2 .float accuracy_frags[WEP_MAXCOUNT];
3 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_frags);
5 float weaponstats_buffer;
7 void WeaponStats_Init()
9 if(autocvar_sv_weaponstats_file != "")
10 weaponstats_buffer = buf_create();
12 weaponstats_buffer = -1;
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))
17 void WeaponStats_Shutdown()
19 float i, j, ibot, jbot, idx;
23 if(weaponstats_buffer < 0)
25 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26 if(autocvar_sv_weaponstats_file != "")
28 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
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)
37 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
38 v = stov(bufstr_get(weaponstats_buffer, idx));
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));
46 fputs(fh, "#end\n\n");
48 print("Weapon stats written\n");
51 buf_del(weaponstats_buffer);
52 weaponstats_buffer = -1;
55 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
58 if(weaponstats_buffer < 0)
60 if(awep < WEP_FIRST || vwep < WEP_FIRST)
62 if(awep > WEP_LAST || vwep > WEP_LAST)
64 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
65 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
67 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
70 error("negative damage?");
71 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
73 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
75 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
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
92 void CopyBody(float keepvelocity)
95 if (self.effects & EF_NODRAW)
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;
151 Drag_MoveDrag(oldself, self);
156 float player_getspecies()
159 get_model_parameters(self.model, self.skinindex);
160 s = get_model_parameters_species;
161 get_model_parameters(string_null, 0);
163 return SPECIES_HUMAN;
167 void player_setupanimsformodel()
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);
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);
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);
232 print("Parse error in ", animfilename, ", some player animations are broken\n");
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);
240 void player_anim (void)
243 if (self.weaponentity)
244 updateanim(self.weaponentity);
246 if (self.deadflag != DEAD_NO)
248 if (time > self.animstate_endtime)
253 setsize(self, self.mins, self.maxs);
255 self.frame = self.dead_frame;
260 if (!self.animstate_override)
262 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
266 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
268 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);
269 if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
271 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
272 self.restart_jump = FALSE;
278 // 21/25 is the magic number here for how long the jump animation takes to play once (numframes/framerate)
279 if((self.animstate_startframe == self.anim_jump_x && time - self.animstate_starttime >= 21/25))
280 setanim(self, self.anim_fly, TRUE, FALSE, FALSE);
282 if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim
284 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
286 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
287 if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
289 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
290 self.restart_jump = FALSE;
296 else if (self.crouch)
298 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
299 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
301 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
303 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
305 if (self.movement_x > 0 && self.movement_y == 0)
306 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
307 else if (self.movement_x < 0 && self.movement_y == 0)
308 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
309 else if (self.movement_x == 0 && self.movement_y > 0)
310 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
311 else if (self.movement_x == 0 && self.movement_y < 0)
312 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
313 else if (self.movement_x > 0 && self.movement_y > 0)
314 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
315 else if (self.movement_x > 0 && self.movement_y < 0)
316 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
317 else if (self.movement_x < 0 && self.movement_y > 0)
318 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
319 else if (self.movement_x < 0 && self.movement_y < 0)
320 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
322 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
325 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
328 if (self.weaponentity)
329 if (!self.weaponentity.animstate_override)
330 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
333 void SpawnThrownWeapon (vector org, float w)
336 if(self.ammo_cells <= 0)
342 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
344 if(self.weapons & W_WeaponBit(j))
345 if(W_IsWeaponThrowable(j))
346 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
351 if(W_IsWeaponThrowable(self.weapon))
352 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
356 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
358 local float take, save;
360 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
362 // damage resistance (ignore most of the damage from a bullet or similar)
363 damage = max(damage - 5, 1);
365 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
369 if(sound_allowed(MSG_BROADCAST, attacker))
372 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
374 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
376 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
380 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
382 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
384 if (!(self.flags & FL_GODMODE))
386 self.armorvalue = self.armorvalue - save;
387 self.health = self.health - take;
388 // pause regeneration for 5 seconds
389 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
391 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
392 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
393 self.dmg_inflictor = inflictor;
395 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
397 // don't use any animations as a gib
400 // view just above the floor
401 self.view_ofs = '0 0 4';
403 Violence_GibSplash(self, 1, 1, attacker);
404 self.modelindex = 0; // restore later
405 self.solid = SOLID_NOT; // restore later
409 void ClientKill_Now_TeamChange();
410 void freezetag_CheckWinner();
412 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
414 local float take, save, waves, sdelay, dh, da, j;
416 float valid_damage_for_weaponstats;
419 if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
422 dh = max(self.health, 0);
423 da = max(self.armorvalue, 0);
425 if(!DEATH_ISSPECIAL(deathtype))
427 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
429 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
432 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
434 // tuba causes blood to come out of the ears
439 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
441 makevectors(self.angles);
442 ear1 += v_right * -10;
443 ear2 += v_right * +10;
444 d = inflictor.origin - self.origin;
445 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
446 force = v_right * vlen(force);
447 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
448 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
457 // force is already good
461 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
465 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
475 frag_inflictor = inflictor;
476 frag_attacker = attacker;
480 damage_force = force;
481 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
482 take = bound(0, damage_take, self.health);
483 save = bound(0, damage_save, self.armorvalue);
484 excess = max(0, damage - take - save);
486 if(sound_allowed(MSG_BROADCAST, attacker))
489 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
491 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
493 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
497 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
499 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
501 if (time >= self.spawnshieldtime)
503 if (!(self.flags & FL_GODMODE))
505 self.armorvalue = self.armorvalue - save;
506 self.health = self.health - take;
507 // pause regeneration for 5 seconds
508 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
510 if (time > self.pain_finished) //Don't switch pain sequences like crazy
512 self.pain_finished = time + 0.5; //Supajoe
515 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
517 if (!self.animstate_override)
520 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
522 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
526 if(sound_allowed(MSG_BROADCAST, attacker))
527 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
529 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
531 if(deathtype == DEATH_FALL)
532 PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
533 else if(self.health > 75) // TODO make a "gentle" version?
534 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
535 else if(self.health > 50)
536 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
537 else if(self.health > 25)
538 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
540 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
544 // throw off bot aim temporarily
546 shake = damage * 5 / (bound(0,skill,100) + 1);
547 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
548 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
552 self.max_armorvalue += (save + take);
554 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
555 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
556 self.dmg_inflictor = inflictor;
560 // don't reset pushltime for self damage as it may be an attempt to
561 // escape a lava pit or similar
562 //self.pushltime = 0;
564 else if(attacker.classname == "player" || attacker.classname == "gib")
566 self.pusher = attacker;
567 self.pushltime = time + autocvar_g_maxpushtime;
569 else if(time < self.pushltime)
571 attacker = self.pusher;
572 self.pushltime = max(self.pushltime, time + 0.6);
577 float abot, vbot, awep;
578 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
579 vbot = (clienttype(self) == CLIENTTYPE_BOT);
581 valid_damage_for_weaponstats = 0;
582 if(vbot || clienttype(self) == CLIENTTYPE_REAL)
583 if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
584 if(attacker && self != attacker)
585 if(IsDifferentTeam(self, attacker))
587 if(DEATH_ISSPECIAL(deathtype))
588 awep = attacker.weapon;
590 awep = DEATH_WEAPONOF(deathtype);
591 valid_damage_for_weaponstats = 1;
594 if(valid_damage_for_weaponstats)
596 dh = dh - max(self.health, 0);
597 da = da - max(self.armorvalue, 0);
598 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
603 float defer_ClientKill_Now_TeamChange;
604 defer_ClientKill_Now_TeamChange = FALSE;
608 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
612 if(valid_damage_for_weaponstats)
613 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
615 if(sv_gentle < 1) // TODO make a "gentle" version?
616 if(sound_allowed(MSG_BROADCAST, attacker))
618 if(deathtype == DEATH_DROWN)
619 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
621 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
624 // get rid of kill indicator
625 if(self.killindicator)
627 remove(self.killindicator);
628 self.killindicator = world;
629 if(self.killindicator_teamchange)
630 defer_ClientKill_Now_TeamChange = TRUE;
632 if(self.classname == "body")
633 if(deathtype == DEATH_KILL)
635 // for the lemmings fans, a small harmless explosion
636 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
642 // become fully visible
645 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
648 // print an obituary message
649 Obituary (attacker, inflictor, self, deathtype);
653 // increment frag counter for used weapon type
655 w = DEATH_WEAPONOF(deathtype);
657 if(self.classname == "player")
659 attacker.accuracy.(accuracy_frags[w-1]) += 1;
661 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
664 count_alive_players(); // re-count players
665 freezetag_CheckWinner();
669 frag_attacker = attacker;
670 frag_inflictor = inflictor;
672 MUTATOR_CALLHOOK(PlayerDies);
673 weapon_action(self.weapon, WR_PLAYERDEATH);
677 if(attacker.classname != "player" && attacker.classname != "gib")
678 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
679 else if(attacker.team == self.team)
680 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
682 DropFlag(self.flagcarried, world, attacker);
684 if(self.ballcarried && g_nexball)
685 DropBall(self.ballcarried, self.origin, self.velocity);
686 Portal_ClearAllLater(self);
688 if(clienttype(self) == CLIENTTYPE_REAL)
690 stuffcmd(self, "-zoom\n");
691 self.fixangle = TRUE;
693 //WriteByte (MSG_ONE, SVC_SETANGLE);
694 //WriteAngle (MSG_ONE, self.v_angle_x);
695 //WriteAngle (MSG_ONE, self.v_angle_y);
696 //WriteAngle (MSG_ONE, 80);
699 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
700 ClientKill_Now_TeamChange();
703 Spawnqueue_Unmark(self);
708 // when we get here, player actually dies
709 // clear waypoints (do this AFTER FreezeTag)
710 WaypointSprite_PlayerDead();
712 // make the corpse upright (not tilted)
716 self.avelocity = '0 0 0';
717 // view from the floor
718 self.view_ofs = '0 0 -8';
720 self.movetype = MOVETYPE_TOSS;
722 self.solid = SOLID_CORPSE;
723 self.ballistics_density = autocvar_g_ballistics_density_corpse;
724 // don't stick to the floor
725 self.flags &~= FL_ONGROUND;
727 self.deadflag = DEAD_DYING;
728 // when to allow respawn
731 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
735 sdelay = 0; // no respawn delay in CTS
737 sdelay = autocvar_g_respawn_delay;
739 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
741 waves = autocvar_g_respawn_waves;
743 self.death_time = ceil((time + sdelay) / waves) * waves;
745 self.death_time = time + sdelay;
746 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
747 self.respawn_countdown = 10; // first number to count down from is 10
749 self.respawn_countdown = -1; // do not count down
752 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
753 self.dead_frame = self.anim_dead1_x;
757 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
758 self.dead_frame = self.anim_dead2_x;
760 // set damage function to corpse damage
761 self.event_damage = PlayerCorpseDamage;
762 // call the corpse damage function just in case it wants to gib
763 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
764 // set up to fade out later
765 SUB_SetFade (self, time + 6 + random (), 1);
767 if(sv_gentle > 0 || autocvar_ekg) {
769 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
772 // reset fields the weapons may use just in case
773 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
775 weapon_action(j, WR_RESETPLAYER);
776 ATTACK_FINISHED_FOR(self, j) = 0;
781 .float muted; // to be used by prvm_edictset server playernumber muted 1
782 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
783 // message "": do not say, just test flood control
789 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
790 float flood, privatemsgprefixlen;
791 var .float flood_field;
795 if(Ban_MaybeEnforceBan(source))
798 if(!teamsay && !privatesay)
799 if(substring(msgin, 0, 1) == " ")
800 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
802 msgin = formatmessage(msgin);
804 if(source.classname != "player")
805 colorstr = "^0"; // black for spectators
806 else if(teams_matter)
807 colorstr = Team_ColorCode(source.team);
811 if(intermission_running)
815 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
818 * using bprint solves this... me stupid
819 // how can we prevent the message from appearing in a listen server?
820 // for now, just give "say" back and only handle say_team
823 clientcommand(self, strcat("say ", msgin));
828 if(autocvar_g_chat_teamcolors)
829 namestr = playername(source);
831 namestr = source.netname;
837 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
838 privatemsgprefixlen = strlen(msgstr);
839 msgstr = strcat(msgstr, msgin);
840 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
841 if(autocvar_g_chat_teamcolors)
842 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
844 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
848 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
849 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
853 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
856 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
860 msgstr = cmsgstr = "";
864 fullcmsgstr = cmsgstr;
876 flood_spl = autocvar_g_chat_flood_spl_tell;
877 flood_burst = autocvar_g_chat_flood_burst_tell;
878 flood_lmax = autocvar_g_chat_flood_lmax_tell;
879 flood_field = floodcontrol_chattell;
883 flood_spl = autocvar_g_chat_flood_spl_team;
884 flood_burst = autocvar_g_chat_flood_burst_team;
885 flood_lmax = autocvar_g_chat_flood_lmax_team;
886 flood_field = floodcontrol_chatteam;
890 flood_spl = autocvar_g_chat_flood_spl;
891 flood_burst = autocvar_g_chat_flood_burst;
892 flood_lmax = autocvar_g_chat_flood_lmax;
893 flood_field = floodcontrol_chat;
895 flood_burst = max(0, flood_burst - 1);
896 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
898 // do flood control for the default line size
901 getWrappedLine_remaining = msgstr;
904 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
906 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
909 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
911 if(getWrappedLine_remaining != "")
913 msgstr = strcat(msgstr, "\n");
917 if(time >= source.flood_field)
919 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
929 if(time >= source.flood_field)
930 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
935 if (timeoutStatus == 2) //when game is paused, no flood protection
936 source.flood_field = flood = 0;
939 if(flood == 2) // cannot happen for empty msgstr
941 if(autocvar_g_chat_flood_notify_flooder)
943 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
948 sourcemsgstr = fullmsgstr;
949 sourcecmsgstr = fullcmsgstr;
955 sourcemsgstr = msgstr;
956 sourcecmsgstr = cmsgstr;
960 if(source.classname != "player")
962 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
963 teamsay = -1; // spectators
967 print("NOTE: ", playername(source), "^7 is flooding.\n");
969 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
971 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
975 // always fake the message
980 if(autocvar_g_chat_flood_notify_flooder)
982 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
993 if(sourcemsgstr != "" && ret != 0)
997 sprint(source, sourcemsgstr);
998 if(sourcecmsgstr != "" && !privatesay)
999 centerprint(source, sourcecmsgstr);
1003 sprint(source, sourcemsgstr);
1004 sprint(privatesay, msgstr);
1006 centerprint(privatesay, cmsgstr);
1008 else if(teamsay > 0)
1010 sprint(source, sourcemsgstr);
1011 if(sourcecmsgstr != "")
1012 centerprint(source, sourcecmsgstr);
1013 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1016 sprint(head, msgstr);
1018 centerprint(head, cmsgstr);
1021 else if(teamsay < 0)
1023 sprint(source, sourcemsgstr);
1024 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1026 sprint(head, msgstr);
1028 else if(sourcemsgstr != msgstr)
1030 sprint(source, sourcemsgstr);
1031 FOR_EACH_REALCLIENT(head)
1033 sprint(head, msgstr);
1042 float GetVoiceMessageVoiceType(string type)
1045 return VOICETYPE_TAUNT;
1046 if(type == "teamshoot")
1047 return VOICETYPE_LASTATTACKER;
1048 return VOICETYPE_TEAMRADIO;
1051 string allvoicesamples;
1052 .string GetVoiceMessageSampleField(string type)
1054 GetPlayerSoundSampleField_notFound = 0;
1057 #define _VOICEMSG(m) case #m: return playersound_##m;
1061 GetPlayerSoundSampleField_notFound = 1;
1062 return playersound_taunt;
1065 .string GetPlayerSoundSampleField(string type)
1067 GetPlayerSoundSampleField_notFound = 0;
1070 #define _VOICEMSG(m) case #m: return playersound_##m;
1074 GetPlayerSoundSampleField_notFound = 1;
1075 return playersound_taunt;
1078 void PrecacheGlobalSound(string samplestring)
1081 tokenize_console(samplestring);
1085 for(i = 1; i <= n; ++i)
1086 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1090 precache_sound(strcat(argv(0), ".wav"));
1094 void PrecachePlayerSounds(string f)
1098 fh = fopen(f, FILE_READ);
1101 while((s = fgets(fh)))
1103 if(tokenize_console(s) != 3)
1105 dprint("Invalid sound info line: ", s, "\n");
1108 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1112 if not(allvoicesamples)
1114 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1117 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1121 void ClearPlayerSounds()
1123 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1129 float LoadPlayerSounds(string f, float first)
1134 fh = fopen(f, FILE_READ);
1137 dprint("Player sound file not found: ", f, "\n");
1140 while((s = fgets(fh)))
1142 if(tokenize_console(s) != 3)
1144 field = GetPlayerSoundSampleField(argv(0));
1145 if(GetPlayerSoundSampleField_notFound)
1146 field = GetVoiceMessageSampleField(argv(0));
1147 if(GetPlayerSoundSampleField_notFound)
1150 strunzone(self.field);
1151 self.field = strzone(strcat(argv(1), " ", argv(2)));
1157 .float modelindex_for_playersound;
1158 .float skinindex_for_playersound;
1159 void UpdatePlayerSounds()
1161 if(self.modelindex == self.modelindex_for_playersound)
1162 if(self.skinindex == self.skinindex_for_playersound)
1164 self.modelindex_for_playersound = self.modelindex;
1165 self.skinindex_for_playersound = self.skinindex;
1166 ClearPlayerSounds();
1167 LoadPlayerSounds("sound/player/default.sounds", 1);
1168 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1169 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1172 void FakeGlobalSound(string sample, float chan, float voicetype)
1180 tokenize_console(sample);
1183 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1185 sample = strcat(argv(0), ".wav"); // randomization
1189 case VOICETYPE_LASTATTACKER_ONLY:
1191 case VOICETYPE_LASTATTACKER:
1195 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1196 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1199 case VOICETYPE_TEAMRADIO:
1201 if(msg_entity.cvar_cl_voice_directional == 1)
1202 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1204 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1206 case VOICETYPE_AUTOTAUNT:
1213 tauntrand = random();
1215 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1217 if (msg_entity.cvar_cl_voice_directional >= 1)
1218 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1220 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1223 case VOICETYPE_TAUNT:
1224 if(self.classname == "player")
1225 if(self.deadflag == DEAD_NO)
1226 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1232 if (msg_entity.cvar_cl_voice_directional >= 1)
1233 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1235 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1237 case VOICETYPE_PLAYERSOUND:
1239 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1242 backtrace("Invalid voice type!");
1247 void GlobalSound(string sample, float chan, float voicetype)
1255 tokenize_console(sample);
1258 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1260 sample = strcat(argv(0), ".wav"); // randomization
1264 case VOICETYPE_LASTATTACKER_ONLY:
1267 msg_entity = self.pusher;
1268 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1270 if(msg_entity.cvar_cl_voice_directional == 1)
1271 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1273 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1277 case VOICETYPE_LASTATTACKER:
1280 msg_entity = self.pusher;
1281 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1283 if(msg_entity.cvar_cl_voice_directional == 1)
1284 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1286 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1289 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1290 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1293 case VOICETYPE_TEAMRADIO:
1294 FOR_EACH_REALCLIENT(msg_entity)
1295 if(!teams_matter || msg_entity.team == self.team)
1297 if(msg_entity.cvar_cl_voice_directional == 1)
1298 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1300 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1303 case VOICETYPE_AUTOTAUNT:
1310 tauntrand = random();
1311 FOR_EACH_REALCLIENT(msg_entity)
1312 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1314 if (msg_entity.cvar_cl_voice_directional >= 1)
1315 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1317 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1320 case VOICETYPE_TAUNT:
1321 if(self.classname == "player")
1322 if(self.deadflag == DEAD_NO)
1323 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1328 FOR_EACH_REALCLIENT(msg_entity)
1330 if (msg_entity.cvar_cl_voice_directional >= 1)
1331 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1333 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1336 case VOICETYPE_PLAYERSOUND:
1337 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1340 backtrace("Invalid voice type!");
1345 void PlayerSound(.string samplefield, float chan, float voicetype)
1347 GlobalSound(self.samplefield, chan, voicetype);
1350 void VoiceMessage(string type, string msg)
1353 float voicetype, ownteam;
1355 sample = GetVoiceMessageSampleField(type);
1357 if(GetPlayerSoundSampleField_notFound)
1359 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1363 voicetype = GetVoiceMessageVoiceType(type);
1364 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1366 flood = Say(self, ownteam, world, msg, 1);
1369 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1371 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1374 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1377 // 0 (00) automove centerprint, admin message
1378 // 1 (01) automove centerprint, no admin message
1379 // 2 (10) no centerprint, admin message
1380 // 3 (11) no centerprint, no admin message
1382 float lockteams_backup;
1384 lockteams_backup = lockteams; // backup any team lock
1386 lockteams = 0; // disable locked teams
1388 TeamchangeFrags(client); // move the players frags
1389 SetPlayerColors(client, team_colour - 1); // set the players colour
1390 Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player
1392 lockteams = lockteams_backup; // restore the team lock
1394 LogTeamchange(client.playerid, client.team, type);
1396 if not(show_message & 1) // admin message
1397 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
1399 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));