlayerSoundSampleField(argv(0));
1075                 if(GetPlayerSoundSampleField_notFound)
1076                         field = GetVoiceMessageSampleField(argv(0));
1077                 if(GetPlayerSoundSampleField_notFound)
1078                         continue;
1079                 if(self.field)
1080                         strunzone(self.field);
1081                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1082         }
1083         fclose(fh);
1084         return 1;
1085 }
1086
1087 .float modelindex_for_playersound;
1088 .float skin_for_playersound;
1089 void UpdatePlayerSounds()
1090 {
1091         if(self.modelindex == self.modelindex_for_playersound)
1092         if(self.skin == self.skin_for_playersound)
1093                 return;
1094         self.modelindex_for_playersound = self.modelindex;
1095         self.skin_for_playersound = self.skin;
1096         ClearPlayerSounds();
1097         LoadPlayerSounds("sound/player/default.sounds", 1);
1098         if(!autocvar_g_debug_defaultsounds)
1099                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1100                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1101 }
1102
1103 void FakeGlobalSound(string sample, float chan, float voicetype)
1104 {
1105         float n;
1106         float tauntrand;
1107
1108         if(sample == "")
1109                 return;
1110
1111         tokenize_console(sample);
1112         n = stof(argv(1));
1113         if(n > 0)
1114                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1115         else
1116                 sample = strcat(argv(0), ".wav"); // randomization
1117
1118         switch(voicetype)
1119         {
1120                 case VOICETYPE_LASTATTACKER_ONLY:
1121                         break;
1122                 case VOICETYPE_LASTATTACKER:
1123                         if(self.pusher)
1124                         {
1125                                 msg_entity = self;
1126                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1127                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1128                         }
1129                         break;
1130                 case VOICETYPE_TEAMRADIO:
1131                         msg_entity = self;
1132                         if(msg_entity.cvar_cl_voice_directional == 1)
1133                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1134                         else
1135                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1136                         break;
1137                 case VOICETYPE_AUTOTAUNT:
1138                         if(!sv_autotaunt)
1139                                 break;
1140                         if(!sv_taunt)
1141                                 break;
1142                         if(sv_gentle)
1143                                 break;
1144                         tauntrand = random();
1145                         msg_entity = self;
1146                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1147                         {
1148                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1149                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1150                                 else
1151                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1152                         }
1153                         break;
1154                 case VOICETYPE_TAUNT:
1155                         if(self.classname == "player")
1156                                 if(self.deadflag == DEAD_NO)
1157                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1158                         if(!sv_taunt)
1159                                 break;
1160                         if(sv_gentle)
1161                                 break;
1162                         msg_entity = self;
1163                         if (msg_entity.cvar_cl_voice_directional >= 1)
1164                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1165                         else
1166                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1167                         break;
1168                 case VOICETYPE_PLAYERSOUND:
1169                         msg_entity = self;
1170                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1171                         break;
1172                 default:
1173                         backtrace("Invalid voice type!");
1174                         break;
1175         }
1176 }
1177
1178 void GlobalSound(string sample, float chan, float voicetype)
1179 {
1180         float n;
1181         float tauntrand;
1182
1183         if(sample == "")
1184                 return;
1185
1186         tokenize_console(sample);
1187         n = stof(argv(1));
1188         if(n > 0)
1189                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1190         else
1191                 sample = strcat(argv(0), ".wav"); // randomization
1192
1193         switch(voicetype)
1194         {
1195                 case VOICETYPE_LASTATTACKER_ONLY:
1196                         if(self.pusher)
1197                         {
1198                                 msg_entity = self.pusher;
1199                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1200                                 {
1201                                         if(msg_entity.cvar_cl_voice_directional == 1)
1202                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1203                                         else
1204                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1205                                 }
1206                         }
1207                         break;
1208                 case VOICETYPE_LASTATTACKER:
1209                         if(self.pusher)
1210                         {
1211                                 msg_entity = self.pusher;
1212                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1213                                 {
1214                                         if(msg_entity.cvar_cl_voice_directional == 1)
1215                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1216                                         else
1217                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1218                                 }
1219                                 msg_entity = self;
1220                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1221                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1222                         }
1223                         break;
1224                 case VOICETYPE_TEAMRADIO:
1225                         FOR_EACH_REALCLIENT(msg_entity)
1226                                 if(!teamplay || msg_entity.team == self.team)
1227                                 {
1228                                         if(msg_entity.cvar_cl_voice_directional == 1)
1229                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1230                                         else
1231                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1232                                 }
1233                         break;
1234                 case VOICETYPE_AUTOTAUNT:
1235                         if(!sv_autotaunt)
1236                                 break;
1237                         if(!sv_taunt)
1238                                 break;
1239                         if(sv_gentle)
1240                                 break;
1241                         tauntrand = random();
1242                         FOR_EACH_REALCLIENT(msg_entity)
1243                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1244                                 {
1245                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1246                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1247                                         else
1248                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1249                                 }
1250                         break;
1251                 case VOICETYPE_TAUNT:
1252                         if(self.classname == "player")
1253                                 if(self.deadflag == DEAD_NO)
1254                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1255                         if(!sv_taunt)
1256                                 break;
1257                         if(sv_gentle)
1258                                 break;
1259                         FOR_EACH_REALCLIENT(msg_entity)
1260                         {
1261                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1262                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1263                                 else
1264                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1265                         }
1266                         break;
1267                 case VOICETYPE_PLAYERSOUND:
1268                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1269                         break;
1270                 default:
1271                         backtrace("Invalid voice type!");
1272                         break;
1273         }
1274 }
1275
1276 void PlayerSound(.string samplefield, float chan, float voicetype)
1277 {
1278         GlobalSound(self.samplefield, chan, voicetype);
1279 }
1280
1281 void VoiceMessage(string type, string msg)
1282 {
1283         var .string sample;
1284         float voicetype, ownteam;
1285         float flood;
1286         sample = GetVoiceMessageSampleField(type);
1287
1288         if(GetPlayerSoundSampleField_notFound)
1289         {
1290                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1291                 return;
1292         }
1293
1294         voicetype = GetVoiceMessageVoiceType(type);
1295         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1296
1297         flood = Say(self, ownteam, world, msg, 1);
1298
1299         if (flood > 0)
1300                 GlobalSound(self.sample, CH_VOICE, voicetype);
1301         else if (flood < 0)
1302                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1303 }
1304
1305 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1306 {
1307 //      show_message
1308 //      0 (00) automove centerprint, admin message
1309 //      1 (01) automove centerprint, no admin message
1310 //      2 (10) no centerprint, admin message
1311 //      3 (11) no centerprint, no admin message
1312
1313         float lockteams_backup;
1314
1315         lockteams_backup = lockteams;  // backup any team lock
1316
1317         lockteams = 0;  // disable locked teams
1318
1319         TeamchangeFrags(client);  // move the players frags
1320         SetPlayerColors(client, team_colour - 1);  // set the players colour
1321         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1322
1323         lockteams = lockteams_backup;  // restore the team lock
1324
1325         LogTeamchange(client.playerid, client.team, type);
1326
1327         if not(show_message & 1) // admin message
1328                 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
1329
1330         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1331 }