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.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 CopyBody_Think(void)
31 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
33 self.CopyBody_think();
36 self.CopyBody_nextthink = self.nextthink;
37 self.CopyBody_think = self.think;
38 self.think = CopyBody_Think;
40 CSQCMODEL_AUTOUPDATE(self);
41 self.nextthink = time;
43 void CopyBody(float keepvelocity)
45 if (self.effects & EF_NODRAW)
50 self.colormap = this.colormap;
51 self.iscreature = this.iscreature;
52 self.teleportable = this.teleportable;
53 self.damagedbycontents = this.damagedbycontents;
54 self.angles = this.angles;
55 self.v_angle = this.v_angle;
56 self.avelocity = this.avelocity;
57 self.classname = "body";
58 self.damageforcescale = this.damageforcescale;
59 self.effects = this.effects;
60 self.glowmod = this.glowmod;
61 self.event_damage = this.event_damage;
62 self.anim_state = this.anim_state;
63 self.anim_time = this.anim_time;
64 self.anim_lower_action = this.anim_lower_action;
65 self.anim_lower_time = this.anim_lower_time;
66 self.anim_upper_action = this.anim_upper_action;
67 self.anim_upper_time = this.anim_upper_time;
68 self.anim_implicit_state = this.anim_implicit_state;
69 self.anim_implicit_time = this.anim_implicit_time;
70 self.anim_lower_implicit_action = this.anim_lower_implicit_action;
71 self.anim_lower_implicit_time = this.anim_lower_implicit_time;
72 self.anim_upper_implicit_action = this.anim_upper_implicit_action;
73 self.anim_upper_implicit_time = this.anim_upper_implicit_time;
74 self.dphitcontentsmask = this.dphitcontentsmask;
75 self.death_time = this.death_time;
76 self.pain_finished = this.pain_finished;
77 self.health = this.health;
78 self.armorvalue = this.armorvalue;
79 self.armortype = this.armortype;
80 self.model = this.model;
81 self.modelindex = this.modelindex;
82 self.skin = this.skin;
83 self.species = this.species;
84 self.movetype = this.movetype;
85 self.solid = this.solid;
86 self.ballistics_density = this.ballistics_density;
87 self.takedamage = this.takedamage;
88 self.customizeentityforclient = this.customizeentityforclient;
89 self.uncustomizeentityforclient = this.uncustomizeentityforclient;
90 self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
91 if (keepvelocity == 1)
92 self.velocity = this.velocity;
93 self.oldvelocity = self.velocity;
94 self.alpha = this.alpha;
95 self.fade_time = this.fade_time;
96 self.fade_rate = this.fade_rate;
97 //self.weapon = this.weapon;
98 setorigin(self, this.origin);
99 setsize(self, this.mins, this.maxs);
100 self.prevorigin = this.origin;
101 self.reset = SUB_Remove;
103 Drag_MoveDrag(this, self);
105 if(self.colormap <= maxclients && self.colormap > 0)
106 self.colormap = 1024 + this.clientcolors;
108 CSQCMODEL_AUTOINIT(self);
109 self.CopyBody_nextthink = this.nextthink;
110 self.CopyBody_think = this.think;
111 self.nextthink = time;
112 self.think = CopyBody_Think;
113 // "bake" the current animation frame for clones (they don't get clientside animation)
114 animdecide_load_if_needed(self);
115 animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
120 float player_getspecies()
123 get_model_parameters(self.model, self.skin);
124 s = get_model_parameters_species;
125 get_model_parameters(string_null, 0);
127 return SPECIES_HUMAN;
131 void player_setupanimsformodel()
133 // load animation info
134 animdecide_load_if_needed(self);
135 animdecide_setstate(self, 0, false);
138 void player_anim (void)
140 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
143 // Decide on which death animation to use.
145 deadbits = ANIMSTATE_DEAD1;
147 deadbits = ANIMSTATE_DEAD2;
150 // Clear a previous death animation.
153 int animbits = deadbits;
155 animbits |= ANIMSTATE_FROZEN;
156 if(self.movetype == MOVETYPE_FOLLOW)
157 animbits |= ANIMSTATE_FOLLOW;
159 animbits |= ANIMSTATE_DUCK;
160 animdecide_setstate(self, animbits, false);
161 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
163 if (self.weaponentity)
165 updateanim(self.weaponentity);
166 if (!self.weaponentity.animstate_override)
167 setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
171 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
175 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
177 // damage resistance (ignore most of the damage from a bullet or similar)
178 damage = max(damage - 5, 1);
180 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
184 if(sound_allowed(MSG_BROADCAST, attacker))
187 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
189 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
191 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
195 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
197 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
199 self.armorvalue = self.armorvalue - save;
200 self.health = self.health - take;
201 // pause regeneration for 5 seconds
202 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
204 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
205 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
206 self.dmg_inflictor = inflictor;
208 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
210 // don't use any animations as a gib
212 // view just above the floor
213 self.view_ofs = '0 0 4';
215 Violence_GibSplash(self, 1, 1, attacker);
217 self.solid = SOLID_NOT; // restore later
218 self.takedamage = DAMAGE_NO; // restore later
219 self.damagedbycontents = false;
223 void calculate_player_respawn_time()
228 float gametype_setting_tmp;
229 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
230 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
231 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
232 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
233 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
234 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
236 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
242 if (pl.team == self.team)
244 if (sdelay_small_count == 0)
245 sdelay_small_count = 1;
246 if (sdelay_large_count == 0)
247 sdelay_large_count = 1;
254 if (sdelay_small_count == 0)
258 // Players play independently. No point in requiring enemies.
259 sdelay_small_count = 1;
263 // Players play AGAINST each other. Enemies required.
264 sdelay_small_count = 2;
267 if (sdelay_large_count == 0)
271 // Players play independently. No point in requiring enemies.
272 sdelay_large_count = 1;
276 // Players play AGAINST each other. Enemies required.
277 sdelay_large_count = 2;
284 if (pcount <= sdelay_small_count)
285 sdelay = sdelay_small;
286 else if (pcount >= sdelay_large_count)
287 sdelay = sdelay_large;
288 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
289 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
292 self.respawn_time = ceil((time + sdelay) / waves) * waves;
294 self.respawn_time = time + sdelay;
296 if(sdelay < sdelay_max)
297 self.respawn_time_max = time + sdelay_max;
299 self.respawn_time_max = self.respawn_time;
301 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
302 self.respawn_countdown = 10; // first number to count down from is 10
304 self.respawn_countdown = -1; // do not count down
306 if(autocvar_g_forced_respawn)
307 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
310 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
312 float take, save, dh, da;
315 float valid_damage_for_weaponstats;
318 dh = max(self.health, 0);
319 da = max(self.armorvalue, 0);
321 if(!DEATH_ISSPECIAL(deathtype))
323 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
325 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
328 if(DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
330 // tuba causes blood to come out of the ears
335 ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
337 makevectors(self.angles);
338 ear1 += v_right * -10;
339 ear2 += v_right * +10;
340 d = inflictor.origin - self.origin;
342 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
344 f = 0; // Assum ecenter.
345 force = v_right * vlen(force);
346 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
347 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
356 // force is already good
360 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
363 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
369 // don't reset pushltime for self damage as it may be an attempt to
370 // escape a lava pit or similar
371 //self.pushltime = 0;
374 else if(IS_PLAYER(attacker))
376 self.pusher = attacker;
377 self.pushltime = time + autocvar_g_maxpushtime;
378 self.istypefrag = self.BUTTON_CHAT;
380 else if(time < self.pushltime)
382 attacker = self.pusher;
383 self.pushltime = max(self.pushltime, time + 0.6);
391 frag_damage = damage;
392 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
393 take = bound(0, damage_take, self.health);
394 save = bound(0, damage_save, self.armorvalue);
395 excess = max(0, damage - take - save);
397 if(sound_allowed(MSG_BROADCAST, attacker))
400 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
402 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
404 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
408 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
410 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
412 if (time >= self.spawnshieldtime)
414 if (!(self.flags & FL_GODMODE))
416 self.armorvalue = self.armorvalue - save;
417 self.health = self.health - take;
418 // pause regeneration for 5 seconds
420 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
422 if (time > self.pain_finished) //Don't switch pain sequences like crazy
424 self.pain_finished = time + 0.5; //Supajoe
426 if(autocvar_sv_gentle < 1) {
427 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
429 if (!self.animstate_override)
432 animdecide_setaction(self, ANIMACTION_PAIN1, true);
434 animdecide_setaction(self, ANIMACTION_PAIN2, true);
438 if(sound_allowed(MSG_BROADCAST, attacker))
439 if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
441 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
443 if(deathtype == DEATH_FALL)
444 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
445 else if(self.health > 75) // TODO make a "gentle" version?
446 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
447 else if(self.health > 50)
448 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
449 else if(self.health > 25)
450 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
452 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
457 // throw off bot aim temporarily
459 if(IS_BOT_CLIENT(self) && self.health >= 1)
461 shake = damage * 5 / (bound(0,skill,100) + 1);
462 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
463 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
464 self.v_angle_x = bound(-90, self.v_angle.x, 90);
468 self.max_armorvalue += (save + take);
470 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
471 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
472 self.dmg_inflictor = inflictor;
474 float abot, vbot, awep;
475 abot = (IS_BOT_CLIENT(attacker));
476 vbot = (IS_BOT_CLIENT(self));
478 valid_damage_for_weaponstats = 0;
481 if(vbot || IS_REAL_CLIENT(self))
482 if(abot || IS_REAL_CLIENT(attacker))
483 if(attacker && self != attacker)
484 if(DIFF_TEAM(self, attacker))
486 if(DEATH_ISSPECIAL(deathtype))
487 awep = attacker.weapon;
489 awep = DEATH_WEAPONOF(deathtype);
490 valid_damage_for_weaponstats = 1;
493 if(valid_damage_for_weaponstats)
495 dh = dh - max(self.health, 0);
496 da = da - max(self.armorvalue, 0);
497 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
498 MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc);
503 float defer_ClientKill_Now_TeamChange;
504 defer_ClientKill_Now_TeamChange = false;
508 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
512 if(valid_damage_for_weaponstats)
513 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
515 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
516 if(sound_allowed(MSG_BROADCAST, attacker))
518 if(deathtype == DEATH_DROWN)
519 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
521 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
524 // get rid of kill indicator
525 if(self.killindicator)
527 remove(self.killindicator);
528 self.killindicator = world;
529 if(self.killindicator_teamchange)
530 defer_ClientKill_Now_TeamChange = true;
532 if(self.classname == "body")
533 if(deathtype == DEATH_KILL)
535 // for the lemmings fans, a small harmless explosion
536 Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
540 // print an obituary message
541 if(self.classname != "body")
542 Obituary (attacker, inflictor, self, deathtype);
544 // increment frag counter for used weapon type
545 int w = DEATH_WEAPONOF(deathtype);
547 if(accuracy_isgooddamage(attacker, self))
548 attacker.accuracy.(accuracy_frags[w-1]) += 1;
550 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
551 excess = frag_damage;
553 Weapon wep = get_weaponinfo(self.weapon);
554 wep.wr_playerdeath(wep);
556 RemoveGrapplingHook(self);
558 Portal_ClearAllLater(self);
560 self.fixangle = true;
562 if(defer_ClientKill_Now_TeamChange)
563 ClientKill_Now_TeamChange(); // can turn player into spectator
565 // player could have been miraculously resuscitated ;)
566 // e.g. players in freezetag get frozen, they don't really die
567 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
570 // when we get here, player actually dies
572 Unfreeze(self); // remove any icy remains
573 self.health = 0; // Unfreeze resets health, so we need to set it back
576 WaypointSprite_PlayerDead();
578 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
580 // become fully visible
581 self.alpha = default_player_alpha;
582 // make the corpse upright (not tilted)
586 self.avelocity = '0 0 0';
587 // view from the floor
588 self.view_ofs = '0 0 -8';
590 self.movetype = MOVETYPE_TOSS;
592 self.solid = SOLID_CORPSE;
593 self.ballistics_density = autocvar_g_ballistics_density_corpse;
594 // don't stick to the floor
595 self.flags &= ~FL_ONGROUND;
597 self.deadflag = DEAD_DYING;
599 // when to allow respawn
600 calculate_player_respawn_time();
602 self.death_time = time;
604 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
606 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
610 setsize(self, self.mins, self.maxs);
612 // set damage function to corpse damage
613 self.event_damage = PlayerCorpseDamage;
614 // call the corpse damage function just in case it wants to gib
615 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
617 // set up to fade out later
618 SUB_SetFade (self, time + 6 + random (), 1);
619 // reset body think wrapper broken by SUB_SetFade
620 if(self.classname == "body" && self.think != CopyBody_Think) {
621 self.CopyBody_think = self.think;
622 self.CopyBody_nextthink = self.nextthink;
623 self.think = CopyBody_Think;
624 self.nextthink = time;
627 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
629 // clones don't run any animation code any more, so we must gib them when they die :(
630 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
633 // reset fields the weapons may use just in case
634 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
636 Weapon w = get_weaponinfo(j);
638 ATTACK_FINISHED_FOR(self, j) = 0;
643 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
644 // message "": do not say, just test flood control
650 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
652 var .float flood_field;
655 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
657 if(!teamsay && !privatesay)
658 if(substring(msgin, 0, 1) == " ")
659 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
661 msgin = formatmessage(msgin);
663 if (!IS_PLAYER(source))
664 colorstr = "^0"; // black for spectators
666 colorstr = Team_ColorCode(source.team);
673 if(intermission_running)
677 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
680 * using bprint solves this... me stupid
681 // how can we prevent the message from appearing in a listen server?
682 // for now, just give "say" back and only handle say_team
685 clientcommand(self, strcat("say ", msgin));
690 if(autocvar_g_chat_teamcolors)
691 namestr = playername(source);
693 namestr = source.netname;
695 if(strdecolorize(namestr) == namestr)
704 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
705 privatemsgprefixlen = strlen(msgstr);
706 msgstr = strcat(msgstr, msgin);
707 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
708 if(autocvar_g_chat_teamcolors)
709 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
711 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
715 if(strstrofs(msgin, "/me", 0) >= 0)
717 //msgin = strreplace("/me", "", msgin);
718 //msgin = substring(msgin, 3, strlen(msgin));
719 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
720 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
723 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
724 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
728 if(strstrofs(msgin, "/me", 0) >= 0)
730 //msgin = strreplace("/me", "", msgin);
731 //msgin = substring(msgin, 3, strlen(msgin));
732 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
733 msgstr = strcat("\{1}^4* ", "^7", msgin);
736 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
739 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
743 msgstr = cmsgstr = "";
747 fullcmsgstr = cmsgstr;
751 flood_field = floodcontrol_chat;
760 flood_spl = autocvar_g_chat_flood_spl_tell;
761 flood_burst = autocvar_g_chat_flood_burst_tell;
762 flood_lmax = autocvar_g_chat_flood_lmax_tell;
763 flood_field = floodcontrol_chattell;
767 flood_spl = autocvar_g_chat_flood_spl_team;
768 flood_burst = autocvar_g_chat_flood_burst_team;
769 flood_lmax = autocvar_g_chat_flood_lmax_team;
770 flood_field = floodcontrol_chatteam;
774 flood_spl = autocvar_g_chat_flood_spl;
775 flood_burst = autocvar_g_chat_flood_burst;
776 flood_lmax = autocvar_g_chat_flood_lmax;
777 flood_field = floodcontrol_chat;
779 flood_burst = max(0, flood_burst - 1);
780 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
782 // do flood control for the default line size
785 getWrappedLine_remaining = msgstr;
788 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
790 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
793 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
795 if(getWrappedLine_remaining != "")
797 msgstr = strcat(msgstr, "\n");
801 if (time >= source.(flood_field))
803 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
813 if (time >= source.(flood_field))
814 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
819 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
820 source.(flood_field) = flood = 0;
823 if(flood == 2) // cannot happen for empty msgstr
825 if(autocvar_g_chat_flood_notify_flooder)
827 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
832 sourcemsgstr = fullmsgstr;
833 sourcecmsgstr = fullcmsgstr;
839 sourcemsgstr = msgstr;
840 sourcecmsgstr = cmsgstr;
844 if (!IS_PLAYER(source))
846 if (!intermission_running)
847 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
848 teamsay = -1; // spectators
852 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
854 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
856 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
860 // always fake the message
865 if (autocvar_g_chat_flood_notify_flooder)
867 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
878 if(sourcemsgstr != "" && ret != 0)
880 if(ret < 0) // faked message, because the player is muted
882 sprint(source, sourcemsgstr);
883 if(sourcecmsgstr != "" && !privatesay)
884 centerprint(source, sourcecmsgstr);
886 else if(privatesay) // private message, between 2 people only
888 sprint(source, sourcemsgstr);
889 sprint(privatesay, msgstr);
890 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
892 centerprint(privatesay, cmsgstr);
894 else if ( teamsay && source.active_minigame )
896 sprint(source, sourcemsgstr);
897 dedicated_print(msgstr); // send to server console too
898 FOR_EACH_REALCLIENT(head)
900 if(head.active_minigame == source.active_minigame)
901 sprint(head, msgstr);
903 else if(teamsay > 0) // team message, only sent to team mates
905 sprint(source, sourcemsgstr);
906 dedicated_print(msgstr); // send to server console too
907 if(sourcecmsgstr != "")
908 centerprint(source, sourcecmsgstr);
909 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
912 sprint(head, msgstr);
914 centerprint(head, cmsgstr);
917 else if(teamsay < 0) // spectator message, only sent to spectators
919 sprint(source, sourcemsgstr);
920 dedicated_print(msgstr); // send to server console too
921 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
923 sprint(head, msgstr);
925 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
927 sprint(source, sourcemsgstr);
928 dedicated_print(msgstr); // send to server console too
929 FOR_EACH_REALCLIENT(head)
931 sprint(head, msgstr);
934 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
940 float GetVoiceMessageVoiceType(string type)
943 return VOICETYPE_TAUNT;
944 if(type == "teamshoot")
945 return VOICETYPE_LASTATTACKER;
946 return VOICETYPE_TEAMRADIO;
949 .string GetVoiceMessageSampleField(string type)
951 GetPlayerSoundSampleField_notFound = 0;
954 #define _VOICEMSG(m) case #m: return playersound_##m;
958 GetPlayerSoundSampleField_notFound = 1;
959 return playersound_taunt;
962 .string GetPlayerSoundSampleField(string type)
964 GetPlayerSoundSampleField_notFound = 0;
967 #define _VOICEMSG(m) case #m: return playersound_##m;
971 GetPlayerSoundSampleField_notFound = 1;
972 return playersound_taunt;
975 void PrecacheGlobalSound(string samplestring)
978 tokenize_console(samplestring);
982 for(i = 1; i <= n; ++i)
983 precache_sound(strcat(argv(0), ftos(i), ".wav"));
987 precache_sound(strcat(argv(0), ".wav"));
991 void PrecachePlayerSounds(string f)
993 int fh = fopen(f, FILE_READ);
996 for (string s; (s = fgets(fh)); )
998 int n = tokenize_console(s);
1001 if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
1004 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1008 if (!allvoicesamples)
1010 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1013 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1017 void ClearPlayerSounds()
1019 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1025 float LoadPlayerSounds(string f, float first)
1030 fh = fopen(f, FILE_READ);
1033 LOG_TRACE("Player sound file not found: ", f, "\n");
1036 while((s = fgets(fh)))
1038 if(tokenize_console(s) != 3)
1040 field = GetPlayerSoundSampleField(argv(0));
1041 if(GetPlayerSoundSampleField_notFound)
1042 field = GetVoiceMessageSampleField(argv(0));
1043 if(GetPlayerSoundSampleField_notFound)
1046 strunzone(self.(field));
1047 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
1053 void UpdatePlayerSounds()
1055 if(self.modelindex == self.modelindex_for_playersound)
1056 if(self.skin == self.skin_for_playersound)
1058 self.modelindex_for_playersound = self.modelindex;
1059 self.skin_for_playersound = self.skin;
1060 ClearPlayerSounds();
1061 LoadPlayerSounds("sound/player/default.sounds", 1);
1062 if(!autocvar_g_debug_defaultsounds)
1063 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1064 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1067 void FakeGlobalSound(string sample, float chan, float voicetype)
1075 tokenize_console(sample);
1078 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1080 sample = strcat(argv(0), ".wav"); // randomization
1084 case VOICETYPE_LASTATTACKER_ONLY:
1086 case VOICETYPE_LASTATTACKER:
1090 if(IS_REAL_CLIENT(msg_entity))
1091 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1094 case VOICETYPE_TEAMRADIO:
1096 if(msg_entity.cvar_cl_voice_directional == 1)
1097 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1099 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1101 case VOICETYPE_AUTOTAUNT:
1106 if(autocvar_sv_gentle)
1108 tauntrand = random();
1110 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1112 if (msg_entity.cvar_cl_voice_directional >= 1)
1113 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1115 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1118 case VOICETYPE_TAUNT:
1120 if(self.deadflag == DEAD_NO)
1121 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1124 if(autocvar_sv_gentle)
1127 if (msg_entity.cvar_cl_voice_directional >= 1)
1128 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1130 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1132 case VOICETYPE_PLAYERSOUND:
1134 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1137 backtrace("Invalid voice type!");
1142 void GlobalSound(string sample, float chan, float voicetype)
1150 tokenize_console(sample);
1153 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1155 sample = strcat(argv(0), ".wav"); // randomization
1159 case VOICETYPE_LASTATTACKER_ONLY:
1162 msg_entity = self.pusher;
1163 if(IS_REAL_CLIENT(msg_entity))
1165 if(msg_entity.cvar_cl_voice_directional == 1)
1166 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1168 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1172 case VOICETYPE_LASTATTACKER:
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);
1184 if(IS_REAL_CLIENT(msg_entity))
1185 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1188 case VOICETYPE_TEAMRADIO:
1189 FOR_EACH_REALCLIENT(msg_entity)
1190 if(!teamplay || msg_entity.team == self.team)
1192 if(msg_entity.cvar_cl_voice_directional == 1)
1193 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1195 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1198 case VOICETYPE_AUTOTAUNT:
1203 if(autocvar_sv_gentle)
1205 tauntrand = random();
1206 FOR_EACH_REALCLIENT(msg_entity)
1207 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1209 if (msg_entity.cvar_cl_voice_directional >= 1)
1210 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1212 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1215 case VOICETYPE_TAUNT:
1217 if(self.deadflag == DEAD_NO)
1218 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1221 if(autocvar_sv_gentle)
1223 FOR_EACH_REALCLIENT(msg_entity)
1225 if (msg_entity.cvar_cl_voice_directional >= 1)
1226 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1228 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1231 case VOICETYPE_PLAYERSOUND:
1232 _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1235 backtrace("Invalid voice type!");
1240 void PlayerSound(.string samplefield, float chan, float voicetype)
1242 GlobalSound(self.(samplefield), chan, voicetype);
1245 void VoiceMessage(string type, string msg)
1247 float voicetype, ownteam;
1249 var .string sample = GetVoiceMessageSampleField(type);
1251 if(GetPlayerSoundSampleField_notFound)
1253 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1257 voicetype = GetVoiceMessageVoiceType(type);
1258 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1260 flood = Say(self, ownteam, world, msg, 1);
1262 if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1263 FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
1265 GlobalSound(self.(sample), CH_VOICE, voicetype);
1268 void MoveToTeam(entity client, float team_colour, float type)
1270 float lockteams_backup;
1272 lockteams_backup = lockteams; // backup any team lock
1274 lockteams = 0; // disable locked teams
1276 TeamchangeFrags(client); // move the players frags
1277 SetPlayerColors(client, team_colour - 1); // set the players colour
1278 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0'); // kill the player
1280 lockteams = lockteams_backup; // restore the team lock
1282 LogTeamchange(client.playerid, client.team, type);