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[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.frame = oldself.frame;
170         self.dead_frame = oldself.dead_frame;
171         self.pain_finished = oldself.pain_finished;
172         self.health = oldself.health;
173         self.armorvalue = oldself.armorvalue;
174         self.armortype = oldself.armortype;
175         self.model = oldself.model;
176         self.modelindex = oldself.modelindex;
177         self.skin = oldself.skin;
178         self.species = oldself.species;
179         self.movetype = oldself.movetype;
180         self.solid = oldself.solid;
181         self.ballistics_density = oldself.ballistics_density;
182         self.takedamage = oldself.takedamage;
183         self.customizeentityforclient = oldself.customizeentityforclient;
184         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
185         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
186         if (keepvelocity == 1)
187                 self.velocity = oldself.velocity;
188         self.oldvelocity = self.velocity;
189         self.fade_time = oldself.fade_time;
190         self.fade_rate = oldself.fade_rate;
191         //self.weapon = oldself.weapon;
192         setorigin(self, oldself.origin);
193         setsize(self, oldself.mins, oldself.maxs);
194         self.prevorigin = oldself.origin;
195         self.reset = SUB_Remove;
196
197         Drag_MoveDrag(oldself, self);
198
199         if(self.colormap <= maxclients && self.colormap > 0)
200                 self.colormap = 1024 + self.clientcolors;
201
202         CSQCMODEL_AUTOINIT();
203         self.CopyBody_nextthink = oldself.nextthink;
204         self.CopyBody_think = oldself.think;
205         self.nextthink = time;
206         self.think = CopyBody_Think;
207
208         self = oldself;
209 }
210
211 float player_getspecies()
212 {
213         float s;
214         get_model_parameters(self.model, self.skin);
215         s = get_model_parameters_species;
216         get_model_parameters(string_null, 0);
217         if(s < 0)
218                 return SPECIES_HUMAN;
219         return s;
220 }
221
222 void player_setupanimsformodel()
223 {
224         // defaults for legacy .zym models without animinfo files
225         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
226         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
227         self.anim_draw = animfixfps(self, '2 1 3');
228         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
229         self.anim_duckwalk = animfixfps(self, '4 1 1');
230         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
231         self.anim_duckidle = animfixfps(self, '6 1 1');
232         self.anim_idle = animfixfps(self, '7 1 1');
233         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
234         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
235         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
236         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
237         self.anim_taunt = animfixfps(self, '12 1 0.33');
238         self.anim_run = animfixfps(self, '13 1 1');
239         self.anim_runbackwards = animfixfps(self, '14 1 1');
240         self.anim_strafeleft = animfixfps(self, '15 1 1');
241         self.anim_straferight = animfixfps(self, '16 1 1');
242         self.anim_dead1 = animfixfps(self, '17 1 1');
243         self.anim_dead2 = animfixfps(self, '18 1 1');
244         self.anim_forwardright = animfixfps(self, '19 1 1');
245         self.anim_forwardleft = animfixfps(self, '20 1 1');
246         self.anim_backright = animfixfps(self, '21 1 1');
247         self.anim_backleft  = animfixfps(self, '22 1 1');
248         self.anim_melee = animfixfps(self, '23 1 1');
249         self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
250         self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
251         self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
252         self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
253         self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
254         self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
255         self.anim_duckwalkbackleft  = animfixfps(self, '30 1 1');
256         // TODO introspect models for finding right "fps" value (1/duration)
257         // reset animstate now
258         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
259 }
260
261 void player_anim (void)
262 {
263         updateanim(self);
264         if (self.weaponentity)
265                 updateanim(self.weaponentity);
266
267         if (self.deadflag != DEAD_NO)
268         {
269                 if (time > self.animstate_endtime)
270                 {
271                         if (self.maxs_z > 5)
272                         {
273                                 self.maxs_z = 5;
274                                 setsize(self, self.mins, self.maxs);
275                         }
276                         self.frame = self.dead_frame;
277                 }
278                 return;
279         }
280
281         if (!self.animstate_override)
282         {
283                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
284                 {
285                         if (self.crouch)
286                         {
287                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
288                                 {
289                                         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);
290                                         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
291                                         {
292                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
293                                                 self.restart_jump = FALSE;
294                                         }
295                                 }
296                         }
297                         else
298                         {
299                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
300                 {
301                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
302                     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
303                     {
304                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
305                         self.restart_jump = FALSE;
306                     }
307                 }
308                         }
309                 }
310                 else if (self.crouch)
311                 {
312                         if (self.movement_x > 0 && self.movement_y == 0)
313                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
314                         else if (self.movement_x < 0 && self.movement_y == 0)
315                                 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
316                         else if (self.movement_x == 0 && self.movement_y > 0)
317                                 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
318                         else if (self.movement_x == 0 && self.movement_y < 0)
319                                 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
320                         else if (self.movement_x > 0 && self.movement_y > 0)
321                                 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
322                         else if (self.movement_x > 0 && self.movement_y < 0)
323                                 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
324                         else if (self.movement_x < 0 && self.movement_y > 0)
325                                 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
326                         else if (self.movement_x < 0 && self.movement_y < 0)
327                                 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
328                         else
329                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
330                 }
331                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
332                 {
333                         if (self.movement_x > 0 && self.movement_y == 0)
334                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
335                         else if (self.movement_x < 0 && self.movement_y == 0)
336                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
337                         else if (self.movement_x == 0 && self.movement_y > 0)
338                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
339                         else if (self.movement_x == 0 && self.movement_y < 0)
340                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
341                         else if (self.movement_x > 0 && self.movement_y > 0)
342                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
343                         else if (self.movement_x > 0 && self.movement_y < 0)
344                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
345                         else if (self.movement_x < 0 && self.movement_y > 0)
346                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
347                         else if (self.movement_x < 0 && self.movement_y < 0)
348                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
349                         else
350                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
351                 }
352                 else
353                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
354         }
355
356         if (self.weaponentity)
357         if (!self.weaponentity.animstate_override)
358                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
359 }
360
361 void SpawnThrownWeapon (vector org, float w)
362 {
363         if(g_minstagib)
364         if(self.ammo_cells <= 0)
365                 return;
366
367         if(g_pinata)
368         {
369                 float j;
370                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
371                 {
372                         if(self.weapons & W_WeaponBit(j))
373                                 if(W_IsWeaponThrowable(j))
374                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
375                 }
376         }
377         else
378         {
379                 if(W_IsWeaponThrowable(self.weapon))
380                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
381         }
382 }
383
384 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
385 {
386         float take, save;
387         vector v;
388         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
389
390         // damage resistance (ignore most of the damage from a bullet or similar)
391         damage = max(damage - 5, 1);
392
393         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
394         take = v_x;
395         save = v_y;
396
397         if(sound_allowed(MSG_BROADCAST, attacker))
398         {
399                 if (save > 10)
400                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
401                 else if (take > 30)
402                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
403                 else if (take > 10)
404                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
405         }
406
407         if (take > 50)
408                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
409         if (take > 100)
410                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
411
412         if (!(self.flags & FL_GODMODE))
413         {
414                 self.armorvalue = self.armorvalue - save;
415                 self.health = self.health - take;
416                 // pause regeneration for 5 seconds
417                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
418         }
419         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
420         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
421         self.dmg_inflictor = inflictor;
422
423         if (self.health <= -autocvar_sv_gibhealth && !(self.effects & CSQCMODEL_EF_INVISIBLE))
424         {
425                 // don't use any animations as a gib
426                 self.frame = 0;
427                 self.dead_frame = 0;
428                 // view just above the floor
429                 self.view_ofs = '0 0 4';
430
431                 Violence_GibSplash(self, 1, 1, attacker);
432                 self.effects |= CSQCMODEL_EF_INVISIBLE;
433                 self.solid = SOLID_NOT; // restore later
434         }
435 }
436
437 void ClientKill_Now_TeamChange();
438 void freezetag_CheckWinner();
439
440 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
441 {
442         float take, save, waves, sdelay, dh, da, j;
443         vector v;
444         float valid_damage_for_weaponstats;
445         float excess;
446
447         if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
448                 return;
449
450         dh = max(self.health, 0);
451         da = max(self.armorvalue, 0);
452
453         if(!DEATH_ISSPECIAL(deathtype))
454         {
455                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
456                 if(self != attacker)
457                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
458         }
459
460         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
461         {
462                 // tuba causes blood to come out of the ears
463                 vector ear1, ear2;
464                 vector d;
465                 float f;
466                 ear1 = self.origin;
467                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
468                 ear2 = ear1;
469                 makevectors(self.angles);
470                 ear1 += v_right * -10;
471                 ear2 += v_right * +10;
472                 d = inflictor.origin - self.origin;
473                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
474                 force = v_right * vlen(force);
475                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
476                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
477                 if(f > 0)
478                 {
479                         hitloc = ear1;
480                         force = force * -1;
481                 }
482                 else
483                 {
484                         hitloc = ear2;
485                         // force is already good
486                 }
487         }
488         else
489                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
490
491         if (!g_minstagib)
492         {
493                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
494                 take = v_x;
495                 save = v_y;
496         }
497         else
498         {
499                 save = 0;
500                 take = damage;
501         }
502
503         frag_inflictor = inflictor;
504         frag_attacker = attacker;
505         frag_target = self;
506         damage_take = take;
507         damage_save = save;
508         damage_force = force;
509         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
510         take = bound(0, damage_take, self.health);
511         save = bound(0, damage_save, self.armorvalue);
512         excess = max(0, damage - take - save);
513
514         if(sound_allowed(MSG_BROADCAST, attacker))
515         {
516                 if (save > 10)
517                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
518                 else if (take > 30)
519                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
520                 else if (take > 10)
521                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
522         }
523
524         if (take > 50)
525                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
526         if (take > 100)
527                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
528
529         if (time >= self.spawnshieldtime)
530         {
531                 if (!(self.flags & FL_GODMODE))
532                 {
533                         self.armorvalue = self.armorvalue - save;
534                         self.health = self.health - take;
535                         // pause regeneration for 5 seconds
536                         if(take)
537                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
538
539                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
540                         {
541                                 self.pain_finished = time + 0.5;        //Supajoe
542
543                                 if(sv_gentle < 1) {
544                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
545                                         {
546                                                 if (!self.animstate_override)
547                                                 {
548                                                         if (random() > 0.5)
549                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
550                                                         else
551                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
552                                                 }
553                                         }
554
555                                         if(sound_allowed(MSG_BROADCAST, attacker))
556                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
557                                         if(self.health > 1)
558                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
559                                         {
560                                                 if(deathtype == DEATH_FALL)
561                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
562                                                 else if(self.health > 75) // TODO make a "gentle" version?
563                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
564                                                 else if(self.health > 50)
565                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
566                                                 else if(self.health > 25)
567                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
568                                                 else
569                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
570                                         }
571                                 }
572
573                                 // throw off bot aim temporarily
574                                 float shake;
575                                 shake = damage * 5 / (bound(0,skill,100) + 1);
576                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
577                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
578                         }
579                 }
580                 else
581                         self.max_armorvalue += (save + take);
582         }
583         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
584         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
585         self.dmg_inflictor = inflictor;
586
587         if(attacker == self)
588         {
589                 // don't reset pushltime for self damage as it may be an attempt to
590                 // escape a lava pit or similar
591                 //self.pushltime = 0;
592         }
593         else if(attacker.classname == "player")
594         {
595                 self.pusher = attacker;
596                 self.pushltime = time + autocvar_g_maxpushtime;
597         }
598         else if(time < self.pushltime)
599         {
600                 attacker = self.pusher;
601                 self.pushltime = max(self.pushltime, time + 0.6);
602         }
603         else
604                 self.pushltime = 0;
605
606         float abot, vbot, awep;
607         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
608         vbot = (clienttype(self) == CLIENTTYPE_BOT);
609
610         valid_damage_for_weaponstats = 0;
611         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
612         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
613         if(attacker && self != attacker)
614         if(IsDifferentTeam(self, attacker))
615         {
616                 if(DEATH_ISSPECIAL(deathtype))
617                         awep = attacker.weapon;
618                 else
619                         awep = DEATH_WEAPONOF(deathtype);
620                 valid_damage_for_weaponstats = 1;
621         }
622
623         if(valid_damage_for_weaponstats)
624         {
625                 dh = dh - max(self.health, 0);
626                 da = da - max(self.armorvalue, 0);
627                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
628         }
629
630         if (self.health < 1)
631         {
632                 float defer_ClientKill_Now_TeamChange;
633                 defer_ClientKill_Now_TeamChange = FALSE;
634
635                 if(self.alivetime)
636                 {
637                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
638                         self.alivetime = 0;
639                 }
640
641                 if(valid_damage_for_weaponstats)
642                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
643
644                 if(sv_gentle < 1) // TODO make a "gentle" version?
645                 if(sound_allowed(MSG_BROADCAST, attacker))
646                 {
647                         if(deathtype == DEATH_DROWN)
648                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
649                         else
650                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
651                 }
652
653                 // get rid of kill indicator
654                 if(self.killindicator)
655                 {
656                         remove(self.killindicator);
657                         self.killindicator = world;
658                         if(self.killindicator_teamchange)
659                                 defer_ClientKill_Now_TeamChange = TRUE;
660
661                         if(self.classname == "body")
662                         if(deathtype == DEATH_KILL)
663                         {
664                                 // for the lemmings fans, a small harmless explosion
665                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
666                         }
667                 }
668
669                 if(!g_freezetag)
670                 {
671                         // become fully visible
672                         self.alpha = 1;
673                         // throw a weapon
674                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
675                 }
676
677                 // print an obituary message
678                 Obituary (attacker, inflictor, self, deathtype);
679                 race_PreDie();
680                 DropAllRunes(self);
681
682         // increment frag counter for used weapon type
683         float w;
684         w = DEATH_WEAPONOF(deathtype);
685         if(WEP_VALID(w))
686         if(accuracy_isgooddamage(attacker, self))
687         attacker.accuracy.(accuracy_frags[w-1]) += 1;
688
689                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
690                 {
691                         PutClientInServer();
692                         count_alive_players(); // re-count players
693                         freezetag_CheckWinner();
694                         return;
695                 }
696
697                 frag_attacker = attacker;
698                 frag_inflictor = inflictor;
699                 frag_target = self;
700                 MUTATOR_CALLHOOK(PlayerDies);
701                 weapon_action(self.weapon, WR_PLAYERDEATH);
702
703                 RemoveGrapplingHook(self);
704
705                 if(self.flagcarried)
706                 {
707                         if(attacker.classname != "player")
708                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
709                         else if(attacker.team == self.team)
710                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
711                         else
712                                 DropFlag(self.flagcarried, world, attacker);
713                 }
714                 if(self.ballcarried && g_nexball)
715                         DropBall(self.ballcarried, self.origin, self.velocity);
716                 Portal_ClearAllLater(self);
717
718                 if(clienttype(self) == CLIENTTYPE_REAL)
719                 {
720                         stuffcmd(self, "-zoom\n");
721                         self.fixangle = TRUE;
722                         //msg_entity = self;
723                         //WriteByte (MSG_ONE, SVC_SETANGLE);
724                         //WriteAngle (MSG_ONE, self.v_angle_x);
725                         //WriteAngle (MSG_ONE, self.v_angle_y);
726                         //WriteAngle (MSG_ONE, 80);
727                 }
728
729                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
730                         ClientKill_Now_TeamChange();
731
732                 if(g_arena)
733                         Spawnqueue_Unmark(self);
734
735                 if(g_freezetag)
736                         return;
737
738                 // when we get here, player actually dies
739                 // clear waypoints (do this AFTER FreezeTag)
740                 WaypointSprite_PlayerDead();
741
742                 // make the corpse upright (not tilted)
743                 self.angles_x = 0;
744                 self.angles_z = 0;
745                 // don't spin
746                 self.avelocity = '0 0 0';
747                 // view from the floor
748                 self.view_ofs = '0 0 -8';
749                 // toss the corpse
750                 self.movetype = MOVETYPE_TOSS;
751                 // shootable corpse
752                 self.solid = SOLID_CORPSE;
753                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
754                 // don't stick to the floor
755                 self.flags &~= FL_ONGROUND;
756                 // dying animation
757                 self.deadflag = DEAD_DYING;
758                 // when to allow respawn
759                 sdelay = 0;
760                 waves = 0;
761                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
762                 if(!sdelay)
763                 {
764                         if(g_cts)
765                                 sdelay = 0; // no respawn delay in CTS
766                         else
767                                 sdelay = autocvar_g_respawn_delay;
768                 }
769                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
770                 if(!waves)
771                         waves = autocvar_g_respawn_waves;
772                 if(waves)
773                         self.death_time = ceil((time + sdelay) / waves) * waves;
774                 else
775                         self.death_time = time + sdelay;
776                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
777                         self.respawn_countdown = 10; // first number to count down from is 10
778                 else
779                         self.respawn_countdown = -1; // do not count down
780                 if (random() < 0.5)
781                 {
782                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
783                         self.dead_frame = self.anim_dead1_x;
784                 }
785                 else
786                 {
787                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
788                         self.dead_frame = self.anim_dead2_x;
789                 }
790                 // set damage function to corpse damage
791                 self.event_damage = PlayerCorpseDamage;
792                 // call the corpse damage function just in case it wants to gib
793                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
794                 // set up to fade out later
795                 SUB_SetFade (self, time + 6 + random (), 1);
796
797                 if(sv_gentle > 0 || autocvar_ekg) {
798                         // remove corpse
799                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
800                 }
801
802                 // reset fields the weapons may use just in case
803                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
804                 {
805                         weapon_action(j, WR_RESETPLAYER);
806                         ATTACK_FINISHED_FOR(self, j) = 0;
807                 }
808         }
809 }
810
811 .float muted; // to be used by prvm_edictset server playernumber muted 1
812 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
813 // message "": do not say, just test flood control
814 // return value:
815 //   1 = accept
816 //   0 = reject
817 //  -1 = fake accept
818 {
819         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
820         float flood, privatemsgprefixlen;
821         var .float flood_field;
822         entity head;
823         float ret;
824
825         if(Ban_MaybeEnforceBan(source))
826                 return 0;
827
828         if(!teamsay && !privatesay)
829                 if(substring(msgin, 0, 1) == " ")
830                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
831
832         msgin = formatmessage(msgin);
833
834         if(source.classname != "player")
835                 colorstr = "^0"; // black for spectators
836         else if(teamplay)
837                 colorstr = Team_ColorCode(source.team);
838         else
839                 teamsay = FALSE;
840
841         if(intermission_running)
842                 teamsay = FALSE;
843
844         if(msgin != "")
845                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
846
847         /*
848          * using bprint solves this... me stupid
849         // how can we prevent the message from appearing in a listen server?
850         // for now, just give "say" back and only handle say_team
851         if(!teamsay)
852         {
853                 clientcommand(self, strcat("say ", msgin));
854                 return;
855         }
856         */
857
858         if(autocvar_g_chat_teamcolors)
859                 namestr = playername(source);
860         else
861                 namestr = source.netname;
862
863         if(msgin != "")
864         {
865                 if(privatesay)
866                 {
867                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
868                         privatemsgprefixlen = strlen(msgstr);
869                         msgstr = strcat(msgstr, msgin);
870                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
871                         if(autocvar_g_chat_teamcolors)
872                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
873                         else
874                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
875                 }
876                 else if(teamsay)
877                 {
878                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
879                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
880                 }
881                 else
882                 {
883                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
884                         cmsgstr = "";
885                 }
886                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
887         }
888         else
889         {
890                 msgstr = cmsgstr = "";
891         }
892
893         fullmsgstr = msgstr;
894         fullcmsgstr = cmsgstr;
895
896         // FLOOD CONTROL
897         flood = 0;
898         if(floodcontrol)
899         {
900                 float flood_spl;
901                 float flood_burst;
902                 float flood_lmax;
903                 float lines;
904                 if(privatesay)
905                 {
906                         flood_spl = autocvar_g_chat_flood_spl_tell;
907                         flood_burst = autocvar_g_chat_flood_burst_tell;
908                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
909                         flood_field = floodcontrol_chattell;
910                 }
911                 else if(teamsay)
912                 {
913                         flood_spl = autocvar_g_chat_flood_spl_team;
914                         flood_burst = autocvar_g_chat_flood_burst_team;
915                         flood_lmax = autocvar_g_chat_flood_lmax_team;
916                         flood_field = floodcontrol_chatteam;
917                 }
918                 else
919                 {
920                         flood_spl = autocvar_g_chat_flood_spl;
921                         flood_burst = autocvar_g_chat_flood_burst;
922                         flood_lmax = autocvar_g_chat_flood_lmax;
923                         flood_field = floodcontrol_chat;
924                 }
925                 flood_burst = max(0, flood_burst - 1);
926                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
927
928                 // do flood control for the default line size
929                 if(msgstr != "")
930                 {
931                         getWrappedLine_remaining = msgstr;
932                         msgstr = "";
933                         lines = 0;
934                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
935                         {
936                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
937                                 ++lines;
938                         }
939                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
940
941                         if(getWrappedLine_remaining != "")
942                         {
943                                 msgstr = strcat(msgstr, "\n");
944                                 flood = 2;
945                         }
946
947                         if(time >= source.flood_field)
948                         {
949                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
950                         }
951                         else
952                         {
953                                 flood = 1;
954                                 msgstr = fullmsgstr;
955                         }
956                 }
957                 else
958                 {
959                         if(time >= source.flood_field)
960                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
961                         else
962                                 flood = 1;
963                 }
964
965                 if (timeoutStatus == 2) //when game is paused, no flood protection
966                         source.flood_field = flood = 0;
967         }
968
969         if(flood == 2) // cannot happen for empty msgstr
970         {
971                 if(autocvar_g_chat_flood_notify_flooder)
972                 {
973                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
974                         sourcecmsgstr = "";
975                 }
976                 else
977                 {
978                         sourcemsgstr = fullmsgstr;
979                         sourcecmsgstr = fullcmsgstr;
980                 }
981                 cmsgstr = "";
982         }
983         else
984         {
985                 sourcemsgstr = msgstr;
986                 sourcecmsgstr = cmsgstr;
987         }
988
989         if(!privatesay)
990         if(source.classname != "player")
991         {
992                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
993                         teamsay = -1; // spectators
994         }
995
996         if(flood)
997                 print("NOTE: ", playername(source), "^7 is flooding.\n");
998
999         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1000         if(privatesay)
1001                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1002
1003         if(source.muted)
1004         {
1005                 // always fake the message
1006                 ret = -1;
1007         }
1008         else if(flood == 1)
1009         {
1010                 if(autocvar_g_chat_flood_notify_flooder)
1011                 {
1012                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1013                         ret = 0;
1014                 }
1015                 else
1016                         ret = -1;
1017         }
1018         else
1019         {
1020                 ret = 1;
1021         }
1022
1023         if(sourcemsgstr != "" && ret != 0)
1024         {
1025                 if(ret < 0) // fake
1026                 {
1027                         sprint(source, sourcemsgstr);
1028                         if(sourcecmsgstr != "" && !privatesay)
1029                                 centerprint(source, sourcecmsgstr);
1030                 }
1031                 else if(privatesay)
1032                 {
1033                         sprint(source, sourcemsgstr);
1034                         sprint(privatesay, msgstr);
1035                         if(cmsgstr != "")
1036                                 centerprint(privatesay, cmsgstr);
1037                 }
1038                 else if(teamsay > 0)
1039                 {
1040                         sprint(source, sourcemsgstr);
1041                         if(sourcecmsgstr != "")
1042                                 centerprint(source, sourcecmsgstr);
1043                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1044                                 if(head != source)
1045                                 {
1046                                         sprint(head, msgstr);
1047                                         if(cmsgstr != "")
1048                                                 centerprint(head, cmsgstr);
1049                                 }
1050                 }
1051                 else if(teamsay < 0)
1052                 {
1053                         sprint(source, sourcemsgstr);
1054                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1055                                 if(head != source)
1056                                         sprint(head, msgstr);
1057                 }
1058                 else if(sourcemsgstr != msgstr)
1059                 {
1060                         sprint(source, sourcemsgstr);
1061                         FOR_EACH_REALCLIENT(head)
1062                                 if(head != source)
1063                                         sprint(head, msgstr);
1064                 }
1065                 else
1066                         bprint(msgstr);
1067         }
1068
1069         return ret;
1070 }
1071
1072 float GetVoiceMessageVoiceType(string type)
1073 {
1074         if(type == "taunt")
1075                 return VOICETYPE_TAUNT;
1076         if(type == "teamshoot")
1077                 return VOICETYPE_LASTATTACKER;
1078         return VOICETYPE_TEAMRADIO;
1079 }
1080
1081 string allvoicesamples;
1082 .string GetVoiceMessageSampleField(string type)
1083 {
1084         GetPlayerSoundSampleField_notFound = 0;
1085         switch(type)
1086         {
1087 #define _VOICEMSG(m) case #m: return playersound_##m;
1088                 ALLVOICEMSGS
1089 #undef _VOICEMSG
1090         }
1091         GetPlayerSoundSampleField_notFound = 1;
1092         return playersound_taunt;
1093 }
1094
1095 .string GetPlayerSoundSampleField(string type)
1096 {
1097         GetPlayerSoundSampleField_notFound = 0;
1098         switch(type)
1099         {
1100 #define _VOICEMSG(m) case #m: return playersound_##m;
1101                 ALLPLAYERSOUNDS
1102 #undef _VOICEMSG
1103         }
1104         GetPlayerSoundSampleField_notFound = 1;
1105         return playersound_taunt;
1106 }
1107
1108 void PrecacheGlobalSound(string samplestring)
1109 {
1110         float n, i;
1111         tokenize_console(samplestring);
1112         n = stof(argv(1));
1113         if(n > 0)
1114         {
1115                 for(i = 1; i <= n; ++i)
1116                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1117         }
1118         else
1119         {
1120                 precache_sound(strcat(argv(0), ".wav"));
1121         }
1122 }
1123
1124 void PrecachePlayerSounds(string f)
1125 {
1126         float fh;
1127         string s;
1128         fh = fopen(f, FILE_READ);
1129         if(fh < 0)
1130                 return;
1131         while((s = fgets(fh)))
1132         {
1133                 if(tokenize_console(s) != 3)
1134                 {
1135                         dprint("Invalid sound info line: ", s, "\n");
1136                         continue;
1137                 }
1138                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1139         }
1140         fclose(fh);
1141
1142         if not(allvoicesamples)
1143         {
1144 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1145                 ALLVOICEMSGS
1146 #undef _VOICEMSG
1147                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1148         }
1149 }
1150
1151 void ClearPlayerSounds()
1152 {
1153 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1154         ALLPLAYERSOUNDS
1155         ALLVOICEMSGS
1156 #undef _VOICEMSG
1157 }
1158
1159 float LoadPlayerSounds(string f, float first)
1160 {
1161         float fh;
1162         string s;
1163         var .string field;
1164         fh = fopen(f, FILE_READ);
1165         if(fh < 0)
1166         {
1167                 dprint("Player sound file not found: ", f, "\n");
1168                 return 0;
1169         }
1170         while((s = fgets(fh)))
1171         {
1172                 if(tokenize_console(s) != 3)
1173                         continue;
1174                 field = GetPlayerSoundSampleField(argv(0));
1175                 if(GetPlayerSoundSampleField_notFound)
1176                         field = GetVoiceMessageSampleField(argv(0));
1177                 if(GetPlayerSoundSampleField_notFound)
1178                         continue;
1179                 if(self.field)
1180                         strunzone(self.field);
1181                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1182         }
1183         fclose(fh);
1184         return 1;
1185 }
1186
1187 .float modelindex_for_playersound;
1188 .float skin_for_playersound;
1189 void UpdatePlayerSounds()
1190 {
1191         if(self.modelindex == self.modelindex_for_playersound)
1192         if(self.skin == self.skin_for_playersound)
1193                 return;
1194         self.modelindex_for_playersound = self.modelindex;
1195         self.skin_for_playersound = self.skin;
1196         ClearPlayerSounds();
1197         LoadPlayerSounds("sound/player/default.sounds", 1);
1198         if(!autocvar_g_debug_defaultsounds)
1199                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1200                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1201 }
1202
1203 void FakeGlobalSound(string sample, float chan, float voicetype)
1204 {
1205         float n;
1206         float tauntrand;
1207
1208         if(sample == "")
1209                 return;
1210
1211         tokenize_console(sample);
1212         n = stof(argv(1));
1213         if(n > 0)
1214                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1215         else
1216                 sample = strcat(argv(0), ".wav"); // randomization
1217
1218         switch(voicetype)
1219         {
1220                 case VOICETYPE_LASTATTACKER_ONLY:
1221                         break;
1222                 case VOICETYPE_LASTATTACKER:
1223                         if(self.pusher)
1224                         {
1225                                 msg_entity = self;
1226                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1227                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1228                         }
1229                         break;
1230                 case VOICETYPE_TEAMRADIO:
1231                         msg_entity = self;
1232                         if(msg_entity.cvar_cl_voice_directional == 1)
1233                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1234                         else
1235                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1236                         break;
1237                 case VOICETYPE_AUTOTAUNT:
1238                         if(!sv_autotaunt)
1239                                 break;
1240                         if(!sv_taunt)
1241                                 break;
1242                         if(sv_gentle)
1243                                 break;
1244                         tauntrand = random();
1245                         msg_entity = self;
1246                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1247                         {
1248                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1249                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1250                                 else
1251                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1252                         }
1253                         break;
1254                 case VOICETYPE_TAUNT:
1255                         if(self.classname == "player")
1256                                 if(self.deadflag == DEAD_NO)
1257                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1258                         if(!sv_taunt)
1259                                 break;
1260                         if(sv_gentle)
1261                                 break;
1262                         msg_entity = self;
1263                         if (msg_entity.cvar_cl_voice_directional >= 1)
1264                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1265                         else
1266                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1267                         break;
1268                 case VOICETYPE_PLAYERSOUND:
1269                         msg_entity = self;
1270                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1271                         break;
1272                 default:
1273                         backtrace("Invalid voice type!");
1274                         break;
1275         }
1276 }
1277
1278 void GlobalSound(string sample, float chan, float voicetype)
1279 {
1280         float n;
1281         float tauntrand;
1282
1283         if(sample == "")
1284                 return;
1285
1286         tokenize_console(sample);
1287         n = stof(argv(1));
1288         if(n > 0)
1289                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1290         else
1291                 sample = strcat(argv(0), ".wav"); // randomization
1292
1293         switch(voicetype)
1294         {
1295                 case VOICETYPE_LASTATTACKER_ONLY:
1296                         if(self.pusher)
1297                         {
1298                                 msg_entity = self.pusher;
1299                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1300                                 {
1301                                         if(msg_entity.cvar_cl_voice_directional == 1)
1302                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1303                                         else
1304                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1305                                 }
1306                         }
1307                         break;
1308                 case VOICETYPE_LASTATTACKER:
1309                         if(self.pusher)
1310                         {
1311                                 msg_entity = self.pusher;
1312                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1313                                 {
1314                                         if(msg_entity.cvar_cl_voice_directional == 1)
1315                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1316                                         else
1317                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1318                                 }
1319                                 msg_entity = self;
1320                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1321                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1322                         }
1323                         break;
1324                 case VOICETYPE_TEAMRADIO:
1325                         FOR_EACH_REALCLIENT(msg_entity)
1326                                 if(!teamplay || msg_entity.team == self.team)
1327                                 {
1328                                         if(msg_entity.cvar_cl_voice_directional == 1)
1329                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1330                                         else
1331                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1332                                 }
1333                         break;
1334                 case VOICETYPE_AUTOTAUNT:
1335                         if(!sv_autotaunt)
1336                                 break;
1337                         if(!sv_taunt)
1338                                 break;
1339                         if(sv_gentle)
1340                                 break;
1341                         tauntrand = random();
1342                         FOR_EACH_REALCLIENT(msg_entity)
1343                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1344                                 {
1345                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1346                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1347                                         else
1348                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1349                                 }
1350                         break;
1351                 case VOICETYPE_TAUNT:
1352                         if(self.classname == "player")
1353                                 if(self.deadflag == DEAD_NO)
1354                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1355                         if(!sv_taunt)
1356                                 break;
1357                         if(sv_gentle)
1358                                 break;
1359                         FOR_EACH_REALCLIENT(msg_entity)
1360                         {
1361                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1362                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1363                                 else
1364                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1365                         }
1366                         break;
1367                 case VOICETYPE_PLAYERSOUND:
1368                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1369                         break;
1370                 default:
1371                         backtrace("Invalid voice type!");
1372                         break;
1373         }
1374 }
1375
1376 void PlayerSound(.string samplefield, float chan, float voicetype)
1377 {
1378         GlobalSound(self.samplefield, chan, voicetype);
1379 }
1380
1381 void VoiceMessage(string type, string msg)
1382 {
1383         var .string sample;
1384         float voicetype, ownteam;
1385         float flood;
1386         sample = GetVoiceMessageSampleField(type);
1387
1388         if(GetPlayerSoundSampleField_notFound)
1389         {
1390                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1391                 return;
1392         }
1393
1394         voicetype = GetVoiceMessageVoiceType(type);
1395         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1396
1397         flood = Say(self, ownteam, world, msg, 1);
1398
1399         if (flood > 0)
1400                 GlobalSound(self.sample, CH_VOICE, voicetype);
1401         else if (flood < 0)
1402                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1403 }
1404
1405 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1406 {
1407 //      show_message
1408 //      0 (00) automove centerprint, admin message
1409 //      1 (01) automove centerprint, no admin message
1410 //      2 (10) no centerprint, admin message
1411 //      3 (11) no centerprint, no admin message
1412
1413         float lockteams_backup;
1414
1415         lockteams_backup = lockteams;  // backup any team lock
1416
1417         lockteams = 0;  // disable locked teams
1418
1419         TeamchangeFrags(client);  // move the players frags
1420         SetPlayerColors(client, team_colour - 1);  // set the players colour
1421         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1422
1423         lockteams = lockteams_backup;  // restore the team lock
1424
1425         LogTeamchange(client.playerid, client.team, type);
1426
1427         if not(show_message & 1) // admin message
1428                 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
1429
1430         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1431 }