]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge branch 'master' into Mario/respawn_delays
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
151         self.enemy = oldself;
152         self.lip = oldself.lip;
153         self.colormap = oldself.colormap;
154         self.iscreature = oldself.iscreature;
155         self.teleportable = oldself.teleportable;
156         self.damagedbycontents = oldself.damagedbycontents;
157         self.angles = oldself.angles;
158         self.avelocity = oldself.avelocity;
159         self.classname = "body";
160         self.damageforcescale = oldself.damageforcescale;
161         self.effects = oldself.effects;
162         self.glowmod = oldself.glowmod;
163         self.event_damage = oldself.event_damage;
164         self.anim_state = oldself.anim_state;
165         self.anim_time = oldself.anim_time;
166         self.anim_lower_action = oldself.anim_lower_action;
167         self.anim_lower_time = oldself.anim_lower_time;
168         self.anim_upper_action = oldself.anim_upper_action;
169         self.anim_upper_time = oldself.anim_upper_time;
170         self.anim_implicit_state = oldself.anim_implicit_state;
171         self.anim_implicit_time = oldself.anim_implicit_time;
172         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
173         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
174         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
175         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
176         self.dphitcontentsmask = oldself.dphitcontentsmask;
177         self.death_time = oldself.death_time;
178         self.pain_finished = oldself.pain_finished;
179         self.health = oldself.health;
180         self.armorvalue = oldself.armorvalue;
181         self.armortype = oldself.armortype;
182         self.model = oldself.model;
183         self.modelindex = oldself.modelindex;
184         self.skin = oldself.skin;
185         self.species = oldself.species;
186         self.movetype = oldself.movetype;
187         self.solid = oldself.solid;
188         self.ballistics_density = oldself.ballistics_density;
189         self.takedamage = oldself.takedamage;
190         self.customizeentityforclient = oldself.customizeentityforclient;
191         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
192         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
193         if (keepvelocity == 1)
194                 self.velocity = oldself.velocity;
195         self.oldvelocity = self.velocity;
196         self.alpha = oldself.alpha;
197         self.fade_time = oldself.fade_time;
198         self.fade_rate = oldself.fade_rate;
199         //self.weapon = oldself.weapon;
200         setorigin(self, oldself.origin);
201         setsize(self, oldself.mins, oldself.maxs);
202         self.prevorigin = oldself.origin;
203         self.reset = SUB_Remove;
204
205         Drag_MoveDrag(oldself, self);
206
207         if(self.colormap <= maxclients && self.colormap > 0)
208                 self.colormap = 1024 + oldself.clientcolors;
209
210         CSQCMODEL_AUTOINIT();
211         self.CopyBody_nextthink = oldself.nextthink;
212         self.CopyBody_think = oldself.think;
213         self.nextthink = time;
214         self.think = CopyBody_Think;
215         // "bake" the current animation frame for clones (they don't get clientside animation)
216         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
217
218         self = oldself;
219 }
220
221 float player_getspecies()
222 {
223         float s;
224         get_model_parameters(self.model, self.skin);
225         s = get_model_parameters_species;
226         get_model_parameters(string_null, 0);
227         if(s < 0)
228                 return SPECIES_HUMAN;
229         return s;
230 }
231
232 void player_setupanimsformodel()
233 {
234         // load animation info
235         animdecide_init(self);
236         animdecide_setstate(self, 0, FALSE);
237 }
238
239 void player_anim (void)
240 {
241         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
242         if(self.deadflag && !deadbits)
243                 if(random() < 0.5)
244                         deadbits = ANIMSTATE_DEAD1;
245                 else
246                         deadbits = ANIMSTATE_DEAD2;
247         float animbits = deadbits;
248         if(self.freezetag_frozen)
249                 animbits |= ANIMSTATE_FROZEN;
250         if(self.crouch)
251                 animbits |= ANIMSTATE_DUCK;
252         animdecide_setstate(self, animbits, FALSE);
253         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
254
255         if (self.weaponentity)
256         {
257                 updateanim(self.weaponentity);
258                 if (!self.weaponentity.animstate_override)
259                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
260         }
261 }
262
263 void SpawnThrownWeapon (vector org, float w)
264 {
265         if(self.weapons & WepSet_FromWeapon(self.weapon))
266                 if(W_IsWeaponThrowable(self.weapon))
267                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
268 }
269
270 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
271 {
272         float take, save;
273         vector v;
274         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
275
276         // damage resistance (ignore most of the damage from a bullet or similar)
277         damage = max(damage - 5, 1);
278
279         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
280         take = v_x;
281         save = v_y;
282
283         if(sound_allowed(MSG_BROADCAST, attacker))
284         {
285                 if (save > 10)
286                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
287                 else if (take > 30)
288                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
289                 else if (take > 10)
290                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
291         }
292
293         if (take > 50)
294                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
295         if (take > 100)
296                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
297
298         if (!(self.flags & FL_GODMODE))
299         {
300                 self.armorvalue = self.armorvalue - save;
301                 self.health = self.health - take;
302                 // pause regeneration for 5 seconds
303                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
304         }
305         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
306         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
307         self.dmg_inflictor = inflictor;
308
309         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
310         {
311                 // don't use any animations as a gib
312                 self.frame = 0;
313                 // view just above the floor
314                 self.view_ofs = '0 0 4';
315
316                 Violence_GibSplash(self, 1, 1, attacker);
317                 self.alpha = -1;
318                 self.solid = SOLID_NOT; // restore later
319                 self.takedamage = DAMAGE_NO; // restore later
320                 self.damagedbycontents = FALSE;
321         }
322 }
323
324 void ClientKill_Now_TeamChange();
325
326 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
327 {
328         float take, save, waves, sdelay, dh, da, j;
329         vector v;
330         float valid_damage_for_weaponstats;
331         float excess;
332
333         dh = max(self.health, 0);
334         da = max(self.armorvalue, 0);
335
336         if(!DEATH_ISSPECIAL(deathtype))
337         {
338                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
339                 if(self != attacker)
340                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
341         }
342
343         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
344         {
345                 // tuba causes blood to come out of the ears
346                 vector ear1, ear2;
347                 vector d;
348                 float f;
349                 ear1 = self.origin;
350                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
351                 ear2 = ear1;
352                 makevectors(self.angles);
353                 ear1 += v_right * -10;
354                 ear2 += v_right * +10;
355                 d = inflictor.origin - self.origin;
356                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
357                 force = v_right * vlen(force);
358                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
359                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
360                 if(f > 0)
361                 {
362                         hitloc = ear1;
363                         force = force * -1;
364                 }
365                 else
366                 {
367                         hitloc = ear2;
368                         // force is already good
369                 }
370         }
371         else
372                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
373
374
375         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
376         take = v_x;
377         save = v_y;
378
379         if(attacker == self)
380         {
381                 // don't reset pushltime for self damage as it may be an attempt to
382                 // escape a lava pit or similar
383                 //self.pushltime = 0;
384                 self.istypefrag = 0;
385         }
386         else if(IS_PLAYER(attacker))
387         {
388                 self.pusher = attacker;
389                 self.pushltime = time + autocvar_g_maxpushtime;
390                 self.istypefrag = self.BUTTON_CHAT;
391         }
392         else if(time < self.pushltime)
393         {
394                 attacker = self.pusher;
395                 self.pushltime = max(self.pushltime, time + 0.6);
396         }
397         else
398         {
399                 self.pushltime = 0;
400                 self.istypefrag = 0;
401         }
402
403         frag_inflictor = inflictor;
404         frag_attacker = attacker;
405         frag_target = self;
406         frag_damage = damage;
407         damage_take = take;
408         damage_save = save;
409         damage_force = force;
410         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
411         take = bound(0, damage_take, self.health);
412         save = bound(0, damage_save, self.armorvalue);
413         excess = max(0, damage - take - save);
414
415         if(sound_allowed(MSG_BROADCAST, attacker))
416         {
417                 if (save > 10)
418                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
419                 else if (take > 30)
420                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
421                 else if (take > 10)
422                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
423         }
424
425         if (take > 50)
426                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
427         if (take > 100)
428                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
429
430         if (time >= self.spawnshieldtime)
431         {
432                 if (!(self.flags & FL_GODMODE))
433                 {
434                         self.armorvalue = self.armorvalue - save;
435                         self.health = self.health - take;
436                         // pause regeneration for 5 seconds
437                         if(take)
438                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
439
440                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
441                         {
442                                 self.pain_finished = time + 0.5;        //Supajoe
443
444                                 if(autocvar_sv_gentle < 1) {
445                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
446                                         {
447                                                 if (!self.animstate_override)
448                                                 {
449                                                         if (random() > 0.5)
450                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
451                                                         else
452                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
453                                                 }
454                                         }
455
456                                         if(sound_allowed(MSG_BROADCAST, attacker))
457                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
458                                         if(self.health > 1)
459                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
460                                         {
461                                                 if(deathtype == DEATH_FALL)
462                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
463                                                 else if(self.health > 75) // TODO make a "gentle" version?
464                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
465                                                 else if(self.health > 50)
466                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
467                                                 else if(self.health > 25)
468                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
469                                                 else
470                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
471                                         }
472                                 }
473
474                                 // throw off bot aim temporarily
475                                 float shake;
476                                 shake = damage * 5 / (bound(0,skill,100) + 1);
477                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
478                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
479                         }
480                 }
481                 else
482                         self.max_armorvalue += (save + take);
483         }
484         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
485         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
486         self.dmg_inflictor = inflictor;
487
488         float abot, vbot, awep;
489         abot = (IS_BOT_CLIENT(attacker));
490         vbot = (IS_BOT_CLIENT(self));
491
492         valid_damage_for_weaponstats = 0;
493         awep = 0;
494
495         if(vbot || IS_REAL_CLIENT(self))
496         if(abot || IS_REAL_CLIENT(attacker))
497         if(attacker && self != attacker)
498         if(DIFF_TEAM(self, attacker))
499         {
500                 if(DEATH_ISSPECIAL(deathtype))
501                         awep = attacker.weapon;
502                 else
503                         awep = DEATH_WEAPONOF(deathtype);
504                 valid_damage_for_weaponstats = 1;
505         }
506
507         if(valid_damage_for_weaponstats)
508         {
509                 dh = dh - max(self.health, 0);
510                 da = da - max(self.armorvalue, 0);
511                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
512         }
513
514         if (self.health < 1)
515         {
516                 float defer_ClientKill_Now_TeamChange;
517                 defer_ClientKill_Now_TeamChange = FALSE;
518
519                 if(self.alivetime)
520                 {
521                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
522                         self.alivetime = 0;
523                 }
524
525                 if(valid_damage_for_weaponstats)
526                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
527
528                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
529                 if(sound_allowed(MSG_BROADCAST, attacker))
530                 {
531                         if(deathtype == DEATH_DROWN)
532                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
533                         else
534                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
535                 }
536
537                 // get rid of kill indicator
538                 if(self.killindicator)
539                 {
540                         remove(self.killindicator);
541                         self.killindicator = world;
542                         if(self.killindicator_teamchange)
543                                 defer_ClientKill_Now_TeamChange = TRUE;
544
545                         if(self.classname == "body")
546                         if(deathtype == DEATH_KILL)
547                         {
548                                 // for the lemmings fans, a small harmless explosion
549                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
550                         }
551                 }
552
553                 // print an obituary message
554                 Obituary (attacker, inflictor, self, deathtype);
555                 race_PreDie();
556
557         // increment frag counter for used weapon type
558         float w;
559         w = DEATH_WEAPONOF(deathtype);
560         if(WEP_VALID(w))
561         if(accuracy_isgooddamage(attacker, self))
562         attacker.accuracy.(accuracy_frags[w-1]) += 1;
563
564                 frag_attacker = attacker;
565                 frag_inflictor = inflictor;
566                 frag_target = self;
567                 frag_deathtype = deathtype;
568                 MUTATOR_CALLHOOK(PlayerDies);
569
570                 weapon_action(self.weapon, WR_PLAYERDEATH);
571
572                 RemoveGrapplingHook(self);
573
574                 Portal_ClearAllLater(self);
575
576                 if(IS_REAL_CLIENT(self))
577                 {
578                         self.fixangle = TRUE;
579                         //msg_entity = self;
580                         //WriteByte (MSG_ONE, SVC_SETANGLE);
581                         //WriteAngle (MSG_ONE, self.v_angle_x);
582                         //WriteAngle (MSG_ONE, self.v_angle_y);
583                         //WriteAngle (MSG_ONE, 80);
584                 }
585
586                 if(defer_ClientKill_Now_TeamChange)
587                         ClientKill_Now_TeamChange(); // can turn player into spectator
588
589                 // player could have been miraculously resuscitated ;)
590                 // e.g. players in freezetag get frozen, they don't really die
591                 if(self.health >= 1 || !IS_PLAYER(self))
592                         return;
593
594                 // when we get here, player actually dies
595
596                 // clear waypoints
597                 WaypointSprite_PlayerDead();
598                 // throw a weapon
599                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
600
601                 // become fully visible
602                 self.alpha = default_player_alpha;
603                 // make the corpse upright (not tilted)
604                 self.angles_x = 0;
605                 self.angles_z = 0;
606                 // don't spin
607                 self.avelocity = '0 0 0';
608                 // view from the floor
609                 self.view_ofs = '0 0 -8';
610                 // toss the corpse
611                 self.movetype = MOVETYPE_TOSS;
612                 // shootable corpse
613                 self.solid = SOLID_CORPSE;
614                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
615                 // don't stick to the floor
616                 self.flags &= ~FL_ONGROUND;
617                 // dying animation
618                 self.deadflag = DEAD_DYING;
619                 // when to allow respawn
620                 sdelay = 0;
621                 waves = 0;
622                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
623                 if(!sdelay)
624                 {
625                         if(g_cts)
626                                 sdelay = 0; // no respawn delay in CTS
627                         else
628                                 sdelay = autocvar_g_respawn_delay;
629                 }
630                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
631                 if(!waves)
632                         waves = autocvar_g_respawn_waves;
633                 if(waves)
634                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
635                 else
636                         self.respawn_time = time + sdelay;
637                 if(autocvar_g_respawn_delay_max > self.respawn_time)
638                         self.respawn_time_max = time + autocvar_g_respawn_delay_max;
639                 else
640                         self.respawn_time_max = self.respawn_time;
641                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
642                         self.respawn_countdown = 10; // first number to count down from is 10
643                 else
644                         self.respawn_countdown = -1; // do not count down
645
646                 if(g_cts || autocvar_g_forced_respawn)
647                         self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
648
649                 self.death_time = time;
650                 if (random() < 0.5)
651                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
652                 else
653                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
654                 if (self.maxs_z > 5)
655                 {
656                         self.maxs_z = 5;
657                         setsize(self, self.mins, self.maxs);
658                 }
659                 // set damage function to corpse damage
660                 self.event_damage = PlayerCorpseDamage;
661                 // call the corpse damage function just in case it wants to gib
662                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
663                 // set up to fade out later
664                 SUB_SetFade (self, time + 6 + random (), 1);
665
666                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
667                         // remove corpse
668                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
669                 }
670
671                 // reset fields the weapons may use just in case
672                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
673                 {
674                         weapon_action(j, WR_RESETPLAYER);
675                         ATTACK_FINISHED_FOR(self, j) = 0;
676                 }
677         }
678 }
679
680 .float muted; // to be used by prvm_edictset server playernumber muted 1
681 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
682 // message "": do not say, just test flood control
683 // return value:
684 //   1 = accept
685 //   0 = reject
686 //  -1 = fake accept
687 {
688         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
689         float flood;
690         var .float flood_field;
691         entity head;
692         float ret;
693         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
694
695         if(!teamsay && !privatesay)
696                 if(substring(msgin, 0, 1) == " ")
697                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
698
699         msgin = formatmessage(msgin);
700
701         if not(IS_PLAYER(source))
702                 colorstr = "^0"; // black for spectators
703         else if(teamplay)
704                 colorstr = Team_ColorCode(source.team);
705         else
706         {
707                 colorstr = "";
708                 teamsay = FALSE;
709         }
710
711         if(intermission_running)
712                 teamsay = FALSE;
713
714         if(msgin != "")
715                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
716
717         /*
718          * using bprint solves this... me stupid
719         // how can we prevent the message from appearing in a listen server?
720         // for now, just give "say" back and only handle say_team
721         if(!teamsay)
722         {
723                 clientcommand(self, strcat("say ", msgin));
724                 return;
725         }
726         */
727
728         if(autocvar_g_chat_teamcolors)
729                 namestr = playername(source);
730         else
731                 namestr = source.netname;
732
733         if(msgin != "")
734         {
735                 if(privatesay)
736                 {
737                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
738                         privatemsgprefixlen = strlen(msgstr);
739                         msgstr = strcat(msgstr, msgin);
740                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
741                         if(autocvar_g_chat_teamcolors)
742                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
743                         else
744                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
745                 }
746                 else if(teamsay)
747                 {
748                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
749                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
750                 }
751                 else
752                 {
753                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
754                         cmsgstr = "";
755                 }
756                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
757         }
758         else
759         {
760                 msgstr = cmsgstr = "";
761         }
762
763         fullmsgstr = msgstr;
764         fullcmsgstr = cmsgstr;
765
766         // FLOOD CONTROL
767         flood = 0;
768         flood_field = floodcontrol_chat;
769         if(floodcontrol)
770         {
771                 float flood_spl;
772                 float flood_burst;
773                 float flood_lmax;
774                 float lines;
775                 if(privatesay)
776                 {
777                         flood_spl = autocvar_g_chat_flood_spl_tell;
778                         flood_burst = autocvar_g_chat_flood_burst_tell;
779                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
780                         flood_field = floodcontrol_chattell;
781                 }
782                 else if(teamsay)
783                 {
784                         flood_spl = autocvar_g_chat_flood_spl_team;
785                         flood_burst = autocvar_g_chat_flood_burst_team;
786                         flood_lmax = autocvar_g_chat_flood_lmax_team;
787                         flood_field = floodcontrol_chatteam;
788                 }
789                 else
790                 {
791                         flood_spl = autocvar_g_chat_flood_spl;
792                         flood_burst = autocvar_g_chat_flood_burst;
793                         flood_lmax = autocvar_g_chat_flood_lmax;
794                         flood_field = floodcontrol_chat;
795                 }
796                 flood_burst = max(0, flood_burst - 1);
797                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
798
799                 // do flood control for the default line size
800                 if(msgstr != "")
801                 {
802                         getWrappedLine_remaining = msgstr;
803                         msgstr = "";
804                         lines = 0;
805                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
806                         {
807                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
808                                 ++lines;
809                         }
810                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
811
812                         if(getWrappedLine_remaining != "")
813                         {
814                                 msgstr = strcat(msgstr, "\n");
815                                 flood = 2;
816                         }
817
818                         if(time >= source.flood_field)
819                         {
820                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
821                         }
822                         else
823                         {
824                                 flood = 1;
825                                 msgstr = fullmsgstr;
826                         }
827                 }
828                 else
829                 {
830                         if(time >= source.flood_field)
831                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
832                         else
833                                 flood = 1;
834                 }
835
836                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
837                         source.flood_field = flood = 0;
838         }
839
840         if(flood == 2) // cannot happen for empty msgstr
841         {
842                 if(autocvar_g_chat_flood_notify_flooder)
843                 {
844                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
845                         sourcecmsgstr = "";
846                 }
847                 else
848                 {
849                         sourcemsgstr = fullmsgstr;
850                         sourcecmsgstr = fullcmsgstr;
851                 }
852                 cmsgstr = "";
853         }
854         else
855         {
856                 sourcemsgstr = msgstr;
857                 sourcecmsgstr = cmsgstr;
858         }
859
860         if(!privatesay)
861         if not(IS_PLAYER(source))
862         {
863                 if not(intermission_running)
864                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
865                                 teamsay = -1; // spectators
866         }
867
868         if(flood)
869                 print("NOTE: ", playername(source), "^7 is flooding.\n");
870
871         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
872         if(privatesay)
873                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
874
875         if(source.muted)
876         {
877                 // always fake the message
878                 ret = -1;
879         }
880         else if(flood == 1)
881         {
882                 if(autocvar_g_chat_flood_notify_flooder)
883                 {
884                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
885                         ret = 0;
886                 }
887                 else
888                         ret = -1;
889         }
890         else
891         {
892                 ret = 1;
893         }
894
895         if(sourcemsgstr != "" && ret != 0)
896         {
897                 if(ret < 0) // faked message, because the player is muted
898                 {
899                         sprint(source, sourcemsgstr);
900                         if(sourcecmsgstr != "" && !privatesay)
901                                 centerprint(source, sourcecmsgstr);
902                 }
903                 else if(privatesay) // private message, between 2 people only
904                 {
905                         sprint(source, sourcemsgstr);
906                         sprint(privatesay, msgstr);
907                         if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
908                         if(cmsgstr != "")
909                                 centerprint(privatesay, cmsgstr);
910                 }
911                 else if(teamsay > 0) // team message, only sent to team mates
912                 {
913                         sprint(source, sourcemsgstr);
914                         dedicated_print(msgstr); // send to server console too
915                         if(sourcecmsgstr != "")
916                                 centerprint(source, sourcecmsgstr);
917                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
918                                 if(head != source)
919                                 {
920                                         sprint(head, msgstr);
921                                         if(cmsgstr != "")
922                                                 centerprint(head, cmsgstr);
923                                 }
924                 }
925                 else if(teamsay < 0) // spectator message, only sent to spectators
926                 {
927                         sprint(source, sourcemsgstr);
928                         dedicated_print(msgstr); // send to server console too
929                         FOR_EACH_REALCLIENT(head) if not(IS_PLAYER(head))
930                                 if(head != source)
931                                         sprint(head, msgstr);
932                 }
933                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
934                 {
935                         sprint(source, sourcemsgstr);
936                         dedicated_print(msgstr); // send to server console too
937                         FOR_EACH_REALCLIENT(head)
938                                 if(head != source)
939                                         sprint(head, msgstr);
940                 }
941                 else
942                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
943         }
944
945         return ret;
946 }
947
948 float GetVoiceMessageVoiceType(string type)
949 {
950         if(type == "taunt")
951                 return VOICETYPE_TAUNT;
952         if(type == "teamshoot")
953                 return VOICETYPE_LASTATTACKER;
954         return VOICETYPE_TEAMRADIO;
955 }
956
957 string allvoicesamples;
958 .string GetVoiceMessageSampleField(string type)
959 {
960         GetPlayerSoundSampleField_notFound = 0;
961         switch(type)
962         {
963 #define _VOICEMSG(m) case #m: return playersound_##m;
964                 ALLVOICEMSGS
965 #undef _VOICEMSG
966         }
967         GetPlayerSoundSampleField_notFound = 1;
968         return playersound_taunt;
969 }
970
971 .string GetPlayerSoundSampleField(string type)
972 {
973         GetPlayerSoundSampleField_notFound = 0;
974         switch(type)
975         {
976 #define _VOICEMSG(m) case #m: return playersound_##m;
977                 ALLPLAYERSOUNDS
978 #undef _VOICEMSG
979         }
980         GetPlayerSoundSampleField_notFound = 1;
981         return playersound_taunt;
982 }
983
984 void PrecacheGlobalSound(string samplestring)
985 {
986         float n, i;
987         tokenize_console(samplestring);
988         n = stof(argv(1));
989         if(n > 0)
990         {
991                 for(i = 1; i <= n; ++i)
992                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
993         }
994         else
995         {
996                 precache_sound(strcat(argv(0), ".wav"));
997         }
998 }
999
1000 void PrecachePlayerSounds(string f)
1001 {
1002         float fh;
1003         string s;
1004         fh = fopen(f, FILE_READ);
1005         if(fh < 0)
1006                 return;
1007         while((s = fgets(fh)))
1008         {
1009                 if(tokenize_console(s) != 3)
1010                 {
1011                         dprint("Invalid sound info line: ", s, "\n");
1012                         continue;
1013                 }
1014                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1015         }
1016         fclose(fh);
1017
1018         if not(allvoicesamples)
1019         {
1020 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1021                 ALLVOICEMSGS
1022 #undef _VOICEMSG
1023                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1024         }
1025 }
1026
1027 void ClearPlayerSounds()
1028 {
1029 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1030         ALLPLAYERSOUNDS
1031         ALLVOICEMSGS
1032 #undef _VOICEMSG
1033 }
1034
1035 float LoadPlayerSounds(string f, float first)
1036 {
1037         float fh;
1038         string s;
1039         var .string field;
1040         fh = fopen(f, FILE_READ);
1041         if(fh < 0)
1042         {
1043                 dprint("Player sound file not found: ", f, "\n");
1044                 return 0;
1045         }
1046         while((s = fgets(fh)))
1047         {
1048                 if(tokenize_console(s) != 3)
1049                         continue;
1050                 field = GetPlayerSoundSampleField(argv(0));
1051                 if(GetPlayerSoundSampleField_notFound)
1052                         field = GetVoiceMessageSampleField(argv(0));
1053                 if(GetPlayerSoundSampleField_notFound)
1054                         continue;
1055                 if(self.field)
1056                         strunzone(self.field);
1057                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1058         }
1059         fclose(fh);
1060         return 1;
1061 }
1062
1063 .float modelindex_for_playersound;
1064 .float skin_for_playersound;
1065 void UpdatePlayerSounds()
1066 {
1067         if(self.modelindex == self.modelindex_for_playersound)
1068         if(self.skin == self.skin_for_playersound)
1069                 return;
1070         self.modelindex_for_playersound = self.modelindex;
1071         self.skin_for_playersound = self.skin;
1072         ClearPlayerSounds();
1073         LoadPlayerSounds("sound/player/default.sounds", 1);
1074         if(!autocvar_g_debug_defaultsounds)
1075                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1076                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1077 }
1078
1079 void FakeGlobalSound(string sample, float chan, float voicetype)
1080 {
1081         float n;
1082         float tauntrand;
1083
1084         if(sample == "")
1085                 return;
1086
1087         tokenize_console(sample);
1088         n = stof(argv(1));
1089         if(n > 0)
1090                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1091         else
1092                 sample = strcat(argv(0), ".wav"); // randomization
1093
1094         switch(voicetype)
1095         {
1096                 case VOICETYPE_LASTATTACKER_ONLY:
1097                         break;
1098                 case VOICETYPE_LASTATTACKER:
1099                         if(self.pusher)
1100                         {
1101                                 msg_entity = self;
1102                                 if(IS_REAL_CLIENT(msg_entity))
1103                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1104                         }
1105                         break;
1106                 case VOICETYPE_TEAMRADIO:
1107                         msg_entity = self;
1108                         if(msg_entity.cvar_cl_voice_directional == 1)
1109                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1110                         else
1111                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1112                         break;
1113                 case VOICETYPE_AUTOTAUNT:
1114                         if(!sv_autotaunt)
1115                                 break;
1116                         if(!sv_taunt)
1117                                 break;
1118                         if(autocvar_sv_gentle)
1119                                 break;
1120                         tauntrand = random();
1121                         msg_entity = self;
1122                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1123                         {
1124                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1125                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1126                                 else
1127                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1128                         }
1129                         break;
1130                 case VOICETYPE_TAUNT:
1131                         if(IS_PLAYER(self))
1132                                 if(self.deadflag == DEAD_NO)
1133                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1134                         if(!sv_taunt)
1135                                 break;
1136                         if(autocvar_sv_gentle)
1137                                 break;
1138                         msg_entity = self;
1139                         if (msg_entity.cvar_cl_voice_directional >= 1)
1140                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1141                         else
1142                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1143                         break;
1144                 case VOICETYPE_PLAYERSOUND:
1145                         msg_entity = self;
1146                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NORM);
1147                         break;
1148                 default:
1149                         backtrace("Invalid voice type!");
1150                         break;
1151         }
1152 }
1153
1154 void GlobalSound(string sample, float chan, float voicetype)
1155 {
1156         float n;
1157         float tauntrand;
1158
1159         if(sample == "")
1160                 return;
1161
1162         tokenize_console(sample);
1163         n = stof(argv(1));
1164         if(n > 0)
1165                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1166         else
1167                 sample = strcat(argv(0), ".wav"); // randomization
1168
1169         switch(voicetype)
1170         {
1171                 case VOICETYPE_LASTATTACKER_ONLY:
1172                         if(self.pusher)
1173                         {
1174                                 msg_entity = self.pusher;
1175                                 if(IS_REAL_CLIENT(msg_entity))
1176                                 {
1177                                         if(msg_entity.cvar_cl_voice_directional == 1)
1178                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1179                                         else
1180                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1181                                 }
1182                         }
1183                         break;
1184                 case VOICETYPE_LASTATTACKER:
1185                         if(self.pusher)
1186                         {
1187                                 msg_entity = self.pusher;
1188                                 if(IS_REAL_CLIENT(msg_entity))
1189                                 {
1190                                         if(msg_entity.cvar_cl_voice_directional == 1)
1191                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1192                                         else
1193                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1194                                 }
1195                                 msg_entity = self;
1196                                 if(IS_REAL_CLIENT(msg_entity))
1197                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTEN_NONE);
1198                         }
1199                         break;
1200                 case VOICETYPE_TEAMRADIO:
1201                         FOR_EACH_REALCLIENT(msg_entity)
1202                                 if(!teamplay || msg_entity.team == self.team)
1203                                 {
1204                                         if(msg_entity.cvar_cl_voice_directional == 1)
1205                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_MIN);
1206                                         else
1207                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1208                                 }
1209                         break;
1210                 case VOICETYPE_AUTOTAUNT:
1211                         if(!sv_autotaunt)
1212                                 break;
1213                         if(!sv_taunt)
1214                                 break;
1215                         if(autocvar_sv_gentle)
1216                                 break;
1217                         tauntrand = random();
1218                         FOR_EACH_REALCLIENT(msg_entity)
1219                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1220                                 {
1221                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1222                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1223                                         else
1224                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1225                                 }
1226                         break;
1227                 case VOICETYPE_TAUNT:
1228                         if(IS_PLAYER(self))
1229                                 if(self.deadflag == DEAD_NO)
1230                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1231                         if(!sv_taunt)
1232                                 break;
1233                         if(autocvar_sv_gentle)
1234                                 break;
1235                         FOR_EACH_REALCLIENT(msg_entity)
1236                         {
1237                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1238                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTEN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTEN_MAX));
1239                                 else
1240                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTEN_NONE);
1241                         }
1242                         break;
1243                 case VOICETYPE_PLAYERSOUND:
1244                         sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
1245                         break;
1246                 default:
1247                         backtrace("Invalid voice type!");
1248                         break;
1249         }
1250 }
1251
1252 void PlayerSound(.string samplefield, float chan, float voicetype)
1253 {
1254         GlobalSound(self.samplefield, chan, voicetype);
1255 }
1256
1257 void VoiceMessage(string type, string msg)
1258 {
1259         var .string sample;
1260         float voicetype, ownteam;
1261         float flood;
1262         sample = GetVoiceMessageSampleField(type);
1263
1264         if(GetPlayerSoundSampleField_notFound)
1265         {
1266                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1267                 return;
1268         }
1269
1270         voicetype = GetVoiceMessageVoiceType(type);
1271         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1272
1273         flood = Say(self, ownteam, world, msg, 1);
1274
1275         if (flood > 0)
1276                 GlobalSound(self.sample, CH_VOICE, voicetype);
1277         else if (flood < 0)
1278                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1279 }
1280
1281 void MoveToTeam(entity client, float team_colour, float type)
1282 {
1283         float lockteams_backup;
1284
1285         lockteams_backup = lockteams;  // backup any team lock
1286
1287         lockteams = 0;  // disable locked teams
1288
1289         TeamchangeFrags(client);  // move the players frags
1290         SetPlayerColors(client, team_colour - 1);  // set the players colour
1291         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1292
1293         lockteams = lockteams_backup;  // restore the team lock
1294
1295         LogTeamchange(client.playerid, client.team, type);
1296 }