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