#include "cheats.qh"
#include "g_damage.qh"
#include "g_subs.qh"
-#include "g_violence.qh"
#include "miscfunctions.qh"
#include "portals.qh"
#include "teamplay.qh"
#include "weapons/throwing.qh"
#include "command/common.qh"
+#include "../common/state.qh"
+#include "../common/anim.qh"
#include "../common/animdecide.qh"
#include "../common/csqcmodel_settings.qh"
#include "../common/deathtypes/all.qh"
#include "../common/minigames/sv_minigames.qh"
+#include "../common/physics/player.qh"
+#include "../common/effects/qc/all.qh"
#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
#include "../common/triggers/include.qh"
MUTATOR_CALLHOOK(DropSpecialItems, player);
}
-void CopyBody_Think(void)
+void CopyBody_Think()
{SELFPARAM();
- if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
+ if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
{
- self.CopyBody_think();
- if(wasfreed(self))
+ this.CopyBody_think();
+ if(wasfreed(this))
return;
- self.CopyBody_nextthink = self.nextthink;
- self.CopyBody_think = self.think;
- self.think = CopyBody_Think;
+ this.CopyBody_nextthink = this.nextthink;
+ this.CopyBody_think = this.think;
+ this.think = CopyBody_Think;
}
- CSQCMODEL_AUTOUPDATE(self);
- self.nextthink = time;
+ CSQCMODEL_AUTOUPDATE(this);
+ this.nextthink = time;
}
-void CopyBody(float keepvelocity)
-{SELFPARAM();
- if (self.effects & EF_NODRAW)
+void CopyBody(entity this, float keepvelocity)
+{
+ if (this.effects & EF_NODRAW)
return;
- setself(spawn());
- self.enemy = this;
- self.lip = this.lip;
- self.colormap = this.colormap;
- self.iscreature = this.iscreature;
- self.teleportable = this.teleportable;
- self.damagedbycontents = this.damagedbycontents;
- self.angles = this.angles;
- self.v_angle = this.v_angle;
- self.avelocity = this.avelocity;
- self.classname = "body";
- self.damageforcescale = this.damageforcescale;
- self.effects = this.effects;
- self.glowmod = this.glowmod;
- self.event_damage = this.event_damage;
- self.anim_state = this.anim_state;
- self.anim_time = this.anim_time;
- self.anim_lower_action = this.anim_lower_action;
- self.anim_lower_time = this.anim_lower_time;
- self.anim_upper_action = this.anim_upper_action;
- self.anim_upper_time = this.anim_upper_time;
- self.anim_implicit_state = this.anim_implicit_state;
- self.anim_implicit_time = this.anim_implicit_time;
- self.anim_lower_implicit_action = this.anim_lower_implicit_action;
- self.anim_lower_implicit_time = this.anim_lower_implicit_time;
- self.anim_upper_implicit_action = this.anim_upper_implicit_action;
- self.anim_upper_implicit_time = this.anim_upper_implicit_time;
- self.dphitcontentsmask = this.dphitcontentsmask;
- self.death_time = this.death_time;
- self.pain_finished = this.pain_finished;
- self.health = this.health;
- self.armorvalue = this.armorvalue;
- self.armortype = this.armortype;
- self.model = this.model;
- self.modelindex = this.modelindex;
- self.skin = this.skin;
- self.species = this.species;
- self.movetype = this.movetype;
- self.solid = this.solid;
- self.ballistics_density = this.ballistics_density;
- self.takedamage = this.takedamage;
- self.customizeentityforclient = this.customizeentityforclient;
- self.uncustomizeentityforclient = this.uncustomizeentityforclient;
- self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
+ entity clone = new(body);
+ clone.enemy = this;
+ clone.lip = this.lip;
+ clone.colormap = this.colormap;
+ clone.iscreature = this.iscreature;
+ clone.teleportable = this.teleportable;
+ clone.damagedbycontents = this.damagedbycontents;
+ clone.angles = this.angles;
+ clone.v_angle = this.v_angle;
+ clone.avelocity = this.avelocity;
+ clone.damageforcescale = this.damageforcescale;
+ clone.effects = this.effects;
+ clone.glowmod = this.glowmod;
+ clone.event_damage = this.event_damage;
+ clone.anim_state = this.anim_state;
+ clone.anim_time = this.anim_time;
+ clone.anim_lower_action = this.anim_lower_action;
+ clone.anim_lower_time = this.anim_lower_time;
+ clone.anim_upper_action = this.anim_upper_action;
+ clone.anim_upper_time = this.anim_upper_time;
+ clone.anim_implicit_state = this.anim_implicit_state;
+ clone.anim_implicit_time = this.anim_implicit_time;
+ clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
+ clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
+ clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
+ clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
+ clone.dphitcontentsmask = this.dphitcontentsmask;
+ clone.death_time = this.death_time;
+ clone.pain_finished = this.pain_finished;
+ clone.health = this.health;
+ clone.armorvalue = this.armorvalue;
+ clone.armortype = this.armortype;
+ clone.model = this.model;
+ clone.modelindex = this.modelindex;
+ clone.skin = this.skin;
+ clone.species = this.species;
+ clone.movetype = this.movetype;
+ clone.solid = this.solid;
+ clone.ballistics_density = this.ballistics_density;
+ clone.takedamage = this.takedamage;
+ clone.customizeentityforclient = this.customizeentityforclient;
+ clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
+ clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
if (keepvelocity == 1)
- self.velocity = this.velocity;
- self.oldvelocity = self.velocity;
- self.alpha = this.alpha;
- self.fade_time = this.fade_time;
- self.fade_rate = this.fade_rate;
- //self.weapon = this.weapon;
- setorigin(self, this.origin);
- setsize(self, this.mins, this.maxs);
- self.prevorigin = this.origin;
- self.reset = SUB_Remove;
-
- Drag_MoveDrag(this, self);
-
- if(self.colormap <= maxclients && self.colormap > 0)
- self.colormap = 1024 + this.clientcolors;
-
- CSQCMODEL_AUTOINIT(self);
- self.CopyBody_nextthink = this.nextthink;
- self.CopyBody_think = this.think;
- self.nextthink = time;
- self.think = CopyBody_Think;
+ clone.velocity = this.velocity;
+ clone.oldvelocity = clone.velocity;
+ clone.alpha = this.alpha;
+ clone.fade_time = this.fade_time;
+ clone.fade_rate = this.fade_rate;
+ //clone.weapon = this.weapon;
+ setorigin(clone, this.origin);
+ setsize(clone, this.mins, this.maxs);
+ clone.prevorigin = this.origin;
+ clone.reset = SUB_Remove;
+ clone._ps = this._ps;
+
+ Drag_MoveDrag(this, clone);
+
+ if(clone.colormap <= maxclients && clone.colormap > 0)
+ clone.colormap = 1024 + this.clientcolors;
+
+ CSQCMODEL_AUTOINIT(clone);
+ clone.CopyBody_nextthink = this.nextthink;
+ clone.CopyBody_think = this.think;
+ clone.nextthink = time;
+ clone.think = CopyBody_Think;
// "bake" the current animation frame for clones (they don't get clientside animation)
- animdecide_load_if_needed(self);
- animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
-
- setself(this);
-}
-
-float player_getspecies()
-{SELFPARAM();
- float s;
- get_model_parameters(self.model, self.skin);
- s = get_model_parameters_species;
- get_model_parameters(string_null, 0);
- if(s < 0)
- return SPECIES_HUMAN;
- return s;
+ animdecide_load_if_needed(clone);
+ animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
}
void player_setupanimsformodel()
animdecide_setstate(self, 0, false);
}
-void player_anim (void)
+void player_anim ()
{SELFPARAM();
- int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
- if(self.deadflag) {
+ int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
+ if(IS_DEAD(this)) {
if (!deadbits) {
// Decide on which death animation to use.
if(random() < 0.5)
deadbits = 0;
}
int animbits = deadbits;
- if(self.frozen)
+ if(STAT(FROZEN, this))
animbits |= ANIMSTATE_FROZEN;
- if(self.movetype == MOVETYPE_FOLLOW)
+ if(this.movetype == MOVETYPE_FOLLOW)
animbits |= ANIMSTATE_FOLLOW;
- if(self.crouch)
+ if(this.crouch)
animbits |= ANIMSTATE_DUCK;
- animdecide_setstate(self, animbits, false);
- animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
-
- if (self.weaponentity)
- {
- updateanim(self.weaponentity);
- if (!self.weaponentity.animstate_override)
- setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
- }
+ animdecide_setstate(this, animbits, false);
+ animdecide_setimplicitstate(this, IS_ONGROUND(this));
}
-void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
+void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
float take, save;
vector v;
- Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
+ Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
// damage resistance (ignore most of the damage from a bullet or similar)
damage = max(damage - 5, 1);
- v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v.x;
save = v.y;
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
+ sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
+ sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
+ sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
}
if (take > 50)
- Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
+ Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
if (take > 100)
- Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
+ Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
- self.armorvalue = self.armorvalue - save;
- self.health = self.health - take;
+ this.armorvalue = this.armorvalue - save;
+ this.health = this.health - take;
// pause regeneration for 5 seconds
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+ this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
- self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
- self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
- self.dmg_inflictor = inflictor;
+ this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
+ this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
+ this.dmg_inflictor = inflictor;
- if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
+ if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
{
// don't use any animations as a gib
- self.frame = 0;
+ this.frame = 0;
// view just above the floor
- self.view_ofs = '0 0 4';
+ this.view_ofs = '0 0 4';
- Violence_GibSplash(self, 1, 1, attacker);
- self.alpha = -1;
- self.solid = SOLID_NOT; // restore later
- self.takedamage = DAMAGE_NO; // restore later
- self.damagedbycontents = false;
+ Violence_GibSplash(this, 1, 1, attacker);
+ this.alpha = -1;
+ this.solid = SOLID_NOT; // restore later
+ this.takedamage = DAMAGE_NO; // restore later
+ this.damagedbycontents = false;
}
}
-void calculate_player_respawn_time()
-{SELFPARAM();
+void calculate_player_respawn_time(entity this)
+{
if(g_ca)
return;
float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
- entity pl;
if (teamplay)
{
- FOR_EACH_PLAYER(pl)
- if (pl != self)
- if (pl.team == self.team)
- ++pcount;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+ if(it.team == this.team)
+ ++pcount;
+ ));
if (sdelay_small_count == 0)
sdelay_small_count = 1;
if (sdelay_large_count == 0)
}
else
{
- FOR_EACH_PLAYER(pl)
- if (pl != self)
- ++pcount;
+ FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
+ ++pcount;
+ ));
if (sdelay_small_count == 0)
{
if (g_cts)
sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
if(waves)
- self.respawn_time = ceil((time + sdelay) / waves) * waves;
+ this.respawn_time = ceil((time + sdelay) / waves) * waves;
else
- self.respawn_time = time + sdelay;
+ this.respawn_time = time + sdelay;
if(sdelay < sdelay_max)
- self.respawn_time_max = time + sdelay_max;
+ this.respawn_time_max = time + sdelay_max;
else
- self.respawn_time_max = self.respawn_time;
+ this.respawn_time_max = this.respawn_time;
- if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
- self.respawn_countdown = 10; // first number to count down from is 10
+ if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
+ this.respawn_countdown = 10; // first number to count down from is 10
else
- self.respawn_countdown = -1; // do not count down
+ this.respawn_countdown = -1; // do not count down
if(autocvar_g_forced_respawn)
- self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
+ this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
}
-void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
+void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
float take, save, dh, da;
- int j;
vector v;
float valid_damage_for_weaponstats;
float excess;
- dh = max(self.health, 0);
- da = max(self.armorvalue, 0);
+ dh = max(this.health, 0);
+ da = max(this.armorvalue, 0);
if(!DEATH_ISSPECIAL(deathtype))
{
- damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
- if(self != attacker)
+ damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
+ if(this != attacker)
damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
}
vector ear1, ear2;
vector d;
float f;
- ear1 = self.origin;
- ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
+ ear1 = this.origin;
+ ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
ear2 = ear1;
- makevectors(self.angles);
+ makevectors(this.angles);
ear1 += v_right * -10;
ear2 += v_right * +10;
- d = inflictor.origin - self.origin;
+ d = inflictor.origin - this.origin;
if (d)
f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
else
f = 0; // Assum ecenter.
force = v_right * vlen(force);
- Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
- Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
+ Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
+ Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
if(f > 0)
{
hitloc = ear1;
}
}
else
- Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
+ Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
- v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
+ v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
take = v.x;
save = v.y;
- if(attacker == self)
+ if(attacker == this)
{
- // don't reset pushltime for self damage as it may be an attempt to
+ // don't reset pushltime for this damage as it may be an attempt to
// escape a lava pit or similar
- //self.pushltime = 0;
- self.istypefrag = 0;
+ //this.pushltime = 0;
+ this.istypefrag = 0;
}
else if(IS_PLAYER(attacker))
{
- self.pusher = attacker;
- self.pushltime = time + autocvar_g_maxpushtime;
- self.istypefrag = self.BUTTON_CHAT;
+ this.pusher = attacker;
+ this.pushltime = time + autocvar_g_maxpushtime;
+ this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
}
- else if(time < self.pushltime)
+ else if(time < this.pushltime)
{
- attacker = self.pusher;
- self.pushltime = max(self.pushltime, time + 0.6);
+ attacker = this.pusher;
+ this.pushltime = max(this.pushltime, time + 0.6);
}
else
{
- self.pushltime = 0;
- self.istypefrag = 0;
+ this.pushltime = 0;
+ this.istypefrag = 0;
+ }
+
+ if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
+ {
+ vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
+ take = v.x;
+ save = v.y;
}
frag_damage = damage;
- MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
- take = bound(0, damage_take, self.health);
- save = bound(0, damage_save, self.armorvalue);
+ MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save);
+ take = bound(0, damage_take, this.health);
+ save = bound(0, damage_save, this.armorvalue);
excess = max(0, damage - take - save);
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
+ sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
else if (take > 30)
- sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
+ sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
else if (take > 10)
- sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
+ sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
}
if (take > 50)
- Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
+ Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
if (take > 100)
- Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
+ Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
- if (time >= self.spawnshieldtime)
+ if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
{
- if (!(self.flags & FL_GODMODE))
+ if (!(this.flags & FL_GODMODE))
{
- self.armorvalue = self.armorvalue - save;
- self.health = self.health - take;
+ this.armorvalue = this.armorvalue - save;
+ this.health = this.health - take;
// pause regeneration for 5 seconds
if(take)
- self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
+ this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
- if (time > self.pain_finished) //Don't switch pain sequences like crazy
+ if (time > this.pain_finished) //Don't switch pain sequences like crazy
{
- self.pain_finished = time + 0.5; //Supajoe
+ this.pain_finished = time + 0.5; //Supajoe
if(autocvar_sv_gentle < 1) {
- if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
+ if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
{
- if (!self.animstate_override)
+ if (!this.animstate_override)
{
if (random() > 0.5)
- animdecide_setaction(self, ANIMACTION_PAIN1, true);
+ animdecide_setaction(this, ANIMACTION_PAIN1, true);
else
- animdecide_setaction(self, ANIMACTION_PAIN2, true);
+ animdecide_setaction(this, ANIMACTION_PAIN2, true);
}
}
if(sound_allowed(MSG_BROADCAST, attacker))
- if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
- if(self.health > 1)
+ if((this.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != this) // WEAPONTODO: create separate limit for pain notification with laser
+ if(this.health > 1)
// exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
{
if(deathtype == DEATH_FALL.m_id)
- PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
- else if(self.health > 75) // TODO make a "gentle" version?
- PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
- else if(self.health > 50)
- PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
- else if(self.health > 25)
- PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ else if(this.health > 75)
+ PlayerSound(this, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ else if(this.health > 50)
+ PlayerSound(this, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ else if(this.health > 25)
+ PlayerSound(this, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
else
- PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
}
}
}
// throw off bot aim temporarily
float shake;
- if(IS_BOT_CLIENT(self) && self.health >= 1)
+ if(IS_BOT_CLIENT(this) && this.health >= 1)
{
shake = damage * 5 / (bound(0,skill,100) + 1);
- self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
- self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
- self.v_angle_x = bound(-90, self.v_angle.x, 90);
+ this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
+ this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
+ this.v_angle_x = bound(-90, this.v_angle.x, 90);
}
}
else
- self.max_armorvalue += (save + take);
+ this.max_armorvalue += (save + take);
}
- self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
- self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
- self.dmg_inflictor = inflictor;
+ this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
+ this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
+ this.dmg_inflictor = inflictor;
- if (self != attacker) {
+ if (this != attacker) {
float realdmg = damage - excess;
if (IS_PLAYER(attacker)) {
PlayerScore_Add(attacker, SP_DMG, realdmg);
}
- if (IS_PLAYER(self)) {
- PlayerScore_Add(self, SP_DMGTAKEN, realdmg);
+ if (IS_PLAYER(this)) {
+ PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
}
}
-
+
bool abot = (IS_BOT_CLIENT(attacker));
- bool vbot = (IS_BOT_CLIENT(self));
+ bool vbot = (IS_BOT_CLIENT(this));
valid_damage_for_weaponstats = 0;
Weapon awep = WEP_Null;
- if(vbot || IS_REAL_CLIENT(self))
+ if(vbot || IS_REAL_CLIENT(this))
if(abot || IS_REAL_CLIENT(attacker))
- if(attacker && self != attacker)
- if(DIFF_TEAM(self, attacker))
+ if(attacker && this != attacker)
+ if(DIFF_TEAM(this, attacker))
{
if(DEATH_ISSPECIAL(deathtype))
- awep = get_weaponinfo(attacker.weapon);
+ awep = PS(attacker).m_weapon;
else
awep = DEATH_WEAPONOF(deathtype);
valid_damage_for_weaponstats = 1;
if(valid_damage_for_weaponstats)
{
- dh = dh - max(self.health, 0);
- da = da - max(self.armorvalue, 0);
- WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
- MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
+ dh = dh - max(this.health, 0);
+ da = da - max(this.armorvalue, 0);
+ WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da);
+ MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
}
- if (self.health < 1)
+ if (this.health < 1)
{
float defer_ClientKill_Now_TeamChange;
defer_ClientKill_Now_TeamChange = false;
- if(self.alivetime)
+ if(this.alivetime)
{
- PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
- self.alivetime = 0;
+ PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
+ this.alivetime = 0;
}
if(valid_damage_for_weaponstats)
- WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
+ WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot);
- if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
+ if(autocvar_sv_gentle < 1)
if(sound_allowed(MSG_BROADCAST, attacker))
{
if(deathtype == DEATH_DROWN.m_id)
- PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
else
- PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(this, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
}
// get rid of kill indicator
- if(self.killindicator)
+ if(this.killindicator)
{
- remove(self.killindicator);
- self.killindicator = world;
- if(self.killindicator_teamchange)
+ remove(this.killindicator);
+ this.killindicator = world;
+ if(this.killindicator_teamchange)
defer_ClientKill_Now_TeamChange = true;
- if(self.classname == "body")
+ if(this.classname == "body")
if(deathtype == DEATH_KILL.m_id)
{
// for the lemmings fans, a small harmless explosion
- Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
}
}
// print an obituary message
- if(self.classname != "body")
- Obituary (attacker, inflictor, self, deathtype);
+ if(this.classname != "body")
+ Obituary (attacker, inflictor, this, deathtype);
// increment frag counter for used weapon type
Weapon w = DEATH_WEAPONOF(deathtype);
if(w != WEP_Null)
- if(accuracy_isgooddamage(attacker, self))
+ if(accuracy_isgooddamage(attacker, this))
attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
- MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
+ MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype);
excess = frag_damage;
- Weapon wep = get_weaponinfo(self.weapon);
- wep.wr_playerdeath(wep);
+ Weapon wep = PS(this).m_weapon;
+ WITHSELF(this, wep.wr_playerdeath(wep));
- RemoveGrapplingHook(self);
+ RemoveGrapplingHook(this);
- Portal_ClearAllLater(self);
+ Portal_ClearAllLater(this);
- self.fixangle = true;
+ this.fixangle = true;
if(defer_ClientKill_Now_TeamChange)
- ClientKill_Now_TeamChange(); // can turn player into spectator
+ ClientKill_Now_TeamChange(this); // can turn player into spectator
// player could have been miraculously resuscitated ;)
// e.g. players in freezetag get frozen, they don't really die
- if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
+ if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
return;
// when we get here, player actually dies
- Unfreeze(self); // remove any icy remains
- self.health = 0; // Unfreeze resets health, so we need to set it back
+ Unfreeze(this); // remove any icy remains
+ this.health = 0; // Unfreeze resets health, so we need to set it back
// clear waypoints
- WaypointSprite_PlayerDead();
+ WaypointSprite_PlayerDead(this);
// throw a weapon
- SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
+ SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id);
// become fully visible
- self.alpha = default_player_alpha;
+ this.alpha = default_player_alpha;
// make the corpse upright (not tilted)
- self.angles_x = 0;
- self.angles_z = 0;
+ this.angles_x = 0;
+ this.angles_z = 0;
// don't spin
- self.avelocity = '0 0 0';
+ this.avelocity = '0 0 0';
// view from the floor
- self.view_ofs = '0 0 -8';
+ this.view_ofs = '0 0 -8';
// toss the corpse
- self.movetype = MOVETYPE_TOSS;
+ this.movetype = MOVETYPE_TOSS;
// shootable corpse
- self.solid = SOLID_CORPSE;
- self.ballistics_density = autocvar_g_ballistics_density_corpse;
+ this.solid = SOLID_CORPSE;
+ this.ballistics_density = autocvar_g_ballistics_density_corpse;
// don't stick to the floor
- self.flags &= ~FL_ONGROUND;
+ UNSET_ONGROUND(this);
// dying animation
- self.deadflag = DEAD_DYING;
+ this.deadflag = DEAD_DYING;
// when to allow respawn
- calculate_player_respawn_time();
+ calculate_player_respawn_time(this);
- self.death_time = time;
+ this.death_time = time;
if (random() < 0.5)
- animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
+ animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
else
- animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
- if (self.maxs.z > 5)
+ animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
+ if (this.maxs.z > 5)
{
- self.maxs_z = 5;
- setsize(self, self.mins, self.maxs);
+ this.maxs_z = 5;
+ setsize(this, this.mins, this.maxs);
}
// set damage function to corpse damage
- self.event_damage = PlayerCorpseDamage;
+ this.event_damage = PlayerCorpseDamage;
// call the corpse damage function just in case it wants to gib
- self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
+ this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
// set up to fade out later
- SUB_SetFade (self, time + 6 + random (), 1);
+ SUB_SetFade (this, time + 6 + random (), 1);
// reset body think wrapper broken by SUB_SetFade
- if(self.classname == "body" && self.think != CopyBody_Think) {
- self.CopyBody_think = self.think;
- self.CopyBody_nextthink = self.nextthink;
- self.think = CopyBody_Think;
- self.nextthink = time;
+ if(this.classname == "body" && this.think != CopyBody_Think) {
+ this.CopyBody_think = this.think;
+ this.CopyBody_nextthink = this.nextthink;
+ this.think = CopyBody_Think;
+ this.nextthink = time;
}
- if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
+ if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
// remove corpse
// clones don't run any animation code any more, so we must gib them when they die :(
- PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
+ PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
}
// reset fields the weapons may use just in case
- for (j = WEP_FIRST; j <= WEP_LAST; ++j)
- {
- Weapon w = get_weaponinfo(j);
- w.wr_resetplayer(w);
- ATTACK_FINISHED_FOR(self, j) = 0;
- }
+ FOREACH(Weapons, it != WEP_Null, LAMBDA(
+ WITHSELF(this, it.wr_resetplayer(it));
+ for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+ {
+ ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
+ }
+ ));
}
}
-float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
-// message "": do not say, just test flood control
-// return value:
-// 1 = accept
-// 0 = reject
-// -1 = fake accept
+void MoveToTeam(entity client, int team_colour, int type)
+{
+ int lockteams_backup = lockteams; // backup any team lock
+ lockteams = 0; // disable locked teams
+ TeamchangeFrags(client); // move the players frags
+ SetPlayerColors(client, team_colour - 1); // set the players colour
+ Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
+ lockteams = lockteams_backup; // restore the team lock
+ LogTeamchange(client.playerid, client.team, type);
+}
+
+/**
+ * message "": do not say, just test flood control
+ * return value:
+ * 1 = accept
+ * 0 = reject
+ * -1 = fake accept
+ */
+int Say(entity source, float teamsay, entity privatesay, string msgin, bool floodcontrol)
{
string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
float flood;
var .float flood_field;
- entity head;
float ret;
string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOR_EACH_REALCLIENT(head)
- if(head != source)
- if(head.active_minigame == source.active_minigame)
- sprint(head, msgstr);
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, LAMBDA(sprint(it, msgstr)));
}
else if(teamsay > 0) // team message, only sent to team mates
{
dedicated_print(msgstr); // send to server console too
if(sourcecmsgstr != "")
centerprint(source, sourcecmsgstr);
- FOR_EACH_REALPLAYER(head) if(head.team == source.team)
- if(head != source)
- {
- sprint(head, msgstr);
- if(cmsgstr != "")
- centerprint(head, cmsgstr);
- }
+ FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, LAMBDA(
+ sprint(it, msgstr);
+ if(cmsgstr != "")
+ centerprint(it, cmsgstr);
+ ));
}
else if(teamsay < 0) // spectator message, only sent to spectators
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
- if(head != source)
- sprint(head, msgstr);
+ FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
}
else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
{
sprint(source, sourcemsgstr);
dedicated_print(msgstr); // send to server console too
- FOR_EACH_REALCLIENT(head)
- if(head != source)
- sprint(head, msgstr);
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
}
else
bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
return ret;
}
-
-float GetVoiceMessageVoiceType(string type)
-{
- if(type == "taunt")
- return VOICETYPE_TAUNT;
- if(type == "teamshoot")
- return VOICETYPE_LASTATTACKER;
- return VOICETYPE_TEAMRADIO;
-}
-
-.string GetVoiceMessageSampleField(string type)
-{
- GetPlayerSoundSampleField_notFound = 0;
- switch(type)
- {
-#define _VOICEMSG(m) case #m: return playersound_##m;
- ALLVOICEMSGS
-#undef _VOICEMSG
- }
- GetPlayerSoundSampleField_notFound = 1;
- return playersound_taunt;
-}
-
-.string GetPlayerSoundSampleField(string type)
-{
- GetPlayerSoundSampleField_notFound = 0;
- switch(type)
- {
-#define _VOICEMSG(m) case #m: return playersound_##m;
- ALLPLAYERSOUNDS
-#undef _VOICEMSG
- }
- GetPlayerSoundSampleField_notFound = 1;
- return playersound_taunt;
-}
-
-void PrecacheGlobalSound(string samplestring)
-{
- float n, i;
- tokenize_console(samplestring);
- n = stof(argv(1));
- if(n > 0)
- {
- for(i = 1; i <= n; ++i)
- precache_sound(strcat(argv(0), ftos(i), ".wav"));
- }
- else
- {
- precache_sound(strcat(argv(0), ".wav"));
- }
-}
-
-void PrecachePlayerSounds(string f)
-{
- int fh = fopen(f, FILE_READ);
- if (fh < 0)
- return;
- for (string s; (s = fgets(fh)); )
- {
- int n = tokenize_console(s);
- if (n != 3)
- {
- if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
- continue;
- }
- PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
- }
- fclose(fh);
-
- if (!allvoicesamples)
- {
-#define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
- ALLVOICEMSGS
-#undef _VOICEMSG
- allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
- }
-}
-
-void ClearPlayerSounds()
-{SELFPARAM();
-#define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
- ALLPLAYERSOUNDS
- ALLVOICEMSGS
-#undef _VOICEMSG
-}
-
-float LoadPlayerSounds(string f, float first)
-{SELFPARAM();
- float fh;
- string s;
- var .string field;
- fh = fopen(f, FILE_READ);
- if(fh < 0)
- {
- LOG_TRACE("Player sound file not found: ", f, "\n");
- return 0;
- }
- while((s = fgets(fh)))
- {
- if(tokenize_console(s) != 3)
- continue;
- field = GetPlayerSoundSampleField(argv(0));
- if(GetPlayerSoundSampleField_notFound)
- field = GetVoiceMessageSampleField(argv(0));
- if(GetPlayerSoundSampleField_notFound)
- continue;
- if (self.(field))
- strunzone(self.(field));
- self.(field) = strzone(strcat(argv(1), " ", argv(2)));
- }
- fclose(fh);
- return 1;
-}
-
-void UpdatePlayerSounds()
-{SELFPARAM();
- if(self.modelindex == self.modelindex_for_playersound)
- if(self.skin == self.skin_for_playersound)
- return;
- self.modelindex_for_playersound = self.modelindex;
- self.skin_for_playersound = self.skin;
- ClearPlayerSounds();
- LoadPlayerSounds("sound/player/default.sounds", 1);
- if(!autocvar_g_debug_defaultsounds)
- if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
- LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
-}
-
-void FakeGlobalSound(string sample, float chan, float voicetype)
-{SELFPARAM();
- float n;
- float tauntrand;
-
- if(sample == "")
- return;
-
- tokenize_console(sample);
- n = stof(argv(1));
- if(n > 0)
- sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
- else
- sample = strcat(argv(0), ".wav"); // randomization
-
- switch(voicetype)
- {
- case VOICETYPE_LASTATTACKER_ONLY:
- break;
- case VOICETYPE_LASTATTACKER:
- if(self.pusher)
- {
- msg_entity = self;
- if(IS_REAL_CLIENT(msg_entity))
- soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_TEAMRADIO:
- msg_entity = self;
- if(msg_entity.cvar_cl_voice_directional == 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- break;
- case VOICETYPE_AUTOTAUNT:
- if(!sv_autotaunt)
- break;
- if(!sv_taunt)
- break;
- if(autocvar_sv_gentle)
- break;
- tauntrand = random();
- msg_entity = self;
- if (tauntrand < msg_entity.cvar_cl_autotaunt)
- {
- if (msg_entity.cvar_cl_voice_directional >= 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_TAUNT:
- if(IS_PLAYER(self))
- if(self.deadflag == DEAD_NO)
- animdecide_setaction(self, ANIMACTION_TAUNT, true);
- if(!sv_taunt)
- break;
- if(autocvar_sv_gentle)
- break;
- msg_entity = self;
- if (msg_entity.cvar_cl_voice_directional >= 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- break;
- case VOICETYPE_PLAYERSOUND:
- msg_entity = self;
- soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
- break;
- default:
- backtrace("Invalid voice type!");
- break;
- }
-}
-
-void GlobalSound(string sample, float chan, float voicetype)
-{SELFPARAM();
- float n;
- float tauntrand;
-
- if(sample == "")
- return;
-
- tokenize_console(sample);
- n = stof(argv(1));
- if(n > 0)
- sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
- else
- sample = strcat(argv(0), ".wav"); // randomization
-
- switch(voicetype)
- {
- case VOICETYPE_LASTATTACKER_ONLY:
- if(self.pusher)
- {
- msg_entity = self.pusher;
- if(IS_REAL_CLIENT(msg_entity))
- {
- if(msg_entity.cvar_cl_voice_directional == 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- }
- break;
- case VOICETYPE_LASTATTACKER:
- if(self.pusher)
- {
- msg_entity = self.pusher;
- if(IS_REAL_CLIENT(msg_entity))
- {
- if(msg_entity.cvar_cl_voice_directional == 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- msg_entity = self;
- if(IS_REAL_CLIENT(msg_entity))
- soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_TEAMRADIO:
- FOR_EACH_REALCLIENT(msg_entity)
- if(!teamplay || msg_entity.team == self.team)
- {
- if(msg_entity.cvar_cl_voice_directional == 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_AUTOTAUNT:
- if(!sv_autotaunt)
- break;
- if(!sv_taunt)
- break;
- if(autocvar_sv_gentle)
- break;
- tauntrand = random();
- FOR_EACH_REALCLIENT(msg_entity)
- if (tauntrand < msg_entity.cvar_cl_autotaunt)
- {
- if (msg_entity.cvar_cl_voice_directional >= 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_TAUNT:
- if(IS_PLAYER(self))
- if(self.deadflag == DEAD_NO)
- animdecide_setaction(self, ANIMACTION_TAUNT, true);
- if(!sv_taunt)
- break;
- if(autocvar_sv_gentle)
- break;
- FOR_EACH_REALCLIENT(msg_entity)
- {
- if (msg_entity.cvar_cl_voice_directional >= 1)
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
- else
- soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
- }
- break;
- case VOICETYPE_PLAYERSOUND:
- _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
- break;
- default:
- backtrace("Invalid voice type!");
- break;
- }
-}
-
-void PlayerSound(.string samplefield, float chan, float voicetype)
-{SELFPARAM();
- GlobalSound(self.(samplefield), chan, voicetype);
-}
-
-void VoiceMessage(string type, string msg)
-{SELFPARAM();
- float voicetype, ownteam;
- float flood;
- var .string sample = GetVoiceMessageSampleField(type);
-
- if(GetPlayerSoundSampleField_notFound)
- {
- sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
- return;
- }
-
- voicetype = GetVoiceMessageVoiceType(type);
- ownteam = (voicetype == VOICETYPE_TEAMRADIO);
-
- flood = Say(self, ownteam, world, msg, 1);
-
- if (IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
- FakeGlobalSound(self.(sample), CH_VOICE, voicetype);
- else if (flood > 0)
- GlobalSound(self.(sample), CH_VOICE, voicetype);
-}
-
-void MoveToTeam(entity client, float team_colour, float type)
-{
- float lockteams_backup;
-
- lockteams_backup = lockteams; // backup any team lock
-
- lockteams = 0; // disable locked teams
-
- TeamchangeFrags(client); // move the players frags
- SetPlayerColors(client, team_colour - 1); // set the players colour
- Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
-
- lockteams = lockteams_backup; // restore the team lock
-
- LogTeamchange(client.playerid, client.team, type);
-}