1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
13 void WeaponStats_Shutdown()
18 if(weaponstats_buffer < 0)
20 prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21 if(cvar_string("sv_weaponstats_killfile") != "")
23 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
26 fputs(fh, "#begin killfile\n");
27 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
32 idx = WEAPONSTATS_GETINDEX(i, j);
33 f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
35 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
37 fputs(fh, "#end\n\n");
39 print("Weapon kill stats written\n");
42 if(cvar_string("sv_weaponstats_damagefile") != "")
44 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
47 fputs(fh, "#begin damagefile\n");
48 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
53 idx = WEAPONSTATS_GETINDEX(i, j);
54 f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
56 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
58 fputs(fh, "#end\n\n");
60 print("Weapon damage stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
70 if(weaponstats_buffer < 0)
72 if(awep < WEP_FIRST || vwep < WEP_FIRST)
74 if(awep > WEP_LAST || vwep > WEP_LAST)
76 idx = WEAPONSTATS_GETINDEX(awep,vwep);
77 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
82 error("negative damage?");
83 WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
85 void WeaponStats_LogKill(float awep, float vwep)
87 WeaponStats_LogItem(awep, vwep, '0 1 0');
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
104 void CopyBody(float keepvelocity)
106 local entity oldself;
107 if (self.effects & EF_NODRAW)
111 self.enemy = oldself;
112 self.lip = oldself.lip;
113 self.colormap = oldself.colormap;
114 self.iscreature = oldself.iscreature;
115 self.angles = oldself.angles;
116 self.avelocity = oldself.avelocity;
117 self.classname = "body";
118 self.damageforcescale = oldself.damageforcescale;
119 self.effects = oldself.effects;
120 self.event_damage = oldself.event_damage;
121 self.animstate_startframe = oldself.animstate_startframe;
122 self.animstate_numframes = oldself.animstate_numframes;
123 self.animstate_framerate = oldself.animstate_framerate;
124 self.animstate_starttime = oldself.animstate_starttime;
125 self.animstate_endtime = oldself.animstate_endtime;
126 self.animstate_override = oldself.animstate_override;
127 self.animstate_looping = oldself.animstate_looping;
128 self.frame = oldself.frame;
129 self.dead_frame = oldself.dead_frame;
130 self.pain_finished = oldself.pain_finished;
131 self.health = oldself.health;
132 self.armorvalue = oldself.armorvalue;
133 self.armortype = oldself.armortype;
134 self.model = oldself.model;
135 self.modelindex = oldself.modelindex;
136 self.modelindex_lod0 = oldself.modelindex_lod0;
137 self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
138 self.modelindex_lod1 = oldself.modelindex_lod1;
139 self.modelindex_lod2 = oldself.modelindex_lod2;
140 self.skinindex = oldself.skinindex;
141 self.species = oldself.species;
142 self.movetype = oldself.movetype;
143 self.nextthink = oldself.nextthink;
144 self.solid = oldself.solid;
145 self.takedamage = oldself.takedamage;
146 self.think = oldself.think;
147 self.customizeentityforclient = oldself.customizeentityforclient;
148 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
149 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
150 if (keepvelocity == 1)
151 self.velocity = oldself.velocity;
152 self.oldvelocity = self.velocity;
153 self.fade_time = oldself.fade_time;
154 self.fade_rate = oldself.fade_rate;
155 //self.weapon = oldself.weapon;
156 setorigin(self, oldself.origin);
157 setsize(self, oldself.mins, oldself.maxs);
158 self.prevorigin = oldself.origin;
159 self.reset = SUB_Remove;
161 Drag_MoveDrag(oldself, self);
166 float player_getspecies()
168 local float glob, i, j, fh, len, s, sk;
169 local string fn, l, file;
172 file = strcat(substring(self.model, 0, -5), ftos(self.skinindex)); // remove the extension at the end
173 PrecachePlayerSounds(file);
174 UpdatePlayerSounds(file);
178 glob = search_begin("models/player/*.txt", TRUE, TRUE);
181 for(j = 0; j <= 1; ++j)
183 for(i = 0; i < search_getsize(glob); ++i)
185 fn = search_getfilename(glob, i);
186 fh = fopen(fn, FILE_READ);
189 fgets(fh); fgets(fh);
190 sk = stof(fgets(fh));
191 if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test
192 if(fgets(fh) == self.model)
194 tokens = tokenizebyseparator(fn, ".");
197 len = tokenize_console(l);
200 if (argv(0) != "species")
204 case "human": s = SPECIES_HUMAN; break;
205 case "alien": s = SPECIES_ALIEN; break;
206 case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
207 case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
208 case "robot_solid": s = SPECIES_ROBOT_SOLID; break;
209 case "animal": s = SPECIES_ANIMAL; break;
210 case "reserved": s = SPECIES_RESERVED; break;
227 void player_setupanimsformodel()
229 local string animfilename;
230 local float animfile;
231 // defaults for legacy .zym models without animinfo files
232 self.anim_die1 = '0 1 0.5'; // 2 seconds
233 self.anim_die2 = '1 1 0.5'; // 2 seconds
234 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
235 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
236 self.anim_duckwalk = '4 1 1';
237 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
238 self.anim_duckidle = '6 1 1';
239 self.anim_idle = '7 1 1';
240 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
241 self.anim_pain1 = '9 1 2'; // 0.5 seconds
242 self.anim_pain2 = '10 1 2'; // 0.5 seconds
243 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
244 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
245 self.anim_run = '13 1 1';
246 self.anim_runbackwards = '14 1 1';
247 self.anim_strafeleft = '15 1 1';
248 self.anim_straferight = '16 1 1';
249 self.anim_dead1 = '17 1 1';
250 self.anim_dead2 = '18 1 1';
251 self.anim_forwardright = '19 1 1';
252 self.anim_forwardleft = '20 1 1';
253 self.anim_backright = '21 1 1';
254 self.anim_backleft = '22 1 1';
255 animparseerror = FALSE;
256 animfilename = strcat(self.model, ".animinfo");
257 animfile = fopen(animfilename, FILE_READ);
260 self.anim_die1 = animparseline(animfile);
261 self.anim_die2 = animparseline(animfile);
262 self.anim_draw = animparseline(animfile);
263 self.anim_duck = animparseline(animfile);
264 self.anim_duckwalk = animparseline(animfile);
265 self.anim_duckjump = animparseline(animfile);
266 self.anim_duckidle = animparseline(animfile);
267 self.anim_idle = animparseline(animfile);
268 self.anim_jump = animparseline(animfile);
269 self.anim_pain1 = animparseline(animfile);
270 self.anim_pain2 = animparseline(animfile);
271 self.anim_shoot = animparseline(animfile);
272 self.anim_taunt = animparseline(animfile);
273 self.anim_run = animparseline(animfile);
274 self.anim_runbackwards = animparseline(animfile);
275 self.anim_strafeleft = animparseline(animfile);
276 self.anim_straferight = animparseline(animfile);
277 self.anim_forwardright = animparseline(animfile);
278 self.anim_forwardleft = animparseline(animfile);
279 self.anim_backright = animparseline(animfile);
280 self.anim_backleft = animparseline(animfile);
284 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
285 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
288 print("Parse error in ", animfilename, ", some player animations are broken\n");
291 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
292 // reset animstate now
293 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
296 void player_anim (void)
299 if (self.weaponentity)
300 updateanim(self.weaponentity);
302 if (self.deadflag != DEAD_NO)
304 if (time > self.animstate_endtime)
309 setsize(self, self.mins, self.maxs);
311 self.frame = self.dead_frame;
316 if (!self.animstate_override)
318 if (!(self.flags & FL_ONGROUND))
321 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
323 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
324 self.restart_jump = FALSE;
326 else if (self.crouch)
328 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
329 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
331 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
333 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
335 if (self.movement_x > 0 && self.movement_y == 0)
336 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
337 else if (self.movement_x < 0 && self.movement_y == 0)
338 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
339 else if (self.movement_x == 0 && self.movement_y > 0)
340 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
341 else if (self.movement_x == 0 && self.movement_y < 0)
342 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
343 else if (self.movement_x > 0 && self.movement_y > 0)
344 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
345 else if (self.movement_x > 0 && self.movement_y < 0)
346 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
347 else if (self.movement_x < 0 && self.movement_y > 0)
348 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
349 else if (self.movement_x < 0 && self.movement_y < 0)
350 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
352 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
355 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
358 if (self.weaponentity)
359 if (!self.weaponentity.animstate_override)
360 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
363 void SpawnThrownWeapon (vector org, float w)
366 if(self.ammo_cells <= 0)
372 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
374 if(self.weapons & W_WeaponBit(j))
375 if(W_IsWeaponThrowable(j))
376 W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
380 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
383 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
385 local float take, save;
387 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
389 // damage resistance (ignore most of the damage from a bullet or similar)
390 damage = max(damage - 5, 1);
392 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
396 if(sound_allowed(MSG_BROADCAST, attacker))
399 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
401 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
403 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
407 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
409 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
411 if (!(self.flags & FL_GODMODE))
413 self.armorvalue = self.armorvalue - save;
414 self.health = self.health - take;
415 // pause regeneration for 5 seconds
416 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
418 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
419 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
420 self.dmg_inflictor = inflictor;
422 if (self.health <= -100 && self.modelindex != 0)
424 // don't use any animations as a gib
427 // view just above the floor
428 self.view_ofs = '0 0 4';
430 Violence_GibSplash(self, 1, 1, attacker);
431 self.modelindex = 0; // restore later
432 self.solid = SOLID_NOT; // restore later
436 void ClientKill_Now_TeamChange();
438 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
440 local float take, save, waves, sdelay, dh, da, j;
442 float valid_damage_for_weaponstats;
444 dh = max(self.health, 0);
445 da = max(self.armorvalue, 0);
447 if(!DEATH_ISSPECIAL(deathtype))
449 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
451 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
454 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
456 // tuba causes blood to come out of the ears
461 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
463 makevectors(self.angles);
464 ear1 += v_right * -10;
465 ear2 += v_right * +10;
466 d = inflictor.origin - self.origin;
467 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
468 force = v_right * vlen(force);
469 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
470 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
479 // force is already good
483 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
485 if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
490 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
500 if(sound_allowed(MSG_BROADCAST, attacker))
503 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
505 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
507 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
511 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
513 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
515 if (time >= self.spawnshieldtime)
517 if (!(self.flags & FL_GODMODE))
519 self.armorvalue = self.armorvalue - save;
520 self.health = self.health - take;
521 // pause regeneration for 5 seconds
522 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
524 if (time > self.pain_finished) //Don't switch pain sequences like crazy
526 self.pain_finished = time + 0.5; //Supajoe
529 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
532 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
534 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
537 if(sound_allowed(MSG_BROADCAST, attacker))
538 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
539 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
541 if(self.health > 75) // TODO make a "gentle" version?
542 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
543 else if(self.health > 50)
544 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
545 else if(self.health > 25)
546 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
547 else if(self.health > 1)
548 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
552 // throw off bot aim temporarily
554 shake = damage * 5 / (bound(0,skill,100) + 1);
555 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
556 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
560 self.max_armorvalue += (save + take);
562 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
563 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
564 self.dmg_inflictor = inflictor;
568 // don't reset pushltime for self damage as it may be an attempt to
569 // escape a lava pit or similar
570 //self.pushltime = 0;
572 else if(attacker.classname == "player" || attacker.classname == "gib")
574 self.pusher = attacker;
575 self.pushltime = time + cvar("g_maxpushtime");
577 else if(time < self.pushltime)
579 attacker = self.pusher;
580 self.pushltime = max(self.pushltime, time + 0.6);
585 valid_damage_for_weaponstats = 0;
586 if(clienttype(self) == CLIENTTYPE_REAL)
587 if(clienttype(attacker) == CLIENTTYPE_REAL)
589 if(!DEATH_ISSPECIAL(deathtype))
590 if(IsDifferentTeam(self, attacker))
591 valid_damage_for_weaponstats = 1;
593 if(valid_damage_for_weaponstats)
595 dh = dh - max(self.health, 0);
596 da = da - max(self.armorvalue, 0);
597 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
602 float defer_ClientKill_Now_TeamChange;
603 defer_ClientKill_Now_TeamChange = FALSE;
605 if(valid_damage_for_weaponstats)
606 WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
608 if(sv_gentle < 1) // TODO make a "gentle" version?
609 if(sound_allowed(MSG_BROADCAST, attacker))
611 if(deathtype == DEATH_DROWN)
612 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
614 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
617 // get rid of kill indicator
618 if(self.killindicator)
620 remove(self.killindicator);
621 self.killindicator = world;
622 if(self.killindicator_teamchange)
623 defer_ClientKill_Now_TeamChange = TRUE;
625 if(self.classname == "body")
626 if(deathtype == DEATH_KILL)
628 // for the lemmings fans, a small harmless explosion
629 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
633 // become fully visible
635 // clear selected player display
636 ClearSelectedPlayer();
638 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
639 // print an obituary message
640 Obituary (attacker, inflictor, self, deathtype);
644 frag_attacker = attacker;
645 frag_inflictor = inflictor;
646 MUTATOR_CALLHOOK(PlayerDies);
650 if(attacker.classname != "player" && attacker.classname != "gib")
651 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
652 else if(attacker.team == self.team)
653 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
655 DropFlag(self.flagcarried, world, attacker);
658 DropBall(self.ballcarried, self.origin, self.velocity);
659 Portal_ClearAllLater(self);
661 WaypointSprite_PlayerDead();
662 // make the corpse upright (not tilted)
666 self.avelocity = '0 0 0';
667 // view from the floor
668 self.view_ofs = '0 0 -8';
670 self.movetype = MOVETYPE_TOSS;
672 self.solid = SOLID_CORPSE;
673 // don't stick to the floor
674 self.flags &~= FL_ONGROUND;
676 self.deadflag = DEAD_DYING;
677 // when to allow respawn
680 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
682 sdelay = cvar("g_respawn_delay");
683 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
685 waves = cvar("g_respawn_waves");
687 self.death_time = ceil((time + sdelay) / waves) * waves;
689 self.death_time = time + sdelay;
690 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
691 self.respawn_countdown = 10; // first number to count down from is 10
693 self.respawn_countdown = -1; // do not count down
696 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
697 self.dead_frame = self.anim_dead1_x;
701 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
702 self.dead_frame = self.anim_dead2_x;
704 // set damage function to corpse damage
705 self.event_damage = PlayerCorpseDamage;
706 // call the corpse damage function just in case it wants to gib
707 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
708 // set up to fade out later
709 SUB_SetFade (self, time + 12 + random () * 4, 1);
712 if(self.weaponentity)
713 if(self.weaponentity.lasertarget)
714 remove(self.weaponentity.lasertarget);
716 if(clienttype(self) == CLIENTTYPE_REAL)
718 self.fixangle = TRUE;
720 //WriteByte (MSG_ONE, SVC_SETANGLE);
721 //WriteAngle (MSG_ONE, self.v_angle_x);
722 //WriteAngle (MSG_ONE, self.v_angle_y);
723 //WriteAngle (MSG_ONE, 80);
727 Spawnqueue_Unmark(self);
729 if(defer_ClientKill_Now_TeamChange)
730 ClientKill_Now_TeamChange();
732 if(sv_gentle > 0 || cvar("ekg")) {
734 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
737 // reset fields the weapons may use just in case
738 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
740 weapon_action(j, WR_RESETPLAYER);
741 ATTACK_FINISHED_FOR(self, j) = 0;
746 float UpdateSelectedPlayer_countvalue(float v)
748 return max(0, (v - 1.0) / 0.5);
751 // returns: -2 if no hit, otherwise cos of the angle
752 // uses the global v_angle
753 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
764 so = self.origin + self.view_ofs;
768 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
771 // now find the cos of the angle...
772 c = normalize(d) * v_forward;
777 // not visible in any way? forget it
781 traceline(so, p.origin, MOVE_NOMONSTERS, self);
782 if(trace_fraction < 1)
788 void ClearSelectedPlayer()
790 if(self.selected_player)
792 centerprint_expire(self, CENTERPRIO_POINT);
793 self.selected_player = world;
794 self.selected_player_display_needs_update = FALSE;
798 void UpdateSelectedPlayer()
801 float selected_score;
803 selected_score = 0.95; // 18 degrees
805 if(!cvar("sv_allow_shownames"))
808 if(clienttype(self) != CLIENTTYPE_REAL)
811 if(self.cvar_cl_shownames == 0)
814 if(self.cvar_cl_shownames == 1 && !teams_matter)
817 makevectors(self.v_angle); // sets v_forward
819 // 1. cursor trace is always right
820 WarpZone_crosshair_trace(self);
821 if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
823 selected = trace_ent;
827 // 2. if we don't have a cursor trace, find the player which is least
833 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
844 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
848 if(time < self.selected_player_display_timeout)
849 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
850 selected = self.selected_player;
855 if(selected == self.selected_player)
858 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
859 self.selected_player_count = self.selected_player_count + frametime;
860 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
862 string namestr, healthstr;
863 namestr = playername(selected);
866 healthstr = ftos(floor(selected.health));
867 if(self.team == selected.team)
869 namestr = strcat(namestr, " (", healthstr, "%)");
870 self.selected_player_display_needs_update = TRUE;
873 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
878 ClearSelectedPlayer();
879 self.selected_player = selected;
880 self.selected_player_time = time;
881 self.selected_player_count = 0;
882 self.selected_player_display_needs_update = FALSE;
887 ClearSelectedPlayer();
890 if(self.selected_player)
891 self.last_selected_player = self.selected_player;
894 .float muted; // to be used by prvm_edictset server playernumber muted 1
895 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
896 // message "": do not say, just test flood control
902 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
903 float flood, privatemsgprefixlen;
907 if(Ban_MaybeEnforceBan(source))
910 if(!teamsay && !privatesay)
911 if(substring(msgin, 0, 1) == " ")
912 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
914 msgin = formatmessage(msgin);
916 if(source.classname != "player")
917 colorstr = "^0"; // black for spectators
918 else if(teams_matter)
919 colorstr = Team_ColorCode(source.team);
923 if(intermission_running)
927 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
930 * using bprint solves this... me stupid
931 // how can we prevent the message from appearing in a listen server?
932 // for now, just give "say" back and only handle say_team
935 clientcommand(self, strcat("say ", msgin));
940 if(cvar("g_chat_teamcolors"))
941 namestr = playername(source);
943 namestr = source.netname;
949 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
950 privatemsgprefixlen = strlen(msgstr);
951 msgstr = strcat(msgstr, msgin);
952 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
953 if(cvar("g_chat_teamcolors"))
954 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
956 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
960 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
961 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
965 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
968 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
972 msgstr = cmsgstr = "";
976 fullcmsgstr = cmsgstr;
985 var .float flood_field;
989 flood_spl = cvar("g_chat_flood_spl_tell");
990 flood_burst = cvar("g_chat_flood_burst_tell");
991 flood_lmax = cvar("g_chat_flood_lmax_tell");
992 flood_field = floodcontrol_chattell;
996 flood_spl = cvar("g_chat_flood_spl_team");
997 flood_burst = cvar("g_chat_flood_burst_team");
998 flood_lmax = cvar("g_chat_flood_lmax_team");
999 flood_field = floodcontrol_chatteam;
1003 flood_spl = cvar("g_chat_flood_spl");
1004 flood_burst = cvar("g_chat_flood_burst");
1005 flood_lmax = cvar("g_chat_flood_lmax");
1006 flood_field = floodcontrol_chat;
1008 flood_burst = max(0, flood_burst - 1);
1009 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1011 // do flood control for the default line size
1014 getWrappedLine_remaining = msgstr;
1017 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1019 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1022 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1024 if(getWrappedLine_remaining != "")
1026 msgstr = strcat(msgstr, "\n");
1030 if(time >= source.flood_field)
1032 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1037 msgstr = fullmsgstr;
1042 if(time >= source.flood_field)
1043 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1049 if (timeoutStatus == 2) //when game is paused, no flood protection
1050 source.flood_field = flood = 0;
1052 if(flood == 2) // cannot happen for empty msgstr
1054 if(cvar("g_chat_flood_notify_flooder"))
1056 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1061 sourcemsgstr = fullmsgstr;
1062 sourcecmsgstr = fullcmsgstr;
1068 sourcemsgstr = msgstr;
1069 sourcecmsgstr = cmsgstr;
1073 if(source.classname != "player")
1075 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1076 teamsay = -1; // spectators
1080 print("NOTE: ", playername(source), "^7 is flooding.\n");
1082 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1084 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1088 // always fake the message
1093 if(cvar("g_chat_flood_notify_flooder"))
1095 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1106 if(sourcemsgstr != "" && ret != 0)
1110 sprint(source, sourcemsgstr);
1111 if(sourcecmsgstr != "" && !privatesay)
1112 centerprint(source, sourcecmsgstr);
1116 sprint(source, sourcemsgstr);
1117 sprint(privatesay, msgstr);
1119 centerprint(privatesay, cmsgstr);
1121 else if(teamsay > 0)
1123 sprint(source, sourcemsgstr);
1124 if(sourcecmsgstr != "")
1125 centerprint(source, sourcecmsgstr);
1126 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1129 sprint(head, msgstr);
1131 centerprint(head, cmsgstr);
1134 else if(teamsay < 0)
1136 sprint(source, sourcemsgstr);
1137 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1139 sprint(head, msgstr);
1141 else if(sourcemsgstr != msgstr)
1143 sprint(source, sourcemsgstr);
1144 FOR_EACH_REALCLIENT(head)
1146 sprint(head, msgstr);
1155 float GetVoiceMessageVoiceType(string type)
1158 return VOICETYPE_TAUNT;
1159 if(type == "teamshoot")
1160 return VOICETYPE_LASTATTACKER;
1161 return VOICETYPE_TEAMRADIO;
1164 string allvoicesamples;
1165 float GetPlayerSoundSampleField_notFound;
1166 float GetPlayerSoundSampleField_fixed;
1167 .string GetVoiceMessageSampleField(string type)
1169 GetPlayerSoundSampleField_notFound = 0;
1170 GetPlayerSoundSampleField_fixed = 0;
1173 #define _VOICEMSG(m) case #m: return playersound_##m;
1177 GetPlayerSoundSampleField_notFound = 1;
1178 return playersound_taunt;
1181 .string GetPlayerSoundSampleField(string type)
1183 GetPlayerSoundSampleField_notFound = 0;
1184 GetPlayerSoundSampleField_fixed = 0;
1187 #define _VOICEMSG(m) case #m: return playersound_##m;
1191 GetPlayerSoundSampleField_notFound = 1;
1192 return playersound_taunt;
1195 void PrecacheGlobalSound(string samplestring)
1198 tokenize_console(samplestring);
1202 for(i = 1; i <= n; ++i)
1203 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1207 precache_sound(strcat(argv(0), ".wav"));
1211 void PrecachePlayerSounds(string f)
1215 fh = fopen(f, FILE_READ);
1218 while((s = fgets(fh)))
1220 if(tokenize_console(s) != 3)
1222 dprint("Invalid sound info line: ", s, "\n");
1225 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1229 if not(allvoicesamples)
1231 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1234 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1238 void ClearPlayerSounds()
1240 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1246 void LoadPlayerSounds(string f, float first)
1251 fh = fopen(f, FILE_READ);
1254 while((s = fgets(fh)))
1256 if(tokenize_console(s) != 3)
1258 field = GetPlayerSoundSampleField(argv(0));
1259 if(GetPlayerSoundSampleField_notFound)
1260 field = GetVoiceMessageSampleField(argv(0));
1261 if(GetPlayerSoundSampleField_notFound)
1263 if(GetPlayerSoundSampleField_fixed)
1267 strunzone(self.field);
1268 self.field = strzone(strcat(argv(1), " ", argv(2)));
1273 .float modelindex_for_playersound;
1274 void UpdatePlayerSounds(string filename)
1276 if(self.modelindex == self.modelindex_for_playersound)
1278 self.modelindex_for_playersound = self.modelindex;
1279 ClearPlayerSounds();
1280 LoadPlayerSounds("sound/player/default.sounds", 1);
1282 LoadPlayerSounds(strcat(filename, ".sounds"), 0);
1284 LoadPlayerSounds(strcat(self.model, ".sounds"), 0); // backwards compatibility
1287 void FakeGlobalSound(string sample, float chan, float voicetype)
1295 tokenize_console(sample);
1298 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1300 sample = strcat(argv(0), ".wav"); // randomization
1304 case VOICETYPE_LASTATTACKER_ONLY:
1306 case VOICETYPE_LASTATTACKER:
1310 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1311 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1314 case VOICETYPE_TEAMRADIO:
1316 if(msg_entity.cvar_cl_voice_directional == 1)
1317 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1319 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1321 case VOICETYPE_AUTOTAUNT:
1328 tauntrand = random();
1330 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1332 if (msg_entity.cvar_cl_voice_directional >= 1)
1333 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1335 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1338 case VOICETYPE_TAUNT:
1339 if(self.classname == "player")
1340 if(self.deadflag == DEAD_NO)
1341 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1347 if (msg_entity.cvar_cl_voice_directional >= 1)
1348 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1350 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1352 case VOICETYPE_PLAYERSOUND:
1354 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1357 backtrace("Invalid voice type!");
1362 void GlobalSound(string sample, float chan, float voicetype)
1370 tokenize_console(sample);
1373 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1375 sample = strcat(argv(0), ".wav"); // randomization
1379 case VOICETYPE_LASTATTACKER_ONLY:
1382 msg_entity = self.pusher;
1383 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1385 if(msg_entity.cvar_cl_voice_directional == 1)
1386 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1388 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1392 case VOICETYPE_LASTATTACKER:
1395 msg_entity = self.pusher;
1396 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1398 if(msg_entity.cvar_cl_voice_directional == 1)
1399 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1401 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1404 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1405 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1408 case VOICETYPE_TEAMRADIO:
1409 FOR_EACH_REALCLIENT(msg_entity)
1410 if(!teams_matter || msg_entity.team == self.team)
1412 if(msg_entity.cvar_cl_voice_directional == 1)
1413 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1415 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1418 case VOICETYPE_AUTOTAUNT:
1425 tauntrand = random();
1426 FOR_EACH_REALCLIENT(msg_entity)
1427 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1429 if (msg_entity.cvar_cl_voice_directional >= 1)
1430 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1432 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1435 case VOICETYPE_TAUNT:
1436 if(self.classname == "player")
1437 if(self.deadflag == DEAD_NO)
1438 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1443 FOR_EACH_REALCLIENT(msg_entity)
1445 if (msg_entity.cvar_cl_voice_directional >= 1)
1446 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1448 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1451 case VOICETYPE_PLAYERSOUND:
1452 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1455 backtrace("Invalid voice type!");
1460 void PlayerSound(.string samplefield, float chan, float voicetype)
1462 GlobalSound(self.samplefield, chan, voicetype);
1465 void VoiceMessage(string type, string msg)
1468 float voicetype, ownteam;
1470 sample = GetVoiceMessageSampleField(type);
1472 if(GetPlayerSoundSampleField_notFound)
1474 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1478 voicetype = GetVoiceMessageVoiceType(type);
1479 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1481 flood = Say(self, ownteam, world, msg, 1);
1484 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1486 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1489 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1492 // 0 (00) automove centerprint, admin message
1493 // 1 (01) automove centerprint, no admin message
1494 // 2 (10) no centerprint, admin message
1495 // 3 (11) no centerprint, no admin message
1497 float lockteams_backup;
1499 lockteams_backup = lockteams; // backup any team lock
1501 lockteams = 0; // disable locked teams
1503 TeamchangeFrags(client); // move the players frags
1504 SetPlayerColors(client, team_colour - 1); // set the players colour
1505 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1507 lockteams = lockteams_backup; // restore the team lock
1509 LogTeamchange(client.playerid, client.team, type);
1511 if not(show_message & 1) // admin message
1512 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
1514 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));