]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Clean up/optimize racer code a bit. Make it use a simpler phys path when idle. Tweak...
[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
127 .float CopyBody_nextthink;
128 .void(void) CopyBody_think;
129 void CopyBody_Think(void)
130 {
131         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
132         {
133                 self.CopyBody_think();
134                 if(wasfreed(self))
135                         return;
136                 self.CopyBody_nextthink = self.nextthink;
137                 self.CopyBody_think = self.think;
138                 self.think = CopyBody_Think;
139         }
140         CSQCMODEL_AUTOUPDATE();
141         self.nextthink = time;
142 }
143 void CopyBody(float keepvelocity)
144 {
145         entity oldself;
146         if (self.effects & EF_NODRAW)
147                 return;
148         oldself = self;
149         self = spawn();
150         self.enemy = oldself;
151         self.lip = oldself.lip;
152         self.colormap = oldself.colormap;
153         self.iscreature = oldself.iscreature;
154         self.damagedbycontents = oldself.damagedbycontents;
155         self.angles = oldself.angles;
156         self.avelocity = oldself.avelocity;
157         self.classname = "body";
158         self.damageforcescale = oldself.damageforcescale;
159         self.effects = oldself.effects;
160         self.glowmod = oldself.glowmod;
161         self.event_damage = oldself.event_damage;
162         self.animstate_startframe = oldself.animstate_startframe;
163         self.animstate_numframes = oldself.animstate_numframes;
164         self.animstate_framerate = oldself.animstate_framerate;
165         self.animstate_starttime = oldself.animstate_starttime;
166         self.animstate_endtime = oldself.animstate_endtime;
167         self.animstate_override = oldself.animstate_override;
168         self.animstate_looping = oldself.animstate_looping;
169         self.dphitcontentsmask = oldself.dphitcontentsmask;
170         self.death_time = oldself.death_time;
171         self.frame = oldself.frame;
172         self.pain_finished = oldself.pain_finished;
173         self.health = oldself.health;
174         self.armorvalue = oldself.armorvalue;
175         self.armortype = oldself.armortype;
176         self.model = oldself.model;
177         self.modelindex = oldself.modelindex;
178         self.skin = oldself.skin;
179         self.species = oldself.species;
180         self.movetype = oldself.movetype;
181         self.solid = oldself.solid;
182         self.ballistics_density = oldself.ballistics_density;
183         self.takedamage = oldself.takedamage;
184         self.customizeentityforclient = oldself.customizeentityforclient;
185         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
186         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
187         if (keepvelocity == 1)
188                 self.velocity = oldself.velocity;
189         self.oldvelocity = self.velocity;
190         self.alpha = oldself.alpha;
191         self.fade_time = oldself.fade_time;
192         self.fade_rate = oldself.fade_rate;
193         //self.weapon = oldself.weapon;
194         setorigin(self, oldself.origin);
195         setsize(self, oldself.mins, oldself.maxs);
196         self.prevorigin = oldself.origin;
197         self.reset = SUB_Remove;
198
199         Drag_MoveDrag(oldself, self);
200
201         if(self.colormap <= maxclients && self.colormap > 0)
202                 self.colormap = 1024 + oldself.clientcolors;
203
204         CSQCMODEL_AUTOINIT();
205         self.CopyBody_nextthink = oldself.nextthink;
206         self.CopyBody_think = oldself.think;
207         self.nextthink = time;
208         self.think = CopyBody_Think;
209
210         self = oldself;
211 }
212
213 float player_getspecies()
214 {
215         float s;
216         get_model_parameters(self.model, self.skin);
217         s = get_model_parameters_species;
218         get_model_parameters(string_null, 0);
219         if(s < 0)
220                 return SPECIES_HUMAN;
221         return s;
222 }
223
224 void player_setupanimsformodel()
225 {
226         // defaults for legacy .zym models without animinfo files
227         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
228         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
229         self.anim_draw = animfixfps(self, '2 1 3');
230         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
231         self.anim_duckwalk = animfixfps(self, '4 1 1');
232         self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
233         self.anim_duckidle = animfixfps(self, '6 1 1');
234         self.anim_idle = animfixfps(self, '7 1 1');
235         self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
236         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
237         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
238         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
239         self.anim_taunt = animfixfps(self, '12 1 0.33');
240         self.anim_run = animfixfps(self, '13 1 1');
241         self.anim_runbackwards = animfixfps(self, '14 1 1');
242         self.anim_strafeleft = animfixfps(self, '15 1 1');
243         self.anim_straferight = animfixfps(self, '16 1 1');
244         //self.anim_dead1 = animfixfps(self, '17 1 1');
245         //self.anim_dead2 = animfixfps(self, '18 1 1');
246         self.anim_forwardright = animfixfps(self, '19 1 1');
247         self.anim_forwardleft = animfixfps(self, '20 1 1');
248         self.anim_backright = animfixfps(self, '21 1 1');
249         self.anim_backleft  = animfixfps(self, '22 1 1');
250         self.anim_melee = animfixfps(self, '23 1 1');
251         self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
252         self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
253         self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
254         self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
255         self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
256         self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
257         self.anim_duckwalkbackleft  = animfixfps(self, '30 1 1');
258         // TODO introspect models for finding right "fps" value (1/duration)
259         // reset animstate now
260         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
261 }
262
263 void player_anim (void)
264 {
265         updateanim(self);
266         if (self.weaponentity)
267                 updateanim(self.weaponentity);
268
269         if (self.deadflag != DEAD_NO)
270                 return;
271
272         if (!self.animstate_override)
273         {
274                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
275                 {
276                         if (self.crouch)
277                         {
278                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
279                                 {
280                                         traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
281                                         if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
282                                         {
283                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
284                                                 self.restart_jump = FALSE;
285                                         }
286                                 }
287                         }
288                         else
289                         {
290                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
291                 {
292                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
293                     if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
294                     {
295                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
296                         self.restart_jump = FALSE;
297                     }
298                 }
299                         }
300                 }
301                 else if (self.crouch)
302                 {
303                         if (self.movement_x > 0 && self.movement_y == 0)
304                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
305                         else if (self.movement_x < 0 && self.movement_y == 0)
306                                 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
307                         else if (self.movement_x == 0 && self.movement_y > 0)
308                                 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
309                         else if (self.movement_x == 0 && self.movement_y < 0)
310                                 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
311                         else if (self.movement_x > 0 && self.movement_y > 0)
312                                 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
313                         else if (self.movement_x > 0 && self.movement_y < 0)
314                                 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
315                         else if (self.movement_x < 0 && self.movement_y > 0)
316                                 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
317                         else if (self.movement_x < 0 && self.movement_y < 0)
318                                 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
319                         else
320                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
321                 }
322                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
323                 {
324                         if (self.movement_x > 0 && self.movement_y == 0)
325                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
326                         else if (self.movement_x < 0 && self.movement_y == 0)
327                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
328                         else if (self.movement_x == 0 && self.movement_y > 0)
329                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
330                         else if (self.movement_x == 0 && self.movement_y < 0)
331                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
332                         else if (self.movement_x > 0 && self.movement_y > 0)
333                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
334                         else if (self.movement_x > 0 && self.movement_y < 0)
335                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
336                         else if (self.movement_x < 0 && self.movement_y > 0)
337                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
338                         else if (self.movement_x < 0 && self.movement_y < 0)
339                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
340                         else
341                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
342                 }
343                 else
344                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
345         }
346
347         if (self.weaponentity)
348         if (!self.weaponentity.animstate_override)
349                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
350 }
351
352 void SpawnThrownWeapon (vector org, float w)
353 {
354         if(g_minstagib)
355         if(self.ammo_cells <= 0)
356                 return;
357
358         if(g_pinata)
359         {
360                 float j;
361                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
362                 {
363                         if(WEPSET_CONTAINS_EW(self, j))
364                                 if(W_IsWeaponThrowable(j))
365                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
366                 }
367         }
368         else
369         {
370                 if(W_IsWeaponThrowable(self.weapon))
371                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
372         }
373 }
374
375 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
376 {
377         float take, save;
378         vector v;
379         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
380
381         // damage resistance (ignore most of the damage from a bullet or similar)
382         damage = max(damage - 5, 1);
383
384         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
385         take = v_x;
386         save = v_y;
387
388         if(sound_allowed(MSG_BROADCAST, attacker))
389         {
390                 if (save > 10)
391                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
392                 else if (take > 30)
393                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
394                 else if (take > 10)
395                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
396         }
397
398         if (take > 50)
399                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
400         if (take > 100)
401                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
402
403         if (!(self.flags & FL_GODMODE))
404         {
405                 self.armorvalue = self.armorvalue - save;
406                 self.health = self.health - take;
407                 // pause regeneration for 5 seconds
408                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
409         }
410         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
411         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
412         self.dmg_inflictor = inflictor;
413
414         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
415         {
416                 // don't use any animations as a gib
417                 self.frame = 0;
418                 // view just above the floor
419                 self.view_ofs = '0 0 4';
420
421                 Violence_GibSplash(self, 1, 1, attacker);
422                 self.alpha = -1;
423                 self.solid = SOLID_NOT; // restore later
424                 self.takedamage = DAMAGE_NO; // restore later
425         }
426 }
427
428 void ClientKill_Now_TeamChange();
429 void freezetag_CheckWinner();
430
431 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
432 {
433         float take, save, waves, sdelay, dh, da, j;
434         vector v;
435         float valid_damage_for_weaponstats;
436         float excess;
437
438         if((g_arena && numspawned < 2) || (g_ca && allowed_to_spawn) && !inWarmupStage)
439                 return;
440
441         dh = max(self.health, 0);
442         da = max(self.armorvalue, 0);
443
444         if(!DEATH_ISSPECIAL(deathtype))
445         {
446                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
447                 if(self != attacker)
448                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
449         }
450
451         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
452         {
453                 // tuba causes blood to come out of the ears
454                 vector ear1, ear2;
455                 vector d;
456                 float f;
457                 ear1 = self.origin;
458                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
459                 ear2 = ear1;
460                 makevectors(self.angles);
461                 ear1 += v_right * -10;
462                 ear2 += v_right * +10;
463                 d = inflictor.origin - self.origin;
464                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
465                 force = v_right * vlen(force);
466                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
467                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
468                 if(f > 0)
469                 {
470                         hitloc = ear1;
471                         force = force * -1;
472                 }
473                 else
474                 {
475                         hitloc = ear2;
476                         // force is already good
477                 }
478         }
479         else
480                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
481
482         if (!g_minstagib)
483         {
484                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
485                 take = v_x;
486                 save = v_y;
487         }
488         else
489         {
490                 save = 0;
491                 take = damage;
492         }
493
494         frag_inflictor = inflictor;
495         frag_attacker = attacker;
496         frag_target = self;
497         damage_take = take;
498         damage_save = save;
499         damage_force = force;
500         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
501         take = bound(0, damage_take, self.health);
502         save = bound(0, damage_save, self.armorvalue);
503         excess = max(0, damage - take - save);
504
505         if(sound_allowed(MSG_BROADCAST, attacker))
506         {
507                 if (save > 10)
508                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
509                 else if (take > 30)
510                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
511                 else if (take > 10)
512                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
513         }
514
515         if (take > 50)
516                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
517         if (take > 100)
518                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
519
520         if (time >= self.spawnshieldtime)
521         {
522                 if (!(self.flags & FL_GODMODE))
523                 {
524                         self.armorvalue = self.armorvalue - save;
525                         self.health = self.health - take;
526                         // pause regeneration for 5 seconds
527                         if(take)
528                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
529
530                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
531                         {
532                                 self.pain_finished = time + 0.5;        //Supajoe
533
534                                 if(sv_gentle < 1) {
535                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
536                                         {
537                                                 if (!self.animstate_override)
538                                                 {
539                                                         if (random() > 0.5)
540                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
541                                                         else
542                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
543                                                 }
544                                         }
545
546                                         if(sound_allowed(MSG_BROADCAST, attacker))
547                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
548                                         if(self.health > 1)
549                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
550                                         {
551                                                 if(deathtype == DEATH_FALL)
552                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
553                                                 else if(self.health > 75) // TODO make a "gentle" version?
554                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
555                                                 else if(self.health > 50)
556                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
557                                                 else if(self.health > 25)
558                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
559                                                 else
560                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
561                                         }
562                                 }
563
564                                 // throw off bot aim temporarily
565                                 float shake;
566                                 shake = damage * 5 / (bound(0,skill,100) + 1);
567                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
568                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
569                         }
570                 }
571                 else
572                         self.max_armorvalue += (save + take);
573         }
574         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
575         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
576         self.dmg_inflictor = inflictor;
577
578         if(attacker == self)
579         {
580                 // don't reset pushltime for self damage as it may be an attempt to
581                 // escape a lava pit or similar
582                 //self.pushltime = 0;
583         }
584         else if(attacker.classname == "player")
585         {
586                 self.pusher = attacker;
587                 self.pushltime = time + autocvar_g_maxpushtime;
588         }
589         else if(time < self.pushltime)
590         {
591                 attacker = self.pusher;
592                 self.pushltime = max(self.pushltime, time + 0.6);
593         }
594         else
595                 self.pushltime = 0;
596
597         float abot, vbot, awep;
598         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
599         vbot = (clienttype(self) == CLIENTTYPE_BOT);
600
601         valid_damage_for_weaponstats = 0;
602         awep = 0;
603
604         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
605         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
606         if(attacker && self != attacker)
607         if(IsDifferentTeam(self, attacker))
608         {
609                 if(DEATH_ISSPECIAL(deathtype))
610                         awep = attacker.weapon;
611                 else
612                         awep = DEATH_WEAPONOF(deathtype);
613                 valid_damage_for_weaponstats = 1;
614         }
615
616         if(valid_damage_for_weaponstats)
617         {
618                 dh = dh - max(self.health, 0);
619                 da = da - max(self.armorvalue, 0);
620                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
621         }
622
623         if (self.health < 1)
624         {
625                 float defer_ClientKill_Now_TeamChange;
626                 defer_ClientKill_Now_TeamChange = FALSE;
627
628                 if(self.alivetime)
629                 {
630                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
631                         self.alivetime = 0;
632                 }
633
634                 if(valid_damage_for_weaponstats)
635                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
636
637                 if(sv_gentle < 1) // TODO make a "gentle" version?
638                 if(sound_allowed(MSG_BROADCAST, attacker))
639                 {
640                         if(deathtype == DEATH_DROWN)
641                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
642                         else
643                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
644                 }
645
646                 // get rid of kill indicator
647                 if(self.killindicator)
648                 {
649                         remove(self.killindicator);
650                         self.killindicator = world;
651                         if(self.killindicator_teamchange)
652                                 defer_ClientKill_Now_TeamChange = TRUE;
653
654                         if(self.classname == "body")
655                         if(deathtype == DEATH_KILL)
656                         {
657                                 // for the lemmings fans, a small harmless explosion
658                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
659                         }
660                 }
661
662                 if(!g_freezetag)
663                 {
664                         // become fully visible
665                         self.alpha = default_player_alpha;
666                         // throw a weapon
667                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
668                 }
669
670                 // print an obituary message
671                 Obituary (attacker, inflictor, self, deathtype);
672                 race_PreDie();
673                 DropAllRunes(self);
674
675         // increment frag counter for used weapon type
676         float w;
677         w = DEATH_WEAPONOF(deathtype);
678         if(WEP_VALID(w))
679         if(accuracy_isgooddamage(attacker, self))
680         attacker.accuracy.(accuracy_frags[w-1]) += 1;
681
682                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
683                 {
684                         PutClientInServer();
685                         count_alive_players(); // re-count players
686                         freezetag_CheckWinner();
687                         return;
688                 }
689
690                 frag_attacker = attacker;
691                 frag_inflictor = inflictor;
692                 frag_target = self;
693                 MUTATOR_CALLHOOK(PlayerDies);
694                 weapon_action(self.weapon, WR_PLAYERDEATH);
695
696                 RemoveGrapplingHook(self);
697
698                 if(self.flagcarried)
699                 {
700                         if(attacker.classname != "player")
701                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
702                         else if(attacker.team == self.team)
703                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
704                         else
705                                 DropFlag(self.flagcarried, world, attacker);
706                 }
707                 Portal_ClearAllLater(self);
708
709                 if(clienttype(self) == CLIENTTYPE_REAL)
710                 {
711                         stuffcmd(self, "-zoom\n");
712                         self.fixangle = TRUE;
713                         //msg_entity = self;
714                         //WriteByte (MSG_ONE, SVC_SETANGLE);
715                         //WriteAngle (MSG_ONE, self.v_angle_x);
716                         //WriteAngle (MSG_ONE, self.v_angle_y);
717                         //WriteAngle (MSG_ONE, 80);
718                 }
719
720                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
721                         ClientKill_Now_TeamChange();
722
723                 if(g_arena)
724                         Spawnqueue_Unmark(self);
725
726                 if(g_freezetag)
727                         return;
728
729                 // when we get here, player actually dies
730                 // clear waypoints (do this AFTER FreezeTag)
731                 WaypointSprite_PlayerDead();
732
733                 // make the corpse upright (not tilted)
734                 self.angles_x = 0;
735                 self.angles_z = 0;
736                 // don't spin
737                 self.avelocity = '0 0 0';
738                 // view from the floor
739                 self.view_ofs = '0 0 -8';
740                 // toss the corpse
741                 self.movetype = MOVETYPE_TOSS;
742                 // shootable corpse
743                 self.solid = SOLID_CORPSE;
744                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
745                 // don't stick to the floor
746                 self.flags &~= FL_ONGROUND;
747                 // dying animation
748                 self.deadflag = DEAD_DYING;
749                 // when to allow respawn
750                 sdelay = 0;
751                 waves = 0;
752                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
753                 if(!sdelay)
754                 {
755                         if(g_cts)
756                                 sdelay = 0; // no respawn delay in CTS
757                         else
758                                 sdelay = autocvar_g_respawn_delay;
759                 }
760                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
761                 if(!waves)
762                         waves = autocvar_g_respawn_waves;
763                 if(waves)
764                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
765                 else
766                         self.respawn_time = time + sdelay;
767                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
768                         self.respawn_countdown = 10; // first number to count down from is 10
769                 else
770                         self.respawn_countdown = -1; // do not count down
771                 self.death_time = time;
772                 if (random() < 0.5)
773                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
774                 else
775                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
776                 if (self.maxs_z > 5)
777                 {
778                         self.maxs_z = 5;
779                         setsize(self, self.mins, self.maxs);
780                 }
781                 // set damage function to corpse damage
782                 self.event_damage = PlayerCorpseDamage;
783                 // call the corpse damage function just in case it wants to gib
784                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
785                 // set up to fade out later
786                 SUB_SetFade (self, time + 6 + random (), 1);
787
788                 if(sv_gentle > 0 || autocvar_ekg) {
789                         // remove corpse
790                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
791                 }
792
793                 // reset fields the weapons may use just in case
794                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
795                 {
796                         weapon_action(j, WR_RESETPLAYER);
797                         ATTACK_FINISHED_FOR(self, j) = 0;
798                 }
799         }
800 }
801
802 .float muted; // to be used by prvm_edictset server playernumber muted 1
803 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
804 // message "": do not say, just test flood control
805 // return value:
806 //   1 = accept
807 //   0 = reject
808 //  -1 = fake accept
809 {
810         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
811         float flood;
812         var .float flood_field;
813         entity head;
814         float ret;
815         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
816
817         if(!teamsay && !privatesay)
818                 if(substring(msgin, 0, 1) == " ")
819                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
820
821         msgin = formatmessage(msgin);
822
823         if(source.classname != "player")
824                 colorstr = "^0"; // black for spectators
825         else if(teamplay)
826                 colorstr = Team_ColorCode(source.team);
827         else
828         {
829                 colorstr = "";
830                 teamsay = FALSE;
831         }
832
833         if(intermission_running)
834                 teamsay = FALSE;
835
836         if(msgin != "")
837                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
838
839         /*
840          * using bprint solves this... me stupid
841         // how can we prevent the message from appearing in a listen server?
842         // for now, just give "say" back and only handle say_team
843         if(!teamsay)
844         {
845                 clientcommand(self, strcat("say ", msgin));
846                 return;
847         }
848         */
849
850         if(autocvar_g_chat_teamcolors)
851                 namestr = playername(source);
852         else
853                 namestr = source.netname;
854
855         if(msgin != "")
856         {
857                 if(privatesay)
858                 {
859                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
860                         privatemsgprefixlen = strlen(msgstr);
861                         msgstr = strcat(msgstr, msgin);
862                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
863                         if(autocvar_g_chat_teamcolors)
864                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
865                         else
866                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
867                 }
868                 else if(teamsay)
869                 {
870                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
871                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
872                 }
873                 else
874                 {
875                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
876                         cmsgstr = "";
877                 }
878                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
879         }
880         else
881         {
882                 msgstr = cmsgstr = "";
883         }
884
885         fullmsgstr = msgstr;
886         fullcmsgstr = cmsgstr;
887
888         // FLOOD CONTROL
889         flood = 0;
890         flood_field = floodcontrol_chat;
891         if(floodcontrol)
892         {
893                 float flood_spl;
894                 float flood_burst;
895                 float flood_lmax;
896                 float lines;
897                 if(privatesay)
898                 {
899                         flood_spl = autocvar_g_chat_flood_spl_tell;
900                         flood_burst = autocvar_g_chat_flood_burst_tell;
901                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
902                         flood_field = floodcontrol_chattell;
903                 }
904                 else if(teamsay)
905                 {
906                         flood_spl = autocvar_g_chat_flood_spl_team;
907                         flood_burst = autocvar_g_chat_flood_burst_team;
908                         flood_lmax = autocvar_g_chat_flood_lmax_team;
909                         flood_field = floodcontrol_chatteam;
910                 }
911                 else
912                 {
913                         flood_spl = autocvar_g_chat_flood_spl;
914                         flood_burst = autocvar_g_chat_flood_burst;
915                         flood_lmax = autocvar_g_chat_flood_lmax;
916                         flood_field = floodcontrol_chat;
917                 }
918                 flood_burst = max(0, flood_burst - 1);
919                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
920
921                 // do flood control for the default line size
922                 if(msgstr != "")
923                 {
924                         getWrappedLine_remaining = msgstr;
925                         msgstr = "";
926                         lines = 0;
927                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
928                         {
929                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
930                                 ++lines;
931                         }
932                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
933
934                         if(getWrappedLine_remaining != "")
935                         {
936                                 msgstr = strcat(msgstr, "\n");
937                                 flood = 2;
938                         }
939
940                         if(time >= source.flood_field)
941                         {
942                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
943                         }
944                         else
945                         {
946                                 flood = 1;
947                                 msgstr = fullmsgstr;
948                         }
949                 }
950                 else
951                 {
952                         if(time >= source.flood_field)
953                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
954                         else
955                                 flood = 1;
956                 }
957
958                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
959                         source.flood_field = flood = 0;
960         }
961
962         if(flood == 2) // cannot happen for empty msgstr
963         {
964                 if(autocvar_g_chat_flood_notify_flooder)
965                 {
966                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
967                         sourcecmsgstr = "";
968                 }
969                 else
970                 {
971                         sourcemsgstr = fullmsgstr;
972                         sourcecmsgstr = fullcmsgstr;
973                 }
974                 cmsgstr = "";
975         }
976         else
977         {
978                 sourcemsgstr = msgstr;
979                 sourcecmsgstr = cmsgstr;
980         }
981
982         if(!privatesay)
983         if(source.classname != "player")
984         {
985                 if not(intermission_running)
986                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
987                                 teamsay = -1; // spectators
988         }
989
990         if(flood)
991                 print("NOTE: ", playername(source), "^7 is flooding.\n");
992
993         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
994         if(privatesay)
995                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
996
997         if(source.muted)
998         {
999                 // always fake the message
1000                 ret = -1;
1001         }
1002         else if(flood == 1)
1003         {
1004                 if(autocvar_g_chat_flood_notify_flooder)
1005                 {
1006                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1007                         ret = 0;
1008                 }
1009                 else
1010                         ret = -1;
1011         }
1012         else
1013         {
1014                 ret = 1;
1015         }
1016
1017         if(sourcemsgstr != "" && ret != 0)
1018         {
1019                 if(ret < 0) // faked message, because the player is muted
1020                 {
1021                         sprint(source, sourcemsgstr);
1022                         if(sourcecmsgstr != "" && !privatesay)
1023                                 centerprint(source, sourcecmsgstr);
1024                 }
1025                 else if(privatesay) // private message, between 2 people only, not sent to server console
1026                 {
1027                         sprint(source, sourcemsgstr);
1028                         sprint(privatesay, msgstr);
1029                         if(cmsgstr != "")
1030                                 centerprint(privatesay, cmsgstr);
1031                 }
1032                 else if(teamsay > 0) // team message, only sent to team mates
1033                 {
1034                         sprint(source, sourcemsgstr);
1035                         //print(msgstr); // send to server console too
1036                         if(sourcecmsgstr != "")
1037                                 centerprint(source, sourcecmsgstr);
1038                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1039                                 if(head != source)
1040                                 {
1041                                         sprint(head, msgstr);
1042                                         if(cmsgstr != "")
1043                                                 centerprint(head, cmsgstr);
1044                                 }
1045                 }
1046                 else if(teamsay < 0) // spectator message, only sent to spectators
1047                 {
1048                         sprint(source, sourcemsgstr);
1049                         //print(msgstr); // send to server console too
1050                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1051                                 if(head != source)
1052                                         sprint(head, msgstr);
1053                 }
1054                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
1055                 {
1056                         sprint(source, sourcemsgstr);
1057                         //print(msgstr); // send to server console too
1058                         FOR_EACH_REALCLIENT(head)
1059                                 if(head != source)
1060                                         sprint(head, msgstr);
1061                 }
1062                 else
1063                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
1064         }
1065
1066         return ret;
1067 }
1068
1069 float GetVoiceMessageVoiceType(string type)
1070 {
1071         if(type == "taunt")
1072                 return VOICETYPE_TAUNT;
1073         if(type == "teamshoot")
1074                 return VOICETYPE_LASTATTACKER;
1075         return VOICETYPE_TEAMRADIO;
1076 }
1077
1078 string allvoicesamples;
1079 .string GetVoiceMessageSampleField(string type)
1080 {
1081         GetPlayerSoundSampleField_notFound = 0;
1082         switch(type)
1083         {
1084 #define _VOICEMSG(m) case #m: return playersound_##m;
1085                 ALLVOICEMSGS
1086 #undef _VOICEMSG
1087         }
1088         GetPlayerSoundSampleField_notFound = 1;
1089         return playersound_taunt;
1090 }
1091
1092 .string GetPlayerSoundSampleField(string type)
1093 {
1094         GetPlayerSoundSampleField_notFound = 0;
1095         switch(type)
1096         {
1097 #define _VOICEMSG(m) case #m: return playersound_##m;
1098                 ALLPLAYERSOUNDS
1099 #undef _VOICEMSG
1100         }
1101         GetPlayerSoundSampleField_notFound = 1;
1102         return playersound_taunt;
1103 }
1104
1105 void PrecacheGlobalSound(string samplestring)
1106 {
1107         float n, i;
1108         tokenize_console(samplestring);
1109         n = stof(argv(1));
1110         if(n > 0)
1111         {
1112                 for(i = 1; i <= n; ++i)
1113                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1114         }
1115         else
1116         {
1117                 precache_sound(strcat(argv(0), ".wav"));
1118         }
1119 }
1120
1121 void PrecachePlayerSounds(string f)
1122 {
1123         float fh;
1124         string s;
1125         fh = fopen(f, FILE_READ);
1126         if(fh < 0)
1127                 return;
1128         while((s = fgets(fh)))
1129         {
1130                 if(tokenize_console(s) != 3)
1131                 {
1132                         dprint("Invalid sound info line: ", s, "\n");
1133                         continue;
1134                 }
1135                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1136         }
1137         fclose(fh);
1138
1139         if not(allvoicesamples)
1140         {
1141 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1142                 ALLVOICEMSGS
1143 #undef _VOICEMSG
1144                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1145         }
1146 }
1147
1148 void ClearPlayerSounds()
1149 {
1150 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1151         ALLPLAYERSOUNDS
1152         ALLVOICEMSGS
1153 #undef _VOICEMSG
1154 }
1155
1156 float LoadPlayerSounds(string f, float first)
1157 {
1158         float fh;
1159         string s;
1160         var .string field;
1161         fh = fopen(f, FILE_READ);
1162         if(fh < 0)
1163         {
1164                 dprint("Player sound file not found: ", f, "\n");
1165                 return 0;
1166         }
1167         while((s = fgets(fh)))
1168         {
1169                 if(tokenize_console(s) != 3)
1170                         continue;
1171                 field = GetPlayerSoundSampleField(argv(0));
1172                 if(GetPlayerSoundSampleField_notFound)
1173                         field = GetVoiceMessageSampleField(argv(0));
1174                 if(GetPlayerSoundSampleField_notFound)
1175                         continue;
1176                 if(self.field)
1177                         strunzone(self.field);
1178                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1179         }
1180         fclose(fh);
1181         return 1;
1182 }
1183
1184 .float modelindex_for_playersound;
1185 .float skin_for_playersound;
1186 void UpdatePlayerSounds()
1187 {
1188         if(self.modelindex == self.modelindex_for_playersound)
1189         if(self.skin == self.skin_for_playersound)
1190                 return;
1191         self.modelindex_for_playersound = self.modelindex;
1192         self.skin_for_playersound = self.skin;
1193         ClearPlayerSounds();
1194         LoadPlayerSounds("sound/player/default.sounds", 1);
1195         if(!autocvar_g_debug_defaultsounds)
1196                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1197                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1198 }
1199
1200 void FakeGlobalSound(string sample, float chan, float voicetype)
1201 {
1202         float n;
1203         float tauntrand;
1204
1205         if(sample == "")
1206                 return;
1207
1208         tokenize_console(sample);
1209         n = stof(argv(1));
1210         if(n > 0)
1211                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1212         else
1213                 sample = strcat(argv(0), ".wav"); // randomization
1214
1215         switch(voicetype)
1216         {
1217                 case VOICETYPE_LASTATTACKER_ONLY:
1218                         break;
1219                 case VOICETYPE_LASTATTACKER:
1220                         if(self.pusher)
1221                         {
1222                                 msg_entity = self;
1223                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1224                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1225                         }
1226                         break;
1227                 case VOICETYPE_TEAMRADIO:
1228                         msg_entity = self;
1229                         if(msg_entity.cvar_cl_voice_directional == 1)
1230                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1231                         else
1232                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1233                         break;
1234                 case VOICETYPE_AUTOTAUNT:
1235                         if(!sv_autotaunt)
1236                                 break;
1237                         if(!sv_taunt)
1238                                 break;
1239                         if(sv_gentle)
1240                                 break;
1241                         tauntrand = random();
1242                         msg_entity = self;
1243                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1244                         {
1245                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1246                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1247                                 else
1248                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1249                         }
1250                         break;
1251                 case VOICETYPE_TAUNT:
1252                         if(self.classname == "player")
1253                                 if(self.deadflag == DEAD_NO)
1254                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1255                         if(!sv_taunt)
1256                                 break;
1257                         if(sv_gentle)
1258                                 break;
1259                         msg_entity = self;
1260                         if (msg_entity.cvar_cl_voice_directional >= 1)
1261                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1262                         else
1263                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1264                         break;
1265                 case VOICETYPE_PLAYERSOUND:
1266                         msg_entity = self;
1267                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1268                         break;
1269                 default:
1270                         backtrace("Invalid voice type!");
1271                         break;
1272         }
1273 }
1274
1275 void GlobalSound(string sample, float chan, float voicetype)
1276 {
1277         float n;
1278         float tauntrand;
1279
1280         if(sample == "")
1281                 return;
1282
1283         tokenize_console(sample);
1284         n = stof(argv(1));
1285         if(n > 0)
1286                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1287         else
1288                 sample = strcat(argv(0), ".wav"); // randomization
1289
1290         switch(voicetype)
1291         {
1292                 case VOICETYPE_LASTATTACKER_ONLY:
1293                         if(self.pusher)
1294                         {
1295                                 msg_entity = self.pusher;
1296                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1297                                 {
1298                                         if(msg_entity.cvar_cl_voice_directional == 1)
1299                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1300                                         else
1301                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1302                                 }
1303                         }
1304                         break;
1305                 case VOICETYPE_LASTATTACKER:
1306                         if(self.pusher)
1307                         {
1308                                 msg_entity = self.pusher;
1309                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1310                                 {
1311                                         if(msg_entity.cvar_cl_voice_directional == 1)
1312                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1313                                         else
1314                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1315                                 }
1316                                 msg_entity = self;
1317                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1318                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1319                         }
1320                         break;
1321                 case VOICETYPE_TEAMRADIO:
1322                         FOR_EACH_REALCLIENT(msg_entity)
1323                                 if(!teamplay || msg_entity.team == self.team)
1324                                 {
1325                                         if(msg_entity.cvar_cl_voice_directional == 1)
1326                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1327                                         else
1328                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1329                                 }
1330                         break;
1331                 case VOICETYPE_AUTOTAUNT:
1332                         if(!sv_autotaunt)
1333                                 break;
1334                         if(!sv_taunt)
1335                                 break;
1336                         if(sv_gentle)
1337                                 break;
1338                         tauntrand = random();
1339                         FOR_EACH_REALCLIENT(msg_entity)
1340                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1341                                 {
1342                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1343                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1344                                         else
1345                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1346                                 }
1347                         break;
1348                 case VOICETYPE_TAUNT:
1349                         if(self.classname == "player")
1350                                 if(self.deadflag == DEAD_NO)
1351                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1352                         if(!sv_taunt)
1353                                 break;
1354                         if(sv_gentle)
1355                                 break;
1356                         FOR_EACH_REALCLIENT(msg_entity)
1357                         {
1358                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1359                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1360                                 else
1361                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1362                         }
1363                         break;
1364                 case VOICETYPE_PLAYERSOUND:
1365                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1366                         break;
1367                 default:
1368                         backtrace("Invalid voice type!");
1369                         break;
1370         }
1371 }
1372
1373 void PlayerSound(.string samplefield, float chan, float voicetype)
1374 {
1375         GlobalSound(self.samplefield, chan, voicetype);
1376 }
1377
1378 void VoiceMessage(string type, string msg)
1379 {
1380         var .string sample;
1381         float voicetype, ownteam;
1382         float flood;
1383         sample = GetVoiceMessageSampleField(type);
1384
1385         if(GetPlayerSoundSampleField_notFound)
1386         {
1387                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1388                 return;
1389         }
1390
1391         voicetype = GetVoiceMessageVoiceType(type);
1392         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1393
1394         flood = Say(self, ownteam, world, msg, 1);
1395
1396         if (flood > 0)
1397                 GlobalSound(self.sample, CH_VOICE, voicetype);
1398         else if (flood < 0)
1399                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1400 }
1401
1402 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1403 {
1404 //      show_message
1405 //      0 (00) automove centerprint, admin message
1406 //      1 (01) automove centerprint, no admin message
1407 //      2 (10) no centerprint, admin message
1408 //      3 (11) no centerprint, no admin message
1409
1410         float lockteams_backup;
1411
1412         lockteams_backup = lockteams;  // backup any team lock
1413
1414         lockteams = 0;  // disable locked teams
1415
1416         TeamchangeFrags(client);  // move the players frags
1417         SetPlayerColors(client, team_colour - 1);  // set the players colour
1418         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1419
1420         lockteams = lockteams_backup;  // restore the team lock
1421
1422         LogTeamchange(client.playerid, client.team, type);
1423
1424         if not(show_message & 1) // admin message
1425                 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
1426
1427         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1428 }