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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_frags);
4
5 float weaponstats_buffer;
6
7 void WeaponStats_Init()
8 {
9         if(autocvar_sv_weaponstats_file != "")
10                 weaponstats_buffer = buf_create();
11         else
12                 weaponstats_buffer = -1;
13 }
14
15 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
16
17 void WeaponStats_Shutdown()
18 {
19         float i, j, ibot, jbot, idx;
20         float fh;
21         vector v;
22         string prefix;
23         if(weaponstats_buffer < 0)
24                 return;
25         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26         if(autocvar_sv_weaponstats_file != "")
27         {
28                 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
29                 if(fh >= 0)
30                 {
31                         fputs(fh, "#begin statsfile\n");
32                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
33                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
34                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
35                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
36                                 {
37                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
38                                         v = stov(bufstr_get(weaponstats_buffer, idx));
39                                         if(v != '0 0 0')
40                                         {
41                                                 //vector is: kills hits damage
42                                                 fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
43                                                 fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
44                                         }
45                                 }
46                         fputs(fh, "#end\n\n");
47                         fclose(fh);
48                         print("Weapon stats written\n");
49                 }
50         }
51         buf_del(weaponstats_buffer);
52         weaponstats_buffer = -1;
53 }
54
55 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
56 {
57         float idx;
58         if(weaponstats_buffer < 0)
59                 return;
60         if(awep < WEP_FIRST || vwep < WEP_FIRST)
61                 return;
62         if(awep > WEP_LAST || vwep > WEP_LAST)
63                 return;
64         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
65         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
66 }
67 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
68 {
69         if(damage < 0)
70                 error("negative damage?");
71         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
72 }
73 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
74 {
75         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
76 }
77
78 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
79 // merged player_run and player_stand to player_anim
80 // added death animations to player_anim
81 // can now spawn thrown weapons from anywhere, not just from players
82 // thrown weapons now fade out after 20 seconds
83 // created PlayerGib function
84 // PlayerDie no longer uses hitloc or damage
85 // PlayerDie now supports dying animations as well as gibbing
86 // cleaned up PlayerDie a lot
87 // added CopyBody
88
89 .entity pusher;
90 .float pushltime;
91
92 void CopyBody(float keepvelocity)
93 {
94         local entity oldself;
95         if (self.effects & EF_NODRAW)
96                 return;
97         oldself = self;
98         self = spawn();
99         self.enemy = oldself;
100         self.lip = oldself.lip;
101         self.colormap = oldself.colormap;
102         self.glowmod = oldself.glowmod;
103         self.iscreature = oldself.iscreature;
104         self.angles = oldself.angles;
105         self.avelocity = oldself.avelocity;
106         self.classname = "body";
107         self.damageforcescale = oldself.damageforcescale;
108         self.effects = oldself.effects;
109         self.event_damage = oldself.event_damage;
110         self.animstate_startframe = oldself.animstate_startframe;
111         self.animstate_numframes = oldself.animstate_numframes;
112         self.animstate_framerate = oldself.animstate_framerate;
113         self.animstate_starttime = oldself.animstate_starttime;
114         self.animstate_endtime = oldself.animstate_endtime;
115         self.animstate_override = oldself.animstate_override;
116         self.animstate_looping = oldself.animstate_looping;
117         self.frame = oldself.frame;
118         self.dead_frame = oldself.dead_frame;
119         self.pain_finished = oldself.pain_finished;
120         self.health = oldself.health;
121         self.armorvalue = oldself.armorvalue;
122         self.armortype = oldself.armortype;
123         self.model = oldself.model;
124         self.modelindex = oldself.modelindex;
125         self.modelindex_lod0 = oldself.modelindex_lod0;
126         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
127         self.modelindex_lod1 = oldself.modelindex_lod1;
128         self.modelindex_lod2 = oldself.modelindex_lod2;
129         self.skinindex = oldself.skinindex;
130         self.species = oldself.species;
131         self.movetype = oldself.movetype;
132         self.nextthink = oldself.nextthink;
133         self.solid = oldself.solid;
134         self.ballistics_density = oldself.ballistics_density;
135         self.takedamage = oldself.takedamage;
136         self.think = oldself.think;
137         self.customizeentityforclient = oldself.customizeentityforclient;
138         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
139         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
140         if (keepvelocity == 1)
141                 self.velocity = oldself.velocity;
142         self.oldvelocity = self.velocity;
143         self.fade_time = oldself.fade_time;
144         self.fade_rate = oldself.fade_rate;
145         //self.weapon = oldself.weapon;
146         setorigin(self, oldself.origin);
147         setsize(self, oldself.mins, oldself.maxs);
148         self.prevorigin = oldself.origin;
149         self.reset = SUB_Remove;
150
151         Drag_MoveDrag(oldself, self);
152
153         self = oldself;
154 }
155
156 float player_getspecies()
157 {
158         float s;
159         get_model_parameters(self.model, self.skinindex);
160         s = get_model_parameters_species;
161         get_model_parameters(string_null, 0);
162         if(s < 0)
163                 return SPECIES_HUMAN;
164         return s;
165 }
166
167 void player_setupanimsformodel()
168 {
169         local string animfilename;
170         local float animfile;
171         // defaults for legacy .zym models without animinfo files
172         self.anim_die1 = '0 1 0.5'; // 2 seconds
173         self.anim_die2 = '1 1 0.5'; // 2 seconds
174         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
175         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
176         self.anim_duckwalk = '4 1 1';
177         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
178         self.anim_duckidle = '6 1 1';
179         self.anim_idle = '7 1 1';
180         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
181         self.anim_pain1 = '9 1 2'; // 0.5 seconds
182         self.anim_pain2 = '10 1 2'; // 0.5 seconds
183         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
184         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
185         self.anim_run = '13 1 1';
186         self.anim_runbackwards = '14 1 1';
187         self.anim_strafeleft = '15 1 1';
188         self.anim_straferight = '16 1 1';
189         self.anim_dead1 = '17 1 1';
190         self.anim_dead2 = '18 1 1';
191         self.anim_forwardright = '19 1 1';
192         self.anim_forwardleft = '20 1 1';
193         self.anim_backright = '21 1 1';
194         self.anim_backleft  = '22 1 1';
195         self.anim_melee = '23 1 1';
196         self.anim_fly = '24 1 1';
197         animparseerror = FALSE;
198         animfilename = strcat(self.model, ".animinfo");
199         animfile = fopen(animfilename, FILE_READ);
200         if (animfile >= 0)
201         {
202                 self.anim_die1         = animparseline(animfile);
203                 self.anim_die2         = animparseline(animfile);
204                 self.anim_draw         = animparseline(animfile);
205                 self.anim_duck         = animparseline(animfile);
206                 self.anim_duckwalk     = animparseline(animfile);
207                 self.anim_duckjump     = animparseline(animfile);
208                 self.anim_duckidle     = animparseline(animfile);
209                 self.anim_idle         = animparseline(animfile);
210                 self.anim_jump         = animparseline(animfile);
211                 self.anim_pain1        = animparseline(animfile);
212                 self.anim_pain2        = animparseline(animfile);
213                 self.anim_shoot        = animparseline(animfile);
214                 self.anim_taunt        = animparseline(animfile);
215                 self.anim_run          = animparseline(animfile);
216                 self.anim_runbackwards = animparseline(animfile);
217                 self.anim_strafeleft   = animparseline(animfile);
218                 self.anim_straferight  = animparseline(animfile);
219                 self.anim_forwardright = animparseline(animfile);
220                 self.anim_forwardleft  = animparseline(animfile);
221                 self.anim_backright    = animparseline(animfile);
222                 self.anim_backleft     = animparseline(animfile);
223                 self.anim_melee        = animparseline(animfile);
224                 self.anim_fly          = animparseline(animfile);
225                 fclose(animfile);
226
227                 // derived anims
228                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
229                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
230
231                 if (animparseerror)
232                         print("Parse error in ", animfilename, ", some player animations are broken\n");
233         }
234         else
235                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
236         // reset animstate now
237         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
238 };
239
240 void player_anim (void)
241 {
242         updateanim(self);
243         if (self.weaponentity)
244                 updateanim(self.weaponentity);
245
246         if (self.deadflag != DEAD_NO)
247         {
248                 if (time > self.animstate_endtime)
249                 {
250                         if (self.maxs_z > 5)
251                         {
252                                 self.maxs_z = 5;
253                                 setsize(self, self.mins, self.maxs);
254                         }
255                         self.frame = self.dead_frame;
256                 }
257                 return;
258         }
259
260         if (!self.animstate_override)
261         {
262                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
263                 {
264                         if (self.crouch)
265                         {
266                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
267                                 {
268                                         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);
269                                         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
270                                         {
271                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
272                                                 self.restart_jump = FALSE;
273                                         }
274                                 }
275                         }
276                         else
277                         {
278                                 // 21/25 is the magic number here for how long the jump animation takes to play once (numframes/framerate)
279                                 if((self.animstate_startframe == self.anim_jump_x && time - self.animstate_starttime >= 21/25))
280                                         setanim(self, self.anim_fly, TRUE, FALSE, FALSE);
281
282                                 if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim
283                                 {
284                                         if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
285                                         {
286                                                 traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
287                                                 if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x) // don't get stuck on idle animation in midair
288                                                 {
289                                                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
290                                                         self.restart_jump = FALSE;
291                                                 }
292                                         }
293                                 }
294                         }
295                 }
296                 else if (self.crouch)
297                 {
298                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
299                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
300                         else
301                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
302                 }
303                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
304                 {
305                         if (self.movement_x > 0 && self.movement_y == 0)
306                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
307                         else if (self.movement_x < 0 && self.movement_y == 0)
308                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
309                         else if (self.movement_x == 0 && self.movement_y > 0)
310                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
311                         else if (self.movement_x == 0 && self.movement_y < 0)
312                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
313                         else if (self.movement_x > 0 && self.movement_y > 0)
314                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
315                         else if (self.movement_x > 0 && self.movement_y < 0)
316                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
317                         else if (self.movement_x < 0 && self.movement_y > 0)
318                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
319                         else if (self.movement_x < 0 && self.movement_y < 0)
320                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
321                         else
322                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
323                 }
324                 else
325                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
326                 print(ftos(time), " ", ftos(self.animstate_startframe), "\n");
327         }
328
329         if (self.weaponentity)
330         if (!self.weaponentity.animstate_override)
331                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
332 }
333
334 void SpawnThrownWeapon (vector org, float w)
335 {
336         if(g_minstagib)
337         if(self.ammo_cells <= 0)
338                 return;
339
340         if(g_pinata)
341         {
342                 float j;
343                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
344                 {
345                         if(self.weapons & W_WeaponBit(j))
346                                 if(W_IsWeaponThrowable(j))
347                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
348                 }
349         }
350         else
351         {
352                 if(W_IsWeaponThrowable(self.weapon))
353                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
354         }
355 }
356
357 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
358 {
359         local float take, save;
360         vector v;
361         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
362
363         // damage resistance (ignore most of the damage from a bullet or similar)
364         damage = max(damage - 5, 1);
365
366         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
367         take = v_x;
368         save = v_y;
369
370         if(sound_allowed(MSG_BROADCAST, attacker))
371         {
372                 if (save > 10)
373                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
374                 else if (take > 30)
375                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
376                 else if (take > 10)
377                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
378         }
379
380         if (take > 50)
381                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
382         if (take > 100)
383                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
384
385         if (!(self.flags & FL_GODMODE))
386         {
387                 self.armorvalue = self.armorvalue - save;
388                 self.health = self.health - take;
389                 // pause regeneration for 5 seconds
390                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
391         }
392         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
393         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
394         self.dmg_inflictor = inflictor;
395
396         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
397         {
398                 // don't use any animations as a gib
399                 self.frame = 0;
400                 self.dead_frame = 0;
401                 // view just above the floor
402                 self.view_ofs = '0 0 4';
403
404                 Violence_GibSplash(self, 1, 1, attacker);
405                 self.modelindex = 0; // restore later
406                 self.solid = SOLID_NOT; // restore later
407         }
408 }
409
410 void ClientKill_Now_TeamChange();
411 void freezetag_CheckWinner();
412
413 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
414 {
415         local float take, save, waves, sdelay, dh, da, j;
416         vector v;
417         float valid_damage_for_weaponstats;
418         float excess;
419
420         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
421                 return;
422
423         dh = max(self.health, 0);
424         da = max(self.armorvalue, 0);
425
426         if(!DEATH_ISSPECIAL(deathtype))
427         {
428                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
429                 if(self != attacker)
430                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
431         }
432
433         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
434         {
435                 // tuba causes blood to come out of the ears
436                 vector ear1, ear2;
437                 vector d;
438                 float f;
439                 ear1 = self.origin;
440                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
441                 ear2 = ear1;
442                 makevectors(self.angles);
443                 ear1 += v_right * -10;
444                 ear2 += v_right * +10;
445                 d = inflictor.origin - self.origin;
446                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
447                 force = v_right * vlen(force);
448                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
449                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
450                 if(f > 0)
451                 {
452                         hitloc = ear1;
453                         force = force * -1;
454                 }
455                 else
456                 {
457                         hitloc = ear2;
458                         // force is already good
459                 }
460         }
461         else
462                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
463
464         if (!g_minstagib)
465         {
466                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
467                 take = v_x;
468                 save = v_y;
469         }
470         else
471         {
472                 save = 0;
473                 take = damage;
474         }
475
476         frag_inflictor = inflictor;
477         frag_attacker = attacker;
478         frag_target = self;
479         damage_take = take;
480         damage_save = save;
481         damage_force = force;
482         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
483         take = bound(0, damage_take, self.health);
484         save = bound(0, damage_save, self.armorvalue);
485         excess = max(0, damage - take - save);
486
487         if(sound_allowed(MSG_BROADCAST, attacker))
488         {
489                 if (save > 10)
490                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
491                 else if (take > 30)
492                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
493                 else if (take > 10)
494                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
495         }
496
497         if (take > 50)
498                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
499         if (take > 100)
500                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
501
502         if (time >= self.spawnshieldtime)
503         {
504                 if (!(self.flags & FL_GODMODE))
505                 {
506                         self.armorvalue = self.armorvalue - save;
507                         self.health = self.health - take;
508                         // pause regeneration for 5 seconds
509                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
510
511                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
512                         {
513                                 self.pain_finished = time + 0.5;        //Supajoe
514
515                                 if(sv_gentle < 1) {
516                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
517                                         {
518                                                 if (!self.animstate_override)
519                                                 {
520                                                         if (random() > 0.5)
521                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
522                                                         else
523                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
524                                                 }
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, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
534                                                 else if(self.health > 75) // TODO make a "gentle" version?
535                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
536                                                 else if(self.health > 50)
537                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
538                                                 else if(self.health > 25)
539                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
540                                                 else
541                                                         PlayerSound(playersound_pain25, CHAN_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" || attacker.classname == "gib")
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, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
621                         else
622                                 PlayerSound(playersound_death, CHAN_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" && attacker.classname != "gib")
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(teams_matter)
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(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1170                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1171 }
1172
1173 void FakeGlobalSound(string sample, float chan, float voicetype)
1174 {
1175         float n;
1176         float tauntrand;
1177
1178         if(sample == "")
1179                 return;
1180
1181         tokenize_console(sample);
1182         n = stof(argv(1));
1183         if(n > 0)
1184                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1185         else
1186                 sample = strcat(argv(0), ".wav"); // randomization
1187
1188         switch(voicetype)
1189         {
1190                 case VOICETYPE_LASTATTACKER_ONLY:
1191                         break;
1192                 case VOICETYPE_LASTATTACKER:
1193                         if(self.pusher)
1194                         {
1195                                 msg_entity = self;
1196                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1197                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1198                         }
1199                         break;
1200                 case VOICETYPE_TEAMRADIO:
1201                         msg_entity = self;
1202                         if(msg_entity.cvar_cl_voice_directional == 1)
1203                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1204                         else
1205                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1206                         break;
1207                 case VOICETYPE_AUTOTAUNT:
1208                         if(!sv_autotaunt)
1209                                 break;
1210                         if(!sv_taunt)
1211                                 break;
1212                         if(sv_gentle)
1213                                 break;
1214                         tauntrand = random();
1215                         msg_entity = self;
1216                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1217                         {
1218                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1219                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1220                                 else
1221                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1222                         }
1223                         break;
1224                 case VOICETYPE_TAUNT:
1225                         if(self.classname == "player")
1226                                 if(self.deadflag == DEAD_NO)
1227                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1228                         if(!sv_taunt)
1229                                 break;
1230                         if(sv_gentle)
1231                                 break;
1232                         msg_entity = self;
1233                         if (msg_entity.cvar_cl_voice_directional >= 1)
1234                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1235                         else
1236                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1237                         break;
1238                 case VOICETYPE_PLAYERSOUND:
1239                         msg_entity = self;
1240                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1241                         break;
1242                 default:
1243                         backtrace("Invalid voice type!");
1244                         break;
1245         }
1246 }
1247
1248 void GlobalSound(string sample, float chan, float voicetype)
1249 {
1250         float n;
1251         float tauntrand;
1252
1253         if(sample == "")
1254                 return;
1255
1256         tokenize_console(sample);
1257         n = stof(argv(1));
1258         if(n > 0)
1259                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1260         else
1261                 sample = strcat(argv(0), ".wav"); // randomization
1262
1263         switch(voicetype)
1264         {
1265                 case VOICETYPE_LASTATTACKER_ONLY:
1266                         if(self.pusher)
1267                         {
1268                                 msg_entity = self.pusher;
1269                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1270                                 {
1271                                         if(msg_entity.cvar_cl_voice_directional == 1)
1272                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1273                                         else
1274                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1275                                 }
1276                         }
1277                         break;
1278                 case VOICETYPE_LASTATTACKER:
1279                         if(self.pusher)
1280                         {
1281                                 msg_entity = self.pusher;
1282                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1283                                 {
1284                                         if(msg_entity.cvar_cl_voice_directional == 1)
1285                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1286                                         else
1287                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1288                                 }
1289                                 msg_entity = self;
1290                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1291                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1292                         }
1293                         break;
1294                 case VOICETYPE_TEAMRADIO:
1295                         FOR_EACH_REALCLIENT(msg_entity)
1296                                 if(!teams_matter || msg_entity.team == self.team)
1297                                 {
1298                                         if(msg_entity.cvar_cl_voice_directional == 1)
1299                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1300                                         else
1301                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1302                                 }
1303                         break;
1304                 case VOICETYPE_AUTOTAUNT:
1305                         if(!sv_autotaunt)
1306                                 break;
1307                         if(!sv_taunt)
1308                                 break;
1309                         if(sv_gentle)
1310                                 break;
1311                         tauntrand = random();
1312                         FOR_EACH_REALCLIENT(msg_entity)
1313                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1314                                 {
1315                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1316                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1317                                         else
1318                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1319                                 }
1320                         break;
1321                 case VOICETYPE_TAUNT:
1322                         if(self.classname == "player")
1323                                 if(self.deadflag == DEAD_NO)
1324                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1325                         if(!sv_taunt)
1326                                 break;
1327                         if(sv_gentle)
1328                                 break;
1329                         FOR_EACH_REALCLIENT(msg_entity)
1330                         {
1331                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1332                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1333                                 else
1334                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1335                         }
1336                         break;
1337                 case VOICETYPE_PLAYERSOUND:
1338                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1339                         break;
1340                 default:
1341                         backtrace("Invalid voice type!");
1342                         break;
1343         }
1344 }
1345
1346 void PlayerSound(.string samplefield, float chan, float voicetype)
1347 {
1348         GlobalSound(self.samplefield, chan, voicetype);
1349 }
1350
1351 void VoiceMessage(string type, string msg)
1352 {
1353         var .string sample;
1354         float voicetype, ownteam;
1355         float flood;
1356         sample = GetVoiceMessageSampleField(type);
1357
1358         if(GetPlayerSoundSampleField_notFound)
1359         {
1360                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1361                 return;
1362         }
1363
1364         voicetype = GetVoiceMessageVoiceType(type);
1365         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1366
1367         flood = Say(self, ownteam, world, msg, 1);
1368
1369         if (flood > 0)
1370                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1371         else if (flood < 0)
1372                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1373 }
1374
1375 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1376 {
1377 //      show_message
1378 //      0 (00) automove centerprint, admin message
1379 //      1 (01) automove centerprint, no admin message
1380 //      2 (10) no centerprint, admin message
1381 //      3 (11) no centerprint, no admin message
1382
1383         float lockteams_backup;
1384
1385         lockteams_backup = lockteams;  // backup any team lock
1386
1387         lockteams = 0;  // disable locked teams
1388
1389         TeamchangeFrags(client);  // move the players frags
1390         SetPlayerColors(client, team_colour - 1);  // set the players colour
1391         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1392
1393         lockteams = lockteams_backup;  // restore the team lock
1394
1395         LogTeamchange(client.playerid, client.team, type);
1396
1397         if not(show_message & 1) // admin message
1398                 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
1399
1400         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1401 }