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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity pusher;
2 .float pushltime;
3 .float istypefrag;
4
5 .float CopyBody_nextthink;
6 .void(void) CopyBody_think;
7 void CopyBody_Think(void)
8 {
9         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
10         {
11                 self.CopyBody_think();
12                 if(wasfreed(self))
13                         return;
14                 self.CopyBody_nextthink = self.nextthink;
15                 self.CopyBody_think = self.think;
16                 self.think = CopyBody_Think;
17         }
18         CSQCMODEL_AUTOUPDATE();
19         self.nextthink = time;
20 }
21 void CopyBody(float keepvelocity)
22 {
23         entity oldself;
24         if (self.effects & EF_NODRAW)
25                 return;
26         oldself = self;
27         self = spawn();
28         self.enemy = oldself;
29         self.lip = oldself.lip;
30         self.colormap = oldself.colormap;
31         self.iscreature = oldself.iscreature;
32         self.teleportable = oldself.teleportable;
33         self.damagedbycontents = oldself.damagedbycontents;
34         self.angles = oldself.angles;
35         self.v_angle = oldself.v_angle;
36         self.avelocity = oldself.avelocity;
37         self.classname = "body";
38         self.damageforcescale = oldself.damageforcescale;
39         self.effects = oldself.effects;
40         self.glowmod = oldself.glowmod;
41         self.event_damage = oldself.event_damage;
42         self.anim_state = oldself.anim_state;
43         self.anim_time = oldself.anim_time;
44         self.anim_lower_action = oldself.anim_lower_action;
45         self.anim_lower_time = oldself.anim_lower_time;
46         self.anim_upper_action = oldself.anim_upper_action;
47         self.anim_upper_time = oldself.anim_upper_time;
48         self.anim_implicit_state = oldself.anim_implicit_state;
49         self.anim_implicit_time = oldself.anim_implicit_time;
50         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
51         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
52         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
53         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
54         self.dphitcontentsmask = oldself.dphitcontentsmask;
55         self.death_time = oldself.death_time;
56         self.pain_finished = oldself.pain_finished;
57         self.health = oldself.health;
58         self.armorvalue = oldself.armorvalue;
59         self.armortype = oldself.armortype;
60         self.model = oldself.model;
61         self.modelindex = oldself.modelindex;
62         self.skin = oldself.skin;
63         self.species = oldself.species;
64         self.movetype = oldself.movetype;
65         self.solid = oldself.solid;
66         self.ballistics_density = oldself.ballistics_density;
67         self.takedamage = oldself.takedamage;
68         self.customizeentityforclient = oldself.customizeentityforclient;
69         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
70         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
71         if (keepvelocity == 1)
72                 self.velocity = oldself.velocity;
73         self.oldvelocity = self.velocity;
74         self.alpha = oldself.alpha;
75         self.fade_time = oldself.fade_time;
76         self.fade_rate = oldself.fade_rate;
77         //self.weapon = oldself.weapon;
78         setorigin(self, oldself.origin);
79         setsize(self, oldself.mins, oldself.maxs);
80         self.prevorigin = oldself.origin;
81         self.reset = SUB_Remove;
82
83         Drag_MoveDrag(oldself, self);
84
85         if(self.colormap <= maxclients && self.colormap > 0)
86                 self.colormap = 1024 + oldself.clientcolors;
87
88         CSQCMODEL_AUTOINIT();
89         self.CopyBody_nextthink = oldself.nextthink;
90         self.CopyBody_think = oldself.think;
91         self.nextthink = time;
92         self.think = CopyBody_Think;
93         // "bake" the current animation frame for clones (they don't get clientside animation)
94         animdecide_load_if_needed(self);
95         animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
96
97         self = oldself;
98 }
99
100 float player_getspecies()
101 {
102         float s;
103         get_model_parameters(self.model, self.skin);
104         s = get_model_parameters_species;
105         get_model_parameters(string_null, 0);
106         if(s < 0)
107                 return SPECIES_HUMAN;
108         return s;
109 }
110
111 void player_setupanimsformodel()
112 {
113         // load animation info
114         animdecide_load_if_needed(self);
115         animdecide_setstate(self, 0, false);
116 }
117
118 void player_anim (void)
119 {
120         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
121         if(self.deadflag) {
122                 if (!deadbits) {
123                         // Decide on which death animation to use.
124                         if(random() < 0.5)
125                                 deadbits = ANIMSTATE_DEAD1;
126                         else
127                                 deadbits = ANIMSTATE_DEAD2;
128                 }
129         } else {
130                 // Clear a previous death animation.
131                 deadbits = 0;
132         }
133         float animbits = deadbits;
134         if(self.frozen)
135                 animbits |= ANIMSTATE_FROZEN;
136         if(self.crouch)
137                 animbits |= ANIMSTATE_DUCK;
138         animdecide_setstate(self, animbits, false);
139         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
140
141         if (self.weaponentity)
142         {
143                 updateanim(self.weaponentity);
144                 if (!self.weaponentity.animstate_override)
145                         setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
146         }
147 }
148
149 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
150 {
151         float take, save;
152         vector v;
153         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
154
155         // damage resistance (ignore most of the damage from a bullet or similar)
156         damage = max(damage - 5, 1);
157
158         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
159         take = v.x;
160         save = v.y;
161
162         if(sound_allowed(MSG_BROADCAST, attacker))
163         {
164                 if (save > 10)
165                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
166                 else if (take > 30)
167                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
168                 else if (take > 10)
169                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
170         }
171
172         if (take > 50)
173                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
174         if (take > 100)
175                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
176
177         self.armorvalue = self.armorvalue - save;
178         self.health = self.health - take;
179         // pause regeneration for 5 seconds
180         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
181
182         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
183         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
184         self.dmg_inflictor = inflictor;
185
186         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
187         {
188                 // don't use any animations as a gib
189                 self.frame = 0;
190                 // view just above the floor
191                 self.view_ofs = '0 0 4';
192
193                 Violence_GibSplash(self, 1, 1, attacker);
194                 self.alpha = -1;
195                 self.solid = SOLID_NOT; // restore later
196                 self.takedamage = DAMAGE_NO; // restore later
197                 self.damagedbycontents = false;
198         }
199 }
200
201 // g_<gametype>_str:
202 // If 0, default is used.
203 // If <0, 0 is used.
204 // Otherwise, g_str (default value) is used.
205 // For consistency, negative values there are mapped to zero too.
206 #define GAMETYPE_DEFAULTED_SETTING(str) \
207         ((gametype_setting_tmp = cvar(strcat("g_", GetGametype(), "_" #str))), \
208          (gametype_setting_tmp < 0) ? 0 : \
209          (gametype_setting_tmp == 0) ? max(0, autocvar_g_##str) : \
210          gametype_setting_tmp)
211
212
213 void calculate_player_respawn_time()
214 {
215         if(g_ca)
216                 return;
217
218         float gametype_setting_tmp;
219         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
220         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
221         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
222         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
223         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
224         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
225
226         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
227         entity pl;
228         if (teamplay)
229         {
230                 FOR_EACH_PLAYER(pl)
231                         if (pl != self)
232                                 if (pl.team == self.team)
233                                         ++pcount;
234                 if (sdelay_small_count == 0)
235                         sdelay_small_count = 1;
236                 if (sdelay_large_count == 0)
237                         sdelay_large_count = 1;
238         }
239         else
240         {
241                 FOR_EACH_PLAYER(pl)
242                         if (pl != self)
243                                 ++pcount;
244                 if (sdelay_small_count == 0)
245                 {
246                         if (g_cts)
247                         {
248                                 // Players play independently. No point in requiring enemies.
249                                 sdelay_small_count = 1;
250                         }
251                         else
252                         {
253                                 // Players play AGAINST each other. Enemies required.
254                                 sdelay_small_count = 2;
255                         }
256                 }
257                 if (sdelay_large_count == 0)
258                 {
259                         if (g_cts)
260                         {
261                                 // Players play independently. No point in requiring enemies.
262                                 sdelay_large_count = 1;
263                         }
264                         else
265                         {
266                                 // Players play AGAINST each other. Enemies required.
267                                 sdelay_large_count = 2;
268                         }
269                 }
270         }
271
272         float sdelay;
273
274         if (pcount <= sdelay_small_count)
275                 sdelay = sdelay_small;
276         else if (pcount >= sdelay_large_count)
277                 sdelay = sdelay_large;
278         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
279                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
280
281         if(waves)
282                 self.respawn_time = ceil((time + sdelay) / waves) * waves;
283         else
284                 self.respawn_time = time + sdelay;
285
286         if(sdelay < sdelay_max)
287                 self.respawn_time_max = time + sdelay_max;
288         else
289                 self.respawn_time_max = self.respawn_time;
290
291         if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
292                 self.respawn_countdown = 10; // first number to count down from is 10
293         else
294                 self.respawn_countdown = -1; // do not count down
295
296         if(autocvar_g_forced_respawn)
297                 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
298 }
299
300 void ClientKill_Now_TeamChange();
301
302 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
303 {
304         float take, save, dh, da, j;
305         vector v;
306         float valid_damage_for_weaponstats;
307         float excess;
308
309         dh = max(self.health, 0);
310         da = max(self.armorvalue, 0);
311
312         if(!DEATH_ISSPECIAL(deathtype))
313         {
314                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
315                 if(self != attacker)
316                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
317         }
318
319         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
320         {
321                 // tuba causes blood to come out of the ears
322                 vector ear1, ear2;
323                 vector d;
324                 float f;
325                 ear1 = self.origin;
326                 ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
327                 ear2 = ear1;
328                 makevectors(self.angles);
329                 ear1 += v_right * -10;
330                 ear2 += v_right * +10;
331                 d = inflictor.origin - self.origin;
332                 if (d)
333                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
334                 else
335                         f = 0;  // Assum ecenter.
336                 force = v_right * vlen(force);
337                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
338                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
339                 if(f > 0)
340                 {
341                         hitloc = ear1;
342                         force = force * -1;
343                 }
344                 else
345                 {
346                         hitloc = ear2;
347                         // force is already good
348                 }
349         }
350         else
351                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
352
353
354         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
355         take = v.x;
356         save = v.y;
357
358         if(attacker == self)
359         {
360                 // don't reset pushltime for self damage as it may be an attempt to
361                 // escape a lava pit or similar
362                 //self.pushltime = 0;
363                 self.istypefrag = 0;
364         }
365         else if(IS_PLAYER(attacker))
366         {
367                 self.pusher = attacker;
368                 self.pushltime = time + autocvar_g_maxpushtime;
369                 self.istypefrag = self.BUTTON_CHAT;
370         }
371         else if(time < self.pushltime)
372         {
373                 attacker = self.pusher;
374                 self.pushltime = max(self.pushltime, time + 0.6);
375         }
376         else
377         {
378                 self.pushltime = 0;
379                 self.istypefrag = 0;
380         }
381
382         frag_inflictor = inflictor;
383         frag_attacker = attacker;
384         frag_target = self;
385         frag_damage = damage;
386         damage_take = take;
387         damage_save = save;
388         damage_force = force;
389         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
390         take = bound(0, damage_take, self.health);
391         save = bound(0, damage_save, self.armorvalue);
392         excess = max(0, damage - take - save);
393
394         if(sound_allowed(MSG_BROADCAST, attacker))
395         {
396                 if (save > 10)
397                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
398                 else if (take > 30)
399                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
400                 else if (take > 10)
401                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
402         }
403
404         if (take > 50)
405                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
406         if (take > 100)
407                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
408
409         if (time >= self.spawnshieldtime)
410         {
411                 if (!(self.flags & FL_GODMODE))
412                 {
413                         self.armorvalue = self.armorvalue - save;
414                         self.health = self.health - take;
415                         // pause regeneration for 5 seconds
416                         if(take)
417                                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
418
419                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
420                         {
421                                 self.pain_finished = time + 0.5;        //Supajoe
422
423                                 if(autocvar_sv_gentle < 1) {
424                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
425                                         {
426                                                 if (!self.animstate_override)
427                                                 {
428                                                         if (random() > 0.5)
429                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, true);
430                                                         else
431                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, true);
432                                                 }
433                                         }
434
435                                         if(sound_allowed(MSG_BROADCAST, attacker))
436                                         if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
437                                         if(self.health > 1)
438                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
439                                         {
440                                                 if(deathtype == DEATH_FALL)
441                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
442                                                 else if(self.health > 75) // TODO make a "gentle" version?
443                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
444                                                 else if(self.health > 50)
445                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
446                                                 else if(self.health > 25)
447                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
448                                                 else
449                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
450                                         }
451                                 }
452                         }
453
454                         // throw off bot aim temporarily
455                         float shake;
456                         if(IS_BOT_CLIENT(self) && self.health >= 1)
457                         {
458                                 shake = damage * 5 / (bound(0,skill,100) + 1);
459                                 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
460                                 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
461                                 self.v_angle_x = bound(-90, self.v_angle.x, 90);
462                         }
463                 }
464                 else
465                         self.max_armorvalue += (save + take);
466         }
467         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
468         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
469         self.dmg_inflictor = inflictor;
470
471         float abot, vbot, awep;
472         abot = (IS_BOT_CLIENT(attacker));
473         vbot = (IS_BOT_CLIENT(self));
474
475         valid_damage_for_weaponstats = 0;
476         awep = 0;
477
478         if(vbot || IS_REAL_CLIENT(self))
479         if(abot || IS_REAL_CLIENT(attacker))
480         if(attacker && self != attacker)
481         if(DIFF_TEAM(self, attacker))
482         {
483                 if(DEATH_ISSPECIAL(deathtype))
484                         awep = attacker.weapon;
485                 else
486                         awep = DEATH_WEAPONOF(deathtype);
487                 valid_damage_for_weaponstats = 1;
488         }
489
490         if(valid_damage_for_weaponstats)
491         {
492                 dh = dh - max(self.health, 0);
493                 da = da - max(self.armorvalue, 0);
494                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
495         }
496
497         if (self.health < 1)
498         {
499                 float defer_ClientKill_Now_TeamChange;
500                 defer_ClientKill_Now_TeamChange = false;
501
502                 if(self.alivetime)
503                 {
504                         PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
505                         self.alivetime = 0;
506                 }
507
508                 if(valid_damage_for_weaponstats)
509                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
510
511                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
512                 if(sound_allowed(MSG_BROADCAST, attacker))
513                 {
514                         if(deathtype == DEATH_DROWN)
515                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
516                         else
517                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
518                 }
519
520                 // get rid of kill indicator
521                 if(self.killindicator)
522                 {
523                         remove(self.killindicator);
524                         self.killindicator = world;
525                         if(self.killindicator_teamchange)
526                                 defer_ClientKill_Now_TeamChange = true;
527
528                         if(self.classname == "body")
529                         if(deathtype == DEATH_KILL)
530                         {
531                                 // for the lemmings fans, a small harmless explosion
532                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
533                         }
534                 }
535
536                 // print an obituary message
537                 if(self.classname != "body")
538                         Obituary (attacker, inflictor, self, deathtype);
539
540         // increment frag counter for used weapon type
541         float w;
542         w = DEATH_WEAPONOF(deathtype);
543         if(WEP_VALID(w))
544         if(accuracy_isgooddamage(attacker, self))
545         attacker.accuracy.(accuracy_frags[w-1]) += 1;
546
547                 frag_attacker = attacker;
548                 frag_inflictor = inflictor;
549                 frag_target = self;
550                 frag_deathtype = deathtype;
551                 MUTATOR_CALLHOOK(PlayerDies);
552
553                 WEP_ACTION(self.weapon, WR_PLAYERDEATH);
554
555                 RemoveGrapplingHook(self);
556
557                 Portal_ClearAllLater(self);
558
559                 self.fixangle = true;
560
561                 if(defer_ClientKill_Now_TeamChange)
562                         ClientKill_Now_TeamChange(); // can turn player into spectator
563
564                 // player could have been miraculously resuscitated ;)
565                 // e.g. players in freezetag get frozen, they don't really die
566                 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
567                         return;
568
569                 // when we get here, player actually dies
570
571                 Unfreeze(self); // remove any icy remains
572                 self.health = 0; // Unfreeze resets health, so we need to set it back
573
574                 // clear waypoints
575                 WaypointSprite_PlayerDead();
576                 // throw a weapon
577                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
578
579                 // become fully visible
580                 self.alpha = default_player_alpha;
581                 // make the corpse upright (not tilted)
582                 self.angles_x = 0;
583                 self.angles_z = 0;
584                 // don't spin
585                 self.avelocity = '0 0 0';
586                 // view from the floor
587                 self.view_ofs = '0 0 -8';
588                 // toss the corpse
589                 self.movetype = MOVETYPE_TOSS;
590                 // shootable corpse
591                 self.solid = SOLID_CORPSE;
592                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
593                 // don't stick to the floor
594                 self.flags &= ~FL_ONGROUND;
595                 // dying animation
596                 self.deadflag = DEAD_DYING;
597
598                 // when to allow respawn
599                 calculate_player_respawn_time();
600
601                 self.death_time = time;
602                 if (random() < 0.5)
603                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
604                 else
605                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
606                 if (self.maxs.z > 5)
607                 {
608                         self.maxs_z = 5;
609                         setsize(self, self.mins, self.maxs);
610                 }
611                 // set damage function to corpse damage
612                 self.event_damage = PlayerCorpseDamage;
613                 // call the corpse damage function just in case it wants to gib
614                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
615
616                 // set up to fade out later
617                 SUB_SetFade (self, time + 6 + random (), 1);
618                 // reset body think wrapper broken by SUB_SetFade
619                 if(self.classname == "body" && self.think != CopyBody_Think) {
620                         self.CopyBody_think = self.think;
621                         self.CopyBody_nextthink = self.nextthink;
622                         self.think = CopyBody_Think;
623                         self.nextthink = time;
624                 }
625
626                 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
627                         // remove corpse
628                         // clones don't run any animation code any more, so we must gib them when they die :(
629                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
630                 }
631
632                 // reset fields the weapons may use just in case
633                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
634                 {
635                         WEP_ACTION(j, WR_RESETPLAYER);
636                         ATTACK_FINISHED_FOR(self, j) = 0;
637                 }
638         }
639 }
640
641 .float muted; // to be used by prvm_edictset server playernumber muted 1
642 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
643 // message "": do not say, just test flood control
644 // return value:
645 //   1 = accept
646 //   0 = reject
647 //  -1 = fake accept
648 {
649         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
650         float flood;
651         var .float flood_field;
652         entity head;
653         float ret;
654         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
655
656         if(!teamsay && !privatesay)
657                 if(substring(msgin, 0, 1) == " ")
658                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
659
660         msgin = formatmessage(msgin);
661
662         if (!IS_PLAYER(source))
663                 colorstr = "^0"; // black for spectators
664         else if(teamplay)
665                 colorstr = Team_ColorCode(source.team);
666         else
667         {
668                 colorstr = "";
669                 teamsay = false;
670         }
671
672         if(intermission_running)
673                 teamsay = false;
674
675         if(msgin != "")
676                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
677
678         /*
679          * using bprint solves this... me stupid
680         // how can we prevent the message from appearing in a listen server?
681         // for now, just give "say" back and only handle say_team
682         if(!teamsay)
683         {
684                 clientcommand(self, strcat("say ", msgin));
685                 return;
686         }
687         */
688
689         if(autocvar_g_chat_teamcolors)
690                 namestr = playername(source);
691         else
692                 namestr = source.netname;
693
694         if(strdecolorize(namestr) == namestr)
695                 colorprefix = "^3";
696         else
697                 colorprefix = "^7";
698
699         if(msgin != "")
700         {
701                 if(privatesay)
702                 {
703                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
704                         privatemsgprefixlen = strlen(msgstr);
705                         msgstr = strcat(msgstr, msgin);
706                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
707                         if(autocvar_g_chat_teamcolors)
708                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
709                         else
710                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
711                 }
712                 else if(teamsay)
713                 {
714                         msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
715                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
716                 }
717                 else
718                 {
719                         msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
720                         cmsgstr = "";
721                 }
722                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
723         }
724         else
725         {
726                 msgstr = cmsgstr = "";
727         }
728
729         fullmsgstr = msgstr;
730         fullcmsgstr = cmsgstr;
731
732         // FLOOD CONTROL
733         flood = 0;
734         flood_field = floodcontrol_chat;
735         if(floodcontrol)
736         {
737                 float flood_spl;
738                 float flood_burst;
739                 float flood_lmax;
740                 float lines;
741                 if(privatesay)
742                 {
743                         flood_spl = autocvar_g_chat_flood_spl_tell;
744                         flood_burst = autocvar_g_chat_flood_burst_tell;
745                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
746                         flood_field = floodcontrol_chattell;
747                 }
748                 else if(teamsay)
749                 {
750                         flood_spl = autocvar_g_chat_flood_spl_team;
751                         flood_burst = autocvar_g_chat_flood_burst_team;
752                         flood_lmax = autocvar_g_chat_flood_lmax_team;
753                         flood_field = floodcontrol_chatteam;
754                 }
755                 else
756                 {
757                         flood_spl = autocvar_g_chat_flood_spl;
758                         flood_burst = autocvar_g_chat_flood_burst;
759                         flood_lmax = autocvar_g_chat_flood_lmax;
760                         flood_field = floodcontrol_chat;
761                 }
762                 flood_burst = max(0, flood_burst - 1);
763                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
764
765                 // do flood control for the default line size
766                 if(msgstr != "")
767                 {
768                         getWrappedLine_remaining = msgstr;
769                         msgstr = "";
770                         lines = 0;
771                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
772                         {
773                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
774                                 ++lines;
775                         }
776                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
777
778                         if(getWrappedLine_remaining != "")
779                         {
780                                 msgstr = strcat(msgstr, "\n");
781                                 flood = 2;
782                         }
783
784                         if(time >= source.flood_field)
785                         {
786                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
787                         }
788                         else
789                         {
790                                 flood = 1;
791                                 msgstr = fullmsgstr;
792                         }
793                 }
794                 else
795                 {
796                         if(time >= source.flood_field)
797                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
798                         else
799                                 flood = 1;
800                 }
801
802                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
803                         source.flood_field = flood = 0;
804         }
805
806         if(flood == 2) // cannot happen for empty msgstr
807         {
808                 if(autocvar_g_chat_flood_notify_flooder)
809                 {
810                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
811                         sourcecmsgstr = "";
812                 }
813                 else
814                 {
815                         sourcemsgstr = fullmsgstr;
816                         sourcecmsgstr = fullcmsgstr;
817                 }
818                 cmsgstr = "";
819         }
820         else
821         {
822                 sourcemsgstr = msgstr;
823                 sourcecmsgstr = cmsgstr;
824         }
825
826         if(!privatesay)
827         if (!IS_PLAYER(source))
828         {
829                 if (!intermission_running)
830                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
831                                 teamsay = -1; // spectators
832         }
833
834         if(flood)
835                 print("NOTE: ", playername(source), "^7 is flooding.\n");
836
837         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
838         if(privatesay)
839                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
840
841         if(source.muted)
842         {
843                 // always fake the message
844                 ret = -1;
845         }
846         else if(flood == 1)
847         {
848                 if(autocvar_g_chat_flood_notify_flooder)
849                 {
850                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
851                         ret = 0;
852                 }
853                 else
854                         ret = -1;
855         }
856         else
857         {
858                 ret = 1;
859         }
860
861         if(sourcemsgstr != "" && ret != 0)
862         {
863                 if(ret < 0) // faked message, because the player is muted
864                 {
865                         sprint(source, sourcemsgstr);
866                         if(sourcecmsgstr != "" && !privatesay)
867                                 centerprint(source, sourcecmsgstr);
868                 }
869                 else if(privatesay) // private message, between 2 people only
870                 {
871                         sprint(source, sourcemsgstr);
872                         sprint(privatesay, msgstr);
873                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
874                         if(cmsgstr != "")
875                                 centerprint(privatesay, cmsgstr);
876                 }
877                 else if(teamsay > 0) // team message, only sent to team mates
878                 {
879                         sprint(source, sourcemsgstr);
880                         dedicated_print(msgstr); // send to server console too
881                         if(sourcecmsgstr != "")
882                                 centerprint(source, sourcecmsgstr);
883                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
884                                 if(head != source)
885                                 {
886                                         sprint(head, msgstr);
887                                         if(cmsgstr != "")
888                                                 centerprint(head, cmsgstr);
889                                 }
890                 }
891                 else if(teamsay < 0) // spectator message, only sent to spectators
892                 {
893                         sprint(source, sourcemsgstr);
894                         dedicated_print(msgstr); // send to server console too
895                         FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
896                                 if(head != source)
897                                         sprint(head, msgstr);
898                 }
899                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
900                 {
901                         sprint(source, sourcemsgstr);
902                         dedicated_print(msgstr); // send to server console too
903                         FOR_EACH_REALCLIENT(head)
904                                 if(head != source)
905                                         sprint(head, msgstr);
906                 }
907                 else
908                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
909         }
910
911         return ret;
912 }
913
914 float GetVoiceMessageVoiceType(string type)
915 {
916         if(type == "taunt")
917                 return VOICETYPE_TAUNT;
918         if(type == "teamshoot")
919                 return VOICETYPE_LASTATTACKER;
920         return VOICETYPE_TEAMRADIO;
921 }
922
923 string allvoicesamples;
924 .string GetVoiceMessageSampleField(string type)
925 {
926         GetPlayerSoundSampleField_notFound = 0;
927         switch(type)
928         {
929 #define _VOICEMSG(m) case #m: return playersound_##m;
930                 ALLVOICEMSGS
931 #undef _VOICEMSG
932         }
933         GetPlayerSoundSampleField_notFound = 1;
934         return playersound_taunt;
935 }
936
937 .string GetPlayerSoundSampleField(string type)
938 {
939         GetPlayerSoundSampleField_notFound = 0;
940         switch(type)
941         {
942 #define _VOICEMSG(m) case #m: return playersound_##m;
943                 ALLPLAYERSOUNDS
944 #undef _VOICEMSG
945         }
946         GetPlayerSoundSampleField_notFound = 1;
947         return playersound_taunt;
948 }
949
950 void PrecacheGlobalSound(string samplestring)
951 {
952         float n, i;
953         tokenize_console(samplestring);
954         n = stof(argv(1));
955         if(n > 0)
956         {
957                 for(i = 1; i <= n; ++i)
958                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
959         }
960         else
961         {
962                 precache_sound(strcat(argv(0), ".wav"));
963         }
964 }
965
966 void PrecachePlayerSounds(string f)
967 {
968         float fh;
969         string s;
970         fh = fopen(f, FILE_READ);
971         if(fh < 0)
972                 return;
973         while((s = fgets(fh)))
974         {
975                 if(tokenize_console(s) != 3)
976                 {
977                         dprint("Invalid sound info line: ", s, "\n");
978                         continue;
979                 }
980                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
981         }
982         fclose(fh);
983
984         if (!allvoicesamples)
985         {
986 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
987                 ALLVOICEMSGS
988 #undef _VOICEMSG
989                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
990         }
991 }
992
993 void ClearPlayerSounds()
994 {
995 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
996         ALLPLAYERSOUNDS
997         ALLVOICEMSGS
998 #undef _VOICEMSG
999 }
1000
1001 float LoadPlayerSounds(string f, float first)
1002 {
1003         float fh;
1004         string s;
1005         var .string field;
1006         fh = fopen(f, FILE_READ);
1007         if(fh < 0)
1008         {
1009                 dprint("Player sound file not found: ", f, "\n");
1010                 return 0;
1011         }
1012         while((s = fgets(fh)))
1013         {
1014                 if(tokenize_console(s) != 3)
1015                         continue;
1016                 field = GetPlayerSoundSampleField(argv(0));
1017                 if(GetPlayerSoundSampleField_notFound)
1018                         field = GetVoiceMessageSampleField(argv(0));
1019                 if(GetPlayerSoundSampleField_notFound)
1020                         continue;
1021                 if(self.field)
1022                         strunzone(self.field);
1023                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1024         }
1025         fclose(fh);
1026         return 1;
1027 }
1028
1029 .float modelindex_for_playersound;
1030 .float skin_for_playersound;
1031 void UpdatePlayerSounds()
1032 {
1033         if(self.modelindex == self.modelindex_for_playersound)
1034         if(self.skin == self.skin_for_playersound)
1035                 return;
1036         self.modelindex_for_playersound = self.modelindex;
1037         self.skin_for_playersound = self.skin;
1038         ClearPlayerSounds();
1039         LoadPlayerSounds("sound/player/default.sounds", 1);
1040         if(!autocvar_g_debug_defaultsounds)
1041                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1042                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1043 }
1044
1045 void FakeGlobalSound(string sample, float chan, float voicetype)
1046 {
1047         float n;
1048         float tauntrand;
1049
1050         if(sample == "")
1051                 return;
1052
1053         tokenize_console(sample);
1054         n = stof(argv(1));
1055         if(n > 0)
1056                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1057         else
1058                 sample = strcat(argv(0), ".wav"); // randomization
1059
1060         switch(voicetype)
1061         {
1062                 case VOICETYPE_LASTATTACKER_ONLY:
1063                         break;
1064                 case VOICETYPE_LASTATTACKER:
1065                         if(self.pusher)
1066                         {
1067                                 msg_entity = self;
1068                                 if(IS_REAL_CLIENT(msg_entity))
1069                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1070                         }
1071                         break;
1072                 case VOICETYPE_TEAMRADIO:
1073                         msg_entity = self;
1074                         if(msg_entity.cvar_cl_voice_directional == 1)
1075                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1076                         else
1077                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1078                         break;
1079                 case VOICETYPE_AUTOTAUNT:
1080                         if(!sv_autotaunt)
1081                                 break;
1082                         if(!sv_taunt)
1083                                 break;
1084                         if(autocvar_sv_gentle)
1085                                 break;
1086                         tauntrand = random();
1087                         msg_entity = self;
1088                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1089                         {
1090                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1091                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1092                                 else
1093                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1094                         }
1095                         break;
1096                 case VOICETYPE_TAUNT:
1097                         if(IS_PLAYER(self))
1098                                 if(self.deadflag == DEAD_NO)
1099                                         animdecide_setaction(self, ANIMACTION_TAUNT, true);
1100                         if(!sv_taunt)
1101                                 break;
1102                         if(autocvar_sv_gentle)
1103                                 break;
1104                         msg_entity = self;
1105                         if (msg_entity.cvar_cl_voice_directional >= 1)
1106                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1107                         else
1108                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1109                         break;
1110                 case VOICETYPE_PLAYERSOUND:
1111                         msg_entity = self;
1112                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1113                         break;
1114                 default:
1115                         backtrace("Invalid voice type!");
1116                         break;
1117         }
1118 }
1119
1120 void GlobalSound(string sample, float chan, float voicetype)
1121 {
1122         float n;
1123         float tauntrand;
1124
1125         if(sample == "")
1126                 return;
1127
1128         tokenize_console(sample);
1129         n = stof(argv(1));
1130         if(n > 0)
1131                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1132         else
1133                 sample = strcat(argv(0), ".wav"); // randomization
1134
1135         switch(voicetype)
1136         {
1137                 case VOICETYPE_LASTATTACKER_ONLY:
1138                         if(self.pusher)
1139                         {
1140                                 msg_entity = self.pusher;
1141                                 if(IS_REAL_CLIENT(msg_entity))
1142                                 {
1143                                         if(msg_entity.cvar_cl_voice_directional == 1)
1144                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1145                                         else
1146                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1147                                 }
1148                         }
1149                         break;
1150                 case VOICETYPE_LASTATTACKER:
1151                         if(self.pusher)
1152                         {
1153                                 msg_entity = self.pusher;
1154                                 if(IS_REAL_CLIENT(msg_entity))
1155                                 {
1156                                         if(msg_entity.cvar_cl_voice_directional == 1)
1157                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1158                                         else
1159                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1160                                 }
1161                                 msg_entity = self;
1162                                 if(IS_REAL_CLIENT(msg_entity))
1163                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1164                         }
1165                         break;
1166                 case VOICETYPE_TEAMRADIO:
1167                         FOR_EACH_REALCLIENT(msg_entity)
1168                                 if(!teamplay || msg_entity.team == self.team)
1169                                 {
1170                                         if(msg_entity.cvar_cl_voice_directional == 1)
1171                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1172                                         else
1173                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1174                                 }
1175                         break;
1176                 case VOICETYPE_AUTOTAUNT:
1177                         if(!sv_autotaunt)
1178                                 break;
1179                         if(!sv_taunt)
1180                                 break;
1181                         if(autocvar_sv_gentle)
1182                                 break;
1183                         tauntrand = random();
1184                         FOR_EACH_REALCLIENT(msg_entity)
1185                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1186                                 {
1187                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1188                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1189                                         else
1190                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1191                                 }
1192                         break;
1193                 case VOICETYPE_TAUNT:
1194                         if(IS_PLAYER(self))
1195                                 if(self.deadflag == DEAD_NO)
1196                                         animdecide_setaction(self, ANIMACTION_TAUNT, true);
1197                         if(!sv_taunt)
1198                                 break;
1199                         if(autocvar_sv_gentle)
1200                                 break;
1201                         FOR_EACH_REALCLIENT(msg_entity)
1202                         {
1203                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1204                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1205                                 else
1206                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1207                         }
1208                         break;
1209                 case VOICETYPE_PLAYERSOUND:
1210                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1211                         break;
1212                 default:
1213                         backtrace("Invalid voice type!");
1214                         break;
1215         }
1216 }
1217
1218 void PlayerSound(.string samplefield, float chan, float voicetype)
1219 {
1220         GlobalSound(self.samplefield, chan, voicetype);
1221 }
1222
1223 void VoiceMessage(string type, string msg)
1224 {
1225         var .string sample;
1226         float voicetype, ownteam;
1227         float flood;
1228         sample = GetVoiceMessageSampleField(type);
1229
1230         if(GetPlayerSoundSampleField_notFound)
1231         {
1232                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1233                 return;
1234         }
1235
1236         voicetype = GetVoiceMessageVoiceType(type);
1237         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1238
1239         flood = Say(self, ownteam, world, msg, 1);
1240
1241         if(IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
1242                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1243         else if (flood > 0)
1244                 GlobalSound(self.sample, CH_VOICE, voicetype);
1245 }
1246
1247 void MoveToTeam(entity client, float team_colour, float type)
1248 {
1249         float lockteams_backup;
1250
1251         lockteams_backup = lockteams;  // backup any team lock
1252
1253         lockteams = 0;  // disable locked teams
1254
1255         TeamchangeFrags(client);  // move the players frags
1256         SetPlayerColors(client, team_colour - 1);  // set the players colour
1257         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1258
1259         lockteams = lockteams_backup;  // restore the team lock
1260
1261         LogTeamchange(client.playerid, client.team, type);
1262 }