1 #include "cl_player.qh"
7 #include "g_violence.qh"
8 #include "miscfunctions.qh"
10 #include "teamplay.qh"
11 #include "weapons/throwing.qh"
12 #include "command/common.qh"
13 #include "../common/animdecide.qh"
14 #include "../common/csqcmodel_settings.qh"
15 #include "../common/deathtypes/all.qh"
16 #include "../common/triggers/subs.qh"
17 #include "../common/playerstats.qh"
18 #include "../lib/csqcmodel/sv_model.qh"
20 #include "../common/minigames/sv_minigames.qh"
22 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
23 #include "../common/triggers/include.qh"
25 #include "weapons/weaponstats.qh"
27 #include "../common/animdecide.qh"
29 void Drop_Special_Items(entity player)
31 // called when the player has become stuck or frozen
32 // so objective items aren't stuck with the player
34 MUTATOR_CALLHOOK(DropSpecialItems, player);
37 void CopyBody_Think(void)
39 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
41 self.CopyBody_think();
44 self.CopyBody_nextthink = self.nextthink;
45 self.CopyBody_think = self.think;
46 self.think = CopyBody_Think;
48 CSQCMODEL_AUTOUPDATE(self);
49 self.nextthink = time;
51 void CopyBody(float keepvelocity)
53 if (self.effects & EF_NODRAW)
58 self.colormap = this.colormap;
59 self.iscreature = this.iscreature;
60 self.teleportable = this.teleportable;
61 self.damagedbycontents = this.damagedbycontents;
62 self.angles = this.angles;
63 self.v_angle = this.v_angle;
64 self.avelocity = this.avelocity;
65 self.damageforcescale = this.damageforcescale;
66 self.effects = this.effects;
67 self.glowmod = this.glowmod;
68 self.event_damage = this.event_damage;
69 self.anim_state = this.anim_state;
70 self.anim_time = this.anim_time;
71 self.anim_lower_action = this.anim_lower_action;
72 self.anim_lower_time = this.anim_lower_time;
73 self.anim_upper_action = this.anim_upper_action;
74 self.anim_upper_time = this.anim_upper_time;
75 self.anim_implicit_state = this.anim_implicit_state;
76 self.anim_implicit_time = this.anim_implicit_time;
77 self.anim_lower_implicit_action = this.anim_lower_implicit_action;
78 self.anim_lower_implicit_time = this.anim_lower_implicit_time;
79 self.anim_upper_implicit_action = this.anim_upper_implicit_action;
80 self.anim_upper_implicit_time = this.anim_upper_implicit_time;
81 self.dphitcontentsmask = this.dphitcontentsmask;
82 self.death_time = this.death_time;
83 self.pain_finished = this.pain_finished;
84 self.health = this.health;
85 self.armorvalue = this.armorvalue;
86 self.armortype = this.armortype;
87 self.model = this.model;
88 self.modelindex = this.modelindex;
89 self.skin = this.skin;
90 self.species = this.species;
91 self.movetype = this.movetype;
92 self.solid = this.solid;
93 self.ballistics_density = this.ballistics_density;
94 self.takedamage = this.takedamage;
95 self.customizeentityforclient = this.customizeentityforclient;
96 self.uncustomizeentityforclient = this.uncustomizeentityforclient;
97 self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
98 if (keepvelocity == 1)
99 self.velocity = this.velocity;
100 self.oldvelocity = self.velocity;
101 self.alpha = this.alpha;
102 self.fade_time = this.fade_time;
103 self.fade_rate = this.fade_rate;
104 //self.weapon = this.weapon;
105 setorigin(self, this.origin);
106 setsize(self, this.mins, this.maxs);
107 self.prevorigin = this.origin;
108 self.reset = SUB_Remove;
110 Drag_MoveDrag(this, self);
112 if(self.colormap <= maxclients && self.colormap > 0)
113 self.colormap = 1024 + this.clientcolors;
115 CSQCMODEL_AUTOINIT(self);
116 self.CopyBody_nextthink = this.nextthink;
117 self.CopyBody_think = this.think;
118 self.nextthink = time;
119 self.think = CopyBody_Think;
120 // "bake" the current animation frame for clones (they don't get clientside animation)
121 animdecide_load_if_needed(self);
122 animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
127 float player_getspecies()
130 get_model_parameters(self.model, self.skin);
131 s = get_model_parameters_species;
132 get_model_parameters(string_null, 0);
134 return SPECIES_HUMAN;
138 void player_setupanimsformodel()
140 // load animation info
141 animdecide_load_if_needed(self);
142 animdecide_setstate(self, 0, false);
145 void player_anim (void)
147 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
150 // Decide on which death animation to use.
152 deadbits = ANIMSTATE_DEAD1;
154 deadbits = ANIMSTATE_DEAD2;
157 // Clear a previous death animation.
160 int animbits = deadbits;
162 animbits |= ANIMSTATE_FROZEN;
163 if(self.movetype == MOVETYPE_FOLLOW)
164 animbits |= ANIMSTATE_FOLLOW;
166 animbits |= ANIMSTATE_DUCK;
167 animdecide_setstate(self, animbits, false);
168 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
170 int slot = 0; // TODO: unhardcode
172 if (self.weaponentity[slot])
174 updateanim(self.weaponentity[slot]);
175 if (!self.weaponentity[slot].animstate_override)
176 setanim(self.weaponentity[slot], self.weaponentity[slot].anim_idle, true, false, false);
181 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
185 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
187 // damage resistance (ignore most of the damage from a bullet or similar)
188 damage = max(damage - 5, 1);
190 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
194 if(sound_allowed(MSG_BROADCAST, attacker))
197 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
199 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
201 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
205 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
207 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
209 self.armorvalue = self.armorvalue - save;
210 self.health = self.health - take;
211 // pause regeneration for 5 seconds
212 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
214 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
215 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
216 self.dmg_inflictor = inflictor;
218 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
220 // don't use any animations as a gib
222 // view just above the floor
223 self.view_ofs = '0 0 4';
225 Violence_GibSplash(self, 1, 1, attacker);
227 self.solid = SOLID_NOT; // restore later
228 self.takedamage = DAMAGE_NO; // restore later
229 self.damagedbycontents = false;
233 void calculate_player_respawn_time()
238 float gametype_setting_tmp;
239 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
240 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
241 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
242 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
243 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
244 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
246 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
252 if (pl.team == self.team)
254 if (sdelay_small_count == 0)
255 sdelay_small_count = 1;
256 if (sdelay_large_count == 0)
257 sdelay_large_count = 1;
264 if (sdelay_small_count == 0)
268 // Players play independently. No point in requiring enemies.
269 sdelay_small_count = 1;
273 // Players play AGAINST each other. Enemies required.
274 sdelay_small_count = 2;
277 if (sdelay_large_count == 0)
281 // Players play independently. No point in requiring enemies.
282 sdelay_large_count = 1;
286 // Players play AGAINST each other. Enemies required.
287 sdelay_large_count = 2;
294 if (pcount <= sdelay_small_count)
295 sdelay = sdelay_small;
296 else if (pcount >= sdelay_large_count)
297 sdelay = sdelay_large;
298 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
299 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
302 self.respawn_time = ceil((time + sdelay) / waves) * waves;
304 self.respawn_time = time + sdelay;
306 if(sdelay < sdelay_max)
307 self.respawn_time_max = time + sdelay_max;
309 self.respawn_time_max = self.respawn_time;
311 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
312 self.respawn_countdown = 10; // first number to count down from is 10
314 self.respawn_countdown = -1; // do not count down
316 if(autocvar_g_forced_respawn)
317 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
320 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
322 float take, save, dh, da;
325 float valid_damage_for_weaponstats;
328 dh = max(self.health, 0);
329 da = max(self.armorvalue, 0);
331 if(!DEATH_ISSPECIAL(deathtype))
333 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
335 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
338 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
340 // tuba causes blood to come out of the ears
345 ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
347 makevectors(self.angles);
348 ear1 += v_right * -10;
349 ear2 += v_right * +10;
350 d = inflictor.origin - self.origin;
352 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
354 f = 0; // Assum ecenter.
355 force = v_right * vlen(force);
356 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
357 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
366 // force is already good
370 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
373 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
379 // don't reset pushltime for self damage as it may be an attempt to
380 // escape a lava pit or similar
381 //self.pushltime = 0;
384 else if(IS_PLAYER(attacker))
386 self.pusher = attacker;
387 self.pushltime = time + autocvar_g_maxpushtime;
388 self.istypefrag = self.BUTTON_CHAT;
390 else if(time < self.pushltime)
392 attacker = self.pusher;
393 self.pushltime = max(self.pushltime, time + 0.6);
401 frag_damage = damage;
402 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
403 take = bound(0, damage_take, self.health);
404 save = bound(0, damage_save, self.armorvalue);
405 excess = max(0, damage - take - save);
407 if(sound_allowed(MSG_BROADCAST, attacker))
410 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
412 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
414 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
418 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
420 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
422 if (time >= self.spawnshieldtime)
424 if (!(self.flags & FL_GODMODE))
426 self.armorvalue = self.armorvalue - save;
427 self.health = self.health - take;
428 // pause regeneration for 5 seconds
430 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
432 if (time > self.pain_finished) //Don't switch pain sequences like crazy
434 self.pain_finished = time + 0.5; //Supajoe
436 if(autocvar_sv_gentle < 1) {
437 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
439 if (!self.animstate_override)
442 animdecide_setaction(self, ANIMACTION_PAIN1, true);
444 animdecide_setaction(self, ANIMACTION_PAIN2, true);
448 if(sound_allowed(MSG_BROADCAST, attacker))
449 if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
451 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
453 if(deathtype == DEATH_FALL.m_id)
454 PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
455 else if(self.health > 75) // TODO make a "gentle" version?
456 PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
457 else if(self.health > 50)
458 PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
459 else if(self.health > 25)
460 PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
462 PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
467 // throw off bot aim temporarily
469 if(IS_BOT_CLIENT(self) && self.health >= 1)
471 shake = damage * 5 / (bound(0,skill,100) + 1);
472 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
473 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
474 self.v_angle_x = bound(-90, self.v_angle.x, 90);
478 self.max_armorvalue += (save + take);
480 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
481 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
482 self.dmg_inflictor = inflictor;
484 if (self != attacker) {
485 float realdmg = damage - excess;
486 if (IS_PLAYER(attacker)) {
487 PlayerScore_Add(attacker, SP_DMG, realdmg);
489 if (IS_PLAYER(self)) {
490 PlayerScore_Add(self, SP_DMGTAKEN, realdmg);
494 bool abot = (IS_BOT_CLIENT(attacker));
495 bool vbot = (IS_BOT_CLIENT(self));
497 valid_damage_for_weaponstats = 0;
498 Weapon awep = WEP_Null;
500 if(vbot || IS_REAL_CLIENT(self))
501 if(abot || IS_REAL_CLIENT(attacker))
502 if(attacker && self != attacker)
503 if(DIFF_TEAM(self, attacker))
505 if(DEATH_ISSPECIAL(deathtype))
506 awep = get_weaponinfo(attacker.weapon);
508 awep = DEATH_WEAPONOF(deathtype);
509 valid_damage_for_weaponstats = 1;
512 if(valid_damage_for_weaponstats)
514 dh = dh - max(self.health, 0);
515 da = da - max(self.armorvalue, 0);
516 WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
517 MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
522 float defer_ClientKill_Now_TeamChange;
523 defer_ClientKill_Now_TeamChange = false;
527 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
531 if(valid_damage_for_weaponstats)
532 WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
534 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
535 if(sound_allowed(MSG_BROADCAST, attacker))
537 if(deathtype == DEATH_DROWN.m_id)
538 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
540 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
543 // get rid of kill indicator
544 if(self.killindicator)
546 remove(self.killindicator);
547 self.killindicator = world;
548 if(self.killindicator_teamchange)
549 defer_ClientKill_Now_TeamChange = true;
551 if(self.classname == "body")
552 if(deathtype == DEATH_KILL.m_id)
554 // for the lemmings fans, a small harmless explosion
555 Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
559 // print an obituary message
560 if(self.classname != "body")
561 Obituary (attacker, inflictor, self, deathtype);
563 // increment frag counter for used weapon type
564 Weapon w = DEATH_WEAPONOF(deathtype);
566 if(accuracy_isgooddamage(attacker, self))
567 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
569 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
570 excess = frag_damage;
572 Weapon wep = get_weaponinfo(self.weapon);
573 wep.wr_playerdeath(wep);
575 RemoveGrapplingHook(self);
577 Portal_ClearAllLater(self);
579 self.fixangle = true;
581 if(defer_ClientKill_Now_TeamChange)
582 ClientKill_Now_TeamChange(); // can turn player into spectator
584 // player could have been miraculously resuscitated ;)
585 // e.g. players in freezetag get frozen, they don't really die
586 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
589 // when we get here, player actually dies
591 Unfreeze(self); // remove any icy remains
592 self.health = 0; // Unfreeze resets health, so we need to set it back
595 WaypointSprite_PlayerDead();
597 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
599 // become fully visible
600 self.alpha = default_player_alpha;
601 // make the corpse upright (not tilted)
605 self.avelocity = '0 0 0';
606 // view from the floor
607 self.view_ofs = '0 0 -8';
609 self.movetype = MOVETYPE_TOSS;
611 self.solid = SOLID_CORPSE;
612 self.ballistics_density = autocvar_g_ballistics_density_corpse;
613 // don't stick to the floor
614 self.flags &= ~FL_ONGROUND;
616 self.deadflag = DEAD_DYING;
618 // when to allow respawn
619 calculate_player_respawn_time();
621 self.death_time = time;
623 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
625 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
629 setsize(self, self.mins, self.maxs);
631 // set damage function to corpse damage
632 self.event_damage = PlayerCorpseDamage;
633 // call the corpse damage function just in case it wants to gib
634 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
636 // set up to fade out later
637 SUB_SetFade (self, time + 6 + random (), 1);
638 // reset body think wrapper broken by SUB_SetFade
639 if(self.classname == "body" && self.think != CopyBody_Think) {
640 self.CopyBody_think = self.think;
641 self.CopyBody_nextthink = self.nextthink;
642 self.think = CopyBody_Think;
643 self.nextthink = time;
646 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
648 // clones don't run any animation code any more, so we must gib them when they die :(
649 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
652 // reset fields the weapons may use just in case
653 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
655 Weapon w = get_weaponinfo(j);
657 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
659 ATTACK_FINISHED_FOR(self, j, slot) = 0;
665 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
666 // message "": do not say, just test flood control
672 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
674 var .float flood_field;
677 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
679 if(!teamsay && !privatesay)
680 if(substring(msgin, 0, 1) == " ")
681 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
683 msgin = formatmessage(msgin);
685 if (!IS_PLAYER(source))
686 colorstr = "^0"; // black for spectators
688 colorstr = Team_ColorCode(source.team);
695 if(intermission_running)
699 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
702 * using bprint solves this... me stupid
703 // how can we prevent the message from appearing in a listen server?
704 // for now, just give "say" back and only handle say_team
707 clientcommand(self, strcat("say ", msgin));
712 if(autocvar_g_chat_teamcolors)
713 namestr = playername(source);
715 namestr = source.netname;
717 if(strdecolorize(namestr) == namestr)
726 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
727 privatemsgprefixlen = strlen(msgstr);
728 msgstr = strcat(msgstr, msgin);
729 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
730 if(autocvar_g_chat_teamcolors)
731 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
733 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
737 if(strstrofs(msgin, "/me", 0) >= 0)
739 //msgin = strreplace("/me", "", msgin);
740 //msgin = substring(msgin, 3, strlen(msgin));
741 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
742 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
745 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
746 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
750 if(strstrofs(msgin, "/me", 0) >= 0)
752 //msgin = strreplace("/me", "", msgin);
753 //msgin = substring(msgin, 3, strlen(msgin));
754 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
755 msgstr = strcat("\{1}^4* ", "^7", msgin);
758 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
761 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
765 msgstr = cmsgstr = "";
769 fullcmsgstr = cmsgstr;
773 flood_field = floodcontrol_chat;
782 flood_spl = autocvar_g_chat_flood_spl_tell;
783 flood_burst = autocvar_g_chat_flood_burst_tell;
784 flood_lmax = autocvar_g_chat_flood_lmax_tell;
785 flood_field = floodcontrol_chattell;
789 flood_spl = autocvar_g_chat_flood_spl_team;
790 flood_burst = autocvar_g_chat_flood_burst_team;
791 flood_lmax = autocvar_g_chat_flood_lmax_team;
792 flood_field = floodcontrol_chatteam;
796 flood_spl = autocvar_g_chat_flood_spl;
797 flood_burst = autocvar_g_chat_flood_burst;
798 flood_lmax = autocvar_g_chat_flood_lmax;
799 flood_field = floodcontrol_chat;
801 flood_burst = max(0, flood_burst - 1);
802 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
804 // do flood control for the default line size
807 getWrappedLine_remaining = msgstr;
810 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
812 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
815 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
817 if(getWrappedLine_remaining != "")
819 msgstr = strcat(msgstr, "\n");
823 if (time >= source.(flood_field))
825 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
835 if (time >= source.(flood_field))
836 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
841 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
842 source.(flood_field) = flood = 0;
845 if(flood == 2) // cannot happen for empty msgstr
847 if(autocvar_g_chat_flood_notify_flooder)
849 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
854 sourcemsgstr = fullmsgstr;
855 sourcecmsgstr = fullcmsgstr;
861 sourcemsgstr = msgstr;
862 sourcecmsgstr = cmsgstr;
866 if (!IS_PLAYER(source))
868 if (!intermission_running)
869 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
870 teamsay = -1; // spectators
874 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
876 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
878 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
882 // always fake the message
887 if (autocvar_g_chat_flood_notify_flooder)
889 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
900 if(sourcemsgstr != "" && ret != 0)
902 if(ret < 0) // faked message, because the player is muted
904 sprint(source, sourcemsgstr);
905 if(sourcecmsgstr != "" && !privatesay)
906 centerprint(source, sourcecmsgstr);
908 else if(privatesay) // private message, between 2 people only
910 sprint(source, sourcemsgstr);
911 sprint(privatesay, msgstr);
912 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
914 centerprint(privatesay, cmsgstr);
916 else if ( teamsay && source.active_minigame )
918 sprint(source, sourcemsgstr);
919 dedicated_print(msgstr); // send to server console too
920 FOR_EACH_REALCLIENT(head)
922 if(head.active_minigame == source.active_minigame)
923 sprint(head, msgstr);
925 else if(teamsay > 0) // team message, only sent to team mates
927 sprint(source, sourcemsgstr);
928 dedicated_print(msgstr); // send to server console too
929 if(sourcecmsgstr != "")
930 centerprint(source, sourcecmsgstr);
931 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
934 sprint(head, msgstr);
936 centerprint(head, cmsgstr);
939 else if(teamsay < 0) // spectator message, only sent to spectators
941 sprint(source, sourcemsgstr);
942 dedicated_print(msgstr); // send to server console too
943 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
945 sprint(head, msgstr);
947 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
949 sprint(source, sourcemsgstr);
950 dedicated_print(msgstr); // send to server console too
951 FOR_EACH_REALCLIENT(head)
953 sprint(head, msgstr);
956 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
962 float GetVoiceMessageVoiceType(string type)
965 return VOICETYPE_TAUNT;
966 if(type == "teamshoot")
967 return VOICETYPE_LASTATTACKER;
968 return VOICETYPE_TEAMRADIO;
971 .string GetVoiceMessageSampleField(string type)
973 GetPlayerSoundSampleField_notFound = 0;
976 #define _VOICEMSG(m) case #m: return playersound_##m;
980 GetPlayerSoundSampleField_notFound = 1;
981 return playersound_taunt;
984 .string GetPlayerSoundSampleField(string type)
986 GetPlayerSoundSampleField_notFound = 0;
989 #define _VOICEMSG(m) case #m: return playersound_##m;
993 GetPlayerSoundSampleField_notFound = 1;
994 return playersound_taunt;
997 void PrecacheGlobalSound(string samplestring)
1000 tokenize_console(samplestring);
1004 for(i = 1; i <= n; ++i)
1005 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1009 precache_sound(strcat(argv(0), ".wav"));
1013 void PrecachePlayerSounds(string f)
1015 int fh = fopen(f, FILE_READ);
1018 for (string s; (s = fgets(fh)); )
1020 int n = tokenize_console(s);
1023 if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
1026 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1030 if (!allvoicesamples)
1032 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1035 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1039 void ClearPlayerSounds()
1041 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1047 float LoadPlayerSounds(string f, float first)
1052 fh = fopen(f, FILE_READ);
1055 LOG_TRACE("Player sound file not found: ", f, "\n");
1058 while((s = fgets(fh)))
1060 if(tokenize_console(s) != 3)
1062 field = GetPlayerSoundSampleField(argv(0));
1063 if(GetPlayerSoundSampleField_notFound)
1064 field = GetVoiceMessageSampleField(argv(0));
1065 if(GetPlayerSoundSampleField_notFound)
1068 strunzone(self.(field));
1069 self.(field) = strzone(strcat(argv(1), " ", argv(2)));
1075 void UpdatePlayerSounds()
1077 if(self.modelindex == self.modelindex_for_playersound)
1078 if(self.skin == self.skin_for_playersound)
1080 self.modelindex_for_playersound = self.modelindex;
1081 self.skin_for_playersound = self.skin;
1082 ClearPlayerSounds();
1083 LoadPlayerSounds("sound/player/default.sounds", 1);
1084 if(!autocvar_g_debug_defaultsounds)
1085 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1086 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1089 void FakeGlobalSound(string sample, float chan, float voicetype)
1097 tokenize_console(sample);
1100 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1102 sample = strcat(argv(0), ".wav"); // randomization
1106 case VOICETYPE_LASTATTACKER_ONLY:
1108 case VOICETYPE_LASTATTACKER:
1112 if(IS_REAL_CLIENT(msg_entity))
1113 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1116 case VOICETYPE_TEAMRADIO:
1118 if(msg_entity.cvar_cl_voice_directional == 1)
1119 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1121 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1123 case VOICETYPE_AUTOTAUNT:
1128 if(autocvar_sv_gentle)
1130 tauntrand = random();
1132 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1134 if (msg_entity.cvar_cl_voice_directional >= 1)
1135 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1137 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1140 case VOICETYPE_TAUNT:
1142 if(self.deadflag == DEAD_NO)
1143 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1146 if(autocvar_sv_gentle)
1149 if (msg_entity.cvar_cl_voice_directional >= 1)
1150 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1152 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1154 case VOICETYPE_PLAYERSOUND:
1156 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1159 backtrace("Invalid voice type!");
1164 void GlobalSound(string sample, float chan, float voicetype)
1172 tokenize_console(sample);
1175 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1177 sample = strcat(argv(0), ".wav"); // randomization
1181 case VOICETYPE_LASTATTACKER_ONLY:
1184 msg_entity = self.pusher;
1185 if(IS_REAL_CLIENT(msg_entity))
1187 if(msg_entity.cvar_cl_voice_directional == 1)
1188 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1190 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1194 case VOICETYPE_LASTATTACKER:
1197 msg_entity = self.pusher;
1198 if(IS_REAL_CLIENT(msg_entity))
1200 if(msg_entity.cvar_cl_voice_directional == 1)
1201 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1203 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1206 if(IS_REAL_CLIENT(msg_entity))
1207 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1210 case VOICETYPE_TEAMRADIO:
1211 FOR_EACH_REALCLIENT(msg_entity)
1212 if(!teamplay || msg_entity.team == self.team)
1214 if(msg_entity.cvar_cl_voice_directional == 1)
1215 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1217 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1220 case VOICETYPE_AUTOTAUNT:
1225 if(autocvar_sv_gentle)
1227 tauntrand = random();
1228 FOR_EACH_REALCLIENT(msg_entity)
1229 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1231 if (msg_entity.cvar_cl_voice_directional >= 1)
1232 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1234 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1237 case VOICETYPE_TAUNT:
1239 if(self.deadflag == DEAD_NO)
1240 animdecide_setaction(self, ANIMACTION_TAUNT, true);
1243 if(autocvar_sv_gentle)
1245 FOR_EACH_REALCLIENT(msg_entity)
1247 if (msg_entity.cvar_cl_voice_directional >= 1)
1248 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1250 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1253 case VOICETYPE_PLAYERSOUND:
1254 _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1257 backtrace("Invalid voice type!");
1262 void PlayerSound(.string samplefield, float chan, float voicetype)
1264 GlobalSound(self.(samplefield), chan, voicetype);
1267 void VoiceMessage(string type, string msg)
1269 float voicetype, ownteam;
1271 var .string sample = GetVoiceMessageSampleField(type);
1273 if(GetPlayerSoundSampleField_notFound)
1275 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1279 voicetype = GetVoiceMessageVoiceType(type);
1280 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1282 flood = Say(self, ownteam, world, msg, 1);
1284 if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1285 FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
1287 GlobalSound(self.(sample), CH_VOICE, voicetype);
1290 void MoveToTeam(entity client, float team_colour, float type)
1292 float lockteams_backup;
1294 lockteams_backup = lockteams; // backup any team lock
1296 lockteams = 0; // disable locked teams
1298 TeamchangeFrags(client); // move the players frags
1299 SetPlayerColors(client, team_colour - 1); // set the players colour
1300 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
1302 lockteams = lockteams_backup; // restore the team lock
1304 LogTeamchange(client.playerid, client.team, type);