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