2 .float accuracy_frags[WEP_MAXCOUNT];
3 FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_frags);
5 float weaponstats_buffer;
7 void WeaponStats_Init()
9 if(autocvar_sv_weaponstats_file != "")
10 weaponstats_buffer = buf_create();
12 weaponstats_buffer = -1;
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))
17 void WeaponStats_Shutdown()
19 float i, j, ibot, jbot, idx;
23 if(weaponstats_buffer < 0)
25 prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26 if(autocvar_sv_weaponstats_file != "")
28 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
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)
37 idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
38 v = stov(bufstr_get(weaponstats_buffer, idx));
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));
46 fputs(fh, "#end\n\n");
48 print("Weapon stats written\n");
51 buf_del(weaponstats_buffer);
52 weaponstats_buffer = -1;
55 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
58 if(weaponstats_buffer < 0)
60 if(awep < WEP_FIRST || vwep < WEP_FIRST)
62 if(awep > WEP_LAST || vwep > WEP_LAST)
64 idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
65 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
67 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
70 error("negative damage?");
71 WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
73 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
75 WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
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
92 void CopyBody(float keepvelocity)
95 if (self.effects & EF_NODRAW)
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;
151 Drag_MoveDrag(oldself, self);
156 float player_getspecies()
159 get_model_parameters(self.model, self.skinindex);
160 s = get_model_parameters_species;
161 get_model_parameters(string_null, 0);
163 return SPECIES_HUMAN;
167 void player_setupanimsformodel()
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);
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);
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);
232 print("Parse error in ", animfilename, ", some player animations are broken\n");
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);
240 void player_anim (void)
243 if (self.weaponentity)
244 updateanim(self.weaponentity);
246 if (self.deadflag != DEAD_NO)
248 if (time > self.animstate_endtime)
253 setsize(self, self.mins, self.maxs);
255 self.frame = self.dead_frame;
260 if (!self.animstate_override)
262 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
266 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
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
271 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
272 self.restart_jump = FALSE;
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);
282 if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim
284 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
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
289 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
290 self.restart_jump = FALSE;
296 else if (self.crouch)
298 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
299 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
301 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
303 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
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);
322 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
325 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
326 print(ftos(time), " ", ftos(self.animstate_startframe), "\n");
329 if (self.weaponentity)
330 if (!self.weaponentity.animstate_override)
331 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
334 void SpawnThrownWeapon (vector org, float w)
337 if(self.ammo_cells <= 0)
343 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
345 if(self.weapons & W_WeaponBit(j))
346 if(W_IsWeaponThrowable(j))
347 W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
352 if(W_IsWeaponThrowable(self.weapon))
353 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
357 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
359 local float take, save;
361 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
363 // damage resistance (ignore most of the damage from a bullet or similar)
364 damage = max(damage - 5, 1);
366 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
370 if(sound_allowed(MSG_BROADCAST, attacker))
373 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
375 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
377 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
381 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
383 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
385 if (!(self.flags & FL_GODMODE))
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);
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;
396 if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
398 // don't use any animations as a gib
401 // view just above the floor
402 self.view_ofs = '0 0 4';
404 Violence_GibSplash(self, 1, 1, attacker);
405 self.modelindex = 0; // restore later
406 self.solid = SOLID_NOT; // restore later
410 void ClientKill_Now_TeamChange();
411 void freezetag_CheckWinner();
413 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
415 local float take, save, waves, sdelay, dh, da, j;
417 float valid_damage_for_weaponstats;
420 if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
423 dh = max(self.health, 0);
424 da = max(self.armorvalue, 0);
426 if(!DEATH_ISSPECIAL(deathtype))
428 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
430 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
433 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
435 // tuba causes blood to come out of the ears
440 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
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);
458 // force is already good
462 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
466 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
476 frag_inflictor = inflictor;
477 frag_attacker = attacker;
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);
487 if(sound_allowed(MSG_BROADCAST, attacker))
490 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
492 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
494 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
498 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
500 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
502 if (time >= self.spawnshieldtime)
504 if (!(self.flags & FL_GODMODE))
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);
511 if (time > self.pain_finished) //Don't switch pain sequences like crazy
513 self.pain_finished = time + 0.5; //Supajoe
516 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
518 if (!self.animstate_override)
521 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
523 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
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)
530 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
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);
541 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
545 // throw off bot aim temporarily
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;
553 self.max_armorvalue += (save + take);
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;
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;
565 else if(attacker.classname == "player" || attacker.classname == "gib")
567 self.pusher = attacker;
568 self.pushltime = time + autocvar_g_maxpushtime;
570 else if(time < self.pushltime)
572 attacker = self.pusher;
573 self.pushltime = max(self.pushltime, time + 0.6);
578 float abot, vbot, awep;
579 abot = (clienttype(attacker) == CLIENTTYPE_BOT);
580 vbot = (clienttype(self) == CLIENTTYPE_BOT);
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))
588 if(DEATH_ISSPECIAL(deathtype))
589 awep = attacker.weapon;
591 awep = DEATH_WEAPONOF(deathtype);
592 valid_damage_for_weaponstats = 1;
595 if(valid_damage_for_weaponstats)
597 dh = dh - max(self.health, 0);
598 da = da - max(self.armorvalue, 0);
599 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
604 float defer_ClientKill_Now_TeamChange;
605 defer_ClientKill_Now_TeamChange = FALSE;
609 PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
613 if(valid_damage_for_weaponstats)
614 WeaponStats_LogKill(awep, abot, self.weapon, vbot);
616 if(sv_gentle < 1) // TODO make a "gentle" version?
617 if(sound_allowed(MSG_BROADCAST, attacker))
619 if(deathtype == DEATH_DROWN)
620 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
622 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
625 // get rid of kill indicator
626 if(self.killindicator)
628 remove(self.killindicator);
629 self.killindicator = world;
630 if(self.killindicator_teamchange)
631 defer_ClientKill_Now_TeamChange = TRUE;
633 if(self.classname == "body")
634 if(deathtype == DEATH_KILL)
636 // for the lemmings fans, a small harmless explosion
637 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
643 // become fully visible
646 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
649 // print an obituary message
650 Obituary (attacker, inflictor, self, deathtype);
654 // increment frag counter for used weapon type
656 w = DEATH_WEAPONOF(deathtype);
658 if(self.classname == "player")
660 attacker.accuracy.(accuracy_frags[w-1]) += 1;
662 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
665 count_alive_players(); // re-count players
666 freezetag_CheckWinner();
670 frag_attacker = attacker;
671 frag_inflictor = inflictor;
673 MUTATOR_CALLHOOK(PlayerDies);
674 weapon_action(self.weapon, WR_PLAYERDEATH);
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
683 DropFlag(self.flagcarried, world, attacker);
685 if(self.ballcarried && g_nexball)
686 DropBall(self.ballcarried, self.origin, self.velocity);
687 Portal_ClearAllLater(self);
689 if(clienttype(self) == CLIENTTYPE_REAL)
691 stuffcmd(self, "-zoom\n");
692 self.fixangle = TRUE;
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);
700 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
701 ClientKill_Now_TeamChange();
704 Spawnqueue_Unmark(self);
709 // when we get here, player actually dies
710 // clear waypoints (do this AFTER FreezeTag)
711 WaypointSprite_PlayerDead();
713 // make the corpse upright (not tilted)
717 self.avelocity = '0 0 0';
718 // view from the floor
719 self.view_ofs = '0 0 -8';
721 self.movetype = MOVETYPE_TOSS;
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;
728 self.deadflag = DEAD_DYING;
729 // when to allow respawn
732 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
736 sdelay = 0; // no respawn delay in CTS
738 sdelay = autocvar_g_respawn_delay;
740 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
742 waves = autocvar_g_respawn_waves;
744 self.death_time = ceil((time + sdelay) / waves) * waves;
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
750 self.respawn_countdown = -1; // do not count down
753 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
754 self.dead_frame = self.anim_dead1_x;
758 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
759 self.dead_frame = self.anim_dead2_x;
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);
768 if(sv_gentle > 0 || autocvar_ekg) {
770 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
773 // reset fields the weapons may use just in case
774 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
776 weapon_action(j, WR_RESETPLAYER);
777 ATTACK_FINISHED_FOR(self, j) = 0;
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
790 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
791 float flood, privatemsgprefixlen;
792 var .float flood_field;
796 if(Ban_MaybeEnforceBan(source))
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!)
803 msgin = formatmessage(msgin);
805 if(source.classname != "player")
806 colorstr = "^0"; // black for spectators
807 else if(teams_matter)
808 colorstr = Team_ColorCode(source.team);
812 if(intermission_running)
816 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
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
824 clientcommand(self, strcat("say ", msgin));
829 if(autocvar_g_chat_teamcolors)
830 namestr = playername(source);
832 namestr = source.netname;
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");
845 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
849 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
850 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
854 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
857 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
861 msgstr = cmsgstr = "";
865 fullcmsgstr = cmsgstr;
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;
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;
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;
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!
899 // do flood control for the default line size
902 getWrappedLine_remaining = msgstr;
905 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
907 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
910 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
912 if(getWrappedLine_remaining != "")
914 msgstr = strcat(msgstr, "\n");
918 if(time >= source.flood_field)
920 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
930 if(time >= source.flood_field)
931 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
936 if (timeoutStatus == 2) //when game is paused, no flood protection
937 source.flood_field = flood = 0;
940 if(flood == 2) // cannot happen for empty msgstr
942 if(autocvar_g_chat_flood_notify_flooder)
944 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
949 sourcemsgstr = fullmsgstr;
950 sourcecmsgstr = fullcmsgstr;
956 sourcemsgstr = msgstr;
957 sourcecmsgstr = cmsgstr;
961 if(source.classname != "player")
963 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
964 teamsay = -1; // spectators
968 print("NOTE: ", playername(source), "^7 is flooding.\n");
970 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
972 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
976 // always fake the message
981 if(autocvar_g_chat_flood_notify_flooder)
983 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
994 if(sourcemsgstr != "" && ret != 0)
998 sprint(source, sourcemsgstr);
999 if(sourcecmsgstr != "" && !privatesay)
1000 centerprint(source, sourcecmsgstr);
1004 sprint(source, sourcemsgstr);
1005 sprint(privatesay, msgstr);
1007 centerprint(privatesay, cmsgstr);
1009 else if(teamsay > 0)
1011 sprint(source, sourcemsgstr);
1012 if(sourcecmsgstr != "")
1013 centerprint(source, sourcecmsgstr);
1014 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1017 sprint(head, msgstr);
1019 centerprint(head, cmsgstr);
1022 else if(teamsay < 0)
1024 sprint(source, sourcemsgstr);
1025 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1027 sprint(head, msgstr);
1029 else if(sourcemsgstr != msgstr)
1031 sprint(source, sourcemsgstr);
1032 FOR_EACH_REALCLIENT(head)
1034 sprint(head, msgstr);
1043 float GetVoiceMessageVoiceType(string type)
1046 return VOICETYPE_TAUNT;
1047 if(type == "teamshoot")
1048 return VOICETYPE_LASTATTACKER;
1049 return VOICETYPE_TEAMRADIO;
1052 string allvoicesamples;
1053 .string GetVoiceMessageSampleField(string type)
1055 GetPlayerSoundSampleField_notFound = 0;
1058 #define _VOICEMSG(m) case #m: return playersound_##m;
1062 GetPlayerSoundSampleField_notFound = 1;
1063 return playersound_taunt;
1066 .string GetPlayerSoundSampleField(string type)
1068 GetPlayerSoundSampleField_notFound = 0;
1071 #define _VOICEMSG(m) case #m: return playersound_##m;
1075 GetPlayerSoundSampleField_notFound = 1;
1076 return playersound_taunt;
1079 void PrecacheGlobalSound(string samplestring)
1082 tokenize_console(samplestring);
1086 for(i = 1; i <= n; ++i)
1087 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1091 precache_sound(strcat(argv(0), ".wav"));
1095 void PrecachePlayerSounds(string f)
1099 fh = fopen(f, FILE_READ);
1102 while((s = fgets(fh)))
1104 if(tokenize_console(s) != 3)
1106 dprint("Invalid sound info line: ", s, "\n");
1109 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1113 if not(allvoicesamples)
1115 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1118 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1122 void ClearPlayerSounds()
1124 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1130 float LoadPlayerSounds(string f, float first)
1135 fh = fopen(f, FILE_READ);
1138 dprint("Player sound file not found: ", f, "\n");
1141 while((s = fgets(fh)))
1143 if(tokenize_console(s) != 3)
1145 field = GetPlayerSoundSampleField(argv(0));
1146 if(GetPlayerSoundSampleField_notFound)
1147 field = GetVoiceMessageSampleField(argv(0));
1148 if(GetPlayerSoundSampleField_notFound)
1151 strunzone(self.field);
1152 self.field = strzone(strcat(argv(1), " ", argv(2)));
1158 .float modelindex_for_playersound;
1159 .float skinindex_for_playersound;
1160 void UpdatePlayerSounds()
1162 if(self.modelindex == self.modelindex_for_playersound)
1163 if(self.skinindex == self.skinindex_for_playersound)
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);
1173 void FakeGlobalSound(string sample, float chan, float voicetype)
1181 tokenize_console(sample);
1184 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1186 sample = strcat(argv(0), ".wav"); // randomization
1190 case VOICETYPE_LASTATTACKER_ONLY:
1192 case VOICETYPE_LASTATTACKER:
1196 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1197 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1200 case VOICETYPE_TEAMRADIO:
1202 if(msg_entity.cvar_cl_voice_directional == 1)
1203 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1205 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1207 case VOICETYPE_AUTOTAUNT:
1214 tauntrand = random();
1216 if (tauntrand < msg_entity.cvar_cl_autotaunt)
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));
1221 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1224 case VOICETYPE_TAUNT:
1225 if(self.classname == "player")
1226 if(self.deadflag == DEAD_NO)
1227 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
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));
1236 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1238 case VOICETYPE_PLAYERSOUND:
1240 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1243 backtrace("Invalid voice type!");
1248 void GlobalSound(string sample, float chan, float voicetype)
1256 tokenize_console(sample);
1259 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1261 sample = strcat(argv(0), ".wav"); // randomization
1265 case VOICETYPE_LASTATTACKER_ONLY:
1268 msg_entity = self.pusher;
1269 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1271 if(msg_entity.cvar_cl_voice_directional == 1)
1272 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1274 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1278 case VOICETYPE_LASTATTACKER:
1281 msg_entity = self.pusher;
1282 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1284 if(msg_entity.cvar_cl_voice_directional == 1)
1285 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1287 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1290 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1291 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1294 case VOICETYPE_TEAMRADIO:
1295 FOR_EACH_REALCLIENT(msg_entity)
1296 if(!teams_matter || msg_entity.team == self.team)
1298 if(msg_entity.cvar_cl_voice_directional == 1)
1299 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1301 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1304 case VOICETYPE_AUTOTAUNT:
1311 tauntrand = random();
1312 FOR_EACH_REALCLIENT(msg_entity)
1313 if (tauntrand < msg_entity.cvar_cl_autotaunt)
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));
1318 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1321 case VOICETYPE_TAUNT:
1322 if(self.classname == "player")
1323 if(self.deadflag == DEAD_NO)
1324 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1329 FOR_EACH_REALCLIENT(msg_entity)
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));
1334 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1337 case VOICETYPE_PLAYERSOUND:
1338 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1341 backtrace("Invalid voice type!");
1346 void PlayerSound(.string samplefield, float chan, float voicetype)
1348 GlobalSound(self.samplefield, chan, voicetype);
1351 void VoiceMessage(string type, string msg)
1354 float voicetype, ownteam;
1356 sample = GetVoiceMessageSampleField(type);
1358 if(GetPlayerSoundSampleField_notFound)
1360 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1364 voicetype = GetVoiceMessageVoiceType(type);
1365 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1367 flood = Say(self, ownteam, world, msg, 1);
1370 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1372 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1375 void MoveToTeam(entity client, float team_colour, float type, float 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
1383 float lockteams_backup;
1385 lockteams_backup = lockteams; // backup any team lock
1387 lockteams = 0; // disable locked teams
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
1393 lockteams = lockteams_backup; // restore the team lock
1395 LogTeamchange(client.playerid, client.team, type);
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
1400 bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));