]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
get rid of ANIMPRIO_STATIC, it was misused anyway
[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 #ifndef NO_LEGACY_NETWORKING
256         if(!self.iscsqcmodel)
257                 animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
258 #endif
259
260         if (self.weaponentity)
261         {
262                 updateanim(self.weaponentity);
263                 if (!self.weaponentity.animstate_override)
264                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
265         }
266 }
267
268 void SpawnThrownWeapon (vector org, float w)
269 {
270         if(g_minstagib)
271         if(self.ammo_cells <= 0)
272                 return;
273
274         if(g_pinata)
275         {
276                 float j;
277                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
278                 {
279                         if(WEPSET_CONTAINS_EW(self, j))
280                                 if(W_IsWeaponThrowable(j))
281                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
282                 }
283         }
284         else
285         {
286                 if(W_IsWeaponThrowable(self.weapon))
287                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
288         }
289 }
290
291 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
292 {
293         float take, save;
294         vector v;
295         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
296
297         // damage resistance (ignore most of the damage from a bullet or similar)
298         damage = max(damage - 5, 1);
299
300         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
301         take = v_x;
302         save = v_y;
303
304         if(sound_allowed(MSG_BROADCAST, attacker))
305         {
306                 if (save > 10)
307                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
308                 else if (take > 30)
309                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
310                 else if (take > 10)
311                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
312         }
313
314         if (take > 50)
315                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
316         if (take > 100)
317                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
318
319         if (!(self.flags & FL_GODMODE))
320         {
321                 self.armorvalue = self.armorvalue - save;
322                 self.health = self.health - take;
323                 // pause regeneration for 5 seconds
324                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
325         }
326         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
327         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
328         self.dmg_inflictor = inflictor;
329
330         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
331         {
332                 // don't use any animations as a gib
333                 self.frame = 0;
334                 // view just above the floor
335                 self.view_ofs = '0 0 4';
336
337                 Violence_GibSplash(self, 1, 1, attacker);
338                 self.alpha = -1;
339                 self.solid = SOLID_NOT; // restore later
340                 self.takedamage = DAMAGE_NO; // restore later
341                 self.damagedbycontents = FALSE;
342         }
343 }
344
345 void ClientKill_Now_TeamChange();
346 void freezetag_CheckWinner();
347
348 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
349 {
350         float take, save, waves, sdelay, dh, da, j;
351         vector v;
352         float valid_damage_for_weaponstats;
353         float excess;
354
355         if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
356                 return;
357
358         dh = max(self.health, 0);
359         da = max(self.armorvalue, 0);
360
361         if(!DEATH_ISSPECIAL(deathtype))
362         {
363                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
364                 if(self != attacker)
365                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
366         }
367
368         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
369         {
370                 // tuba causes blood to come out of the ears
371                 vector ear1, ear2;
372                 vector d;
373                 float f;
374                 ear1 = self.origin;
375                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
376                 ear2 = ear1;
377                 makevectors(self.angles);
378                 ear1 += v_right * -10;
379                 ear2 += v_right * +10;
380                 d = inflictor.origin - self.origin;
381                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
382                 force = v_right * vlen(force);
383                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
384                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
385                 if(f > 0)
386                 {
387                         hitloc = ear1;
388                         force = force * -1;
389                 }
390                 else
391                 {
392                         hitloc = ear2;
393                         // force is already good
394                 }
395         }
396         else
397                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
398
399         if (!g_minstagib)
400         {
401                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
402                 take = v_x;
403                 save = v_y;
404         }
405         else
406         {
407                 save = 0;
408                 take = damage;
409         }
410
411         frag_inflictor = inflictor;
412         frag_attacker = attacker;
413         frag_target = self;
414         damage_take = take;
415         damage_save = save;
416         damage_force = force;
417         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
418         take = bound(0, damage_take, self.health);
419         save = bound(0, damage_save, self.armorvalue);
420         excess = max(0, damage - take - save);
421
422         if(sound_allowed(MSG_BROADCAST, attacker))
423         {
424                 if (save > 10)
425                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
426                 else if (take > 30)
427                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
428                 else if (take > 10)
429                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
430         }
431
432         if (take > 50)
433                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
434         if (take > 100)
435                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
436
437         if (time >= self.spawnshieldtime)
438         {
439                 if (!(self.flags & FL_GODMODE))
440                 {
441                         self.armorvalue = self.armorvalue - save;
442                         self.health = self.health - take;
443                         // pause regeneration for 5 seconds
444                         if(take)
445                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
446
447                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
448                         {
449                                 self.pain_finished = time + 0.5;        //Supajoe
450
451                                 if(sv_gentle < 1) {
452                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
453                                         {
454                                                 if (!self.animstate_override)
455                                                 {
456                                                         if (random() > 0.5)
457                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
458                                                         else
459                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
460                                                 }
461                                         }
462
463                                         if(sound_allowed(MSG_BROADCAST, attacker))
464                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
465                                         if(self.health > 1)
466                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
467                                         {
468                                                 if(deathtype == DEATH_FALL)
469                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
470                                                 else if(self.health > 75) // TODO make a "gentle" version?
471                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
472                                                 else if(self.health > 50)
473                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
474                                                 else if(self.health > 25)
475                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
476                                                 else
477                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
478                                         }
479                                 }
480
481                                 // throw off bot aim temporarily
482                                 float shake;
483                                 shake = damage * 5 / (bound(0,skill,100) + 1);
484                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
485                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
486                         }
487                 }
488                 else
489                         self.max_armorvalue += (save + take);
490         }
491         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
492         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
493         self.dmg_inflictor = inflictor;
494
495         if(attacker == self)
496         {
497                 // don't reset pushltime for self damage as it may be an attempt to
498                 // escape a lava pit or similar
499                 //self.pushltime = 0;
500                 self.istypefrag = 0;
501         }
502         else if(attacker.classname == "player")
503         {
504                 self.pusher = attacker;
505                 self.pushltime = time + autocvar_g_maxpushtime;
506                 self.istypefrag = self.BUTTON_CHAT;
507         }
508         else if(time < self.pushltime)
509         {
510                 attacker = self.pusher;
511                 self.pushltime = max(self.pushltime, time + 0.6);
512         }
513         else
514         {
515                 self.pushltime = 0;
516                 self.istypefrag = 0;
517         }
518
519         float abot, vbot, awep;
520         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
521         vbot = (clienttype(self) == CLIENTTYPE_BOT);
522
523         valid_damage_for_weaponstats = 0;
524         awep = 0;
525
526         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
527         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
528         if(attacker && self != attacker)
529         if(IsDifferentTeam(self, attacker))
530         {
531                 if(DEATH_ISSPECIAL(deathtype))
532                         awep = attacker.weapon;
533                 else
534                         awep = DEATH_WEAPONOF(deathtype);
535                 valid_damage_for_weaponstats = 1;
536         }
537
538         if(valid_damage_for_weaponstats)
539         {
540                 dh = dh - max(self.health, 0);
541                 da = da - max(self.armorvalue, 0);
542                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
543         }
544
545         if (self.health < 1)
546         {
547                 float defer_ClientKill_Now_TeamChange;
548                 defer_ClientKill_Now_TeamChange = FALSE;
549
550                 if(self.alivetime)
551                 {
552                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
553                         self.alivetime = 0;
554                 }
555
556                 if(valid_damage_for_weaponstats)
557                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
558
559                 if(sv_gentle < 1) // TODO make a "gentle" version?
560                 if(sound_allowed(MSG_BROADCAST, attacker))
561                 {
562                         if(deathtype == DEATH_DROWN)
563                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
564                         else
565                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
566                 }
567
568                 // get rid of kill indicator
569                 if(self.killindicator)
570                 {
571                         remove(self.killindicator);
572                         self.killindicator = world;
573                         if(self.killindicator_teamchange)
574                                 defer_ClientKill_Now_TeamChange = TRUE;
575
576                         if(self.classname == "body")
577                         if(deathtype == DEATH_KILL)
578                         {
579                                 // for the lemmings fans, a small harmless explosion
580                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
581                         }
582                 }
583
584                 if(!g_freezetag)
585                 {
586                         // become fully visible
587                         self.alpha = default_player_alpha;
588                         // throw a weapon
589                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
590                 }
591
592                 // print an obituary message
593                 Obituary (attacker, inflictor, self, deathtype);
594                 race_PreDie();
595                 DropAllRunes(self);
596
597         // increment frag counter for used weapon type
598         float w;
599         w = DEATH_WEAPONOF(deathtype);
600         if(WEP_VALID(w))
601         if(accuracy_isgooddamage(attacker, self))
602         attacker.accuracy.(accuracy_frags[w-1]) += 1;
603
604                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
605                 {
606                         PutClientInServer();
607                         count_alive_players(); // re-count players
608                         freezetag_CheckWinner();
609                         return;
610                 }
611
612                 frag_attacker = attacker;
613                 frag_inflictor = inflictor;
614                 frag_target = self;
615                 MUTATOR_CALLHOOK(PlayerDies);
616                 weapon_action(self.weapon, WR_PLAYERDEATH);
617
618                 RemoveGrapplingHook(self);
619
620                 Portal_ClearAllLater(self);
621
622                 if(clienttype(self) == CLIENTTYPE_REAL)
623                 {
624                         stuffcmd(self, "-zoom\n");
625                         self.fixangle = TRUE;
626                         //msg_entity = self;
627                         //WriteByte (MSG_ONE, SVC_SETANGLE);
628                         //WriteAngle (MSG_ONE, self.v_angle_x);
629                         //WriteAngle (MSG_ONE, self.v_angle_y);
630                         //WriteAngle (MSG_ONE, 80);
631                 }
632
633                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
634                         ClientKill_Now_TeamChange();
635
636                 if(g_arena)
637                         Spawnqueue_Unmark(self);
638
639                 if(g_freezetag)
640                         return;
641
642                 // when we get here, player actually dies
643                 // clear waypoints (do this AFTER FreezeTag)
644                 WaypointSprite_PlayerDead();
645
646                 // make the corpse upright (not tilted)
647                 self.angles_x = 0;
648                 self.angles_z = 0;
649                 // don't spin
650                 self.avelocity = '0 0 0';
651                 // view from the floor
652                 self.view_ofs = '0 0 -8';
653                 // toss the corpse
654                 self.movetype = MOVETYPE_TOSS;
655                 // shootable corpse
656                 self.solid = SOLID_CORPSE;
657                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
658                 // don't stick to the floor
659                 self.flags &~= FL_ONGROUND;
660                 // dying animation
661                 self.deadflag = DEAD_DYING;
662                 // when to allow respawn
663                 sdelay = 0;
664                 waves = 0;
665                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
666                 if(!sdelay)
667                 {
668                         if(g_cts)
669                                 sdelay = 0; // no respawn delay in CTS
670                         else
671                                 sdelay = autocvar_g_respawn_delay;
672                 }
673                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
674                 if(!waves)
675                         waves = autocvar_g_respawn_waves;
676                 if(waves)
677                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
678                 else
679                         self.respawn_time = time + sdelay;
680                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
681                         self.respawn_countdown = 10; // first number to count down from is 10
682                 else
683                         self.respawn_countdown = -1; // do not count down
684                 self.death_time = time;
685                 if (random() < 0.5)
686                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
687                 else
688                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
689                 if (self.maxs_z > 5)
690                 {
691                         self.maxs_z = 5;
692                         setsize(self, self.mins, self.maxs);
693                 }
694                 // set damage function to corpse damage
695                 self.event_damage = PlayerCorpseDamage;
696                 // call the corpse damage function just in case it wants to gib
697                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
698                 // set up to fade out later
699                 SUB_SetFade (self, time + 6 + random (), 1);
700
701                 if(sv_gentle > 0 || autocvar_ekg) {
702                         // remove corpse
703                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
704                 }
705
706                 // reset fields the weapons may use just in case
707                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
708                 {
709                         weapon_action(j, WR_RESETPLAYER);
710                         ATTACK_FINISHED_FOR(self, j) = 0;
711                 }
712         }
713 }
714
715 .float muted; // to be used by prvm_edictset server playernumber muted 1
716 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
717 // message "": do not say, just test flood control
718 // return value:
719 //   1 = accept
720 //   0 = reject
721 //  -1 = fake accept
722 {
723         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
724         float flood;
725         var .float flood_field;
726         entity head;
727         float ret;
728         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
729
730         if(!teamsay && !privatesay)
731                 if(substring(msgin, 0, 1) == " ")
732                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
733
734         msgin = formatmessage(msgin);
735
736         if(source.classname != "player")
737                 colorstr = "^0"; // black for spectators
738         else if(teamplay)
739                 colorstr = Team_ColorCode(source.team);
740         else
741         {
742                 colorstr = "";
743                 teamsay = FALSE;
744         }
745
746         if(intermission_running)
747                 teamsay = FALSE;
748
749         if(msgin != "")
750                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
751
752         /*
753          * using bprint solves this... me stupid
754         // how can we prevent the message from appearing in a listen server?
755         // for now, just give "say" back and only handle say_team
756         if(!teamsay)
757         {
758                 clientcommand(self, strcat("say ", msgin));
759                 return;
760         }
761         */
762
763         if(autocvar_g_chat_teamcolors)
764                 namestr = playername(source);
765         else
766                 namestr = source.netname;
767
768         if(msgin != "")
769         {
770                 if(privatesay)
771                 {
772                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
773                         privatemsgprefixlen = strlen(msgstr);
774                         msgstr = strcat(msgstr, msgin);
775                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
776                         if(autocvar_g_chat_teamcolors)
777                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
778                         else
779                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
780                 }
781                 else if(teamsay)
782                 {
783                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
784                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
785                 }
786                 else
787                 {
788                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
789                         cmsgstr = "";
790                 }
791                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
792         }
793         else
794         {
795                 msgstr = cmsgstr = "";
796         }
797
798         fullmsgstr = msgstr;
799         fullcmsgstr = cmsgstr;
800
801         // FLOOD CONTROL
802         flood = 0;
803         flood_field = floodcontrol_chat;
804         if(floodcontrol)
805         {
806                 float flood_spl;
807                 float flood_burst;
808                 float flood_lmax;
809                 float lines;
810                 if(privatesay)
811                 {
812                         flood_spl = autocvar_g_chat_flood_spl_tell;
813                         flood_burst = autocvar_g_chat_flood_burst_tell;
814                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
815                         flood_field = floodcontrol_chattell;
816                 }
817                 else if(teamsay)
818                 {
819                         flood_spl = autocvar_g_chat_flood_spl_team;
820                         flood_burst = autocvar_g_chat_flood_burst_team;
821                         flood_lmax = autocvar_g_chat_flood_lmax_team;
822                         flood_field = floodcontrol_chatteam;
823                 }
824                 else
825                 {
826                         flood_spl = autocvar_g_chat_flood_spl;
827                         flood_burst = autocvar_g_chat_flood_burst;
828                         flood_lmax = autocvar_g_chat_flood_lmax;
829                         flood_field = floodcontrol_chat;
830                 }
831                 flood_burst = max(0, flood_burst - 1);
832                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
833
834                 // do flood control for the default line size
835                 if(msgstr != "")
836                 {
837                         getWrappedLine_remaining = msgstr;
838                         msgstr = "";
839                         lines = 0;
840                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
841                         {
842                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
843                                 ++lines;
844                         }
845                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
846
847                         if(getWrappedLine_remaining != "")
848                         {
849                                 msgstr = strcat(msgstr, "\n");
850                                 flood = 2;
851                         }
852
853                         if(time >= source.flood_field)
854                         {
855                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
856                         }
857                         else
858                         {
859                                 flood = 1;
860                                 msgstr = fullmsgstr;
861                         }
862                 }
863                 else
864                 {
865                         if(time >= source.flood_field)
866                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
867                         else
868                                 flood = 1;
869                 }
870
871                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
872                         source.flood_field = flood = 0;
873         }
874
875         if(flood == 2) // cannot happen for empty msgstr
876         {
877                 if(autocvar_g_chat_flood_notify_flooder)
878                 {
879                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
880                         sourcecmsgstr = "";
881                 }
882                 else
883                 {
884                         sourcemsgstr = fullmsgstr;
885                         sourcecmsgstr = fullcmsgstr;
886                 }
887                 cmsgstr = "";
888         }
889         else
890         {
891                 sourcemsgstr = msgstr;
892                 sourcecmsgstr = cmsgstr;
893         }
894
895         if(!privatesay)
896         if(source.classname != "player")
897         {
898                 if not(intermission_running)
899                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
900                                 teamsay = -1; // spectators
901         }
902
903         if(flood)
904                 print("NOTE: ", playername(source), "^7 is flooding.\n");
905
906         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
907         if(privatesay)
908                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
909
910         if(source.muted)
911         {
912                 // always fake the message
913                 ret = -1;
914         }
915         else if(flood == 1)
916         {
917                 if(autocvar_g_chat_flood_notify_flooder)
918                 {
919                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
920                         ret = 0;
921                 }
922                 else
923                         ret = -1;
924         }
925         else
926         {
927                 ret = 1;
928         }
929
930         if(sourcemsgstr != "" && ret != 0)
931         {
932                 if(ret < 0) // faked message, because the player is muted
933                 {
934                         sprint(source, sourcemsgstr);
935                         if(sourcecmsgstr != "" && !privatesay)
936                                 centerprint(source, sourcecmsgstr);
937                 }
938                 else if(privatesay) // private message, between 2 people only, not sent to server console
939                 {
940                         sprint(source, sourcemsgstr);
941                         sprint(privatesay, msgstr);
942                         if(cmsgstr != "")
943                                 centerprint(privatesay, cmsgstr);
944                 }
945                 else if(teamsay > 0) // team message, only sent to team mates
946                 {
947                         sprint(source, sourcemsgstr);
948                         //print(msgstr); // send to server console too
949                         if(sourcecmsgstr != "")
950                                 centerprint(source, sourcecmsgstr);
951                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
952                                 if(head != source)
953                                 {
954                                         sprint(head, msgstr);
955                                         if(cmsgstr != "")
956                                                 centerprint(head, cmsgstr);
957                                 }
958                 }
959                 else if(teamsay < 0) // spectator message, only sent to spectators
960                 {
961                         sprint(source, sourcemsgstr);
962                         //print(msgstr); // send to server console too
963                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
964                                 if(head != source)
965                                         sprint(head, msgstr);
966                 }
967                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
968                 {
969                         sprint(source, sourcemsgstr);
970                         //print(msgstr); // send to server console too
971                         FOR_EACH_REALCLIENT(head)
972                                 if(head != source)
973                                         sprint(head, msgstr);
974                 }
975                 else
976                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
977         }
978
979         return ret;
980 }
981
982 float GetVoiceMessageVoiceType(string type)
983 {
984         if(type == "taunt")
985                 return VOICETYPE_TAUNT;
986         if(type == "teamshoot")
987                 return VOICETYPE_LASTATTACKER;
988         return VOICETYPE_TEAMRADIO;
989 }
990
991 string allvoicesamples;
992 .string GetVoiceMessageSampleField(string type)
993 {
994         GetPlayerSoundSampleField_notFound = 0;
995         switch(type)
996         {
997 #define _VOICEMSG(m) case #m: return playersound_##m;
998                 ALLVOICEMSGS
999 #undef _VOICEMSG
1000         }
1001         GetPlayerSoundSampleField_notFound = 1;
1002         return playersound_taunt;
1003 }
1004
1005 .string GetPlayerSoundSampleField(string type)
1006 {
1007         GetPlayerSoundSampleField_notFound = 0;
1008         switch(type)
1009         {
1010 #define _VOICEMSG(m) case #m: return playersound_##m;
1011                 ALLPLAYERSOUNDS
1012 #undef _VOICEMSG
1013         }
1014         GetPlayerSoundSampleField_notFound = 1;
1015         return playersound_taunt;
1016 }
1017
1018 void PrecacheGlobalSound(string samplestring)
1019 {
1020         float n, i;
1021         tokenize_console(samplestring);
1022         n = stof(argv(1));
1023         if(n > 0)
1024         {
1025                 for(i = 1; i <= n; ++i)
1026                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1027         }
1028         else
1029         {
1030                 precache_sound(strcat(argv(0), ".wav"));
1031         }
1032 }
1033
1034 void PrecachePlayerSounds(string f)
1035 {
1036         float fh;
1037         string s;
1038         fh = fopen(f, FILE_READ);
1039         if(fh < 0)
1040                 return;
1041         while((s = fgets(fh)))
1042         {
1043                 if(tokenize_console(s) != 3)
1044                 {
1045                         dprint("Invalid sound info line: ", s, "\n");
1046                         continue;
1047                 }
1048                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1049         }
1050         fclose(fh);
1051
1052         if not(allvoicesamples)
1053         {
1054 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1055                 ALLVOICEMSGS
1056 #undef _VOICEMSG
1057                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1058         }
1059 }
1060
1061 void ClearPlayerSounds()
1062 {
1063 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1064         ALLPLAYERSOUNDS
1065         ALLVOICEMSGS
1066 #undef _VOICEMSG
1067 }
1068
1069 float LoadPlayerSounds(string f, float first)
1070 {
1071         float fh;
1072         string s;
1073         var .string field;
1074         fh = fopen(f, FILE_READ);
1075         if(fh < 0)
1076         {
1077                 dprint("Player sound file not found: ", f, "\n");
1078                 return 0;
1079         }
1080         while((s = fgets(fh)))
1081         {
1082                 if(tokenize_console(s) != 3)
1083                         continue;
1084                 field = GetPlayerSoundSampleField(argv(0));
1085                 if(GetPlayerSoundSampleField_notFound)
1086                         field = GetVoiceMessageSampleField(argv(0));
1087                 if(GetPlayerSoundSampleField_notFound)
1088                         continue;
1089                 if(self.field)
1090                         strunzone(self.field);
1091                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1092         }
1093         fclose(fh);
1094         return 1;
1095 }
1096
1097 .float modelindex_for_playersound;
1098 .float skin_for_playersound;
1099 void UpdatePlayerSounds()
1100 {
1101         if(self.modelindex == self.modelindex_for_playersound)
1102         if(self.skin == self.skin_for_playersound)
1103                 return;
1104         self.modelindex_for_playersound = self.modelindex;
1105         self.skin_for_playersound = self.skin;
1106         ClearPlayerSounds();
1107         LoadPlayerSounds("sound/player/default.sounds", 1);
1108         if(!autocvar_g_debug_defaultsounds)
1109                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1110                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1111 }
1112
1113 void FakeGlobalSound(string sample, float chan, float voicetype)
1114 {
1115         float n;
1116         float tauntrand;
1117
1118         if(sample == "")
1119                 return;
1120
1121         tokenize_console(sample);
1122         n = stof(argv(1));
1123         if(n > 0)
1124                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1125         else
1126                 sample = strcat(argv(0), ".wav"); // randomization
1127
1128         switch(voicetype)
1129         {
1130                 case VOICETYPE_LASTATTACKER_ONLY:
1131                         break;
1132                 case VOICETYPE_LASTATTACKER:
1133                         if(self.pusher)
1134                         {
1135                                 msg_entity = self;
1136                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1137                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1138                         }
1139                         break;
1140                 case VOICETYPE_TEAMRADIO:
1141                         msg_entity = self;
1142                         if(msg_entity.cvar_cl_voice_directional == 1)
1143                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1144                         else
1145                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1146                         break;
1147                 case VOICETYPE_AUTOTAUNT:
1148                         if(!sv_autotaunt)
1149                                 break;
1150                         if(!sv_taunt)
1151                                 break;
1152                         if(sv_gentle)
1153                                 break;
1154                         tauntrand = random();
1155                         msg_entity = self;
1156                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1157                         {
1158                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1159                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1160                                 else
1161                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1162                         }
1163                         break;
1164                 case VOICETYPE_TAUNT:
1165                         if(self.classname == "player")
1166                                 if(self.deadflag == DEAD_NO)
1167                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1168                         if(!sv_taunt)
1169                                 break;
1170                         if(sv_gentle)
1171                                 break;
1172                         msg_entity = self;
1173                         if (msg_entity.cvar_cl_voice_directional >= 1)
1174                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1175                         else
1176                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1177                         break;
1178                 case VOICETYPE_PLAYERSOUND:
1179                         msg_entity = self;
1180                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1181                         break;
1182                 default:
1183                         backtrace("Invalid voice type!");
1184                         break;
1185         }
1186 }
1187
1188 void GlobalSound(string sample, float chan, float voicetype)
1189 {
1190         float n;
1191         float tauntrand;
1192
1193         if(sample == "")
1194                 return;
1195
1196         tokenize_console(sample);
1197         n = stof(argv(1));
1198         if(n > 0)
1199                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1200         else
1201                 sample = strcat(argv(0), ".wav"); // randomization
1202
1203         switch(voicetype)
1204         {
1205                 case VOICETYPE_LASTATTACKER_ONLY:
1206                         if(self.pusher)
1207                         {
1208                                 msg_entity = self.pusher;
1209                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1210                                 {
1211                                         if(msg_entity.cvar_cl_voice_directional == 1)
1212                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1213                                         else
1214                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1215                                 }
1216                         }
1217                         break;
1218                 case VOICETYPE_LASTATTACKER:
1219                         if(self.pusher)
1220                         {
1221                                 msg_entity = self.pusher;
1222                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1223                                 {
1224                                         if(msg_entity.cvar_cl_voice_directional == 1)
1225                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1226                                         else
1227                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1228                                 }
1229                                 msg_entity = self;
1230                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1231                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1232                         }
1233                         break;
1234                 case VOICETYPE_TEAMRADIO:
1235                         FOR_EACH_REALCLIENT(msg_entity)
1236                                 if(!teamplay || msg_entity.team == self.team)
1237                                 {
1238                                         if(msg_entity.cvar_cl_voice_directional == 1)
1239                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1240                                         else
1241                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1242                                 }
1243                         break;
1244                 case VOICETYPE_AUTOTAUNT:
1245                         if(!sv_autotaunt)
1246                                 break;
1247                         if(!sv_taunt)
1248                                 break;
1249                         if(sv_gentle)
1250                                 break;
1251                         tauntrand = random();
1252                         FOR_EACH_REALCLIENT(msg_entity)
1253                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1254                                 {
1255                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1256                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1257                                         else
1258                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1259                                 }
1260                         break;
1261                 case VOICETYPE_TAUNT:
1262                         if(self.classname == "player")
1263                                 if(self.deadflag == DEAD_NO)
1264                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1265                         if(!sv_taunt)
1266                                 break;
1267                         if(sv_gentle)
1268                                 break;
1269                         FOR_EACH_REALCLIENT(msg_entity)
1270                         {
1271                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1272                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1273                                 else
1274                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1275                         }
1276                         break;
1277                 case VOICETYPE_PLAYERSOUND:
1278                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1279                         break;
1280                 default:
1281                         backtrace("Invalid voice type!");
1282                         break;
1283         }
1284 }
1285
1286 void PlayerSound(.string samplefield, float chan, float voicetype)
1287 {
1288         GlobalSound(self.samplefield, chan, voicetype);
1289 }
1290
1291 void VoiceMessage(string type, string msg)
1292 {
1293         var .string sample;
1294         float voicetype, ownteam;
1295         float flood;
1296         sample = GetVoiceMessageSampleField(type);
1297
1298         if(GetPlayerSoundSampleField_notFound)
1299         {
1300                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1301                 return;
1302         }
1303
1304         voicetype = GetVoiceMessageVoiceType(type);
1305         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1306
1307         flood = Say(self, ownteam, world, msg, 1);
1308
1309         if (flood > 0)
1310                 GlobalSound(self.sample, CH_VOICE, voicetype);
1311         else if (flood < 0)
1312                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1313 }
1314
1315 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1316 {
1317 //      show_message
1318 //      0 (00) automove centerprint, admin message
1319 //      1 (01) automove centerprint, no admin message
1320 //      2 (10) no centerprint, admin message
1321 //      3 (11) no centerprint, no admin message
1322
1323         float lockteams_backup;
1324
1325         lockteams_backup = lockteams;  // backup any team lock
1326
1327         lockteams = 0;  // disable locked teams
1328
1329         TeamchangeFrags(client);  // move the players frags
1330         SetPlayerColors(client, team_colour - 1);  // set the players colour
1331         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1332
1333         lockteams = lockteams_backup;  // restore the team lock
1334
1335         LogTeamchange(client.playerid, client.team, type);
1336
1337         if not(show_message & 1) // admin message
1338                 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
1339
1340         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1341 }