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