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