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