]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/cl_player.qc
Merge remote-tracking branch 'origin/terencehill/newpanelhud' into fruitiex/panelhud
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(autocvar_sv_weaponstats_file != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #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))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, ibot, jbot, idx;
16         float fh;
17         vector v;
18         string prefix;
19         if(weaponstats_buffer < 0)
20                 return;
21         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
22         if(autocvar_sv_weaponstats_file != "")
23         {
24                 fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND);
25                 if(fh >= 0)
26                 {
27                         fputs(fh, "#begin statsfile\n");
28                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
29                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
30                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
31                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
32                                 {
33                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
34                                         v = stov(bufstr_get(weaponstats_buffer, idx));
35                                         if(v != '0 0 0')
36                                         {
37                                                 //vector is: kills hits damage
38                                                 fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
39                                                 fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
40                                         }
41                                 }
42                         fputs(fh, "#end\n\n");
43                         fclose(fh);
44                         print("Weapon stats written\n");
45                 }
46         }
47         buf_del(weaponstats_buffer);
48         weaponstats_buffer = -1;
49 }
50
51 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
52 {
53         float idx;
54         if(weaponstats_buffer < 0)
55                 return;
56         if(awep < WEP_FIRST || vwep < WEP_FIRST)
57                 return;
58         if(awep > WEP_LAST || vwep > WEP_LAST)
59                 return;
60         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
61         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
62 }
63 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
64 {
65         if(damage < 0)
66                 error("negative damage?");
67         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
68 }
69 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
70 {
71         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
72 }
73
74 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
75 // merged player_run and player_stand to player_anim
76 // added death animations to player_anim
77 // can now spawn thrown weapons from anywhere, not just from players
78 // thrown weapons now fade out after 20 seconds
79 // created PlayerGib function
80 // PlayerDie no longer uses hitloc or damage
81 // PlayerDie now supports dying animations as well as gibbing
82 // cleaned up PlayerDie a lot
83 // added CopyBody
84
85 .entity pusher;
86 .float pushltime;
87
88 void CopyBody(float keepvelocity)
89 {
90         local entity oldself;
91         if (self.effects & EF_NODRAW)
92                 return;
93         oldself = self;
94         self = spawn();
95         self.enemy = oldself;
96         self.lip = oldself.lip;
97         self.colormap = oldself.colormap;
98         self.glowmod = oldself.glowmod;
99         self.iscreature = oldself.iscreature;
100         self.angles = oldself.angles;
101         self.avelocity = oldself.avelocity;
102         self.classname = "body";
103         self.damageforcescale = oldself.damageforcescale;
104         self.effects = oldself.effects;
105         self.event_damage = oldself.event_damage;
106         self.animstate_startframe = oldself.animstate_startframe;
107         self.animstate_numframes = oldself.animstate_numframes;
108         self.animstate_framerate = oldself.animstate_framerate;
109         self.animstate_starttime = oldself.animstate_starttime;
110         self.animstate_endtime = oldself.animstate_endtime;
111         self.animstate_override = oldself.animstate_override;
112         self.animstate_looping = oldself.animstate_looping;
113         self.frame = oldself.frame;
114         self.dead_frame = oldself.dead_frame;
115         self.pain_finished = oldself.pain_finished;
116         self.health = oldself.health;
117         self.armorvalue = oldself.armorvalue;
118         self.armortype = oldself.armortype;
119         self.model = oldself.model;
120         self.modelindex = oldself.modelindex;
121         self.modelindex_lod0 = oldself.modelindex_lod0;
122         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
123         self.modelindex_lod1 = oldself.modelindex_lod1;
124         self.modelindex_lod2 = oldself.modelindex_lod2;
125         self.skinindex = oldself.skinindex;
126         self.species = oldself.species;
127         self.movetype = oldself.movetype;
128         self.nextthink = oldself.nextthink;
129         self.solid = oldself.solid;
130         self.ballistics_density = oldself.ballistics_density;
131         self.takedamage = oldself.takedamage;
132         self.think = oldself.think;
133         self.customizeentityforclient = oldself.customizeentityforclient;
134         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
135         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
136         if (keepvelocity == 1)
137                 self.velocity = oldself.velocity;
138         self.oldvelocity = self.velocity;
139         self.fade_time = oldself.fade_time;
140         self.fade_rate = oldself.fade_rate;
141         //self.weapon = oldself.weapon;
142         setorigin(self, oldself.origin);
143         setsize(self, oldself.mins, oldself.maxs);
144         self.prevorigin = oldself.origin;
145         self.reset = SUB_Remove;
146
147         Drag_MoveDrag(oldself, self);
148
149         self = oldself;
150 }
151
152 float player_getspecies()
153 {
154         float s;
155         get_model_parameters(self.model, self.skinindex);
156         s = get_model_parameters_species;
157         get_model_parameters(string_null, 0);
158         if(s < 0)
159                 return SPECIES_HUMAN;
160         return s;
161 }
162
163 void player_setupanimsformodel()
164 {
165         local string animfilename;
166         local float animfile;
167         // defaults for legacy .zym models without animinfo files
168         self.anim_die1 = '0 1 0.5'; // 2 seconds
169         self.anim_die2 = '1 1 0.5'; // 2 seconds
170         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
171         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
172         self.anim_duckwalk = '4 1 1';
173         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
174         self.anim_duckidle = '6 1 1';
175         self.anim_idle = '7 1 1';
176         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
177         self.anim_pain1 = '9 1 2'; // 0.5 seconds
178         self.anim_pain2 = '10 1 2'; // 0.5 seconds
179         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
180         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
181         self.anim_run = '13 1 1';
182         self.anim_runbackwards = '14 1 1';
183         self.anim_strafeleft = '15 1 1';
184         self.anim_straferight = '16 1 1';
185         self.anim_dead1 = '17 1 1';
186         self.anim_dead2 = '18 1 1';
187         self.anim_forwardright = '19 1 1';
188         self.anim_forwardleft = '20 1 1';
189         self.anim_backright = '21 1 1';
190         self.anim_backleft  = '22 1 1';
191         self.anim_melee = '23 1 1';
192         animparseerror = FALSE;
193         animfilename = strcat(self.model, ".animinfo");
194         animfile = fopen(animfilename, FILE_READ);
195         if (animfile >= 0)
196         {
197                 self.anim_die1         = animparseline(animfile);
198                 self.anim_die2         = animparseline(animfile);
199                 self.anim_draw         = animparseline(animfile);
200                 self.anim_duck         = animparseline(animfile);
201                 self.anim_duckwalk     = animparseline(animfile);
202                 self.anim_duckjump     = animparseline(animfile);
203                 self.anim_duckidle     = animparseline(animfile);
204                 self.anim_idle         = animparseline(animfile);
205                 self.anim_jump         = animparseline(animfile);
206                 self.anim_pain1        = animparseline(animfile);
207                 self.anim_pain2        = animparseline(animfile);
208                 self.anim_shoot        = animparseline(animfile);
209                 self.anim_taunt        = animparseline(animfile);
210                 self.anim_run          = animparseline(animfile);
211                 self.anim_runbackwards = animparseline(animfile);
212                 self.anim_strafeleft   = animparseline(animfile);
213                 self.anim_straferight  = animparseline(animfile);
214                 self.anim_forwardright = animparseline(animfile);
215                 self.anim_forwardleft  = animparseline(animfile);
216                 self.anim_backright    = animparseline(animfile);
217                 self.anim_backleft     = animparseline(animfile);
218                 self.anim_melee        = animparseline(animfile);
219                 fclose(animfile);
220
221                 // derived anims
222                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
223                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
224
225                 if (animparseerror)
226                         print("Parse error in ", animfilename, ", some player animations are broken\n");
227         }
228         else
229                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
230         // reset animstate now
231         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
232 };
233
234 void player_anim (void)
235 {
236         updateanim(self);
237         if (self.weaponentity)
238                 updateanim(self.weaponentity);
239
240         if (self.deadflag != DEAD_NO)
241         {
242                 if (time > self.animstate_endtime)
243                 {
244                         if (self.maxs_z > 5)
245                         {
246                                 self.maxs_z = 5;
247                                 setsize(self, self.mins, self.maxs);
248                         }
249                         self.frame = self.dead_frame;
250                 }
251                 return;
252         }
253
254         if (!self.animstate_override)
255         {
256                 if (!(self.flags & FL_ONGROUND))
257                 {
258                         if (self.crouch)
259                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
260                         else
261                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
262                         self.restart_jump = FALSE;
263                 }
264                 else if (self.crouch)
265                 {
266                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
267                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
268                         else
269                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
270                 }
271                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
272                 {
273                         if (self.movement_x > 0 && self.movement_y == 0)
274                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
275                         else if (self.movement_x < 0 && self.movement_y == 0)
276                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
277                         else if (self.movement_x == 0 && self.movement_y > 0)
278                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
279                         else if (self.movement_x == 0 && self.movement_y < 0)
280                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
281                         else if (self.movement_x > 0 && self.movement_y > 0)
282                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
283                         else if (self.movement_x > 0 && self.movement_y < 0)
284                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
285                         else if (self.movement_x < 0 && self.movement_y > 0)
286                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
287                         else if (self.movement_x < 0 && self.movement_y < 0)
288                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
289                         else
290                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
291                 }
292                 else
293                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
294         }
295
296         if (self.weaponentity)
297         if (!self.weaponentity.animstate_override)
298                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
299 }
300
301 void SpawnThrownWeapon (vector org, float w)
302 {
303         if(g_minstagib)
304         if(self.ammo_cells <= 0)
305                 return;
306
307         if(g_pinata)
308         {
309                 float j;
310                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
311                 {
312                         if(self.weapons & W_WeaponBit(j))
313                                 if(W_IsWeaponThrowable(j))
314                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
315                 }
316         }
317         else
318         {
319                 if(W_IsWeaponThrowable(self.weapon))
320                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
321         }
322 }
323
324 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
325 {
326         local float take, save;
327         vector v;
328         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
329
330         // damage resistance (ignore most of the damage from a bullet or similar)
331         damage = max(damage - 5, 1);
332
333         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
334         take = v_x;
335         save = v_y;
336
337         if(sound_allowed(MSG_BROADCAST, attacker))
338         {
339                 if (save > 10)
340                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
341                 else if (take > 30)
342                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
343                 else if (take > 10)
344                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
345         }
346
347         if (take > 50)
348                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
349         if (take > 100)
350                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
351
352         if (!(self.flags & FL_GODMODE))
353         {
354                 self.armorvalue = self.armorvalue - save;
355                 self.health = self.health - take;
356                 // pause regeneration for 5 seconds
357                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
358         }
359         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
360         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
361         self.dmg_inflictor = inflictor;
362
363         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
364         {
365                 // don't use any animations as a gib
366                 self.frame = 0;
367                 self.dead_frame = 0;
368                 // view just above the floor
369                 self.view_ofs = '0 0 4';
370
371                 Violence_GibSplash(self, 1, 1, attacker);
372                 self.modelindex = 0; // restore later
373                 self.solid = SOLID_NOT; // restore later
374         }
375 }
376
377 void ClientKill_Now_TeamChange();
378 void freezetag_CheckWinner();
379
380 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
381 {
382         local float take, save, waves, sdelay, dh, da, j;
383         vector v;
384         float valid_damage_for_weaponstats;
385         float excess;
386
387         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
388                 return;
389
390         dh = max(self.health, 0);
391         da = max(self.armorvalue, 0);
392
393         if(!DEATH_ISSPECIAL(deathtype))
394         {
395                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
396                 if(self != attacker)
397                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
398         }
399
400         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
401         {
402                 // tuba causes blood to come out of the ears
403                 vector ear1, ear2;
404                 vector d;
405                 float f;
406                 ear1 = self.origin;
407                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
408                 ear2 = ear1;
409                 makevectors(self.angles);
410                 ear1 += v_right * -10;
411                 ear2 += v_right * +10;
412                 d = inflictor.origin - self.origin;
413                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
414                 force = v_right * vlen(force);
415                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
416                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
417                 if(f > 0)
418                 {
419                         hitloc = ear1;
420                         force = force * -1;
421                 }
422                 else
423                 {
424                         hitloc = ear2;
425                         // force is already good
426                 }
427         }
428         else
429                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
430
431         if (!g_minstagib)
432         {
433                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
434                 take = v_x;
435                 save = v_y;
436         }
437         else
438         {
439                 save = 0;
440                 take = damage;
441         }
442
443         frag_inflictor = inflictor;
444         frag_attacker = attacker;
445         frag_target = self;
446         damage_take = take;
447         damage_save = save;
448         damage_force = force;
449         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
450         take = bound(0, damage_take, self.health);
451         save = bound(0, damage_save, self.armorvalue);
452         excess = max(0, damage - take - save);
453
454         if(sound_allowed(MSG_BROADCAST, attacker))
455         {
456                 if (save > 10)
457                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
458                 else if (take > 30)
459                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
460                 else if (take > 10)
461                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
462         }
463
464         if (take > 50)
465                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
466         if (take > 100)
467                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
468
469         if (time >= self.spawnshieldtime)
470         {
471                 if (!(self.flags & FL_GODMODE))
472                 {
473                         self.armorvalue = self.armorvalue - save;
474                         self.health = self.health - take;
475                         // pause regeneration for 5 seconds
476                         self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
477
478                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
479                         {
480                                 self.pain_finished = time + 0.5;        //Supajoe
481
482                                 if(sv_gentle < 1) {
483                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
484                                         {
485                                                 if (random() > 0.5)
486                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
487                                                 else
488                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
489                                         }
490
491                                         if(sound_allowed(MSG_BROADCAST, attacker))
492                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
493                                         if(self.health > 1)
494                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
495                                         {
496                                                 if(deathtype == DEATH_FALL)
497                                                         PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
498                                                 else if(self.health > 75) // TODO make a "gentle" version?
499                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
500                                                 else if(self.health > 50)
501                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
502                                                 else if(self.health > 25)
503                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
504                                                 else
505                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
506                                         }
507                                 }
508
509                                 // throw off bot aim temporarily
510                                 local float shake;
511                                 shake = damage * 5 / (bound(0,skill,100) + 1);
512                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
513                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
514                         }
515                 }
516                 else
517                         self.max_armorvalue += (save + take);
518         }
519         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
520         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
521         self.dmg_inflictor = inflictor;
522
523         if(attacker == self)
524         {
525                 // don't reset pushltime for self damage as it may be an attempt to
526                 // escape a lava pit or similar
527                 //self.pushltime = 0;
528         }
529         else if(attacker.classname == "player" || attacker.classname == "gib")
530         {
531                 self.pusher = attacker;
532                 self.pushltime = time + autocvar_g_maxpushtime;
533         }
534         else if(time < self.pushltime)
535         {
536                 attacker = self.pusher;
537                 self.pushltime = max(self.pushltime, time + 0.6);
538         }
539         else
540                 self.pushltime = 0;
541
542         float abot, vbot, awep;
543         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
544         vbot = (clienttype(self) == CLIENTTYPE_BOT);
545
546         valid_damage_for_weaponstats = 0;
547         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
548         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
549         if(attacker && self != attacker)
550         if(IsDifferentTeam(self, attacker))
551         {
552                 if(DEATH_ISSPECIAL(deathtype))
553                         awep = attacker.weapon;
554                 else
555                         awep = DEATH_WEAPONOF(deathtype);
556                 valid_damage_for_weaponstats = 1;
557         }
558         
559         if(valid_damage_for_weaponstats)
560         {
561                 dh = dh - max(self.health, 0);
562                 da = da - max(self.armorvalue, 0);
563                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
564         }
565
566         if (self.health < 1)
567         {
568                 float defer_ClientKill_Now_TeamChange;
569                 defer_ClientKill_Now_TeamChange = FALSE;
570
571                 if(self.alivetime)
572                 {
573                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
574                         self.alivetime = 0;
575                 }
576
577                 if(valid_damage_for_weaponstats)
578                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
579
580                 if(sv_gentle < 1) // TODO make a "gentle" version?
581                 if(sound_allowed(MSG_BROADCAST, attacker))
582                 {
583                         if(deathtype == DEATH_DROWN)
584                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
585                         else
586                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
587                 }
588
589                 // get rid of kill indicator
590                 if(self.killindicator)
591                 {
592                         remove(self.killindicator);
593                         self.killindicator = world;
594                         if(self.killindicator_teamchange)
595                                 defer_ClientKill_Now_TeamChange = TRUE;
596
597                         if(self.classname == "body")
598                         if(deathtype == DEATH_KILL)
599                         {
600                                 // for the lemmings fans, a small harmless explosion
601                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
602                         }
603                 }
604
605                 if(!g_freezetag)
606                 {
607                         // become fully visible
608                         self.alpha = 1;
609                         // throw a weapon
610                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
611                 }
612
613                 // print an obituary message
614                 Obituary (attacker, inflictor, self, deathtype);
615                 race_PreDie();
616                 DropAllRunes(self);
617
618                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
619                 {
620                         PutClientInServer();
621                         count_alive_players(); // re-count players
622                         freezetag_CheckWinner();
623                         return;
624                 }
625
626                 frag_attacker = attacker;
627                 frag_inflictor = inflictor;
628                 frag_target = self;
629                 MUTATOR_CALLHOOK(PlayerDies);
630                 weapon_action(self.weapon, WR_PLAYERDEATH);
631
632                 if(self.flagcarried)
633                 {
634                         if(attacker.classname != "player" && attacker.classname != "gib")
635                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
636                         else if(attacker.team == self.team)
637                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
638                         else
639                                 DropFlag(self.flagcarried, world, attacker);
640                 }
641                 if(self.ballcarried && g_nexball)
642                         DropBall(self.ballcarried, self.origin, self.velocity);
643                 Portal_ClearAllLater(self);
644
645                 if(clienttype(self) == CLIENTTYPE_REAL)
646                 {
647                         stuffcmd(self, "-zoom\n");
648                         self.fixangle = TRUE;
649                         //msg_entity = self;
650                         //WriteByte (MSG_ONE, SVC_SETANGLE);
651                         //WriteAngle (MSG_ONE, self.v_angle_x);
652                         //WriteAngle (MSG_ONE, self.v_angle_y);
653                         //WriteAngle (MSG_ONE, 80);
654                 }
655
656                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
657                         ClientKill_Now_TeamChange();
658
659                 if(g_arena)
660                         Spawnqueue_Unmark(self);
661
662                 if(g_freezetag)
663                         return;
664
665                 // when we get here, player actually dies
666                 // clear waypoints (do this AFTER FreezeTag)
667                 WaypointSprite_PlayerDead();
668
669                 // make the corpse upright (not tilted)
670                 self.angles_x = 0;
671                 self.angles_z = 0;
672                 // don't spin
673                 self.avelocity = '0 0 0';
674                 // view from the floor
675                 self.view_ofs = '0 0 -8';
676                 // toss the corpse
677                 self.movetype = MOVETYPE_TOSS;
678                 // shootable corpse
679                 self.solid = SOLID_CORPSE;
680                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
681                 // don't stick to the floor
682                 self.flags &~= FL_ONGROUND;
683                 // dying animation
684                 self.deadflag = DEAD_DYING;
685                 // when to allow respawn
686                 sdelay = 0;
687                 waves = 0;
688                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
689                 if(!sdelay)
690                 {
691                         if(g_cts)
692                                 sdelay = 0; // no respawn delay in CTS
693                         else
694                                 sdelay = autocvar_g_respawn_delay;
695                 }
696                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
697                 if(!waves)
698                         waves = autocvar_g_respawn_waves;
699                 if(waves)
700                         self.death_time = ceil((time + sdelay) / waves) * waves;
701                 else
702                         self.death_time = time + sdelay;
703                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
704                         self.respawn_countdown = 10; // first number to count down from is 10
705                 else
706                         self.respawn_countdown = -1; // do not count down
707                 if (random() < 0.5)
708                 {
709                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
710                         self.dead_frame = self.anim_dead1_x;
711                 }
712                 else
713                 {
714                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
715                         self.dead_frame = self.anim_dead2_x;
716                 }
717                 // set damage function to corpse damage
718                 self.event_damage = PlayerCorpseDamage;
719                 // call the corpse damage function just in case it wants to gib
720                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
721                 // set up to fade out later
722                 SUB_SetFade (self, time + 6 + random (), 1);
723
724                 if(sv_gentle > 0 || autocvar_ekg) {
725                         // remove corpse
726                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
727                 }
728
729                 // reset fields the weapons may use just in case
730                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
731                 {
732                         weapon_action(j, WR_RESETPLAYER);
733                         ATTACK_FINISHED_FOR(self, j) = 0;
734                 }
735         }
736 }
737
738 // sendflags use: 1 = origin, 2 = health (0 or 1 for dead/alive on enemies), 4 = armor, 0x80 = same team (includes health)
739 float SendEntity_ShowNames(entity to, float sendflags)
740 {
741     float the_health;
742     the_health = self.health;
743
744     WriteByte(MSG_ENTITY, ENT_CLIENT_SHOWNAMES);
745     WriteByte(MSG_ENTITY, num_for_edict(self.owner));
746
747     sendflags = sendflags & 127;
748     if(teams_matter && self.owner.team == to.team)
749         sendflags |= 128;
750     else if(self.owner.health >= 1)
751         the_health = 1;
752
753     WriteByte(MSG_ENTITY, sendflags);
754     if(sendflags & 1)
755     {
756         WriteShort(MSG_ENTITY, rint(self.origin_x));
757         WriteShort(MSG_ENTITY, rint(self.origin_y));
758         WriteShort(MSG_ENTITY, rint(self.origin_z));
759     }
760     if(sendflags & 2)
761     {
762         WriteByte(MSG_ENTITY, the_health);
763     }
764     if(sendflags & 4)
765     {
766         WriteByte(MSG_ENTITY, self.armorvalue);
767     }
768     return TRUE;
769 }
770
771 const vector SHOWNAMES_ORIGIN_OFFSET = '0 0 48';
772 void shownames_think()
773 {
774     if(self.origin - SHOWNAMES_ORIGIN_OFFSET != self.owner.origin)
775     {
776         setorigin(self, self.owner.origin + SHOWNAMES_ORIGIN_OFFSET);
777         self.SendFlags |= 1;
778     }
779     if(self.health != max(0, floor(self.owner.health)) || self.armorvalue != max(0, floor(self.owner.armorvalue)))
780     {
781         self.health = max(0, floor(self.owner.health));
782         self.armorvalue = max(0, floor(self.owner.armorvalue));
783         self.SendFlags |= 2;
784     }
785     if(self.armorvalue != max(0, floor(self.owner.armorvalue)))
786     {
787         self.armorvalue = max(0, floor(self.owner.armorvalue));
788         self.SendFlags |= 4;
789     }
790     self.nextthink = time;
791 }
792
793 float shownames_customize()
794 {
795     if(self.owner.classname == "player") // only send players, no spectators!
796     if(self.owner != other) // no need to spam own coordinates
797     if(vlen(other.origin - self.origin) < autocvar_sv_shownames_cull_distance) // distance cull
798     if(self.owner.team == other.team || (self.owner.team != other.team && checkpvs(self.origin, other)))
799         return TRUE;
800
801     return FALSE;
802 }
803
804 .float muted; // to be used by prvm_edictset server playernumber muted 1
805 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
806 // message "": do not say, just test flood control
807 // return value:
808 //   1 = accept
809 //   0 = reject
810 //  -1 = fake accept
811 {
812         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
813         float flood, privatemsgprefixlen;
814         var .float flood_field;
815         entity head;
816         float ret;
817
818         if(Ban_MaybeEnforceBan(source))
819                 return 0;
820
821         if(!teamsay && !privatesay)
822                 if(substring(msgin, 0, 1) == " ")
823                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
824
825         msgin = formatmessage(msgin);
826
827         if(source.classname != "player")
828                 colorstr = "^0"; // black for spectators
829         else if(teams_matter)
830                 colorstr = Team_ColorCode(source.team);
831         else
832                 teamsay = FALSE;
833
834         if(intermission_running)
835                 teamsay = FALSE;
836
837         if(msgin != "")
838                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
839
840         /*
841          * using bprint solves this... me stupid
842         // how can we prevent the message from appearing in a listen server?
843         // for now, just give "say" back and only handle say_team
844         if(!teamsay)
845         {
846                 clientcommand(self, strcat("say ", msgin));
847                 return;
848         }
849         */
850
851         if(autocvar_g_chat_teamcolors)
852                 namestr = playername(source);
853         else
854                 namestr = source.netname;
855
856         if(msgin != "")
857         {
858                 if(privatesay)
859                 {
860                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
861                         privatemsgprefixlen = strlen(msgstr);
862                         msgstr = strcat(msgstr, msgin);
863                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
864                         if(autocvar_g_chat_teamcolors)
865                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
866                         else
867                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
868                 }
869                 else if(teamsay)
870                 {
871                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
872                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
873                 }
874                 else
875                 {
876                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
877                         cmsgstr = "";
878                 }
879                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
880         }
881         else
882         {
883                 msgstr = cmsgstr = "";
884         }
885
886         fullmsgstr = msgstr;
887         fullcmsgstr = cmsgstr;
888
889         // FLOOD CONTROL
890         flood = 0;
891         if(floodcontrol)
892         {
893                 float flood_spl;
894                 float flood_burst;
895                 float flood_lmax;
896                 float lines;
897                 if(privatesay)
898                 {
899                         flood_spl = autocvar_g_chat_flood_spl_tell;
900                         flood_burst = autocvar_g_chat_flood_burst_tell;
901                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
902                         flood_field = floodcontrol_chattell;
903                 }
904                 else if(teamsay)
905                 {
906                         flood_spl = autocvar_g_chat_flood_spl_team;
907                         flood_burst = autocvar_g_chat_flood_burst_team;
908                         flood_lmax = autocvar_g_chat_flood_lmax_team;
909                         flood_field = floodcontrol_chatteam;
910                 }
911                 else
912                 {
913                         flood_spl = autocvar_g_chat_flood_spl;
914                         flood_burst = autocvar_g_chat_flood_burst;
915                         flood_lmax = autocvar_g_chat_flood_lmax;
916                         flood_field = floodcontrol_chat;
917                 }
918                 flood_burst = max(0, flood_burst - 1);
919                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
920
921                 // do flood control for the default line size
922                 if(msgstr != "")
923                 {
924                         getWrappedLine_remaining = msgstr;
925                         msgstr = "";
926                         lines = 0;
927                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
928                         {
929                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
930                                 ++lines;
931                         }
932                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
933
934                         if(getWrappedLine_remaining != "")
935                         {
936                                 msgstr = strcat(msgstr, "\n");
937                                 flood = 2;
938                         }
939
940                         if(time >= source.flood_field)
941                         {
942                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
943                         }
944                         else
945                         {
946                                 flood = 1;
947                                 msgstr = fullmsgstr;
948                         }
949                 }
950                 else
951                 {
952                         if(time >= source.flood_field)
953                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
954                         else
955                                 flood = 1;
956                 }
957
958                 if (timeoutStatus == 2) //when game is paused, no flood protection
959                         source.flood_field = flood = 0;
960         }
961
962         if(flood == 2) // cannot happen for empty msgstr
963         {
964                 if(autocvar_g_chat_flood_notify_flooder)
965                 {
966                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
967                         sourcecmsgstr = "";
968                 }
969                 else
970                 {
971                         sourcemsgstr = fullmsgstr;
972                         sourcecmsgstr = fullcmsgstr;
973                 }
974                 cmsgstr = "";
975         }
976         else
977         {
978                 sourcemsgstr = msgstr;
979                 sourcecmsgstr = cmsgstr;
980         }
981
982         if(!privatesay)
983         if(source.classname != "player")
984         {
985                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
986                         teamsay = -1; // spectators
987         }
988
989         if(flood)
990                 print("NOTE: ", playername(source), "^7 is flooding.\n");
991
992         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
993         if(privatesay)
994                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
995
996         if(source.muted)
997         {
998                 // always fake the message
999                 ret = -1;
1000         }
1001         else if(flood == 1)
1002         {
1003                 if(autocvar_g_chat_flood_notify_flooder)
1004                 {
1005                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1006                         ret = 0;
1007                 }
1008                 else
1009                         ret = -1;
1010         }
1011         else
1012         {
1013                 ret = 1;
1014         }
1015
1016         if(sourcemsgstr != "" && ret != 0)
1017         {
1018                 if(ret < 0) // fake
1019                 {
1020                         sprint(source, sourcemsgstr);
1021                         if(sourcecmsgstr != "" && !privatesay)
1022                                 centerprint(source, sourcecmsgstr);
1023                 }
1024                 else if(privatesay)
1025                 {
1026                         sprint(source, sourcemsgstr);
1027                         sprint(privatesay, msgstr);
1028                         if(cmsgstr != "")
1029                                 centerprint(privatesay, cmsgstr);
1030                 }
1031                 else if(teamsay > 0)
1032                 {
1033                         sprint(source, sourcemsgstr);
1034                         if(sourcecmsgstr != "")
1035                                 centerprint(source, sourcecmsgstr);
1036                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1037                                 if(head != source)
1038                                 {
1039                                         sprint(head, msgstr);
1040                                         if(cmsgstr != "")
1041                                                 centerprint(head, cmsgstr);
1042                                 }
1043                 }
1044                 else if(teamsay < 0)
1045                 {
1046                         sprint(source, sourcemsgstr);
1047                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1048                                 if(head != source)
1049                                         sprint(head, msgstr);
1050                 }
1051                 else if(sourcemsgstr != msgstr)
1052                 {
1053                         sprint(source, sourcemsgstr);
1054                         FOR_EACH_REALCLIENT(head)
1055                                 if(head != source)
1056                                         sprint(head, msgstr);
1057                 }
1058                 else
1059                         bprint(msgstr);
1060         }
1061
1062         return ret;
1063 }
1064
1065 float GetVoiceMessageVoiceType(string type)
1066 {
1067         if(type == "taunt")
1068                 return VOICETYPE_TAUNT;
1069         if(type == "teamshoot")
1070                 return VOICETYPE_LASTATTACKER;
1071         return VOICETYPE_TEAMRADIO;
1072 }
1073
1074 string allvoicesamples;
1075 .string GetVoiceMessageSampleField(string type)
1076 {
1077         GetPlayerSoundSampleField_notFound = 0;
1078         switch(type)
1079         {
1080 #define _VOICEMSG(m) case #m: return playersound_##m;
1081                 ALLVOICEMSGS
1082 #undef _VOICEMSG
1083         }
1084         GetPlayerSoundSampleField_notFound = 1;
1085         return playersound_taunt;
1086 }
1087
1088 .string GetPlayerSoundSampleField(string type)
1089 {
1090         GetPlayerSoundSampleField_notFound = 0;
1091         switch(type)
1092         {
1093 #define _VOICEMSG(m) case #m: return playersound_##m;
1094                 ALLPLAYERSOUNDS
1095 #undef _VOICEMSG
1096         }
1097         GetPlayerSoundSampleField_notFound = 1;
1098         return playersound_taunt;
1099 }
1100
1101 void PrecacheGlobalSound(string samplestring)
1102 {
1103         float n, i;
1104         tokenize_console(samplestring);
1105         n = stof(argv(1));
1106         if(n > 0)
1107         {
1108                 for(i = 1; i <= n; ++i)
1109                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1110         }
1111         else
1112         {
1113                 precache_sound(strcat(argv(0), ".wav"));
1114         }
1115 }
1116
1117 void PrecachePlayerSounds(string f)
1118 {
1119         float fh;
1120         string s;
1121         fh = fopen(f, FILE_READ);
1122         if(fh < 0)
1123                 return;
1124         while((s = fgets(fh)))
1125         {
1126                 if(tokenize_console(s) != 3)
1127                 {
1128                         dprint("Invalid sound info line: ", s, "\n");
1129                         continue;
1130                 }
1131                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1132         }
1133         fclose(fh);
1134
1135         if not(allvoicesamples)
1136         {
1137 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1138                 ALLVOICEMSGS
1139 #undef _VOICEMSG
1140                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1141         }
1142 }
1143
1144 void ClearPlayerSounds()
1145 {
1146 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1147         ALLPLAYERSOUNDS
1148         ALLVOICEMSGS
1149 #undef _VOICEMSG
1150 }
1151
1152 float LoadPlayerSounds(string f, float first)
1153 {
1154         float fh;
1155         string s;
1156         var .string field;
1157         fh = fopen(f, FILE_READ);
1158         if(fh < 0)
1159         {
1160                 dprint("Player sound file not found: ", f, "\n");
1161                 return 0;
1162         }
1163         while((s = fgets(fh)))
1164         {
1165                 if(tokenize_console(s) != 3)
1166                         continue;
1167                 field = GetPlayerSoundSampleField(argv(0));
1168                 if(GetPlayerSoundSampleField_notFound)
1169                         field = GetVoiceMessageSampleField(argv(0));
1170                 if(GetPlayerSoundSampleField_notFound)
1171                         continue;
1172                 if(self.field)
1173                         strunzone(self.field);
1174                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1175         }
1176         fclose(fh);
1177         return 1;
1178 }
1179
1180 .float modelindex_for_playersound;
1181 .float skinindex_for_playersound;
1182 void UpdatePlayerSounds()
1183 {
1184         if(self.modelindex == self.modelindex_for_playersound)
1185         if(self.skinindex == self.skinindex_for_playersound)
1186                 return;
1187         self.modelindex_for_playersound = self.modelindex;
1188         self.skinindex_for_playersound = self.skinindex;
1189         ClearPlayerSounds();
1190         LoadPlayerSounds("sound/player/default.sounds", 1);
1191         if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1192                 LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1193 }
1194
1195 void FakeGlobalSound(string sample, float chan, float voicetype)
1196 {
1197         float n;
1198         float tauntrand;
1199
1200         if(sample == "")
1201                 return;
1202
1203         tokenize_console(sample);
1204         n = stof(argv(1));
1205         if(n > 0)
1206                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1207         else
1208                 sample = strcat(argv(0), ".wav"); // randomization
1209
1210         switch(voicetype)
1211         {
1212                 case VOICETYPE_LASTATTACKER_ONLY:
1213                         break;
1214                 case VOICETYPE_LASTATTACKER:
1215                         if(self.pusher)
1216                         {
1217                                 msg_entity = self;
1218                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1219                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1220                         }
1221                         break;
1222                 case VOICETYPE_TEAMRADIO:
1223                         msg_entity = self;
1224                         if(msg_entity.cvar_cl_voice_directional == 1)
1225                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1226                         else
1227                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1228                         break;
1229                 case VOICETYPE_AUTOTAUNT:
1230                         if(!sv_autotaunt)
1231                                 break;
1232                         if(!sv_taunt)
1233                                 break;
1234                         if(sv_gentle)
1235                                 break;
1236                         tauntrand = random();
1237                         msg_entity = self;
1238                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1239                         {
1240                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1241                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1242                                 else
1243                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1244                         }
1245                         break;
1246                 case VOICETYPE_TAUNT:
1247                         if(self.classname == "player")
1248                                 if(self.deadflag == DEAD_NO)
1249                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1250                         if(!sv_taunt)
1251                                 break;
1252                         if(sv_gentle)
1253                                 break;
1254                         msg_entity = self;
1255                         if (msg_entity.cvar_cl_voice_directional >= 1)
1256                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1257                         else
1258                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1259                         break;
1260                 case VOICETYPE_PLAYERSOUND:
1261                         msg_entity = self;
1262                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1263                         break;
1264                 default:
1265                         backtrace("Invalid voice type!");
1266                         break;
1267         }
1268 }
1269
1270 void GlobalSound(string sample, float chan, float voicetype)
1271 {
1272         float n;
1273         float tauntrand;
1274
1275         if(sample == "")
1276                 return;
1277
1278         tokenize_console(sample);
1279         n = stof(argv(1));
1280         if(n > 0)
1281                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1282         else
1283                 sample = strcat(argv(0), ".wav"); // randomization
1284
1285         switch(voicetype)
1286         {
1287                 case VOICETYPE_LASTATTACKER_ONLY:
1288                         if(self.pusher)
1289                         {
1290                                 msg_entity = self.pusher;
1291                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1292                                 {
1293                                         if(msg_entity.cvar_cl_voice_directional == 1)
1294                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1295                                         else
1296                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1297                                 }
1298                         }
1299                         break;
1300                 case VOICETYPE_LASTATTACKER:
1301                         if(self.pusher)
1302                         {
1303                                 msg_entity = self.pusher;
1304                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1305                                 {
1306                                         if(msg_entity.cvar_cl_voice_directional == 1)
1307                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1308                                         else
1309                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1310                                 }
1311                                 msg_entity = self;
1312                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1313                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1314                         }
1315                         break;
1316                 case VOICETYPE_TEAMRADIO:
1317                         FOR_EACH_REALCLIENT(msg_entity)
1318                                 if(!teams_matter || msg_entity.team == self.team)
1319                                 {
1320                                         if(msg_entity.cvar_cl_voice_directional == 1)
1321                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1322                                         else
1323                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1324                                 }
1325                         break;
1326                 case VOICETYPE_AUTOTAUNT:
1327                         if(!sv_autotaunt)
1328                                 break;
1329                         if(!sv_taunt)
1330                                 break;
1331                         if(sv_gentle)
1332                                 break;
1333                         tauntrand = random();
1334                         FOR_EACH_REALCLIENT(msg_entity)
1335                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1336                                 {
1337                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1338                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1339                                         else
1340                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1341                                 }
1342                         break;
1343                 case VOICETYPE_TAUNT:
1344                         if(self.classname == "player")
1345                                 if(self.deadflag == DEAD_NO)
1346                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1347                         if(!sv_taunt)
1348                                 break;
1349                         if(sv_gentle)
1350                                 break;
1351                         FOR_EACH_REALCLIENT(msg_entity)
1352                         {
1353                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1354                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1355                                 else
1356                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1357                         }
1358                         break;
1359                 case VOICETYPE_PLAYERSOUND:
1360                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1361                         break;
1362                 default:
1363                         backtrace("Invalid voice type!");
1364                         break;
1365         }
1366 }
1367
1368 void PlayerSound(.string samplefield, float chan, float voicetype)
1369 {
1370         GlobalSound(self.samplefield, chan, voicetype);
1371 }
1372
1373 void VoiceMessage(string type, string msg)
1374 {
1375         var .string sample;
1376         float voicetype, ownteam;
1377         float flood;
1378         sample = GetVoiceMessageSampleField(type);
1379
1380         if(GetPlayerSoundSampleField_notFound)
1381         {
1382                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1383                 return;
1384         }
1385
1386         voicetype = GetVoiceMessageVoiceType(type);
1387         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1388
1389         flood = Say(self, ownteam, world, msg, 1);
1390
1391         if (flood > 0)
1392                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1393         else if (flood < 0)
1394                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1395 }
1396
1397 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1398 {
1399 //      show_message
1400 //      0 (00) automove centerprint, admin message
1401 //      1 (01) automove centerprint, no admin message
1402 //      2 (10) no centerprint, admin message
1403 //      3 (11) no centerprint, no admin message
1404
1405         float lockteams_backup;
1406
1407         lockteams_backup = lockteams;  // backup any team lock
1408
1409         lockteams = 0;  // disable locked teams
1410
1411         TeamchangeFrags(client);  // move the players frags
1412         SetPlayerColors(client, team_colour - 1);  // set the players colour
1413         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1414
1415         lockteams = lockteams_backup;  // restore the team lock
1416
1417         LogTeamchange(client.playerid, client.team, type);
1418
1419         if not(show_message & 1) // admin message
1420                 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
1421
1422         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1423 }