9182452e939d205b91051fc92ee9b6c3b84a99be
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #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))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // url_fopen returned, we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
29                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
30                         n = tokenizebyseparator(cvar_purechanges, "\n");
31                         for(i = 0; i < n; ++i)
32                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
33                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
34                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
35                                 {
36                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
37                                         v = stov(bufstr_get(weaponstats_buffer, idx));
38                                         if(v != '0 0 0')
39                                         {
40                                                 //vector is: kills hits damage
41                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
42                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
43                                         }
44                                 }
45                         url_fputs(fh, "#end\n\n");
46                         url_fclose(fh, WeaponStats_ready, world);
47                         buf_del(weaponstats_buffer);
48                         weaponstats_buffer = -1;
49                         break;
50                 case URL_READY_CANREAD:
51                         // url_fclose is processing, we got a response for writing the data
52                         // this must come from HTTP
53                         print("Got response from weapon stats server:\n");
54                         while((s = url_fgets(fh)))
55                                 print("  ", s, "\n");
56                         print("End of response.\n");
57                         url_fclose(fh, WeaponStats_ready, world);
58                         break;
59                 case URL_READY_CLOSED:
60                         // url_fclose has finished
61                         print("Weapon stats written\n");
62                         break;
63                 case URL_READY_ERROR:
64                 default:
65                         print("Weapon stats writing failed: ", ftos(status), "\n");
66                         break;
67         }
68 }
69
70 void WeaponStats_Shutdown()
71 {
72         if(weaponstats_buffer < 0)
73                 return;
74         if(autocvar_sv_weaponstats_file != "")
75         {
76                 url_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
77         }
78         else
79         {
80                 buf_del(weaponstats_buffer);
81                 weaponstats_buffer = -1;
82         }
83 }
84
85 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
86 {
87         float idx;
88         if(weaponstats_buffer < 0)
89                 return;
90         if(awep < WEP_FIRST || vwep < WEP_FIRST)
91                 return;
92         if(awep > WEP_LAST || vwep > WEP_LAST)
93                 return;
94         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
95         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
96 }
97 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
98 {
99         if(damage < 0)
100                 error("negative damage?");
101         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
102 }
103 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
104 {
105         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
106 }
107
108 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
109 // merged player_run and player_stand to player_anim
110 // added death animations to player_anim
111 // can now spawn thrown weapons from anywhere, not just from players
112 // thrown weapons now fade out after 20 seconds
113 // created PlayerGib function
114 // PlayerDie no longer uses hitloc or damage
115 // PlayerDie now supports dying animations as well as gibbing
116 // cleaned up PlayerDie a lot
117 // added CopyBody
118
119 .entity pusher;
120 .float pushltime;
121
122 void CopyBody(float keepvelocity)
123 {
124         local entity oldself;
125         if (self.effects & EF_NODRAW)
126                 return;
127         oldself = self;
128         self = spawn();
129         self.enemy = oldself;
130         self.lip = oldself.lip;
131         self.colormap = oldself.colormap;
132         self.glowmod = oldself.glowmod;
133         self.iscreature = oldself.iscreature;
134         self.angles = oldself.angles;
135         self.avelocity = oldself.avelocity;
136         self.classname = "body";
137         self.damageforcescale = oldself.damageforcescale;
138         self.effects = oldself.effects;
139         self.event_damage = oldself.event_damage;
140         self.animstate_startframe = oldself.animstate_startframe;
141         self.animstate_numframes = oldself.animstate_numframes;
142         self.animstate_framerate = oldself.animstate_framerate;
143         self.animstate_starttime = oldself.animstate_starttime;
144         self.animstate_endtime = oldself.animstate_endtime;
145         self.animstate_override = oldself.animstate_override;
146         self.animstate_looping = oldself.animstate_looping;
147         self.frame = oldself.frame;
148         self.dead_frame = oldself.dead_frame;
149         self.pain_finished = oldself.pain_finished;
150         self.health = oldself.health;
151         self.armorvalue = oldself.armorvalue;
152         self.armortype = oldself.armortype;
153         self.model = oldself.model;
154         self.modelindex = oldself.modelindex;
155         self.modelindex_lod0 = oldself.modelindex_lod0;
156         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
157         self.modelindex_lod1 = oldself.modelindex_lod1;
158         self.modelindex_lod2 = oldself.modelindex_lod2;
159         self.skinindex = oldself.skinindex;
160         self.species = oldself.species;
161         self.movetype = oldself.movetype;
162         self.nextthink = oldself.nextthink;
163         self.solid = oldself.solid;
164         self.ballistics_density = oldself.ballistics_density;
165         self.takedamage = oldself.takedamage;
166         self.think = oldself.think;
167         self.customizeentityforclient = oldself.customizeentityforclient;
168         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
169         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
170         if (keepvelocity == 1)
171                 self.velocity = oldself.velocity;
172         self.oldvelocity = self.velocity;
173         self.fade_time = oldself.fade_time;
174         self.fade_rate = oldself.fade_rate;
175         //self.weapon = oldself.weapon;
176         setorigin(self, oldself.origin);
177         setsize(self, oldself.mins, oldself.maxs);
178         self.prevorigin = oldself.origin;
179         self.reset = SUB_Remove;
180
181         Drag_MoveDrag(oldself, self);
182
183         self.owner = oldself;
184         self = oldself;
185 }
186
187 float player_getspecies()
188 {
189         float s;
190         get_model_parameters(self.model, self.skinindex);
191         s = get_model_parameters_species;
192         get_model_parameters(string_null, 0);
193         if(s < 0)
194                 return SPECIES_HUMAN;
195         return s;
196 }
197
198 void player_setupanimsformodel()
199 {
200         local string animfilename;
201         local float animfile;
202         // defaults for legacy .zym models without animinfo files
203         self.anim_die1 = '0 1 0.5'; // 2 seconds
204         self.anim_die2 = '1 1 0.5'; // 2 seconds
205         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
206         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
207         self.anim_duckwalk = '4 1 1';
208         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
209         self.anim_duckidle = '6 1 1';
210         self.anim_idle = '7 1 1';
211         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
212         self.anim_pain1 = '9 1 2'; // 0.5 seconds
213         self.anim_pain2 = '10 1 2'; // 0.5 seconds
214         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
215         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
216         self.anim_run = '13 1 1';
217         self.anim_runbackwards = '14 1 1';
218         self.anim_strafeleft = '15 1 1';
219         self.anim_straferight = '16 1 1';
220         self.anim_dead1 = '17 1 1';
221         self.anim_dead2 = '18 1 1';
222         self.anim_forwardright = '19 1 1';
223         self.anim_forwardleft = '20 1 1';
224         self.anim_backright = '21 1 1';
225         self.anim_backleft  = '22 1 1';
226         self.anim_melee = '23 1 1';
227         animparseerror = FALSE;
228         animfilename = strcat(self.model, ".animinfo");
229         animfile = fopen(animfilename, FILE_READ);
230         if (animfile >= 0)
231         {
232                 self.anim_die1         = animparseline(animfile);
233                 self.anim_die2         = animparseline(animfile);
234                 self.anim_draw         = animparseline(animfile);
235                 self.anim_duck         = animparseline(animfile);
236                 self.anim_duckwalk     = animparseline(animfile);
237                 self.anim_duckjump     = animparseline(animfile);
238                 self.anim_duckidle     = animparseline(animfile);
239                 self.anim_idle         = animparseline(animfile);
240                 self.anim_jump         = animparseline(animfile);
241                 self.anim_pain1        = animparseline(animfile);
242                 self.anim_pain2        = animparseline(animfile);
243                 self.anim_shoot        = animparseline(animfile);
244                 self.anim_taunt        = animparseline(animfile);
245                 self.anim_run          = animparseline(animfile);
246                 self.anim_runbackwards = animparseline(animfile);
247                 self.anim_strafeleft   = animparseline(animfile);
248                 self.anim_straferight  = animparseline(animfile);
249                 self.anim_forwardright = animparseline(animfile);
250                 self.anim_forwardleft  = animparseline(animfile);
251                 self.anim_backright    = animparseline(animfile);
252                 self.anim_backleft     = animparseline(animfile);
253                 self.anim_melee        = animparseline(animfile);
254                 fclose(animfile);
255
256                 // derived anims
257                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
258                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
259
260                 if (animparseerror)
261                         print("Parse error in ", animfilename, ", some player animations are broken\n");
262         }
263         else
264                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
265         // reset animstate now
266         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
267 };
268
269 void player_anim (void)
270 {
271         updateanim(self);
272         if (self.weaponentity)
273                 updateanim(self.weaponentity);
274
275         if (self.deadflag != DEAD_NO)
276         {
277                 if (time > self.animstate_endtime)
278                 {
279                         if (self.maxs_z > 5)
280                         {
281                                 self.maxs_z = 5;
282                                 setsize(self, self.mins, self.maxs);
283                         }
284                         self.frame = self.dead_frame;
285                 }
286                 return;
287         }
288
289         if (!self.animstate_override)
290         {
291                 if (!(self.flags & FL_ONGROUND))
292                 {
293                         if (self.crouch)
294                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
295                         else
296                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
297                         self.restart_jump = FALSE;
298                 }
299                 else if (self.crouch)
300                 {
301                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
302                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
303                         else
304                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
305                 }
306                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
307                 {
308                         if (self.movement_x > 0 && self.movement_y == 0)
309                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
310                         else if (self.movement_x < 0 && self.movement_y == 0)
311                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
312                         else if (self.movement_x == 0 && self.movement_y > 0)
313                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
314                         else if (self.movement_x == 0 && self.movement_y < 0)
315                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
316                         else if (self.movement_x > 0 && self.movement_y > 0)
317                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
318                         else if (self.movement_x > 0 && self.movement_y < 0)
319                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
320                         else if (self.movement_x < 0 && self.movement_y > 0)
321                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
322                         else if (self.movement_x < 0 && self.movement_y < 0)
323                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
324                         else
325                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
326                 }
327                 else
328                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
329         }
330
331         if (self.weaponentity)
332         if (!self.weaponentity.animstate_override)
333                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
334 }
335
336 void SpawnThrownWeapon (vector org, float w)
337 {
338         if(g_minstagib)
339         if(self.ammo_cells <= 0)
340                 return;
341
342         if(g_pinata)
343         {
344                 float j;
345                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
346                 {
347                         if(self.weapons & W_WeaponBit(j))
348                                 if(W_IsWeaponThrowable(j))
349                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
350                 }
351         }
352         else
353         {
354                 if(W_IsWeaponThrowable(self.weapon))
355                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
356         }
357 }
358
359 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
360 {
361         local float take, save;
362         vector v;
363         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
364
365         // damage resistance (ignore most of the damage from a bullet or similar)
366         damage = max(damage - 5, 1);
367
368         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
369         take = v_x;
370         save = v_y;
371
372         if(sound_allowed(MSG_BROADCAST, attacker))
373         {
374                 if (save > 10)
375                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
376                 else if (take > 30)
377                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
378                 else if (take > 10)
379                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
380         }
381
382         if (take > 50)
383                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
384         if (take > 100)
385                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
386
387         if (!(self.flags & FL_GODMODE))
388         {
389                 self.armorvalue = self.armorvalue - save;
390                 self.health = self.health - take;
391                 // pause regeneration for 5 seconds
392                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
393         }
394         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
395         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
396         self.dmg_inflictor = inflictor;
397
398         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
399         {
400                 // don't use any animations as a gib
401                 self.frame = 0;
402                 self.dead_frame = 0;
403                 // view just above the floor
404                 self.view_ofs = '0 0 4';
405
406                 Violence_GibSplash(self, 1, 1, attacker);
407                 self.modelindex = 0; // restore later
408                 self.solid = SOLID_NOT; // restore later
409                 self.takedamage = DAMAGE_NO; // restore later
410         }
411 }
412
413 void ClientKill_Now_TeamChange();
414 void freezetag_CheckWinner();
415
416 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
417 {
418         local float take, save, waves, sdelay, dh, da, j;
419         vector v;
420         float valid_damage_for_weaponstats;
421         float excess;
422
423         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
424                 return;
425
426         dh = max(self.health, 0);
427         da = max(self.armorvalue, 0);
428
429         if(!DEATH_ISSPECIAL(deathtype))
430         {
431                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
432                 if(self != attacker)
433                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
434         }
435
436         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
437         {
438                 // tuba causes blood to come out of the ears
439                 vector ear1, ear2;
440                 vector d;
441                 float f;
442                 ear1 = self.origin;
443                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
444                 ear2 = ear1;
445                 makevectors(self.angles);
446                 ear1 += v_right * -10;
447                 ear2 += v_right * +10;
448                 d = inflictor.origin - self.origin;
449                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
450                 force = v_right * vlen(force);
451                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
452                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
453                 if(f > 0)
454                 {
455                         hitloc = ear1;
456                         force = force * -1;
457                 }
458                 else
459                 {
460                         hitloc = ear2;
461                         // force is already good
462                 }
463         }
464         else
465                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
466
467         if (!g_minstagib)
468         {
469                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
470                 take = v_x;
471                 save = v_y;
472         }
473         else
474         {
475                 save = 0;
476                 take = damage;
477         }
478
479         frag_inflictor = inflictor;
480         frag_attacker = attacker;
481         frag_target = self;
482         damage_take = take;
483         damage_save = save;
484         damage_force = force;
485         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
486         take = bound(0, damage_take, self.health);
487         save = bound(0, damage_save, self.armorvalue);
488         excess = max(0, damage - take - save);
489
490         if(sound_allowed(MSG_BROADCAST, attacker))
491         {
492                 if (save > 10)
493                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
494                 else if (take > 30)
495                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
496                 else if (take > 10)
497                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
498         }
499
500         if (take > 50)
501                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
502         if (take > 100)
503                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
504
505         if (time >= self.spawnshieldtime)
506         {
507                 if (!(self.flags & FL_GODMODE))
508                 {
509                         self.armorvalue = self.armorvalue - save;
510                         self.health = self.health - take;
511                         // pause regeneration for 5 seconds
512                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
513
514                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
515                         {
516                                 self.pain_finished = time + 0.5;        //Supajoe
517
518                                 if(sv_gentle < 1) {
519                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
520                                         {
521                                                 if (random() > 0.5)
522                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
523                                                 else
524                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
525                                         }
526
527                                         if(sound_allowed(MSG_BROADCAST, attacker))
528                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
529                                         if(self.health > 1)
530                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
531                                         {
532                                                 if(deathtype == DEATH_FALL)
533                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
534                                                 else if(self.health > 75) // TODO make a "gentle" version?
535                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
536                                                 else if(self.health > 50)
537                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
538                                                 else if(self.health > 25)
539                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
540                                                 else
541                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
542                                         }
543                                 }
544
545                                 // throw off bot aim temporarily
546                                 local float shake;
547                                 shake = damage * 5 / (bound(0,skill,100) + 1);
548                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
549                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
550                         }
551                 }
552                 else
553                         self.max_armorvalue += (save + take);
554         }
555         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
556         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
557         self.dmg_inflictor = inflictor;
558
559         if(attacker == self)
560         {
561                 // don't reset pushltime for self damage as it may be an attempt to
562                 // escape a lava pit or similar
563                 //self.pushltime = 0;
564         }
565         else if(attacker.classname == "player")
566         {
567                 self.pusher = attacker;
568                 self.pushltime = time + autocvar_g_maxpushtime;
569         }
570         else if(time < self.pushltime)
571         {
572                 attacker = self.pusher;
573                 self.pushltime = max(self.pushltime, time + 0.6);
574         }
575         else
576                 self.pushltime = 0;
577
578         float abot, vbot, awep;
579         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
580         vbot = (clienttype(self) == CLIENTTYPE_BOT);
581
582         valid_damage_for_weaponstats = 0;
583         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
584         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
585         if(attacker && self != attacker)
586         if(IsDifferentTeam(self, attacker))
587         {
588                 if(DEATH_ISSPECIAL(deathtype))
589                         awep = attacker.weapon;
590                 else
591                         awep = DEATH_WEAPONOF(deathtype);
592                 valid_damage_for_weaponstats = 1;
593         }
594
595         if(valid_damage_for_weaponstats)
596         {
597                 dh = dh - max(self.health, 0);
598                 da = da - max(self.armorvalue, 0);
599                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
600         }
601
602         if (self.health < 1)
603         {
604                 float defer_ClientKill_Now_TeamChange;
605                 defer_ClientKill_Now_TeamChange = FALSE;
606
607                 if(self.alivetime)
608                 {
609                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
610                         self.alivetime = 0;
611                 }
612
613                 if(valid_damage_for_weaponstats)
614                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
615
616                 if(sv_gentle < 1) // TODO make a "gentle" version?
617                 if(sound_allowed(MSG_BROADCAST, attacker))
618                 {
619                         if(deathtype == DEATH_DROWN)
620                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
621                         else
622                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
623                 }
624
625                 // get rid of kill indicator
626                 if(self.killindicator)
627                 {
628                         remove(self.killindicator);
629                         self.killindicator = world;
630                         if(self.killindicator_teamchange)
631                                 defer_ClientKill_Now_TeamChange = TRUE;
632
633                         if(self.classname == "body")
634                         if(deathtype == DEATH_KILL)
635                         {
636                                 // for the lemmings fans, a small harmless explosion
637                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
638                         }
639                 }
640
641                 if(!g_freezetag)
642                 {
643                         // become fully visible
644                         self.alpha = 1;
645                         // throw a weapon
646                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
647                 }
648
649                 // print an obituary message
650                 Obituary (attacker, inflictor, self, deathtype);
651                 race_PreDie();
652                 DropAllRunes(self);
653
654         // increment frag counter for used weapon type
655         float w;
656         w = DEATH_WEAPONOF(deathtype);
657         if(WEP_VALID(w))
658         if(self.classname == "player")
659         if(self != attacker)
660         attacker.accuracy.(accuracy_frags[w-1]) += 1;
661
662                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
663                 {
664                         PutClientInServer();
665                         count_alive_players(); // re-count players
666                         freezetag_CheckWinner();
667                         return;
668                 }
669
670                 frag_attacker = attacker;
671                 frag_inflictor = inflictor;
672                 frag_target = self;
673                 MUTATOR_CALLHOOK(PlayerDies);
674                 weapon_action(self.weapon, WR_PLAYERDEATH);
675
676                 if(self.flagcarried)
677                 {
678                         if(attacker.classname != "player")
679                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
680                         else if(attacker.team == self.team)
681                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
682                         else
683                                 DropFlag(self.flagcarried, world, attacker);
684                 }
685                 if(self.ballcarried && g_nexball)
686                         DropBall(self.ballcarried, self.origin, self.velocity);
687                 Portal_ClearAllLater(self);
688
689                 if(clienttype(self) == CLIENTTYPE_REAL)
690                 {
691                         stuffcmd(self, "-zoom\n");
692                         self.fixangle = TRUE;
693                         //msg_entity = self;
694                         //WriteByte (MSG_ONE, SVC_SETANGLE);
695                         //WriteAngle (MSG_ONE, self.v_angle_x);
696                         //WriteAngle (MSG_ONE, self.v_angle_y);
697                         //WriteAngle (MSG_ONE, 80);
698                 }
699
700                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
701                         ClientKill_Now_TeamChange();
702
703                 if(g_arena)
704                         Spawnqueue_Unmark(self);
705
706                 if(g_freezetag)
707                         return;
708
709                 // when we get here, player actually dies
710                 // clear waypoints (do this AFTER FreezeTag)
711                 WaypointSprite_PlayerDead();
712
713                 // make the corpse upright (not tilted)
714                 self.angles_x = 0;
715                 self.angles_z = 0;
716                 // don't spin
717                 self.avelocity = '0 0 0';
718                 // view from the floor
719                 self.view_ofs = '0 0 -8';
720                 // toss the corpse
721                 self.movetype = MOVETYPE_TOSS;
722                 // shootable corpse
723                 self.solid = SOLID_CORPSE;
724                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
725                 // don't stick to the floor
726                 self.flags &~= FL_ONGROUND;
727                 // dying animation
728                 self.deadflag = DEAD_DYING;
729                 // when to allow respawn
730                 sdelay = 0;
731                 waves = 0;
732                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
733                 if(!sdelay)
734                 {
735                         if(g_cts)
736                                 sdelay = 0; // no respawn delay in CTS
737                         else
738                                 sdelay = autocvar_g_respawn_delay;
739                 }
740                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
741                 if(!waves)
742                         waves = autocvar_g_respawn_waves;
743                 if(waves)
744                         self.death_time = ceil((time + sdelay) / waves) * waves;
745                 else
746                         self.death_time = time + sdelay;
747                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
748                         self.respawn_countdown = 10; // first number to count down from is 10
749                 else
750                         self.respawn_countdown = -1; // do not count down
751                 if (random() < 0.5)
752                 {
753                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
754                         self.dead_frame = self.anim_dead1_x;
755                 }
756                 else
757                 {
758                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
759                         self.dead_frame = self.anim_dead2_x;
760                 }
761                 // set damage function to corpse damage
762                 self.event_damage = PlayerCorpseDamage;
763                 // call the corpse damage function just in case it wants to gib
764                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
765                 // set up to fade out later
766                 SUB_SetFade (self, time + 6 + random (), 1);
767
768                 if(sv_gentle > 0 || autocvar_ekg) {
769                         // remove corpse
770                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
771                 }
772
773                 // reset fields the weapons may use just in case
774                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
775                 {
776                         weapon_action(j, WR_RESETPLAYER);
777                         ATTACK_FINISHED_FOR(self, j) = 0;
778                 }
779         }
780 }
781
782 .float muted; // to be used by prvm_edictset server playernumber muted 1
783 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
784 // message "": do not say, just test flood control
785 // return value:
786 //   1 = accept
787 //   0 = reject
788 //  -1 = fake accept
789 {
790         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
791         float flood, privatemsgprefixlen;
792         var .float flood_field;
793         entity head;
794         float ret;
795
796         if(Ban_MaybeEnforceBan(source))
797                 return 0;
798
799         if(!teamsay && !privatesay)
800                 if(substring(msgin, 0, 1) == " ")
801                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
802
803         msgin = formatmessage(msgin);
804
805         if(source.classname != "player")
806                 colorstr = "^0"; // black for spectators
807         else if(teamplay)
808                 colorstr = Team_ColorCode(source.team);
809         else
810                 teamsay = FALSE;
811
812         if(intermission_running)
813                 teamsay = FALSE;
814
815         if(msgin != "")
816                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
817
818         /*
819          * using bprint solves this... me stupid
820         // how can we prevent the message from appearing in a listen server?
821         // for now, just give "say" back and only handle say_team
822         if(!teamsay)
823         {
824                 clientcommand(self, strcat("say ", msgin));
825                 return;
826         }
827         */
828
829         if(autocvar_g_chat_teamcolors)
830                 namestr = playername(source);
831         else
832                 namestr = source.netname;
833
834         if(msgin != "")
835         {
836                 if(privatesay)
837                 {
838                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
839                         privatemsgprefixlen = strlen(msgstr);
840                         msgstr = strcat(msgstr, msgin);
841                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
842                         if(autocvar_g_chat_teamcolors)
843                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
844                         else
845                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
846                 }
847                 else if(teamsay)
848                 {
849                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
850                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
851                 }
852                 else
853                 {
854                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
855                         cmsgstr = "";
856                 }
857                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
858         }
859         else
860         {
861                 msgstr = cmsgstr = "";
862         }
863
864         fullmsgstr = msgstr;
865         fullcmsgstr = cmsgstr;
866
867         // FLOOD CONTROL
868         flood = 0;
869         if(floodcontrol)
870         {
871                 float flood_spl;
872                 float flood_burst;
873                 float flood_lmax;
874                 float lines;
875                 if(privatesay)
876                 {
877                         flood_spl = autocvar_g_chat_flood_spl_tell;
878                         flood_burst = autocvar_g_chat_flood_burst_tell;
879                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
880                         flood_field = floodcontrol_chattell;
881                 }
882                 else if(teamsay)
883                 {
884                         flood_spl = autocvar_g_chat_flood_spl_team;
885                         flood_burst = autocvar_g_chat_flood_burst_team;
886                         flood_lmax = autocvar_g_chat_flood_lmax_team;
887                         flood_field = floodcontrol_chatteam;
888                 }
889                 else
890                 {
891                         flood_spl = autocvar_g_chat_flood_spl;
892                         flood_burst = autocvar_g_chat_flood_burst;
893                         flood_lmax = autocvar_g_chat_flood_lmax;
894                         flood_field = floodcontrol_chat;
895                 }
896                 flood_burst = max(0, flood_burst - 1);
897                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
898
899                 // do flood control for the default line size
900                 if(msgstr != "")
901                 {
902                         getWrappedLine_remaining = msgstr;
903                         msgstr = "";
904                         lines = 0;
905                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
906                         {
907                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
908                                 ++lines;
909                         }
910                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
911
912                         if(getWrappedLine_remaining != "")
913                         {
914                                 msgstr = strcat(msgstr, "\n");
915                                 flood = 2;
916                         }
917
918                         if(time >= source.flood_field)
919                         {
920                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
921                         }
922                         else
923                         {
924                                 flood = 1;
925                                 msgstr = fullmsgstr;
926                         }
927                 }
928                 else
929                 {
930                         if(time >= source.flood_field)
931                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
932                         else
933                                 flood = 1;
934                 }
935
936                 if (timeoutStatus == 2) //when game is paused, no flood protection
937                         source.flood_field = flood = 0;
938         }
939
940         if(flood == 2) // cannot happen for empty msgstr
941         {
942                 if(autocvar_g_chat_flood_notify_flooder)
943                 {
944                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
945                         sourcecmsgstr = "";
946                 }
947                 else
948                 {
949                         sourcemsgstr = fullmsgstr;
950                         sourcecmsgstr = fullcmsgstr;
951                 }
952                 cmsgstr = "";
953         }
954         else
955         {
956                 sourcemsgstr = msgstr;
957                 sourcecmsgstr = cmsgstr;
958         }
959
960         if(!privatesay)
961         if(source.classname != "player")
962         {
963                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
964                         teamsay = -1; // spectators
965         }
966
967         if(flood)
968                 print("NOTE: ", playername(source), "^7 is flooding.\n");
969
970         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
971         if(privatesay)
972                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
973
974         if(source.muted)
975         {
976                 // always fake the message
977                 ret = -1;
978         }
979         else if(flood == 1)
980         {
981                 if(autocvar_g_chat_flood_notify_flooder)
982                 {
983                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
984                         ret = 0;
985                 }
986                 else
987                         ret = -1;
988         }
989         else
990         {
991                 ret = 1;
992         }
993
994         if(sourcemsgstr != "" && ret != 0)
995         {
996                 if(ret < 0) // fake
997                 {
998                         sprint(source, sourcemsgstr);
999                         if(sourcecmsgstr != "" && !privatesay)
1000                                 centerprint(source, sourcecmsgstr);
1001                 }
1002                 else if(privatesay)
1003                 {
1004                         sprint(source, sourcemsgstr);
1005                         sprint(privatesay, msgstr);
1006                         if(cmsgstr != "")
1007                                 centerprint(privatesay, cmsgstr);
1008                 }
1009                 else if(teamsay > 0)
1010                 {
1011                         sprint(source, sourcemsgstr);
1012                         if(sourcecmsgstr != "")
1013                                 centerprint(source, sourcecmsgstr);
1014                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1015                                 if(head != source)
1016                                 {
1017                                         sprint(head, msgstr);
1018                                         if(cmsgstr != "")
1019                                                 centerprint(head, cmsgstr);
1020                                 }
1021                 }
1022                 else if(teamsay < 0)
1023                 {
1024                         sprint(source, sourcemsgstr);
1025                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1026                                 if(head != source)
1027                                         sprint(head, msgstr);
1028                 }
1029                 else if(sourcemsgstr != msgstr)
1030                 {
1031                         sprint(source, sourcemsgstr);
1032                         FOR_EACH_REALCLIENT(head)
1033                                 if(head != source)
1034                                         sprint(head, msgstr);
1035                 }
1036                 else
1037                         bprint(msgstr);
1038         }
1039
1040         return ret;
1041 }
1042
1043 float GetVoiceMessageVoiceType(string type)
1044 {
1045         if(type == "taunt")
1046                 return VOICETYPE_TAUNT;
1047         if(type == "teamshoot")
1048                 return VOICETYPE_LASTATTACKER;
1049         return VOICETYPE_TEAMRADIO;
1050 }
1051
1052 string allvoicesamples;
1053 .string GetVoiceMessageSampleField(string type)
1054 {
1055         GetPlayerSoundSampleField_notFound = 0;
1056         switch(type)
1057         {
1058 #define _VOICEMSG(m) case #m: return playersound_##m;
1059                 ALLVOICEMSGS
1060 #undef _VOICEMSG
1061         }
1062         GetPlayerSoundSampleField_notFound = 1;
1063         return playersound_taunt;
1064 }
1065
1066 .string GetPlayerSoundSampleField(string type)
1067 {
1068         GetPlayerSoundSampleField_notFound = 0;
1069         switch(type)
1070         {
1071 #define _VOICEMSG(m) case #m: return playersound_##m;
1072                 ALLPLAYERSOUNDS
1073 #undef _VOICEMSG
1074         }
1075         GetPlayerSoundSampleField_notFound = 1;
1076         return playersound_taunt;
1077 }
1078
1079 void PrecacheGlobalSound(string samplestring)
1080 {
1081         float n, i;
1082         tokenize_console(samplestring);
1083         n = stof(argv(1));
1084         if(n > 0)
1085         {
1086                 for(i = 1; i <= n; ++i)
1087                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1088         }
1089         else
1090         {
1091                 precache_sound(strcat(argv(0), ".wav"));
1092         }
1093 }
1094
1095 void PrecachePlayerSounds(string f)
1096 {
1097         float fh;
1098         string s;
1099         fh = fopen(f, FILE_READ);
1100         if(fh < 0)
1101                 return;
1102         while((s = fgets(fh)))
1103         {
1104                 if(tokenize_console(s) != 3)
1105                 {
1106                         dprint("Invalid sound info line: ", s, "\n");
1107                         continue;
1108                 }
1109                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1110         }
1111         fclose(fh);
1112
1113         if not(allvoicesamples)
1114         {
1115 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1116                 ALLVOICEMSGS
1117 #undef _VOICEMSG
1118                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1119         }
1120 }
1121
1122 void ClearPlayerSounds()
1123 {
1124 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1125         ALLPLAYERSOUNDS
1126         ALLVOICEMSGS
1127 #undef _VOICEMSG
1128 }
1129
1130 float LoadPlayerSounds(string f, float first)
1131 {
1132         float fh;
1133         string s;
1134         var .string field;
1135         fh = fopen(f, FILE_READ);
1136         if(fh < 0)
1137         {
1138                 dprint("Player sound file not found: ", f, "\n");
1139                 return 0;
1140         }
1141         while((s = fgets(fh)))
1142         {
1143                 if(tokenize_console(s) != 3)
1144                         continue;
1145                 field = GetPlayerSoundSampleField(argv(0));
1146                 if(GetPlayerSoundSampleField_notFound)
1147                         field = GetVoiceMessageSampleField(argv(0));
1148                 if(GetPlayerSoundSampleField_notFound)
1149                         continue;
1150                 if(self.field)
1151                         strunzone(self.field);
1152                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1153         }
1154         fclose(fh);
1155         return 1;
1156 }
1157
1158 .float modelindex_for_playersound;
1159 .float skinindex_for_playersound;
1160 void UpdatePlayerSounds()
1161 {
1162         if(self.modelindex == self.modelindex_for_playersound)
1163         if(self.skinindex == self.skinindex_for_playersound)
1164                 return;
1165         self.modelindex_for_playersound = self.modelindex;
1166         self.skinindex_for_playersound = self.skinindex;
1167         ClearPlayerSounds();
1168         LoadPlayerSounds("sound/player/default.sounds", 1);
1169         if(!autocvar_g_debug_defaultsounds)
1170                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1171                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1172 }
1173
1174 void FakeGlobalSound(string sample, float chan, float voicetype)
1175 {
1176         float n;
1177         float tauntrand;
1178
1179         if(sample == "")
1180                 return;
1181
1182         tokenize_console(sample);
1183         n = stof(argv(1));
1184         if(n > 0)
1185                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1186         else
1187                 sample = strcat(argv(0), ".wav"); // randomization
1188
1189         switch(voicetype)
1190         {
1191                 case VOICETYPE_LASTATTACKER_ONLY:
1192                         break;
1193                 case VOICETYPE_LASTATTACKER:
1194                         if(self.pusher)
1195                         {
1196                                 msg_entity = self;
1197                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1198                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1199                         }
1200                         break;
1201                 case VOICETYPE_TEAMRADIO:
1202                         msg_entity = self;
1203                         if(msg_entity.cvar_cl_voice_directional == 1)
1204                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1205                         else
1206                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1207                         break;
1208                 case VOICETYPE_AUTOTAUNT:
1209                         if(!sv_autotaunt)
1210                                 break;
1211                         if(!sv_taunt)
1212                                 break;
1213                         if(sv_gentle)
1214                                 break;
1215                         tauntrand = random();
1216                         msg_entity = self;
1217                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1218                         {
1219                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1220                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1221                                 else
1222                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1223                         }
1224                         break;
1225                 case VOICETYPE_TAUNT:
1226                         if(self.classname == "player")
1227                                 if(self.deadflag == DEAD_NO)
1228                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1229                         if(!sv_taunt)
1230                                 break;
1231                         if(sv_gentle)
1232                                 break;
1233                         msg_entity = self;
1234                         if (msg_entity.cvar_cl_voice_directional >= 1)
1235                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1236                         else
1237                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1238                         break;
1239                 case VOICETYPE_PLAYERSOUND:
1240                         msg_entity = self;
1241                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1242                         break;
1243                 default:
1244                         backtrace("Invalid voice type!");
1245                         break;
1246         }
1247 }
1248
1249 void GlobalSound(string sample, float chan, float voicetype)
1250 {
1251         float n;
1252         float tauntrand;
1253
1254         if(sample == "")
1255                 return;
1256
1257         tokenize_console(sample);
1258         n = stof(argv(1));
1259         if(n > 0)
1260                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1261         else
1262                 sample = strcat(argv(0), ".wav"); // randomization
1263
1264         switch(voicetype)
1265         {
1266                 case VOICETYPE_LASTATTACKER_ONLY:
1267                         if(self.pusher)
1268                         {
1269                                 msg_entity = self.pusher;
1270                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1271                                 {
1272                                         if(msg_entity.cvar_cl_voice_directional == 1)
1273                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1274                                         else
1275                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1276                                 }
1277                         }
1278                         break;
1279                 case VOICETYPE_LASTATTACKER:
1280                         if(self.pusher)
1281                         {
1282                                 msg_entity = self.pusher;
1283                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1284                                 {
1285                                         if(msg_entity.cvar_cl_voice_directional == 1)
1286                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1287                                         else
1288                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1289                                 }
1290                                 msg_entity = self;
1291                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1292                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1293                         }
1294                         break;
1295                 case VOICETYPE_TEAMRADIO:
1296                         FOR_EACH_REALCLIENT(msg_entity)
1297                                 if(!teamplay || msg_entity.team == self.team)
1298                                 {
1299                                         if(msg_entity.cvar_cl_voice_directional == 1)
1300                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1301                                         else
1302                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1303                                 }
1304                         break;
1305                 case VOICETYPE_AUTOTAUNT:
1306                         if(!sv_autotaunt)
1307                                 break;
1308                         if(!sv_taunt)
1309                                 break;
1310                         if(sv_gentle)
1311                                 break;
1312                         tauntrand = random();
1313                         FOR_EACH_REALCLIENT(msg_entity)
1314                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1315                                 {
1316                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1317                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1318                                         else
1319                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1320                                 }
1321                         break;
1322                 case VOICETYPE_TAUNT:
1323                         if(self.classname == "player")
1324                                 if(self.deadflag == DEAD_NO)
1325                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1326                         if(!sv_taunt)
1327                                 break;
1328                         if(sv_gentle)
1329                                 break;
1330                         FOR_EACH_REALCLIENT(msg_entity)
1331                         {
1332                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1333                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1334                                 else
1335                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1336                         }
1337                         break;
1338                 case VOICETYPE_PLAYERSOUND:
1339                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1340                         break;
1341                 default:
1342                         backtrace("Invalid voice type!");
1343                         break;
1344         }
1345 }
1346
1347 void PlayerSound(.string samplefield, float chan, float voicetype)
1348 {
1349         GlobalSound(self.samplefield, chan, voicetype);
1350 }
1351
1352 void VoiceMessage(string type, string msg)
1353 {
1354         var .string sample;
1355         float voicetype, ownteam;
1356         float flood;
1357         sample = GetVoiceMessageSampleField(type);
1358
1359         if(GetPlayerSoundSampleField_notFound)
1360         {
1361                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1362                 return;
1363         }
1364
1365         voicetype = GetVoiceMessageVoiceType(type);
1366         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1367
1368         flood = Say(self, ownteam, world, msg, 1);
1369
1370         if (flood > 0)
1371                 GlobalSound(self.sample, CH_VOICE, voicetype);
1372         else if (flood < 0)
1373                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1374 }
1375
1376 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1377 {
1378 //      show_message
1379 //      0 (00) automove centerprint, admin message
1380 //      1 (01) automove centerprint, no admin message
1381 //      2 (10) no centerprint, admin message
1382 //      3 (11) no centerprint, no admin message
1383
1384         float lockteams_backup;
1385
1386         lockteams_backup = lockteams;  // backup any team lock
1387
1388         lockteams = 0;  // disable locked teams
1389
1390         TeamchangeFrags(client);  // move the players frags
1391         SetPlayerColors(client, team_colour - 1);  // set the players colour
1392         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1393
1394         lockteams = lockteams_backup;  // restore the team lock
1395
1396         LogTeamchange(client.playerid, client.team, type);
1397
1398         if not(show_message & 1) // admin message
1399                 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
1400
1401         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1402 }