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Shotgun accuracy stats: also count damage dealt by projectiles hitting the enemy...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
1 #include "player.qh"
2
3 #include "bot/api.qh"
4 #include "cheats.qh"
5 #include "g_damage.qh"
6 #include "g_subs.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "weapons/throwing.qh"
11 #include "command/common.qh"
12 #include "../common/state.qh"
13 #include "../common/anim.qh"
14 #include "../common/animdecide.qh"
15 #include "../common/csqcmodel_settings.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/triggers/subs.qh"
18 #include "../common/playerstats.qh"
19 #include "../lib/csqcmodel/sv_model.qh"
20
21 #include "../common/minigames/sv_minigames.qh"
22
23 #include "../common/physics/player.qh"
24 #include "../common/effects/qc/all.qh"
25 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
26 #include "../common/triggers/include.qh"
27 #include "../common/wepent.qh"
28
29 #include "weapons/weaponstats.qh"
30
31 #include "../common/animdecide.qh"
32
33 void Drop_Special_Items(entity player)
34 {
35         // called when the player has become stuck or frozen
36         // so objective items aren't stuck with the player
37
38         MUTATOR_CALLHOOK(DropSpecialItems, player);
39 }
40
41 void CopyBody_Think(entity this)
42 {
43         if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
44         {
45                 this.CopyBody_think(this);
46                 if(wasfreed(this))
47                         return;
48                 this.CopyBody_nextthink = this.nextthink;
49                 this.CopyBody_think = getthink(this);
50                 setthink(this, CopyBody_Think);
51         }
52         CSQCMODEL_AUTOUPDATE(this);
53         this.nextthink = time;
54 }
55 void CopyBody(entity this, float keepvelocity)
56 {
57         if (this.effects & EF_NODRAW)
58                 return;
59         entity clone = new(body);
60         clone.enemy = this;
61         clone.lip = this.lip;
62         clone.colormap = this.colormap;
63         clone.iscreature = this.iscreature;
64         clone.teleportable = this.teleportable;
65         clone.damagedbycontents = this.damagedbycontents;
66         if(clone.damagedbycontents)
67                 IL_PUSH(g_damagedbycontents, clone);
68         clone.angles = this.angles;
69         clone.v_angle = this.v_angle;
70         clone.avelocity = this.avelocity;
71         clone.damageforcescale = this.damageforcescale;
72         clone.effects = this.effects;
73         clone.glowmod = this.glowmod;
74         clone.event_damage = this.event_damage;
75         clone.anim_state = this.anim_state;
76         clone.anim_time = this.anim_time;
77         clone.anim_lower_action = this.anim_lower_action;
78         clone.anim_lower_time = this.anim_lower_time;
79         clone.anim_upper_action = this.anim_upper_action;
80         clone.anim_upper_time = this.anim_upper_time;
81         clone.anim_implicit_state = this.anim_implicit_state;
82         clone.anim_implicit_time = this.anim_implicit_time;
83         clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
84         clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
85         clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
86         clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
87         clone.dphitcontentsmask = this.dphitcontentsmask;
88         clone.death_time = this.death_time;
89         clone.pain_finished = this.pain_finished;
90         clone.health = this.health;
91         clone.armorvalue = this.armorvalue;
92         clone.armortype = this.armortype;
93         clone.model = this.model;
94         clone.modelindex = this.modelindex;
95         clone.skin = this.skin;
96         clone.species = this.species;
97         clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
98         set_movetype(clone, this.move_movetype);
99         clone.solid = this.solid;
100         clone.ballistics_density = this.ballistics_density;
101         clone.takedamage = this.takedamage;
102         setcefc(clone, getcefc(this));
103         clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
104         clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
105         if (keepvelocity == 1)
106                 clone.velocity = this.velocity;
107         clone.oldvelocity = clone.velocity;
108         clone.alpha = this.alpha;
109         clone.fade_time = this.fade_time;
110         clone.fade_rate = this.fade_rate;
111         //clone.weapon = this.weapon;
112         setorigin(clone, this.origin);
113         setsize(clone, this.mins, this.maxs);
114         clone.prevorigin = this.origin;
115         clone.reset = SUB_Remove;
116         clone._ps = this._ps;
117
118         Drag_MoveDrag(this, clone);
119
120         if(clone.colormap <= maxclients && clone.colormap > 0)
121                 clone.colormap = 1024 + this.clientcolors;
122
123         CSQCMODEL_AUTOINIT(clone);
124         clone.CopyBody_nextthink = this.nextthink;
125         clone.CopyBody_think = getthink(this);
126         clone.nextthink = time;
127         setthink(clone, CopyBody_Think);
128         // "bake" the current animation frame for clones (they don't get clientside animation)
129         animdecide_load_if_needed(clone);
130         animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
131
132         IL_PUSH(g_clones, clone);
133
134         MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
135 }
136
137 void player_setupanimsformodel(entity this)
138 {
139         // load animation info
140         animdecide_load_if_needed(this);
141         animdecide_setstate(this, 0, false);
142 }
143
144 void player_anim(entity this)
145 {
146         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
147         if(IS_DEAD(this)) {
148                 if (!deadbits) {
149                         // Decide on which death animation to use.
150                         if(random() < 0.5)
151                                 deadbits = ANIMSTATE_DEAD1;
152                         else
153                                 deadbits = ANIMSTATE_DEAD2;
154                 }
155         } else {
156                 // Clear a previous death animation.
157                 deadbits = 0;
158         }
159         int animbits = deadbits;
160         if(STAT(FROZEN, this))
161                 animbits |= ANIMSTATE_FROZEN;
162         if(this.move_movetype == MOVETYPE_FOLLOW)
163                 animbits |= ANIMSTATE_FOLLOW;
164         if(this.crouch)
165                 animbits |= ANIMSTATE_DUCK;
166         animdecide_setstate(this, animbits, false);
167         animdecide_setimplicitstate(this, IS_ONGROUND(this));
168 }
169
170 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
171 {
172         float take, save;
173         vector v;
174         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
175
176         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
177         take = v.x;
178         save = v.y;
179
180         if(sound_allowed(MSG_BROADCAST, attacker))
181         {
182                 if (save > 10)
183                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
184                 else if (take > 30)
185                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
186                 else if (take > 10)
187                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
188         }
189
190         if (take > 50)
191                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
192         if (take > 100)
193                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
194
195         this.armorvalue = this.armorvalue - save;
196         this.health = this.health - take;
197         // pause regeneration for 5 seconds
198         this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
199
200         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
201         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
202         this.dmg_inflictor = inflictor;
203
204         if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
205         {
206                 // don't use any animations as a gib
207                 this.frame = 0;
208                 // view just above the floor
209                 this.view_ofs = '0 0 4';
210
211                 Violence_GibSplash(this, 1, 1, attacker);
212                 this.alpha = -1;
213                 this.solid = SOLID_NOT; // restore later
214                 this.takedamage = DAMAGE_NO; // restore later
215                 if(this.damagedbycontents)
216                         IL_REMOVE(g_damagedbycontents, this);
217                 this.damagedbycontents = false;
218         }
219 }
220
221 void calculate_player_respawn_time(entity this)
222 {
223         if(g_ca)
224                 return;
225
226         float gametype_setting_tmp;
227         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
228         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
229         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
230         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
231         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
232         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
233
234         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
235         if (teamplay)
236         {
237                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
238                         if(it.team == this.team)
239                                 ++pcount;
240                 ));
241                 if (sdelay_small_count == 0)
242                         sdelay_small_count = 1;
243                 if (sdelay_large_count == 0)
244                         sdelay_large_count = 1;
245         }
246         else
247         {
248                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
249                         ++pcount;
250                 ));
251                 if (sdelay_small_count == 0)
252                 {
253                         if (IS_INDEPENDENT_PLAYER(this))
254                         {
255                                 // Players play independently. No point in requiring enemies.
256                                 sdelay_small_count = 1;
257                         }
258                         else
259                         {
260                                 // Players play AGAINST each other. Enemies required.
261                                 sdelay_small_count = 2;
262                         }
263                 }
264                 if (sdelay_large_count == 0)
265                 {
266                         if (IS_INDEPENDENT_PLAYER(this))
267                         {
268                                 // Players play independently. No point in requiring enemies.
269                                 sdelay_large_count = 1;
270                         }
271                         else
272                         {
273                                 // Players play AGAINST each other. Enemies required.
274                                 sdelay_large_count = 2;
275                         }
276                 }
277         }
278
279         float sdelay;
280
281         if (pcount <= sdelay_small_count)
282                 sdelay = sdelay_small;
283         else if (pcount >= sdelay_large_count)
284                 sdelay = sdelay_large;
285         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
286                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
287
288         if(waves)
289                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
290         else
291                 this.respawn_time = time + sdelay;
292
293         if(sdelay < sdelay_max)
294                 this.respawn_time_max = time + sdelay_max;
295         else
296                 this.respawn_time_max = this.respawn_time;
297
298         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
299                 this.respawn_countdown = 10; // first number to count down from is 10
300         else
301                 this.respawn_countdown = -1; // do not count down
302
303         if(autocvar_g_forced_respawn)
304                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
305 }
306
307 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
308 {
309         float take, save, dh, da;
310         vector v;
311         float excess;
312
313         dh = max(this.health, 0);
314         da = max(this.armorvalue, 0);
315
316         if(!DEATH_ISSPECIAL(deathtype))
317         {
318                 damage *= bound(1.0, this.cvar_cl_handicap, 10.0);
319                 if(this != attacker)
320                         damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0);
321         }
322
323         if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
324                 damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
325
326         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
327         {
328                 // tuba causes blood to come out of the ears
329                 vector ear1, ear2;
330                 vector d;
331                 float f;
332                 ear1 = this.origin;
333                 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
334                 ear2 = ear1;
335                 makevectors(this.angles);
336                 ear1 += v_right * -10;
337                 ear2 += v_right * +10;
338                 d = inflictor.origin - this.origin;
339                 if (d)
340                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
341                 else
342                         f = 0;  // Assum ecenter.
343                 force = v_right * vlen(force);
344                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
345                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
346                 if(f > 0)
347                 {
348                         hitloc = ear1;
349                         force = force * -1;
350                 }
351                 else
352                 {
353                         hitloc = ear2;
354                         // force is already good
355                 }
356         }
357         else
358                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
359
360         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
361         take = v.x;
362         save = v.y;
363
364         if(attacker == this)
365         {
366                 // don't reset pushltime for this damage as it may be an attempt to
367                 // escape a lava pit or similar
368                 //this.pushltime = 0;
369                 this.istypefrag = 0;
370         }
371         else if(IS_PLAYER(attacker))
372         {
373                 this.pusher = attacker;
374                 this.pushltime = time + autocvar_g_maxpushtime;
375                 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
376         }
377         else if(time < this.pushltime)
378         {
379                 attacker = this.pusher;
380                 this.pushltime = max(this.pushltime, time + 0.6);
381         }
382         else
383         {
384                 this.pushltime = 0;
385                 this.istypefrag = 0;
386         }
387
388         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
389         take = bound(0, M_ARGV(4, float), this.health);
390         save = bound(0, M_ARGV(5, float), this.armorvalue);
391         excess = max(0, damage - take - save);
392
393         if(sound_allowed(MSG_BROADCAST, attacker))
394         {
395                 if (save > 10)
396                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
397                 else if (take > 30)
398                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
399                 else if (take > 10)
400                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
401         }
402
403         if (take > 50)
404                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
405         if (take > 100)
406                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
407
408         if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
409         {
410                 if (!(this.flags & FL_GODMODE))
411                 {
412                         this.armorvalue = this.armorvalue - save;
413                         this.health = this.health - take;
414                         // pause regeneration for 5 seconds
415                         if(take)
416                                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
417
418                         if (time > this.pain_finished)          //Don't switch pain sequences like crazy
419                         {
420                                 this.pain_finished = time + 0.5;        //Supajoe
421
422                                 if(autocvar_sv_gentle < 1) {
423                                         if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
424                                         {
425                                                 if (!this.animstate_override)
426                                                 {
427                                                         if (random() > 0.5)
428                                                                 animdecide_setaction(this, ANIMACTION_PAIN1, true);
429                                                         else
430                                                                 animdecide_setaction(this, ANIMACTION_PAIN2, true);
431                                                 }
432                                         }
433
434                                         if(sound_allowed(MSG_BROADCAST, attacker))
435                                         if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
436                                         if(this.health > 1)
437                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
438                                         {
439                                                 if(deathtype == DEATH_FALL.m_id)
440                                                         PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
441                                                 else if(this.health > 75)
442                                                         PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
443                                                 else if(this.health > 50)
444                                                         PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
445                                                 else if(this.health > 25)
446                                                         PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
447                                                 else
448                                                         PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
449                                         }
450                                 }
451                         }
452
453                         // throw off bot aim temporarily
454                         float shake;
455                         if(IS_BOT_CLIENT(this) && this.health >= 1)
456                         {
457                                 shake = damage * 5 / (bound(0,skill,100) + 1);
458                                 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
459                                 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
460                                 this.v_angle_x = bound(-90, this.v_angle.x, 90);
461                         }
462                 }
463                 else
464                         this.max_armorvalue += (save + take);
465         }
466         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
467         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
468         this.dmg_inflictor = inflictor;
469
470         if (this != attacker) {
471                 float realdmg = damage - excess;
472                 if (IS_PLAYER(attacker)) {
473                         PlayerScore_Add(attacker, SP_DMG, realdmg);
474                 }
475                 if (IS_PLAYER(this)) {
476                         PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
477                 }
478         }
479
480         bool abot = (IS_BOT_CLIENT(attacker));
481         bool vbot = (IS_BOT_CLIENT(this));
482
483         bool valid_damage_for_weaponstats = false;
484         Weapon awep = WEP_Null;
485         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
486
487         if(vbot || IS_REAL_CLIENT(this))
488         if(abot || IS_REAL_CLIENT(attacker))
489         if(attacker && this != attacker)
490         if(DIFF_TEAM(this, attacker))
491         {
492                 if(DEATH_ISSPECIAL(deathtype))
493                         awep = attacker.(weaponentity).m_weapon;
494                 else
495                         awep = DEATH_WEAPONOF(deathtype);
496                 valid_damage_for_weaponstats = true;
497         }
498
499         dh = dh - max(this.health, 0);
500         da = da - max(this.armorvalue, 0);
501         if(valid_damage_for_weaponstats)
502         {
503                 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
504         }
505
506         MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
507
508         if (this.health < 1)
509         {
510                 float defer_ClientKill_Now_TeamChange;
511                 defer_ClientKill_Now_TeamChange = false;
512
513                 if(this.alivetime)
514                 {
515                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
516                         this.alivetime = 0;
517                 }
518
519                 if(valid_damage_for_weaponstats)
520                         WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
521
522                 if(autocvar_sv_gentle < 1)
523                 if(sound_allowed(MSG_BROADCAST, attacker))
524                 {
525                         if(deathtype == DEATH_DROWN.m_id)
526                                 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
527                         else
528                                 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
529                 }
530
531                 // get rid of kill indicator
532                 if(this.killindicator)
533                 {
534                         delete(this.killindicator);
535                         this.killindicator = NULL;
536                         if(this.killindicator_teamchange)
537                                 defer_ClientKill_Now_TeamChange = true;
538
539                         if(this.classname == "body")
540                         if(deathtype == DEATH_KILL.m_id)
541                         {
542                                 // for the lemmings fans, a small harmless explosion
543                                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
544                         }
545                 }
546
547                 // print an obituary message
548                 if(this.classname != "body")
549                         Obituary (attacker, inflictor, this, deathtype);
550
551         // increment frag counter for used weapon type
552         Weapon w = DEATH_WEAPONOF(deathtype);
553                 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
554                         attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
555
556                 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
557                 damage = M_ARGV(4, float);
558                 excess = max(0, damage - take - save);
559
560                 //Weapon wep = this.(weaponentity).m_weapon;
561                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
562                 {
563                         .entity went = weaponentities[slot];
564                         if(!this.(weaponentity))
565                                 continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
566                         Weapon wep = this.(weaponentity).m_weapon;
567                         wep.wr_playerdeath(wep, this, went);
568                 }
569
570                 RemoveGrapplingHooks(this);
571
572                 Portal_ClearAllLater(this);
573
574                 this.fixangle = true;
575
576                 if(defer_ClientKill_Now_TeamChange)
577                         ClientKill_Now_TeamChange(this); // can turn player into spectator
578
579                 // player could have been miraculously resuscitated ;)
580                 // e.g. players in freezetag get frozen, they don't really die
581                 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
582                         return;
583
584                 // when we get here, player actually dies
585
586                 Unfreeze(this); // remove any icy remains
587                 this.health = 0; // Unfreeze resets health, so we need to set it back
588
589                 // clear waypoints
590                 WaypointSprite_PlayerDead(this);
591                 // throw a weapon
592                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
593                 {
594                         .entity went = weaponentities[slot];
595                         SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
596                 }
597
598                 // become fully visible
599                 this.alpha = default_player_alpha;
600                 // make the corpse upright (not tilted)
601                 this.angles_x = 0;
602                 this.angles_z = 0;
603                 // don't spin
604                 this.avelocity = '0 0 0';
605                 // view from the floor
606                 this.view_ofs = '0 0 -8';
607                 // toss the corpse
608                 set_movetype(this, MOVETYPE_TOSS);
609                 // shootable corpse
610                 this.solid = SOLID_CORPSE;
611                 this.ballistics_density = autocvar_g_ballistics_density_corpse;
612                 // don't stick to the floor
613                 UNSET_ONGROUND(this);
614                 // dying animation
615                 this.deadflag = DEAD_DYING;
616
617                 // when to allow respawn
618                 calculate_player_respawn_time(this);
619
620                 this.death_time = time;
621                 if (random() < 0.5)
622                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
623                 else
624                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
625
626                 /* // postpone resize until frame end so that dead player can still
627                 // properly get hit by all the projectiles fired in this frame (shotgun)
628                 if (this.maxs.z > 5)
629                 {
630                         this.maxs_z = 5;
631                         setsize(this, this.mins, this.maxs);
632                 }
633                 */
634
635                 // set damage function to corpse damage
636                 this.event_damage = PlayerCorpseDamage;
637                 // call the corpse damage function just in case it wants to gib
638                 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
639
640                 // set up to fade out later
641                 SUB_SetFade (this, time + 6 + random (), 1);
642                 // reset body think wrapper broken by SUB_SetFade
643                 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
644                         this.CopyBody_think = getthink(this);
645                         this.CopyBody_nextthink = this.nextthink;
646                         setthink(this, CopyBody_Think);
647                         this.nextthink = time;
648                 }
649
650                 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
651                         // remove corpse
652                         // clones don't run any animation code any more, so we must gib them when they die :(
653                         this.event_damage(this, inflictor, attacker, autocvar_sv_gibhealth + 1, deathtype, hitloc, force);
654                 }
655
656                 // reset fields the weapons may use just in case
657                 if(this.classname != "body")
658                 {
659                         FOREACH(Weapons, it != WEP_Null,
660                         {
661                                 it.wr_resetplayer(it, this);
662                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
663                                 {
664                                         ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
665                                 }
666                         });
667                 }
668                 MUTATOR_CALLHOOK(PlayerDied, this);
669         }
670 }
671
672 void MoveToTeam(entity client, int team_colour, int type)
673 {
674         int lockteams_backup = lockteams;  // backup any team lock
675         lockteams = 0;  // disable locked teams
676         TeamchangeFrags(client);  // move the players frags
677         SetPlayerColors(client, team_colour - 1);  // set the players colour
678         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0');  // kill the player
679         lockteams = lockteams_backup;  // restore the team lock
680         LogTeamchange(client.playerid, client.team, type);
681 }
682
683 /** print(), but only print if the server is not local */
684 void dedicated_print(string input)
685 {
686         if (server_is_dedicated) print(input);
687 }
688
689 void PrintToChat(entity player, string text)
690 {
691         text = strcat("\{1}^7", text, "\n");
692         sprint(player, text);
693 }
694
695 void DebugPrintToChat(entity player, string text)
696 {
697         if (autocvar_developer)
698         {
699                 PrintToChat(player, text);
700         }
701 }
702
703 void PrintToChatAll(string text)
704 {
705         text = strcat("\{1}^7", text, "\n");
706         bprint(text);
707 }
708
709 void DebugPrintToChatAll(string text)
710 {
711         if (autocvar_developer)
712         {
713                 PrintToChatAll(text);
714         }
715 }
716
717 void PrintToChatTeam(int teamnum, string text)
718 {
719         text = strcat("\{1}^7", text, "\n");
720         FOREACH_CLIENT(IS_REAL_CLIENT(it),
721         {
722                 if (it.team == teamnum)
723                 {
724                         sprint(it, text);
725                 }
726         });
727 }
728
729 void DebugPrintToChatTeam(int teamnum, string text)
730 {
731         if (autocvar_developer)
732         {
733                 PrintToChatTeam(teamnum, text);
734         }
735 }
736
737 /**
738  * message "": do not say, just test flood control
739  * return value:
740  *   1 = accept
741  *   0 = reject
742  *  -1 = fake accept
743  */
744 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
745 {
746         if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
747         msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
748
749         msgin = formatmessage(source, msgin);
750
751     string colorstr;
752         if (!IS_PLAYER(source))
753                 colorstr = "^0"; // black for spectators
754         else if(teamplay)
755                 colorstr = Team_ColorCode(source.team);
756         else
757         {
758                 colorstr = "";
759                 teamsay = false;
760         }
761
762         if(game_stopped)
763                 teamsay = false;
764
765     if (!source) {
766                 colorstr = "";
767                 teamsay = false;
768     }
769
770         if(msgin != "")
771                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
772
773         /*
774          * using bprint solves this... me stupid
775         // how can we prevent the message from appearing in a listen server?
776         // for now, just give "say" back and only handle say_team
777         if(!teamsay)
778         {
779                 clientcommand(source, strcat("say ", msgin));
780                 return;
781         }
782         */
783
784     string namestr = "";
785     if (source)
786         namestr = playername(source, autocvar_g_chat_teamcolors);
787
788     string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
789
790     string msgstr, cmsgstr;
791     string privatemsgprefix = string_null;
792     int privatemsgprefixlen = 0;
793         if (msgin == "") {
794         msgstr = cmsgstr = "";
795         } else {
796                 if(privatesay)
797                 {
798                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
799                         privatemsgprefixlen = strlen(msgstr);
800                         msgstr = strcat(msgstr, msgin);
801                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
802                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
803                 }
804                 else if(teamsay)
805                 {
806                         if(strstrofs(msgin, "/me", 0) >= 0)
807                         {
808                                 //msgin = strreplace("/me", "", msgin);
809                                 //msgin = substring(msgin, 3, strlen(msgin));
810                                 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
811                                 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
812                         }
813                         else
814                                 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
815                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
816                 }
817                 else
818                 {
819                         if(strstrofs(msgin, "/me", 0) >= 0)
820                         {
821                                 //msgin = strreplace("/me", "", msgin);
822                                 //msgin = substring(msgin, 3, strlen(msgin));
823                                 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
824                                 msgstr = strcat("\{1}^4* ", "^7", msgin);
825                         }
826                         else {
827                 msgstr = "\{1}";
828                 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
829                 msgstr = strcat(msgstr, msgin);
830             }
831                         cmsgstr = "";
832                 }
833                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
834         }
835
836         string fullmsgstr = msgstr;
837         string fullcmsgstr = cmsgstr;
838
839         // FLOOD CONTROL
840         int flood = 0;
841         var .float flood_field = floodcontrol_chat;
842         if(floodcontrol)
843         {
844                 float flood_spl;
845                 float flood_burst;
846                 float flood_lmax;
847                 float lines;
848                 if(privatesay)
849                 {
850                         flood_spl = autocvar_g_chat_flood_spl_tell;
851                         flood_burst = autocvar_g_chat_flood_burst_tell;
852                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
853                         flood_field = floodcontrol_chattell;
854                 }
855                 else if(teamsay)
856                 {
857                         flood_spl = autocvar_g_chat_flood_spl_team;
858                         flood_burst = autocvar_g_chat_flood_burst_team;
859                         flood_lmax = autocvar_g_chat_flood_lmax_team;
860                         flood_field = floodcontrol_chatteam;
861                 }
862                 else
863                 {
864                         flood_spl = autocvar_g_chat_flood_spl;
865                         flood_burst = autocvar_g_chat_flood_burst;
866                         flood_lmax = autocvar_g_chat_flood_lmax;
867                         flood_field = floodcontrol_chat;
868                 }
869                 flood_burst = max(0, flood_burst - 1);
870                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
871
872                 // do flood control for the default line size
873                 if(msgstr != "")
874                 {
875                         getWrappedLine_remaining = msgstr;
876                         msgstr = "";
877                         lines = 0;
878                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
879                         {
880                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
881                                 ++lines;
882                         }
883                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
884
885                         if(getWrappedLine_remaining != "")
886                         {
887                                 msgstr = strcat(msgstr, "\n");
888                                 flood = 2;
889                         }
890
891                         if (time >= source.(flood_field))
892                         {
893                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
894                         }
895                         else
896                         {
897                                 flood = 1;
898                                 msgstr = fullmsgstr;
899                         }
900                 }
901                 else
902                 {
903                         if (time >= source.(flood_field))
904                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
905                         else
906                                 flood = 1;
907                 }
908
909                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
910                         source.(flood_field) = flood = 0;
911         }
912
913     string sourcemsgstr, sourcecmsgstr;
914         if(flood == 2) // cannot happen for empty msgstr
915         {
916                 if(autocvar_g_chat_flood_notify_flooder)
917                 {
918                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
919                         sourcecmsgstr = "";
920                 }
921                 else
922                 {
923                         sourcemsgstr = fullmsgstr;
924                         sourcecmsgstr = fullcmsgstr;
925                 }
926                 cmsgstr = "";
927         }
928         else
929         {
930                 sourcemsgstr = msgstr;
931                 sourcecmsgstr = cmsgstr;
932         }
933
934         if (!privatesay && source && !IS_PLAYER(source))
935         {
936                 if (!game_stopped)
937                 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
938                         teamsay = -1; // spectators
939         }
940
941         if(flood)
942                 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.\n");
943
944         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
945         if(privatesay)
946                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
947
948     int ret;
949         if(source.muted)
950         {
951                 // always fake the message
952                 ret = -1;
953         }
954         else if(flood == 1)
955         {
956                 if (autocvar_g_chat_flood_notify_flooder)
957                 {
958                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
959                         ret = 0;
960                 }
961                 else
962                         ret = -1;
963         }
964         else
965         {
966                 ret = 1;
967         }
968
969         if (privatesay && source && !IS_PLAYER(source))
970         {
971                 if (!game_stopped)
972                 if ((privatesay && !IS_PLAYER(privatesay)) || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
973                         ret = -1; // just hide the message completely
974         }
975
976         MUTATOR_CALLHOOK(ChatMessage, source, ret);
977         ret = M_ARGV(1, int);
978
979         if(sourcemsgstr != "" && ret != 0)
980         {
981                 if(ret < 0) // faked message, because the player is muted
982                 {
983                         sprint(source, sourcemsgstr);
984                         if(sourcecmsgstr != "" && !privatesay)
985                                 centerprint(source, sourcecmsgstr);
986                 }
987                 else if(privatesay) // private message, between 2 people only
988                 {
989                         sprint(source, sourcemsgstr);
990                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
991                         if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
992                         {
993                                 sprint(privatesay, msgstr);
994                                 if(cmsgstr != "")
995                                         centerprint(privatesay, cmsgstr);
996                         }
997                 }
998                 else if ( teamsay && source.active_minigame )
999                 {
1000                         sprint(source, sourcemsgstr);
1001                         dedicated_print(msgstr); // send to server console too
1002                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1003                 }
1004                 else if(teamsay > 0) // team message, only sent to team mates
1005                 {
1006                         sprint(source, sourcemsgstr);
1007                         dedicated_print(msgstr); // send to server console too
1008                         if(sourcecmsgstr != "")
1009                                 centerprint(source, sourcecmsgstr);
1010                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
1011                                 sprint(it, msgstr);
1012                                 if(cmsgstr != "")
1013                                         centerprint(it, cmsgstr);
1014                         });
1015                 }
1016                 else if(teamsay < 0) // spectator message, only sent to spectators
1017                 {
1018                         sprint(source, sourcemsgstr);
1019                         dedicated_print(msgstr); // send to server console too
1020                         FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1021                 }
1022                 else
1023                 {
1024             if (source) {
1025                 sprint(source, sourcemsgstr);
1026                 dedicated_print(msgstr); // send to server console too
1027                 MX_Say(strcat(playername(source, true), "^7: ", msgin));
1028             }
1029             FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1030         }
1031         }
1032
1033         return ret;
1034 }