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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 void CopyBody(float keepvelocity)
128 {
129         entity oldself;
130         if (self.effects & EF_NODRAW)
131                 return;
132         oldself = self;
133         self = spawn();
134         self.enemy = oldself;
135         self.lip = oldself.lip;
136         self.colormap = oldself.colormap;
137         self.iscreature = oldself.iscreature;
138         self.damagedbycontents = oldself.damagedbycontents;
139         self.angles = oldself.angles;
140         self.avelocity = oldself.avelocity;
141         self.classname = "body";
142         self.damageforcescale = oldself.damageforcescale;
143         self.effects = oldself.effects;
144         self.glowmod = oldself.glowmod;
145         self.event_damage = oldself.event_damage;
146         self.animstate_startframe = oldself.animstate_startframe;
147         self.animstate_numframes = oldself.animstate_numframes;
148         self.animstate_framerate = oldself.animstate_framerate;
149         self.animstate_starttime = oldself.animstate_starttime;
150         self.animstate_endtime = oldself.animstate_endtime;
151         self.animstate_override = oldself.animstate_override;
152         self.animstate_looping = oldself.animstate_looping;
153         self.frame = oldself.frame;
154         self.dead_frame = oldself.dead_frame;
155         self.pain_finished = oldself.pain_finished;
156         self.health = oldself.health;
157         self.armorvalue = oldself.armorvalue;
158         self.armortype = oldself.armortype;
159         self.model = oldself.model;
160         self.modelindex = oldself.modelindex;
161         self.skin = oldself.skin;
162         self.species = oldself.species;
163         self.movetype = oldself.movetype;
164         self.nextthink = oldself.nextthink;
165         self.solid = oldself.solid;
166         self.ballistics_density = oldself.ballistics_density;
167         self.takedamage = oldself.takedamage;
168         self.think = oldself.think;
169         self.customizeentityforclient = oldself.customizeentityforclient;
170         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
171         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
172         if (keepvelocity == 1)
173                 self.velocity = oldself.velocity;
174         self.oldvelocity = self.velocity;
175         self.fade_time = oldself.fade_time;
176         self.fade_rate = oldself.fade_rate;
177         //self.weapon = oldself.weapon;
178         setorigin(self, oldself.origin);
179         setsize(self, oldself.mins, oldself.maxs);
180         self.prevorigin = oldself.origin;
181         self.reset = SUB_Remove;
182
183         Drag_MoveDrag(oldself, self);
184
185         if(self.colormap <= maxclients && self.colormap > 0)
186                 self.colormap = 1024 + self.clientcolors;
187
188         self = oldself;
189 }
190
191 float player_getspecies()
192 {
193         float s;
194         get_model_parameters(self.model, self.skin);
195         s = get_model_parameters_species;
196         get_model_parameters(string_null, 0);
197         if(s < 0)
198                 return SPECIES_HUMAN;
199         return s;
200 }
201
202 void player_setupanimsformodel()
203 {
204         // defaults for legacy .zym models without animinfo files
205         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
206         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
207         self.anim_draw = animfixfps(self, '2 1 3');
208         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
209         self.anim_duckwalk = animfixfps(self, '4 1 1');
210         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
211         self.anim_duckidle = animfixfps(self, '6 1 1');
212         self.anim_idle = animfixfps(self, '7 1 1');
213         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
214         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
215         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
216         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
217         self.anim_taunt = animfixfps(self, '12 1 0.33');
218         self.anim_run = animfixfps(self, '13 1 1');
219         self.anim_runbackwards = animfixfps(self, '14 1 1');
220         self.anim_strafeleft = animfixfps(self, '15 1 1');
221         self.anim_straferight = animfixfps(self, '16 1 1');
222         self.anim_dead1 = animfixfps(self, '17 1 1');
223         self.anim_dead2 = animfixfps(self, '18 1 1');
224         self.anim_forwardright = animfixfps(self, '19 1 1');
225         self.anim_forwardleft = animfixfps(self, '20 1 1');
226         self.anim_backright = animfixfps(self, '21 1 1');
227         self.anim_backleft  = animfixfps(self, '22 1 1');
228         self.anim_melee = animfixfps(self, '23 1 1');
229         self.anim_duckwalkbackwards = animfixfps(self, '24 1 1');
230         self.anim_duckwalkstrafeleft = animfixfps(self, '25 1 1');
231         self.anim_duckwalkstraferight = animfixfps(self, '26 1 1');
232         self.anim_duckwalkforwardright = animfixfps(self, '27 1 1');
233         self.anim_duckwalkforwardleft = animfixfps(self, '28 1 1');
234         self.anim_duckwalkbackright = animfixfps(self, '29 1 1');
235         self.anim_duckwalkbackleft  = animfixfps(self, '30 1 1');
236         // TODO introspect models for finding right "fps" value (1/duration)
237         // reset animstate now
238         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
239 }
240
241 void player_anim (void)
242 {
243         updateanim(self);
244         if (self.weaponentity)
245                 updateanim(self.weaponentity);
246
247         if (self.deadflag != DEAD_NO)
248         {
249                 if (time > self.animstate_endtime)
250                 {
251                         if (self.maxs_z > 5)
252                         {
253                                 self.maxs_z = 5;
254                                 setsize(self, self.mins, self.maxs);
255                         }
256                         self.frame = self.dead_frame;
257                 }
258                 return;
259         }
260
261         if (!self.animstate_override)
262         {
263                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
264                 {
265                         if (self.crouch)
266                         {
267                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
268                                 {
269                                         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);
270                                         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
271                                         {
272                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
273                                                 self.restart_jump = FALSE;
274                                         }
275                                 }
276                         }
277                         else
278                         {
279                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
280                 {
281                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
282                     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
283                     {
284                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
285                         self.restart_jump = FALSE;
286                     }
287                 }
288                         }
289                 }
290                 else if (self.crouch)
291                 {
292                         if (self.movement_x > 0 && self.movement_y == 0)
293                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
294                         else if (self.movement_x < 0 && self.movement_y == 0)
295                                 setanim(self, self.anim_duckwalkbackwards, TRUE, FALSE, FALSE);
296                         else if (self.movement_x == 0 && self.movement_y > 0)
297                                 setanim(self, self.anim_duckwalkstraferight, TRUE, FALSE, FALSE);
298                         else if (self.movement_x == 0 && self.movement_y < 0)
299                                 setanim(self, self.anim_duckwalkstrafeleft, TRUE, FALSE, FALSE);
300                         else if (self.movement_x > 0 && self.movement_y > 0)
301                                 setanim(self, self.anim_duckwalkforwardright, TRUE, FALSE, FALSE);
302                         else if (self.movement_x > 0 && self.movement_y < 0)
303                                 setanim(self, self.anim_duckwalkforwardleft, TRUE, FALSE, FALSE);
304                         else if (self.movement_x < 0 && self.movement_y > 0)
305                                 setanim(self, self.anim_duckwalkbackright, TRUE, FALSE, FALSE);
306                         else if (self.movement_x < 0 && self.movement_y < 0)
307                                 setanim(self, self.anim_duckwalkbackleft, TRUE, FALSE, FALSE);
308                         else
309                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
310                 }
311                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
312                 {
313                         if (self.movement_x > 0 && self.movement_y == 0)
314                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
315                         else if (self.movement_x < 0 && self.movement_y == 0)
316                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
317                         else if (self.movement_x == 0 && self.movement_y > 0)
318                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
319                         else if (self.movement_x == 0 && self.movement_y < 0)
320                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
321                         else if (self.movement_x > 0 && self.movement_y > 0)
322                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
323                         else if (self.movement_x > 0 && self.movement_y < 0)
324                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
325                         else if (self.movement_x < 0 && self.movement_y > 0)
326                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
327                         else if (self.movement_x < 0 && self.movement_y < 0)
328                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
329                         else
330                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
331                 }
332                 else
333                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
334         }
335
336         if (self.weaponentity)
337         if (!self.weaponentity.animstate_override)
338                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
339 }
340
341 void SpawnThrownWeapon (vector org, float w)
342 {
343         if(g_minstagib)
344         if(self.ammo_cells <= 0)
345                 return;
346
347         if(g_pinata)
348         {
349                 float j;
350                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
351                 {
352                         if(self.weapons & W_WeaponBit(j))
353                                 if(W_IsWeaponThrowable(j))
354                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
355                 }
356         }
357         else
358         {
359                 if(W_IsWeaponThrowable(self.weapon))
360                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
361         }
362 }
363
364 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
365 {
366         float take, save;
367         vector v;
368         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
369
370         // damage resistance (ignore most of the damage from a bullet or similar)
371         damage = max(damage - 5, 1);
372
373         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
374         take = v_x;
375         save = v_y;
376
377         if(sound_allowed(MSG_BROADCAST, attacker))
378         {
379                 if (save > 10)
380                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
381                 else if (take > 30)
382                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
383                 else if (take > 10)
384                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
385         }
386
387         if (take > 50)
388                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
389         if (take > 100)
390                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
391
392         if (!(self.flags & FL_GODMODE))
393         {
394                 self.armorvalue = self.armorvalue - save;
395                 self.health = self.health - take;
396                 // pause regeneration for 5 seconds
397                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
398         }
399         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
400         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
401         self.dmg_inflictor = inflictor;
402
403         if (self.health <= -autocvar_sv_gibhealth && !(self.effects & CSQCMODEL_EF_INVISIBLE))
404         {
405                 // don't use any animations as a gib
406                 self.frame = 0;
407                 self.dead_frame = 0;
408                 // view just above the floor
409                 self.view_ofs = '0 0 4';
410
411                 Violence_GibSplash(self, 1, 1, attacker);
412                 self.effects |= CSQCMODEL_EF_INVISIBLE;
413                 self.solid = SOLID_NOT; // restore later
414         }
415 }
416
417 void ClientKill_Now_TeamChange();
418 void freezetag_CheckWinner();
419
420 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
421 {
422         float take, save, waves, sdelay, dh, da, j;
423         vector v;
424         float valid_damage_for_weaponstats;
425         float excess;
426
427         if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
428                 return;
429
430         dh = max(self.health, 0);
431         da = max(self.armorvalue, 0);
432
433         if(!DEATH_ISSPECIAL(deathtype))
434         {
435                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
436                 if(self != attacker)
437                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
438         }
439
440         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
441         {
442                 // tuba causes blood to come out of the ears
443                 vector ear1, ear2;
444                 vector d;
445                 float f;
446                 ear1 = self.origin;
447                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
448                 ear2 = ear1;
449                 makevectors(self.angles);
450                 ear1 += v_right * -10;
451                 ear2 += v_right * +10;
452                 d = inflictor.origin - self.origin;
453                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
454                 force = v_right * vlen(force);
455                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
456                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
457                 if(f > 0)
458                 {
459                         hitloc = ear1;
460                         force = force * -1;
461                 }
462                 else
463                 {
464                         hitloc = ear2;
465                         // force is already good
466                 }
467         }
468         else
469                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
470
471         if (!g_minstagib)
472         {
473                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
474                 take = v_x;
475                 save = v_y;
476         }
477         else
478         {
479                 save = 0;
480                 take = damage;
481         }
482
483         frag_inflictor = inflictor;
484         frag_attacker = attacker;
485         frag_target = self;
486         damage_take = take;
487         damage_save = save;
488         damage_force = force;
489         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
490         take = bound(0, damage_take, self.health);
491         save = bound(0, damage_save, self.armorvalue);
492         excess = max(0, damage - take - save);
493
494         if(sound_allowed(MSG_BROADCAST, attacker))
495         {
496                 if (save > 10)
497                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
498                 else if (take > 30)
499                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
500                 else if (take > 10)
501                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
502         }
503
504         if (take > 50)
505                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
506         if (take > 100)
507                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
508
509         if (time >= self.spawnshieldtime)
510         {
511                 if (!(self.flags & FL_GODMODE))
512                 {
513                         self.armorvalue = self.armorvalue - save;
514                         self.health = self.health - take;
515                         // pause regeneration for 5 seconds
516                         if(take)
517                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
518
519                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
520                         {
521                                 self.pain_finished = time + 0.5;        //Supajoe
522
523                                 if(sv_gentle < 1) {
524                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
525                                         {
526                                                 if (!self.animstate_override)
527                                                 {
528                                                         if (random() > 0.5)
529                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
530                                                         else
531                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
532                                                 }
533                                         }
534
535                                         if(sound_allowed(MSG_BROADCAST, attacker))
536                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
537                                         if(self.health > 1)
538                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
539                                         {
540                                                 if(deathtype == DEATH_FALL)
541                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
542                                                 else if(self.health > 75) // TODO make a "gentle" version?
543                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
544                                                 else if(self.health > 50)
545                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
546                                                 else if(self.health > 25)
547                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
548                                                 else
549                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
550                                         }
551                                 }
552
553                                 // throw off bot aim temporarily
554                                 float shake;
555                                 shake = damage * 5 / (bound(0,skill,100) + 1);
556                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
557                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
558                         }
559                 }
560                 else
561                         self.max_armorvalue += (save + take);
562         }
563         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
564         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
565         self.dmg_inflictor = inflictor;
566
567         if(attacker == self)
568         {
569                 // don't reset pushltime for self damage as it may be an attempt to
570                 // escape a lava pit or similar
571                 //self.pushltime = 0;
572         }
573         else if(attacker.classname == "player")
574         {
575                 self.pusher = attacker;
576                 self.pushltime = time + autocvar_g_maxpushtime;
577         }
578         else if(time < self.pushltime)
579         {
580                 attacker = self.pusher;
581                 self.pushltime = max(self.pushltime, time + 0.6);
582         }
583         else
584                 self.pushltime = 0;
585
586         float abot, vbot, awep;
587         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
588         vbot = (clienttype(self) == CLIENTTYPE_BOT);
589
590         valid_damage_for_weaponstats = 0;
591         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
592         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
593         if(attacker && self != attacker)
594         if(IsDifferentTeam(self, attacker))
595         {
596                 if(DEATH_ISSPECIAL(deathtype))
597                         awep = attacker.weapon;
598                 else
599                         awep = DEATH_WEAPONOF(deathtype);
600                 valid_damage_for_weaponstats = 1;
601         }
602
603         if(valid_damage_for_weaponstats)
604         {
605                 dh = dh - max(self.health, 0);
606                 da = da - max(self.armorvalue, 0);
607                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
608         }
609
610         if (self.health < 1)
611         {
612                 float defer_ClientKill_Now_TeamChange;
613                 defer_ClientKill_Now_TeamChange = FALSE;
614
615                 if(self.alivetime)
616                 {
617                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
618                         self.alivetime = 0;
619                 }
620
621                 if(valid_damage_for_weaponstats)
622                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
623
624                 if(sv_gentle < 1) // TODO make a "gentle" version?
625                 if(sound_allowed(MSG_BROADCAST, attacker))
626                 {
627                         if(deathtype == DEATH_DROWN)
628                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
629                         else
630                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
631                 }
632
633                 // get rid of kill indicator
634                 if(self.killindicator)
635                 {
636                         remove(self.killindicator);
637                         self.killindicator = world;
638                         if(self.killindicator_teamchange)
639                                 defer_ClientKill_Now_TeamChange = TRUE;
640
641                         if(self.classname == "body")
642                         if(deathtype == DEATH_KILL)
643                         {
644                                 // for the lemmings fans, a small harmless explosion
645                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
646                         }
647                 }
648
649                 if(!g_freezetag)
650                 {
651                         // become fully visible
652                         self.alpha = 1;
653                         // throw a weapon
654                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
655                 }
656
657                 // print an obituary message
658                 Obituary (attacker, inflictor, self, deathtype);
659                 race_PreDie();
660                 DropAllRunes(self);
661
662         // increment frag counter for used weapon type
663         float w;
664         w = DEATH_WEAPONOF(deathtype);
665         if(WEP_VALID(w))
666         if(accuracy_isgooddamage(attacker, self))
667         attacker.accuracy.(accuracy_frags[w-1]) += 1;
668
669                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
670                 {
671                         PutClientInServer();
672                         count_alive_players(); // re-count players
673                         freezetag_CheckWinner();
674                         return;
675                 }
676
677                 frag_attacker = attacker;
678                 frag_inflictor = inflictor;
679                 frag_target = self;
680                 MUTATOR_CALLHOOK(PlayerDies);
681                 weapon_action(self.weapon, WR_PLAYERDEATH);
682
683                 RemoveGrapplingHook(self);
684
685                 if(self.flagcarried)
686                 {
687                         if(attacker.classname != "player")
688                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
689                         else if(attacker.team == self.team)
690                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
691                         else
692                                 DropFlag(self.flagcarried, world, attacker);
693                 }
694                 if(self.ballcarried && g_nexball)
695                         DropBall(self.ballcarried, self.origin, self.velocity);
696                 Portal_ClearAllLater(self);
697
698                 if(clienttype(self) == CLIENTTYPE_REAL)
699                 {
700                         stuffcmd(self, "-zoom\n");
701                         self.fixangle = TRUE;
702                         //msg_entity = self;
703                         //WriteByte (MSG_ONE, SVC_SETANGLE);
704                         //WriteAngle (MSG_ONE, self.v_angle_x);
705                         //WriteAngle (MSG_ONE, self.v_angle_y);
706                         //WriteAngle (MSG_ONE, 80);
707                 }
708
709                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
710                         ClientKill_Now_TeamChange();
711
712                 if(g_arena)
713                         Spawnqueue_Unmark(self);
714
715                 if(g_freezetag)
716                         return;
717
718                 // when we get here, player actually dies
719                 // clear waypoints (do this AFTER FreezeTag)
720                 WaypointSprite_PlayerDead();
721
722                 // make the corpse upright (not tilted)
723                 self.angles_x = 0;
724                 self.angles_z = 0;
725                 // don't spin
726                 self.avelocity = '0 0 0';
727                 // view from the floor
728                 self.view_ofs = '0 0 -8';
729                 // toss the corpse
730                 self.movetype = MOVETYPE_TOSS;
731                 // shootable corpse
732                 self.solid = SOLID_CORPSE;
733                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
734                 // don't stick to the floor
735                 self.flags &~= FL_ONGROUND;
736                 // dying animation
737                 self.deadflag = DEAD_DYING;
738                 // when to allow respawn
739                 sdelay = 0;
740                 waves = 0;
741                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
742                 if(!sdelay)
743                 {
744                         if(g_cts)
745                                 sdelay = 0; // no respawn delay in CTS
746                         else
747                                 sdelay = autocvar_g_respawn_delay;
748                 }
749                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
750                 if(!waves)
751                         waves = autocvar_g_respawn_waves;
752                 if(waves)
753                         self.death_time = ceil((time + sdelay) / waves) * waves;
754                 else
755                         self.death_time = time + sdelay;
756                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
757                         self.respawn_countdown = 10; // first number to count down from is 10
758                 else
759                         self.respawn_countdown = -1; // do not count down
760                 if (random() < 0.5)
761                 {
762                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
763                         self.dead_frame = self.anim_dead1_x;
764                 }
765                 else
766                 {
767                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
768                         self.dead_frame = self.anim_dead2_x;
769                 }
770                 // set damage function to corpse damage
771                 self.event_damage = PlayerCorpseDamage;
772                 // call the corpse damage function just in case it wants to gib
773                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
774                 // set up to fade out later
775                 SUB_SetFade (self, time + 6 + random (), 1);
776
777                 if(sv_gentle > 0 || autocvar_ekg) {
778                         // remove corpse
779                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
780                 }
781
782                 // reset fields the weapons may use just in case
783                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
784                 {
785                         weapon_action(j, WR_RESETPLAYER);
786                         ATTACK_FINISHED_FOR(self, j) = 0;
787                 }
788         }
789 }
790
791 .float muted; // to be used by prvm_edictset server playernumber muted 1
792 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
793 // message "": do not say, just test flood control
794 // return value:
795 //   1 = accept
796 //   0 = reject
797 //  -1 = fake accept
798 {
799         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
800         float flood, privatemsgprefixlen;
801         var .float flood_field;
802         entity head;
803         float ret;
804
805         if(Ban_MaybeEnforceBan(source))
806                 return 0;
807
808         if(!teamsay && !privatesay)
809                 if(substring(msgin, 0, 1) == " ")
810                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
811
812         msgin = formatmessage(msgin);
813
814         if(source.classname != "player")
815                 colorstr = "^0"; // black for spectators
816         else if(teamplay)
817                 colorstr = Team_ColorCode(source.team);
818         else
819                 teamsay = FALSE;
820
821         if(intermission_running)
822                 teamsay = FALSE;
823
824         if(msgin != "")
825                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
826
827         /*
828          * using bprint solves this... me stupid
829         // how can we prevent the message from appearing in a listen server?
830         // for now, just give "say" back and only handle say_team
831         if(!teamsay)
832         {
833                 clientcommand(self, strcat("say ", msgin));
834                 return;
835         }
836         */
837
838         if(autocvar_g_chat_teamcolors)
839                 namestr = playername(source);
840         else
841                 namestr = source.netname;
842
843         if(msgin != "")
844         {
845                 if(privatesay)
846                 {
847                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
848                         privatemsgprefixlen = strlen(msgstr);
849                         msgstr = strcat(msgstr, msgin);
850                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
851                         if(autocvar_g_chat_teamcolors)
852                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
853                         else
854                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
855                 }
856                 else if(teamsay)
857                 {
858                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
859                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
860                 }
861                 else
862                 {
863                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
864                         cmsgstr = "";
865                 }
866                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
867         }
868         else
869         {
870                 msgstr = cmsgstr = "";
871         }
872
873         fullmsgstr = msgstr;
874         fullcmsgstr = cmsgstr;
875
876         // FLOOD CONTROL
877         flood = 0;
878         if(floodcontrol)
879         {
880                 float flood_spl;
881                 float flood_burst;
882                 float flood_lmax;
883                 float lines;
884                 if(privatesay)
885                 {
886                         flood_spl = autocvar_g_chat_flood_spl_tell;
887                         flood_burst = autocvar_g_chat_flood_burst_tell;
888                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
889                         flood_field = floodcontrol_chattell;
890                 }
891                 else if(teamsay)
892                 {
893                         flood_spl = autocvar_g_chat_flood_spl_team;
894                         flood_burst = autocvar_g_chat_flood_burst_team;
895                         flood_lmax = autocvar_g_chat_flood_lmax_team;
896                         flood_field = floodcontrol_chatteam;
897                 }
898                 else
899                 {
900                         flood_spl = autocvar_g_chat_flood_spl;
901                         flood_burst = autocvar_g_chat_flood_burst;
902                         flood_lmax = autocvar_g_chat_flood_lmax;
903                         flood_field = floodcontrol_chat;
904                 }
905                 flood_burst = max(0, flood_burst - 1);
906                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
907
908                 // do flood control for the default line size
909                 if(msgstr != "")
910                 {
911                         getWrappedLine_remaining = msgstr;
912                         msgstr = "";
913                         lines = 0;
914                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
915                         {
916                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
917                                 ++lines;
918                         }
919                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
920
921                         if(getWrappedLine_remaining != "")
922                         {
923                                 msgstr = strcat(msgstr, "\n");
924                                 flood = 2;
925                         }
926
927                         if(time >= source.flood_field)
928                         {
929                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
930                         }
931                         else
932                         {
933                                 flood = 1;
934                                 msgstr = fullmsgstr;
935                         }
936                 }
937                 else
938                 {
939                         if(time >= source.flood_field)
940                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
941                         else
942                                 flood = 1;
943                 }
944
945                 if (timeoutStatus == 2) //when game is paused, no flood protection
946                         source.flood_field = flood = 0;
947         }
948
949         if(flood == 2) // cannot happen for empty msgstr
950         {
951                 if(autocvar_g_chat_flood_notify_flooder)
952                 {
953                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
954                         sourcecmsgstr = "";
955                 }
956                 else
957                 {
958                         sourcemsgstr = fullmsgstr;
959                         sourcecmsgstr = fullcmsgstr;
960                 }
961                 cmsgstr = "";
962         }
963         else
964         {
965                 sourcemsgstr = msgstr;
966                 sourcecmsgstr = cmsgstr;
967         }
968
969         if(!privatesay)
970         if(source.classname != "player")
971         {
972                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
973                         teamsay = -1; // spectators
974         }
975
976         if(flood)
977                 print("NOTE: ", playername(source), "^7 is flooding.\n");
978
979         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
980         if(privatesay)
981                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
982
983         if(source.muted)
984         {
985                 // always fake the message
986                 ret = -1;
987         }
988         else if(flood == 1)
989         {
990                 if(autocvar_g_chat_flood_notify_flooder)
991                 {
992                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
993                         ret = 0;
994                 }
995                 else
996                         ret = -1;
997         }
998         else
999         {
1000                 ret = 1;
1001         }
1002
1003         if(sourcemsgstr != "" && ret != 0)
1004         {
1005                 if(ret < 0) // fake
1006                 {
1007                         sprint(source, sourcemsgstr);
1008                         if(sourcecmsgstr != "" && !privatesay)
1009                                 centerprint(source, sourcecmsgstr);
1010                 }
1011                 else if(privatesay)
1012                 {
1013                         sprint(source, sourcemsgstr);
1014                         sprint(privatesay, msgstr);
1015                         if(cmsgstr != "")
1016                                 centerprint(privatesay, cmsgstr);
1017                 }
1018                 else if(teamsay > 0)
1019                 {
1020                         sprint(source, sourcemsgstr);
1021                         if(sourcecmsgstr != "")
1022                                 centerprint(source, sourcecmsgstr);
1023                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1024                                 if(head != source)
1025                                 {
1026                                         sprint(head, msgstr);
1027                                         if(cmsgstr != "")
1028                                                 centerprint(head, cmsgstr);
1029                                 }
1030                 }
1031                 else if(teamsay < 0)
1032                 {
1033                         sprint(source, sourcemsgstr);
1034                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1035                                 if(head != source)
1036                                         sprint(head, msgstr);
1037                 }
1038                 else if(sourcemsgstr != msgstr)
1039                 {
1040                         sprint(source, sourcemsgstr);
1041                         FOR_EACH_REALCLIENT(head)
1042                                 if(head != source)
1043                                         sprint(head, msgstr);
1044                 }
1045                 else
1046                         bprint(msgstr);
1047         }
1048
1049         return ret;
1050 }
1051
1052 float GetVoiceMessageVoiceType(string type)
1053 {
1054         if(type == "taunt")
1055                 return VOICETYPE_TAUNT;
1056         if(type == "teamshoot")
1057                 return VOICETYPE_LASTATTACKER;
1058         return VOICETYPE_TEAMRADIO;
1059 }
1060
1061 string allvoicesamples;
1062 .string GetVoiceMessageSampleField(string type)
1063 {
1064         GetPlayerSoundSampleField_notFound = 0;
1065         switch(type)
1066         {
1067 #define _VOICEMSG(m) case #m: return playersound_##m;
1068                 ALLVOICEMSGS
1069 #undef _VOICEMSG
1070         }
1071         GetPlayerSoundSampleField_notFound = 1;
1072         return playersound_taunt;
1073 }
1074
1075 .string GetPlayerSoundSampleField(string type)
1076 {
1077         GetPlayerSoundSampleField_notFound = 0;
1078         switch(type)
1079         {
1080 #define _VOICEMSG(m) case #m: return playersound_##m;
1081                 ALLPLAYERSOUNDS
1082 #undef _VOICEMSG
1083         }
1084         GetPlayerSoundSampleField_notFound = 1;
1085         return playersound_taunt;
1086 }
1087
1088 void PrecacheGlobalSound(string samplestring)
1089 {
1090         float n, i;
1091         tokenize_console(samplestring);
1092         n = stof(argv(1));
1093         if(n > 0)
1094         {
1095                 for(i = 1; i <= n; ++i)
1096                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1097         }
1098         else
1099         {
1100                 precache_sound(strcat(argv(0), ".wav"));
1101         }
1102 }
1103
1104 void PrecachePlayerSounds(string f)
1105 {
1106         float fh;
1107         string s;
1108         fh = fopen(f, FILE_READ);
1109         if(fh < 0)
1110                 return;
1111         while((s = fgets(fh)))
1112         {
1113                 if(tokenize_console(s) != 3)
1114                 {
1115                         dprint("Invalid sound info line: ", s, "\n");
1116                         continue;
1117                 }
1118                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1119         }
1120         fclose(fh);
1121
1122         if not(allvoicesamples)
1123         {
1124 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1125                 ALLVOICEMSGS
1126 #undef _VOICEMSG
1127                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1128         }
1129 }
1130
1131 void ClearPlayerSounds()
1132 {
1133 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1134         ALLPLAYERSOUNDS
1135         ALLVOICEMSGS
1136 #undef _VOICEMSG
1137 }
1138
1139 float LoadPlayerSounds(string f, float first)
1140 {
1141         float fh;
1142         string s;
1143         var .string field;
1144         fh = fopen(f, FILE_READ);
1145         if(fh < 0)
1146         {
1147                 dprint("Player sound file not found: ", f, "\n");
1148                 return 0;
1149         }
1150         while((s = fgets(fh)))
1151         {
1152                 if(tokenize_console(s) != 3)
1153                         continue;
1154                 field = GetPlayerSoundSampleField(argv(0));
1155                 if(GetPlayerSoundSampleField_notFound)
1156                         field = GetVoiceMessageSampleField(argv(0));
1157                 if(GetPlayerSoundSampleField_notFound)
1158                         continue;
1159                 if(self.field)
1160                         strunzone(self.field);
1161                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1162         }
1163         fclose(fh);
1164         return 1;
1165 }
1166
1167 .float modelindex_for_playersound;
1168 .float skin_for_playersound;
1169 void UpdatePlayerSounds()
1170 {
1171         if(self.modelindex == self.modelindex_for_playersound)
1172         if(self.skin == self.skin_for_playersound)
1173                 return;
1174         self.modelindex_for_playersound = self.modelindex;
1175         self.skin_for_playersound = self.skin;
1176         ClearPlayerSounds();
1177         LoadPlayerSounds("sound/player/default.sounds", 1);
1178         if(!autocvar_g_debug_defaultsounds)
1179                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1180                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1181 }
1182
1183 void FakeGlobalSound(string sample, float chan, float voicetype)
1184 {
1185         float n;
1186         float tauntrand;
1187
1188         if(sample == "")
1189                 return;
1190
1191         tokenize_console(sample);
1192         n = stof(argv(1));
1193         if(n > 0)
1194                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1195         else
1196                 sample = strcat(argv(0), ".wav"); // randomization
1197
1198         switch(voicetype)
1199         {
1200                 case VOICETYPE_LASTATTACKER_ONLY:
1201                         break;
1202                 case VOICETYPE_LASTATTACKER:
1203                         if(self.pusher)
1204                         {
1205                                 msg_entity = self;
1206                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1207                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1208                         }
1209                         break;
1210                 case VOICETYPE_TEAMRADIO:
1211                         msg_entity = self;
1212                         if(msg_entity.cvar_cl_voice_directional == 1)
1213                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1214                         else
1215                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1216                         break;
1217                 case VOICETYPE_AUTOTAUNT:
1218                         if(!sv_autotaunt)
1219                                 break;
1220                         if(!sv_taunt)
1221                                 break;
1222                         if(sv_gentle)
1223                                 break;
1224                         tauntrand = random();
1225                         msg_entity = self;
1226                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1227                         {
1228                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1229                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1230                                 else
1231                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1232                         }
1233                         break;
1234                 case VOICETYPE_TAUNT:
1235                         if(self.classname == "player")
1236                                 if(self.deadflag == DEAD_NO)
1237                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1238                         if(!sv_taunt)
1239                                 break;
1240                         if(sv_gentle)
1241                                 break;
1242                         msg_entity = self;
1243                         if (msg_entity.cvar_cl_voice_directional >= 1)
1244                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1245                         else
1246                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1247                         break;
1248                 case VOICETYPE_PLAYERSOUND:
1249                         msg_entity = self;
1250                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1251                         break;
1252                 default:
1253                         backtrace("Invalid voice type!");
1254                         break;
1255         }
1256 }
1257
1258 void GlobalSound(string sample, float chan, float voicetype)
1259 {
1260         float n;
1261         float tauntrand;
1262
1263         if(sample == "")
1264                 return;
1265
1266         tokenize_console(sample);
1267         n = stof(argv(1));
1268         if(n > 0)
1269                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1270         else
1271                 sample = strcat(argv(0), ".wav"); // randomization
1272
1273         switch(voicetype)
1274         {
1275                 case VOICETYPE_LASTATTACKER_ONLY:
1276                         if(self.pusher)
1277                         {
1278                                 msg_entity = self.pusher;
1279                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1280                                 {
1281                                         if(msg_entity.cvar_cl_voice_directional == 1)
1282                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1283                                         else
1284                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1285                                 }
1286                         }
1287                         break;
1288                 case VOICETYPE_LASTATTACKER:
1289                         if(self.pusher)
1290                         {
1291                                 msg_entity = self.pusher;
1292                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1293                                 {
1294                                         if(msg_entity.cvar_cl_voice_directional == 1)
1295                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1296                                         else
1297                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1298                                 }
1299                                 msg_entity = self;
1300                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1301                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1302                         }
1303                         break;
1304                 case VOICETYPE_TEAMRADIO:
1305                         FOR_EACH_REALCLIENT(msg_entity)
1306                                 if(!teamplay || msg_entity.team == self.team)
1307                                 {
1308                                         if(msg_entity.cvar_cl_voice_directional == 1)
1309                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1310                                         else
1311                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1312                                 }
1313                         break;
1314                 case VOICETYPE_AUTOTAUNT:
1315                         if(!sv_autotaunt)
1316                                 break;
1317                         if(!sv_taunt)
1318                                 break;
1319                         if(sv_gentle)
1320                                 break;
1321                         tauntrand = random();
1322                         FOR_EACH_REALCLIENT(msg_entity)
1323                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1324                                 {
1325                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1326                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1327                                         else
1328                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1329                                 }
1330                         break;
1331                 case VOICETYPE_TAUNT:
1332                         if(self.classname == "player")
1333                                 if(self.deadflag == DEAD_NO)
1334                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1335                         if(!sv_taunt)
1336                                 break;
1337                         if(sv_gentle)
1338                                 break;
1339                         FOR_EACH_REALCLIENT(msg_entity)
1340                         {
1341                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1342                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1343                                 else
1344                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1345                         }
1346                         break;
1347                 case VOICETYPE_PLAYERSOUND:
1348                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1349                         break;
1350                 default:
1351                         backtrace("Invalid voice type!");
1352                         break;
1353         }
1354 }
1355
1356 void PlayerSound(.string samplefield, float chan, float voicetype)
1357 {
1358         GlobalSound(self.samplefield, chan, voicetype);
1359 }
1360
1361 void VoiceMessage(string type, string msg)
1362 {
1363         var .string sample;
1364         float voicetype, ownteam;
1365         float flood;
1366         sample = GetVoiceMessageSampleField(type);
1367
1368         if(GetPlayerSoundSampleField_notFound)
1369         {
1370                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1371                 return;
1372         }
1373
1374         voicetype = GetVoiceMessageVoiceType(type);
1375         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1376
1377         flood = Say(self, ownteam, world, msg, 1);
1378
1379         if (flood > 0)
1380                 GlobalSound(self.sample, CH_VOICE, voicetype);
1381         else if (flood < 0)
1382                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1383 }
1384
1385 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1386 {
1387 //      show_message
1388 //      0 (00) automove centerprint, admin message
1389 //      1 (01) automove centerprint, no admin message
1390 //      2 (10) no centerprint, admin message
1391 //      3 (11) no centerprint, no admin message
1392
1393         float lockteams_backup;
1394
1395         lockteams_backup = lockteams;  // backup any team lock
1396
1397         lockteams = 0;  // disable locked teams
1398
1399         TeamchangeFrags(client);  // move the players frags
1400         SetPlayerColors(client, team_colour - 1);  // set the players colour
1401         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1402
1403         lockteams = lockteams_backup;  // restore the team lock
1404
1405         LogTeamchange(client.playerid, client.team, type);
1406
1407         if not(show_message & 1) // admin message
1408                 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
1409
1410         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1411 }