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