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