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