]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
quick implementation of shownames in the HUD. Currently networked via MSG_ONE, not...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(autocvar_sv_weaponstats_file != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #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))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, ibot, jbot, idx;
16         float fh;
17         vector v;
18         string prefix;
19         if(weaponstats_buffer < 0)
20                 return;
21         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
22         if(autocvar_sv_weaponstats_file != "")
23         {
24                 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
25                 if(fh >= 0)
26                 {
27                         fputs(fh, "#begin statsfile\n");
28                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
30                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
31                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
32                                 {
33                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
34                                         v = stov(bufstr_get(weaponstats_buffer, idx));
35                                         if(v != '0 0 0')
36                                         {
37                                                 //vector is: kills hits damage
38                                                 fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
39                                                 fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
40                                         }
41                                 }
42                         fputs(fh, "#end\n\n");
43                         fclose(fh);
44                         print("Weapon stats written\n");
45                 }
46         }
47         buf_del(weaponstats_buffer);
48         weaponstats_buffer = -1;
49 }
50
51 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
52 {
53         float idx;
54         if(weaponstats_buffer < 0)
55                 return;
56         if(awep < WEP_FIRST || vwep < WEP_FIRST)
57                 return;
58         if(awep > WEP_LAST || vwep > WEP_LAST)
59                 return;
60         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
61         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
62 }
63 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
64 {
65         if(damage < 0)
66                 error("negative damage?");
67         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
68 }
69 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
70 {
71         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
72 }
73
74 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
75 // merged player_run and player_stand to player_anim
76 // added death animations to player_anim
77 // can now spawn thrown weapons from anywhere, not just from players
78 // thrown weapons now fade out after 20 seconds
79 // created PlayerGib function
80 // PlayerDie no longer uses hitloc or damage
81 // PlayerDie now supports dying animations as well as gibbing
82 // cleaned up PlayerDie a lot
83 // added CopyBody
84
85 .entity pusher;
86 .float pushltime;
87
88 void CopyBody(float keepvelocity)
89 {
90         local entity oldself;
91         if (self.effects & EF_NODRAW)
92                 return;
93         oldself = self;
94         self = spawn();
95         self.enemy = oldself;
96         self.lip = oldself.lip;
97         self.colormap = oldself.colormap;
98         self.glowmod = oldself.glowmod;
99         self.iscreature = oldself.iscreature;
100         self.angles = oldself.angles;
101         self.avelocity = oldself.avelocity;
102         self.classname = "body";
103         self.damageforcescale = oldself.damageforcescale;
104         self.effects = oldself.effects;
105         self.event_damage = oldself.event_damage;
106         self.animstate_startframe = oldself.animstate_startframe;
107         self.animstate_numframes = oldself.animstate_numframes;
108         self.animstate_framerate = oldself.animstate_framerate;
109         self.animstate_starttime = oldself.animstate_starttime;
110         self.animstate_endtime = oldself.animstate_endtime;
111         self.animstate_override = oldself.animstate_override;
112         self.animstate_looping = oldself.animstate_looping;
113         self.frame = oldself.frame;
114         self.dead_frame = oldself.dead_frame;
115         self.pain_finished = oldself.pain_finished;
116         self.health = oldself.health;
117         self.armorvalue = oldself.armorvalue;
118         self.armortype = oldself.armortype;
119         self.model = oldself.model;
120         self.modelindex = oldself.modelindex;
121         self.modelindex_lod0 = oldself.modelindex_lod0;
122         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
123         self.modelindex_lod1 = oldself.modelindex_lod1;
124         self.modelindex_lod2 = oldself.modelindex_lod2;
125         self.skinindex = oldself.skinindex;
126         self.species = oldself.species;
127         self.movetype = oldself.movetype;
128         self.nextthink = oldself.nextthink;
129         self.solid = oldself.solid;
130         self.ballistics_density = oldself.ballistics_density;
131         self.takedamage = oldself.takedamage;
132         self.think = oldself.think;
133         self.customizeentityforclient = oldself.customizeentityforclient;
134         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
135         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
136         if (keepvelocity == 1)
137                 self.velocity = oldself.velocity;
138         self.oldvelocity = self.velocity;
139         self.fade_time = oldself.fade_time;
140         self.fade_rate = oldself.fade_rate;
141         //self.weapon = oldself.weapon;
142         setorigin(self, oldself.origin);
143         setsize(self, oldself.mins, oldself.maxs);
144         self.prevorigin = oldself.origin;
145         self.reset = SUB_Remove;
146
147         Drag_MoveDrag(oldself, self);
148
149         self = oldself;
150 }
151
152 float player_getspecies()
153 {
154         float s;
155         get_model_parameters(self.model, self.skinindex);
156         s = get_model_parameters_species;
157         get_model_parameters(string_null, 0);
158         if(s < 0)
159                 return SPECIES_HUMAN;
160         return s;
161 }
162
163 void player_setupanimsformodel()
164 {
165         local string animfilename;
166         local float animfile;
167         // defaults for legacy .zym models without animinfo files
168         self.anim_die1 = '0 1 0.5'; // 2 seconds
169         self.anim_die2 = '1 1 0.5'; // 2 seconds
170         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
171         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
172         self.anim_duckwalk = '4 1 1';
173         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
174         self.anim_duckidle = '6 1 1';
175         self.anim_idle = '7 1 1';
176         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
177         self.anim_pain1 = '9 1 2'; // 0.5 seconds
178         self.anim_pain2 = '10 1 2'; // 0.5 seconds
179         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
180         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
181         self.anim_run = '13 1 1';
182         self.anim_runbackwards = '14 1 1';
183         self.anim_strafeleft = '15 1 1';
184         self.anim_straferight = '16 1 1';
185         self.anim_dead1 = '17 1 1';
186         self.anim_dead2 = '18 1 1';
187         self.anim_forwardright = '19 1 1';
188         self.anim_forwardleft = '20 1 1';
189         self.anim_backright = '21 1 1';
190         self.anim_backleft  = '22 1 1';
191         animparseerror = FALSE;
192         animfilename = strcat(self.model, ".animinfo");
193         animfile = fopen(animfilename, FILE_READ);
194         if (animfile >= 0)
195         {
196                 self.anim_die1         = animparseline(animfile);
197                 self.anim_die2         = animparseline(animfile);
198                 self.anim_draw         = animparseline(animfile);
199                 self.anim_duck         = animparseline(animfile);
200                 self.anim_duckwalk     = animparseline(animfile);
201                 self.anim_duckjump     = animparseline(animfile);
202                 self.anim_duckidle     = animparseline(animfile);
203                 self.anim_idle         = animparseline(animfile);
204                 self.anim_jump         = animparseline(animfile);
205                 self.anim_pain1        = animparseline(animfile);
206                 self.anim_pain2        = animparseline(animfile);
207                 self.anim_shoot        = animparseline(animfile);
208                 self.anim_taunt        = animparseline(animfile);
209                 self.anim_run          = animparseline(animfile);
210                 self.anim_runbackwards = animparseline(animfile);
211                 self.anim_strafeleft   = animparseline(animfile);
212                 self.anim_straferight  = animparseline(animfile);
213                 self.anim_forwardright = animparseline(animfile);
214                 self.anim_forwardleft  = animparseline(animfile);
215                 self.anim_backright    = animparseline(animfile);
216                 self.anim_backleft     = animparseline(animfile);
217                 fclose(animfile);
218
219                 // derived anims
220                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
221                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
222
223                 if (animparseerror)
224                         print("Parse error in ", animfilename, ", some player animations are broken\n");
225         }
226         else
227                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
228         // reset animstate now
229         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
230 };
231
232 void player_anim (void)
233 {
234         updateanim(self);
235         if (self.weaponentity)
236                 updateanim(self.weaponentity);
237
238         if (self.deadflag != DEAD_NO)
239         {
240                 if (time > self.animstate_endtime)
241                 {
242                         if (self.maxs_z > 5)
243                         {
244                                 self.maxs_z = 5;
245                                 setsize(self, self.mins, self.maxs);
246                         }
247                         self.frame = self.dead_frame;
248                 }
249                 return;
250         }
251
252         if (!self.animstate_override)
253         {
254                 if (!(self.flags & FL_ONGROUND))
255                 {
256                         if (self.crouch)
257                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
258                         else
259                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
260                         self.restart_jump = FALSE;
261                 }
262                 else if (self.crouch)
263                 {
264                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
265                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
266                         else
267                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
268                 }
269                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
270                 {
271                         if (self.movement_x > 0 && self.movement_y == 0)
272                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
273                         else if (self.movement_x < 0 && self.movement_y == 0)
274                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
275                         else if (self.movement_x == 0 && self.movement_y > 0)
276                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
277                         else if (self.movement_x == 0 && self.movement_y < 0)
278                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
279                         else if (self.movement_x > 0 && self.movement_y > 0)
280                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
281                         else if (self.movement_x > 0 && self.movement_y < 0)
282                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
283                         else if (self.movement_x < 0 && self.movement_y > 0)
284                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
285                         else if (self.movement_x < 0 && self.movement_y < 0)
286                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
287                         else
288                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289                 }
290                 else
291                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
292         }
293
294         if (self.weaponentity)
295         if (!self.weaponentity.animstate_override)
296                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
297 }
298
299 void SpawnThrownWeapon (vector org, float w)
300 {
301         if(g_minstagib)
302         if(self.ammo_cells <= 0)
303                 return;
304
305         if(g_pinata)
306         {
307                 float j;
308                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
309                 {
310                         if(self.weapons & W_WeaponBit(j))
311                                 if(W_IsWeaponThrowable(j))
312                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
313                 }
314         }
315         else
316         {
317                 if(W_IsWeaponThrowable(self.weapon))
318                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
319         }
320 }
321
322 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
323 {
324         local float take, save;
325         vector v;
326         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
327
328         // damage resistance (ignore most of the damage from a bullet or similar)
329         damage = max(damage - 5, 1);
330
331         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
332         take = v_x;
333         save = v_y;
334
335         if(sound_allowed(MSG_BROADCAST, attacker))
336         {
337                 if (save > 10)
338                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
339                 else if (take > 30)
340                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
341                 else if (take > 10)
342                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
343         }
344
345         if (take > 50)
346                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
347         if (take > 100)
348                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
349
350         if (!(self.flags & FL_GODMODE))
351         {
352                 self.armorvalue = self.armorvalue - save;
353                 self.health = self.health - take;
354                 // pause regeneration for 5 seconds
355                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
356         }
357         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
358         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
359         self.dmg_inflictor = inflictor;
360
361         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
362         {
363                 // don't use any animations as a gib
364                 self.frame = 0;
365                 self.dead_frame = 0;
366                 // view just above the floor
367                 self.view_ofs = '0 0 4';
368
369                 Violence_GibSplash(self, 1, 1, attacker);
370                 self.modelindex = 0; // restore later
371                 self.solid = SOLID_NOT; // restore later
372         }
373 }
374
375 void ClientKill_Now_TeamChange();
376 void freezetag_CheckWinner();
377
378 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
379 {
380         local float take, save, waves, sdelay, dh, da, j;
381         vector v;
382         float valid_damage_for_weaponstats;
383         float excess;
384
385         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
386                 return;
387
388         dh = max(self.health, 0);
389         da = max(self.armorvalue, 0);
390
391         if(!DEATH_ISSPECIAL(deathtype))
392         {
393                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
394                 if(self != attacker)
395                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
396         }
397
398         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
399         {
400                 // tuba causes blood to come out of the ears
401                 vector ear1, ear2;
402                 vector d;
403                 float f;
404                 ear1 = self.origin;
405                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
406                 ear2 = ear1;
407                 makevectors(self.angles);
408                 ear1 += v_right * -10;
409                 ear2 += v_right * +10;
410                 d = inflictor.origin - self.origin;
411                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
412                 force = v_right * vlen(force);
413                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
414                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
415                 if(f > 0)
416                 {
417                         hitloc = ear1;
418                         force = force * -1;
419                 }
420                 else
421                 {
422                         hitloc = ear2;
423                         // force is already good
424                 }
425         }
426         else
427                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
428
429         if (!g_minstagib)
430         {
431                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
432                 take = v_x;
433                 save = v_y;
434         }
435         else
436         {
437                 save = 0;
438                 take = damage;
439         }
440
441         frag_inflictor = inflictor;
442         frag_attacker = attacker;
443         frag_target = self;
444         damage_take = take;
445         damage_save = save;
446         damage_force = force;
447         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
448         take = bound(0, damage_take, self.health);
449         save = bound(0, damage_save, self.armorvalue);
450         excess = max(0, damage - take - save);
451
452         if(sound_allowed(MSG_BROADCAST, attacker))
453         {
454                 if (save > 10)
455                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
456                 else if (take > 30)
457                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
458                 else if (take > 10)
459                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
460         }
461
462         if (take > 50)
463                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
464         if (take > 100)
465                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
466
467         if (time >= self.spawnshieldtime)
468         {
469                 if (!(self.flags & FL_GODMODE))
470                 {
471                         self.armorvalue = self.armorvalue - save;
472                         self.health = self.health - take;
473                         // pause regeneration for 5 seconds
474                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
475
476                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
477                         {
478                                 self.pain_finished = time + 0.5;        //Supajoe
479
480                                 if(sv_gentle < 1) {
481                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
482                                         {
483                                                 if (random() > 0.5)
484                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
485                                                 else
486                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
487                                         }
488
489                                         if(sound_allowed(MSG_BROADCAST, attacker))
490                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
491                                         if(self.health > 1)
492                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
493                                         {
494                                                 if(deathtype == DEATH_FALL)
495                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
496                                                 else if(self.health > 75) // TODO make a "gentle" version?
497                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
498                                                 else if(self.health > 50)
499                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
500                                                 else if(self.health > 25)
501                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
502                                                 else
503                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
504                                         }
505                                 }
506
507                                 // throw off bot aim temporarily
508                                 local float shake;
509                                 shake = damage * 5 / (bound(0,skill,100) + 1);
510                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
511                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
512                         }
513                 }
514                 else
515                         self.max_armorvalue += (save + take);
516         }
517         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
518         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
519         self.dmg_inflictor = inflictor;
520
521         if(attacker == self)
522         {
523                 // don't reset pushltime for self damage as it may be an attempt to
524                 // escape a lava pit or similar
525                 //self.pushltime = 0;
526         }
527         else if(attacker.classname == "player" || attacker.classname == "gib")
528         {
529                 self.pusher = attacker;
530                 self.pushltime = time + autocvar_g_maxpushtime;
531         }
532         else if(time < self.pushltime)
533         {
534                 attacker = self.pusher;
535                 self.pushltime = max(self.pushltime, time + 0.6);
536         }
537         else
538                 self.pushltime = 0;
539
540         float abot, vbot, awep;
541         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
542         vbot = (clienttype(self) == CLIENTTYPE_BOT);
543
544         valid_damage_for_weaponstats = 0;
545         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
546         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
547         if(attacker && self != attacker)
548         if(IsDifferentTeam(self, attacker))
549         {
550                 if(DEATH_ISSPECIAL(deathtype))
551                         awep = attacker.weapon;
552                 else
553                         awep = DEATH_WEAPONOF(deathtype);
554                 valid_damage_for_weaponstats = 1;
555         }
556         
557         if(valid_damage_for_weaponstats)
558         {
559                 dh = dh - max(self.health, 0);
560                 da = da - max(self.armorvalue, 0);
561                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
562         }
563
564         if (self.health < 1)
565         {
566                 float defer_ClientKill_Now_TeamChange;
567                 defer_ClientKill_Now_TeamChange = FALSE;
568
569                 if(self.alivetime)
570                 {
571                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
572                         self.alivetime = 0;
573                 }
574
575                 if(valid_damage_for_weaponstats)
576                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
577
578                 if(sv_gentle < 1) // TODO make a "gentle" version?
579                 if(sound_allowed(MSG_BROADCAST, attacker))
580                 {
581                         if(deathtype == DEATH_DROWN)
582                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
583                         else
584                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
585                 }
586
587                 // get rid of kill indicator
588                 if(self.killindicator)
589                 {
590                         remove(self.killindicator);
591                         self.killindicator = world;
592                         if(self.killindicator_teamchange)
593                                 defer_ClientKill_Now_TeamChange = TRUE;
594
595                         if(self.classname == "body")
596                         if(deathtype == DEATH_KILL)
597                         {
598                                 // for the lemmings fans, a small harmless explosion
599                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
600                         }
601                 }
602
603                 if(!g_freezetag)
604                 {
605                         // become fully visible
606                         self.alpha = 1;
607                         // throw a weapon
608                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
609                 }
610
611                 // print an obituary message
612                 Obituary (attacker, inflictor, self, deathtype);
613                 race_PreDie();
614                 DropAllRunes(self);
615
616                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
617                 {
618                         PutClientInServer();
619                         count_alive_players(); // re-count players
620                         freezetag_CheckWinner();
621                         return;
622                 }
623
624                 frag_attacker = attacker;
625                 frag_inflictor = inflictor;
626                 frag_target = self;
627                 MUTATOR_CALLHOOK(PlayerDies);
628
629                 if(self.flagcarried)
630                 {
631                         if(attacker.classname != "player" && attacker.classname != "gib")
632                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
633                         else if(attacker.team == self.team)
634                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
635                         else
636                                 DropFlag(self.flagcarried, world, attacker);
637                 }
638                 if(self.ballcarried && g_nexball)
639                         DropBall(self.ballcarried, self.origin, self.velocity);
640                 Portal_ClearAllLater(self);
641
642                 if(clienttype(self) == CLIENTTYPE_REAL)
643                 {
644                         stuffcmd(self, "-zoom\n");
645                         self.fixangle = TRUE;
646                         //msg_entity = self;
647                         //WriteByte (MSG_ONE, SVC_SETANGLE);
648                         //WriteAngle (MSG_ONE, self.v_angle_x);
649                         //WriteAngle (MSG_ONE, self.v_angle_y);
650                         //WriteAngle (MSG_ONE, 80);
651                 }
652
653                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
654                         ClientKill_Now_TeamChange();
655
656                 if(g_arena)
657                         Spawnqueue_Unmark(self);
658
659                 if(g_freezetag)
660                         return;
661
662                 // when we get here, player actually dies
663                 // clear waypoints (do this AFTER FreezeTag)
664                 WaypointSprite_PlayerDead();
665
666                 // make the corpse upright (not tilted)
667                 self.angles_x = 0;
668                 self.angles_z = 0;
669                 // don't spin
670                 self.avelocity = '0 0 0';
671                 // view from the floor
672                 self.view_ofs = '0 0 -8';
673                 // toss the corpse
674                 self.movetype = MOVETYPE_TOSS;
675                 // shootable corpse
676                 self.solid = SOLID_CORPSE;
677                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
678                 // don't stick to the floor
679                 self.flags &~= FL_ONGROUND;
680                 // dying animation
681                 self.deadflag = DEAD_DYING;
682                 // when to allow respawn
683                 sdelay = 0;
684                 waves = 0;
685                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
686                 if(!sdelay)
687                 {
688                         if(g_cts)
689                                 sdelay = 0; // no respawn delay in CTS
690                         else
691                                 sdelay = autocvar_g_respawn_delay;
692                 }
693                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
694                 if(!waves)
695                         waves = autocvar_g_respawn_waves;
696                 if(waves)
697                         self.death_time = ceil((time + sdelay) / waves) * waves;
698                 else
699                         self.death_time = time + sdelay;
700                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
701                         self.respawn_countdown = 10; // first number to count down from is 10
702                 else
703                         self.respawn_countdown = -1; // do not count down
704                 if (random() < 0.5)
705                 {
706                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
707                         self.dead_frame = self.anim_dead1_x;
708                 }
709                 else
710                 {
711                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
712                         self.dead_frame = self.anim_dead2_x;
713                 }
714                 // set damage function to corpse damage
715                 self.event_damage = PlayerCorpseDamage;
716                 // call the corpse damage function just in case it wants to gib
717                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
718                 // set up to fade out later
719                 SUB_SetFade (self, time + 6 + random (), 1);
720
721                 if(sv_gentle > 0 || autocvar_ekg) {
722                         // remove corpse
723                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
724                 }
725
726                 // reset fields the weapons may use just in case
727                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
728                 {
729                         weapon_action(j, WR_RESETPLAYER);
730                         ATTACK_FINISHED_FOR(self, j) = 0;
731                 }
732         }
733 }
734
735 void net_shownames(entity selected, float teammate)
736 {
737     float teammate_health, teammate_armor;
738     if(teammate)
739     {
740         teammate_health = selected.health;
741         teammate_armor = selected.armorvalue;
742     }
743
744         WRITESPECTATABLE_MSG_ONE({
745                 WriteByte(MSG_ONE, SVC_TEMPENTITY);
746                 WriteByte(MSG_ONE, TE_CSQC_SHOWNAMES);
747                 WriteString(MSG_ONE, playername(selected));
748         WriteByte(MSG_ONE, teammate_health);
749         WriteByte(MSG_ONE, teammate_armor);
750         });
751 }
752
753 void UpdateSelectedPlayer()
754 {
755     entity selected;
756     selected = world;
757
758         if(!autocvar_sv_allow_shownames)
759                 return;
760
761         if(clienttype(self) != CLIENTTYPE_REAL)
762                 return;
763
764         if(self.cvar_cl_shownames == 0)
765                 return;
766
767         makevectors(self.v_angle); // sets v_forward
768
769         // cursor trace
770         if(self.selected_player_display_timeout < time)
771     {
772         WarpZone_crosshair_trace(self);
773         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
774         {
775             selected = trace_ent;
776             self.last_selected_player = selected;
777             self.selected_player_display_timeout = time + 0.1; // update at 0.1s intervals
778         }
779     }
780
781         if(selected)
782         {
783         msg_entity = self;
784         if(teams_matter)
785             if(self.team == selected.team)
786                 net_shownames(selected, 1);
787         else
788             net_shownames(selected, 0);
789     }
790 }
791
792 .float muted; // to be used by prvm_edictset server playernumber muted 1
793 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
794 // message "": do not say, just test flood control
795 // return value:
796 //   1 = accept
797 //   0 = reject
798 //  -1 = fake accept
799 {
800         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
801         float flood, privatemsgprefixlen;
802         var .float flood_field;
803         entity head;
804         float ret;
805
806         if(Ban_MaybeEnforceBan(source))
807                 return 0;
808
809         if(!teamsay && !privatesay)
810                 if(substring(msgin, 0, 1) == " ")
811                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
812
813         msgin = formatmessage(msgin);
814
815         if(source.classname != "player")
816                 colorstr = "^0"; // black for spectators
817         else if(teams_matter)
818                 colorstr = Team_ColorCode(source.team);
819         else
820                 teamsay = FALSE;
821
822         if(intermission_running)
823                 teamsay = FALSE;
824
825         if(msgin != "")
826                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
827
828         /*
829          * using bprint solves this... me stupid
830         // how can we prevent the message from appearing in a listen server?
831         // for now, just give "say" back and only handle say_team
832         if(!teamsay)
833         {
834                 clientcommand(self, strcat("say ", msgin));
835                 return;
836         }
837         */
838
839         if(autocvar_g_chat_teamcolors)
840                 namestr = playername(source);
841         else
842                 namestr = source.netname;
843
844         if(msgin != "")
845         {
846                 if(privatesay)
847                 {
848                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
849                         privatemsgprefixlen = strlen(msgstr);
850                         msgstr = strcat(msgstr, msgin);
851                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
852                         if(autocvar_g_chat_teamcolors)
853                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
854                         else
855                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
856                 }
857                 else if(teamsay)
858                 {
859                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
860                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
861                 }
862                 else
863                 {
864                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
865                         cmsgstr = "";
866                 }
867                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
868         }
869         else
870         {
871                 msgstr = cmsgstr = "";
872         }
873
874         fullmsgstr = msgstr;
875         fullcmsgstr = cmsgstr;
876
877         // FLOOD CONTROL
878         flood = 0;
879         if(floodcontrol)
880         {
881                 float flood_spl;
882                 float flood_burst;
883                 float flood_lmax;
884                 float lines;
885                 if(privatesay)
886                 {
887                         flood_spl = autocvar_g_chat_flood_spl_tell;
888                         flood_burst = autocvar_g_chat_flood_burst_tell;
889                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
890                         flood_field = floodcontrol_chattell;
891                 }
892                 else if(teamsay)
893                 {
894                         flood_spl = autocvar_g_chat_flood_spl_team;
895                         flood_burst = autocvar_g_chat_flood_burst_team;
896                         flood_lmax = autocvar_g_chat_flood_lmax_team;
897                         flood_field = floodcontrol_chatteam;
898                 }
899                 else
900                 {
901                         flood_spl = autocvar_g_chat_flood_spl;
902                         flood_burst = autocvar_g_chat_flood_burst;
903                         flood_lmax = autocvar_g_chat_flood_lmax;
904                         flood_field = floodcontrol_chat;
905                 }
906                 flood_burst = max(0, flood_burst - 1);
907                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
908
909                 // do flood control for the default line size
910                 if(msgstr != "")
911                 {
912                         getWrappedLine_remaining = msgstr;
913                         msgstr = "";
914                         lines = 0;
915                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
916                         {
917                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
918                                 ++lines;
919                         }
920                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
921
922                         if(getWrappedLine_remaining != "")
923                         {
924                                 msgstr = strcat(msgstr, "\n");
925                                 flood = 2;
926                         }
927
928                         if(time >= source.flood_field)
929                         {
930                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
931                         }
932                         else
933                         {
934                                 flood = 1;
935                                 msgstr = fullmsgstr;
936                         }
937                 }
938                 else
939                 {
940                         if(time >= source.flood_field)
941                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
942                         else
943                                 flood = 1;
944                 }
945
946                 if (timeoutStatus == 2) //when game is paused, no flood protection
947                         source.flood_field = flood = 0;
948         }
949
950         if(flood == 2) // cannot happen for empty msgstr
951         {
952                 if(autocvar_g_chat_flood_notify_flooder)
953                 {
954                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
955                         sourcecmsgstr = "";
956                 }
957                 else
958                 {
959                         sourcemsgstr = fullmsgstr;
960                         sourcecmsgstr = fullcmsgstr;
961                 }
962                 cmsgstr = "";
963         }
964         else
965         {
966                 sourcemsgstr = msgstr;
967                 sourcecmsgstr = cmsgstr;
968         }
969
970         if(!privatesay)
971         if(source.classname != "player")
972         {
973                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
974                         teamsay = -1; // spectators
975         }
976
977         if(flood)
978                 print("NOTE: ", playername(source), "^7 is flooding.\n");
979
980         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
981         if(privatesay)
982                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
983
984         if(source.muted)
985         {
986                 // always fake the message
987                 ret = -1;
988         }
989         else if(flood == 1)
990         {
991                 if(autocvar_g_chat_flood_notify_flooder)
992                 {
993                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
994                         ret = 0;
995                 }
996                 else
997                         ret = -1;
998         }
999         else
1000         {
1001                 ret = 1;
1002         }
1003
1004         if(sourcemsgstr != "" && ret != 0)
1005         {
1006                 if(ret < 0) // fake
1007                 {
1008                         sprint(source, sourcemsgstr);
1009                         if(sourcecmsgstr != "" && !privatesay)
1010                                 centerprint(source, sourcecmsgstr);
1011                 }
1012                 else if(privatesay)
1013                 {
1014                         sprint(source, sourcemsgstr);
1015                         sprint(privatesay, msgstr);
1016                         if(cmsgstr != "")
1017                                 centerprint(privatesay, cmsgstr);
1018                 }
1019                 else if(teamsay > 0)
1020                 {
1021                         sprint(source, sourcemsgstr);
1022                         if(sourcecmsgstr != "")
1023                                 centerprint(source, sourcecmsgstr);
1024                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1025                                 if(head != source)
1026                                 {
1027                                         sprint(head, msgstr);
1028                                         if(cmsgstr != "")
1029                                                 centerprint(head, cmsgstr);
1030                                 }
1031                 }
1032                 else if(teamsay < 0)
1033                 {
1034                         sprint(source, sourcemsgstr);
1035                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1036                                 if(head != source)
1037                                         sprint(head, msgstr);
1038                 }
1039                 else if(sourcemsgstr != msgstr)
1040                 {
1041                         sprint(source, sourcemsgstr);
1042                         FOR_EACH_REALCLIENT(head)
1043                                 if(head != source)
1044                                         sprint(head, msgstr);
1045                 }
1046                 else
1047                         bprint(msgstr);
1048         }
1049
1050         return ret;
1051 }
1052
1053 float GetVoiceMessageVoiceType(string type)
1054 {
1055         if(type == "taunt")
1056                 return VOICETYPE_TAUNT;
1057         if(type == "teamshoot")
1058                 return VOICETYPE_LASTATTACKER;
1059         return VOICETYPE_TEAMRADIO;
1060 }
1061
1062 string allvoicesamples;
1063 .string GetVoiceMessageSampleField(string type)
1064 {
1065         GetPlayerSoundSampleField_notFound = 0;
1066         switch(type)
1067         {
1068 #define _VOICEMSG(m) case #m: return playersound_##m;
1069                 ALLVOICEMSGS
1070 #undef _VOICEMSG
1071         }
1072         GetPlayerSoundSampleField_notFound = 1;
1073         return playersound_taunt;
1074 }
1075
1076 .string GetPlayerSoundSampleField(string type)
1077 {
1078         GetPlayerSoundSampleField_notFound = 0;
1079         switch(type)
1080         {
1081 #define _VOICEMSG(m) case #m: return playersound_##m;
1082                 ALLPLAYERSOUNDS
1083 #undef _VOICEMSG
1084         }
1085         GetPlayerSoundSampleField_notFound = 1;
1086         return playersound_taunt;
1087 }
1088
1089 void PrecacheGlobalSound(string samplestring)
1090 {
1091         float n, i;
1092         tokenize_console(samplestring);
1093         n = stof(argv(1));
1094         if(n > 0)
1095         {
1096                 for(i = 1; i <= n; ++i)
1097                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1098         }
1099         else
1100         {
1101                 precache_sound(strcat(argv(0), ".wav"));
1102         }
1103 }
1104
1105 void PrecachePlayerSounds(string f)
1106 {
1107         float fh;
1108         string s;
1109         fh = fopen(f, FILE_READ);
1110         if(fh < 0)
1111                 return;
1112         while((s = fgets(fh)))
1113         {
1114                 if(tokenize_console(s) != 3)
1115                 {
1116                         dprint("Invalid sound info line: ", s, "\n");
1117                         continue;
1118                 }
1119                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1120         }
1121         fclose(fh);
1122
1123         if not(allvoicesamples)
1124         {
1125 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1126                 ALLVOICEMSGS
1127 #undef _VOICEMSG
1128                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1129         }
1130 }
1131
1132 void ClearPlayerSounds()
1133 {
1134 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1135         ALLPLAYERSOUNDS
1136         ALLVOICEMSGS
1137 #undef _VOICEMSG
1138 }
1139
1140 float LoadPlayerSounds(string f, float first)
1141 {
1142         float fh;
1143         string s;
1144         var .string field;
1145         fh = fopen(f, FILE_READ);
1146         if(fh < 0)
1147         {
1148                 dprint("Player sound file not found: ", f, "\n");
1149                 return 0;
1150         }
1151         while((s = fgets(fh)))
1152         {
1153                 if(tokenize_console(s) != 3)
1154                         continue;
1155                 field = GetPlayerSoundSampleField(argv(0));
1156                 if(GetPlayerSoundSampleField_notFound)
1157                         field = GetVoiceMessageSampleField(argv(0));
1158                 if(GetPlayerSoundSampleField_notFound)
1159                         continue;
1160                 if(self.field)
1161                         strunzone(self.field);
1162                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1163         }
1164         fclose(fh);
1165         return 1;
1166 }
1167
1168 .float modelindex_for_playersound;
1169 .float skinindex_for_playersound;
1170 void UpdatePlayerSounds()
1171 {
1172         if(self.modelindex == self.modelindex_for_playersound)
1173         if(self.skinindex == self.skinindex_for_playersound)
1174                 return;
1175         self.modelindex_for_playersound = self.modelindex;
1176         self.skinindex_for_playersound = self.skinindex;
1177         ClearPlayerSounds();
1178         LoadPlayerSounds("sound/player/default.sounds", 1);
1179         if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1180                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1181 }
1182
1183 void FakeGlobalSound(string sample, float chan, float voicetype)
1184 {
1185         float n;
1186         float tauntrand;
1187
1188         if(sample == "")
1189                 return;
1190
1191         tokenize_console(sample);
1192         n = stof(argv(1));
1193         if(n > 0)
1194                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1195         else
1196                 sample = strcat(argv(0), ".wav"); // randomization
1197
1198         switch(voicetype)
1199         {
1200                 case VOICETYPE_LASTATTACKER_ONLY:
1201                         break;
1202                 case VOICETYPE_LASTATTACKER:
1203                         if(self.pusher)
1204                         {
1205                                 msg_entity = self;
1206                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1207                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1208                         }
1209                         break;
1210                 case VOICETYPE_TEAMRADIO:
1211                         msg_entity = self;
1212                         if(msg_entity.cvar_cl_voice_directional == 1)
1213                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1214                         else
1215                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1216                         break;
1217                 case VOICETYPE_AUTOTAUNT:
1218                         if(!sv_autotaunt)
1219                                 break;
1220                         if(!sv_taunt)
1221                                 break;
1222                         if(sv_gentle)
1223                                 break;
1224                         tauntrand = random();
1225                         msg_entity = self;
1226                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1227                         {
1228                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1229                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1230                                 else
1231                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1232                         }
1233                         break;
1234                 case VOICETYPE_TAUNT:
1235                         if(self.classname == "player")
1236                                 if(self.deadflag == DEAD_NO)
1237                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1238                         if(!sv_taunt)
1239                                 break;
1240                         if(sv_gentle)
1241                                 break;
1242                         msg_entity = self;
1243                         if (msg_entity.cvar_cl_voice_directional >= 1)
1244                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1245                         else
1246                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1247                         break;
1248                 case VOICETYPE_PLAYERSOUND:
1249                         msg_entity = self;
1250                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1251                         break;
1252                 default:
1253                         backtrace("Invalid voice type!");
1254                         break;
1255         }
1256 }
1257
1258 void GlobalSound(string sample, float chan, float voicetype)
1259 {
1260         float n;
1261         float tauntrand;
1262
1263         if(sample == "")
1264                 return;
1265
1266         tokenize_console(sample);
1267         n = stof(argv(1));
1268         if(n > 0)
1269                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1270         else
1271                 sample = strcat(argv(0), ".wav"); // randomization
1272
1273         switch(voicetype)
1274         {
1275                 case VOICETYPE_LASTATTACKER_ONLY:
1276                         if(self.pusher)
1277                         {
1278                                 msg_entity = self.pusher;
1279                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1280                                 {
1281                                         if(msg_entity.cvar_cl_voice_directional == 1)
1282                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1283                                         else
1284                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1285                                 }
1286                         }
1287                         break;
1288                 case VOICETYPE_LASTATTACKER:
1289                         if(self.pusher)
1290                         {
1291                                 msg_entity = self.pusher;
1292                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1293                                 {
1294                                         if(msg_entity.cvar_cl_voice_directional == 1)
1295                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1296                                         else
1297                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1298                                 }
1299                                 msg_entity = self;
1300                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1301                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1302                         }
1303                         break;
1304                 case VOICETYPE_TEAMRADIO:
1305                         FOR_EACH_REALCLIENT(msg_entity)
1306                                 if(!teams_matter || msg_entity.team == self.team)
1307                                 {
1308                                         if(msg_entity.cvar_cl_voice_directional == 1)
1309                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1310                                         else
1311                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1312                                 }
1313                         break;
1314                 case VOICETYPE_AUTOTAUNT:
1315                         if(!sv_autotaunt)
1316                                 break;
1317                         if(!sv_taunt)
1318                                 break;
1319                         if(sv_gentle)
1320                                 break;
1321                         tauntrand = random();
1322                         FOR_EACH_REALCLIENT(msg_entity)
1323                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1324                                 {
1325                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1326                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1327                                         else
1328                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1329                                 }
1330                         break;
1331                 case VOICETYPE_TAUNT:
1332                         if(self.classname == "player")
1333                                 if(self.deadflag == DEAD_NO)
1334                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1335                         if(!sv_taunt)
1336                                 break;
1337                         if(sv_gentle)
1338                                 break;
1339                         FOR_EACH_REALCLIENT(msg_entity)
1340                         {
1341                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1342                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1343                                 else
1344                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1345                         }
1346                         break;
1347                 case VOICETYPE_PLAYERSOUND:
1348                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1349                         break;
1350                 default:
1351                         backtrace("Invalid voice type!");
1352                         break;
1353         }
1354 }
1355
1356 void PlayerSound(.string samplefield, float chan, float voicetype)
1357 {
1358         GlobalSound(self.samplefield, chan, voicetype);
1359 }
1360
1361 void VoiceMessage(string type, string msg)
1362 {
1363         var .string sample;
1364         float voicetype, ownteam;
1365         float flood;
1366         sample = GetVoiceMessageSampleField(type);
1367
1368         if(GetPlayerSoundSampleField_notFound)
1369         {
1370                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1371                 return;
1372         }
1373
1374         voicetype = GetVoiceMessageVoiceType(type);
1375         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1376
1377         flood = Say(self, ownteam, world, msg, 1);
1378
1379         if (flood > 0)
1380                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1381         else if (flood < 0)
1382                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1383 }
1384
1385 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1386 {
1387 //      show_message
1388 //      0 (00) automove centerprint, admin message
1389 //      1 (01) automove centerprint, no admin message
1390 //      2 (10) no centerprint, admin message
1391 //      3 (11) no centerprint, no admin message
1392
1393         float lockteams_backup;
1394
1395         lockteams_backup = lockteams;  // backup any team lock
1396
1397         lockteams = 0;  // disable locked teams
1398
1399         TeamchangeFrags(client);  // move the players frags
1400         SetPlayerColors(client, team_colour - 1);  // set the players colour
1401         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1402
1403         lockteams = lockteams_backup;  // restore the team lock
1404
1405         LogTeamchange(client.playerid, client.team, type);
1406
1407         if not(show_message & 1) // admin message
1408                 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
1409
1410         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1411 }