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1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(autocvar_sv_weaponstats_killfile != "" || autocvar_sv_weaponstats_damagefile != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, idx, f;
16         float fh;
17         string prefix;
18         if(weaponstats_buffer < 0)
19                 return;
20         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
21         if(autocvar_sv_weaponstats_killfile != "")
22         {
23                 fh = fopen(autocvar_sv_weaponstats_killfile, FILE_APPEND);
24                 if(fh >= 0)
25                 {
26                         fputs(fh, "#begin killfile\n");
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
31                                 {
32                                         idx = WEAPONSTATS_GETINDEX(i, j);
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
34                                         if(f != 0)
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
36                                 }
37                         fputs(fh, "#end\n\n");
38                         fclose(fh);
39                         print("Weapon kill stats written\n");
40                 }
41         }
42         if(autocvar_sv_weaponstats_damagefile != "")
43         {
44                 fh = fopen(autocvar_sv_weaponstats_damagefile, FILE_APPEND);
45                 if(fh >= 0)
46                 {
47                         fputs(fh, "#begin damagefile\n");
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
52                                 {
53                                         idx = WEAPONSTATS_GETINDEX(i, j);
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
55                                         if(f != 0)
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
57                                 }
58                         fputs(fh, "#end\n\n");
59                         fclose(fh);
60                         print("Weapon damage stats written\n");
61                 }
62         }
63         buf_del(weaponstats_buffer);
64         weaponstats_buffer = -1;
65 }
66
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
68 {
69         float idx;
70         if(weaponstats_buffer < 0)
71                 return;
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)
73                 return;
74         if(awep > WEP_LAST || vwep > WEP_LAST)
75                 return;
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
78 }
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
80 {
81         if(damage < 0)
82                 error("negative damage?");
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
84 }
85 void WeaponStats_LogKill(float awep, float vwep)
86 {
87         WeaponStats_LogItem(awep, vwep, '0 1 0');
88 }
89
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
99 // added CopyBody
100
101 .entity pusher;
102 .float pushltime;
103
104 void CopyBody(float keepvelocity)
105 {
106         local entity oldself;
107         if (self.effects & EF_NODRAW)
108                 return;
109         oldself = self;
110         self = spawn();
111         self.enemy = oldself;
112         self.lip = oldself.lip;
113         self.colormap = oldself.colormap;
114         self.glowmod = oldself.glowmod;
115         self.iscreature = oldself.iscreature;
116         self.angles = oldself.angles;
117         self.avelocity = oldself.avelocity;
118         self.classname = "body";
119         self.damageforcescale = oldself.damageforcescale;
120         self.effects = oldself.effects;
121         self.event_damage = oldself.event_damage;
122         self.animstate_startframe = oldself.animstate_startframe;
123         self.animstate_numframes = oldself.animstate_numframes;
124         self.animstate_framerate = oldself.animstate_framerate;
125         self.animstate_starttime = oldself.animstate_starttime;
126         self.animstate_endtime = oldself.animstate_endtime;
127         self.animstate_override = oldself.animstate_override;
128         self.animstate_looping = oldself.animstate_looping;
129         self.frame = oldself.frame;
130         self.dead_frame = oldself.dead_frame;
131         self.pain_finished = oldself.pain_finished;
132         self.health = oldself.health;
133         self.armorvalue = oldself.armorvalue;
134         self.armortype = oldself.armortype;
135         self.model = oldself.model;
136         self.modelindex = oldself.modelindex;
137         self.modelindex_lod0 = oldself.modelindex_lod0;
138         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
139         self.modelindex_lod1 = oldself.modelindex_lod1;
140         self.modelindex_lod2 = oldself.modelindex_lod2;
141         self.skinindex = oldself.skinindex;
142         self.species = oldself.species;
143         self.movetype = oldself.movetype;
144         self.nextthink = oldself.nextthink;
145         self.solid = oldself.solid;
146         self.ballistics_density = oldself.ballistics_density;
147         self.takedamage = oldself.takedamage;
148         self.think = oldself.think;
149         self.customizeentityforclient = oldself.customizeentityforclient;
150         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
151         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
152         if (keepvelocity == 1)
153                 self.velocity = oldself.velocity;
154         self.oldvelocity = self.velocity;
155         self.fade_time = oldself.fade_time;
156         self.fade_rate = oldself.fade_rate;
157         //self.weapon = oldself.weapon;
158         setorigin(self, oldself.origin);
159         setsize(self, oldself.mins, oldself.maxs);
160         self.prevorigin = oldself.origin;
161         self.reset = SUB_Remove;
162
163         Drag_MoveDrag(oldself, self);
164
165         self = oldself;
166 }
167
168 float player_getspecies()
169 {
170         float s;
171         get_model_parameters(self.model, self.skinindex);
172         s = get_model_parameters_species;
173         get_model_parameters(string_null, 0);
174         if(s < 0)
175                 return SPECIES_HUMAN;
176         return s;
177 }
178
179 void player_setupanimsformodel()
180 {
181         local string animfilename;
182         local float animfile;
183         // defaults for legacy .zym models without animinfo files
184         self.anim_die1 = '0 1 0.5'; // 2 seconds
185         self.anim_die2 = '1 1 0.5'; // 2 seconds
186         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
187         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
188         self.anim_duckwalk = '4 1 1';
189         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
190         self.anim_duckidle = '6 1 1';
191         self.anim_idle = '7 1 1';
192         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
193         self.anim_pain1 = '9 1 2'; // 0.5 seconds
194         self.anim_pain2 = '10 1 2'; // 0.5 seconds
195         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
196         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
197         self.anim_run = '13 1 1';
198         self.anim_runbackwards = '14 1 1';
199         self.anim_strafeleft = '15 1 1';
200         self.anim_straferight = '16 1 1';
201         self.anim_dead1 = '17 1 1';
202         self.anim_dead2 = '18 1 1';
203         self.anim_forwardright = '19 1 1';
204         self.anim_forwardleft = '20 1 1';
205         self.anim_backright = '21 1 1';
206         self.anim_backleft  = '22 1 1';
207         animparseerror = FALSE;
208         animfilename = strcat(self.model, ".animinfo");
209         animfile = fopen(animfilename, FILE_READ);
210         if (animfile >= 0)
211         {
212                 self.anim_die1         = animparseline(animfile);
213                 self.anim_die2         = animparseline(animfile);
214                 self.anim_draw         = animparseline(animfile);
215                 self.anim_duck         = animparseline(animfile);
216                 self.anim_duckwalk     = animparseline(animfile);
217                 self.anim_duckjump     = animparseline(animfile);
218                 self.anim_duckidle     = animparseline(animfile);
219                 self.anim_idle         = animparseline(animfile);
220                 self.anim_jump         = animparseline(animfile);
221                 self.anim_pain1        = animparseline(animfile);
222                 self.anim_pain2        = animparseline(animfile);
223                 self.anim_shoot        = animparseline(animfile);
224                 self.anim_taunt        = animparseline(animfile);
225                 self.anim_run          = animparseline(animfile);
226                 self.anim_runbackwards = animparseline(animfile);
227                 self.anim_strafeleft   = animparseline(animfile);
228                 self.anim_straferight  = animparseline(animfile);
229                 self.anim_forwardright = animparseline(animfile);
230                 self.anim_forwardleft  = animparseline(animfile);
231                 self.anim_backright    = animparseline(animfile);
232                 self.anim_backleft     = animparseline(animfile);
233                 fclose(animfile);
234
235                 // derived anims
236                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
237                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
238
239                 if (animparseerror)
240                         print("Parse error in ", animfilename, ", some player animations are broken\n");
241         }
242         else
243                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
244         // reset animstate now
245         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
246 };
247
248 void player_anim (void)
249 {
250         updateanim(self);
251         if (self.weaponentity)
252                 updateanim(self.weaponentity);
253
254         if (self.deadflag != DEAD_NO)
255         {
256                 if (time > self.animstate_endtime)
257                 {
258                         if (self.maxs_z > 5)
259                         {
260                                 self.maxs_z = 5;
261                                 setsize(self, self.mins, self.maxs);
262                         }
263                         self.frame = self.dead_frame;
264                 }
265                 return;
266         }
267
268         if (!self.animstate_override)
269         {
270                 if (!(self.flags & FL_ONGROUND))
271                 {
272                         if (self.crouch)
273                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
274                         else
275                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
276                         self.restart_jump = FALSE;
277                 }
278                 else if (self.crouch)
279                 {
280                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
281                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
282                         else
283                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
284                 }
285                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
286                 {
287                         if (self.movement_x > 0 && self.movement_y == 0)
288                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289                         else if (self.movement_x < 0 && self.movement_y == 0)
290                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
291                         else if (self.movement_x == 0 && self.movement_y > 0)
292                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
293                         else if (self.movement_x == 0 && self.movement_y < 0)
294                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
295                         else if (self.movement_x > 0 && self.movement_y > 0)
296                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
297                         else if (self.movement_x > 0 && self.movement_y < 0)
298                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
299                         else if (self.movement_x < 0 && self.movement_y > 0)
300                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
301                         else if (self.movement_x < 0 && self.movement_y < 0)
302                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
303                         else
304                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
305                 }
306                 else
307                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
308         }
309
310         if (self.weaponentity)
311         if (!self.weaponentity.animstate_override)
312                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
313 }
314
315 void SpawnThrownWeapon (vector org, float w)
316 {
317         if(g_minstagib)
318         if(self.ammo_cells <= 0)
319                 return;
320
321         if(g_pinata)
322         {
323                 float j;
324                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
325                 {
326                         if(self.weapons & W_WeaponBit(j))
327                                 if(W_IsWeaponThrowable(j))
328                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
329                 }
330         }
331         else
332         {
333                 if(W_IsWeaponThrowable(self.weapon))
334                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
335         }
336 }
337
338 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
339 {
340         local float take, save;
341         vector v;
342         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
343
344         // damage resistance (ignore most of the damage from a bullet or similar)
345         damage = max(damage - 5, 1);
346
347         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
348         take = v_x;
349         save = v_y;
350
351         if(sound_allowed(MSG_BROADCAST, attacker))
352         {
353                 if (save > 10)
354                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
355                 else if (take > 30)
356                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
357                 else if (take > 10)
358                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
359         }
360
361         if (take > 50)
362                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
363         if (take > 100)
364                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
365
366         if (!(self.flags & FL_GODMODE))
367         {
368                 self.armorvalue = self.armorvalue - save;
369                 self.health = self.health - take;
370                 // pause regeneration for 5 seconds
371                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
372         }
373         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
374         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
375         self.dmg_inflictor = inflictor;
376
377         if (self.health <= -150 && self.modelindex != 0)
378         {
379                 // don't use any animations as a gib
380                 self.frame = 0;
381                 self.dead_frame = 0;
382                 // view just above the floor
383                 self.view_ofs = '0 0 4';
384
385                 Violence_GibSplash(self, 1, 1, attacker);
386                 self.modelindex = 0; // restore later
387                 self.solid = SOLID_NOT; // restore later
388         }
389 }
390
391 void ClientKill_Now_TeamChange();
392 void freezetag_CheckWinner();
393
394 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
395 {
396         local float take, save, waves, sdelay, dh, da, j;
397         vector v;
398         float valid_damage_for_weaponstats;
399         float excess;
400
401         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
402                 return;
403
404         dh = max(self.health, 0);
405         da = max(self.armorvalue, 0);
406
407         if(!DEATH_ISSPECIAL(deathtype))
408         {
409                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
410                 if(self != attacker)
411                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
412         }
413
414         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
415         {
416                 // tuba causes blood to come out of the ears
417                 vector ear1, ear2;
418                 vector d;
419                 float f;
420                 ear1 = self.origin;
421                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
422                 ear2 = ear1;
423                 makevectors(self.angles);
424                 ear1 += v_right * -10;
425                 ear2 += v_right * +10;
426                 d = inflictor.origin - self.origin;
427                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
428                 force = v_right * vlen(force);
429                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
430                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
431                 if(f > 0)
432                 {
433                         hitloc = ear1;
434                         force = force * -1;
435                 }
436                 else
437                 {
438                         hitloc = ear2;
439                         // force is already good
440                 }
441         }
442         else
443                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
444
445         if (!g_minstagib)
446         {
447                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
448                 take = v_x;
449                 save = v_y;
450         }
451         else
452         {
453                 save = 0;
454                 take = damage;
455         }
456
457         frag_inflictor = inflictor;
458         frag_attacker = attacker;
459         frag_target = self;
460         damage_take = take;
461         damage_save = save;
462         damage_force = force;
463         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
464         take = bound(0, damage_take, self.health);
465         save = bound(0, damage_save, self.armorvalue);
466         excess = max(0, damage - take - save);
467
468         if(sound_allowed(MSG_BROADCAST, attacker))
469         {
470                 if (save > 10)
471                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
472                 else if (take > 30)
473                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
474                 else if (take > 10)
475                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
476         }
477
478         if (take > 50)
479                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
480         if (take > 100)
481                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
482
483         if (time >= self.spawnshieldtime)
484         {
485                 if (!(self.flags & FL_GODMODE))
486                 {
487                         self.armorvalue = self.armorvalue - save;
488                         self.health = self.health - take;
489                         // pause regeneration for 5 seconds
490                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
491
492                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
493                         {
494                                 self.pain_finished = time + 0.5;        //Supajoe
495
496                                 if(sv_gentle < 1) {
497                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
498                                         {
499                                                 if (random() > 0.5)
500                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
501                                                 else
502                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
503                                         }
504
505                                         if(sound_allowed(MSG_BROADCAST, attacker))
506                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
507                                         if(self.health > 1)
508                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
509                                         {
510                                                 if(deathtype == DEATH_FALL)
511                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
512                                                 else if(self.health > 75) // TODO make a "gentle" version?
513                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
514                                                 else if(self.health > 50)
515                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
516                                                 else if(self.health > 25)
517                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
518                                                 else
519                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
520                                         }
521                                 }
522
523                                 // throw off bot aim temporarily
524                                 local float shake;
525                                 shake = damage * 5 / (bound(0,skill,100) + 1);
526                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
527                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
528                         }
529                 }
530                 else
531                         self.max_armorvalue += (save + take);
532         }
533         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
534         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
535         self.dmg_inflictor = inflictor;
536
537         if(attacker == self)
538         {
539                 // don't reset pushltime for self damage as it may be an attempt to
540                 // escape a lava pit or similar
541                 //self.pushltime = 0;
542         }
543         else if(attacker.classname == "player" || attacker.classname == "gib")
544         {
545                 self.pusher = attacker;
546                 self.pushltime = time + autocvar_g_maxpushtime;
547         }
548         else if(time < self.pushltime)
549         {
550                 attacker = self.pusher;
551                 self.pushltime = max(self.pushltime, time + 0.6);
552         }
553         else
554                 self.pushltime = 0;
555
556         valid_damage_for_weaponstats = 0;
557         if(clienttype(self) == CLIENTTYPE_REAL)
558         if(clienttype(attacker) == CLIENTTYPE_REAL)
559         if(self != attacker)
560         if(!DEATH_ISSPECIAL(deathtype))
561         if(IsDifferentTeam(self, attacker))
562                 valid_damage_for_weaponstats = 1;
563         
564         if(valid_damage_for_weaponstats)
565         {
566                 dh = dh - max(self.health, 0);
567                 da = da - max(self.armorvalue, 0);
568                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
569         }
570
571         if (self.health < 1)
572         {
573                 float defer_ClientKill_Now_TeamChange;
574                 defer_ClientKill_Now_TeamChange = FALSE;
575
576                 if(self.alivetime)
577                 {
578                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
579                         self.alivetime = 0;
580                 }
581
582                 if(valid_damage_for_weaponstats)
583                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
584
585                 if(sv_gentle < 1) // TODO make a "gentle" version?
586                 if(sound_allowed(MSG_BROADCAST, attacker))
587                 {
588                         if(deathtype == DEATH_DROWN)
589                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
590                         else
591                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
592                 }
593
594                 // get rid of kill indicator
595                 if(self.killindicator)
596                 {
597                         remove(self.killindicator);
598                         self.killindicator = world;
599                         if(self.killindicator_teamchange)
600                                 defer_ClientKill_Now_TeamChange = TRUE;
601
602                         if(self.classname == "body")
603                         if(deathtype == DEATH_KILL)
604                         {
605                                 // for the lemmings fans, a small harmless explosion
606                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
607                         }
608                 }
609
610                 if(!g_freezetag)
611                 {
612                         // become fully visible
613                         self.alpha = 1;
614                         // clear selected player display
615                         ClearSelectedPlayer();
616                         // throw a weapon
617                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
618                 }
619
620                 // print an obituary message
621                 Obituary (attacker, inflictor, self, deathtype);
622                 race_PreDie();
623                 DropAllRunes(self);
624
625                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
626                 {
627                         PutClientInServer();
628                         count_alive_players(); // re-count players
629                         freezetag_CheckWinner();
630                         return;
631                 }
632
633                 frag_attacker = attacker;
634                 frag_inflictor = inflictor;
635                 frag_target = self;
636                 MUTATOR_CALLHOOK(PlayerDies);
637
638                 if(self.flagcarried)
639                 {
640                         if(attacker.classname != "player" && attacker.classname != "gib")
641                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
642                         else if(attacker.team == self.team)
643                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
644                         else
645                                 DropFlag(self.flagcarried, world, attacker);
646                 }
647                 if(self.ballcarried && g_nexball)
648                         DropBall(self.ballcarried, self.origin, self.velocity);
649                 Portal_ClearAllLater(self);
650
651                 if(clienttype(self) == CLIENTTYPE_REAL)
652                 {
653                         stuffcmd(self, "-zoom\n");
654                         self.fixangle = TRUE;
655                         //msg_entity = self;
656                         //WriteByte (MSG_ONE, SVC_SETANGLE);
657                         //WriteAngle (MSG_ONE, self.v_angle_x);
658                         //WriteAngle (MSG_ONE, self.v_angle_y);
659                         //WriteAngle (MSG_ONE, 80);
660                 }
661
662                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
663                         ClientKill_Now_TeamChange();
664
665                 if(g_arena)
666                         Spawnqueue_Unmark(self);
667
668                 if(g_freezetag)
669                         return;
670
671                 // when we get here, player actually dies
672                 // clear waypoints (do this AFTER FreezeTag)
673                 WaypointSprite_PlayerDead();
674
675                 // make the corpse upright (not tilted)
676                 self.angles_x = 0;
677                 self.angles_z = 0;
678                 // don't spin
679                 self.avelocity = '0 0 0';
680                 // view from the floor
681                 self.view_ofs = '0 0 -8';
682                 // toss the corpse
683                 self.movetype = MOVETYPE_TOSS;
684                 // shootable corpse
685                 self.solid = SOLID_CORPSE;
686                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
687                 // don't stick to the floor
688                 self.flags &~= FL_ONGROUND;
689                 // dying animation
690                 self.deadflag = DEAD_DYING;
691                 // when to allow respawn
692                 sdelay = 0;
693                 waves = 0;
694                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
695                 if(!sdelay)
696                 {
697                         if(g_cts)
698                                 sdelay = 0; // no respawn delay in CTS
699                         else
700                                 sdelay = autocvar_g_respawn_delay;
701                 }
702                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
703                 if(!waves)
704                         waves = autocvar_g_respawn_waves;
705                 if(waves)
706                         self.death_time = ceil((time + sdelay) / waves) * waves;
707                 else
708                         self.death_time = time + sdelay;
709                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
710                         self.respawn_countdown = 10; // first number to count down from is 10
711                 else
712                         self.respawn_countdown = -1; // do not count down
713                 if (random() < 0.5)
714                 {
715                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
716                         self.dead_frame = self.anim_dead1_x;
717                 }
718                 else
719                 {
720                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
721                         self.dead_frame = self.anim_dead2_x;
722                 }
723                 // set damage function to corpse damage
724                 self.event_damage = PlayerCorpseDamage;
725                 // call the corpse damage function just in case it wants to gib
726                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
727                 // set up to fade out later
728                 SUB_SetFade (self, time + 6 + random (), 1);
729
730                 if(sv_gentle > 0 || autocvar_ekg) {
731                         // remove corpse
732                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
733                 }
734
735                 // reset fields the weapons may use just in case
736                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
737                 {
738                         weapon_action(j, WR_RESETPLAYER);
739                         ATTACK_FINISHED_FOR(self, j) = 0;
740                 }
741         }
742 }
743
744 float UpdateSelectedPlayer_countvalue(float v)
745 {
746         return max(0, (v - 1.0) / 0.5);
747 }
748
749 // returns: -2 if no hit, otherwise cos of the angle
750 // uses the global v_angle
751 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
752 {
753         vector so, d;
754         float c;
755
756         if(p == self)
757                 return -2;
758
759         if(p.deadflag)
760                 return -2;
761
762         so = self.origin + self.view_ofs;
763         d = p.origin - so;
764
765         // misaimed?
766         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
767                 return -2;
768
769         // now find the cos of the angle...
770         c = normalize(d) * v_forward;
771
772         if(c <= mincosangle)
773                 return -2;
774
775         // not visible in any way? forget it
776         if(!checkpvs(so, p))
777                 return -2;
778
779         traceline(so, p.origin, MOVE_NOMONSTERS, self);
780         if(trace_fraction < 1)
781                 return -2;
782
783         return c;
784 }
785
786 void ClearSelectedPlayer()
787 {
788         if(self.selected_player)
789         {
790                 centerprint_expire(self, CENTERPRIO_POINT);
791                 self.selected_player = world;
792                 self.selected_player_display_needs_update = FALSE;
793         }
794 }
795
796 void UpdateSelectedPlayer()
797 {
798         entity selected;
799         float selected_score;
800         selected = world;
801         selected_score = 0.95; // 18 degrees
802
803         if(!autocvar_sv_allow_shownames)
804                 return;
805
806         if(clienttype(self) != CLIENTTYPE_REAL)
807                 return;
808
809         if(self.cvar_cl_shownames == 0)
810                 return;
811
812         if(self.cvar_cl_shownames == 1 && !teams_matter)
813                 return;
814
815         makevectors(self.v_angle); // sets v_forward
816
817         // 1. cursor trace is always right
818         WarpZone_crosshair_trace(self);
819         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
820         {
821                 selected = trace_ent;
822         }
823         else
824         {
825                 // 2. if we don't have a cursor trace, find the player which is least
826                 //    mis-aimed at
827                 entity p;
828                 FOR_EACH_PLAYER(p)
829                 {
830                         float c;
831                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
832                         if(c >= -1)
833                         {
834                                 selected = p;
835                                 selected_score = c;
836                         }
837                 }
838         }
839
840         if(selected)
841         {
842                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
843         }
844         else
845         {
846                 if(time < self.selected_player_display_timeout)
847                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
848                                 selected = self.selected_player;
849         }
850
851         if(selected)
852         {
853                 if(selected == self.selected_player)
854                 {
855                         float save;
856                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
857                         self.selected_player_count = self.selected_player_count + frametime;
858                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
859                         {
860                                 string namestr, healthstr;
861                                 namestr = playername(selected);
862                                 if(teams_matter)
863                                 {
864                                         healthstr = ftos(floor(selected.health));
865                                         if(self.team == selected.team)
866                                         {
867                                                 namestr = strcat(namestr, " (", healthstr, "%)");
868                                                 self.selected_player_display_needs_update = TRUE;
869                                         }
870                                 }
871                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
872                         }
873                 }
874                 else
875                 {
876                         ClearSelectedPlayer();
877                         self.selected_player = selected;
878                         self.selected_player_time = time;
879                         self.selected_player_count = 0;
880                         self.selected_player_display_needs_update = FALSE;
881                 }
882         }
883         else
884         {
885                 ClearSelectedPlayer();
886         }
887
888         if(self.selected_player)
889                 self.last_selected_player = self.selected_player;
890 }
891
892 .float muted; // to be used by prvm_edictset server playernumber muted 1
893 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
894 // message "": do not say, just test flood control
895 // return value:
896 //   1 = accept
897 //   0 = reject
898 //  -1 = fake accept
899 {
900         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
901         float flood, privatemsgprefixlen;
902         var .float flood_field;
903         entity head;
904         float ret;
905
906         if(Ban_MaybeEnforceBan(source))
907                 return 0;
908
909         if(!teamsay && !privatesay)
910                 if(substring(msgin, 0, 1) == " ")
911                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
912
913         msgin = formatmessage(msgin);
914
915         if(source.classname != "player")
916                 colorstr = "^0"; // black for spectators
917         else if(teams_matter)
918                 colorstr = Team_ColorCode(source.team);
919         else
920                 teamsay = FALSE;
921
922         if(intermission_running)
923                 teamsay = FALSE;
924
925         if(msgin != "")
926                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
927
928         /*
929          * using bprint solves this... me stupid
930         // how can we prevent the message from appearing in a listen server?
931         // for now, just give "say" back and only handle say_team
932         if(!teamsay)
933         {
934                 clientcommand(self, strcat("say ", msgin));
935                 return;
936         }
937         */
938
939         if(autocvar_g_chat_teamcolors)
940                 namestr = playername(source);
941         else
942                 namestr = source.netname;
943
944         if(msgin != "")
945         {
946                 if(privatesay)
947                 {
948                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
949                         privatemsgprefixlen = strlen(msgstr);
950                         msgstr = strcat(msgstr, msgin);
951                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
952                         if(autocvar_g_chat_teamcolors)
953                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
954                         else
955                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
956                 }
957                 else if(teamsay)
958                 {
959                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
960                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
961                 }
962                 else
963                 {
964                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
965                         cmsgstr = "";
966                 }
967                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
968         }
969         else
970         {
971                 msgstr = cmsgstr = "";
972         }
973
974         fullmsgstr = msgstr;
975         fullcmsgstr = cmsgstr;
976
977         // FLOOD CONTROL
978         flood = 0;
979         if(floodcontrol)
980         {
981                 float flood_spl;
982                 float flood_burst;
983                 float flood_lmax;
984                 float lines;
985                 if(privatesay)
986                 {
987                         flood_spl = autocvar_g_chat_flood_spl_tell;
988                         flood_burst = autocvar_g_chat_flood_burst_tell;
989                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
990                         flood_field = floodcontrol_chattell;
991                 }
992                 else if(teamsay)
993                 {
994                         flood_spl = autocvar_g_chat_flood_spl_team;
995                         flood_burst = autocvar_g_chat_flood_burst_team;
996                         flood_lmax = autocvar_g_chat_flood_lmax_team;
997                         flood_field = floodcontrol_chatteam;
998                 }
999                 else
1000                 {
1001                         flood_spl = autocvar_g_chat_flood_spl;
1002                         flood_burst = autocvar_g_chat_flood_burst;
1003                         flood_lmax = autocvar_g_chat_flood_lmax;
1004                         flood_field = floodcontrol_chat;
1005                 }
1006                 flood_burst = max(0, flood_burst - 1);
1007                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1008
1009                 // do flood control for the default line size
1010                 if(msgstr != "")
1011                 {
1012                         getWrappedLine_remaining = msgstr;
1013                         msgstr = "";
1014                         lines = 0;
1015                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1016                         {
1017                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1018                                 ++lines;
1019                         }
1020                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1021
1022                         if(getWrappedLine_remaining != "")
1023                         {
1024                                 msgstr = strcat(msgstr, "\n");
1025                                 flood = 2;
1026                         }
1027
1028                         if(time >= source.flood_field)
1029                         {
1030                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1031                         }
1032                         else
1033                         {
1034                                 flood = 1;
1035                                 msgstr = fullmsgstr;
1036                         }
1037                 }
1038                 else
1039                 {
1040                         if(time >= source.flood_field)
1041                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
1042                         else
1043                                 flood = 1;
1044                 }
1045
1046                 if (timeoutStatus == 2) //when game is paused, no flood protection
1047                         source.flood_field = flood = 0;
1048         }
1049
1050         if(flood == 2) // cannot happen for empty msgstr
1051         {
1052                 if(autocvar_g_chat_flood_notify_flooder)
1053                 {
1054                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1055                         sourcecmsgstr = "";
1056                 }
1057                 else
1058                 {
1059                         sourcemsgstr = fullmsgstr;
1060                         sourcecmsgstr = fullcmsgstr;
1061                 }
1062                 cmsgstr = "";
1063         }
1064         else
1065         {
1066                 sourcemsgstr = msgstr;
1067                 sourcecmsgstr = cmsgstr;
1068         }
1069
1070         if(!privatesay)
1071         if(source.classname != "player")
1072         {
1073                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
1074                         teamsay = -1; // spectators
1075         }
1076
1077         if(flood)
1078                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1079
1080         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1081         if(privatesay)
1082                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1083
1084         if(source.muted)
1085         {
1086                 // always fake the message
1087                 ret = -1;
1088         }
1089         else if(flood == 1)
1090         {
1091                 if(autocvar_g_chat_flood_notify_flooder)
1092                 {
1093                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1094                         ret = 0;
1095                 }
1096                 else
1097                         ret = -1;
1098         }
1099         else
1100         {
1101                 ret = 1;
1102         }
1103
1104         if(sourcemsgstr != "" && ret != 0)
1105         {
1106                 if(ret < 0) // fake
1107                 {
1108                         sprint(source, sourcemsgstr);
1109                         if(sourcecmsgstr != "" && !privatesay)
1110                                 centerprint(source, sourcecmsgstr);
1111                 }
1112                 else if(privatesay)
1113                 {
1114                         sprint(source, sourcemsgstr);
1115                         sprint(privatesay, msgstr);
1116                         if(cmsgstr != "")
1117                                 centerprint(privatesay, cmsgstr);
1118                 }
1119                 else if(teamsay > 0)
1120                 {
1121                         sprint(source, sourcemsgstr);
1122                         if(sourcecmsgstr != "")
1123                                 centerprint(source, sourcecmsgstr);
1124                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1125                                 if(head != source)
1126                                 {
1127                                         sprint(head, msgstr);
1128                                         if(cmsgstr != "")
1129                                                 centerprint(head, cmsgstr);
1130                                 }
1131                 }
1132                 else if(teamsay < 0)
1133                 {
1134                         sprint(source, sourcemsgstr);
1135                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1136                                 if(head != source)
1137                                         sprint(head, msgstr);
1138                 }
1139                 else if(sourcemsgstr != msgstr)
1140                 {
1141                         sprint(source, sourcemsgstr);
1142                         FOR_EACH_REALCLIENT(head)
1143                                 if(head != source)
1144                                         sprint(head, msgstr);
1145                 }
1146                 else
1147                         bprint(msgstr);
1148         }
1149
1150         return ret;
1151 }
1152
1153 float GetVoiceMessageVoiceType(string type)
1154 {
1155         if(type == "taunt")
1156                 return VOICETYPE_TAUNT;
1157         if(type == "teamshoot")
1158                 return VOICETYPE_LASTATTACKER;
1159         return VOICETYPE_TEAMRADIO;
1160 }
1161
1162 string allvoicesamples;
1163 .string GetVoiceMessageSampleField(string type)
1164 {
1165         GetPlayerSoundSampleField_notFound = 0;
1166         switch(type)
1167         {
1168 #define _VOICEMSG(m) case #m: return playersound_##m;
1169                 ALLVOICEMSGS
1170 #undef _VOICEMSG
1171         }
1172         GetPlayerSoundSampleField_notFound = 1;
1173         return playersound_taunt;
1174 }
1175
1176 .string GetPlayerSoundSampleField(string type)
1177 {
1178         GetPlayerSoundSampleField_notFound = 0;
1179         switch(type)
1180         {
1181 #define _VOICEMSG(m) case #m: return playersound_##m;
1182                 ALLPLAYERSOUNDS
1183 #undef _VOICEMSG
1184         }
1185         GetPlayerSoundSampleField_notFound = 1;
1186         return playersound_taunt;
1187 }
1188
1189 void PrecacheGlobalSound(string samplestring)
1190 {
1191         float n, i;
1192         tokenize_console(samplestring);
1193         n = stof(argv(1));
1194         if(n > 0)
1195         {
1196                 for(i = 1; i <= n; ++i)
1197                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1198         }
1199         else
1200         {
1201                 precache_sound(strcat(argv(0), ".wav"));
1202         }
1203 }
1204
1205 void PrecachePlayerSounds(string f)
1206 {
1207         float fh;
1208         string s;
1209         fh = fopen(f, FILE_READ);
1210         if(fh < 0)
1211                 return;
1212         while((s = fgets(fh)))
1213         {
1214                 if(tokenize_console(s) != 3)
1215                 {
1216                         dprint("Invalid sound info line: ", s, "\n");
1217                         continue;
1218                 }
1219                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1220         }
1221         fclose(fh);
1222
1223         if not(allvoicesamples)
1224         {
1225 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1226                 ALLVOICEMSGS
1227 #undef _VOICEMSG
1228                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1229         }
1230 }
1231
1232 void ClearPlayerSounds()
1233 {
1234 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1235         ALLPLAYERSOUNDS
1236         ALLVOICEMSGS
1237 #undef _VOICEMSG
1238 }
1239
1240 float LoadPlayerSounds(string f, float first)
1241 {
1242         float fh;
1243         string s;
1244         var .string field;
1245         fh = fopen(f, FILE_READ);
1246         if(fh < 0)
1247         {
1248                 dprint("Player sound file not found: ", f, "\n");
1249                 return 0;
1250         }
1251         while((s = fgets(fh)))
1252         {
1253                 if(tokenize_console(s) != 3)
1254                         continue;
1255                 field = GetPlayerSoundSampleField(argv(0));
1256                 if(GetPlayerSoundSampleField_notFound)
1257                         field = GetVoiceMessageSampleField(argv(0));
1258                 if(GetPlayerSoundSampleField_notFound)
1259                         continue;
1260                 if(self.field)
1261                         strunzone(self.field);
1262                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1263         }
1264         fclose(fh);
1265         return 1;
1266 }
1267
1268 .float modelindex_for_playersound;
1269 .float skinindex_for_playersound;
1270 void UpdatePlayerSounds()
1271 {
1272         if(self.modelindex == self.modelindex_for_playersound)
1273         if(self.skinindex == self.skinindex_for_playersound)
1274                 return;
1275         self.modelindex_for_playersound = self.modelindex;
1276         self.skinindex_for_playersound = self.skinindex;
1277         ClearPlayerSounds();
1278         LoadPlayerSounds("sound/player/default.sounds", 1);
1279         if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1280                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1281 }
1282
1283 void FakeGlobalSound(string sample, float chan, float voicetype)
1284 {
1285         float n;
1286         float tauntrand;
1287
1288         if(sample == "")
1289                 return;
1290
1291         tokenize_console(sample);
1292         n = stof(argv(1));
1293         if(n > 0)
1294                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1295         else
1296                 sample = strcat(argv(0), ".wav"); // randomization
1297
1298         switch(voicetype)
1299         {
1300                 case VOICETYPE_LASTATTACKER_ONLY:
1301                         break;
1302                 case VOICETYPE_LASTATTACKER:
1303                         if(self.pusher)
1304                         {
1305                                 msg_entity = self;
1306                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1307                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1308                         }
1309                         break;
1310                 case VOICETYPE_TEAMRADIO:
1311                         msg_entity = self;
1312                         if(msg_entity.cvar_cl_voice_directional == 1)
1313                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1314                         else
1315                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1316                         break;
1317                 case VOICETYPE_AUTOTAUNT:
1318                         if(!sv_autotaunt)
1319                                 break;
1320                         if(!sv_taunt)
1321                                 break;
1322                         if(sv_gentle)
1323                                 break;
1324                         tauntrand = random();
1325                         msg_entity = self;
1326                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1327                         {
1328                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1329                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1330                                 else
1331                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1332                         }
1333                         break;
1334                 case VOICETYPE_TAUNT:
1335                         if(self.classname == "player")
1336                                 if(self.deadflag == DEAD_NO)
1337                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1338                         if(!sv_taunt)
1339                                 break;
1340                         if(sv_gentle)
1341                                 break;
1342                         msg_entity = self;
1343                         if (msg_entity.cvar_cl_voice_directional >= 1)
1344                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1345                         else
1346                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1347                         break;
1348                 case VOICETYPE_PLAYERSOUND:
1349                         msg_entity = self;
1350                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1351                         break;
1352                 default:
1353                         backtrace("Invalid voice type!");
1354                         break;
1355         }
1356 }
1357
1358 void GlobalSound(string sample, float chan, float voicetype)
1359 {
1360         float n;
1361         float tauntrand;
1362
1363         if(sample == "")
1364                 return;
1365
1366         tokenize_console(sample);
1367         n = stof(argv(1));
1368         if(n > 0)
1369                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1370         else
1371                 sample = strcat(argv(0), ".wav"); // randomization
1372
1373         switch(voicetype)
1374         {
1375                 case VOICETYPE_LASTATTACKER_ONLY:
1376                         if(self.pusher)
1377                         {
1378                                 msg_entity = self.pusher;
1379                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1380                                 {
1381                                         if(msg_entity.cvar_cl_voice_directional == 1)
1382                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1383                                         else
1384                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1385                                 }
1386                         }
1387                         break;
1388                 case VOICETYPE_LASTATTACKER:
1389                         if(self.pusher)
1390                         {
1391                                 msg_entity = self.pusher;
1392                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1393                                 {
1394                                         if(msg_entity.cvar_cl_voice_directional == 1)
1395                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1396                                         else
1397                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1398                                 }
1399                                 msg_entity = self;
1400                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1401                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1402                         }
1403                         break;
1404                 case VOICETYPE_TEAMRADIO:
1405                         FOR_EACH_REALCLIENT(msg_entity)
1406                                 if(!teams_matter || msg_entity.team == self.team)
1407                                 {
1408                                         if(msg_entity.cvar_cl_voice_directional == 1)
1409                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1410                                         else
1411                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1412                                 }
1413                         break;
1414                 case VOICETYPE_AUTOTAUNT:
1415                         if(!sv_autotaunt)
1416                                 break;
1417                         if(!sv_taunt)
1418                                 break;
1419                         if(sv_gentle)
1420                                 break;
1421                         tauntrand = random();
1422                         FOR_EACH_REALCLIENT(msg_entity)
1423                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1424                                 {
1425                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1426                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1427                                         else
1428                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1429                                 }
1430                         break;
1431                 case VOICETYPE_TAUNT:
1432                         if(self.classname == "player")
1433                                 if(self.deadflag == DEAD_NO)
1434                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1435                         if(!sv_taunt)
1436                                 break;
1437                         if(sv_gentle)
1438                                 break;
1439                         FOR_EACH_REALCLIENT(msg_entity)
1440                         {
1441                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1442                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1443                                 else
1444                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1445                         }
1446                         break;
1447                 case VOICETYPE_PLAYERSOUND:
1448                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1449                         break;
1450                 default:
1451                         backtrace("Invalid voice type!");
1452                         break;
1453         }
1454 }
1455
1456 void PlayerSound(.string samplefield, float chan, float voicetype)
1457 {
1458         GlobalSound(self.samplefield, chan, voicetype);
1459 }
1460
1461 void VoiceMessage(string type, string msg)
1462 {
1463         var .string sample;
1464         float voicetype, ownteam;
1465         float flood;
1466         sample = GetVoiceMessageSampleField(type);
1467
1468         if(GetPlayerSoundSampleField_notFound)
1469         {
1470                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1471                 return;
1472         }
1473
1474         voicetype = GetVoiceMessageVoiceType(type);
1475         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1476
1477         flood = Say(self, ownteam, world, msg, 1);
1478
1479         if (flood > 0)
1480                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1481         else if (flood < 0)
1482                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1483 }
1484
1485 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1486 {
1487 //      show_message
1488 //      0 (00) automove centerprint, admin message
1489 //      1 (01) automove centerprint, no admin message
1490 //      2 (10) no centerprint, admin message
1491 //      3 (11) no centerprint, no admin message
1492
1493         float lockteams_backup;
1494
1495         lockteams_backup = lockteams;  // backup any team lock
1496
1497         lockteams = 0;  // disable locked teams
1498
1499         TeamchangeFrags(client);  // move the players frags
1500         SetPlayerColors(client, team_colour - 1);  // set the players colour
1501         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1502
1503         lockteams = lockteams_backup;  // restore the team lock
1504
1505         LogTeamchange(client.playerid, client.team, type);
1506
1507         if not(show_message & 1) // admin message
1508                 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
1509
1510         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1511 }