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fix weapon duping (thanks, Mario)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126 .float istypefrag;
127
128 .float CopyBody_nextthink;
129 .void(void) CopyBody_think;
130 void CopyBody_Think(void)
131 {
132         if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
133         {
134                 self.CopyBody_think();
135                 if(wasfreed(self))
136                         return;
137                 self.CopyBody_nextthink = self.nextthink;
138                 self.CopyBody_think = self.think;
139                 self.think = CopyBody_Think;
140         }
141         CSQCMODEL_AUTOUPDATE();
142         self.nextthink = time;
143 }
144 void CopyBody(float keepvelocity)
145 {
146         entity oldself;
147         if (self.effects & EF_NODRAW)
148                 return;
149         oldself = self;
150         self = spawn();
151         self.enemy = oldself;
152         self.lip = oldself.lip;
153         self.colormap = oldself.colormap;
154         self.iscreature = oldself.iscreature;
155         self.teleportable = oldself.teleportable;
156         self.damagedbycontents = oldself.damagedbycontents;
157         self.angles = oldself.angles;
158         self.avelocity = oldself.avelocity;
159         self.classname = "body";
160         self.damageforcescale = oldself.damageforcescale;
161         self.effects = oldself.effects;
162         self.glowmod = oldself.glowmod;
163         self.event_damage = oldself.event_damage;
164         self.anim_state = oldself.anim_state;
165         self.anim_time = oldself.anim_time;
166         self.anim_lower_action = oldself.anim_lower_action;
167         self.anim_lower_time = oldself.anim_lower_time;
168         self.anim_upper_action = oldself.anim_upper_action;
169         self.anim_upper_time = oldself.anim_upper_time;
170         self.anim_implicit_state = oldself.anim_implicit_state;
171         self.anim_implicit_time = oldself.anim_implicit_time;
172         self.anim_lower_implicit_action = oldself.anim_lower_implicit_action;
173         self.anim_lower_implicit_time = oldself.anim_lower_implicit_time;
174         self.anim_upper_implicit_action = oldself.anim_upper_implicit_action;
175         self.anim_upper_implicit_time = oldself.anim_upper_implicit_time;
176         self.dphitcontentsmask = oldself.dphitcontentsmask;
177         self.death_time = oldself.death_time;
178         self.pain_finished = oldself.pain_finished;
179         self.health = oldself.health;
180         self.armorvalue = oldself.armorvalue;
181         self.armortype = oldself.armortype;
182         self.model = oldself.model;
183         self.modelindex = oldself.modelindex;
184         self.skin = oldself.skin;
185         self.species = oldself.species;
186         self.movetype = oldself.movetype;
187         self.solid = oldself.solid;
188         self.ballistics_density = oldself.ballistics_density;
189         self.takedamage = oldself.takedamage;
190         self.customizeentityforclient = oldself.customizeentityforclient;
191         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
192         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
193         if (keepvelocity == 1)
194                 self.velocity = oldself.velocity;
195         self.oldvelocity = self.velocity;
196         self.alpha = oldself.alpha;
197         self.fade_time = oldself.fade_time;
198         self.fade_rate = oldself.fade_rate;
199         //self.weapon = oldself.weapon;
200         setorigin(self, oldself.origin);
201         setsize(self, oldself.mins, oldself.maxs);
202         self.prevorigin = oldself.origin;
203         self.reset = SUB_Remove;
204
205         Drag_MoveDrag(oldself, self);
206
207         if(self.colormap <= maxclients && self.colormap > 0)
208                 self.colormap = 1024 + oldself.clientcolors;
209
210         CSQCMODEL_AUTOINIT();
211         self.CopyBody_nextthink = oldself.nextthink;
212         self.CopyBody_think = oldself.think;
213         self.nextthink = time;
214         self.think = CopyBody_Think;
215         // "bake" the current animation frame for clones (they don't get clientside animation)
216         animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
217
218         self = oldself;
219 }
220
221 float player_getspecies()
222 {
223         float s;
224         get_model_parameters(self.model, self.skin);
225         s = get_model_parameters_species;
226         get_model_parameters(string_null, 0);
227         if(s < 0)
228                 return SPECIES_HUMAN;
229         return s;
230 }
231
232 void player_setupanimsformodel()
233 {
234         // load animation info
235         animdecide_init(self);
236         animdecide_setstate(self, 0, FALSE);
237 }
238
239 void player_anim (void)
240 {
241         float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
242         if(self.deadflag && !deadbits)
243                 if(random() < 0.5)
244                         deadbits = ANIMSTATE_DEAD1;
245                 else
246                         deadbits = ANIMSTATE_DEAD2;
247         float animbits = deadbits;
248         if(self.freezetag_frozen)
249                 animbits |= ANIMSTATE_FROZEN;
250         if(self.crouch)
251                 animbits |= ANIMSTATE_DUCK;
252         animdecide_setstate(self, animbits, FALSE);
253         animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
254
255         if (self.weaponentity)
256         {
257                 updateanim(self.weaponentity);
258                 if (!self.weaponentity.animstate_override)
259                         setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
260         }
261 }
262
263 void SpawnThrownWeapon (vector org, float w)
264 {
265         if(g_minstagib)
266         if(self.ammo_cells <= 0)
267                 return;
268
269         if(g_pinata)
270         {
271                 float j;
272                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
273                 {
274                         if(WEPSET_CONTAINS_EW(self, j))
275                                 if(W_IsWeaponThrowable(j))
276                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
277                 }
278         }
279         else
280         {
281                 if(WEPSET_CONTAINS_EW(self, self.weapon))
282                         if(W_IsWeaponThrowable(self.weapon))
283                                 W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
284         }
285 }
286
287 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
288 {
289         float take, save;
290         vector v;
291         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
292
293         // damage resistance (ignore most of the damage from a bullet or similar)
294         damage = max(damage - 5, 1);
295
296         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
297         take = v_x;
298         save = v_y;
299
300         if(sound_allowed(MSG_BROADCAST, attacker))
301         {
302                 if (save > 10)
303                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
304                 else if (take > 30)
305                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
306                 else if (take > 10)
307                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
308         }
309
310         if (take > 50)
311                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
312         if (take > 100)
313                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
314
315         if (!(self.flags & FL_GODMODE))
316         {
317                 self.armorvalue = self.armorvalue - save;
318                 self.health = self.health - take;
319                 // pause regeneration for 5 seconds
320                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
321         }
322         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
323         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
324         self.dmg_inflictor = inflictor;
325
326         if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
327         {
328                 // don't use any animations as a gib
329                 self.frame = 0;
330                 // view just above the floor
331                 self.view_ofs = '0 0 4';
332
333                 Violence_GibSplash(self, 1, 1, attacker);
334                 self.alpha = -1;
335                 self.solid = SOLID_NOT; // restore later
336                 self.takedamage = DAMAGE_NO; // restore later
337                 self.damagedbycontents = FALSE;
338         }
339 }
340
341 void ClientKill_Now_TeamChange();
342
343 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
344 {
345         float take, save, waves, sdelay, dh, da, j;
346         vector v;
347         float valid_damage_for_weaponstats;
348         float excess;
349
350         dh = max(self.health, 0);
351         da = max(self.armorvalue, 0);
352
353         if(!DEATH_ISSPECIAL(deathtype))
354         {
355                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
356                 if(self != attacker)
357                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
358         }
359
360         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
361         {
362                 // tuba causes blood to come out of the ears
363                 vector ear1, ear2;
364                 vector d;
365                 float f;
366                 ear1 = self.origin;
367                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
368                 ear2 = ear1;
369                 makevectors(self.angles);
370                 ear1 += v_right * -10;
371                 ear2 += v_right * +10;
372                 d = inflictor.origin - self.origin;
373                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
374                 force = v_right * vlen(force);
375                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
376                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
377                 if(f > 0)
378                 {
379                         hitloc = ear1;
380                         force = force * -1;
381                 }
382                 else
383                 {
384                         hitloc = ear2;
385                         // force is already good
386                 }
387         }
388         else
389                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
390
391         if (!g_minstagib)
392         {
393                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
394                 take = v_x;
395                 save = v_y;
396         }
397         else
398         {
399                 save = 0;
400                 take = damage;
401         }
402
403         if(attacker == self)
404         {
405                 // don't reset pushltime for self damage as it may be an attempt to
406                 // escape a lava pit or similar
407                 //self.pushltime = 0;
408                 self.istypefrag = 0;
409         }
410         else if(attacker.classname == "player")
411         {
412                 self.pusher = attacker;
413                 self.pushltime = time + autocvar_g_maxpushtime;
414                 self.istypefrag = self.BUTTON_CHAT;
415         }
416         else if(time < self.pushltime)
417         {
418                 attacker = self.pusher;
419                 self.pushltime = max(self.pushltime, time + 0.6);
420         }
421         else
422         {
423                 self.pushltime = 0;
424                 self.istypefrag = 0;
425         }
426
427         frag_inflictor = inflictor;
428         frag_attacker = attacker;
429         frag_target = self;
430         damage_take = take;
431         damage_save = save;
432         damage_force = force;
433         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
434         take = bound(0, damage_take, self.health);
435         save = bound(0, damage_save, self.armorvalue);
436         excess = max(0, damage - take - save);
437
438         if(sound_allowed(MSG_BROADCAST, attacker))
439         {
440                 if (save > 10)
441                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
442                 else if (take > 30)
443                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
444                 else if (take > 10)
445                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
446         }
447
448         if (take > 50)
449                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
450         if (take > 100)
451                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
452
453         if (time >= self.spawnshieldtime)
454         {
455                 if (!(self.flags & FL_GODMODE))
456                 {
457                         self.armorvalue = self.armorvalue - save;
458                         self.health = self.health - take;
459                         // pause regeneration for 5 seconds
460                         if(take)
461                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
462
463                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
464                         {
465                                 self.pain_finished = time + 0.5;        //Supajoe
466
467                                 if(autocvar_sv_gentle < 1) {
468                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
469                                         {
470                                                 if (!self.animstate_override)
471                                                 {
472                                                         if (random() > 0.5)
473                                                                 animdecide_setaction(self, ANIMACTION_PAIN1, TRUE);
474                                                         else
475                                                                 animdecide_setaction(self, ANIMACTION_PAIN2, TRUE);
476                                                 }
477                                         }
478
479                                         if(sound_allowed(MSG_BROADCAST, attacker))
480                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
481                                         if(self.health > 1)
482                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
483                                         {
484                                                 if(deathtype == DEATH_FALL)
485                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
486                                                 else if(self.health > 75) // TODO make a "gentle" version?
487                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
488                                                 else if(self.health > 50)
489                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
490                                                 else if(self.health > 25)
491                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
492                                                 else
493                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
494                                         }
495                                 }
496
497                                 // throw off bot aim temporarily
498                                 float shake;
499                                 shake = damage * 5 / (bound(0,skill,100) + 1);
500                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
501                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
502                         }
503                 }
504                 else
505                         self.max_armorvalue += (save + take);
506         }
507         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
508         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
509         self.dmg_inflictor = inflictor;
510
511         if(g_ca && self != attacker && attacker.classname == "player")
512                 PlayerScore_Add(attacker, SP_SCORE, (damage - excess) * autocvar_g_ca_damage2score_multiplier);
513
514         float abot, vbot, awep;
515         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
516         vbot = (clienttype(self) == CLIENTTYPE_BOT);
517
518         valid_damage_for_weaponstats = 0;
519         awep = 0;
520
521         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
522         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
523         if(attacker && self != attacker)
524         if(IsDifferentTeam(self, attacker))
525         {
526                 if(DEATH_ISSPECIAL(deathtype))
527                         awep = attacker.weapon;
528                 else
529                         awep = DEATH_WEAPONOF(deathtype);
530                 valid_damage_for_weaponstats = 1;
531         }
532
533         if(valid_damage_for_weaponstats)
534         {
535                 dh = dh - max(self.health, 0);
536                 da = da - max(self.armorvalue, 0);
537                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
538         }
539
540         if (self.health < 1)
541         {
542                 float defer_ClientKill_Now_TeamChange;
543                 defer_ClientKill_Now_TeamChange = FALSE;
544
545                 if(self.alivetime)
546                 {
547                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
548                         self.alivetime = 0;
549                 }
550
551                 if(valid_damage_for_weaponstats)
552                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
553
554                 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
555                 if(sound_allowed(MSG_BROADCAST, attacker))
556                 {
557                         if(deathtype == DEATH_DROWN)
558                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
559                         else
560                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
561                 }
562
563                 // get rid of kill indicator
564                 if(self.killindicator)
565                 {
566                         remove(self.killindicator);
567                         self.killindicator = world;
568                         if(self.killindicator_teamchange)
569                                 defer_ClientKill_Now_TeamChange = TRUE;
570
571                         if(self.classname == "body")
572                         if(deathtype == DEATH_KILL)
573                         {
574                                 // for the lemmings fans, a small harmless explosion
575                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
576                         }
577                 }
578
579                 // print an obituary message
580                 Obituary (attacker, inflictor, self, deathtype);
581                 race_PreDie();
582
583         // increment frag counter for used weapon type
584         float w;
585         w = DEATH_WEAPONOF(deathtype);
586         if(WEP_VALID(w))
587         if(accuracy_isgooddamage(attacker, self))
588         attacker.accuracy.(accuracy_frags[w-1]) += 1;
589
590                 frag_attacker = attacker;
591                 frag_inflictor = inflictor;
592                 frag_target = self;
593                 frag_deathtype = deathtype;
594                 MUTATOR_CALLHOOK(PlayerDies);
595
596                 weapon_action(self.weapon, WR_PLAYERDEATH);
597
598                 RemoveGrapplingHook(self);
599
600                 Portal_ClearAllLater(self);
601
602                 if(clienttype(self) == CLIENTTYPE_REAL)
603                 {
604                         self.fixangle = TRUE;
605                         //msg_entity = self;
606                         //WriteByte (MSG_ONE, SVC_SETANGLE);
607                         //WriteAngle (MSG_ONE, self.v_angle_x);
608                         //WriteAngle (MSG_ONE, self.v_angle_y);
609                         //WriteAngle (MSG_ONE, 80);
610                 }
611
612                 if(defer_ClientKill_Now_TeamChange)
613                         ClientKill_Now_TeamChange(); // can turn player into spectator
614
615                 // player could have been miraculously resuscitated ;)
616                 // e.g. players in freezetag get frozen, they don't really die
617                 if(self.health >= 1 || self.classname != "player")
618                         return;
619
620                 // when we get here, player actually dies
621
622                 // clear waypoints
623                 WaypointSprite_PlayerDead();
624                 // throw a weapon
625                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
626
627                 // become fully visible
628                 self.alpha = default_player_alpha;
629                 // make the corpse upright (not tilted)
630                 self.angles_x = 0;
631                 self.angles_z = 0;
632                 // don't spin
633                 self.avelocity = '0 0 0';
634                 // view from the floor
635                 self.view_ofs = '0 0 -8';
636                 // toss the corpse
637                 self.movetype = MOVETYPE_TOSS;
638                 // shootable corpse
639                 self.solid = SOLID_CORPSE;
640                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
641                 // don't stick to the floor
642                 self.flags &~= FL_ONGROUND;
643                 // dying animation
644                 self.deadflag = DEAD_DYING;
645                 // when to allow respawn
646                 sdelay = 0;
647                 waves = 0;
648                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
649                 if(!sdelay)
650                 {
651                         if(g_cts)
652                                 sdelay = 0; // no respawn delay in CTS
653                         else
654                                 sdelay = autocvar_g_respawn_delay;
655                 }
656                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
657                 if(!waves)
658                         waves = autocvar_g_respawn_waves;
659                 if(waves)
660                         self.respawn_time = ceil((time + sdelay) / waves) * waves;
661                 else
662                         self.respawn_time = time + sdelay;
663                 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
664                         self.respawn_countdown = 10; // first number to count down from is 10
665                 else
666                         self.respawn_countdown = -1; // do not count down
667
668                 if(g_lms || g_cts || autocvar_g_forced_respawn)
669                         self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
670
671                 self.death_time = time;
672                 if (random() < 0.5)
673                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, TRUE);
674                 else
675                         animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, TRUE);
676                 if (self.maxs_z > 5)
677                 {
678                         self.maxs_z = 5;
679                         setsize(self, self.mins, self.maxs);
680                 }
681                 // set damage function to corpse damage
682                 self.event_damage = PlayerCorpseDamage;
683                 // call the corpse damage function just in case it wants to gib
684                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
685                 // set up to fade out later
686                 SUB_SetFade (self, time + 6 + random (), 1);
687
688                 if(autocvar_sv_gentle > 0 || autocvar_ekg) {
689                         // remove corpse
690                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
691                 }
692
693                 // reset fields the weapons may use just in case
694                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
695                 {
696                         weapon_action(j, WR_RESETPLAYER);
697                         ATTACK_FINISHED_FOR(self, j) = 0;
698                 }
699         }
700 }
701
702 .float muted; // to be used by prvm_edictset server playernumber muted 1
703 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
704 // message "": do not say, just test flood control
705 // return value:
706 //   1 = accept
707 //   0 = reject
708 //  -1 = fake accept
709 {
710         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr;
711         float flood;
712         var .float flood_field;
713         entity head;
714         float ret;
715         string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
716
717         if(!teamsay && !privatesay)
718                 if(substring(msgin, 0, 1) == " ")
719                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
720
721         msgin = formatmessage(msgin);
722
723         if(source.classname != "player")
724                 colorstr = "^0"; // black for spectators
725         else if(teamplay)
726                 colorstr = Team_ColorCode(source.team);
727         else
728         {
729                 colorstr = "";
730                 teamsay = FALSE;
731         }
732
733         if(intermission_running)
734                 teamsay = FALSE;
735
736         if(msgin != "")
737                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
738
739         /*
740          * using bprint solves this... me stupid
741         // how can we prevent the message from appearing in a listen server?
742         // for now, just give "say" back and only handle say_team
743         if(!teamsay)
744         {
745                 clientcommand(self, strcat("say ", msgin));
746                 return;
747         }
748         */
749
750         if(autocvar_g_chat_teamcolors)
751                 namestr = playername(source);
752         else
753                 namestr = source.netname;
754
755         if(msgin != "")
756         {
757                 if(privatesay)
758                 {
759                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
760                         privatemsgprefixlen = strlen(msgstr);
761                         msgstr = strcat(msgstr, msgin);
762                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
763                         if(autocvar_g_chat_teamcolors)
764                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
765                         else
766                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
767                 }
768                 else if(teamsay)
769                 {
770                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
771                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
772                 }
773                 else
774                 {
775                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
776                         cmsgstr = "";
777                 }
778                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
779         }
780         else
781         {
782                 msgstr = cmsgstr = "";
783         }
784
785         fullmsgstr = msgstr;
786         fullcmsgstr = cmsgstr;
787
788         // FLOOD CONTROL
789         flood = 0;
790         flood_field = floodcontrol_chat;
791         if(floodcontrol)
792         {
793                 float flood_spl;
794                 float flood_burst;
795                 float flood_lmax;
796                 float lines;
797                 if(privatesay)
798                 {
799                         flood_spl = autocvar_g_chat_flood_spl_tell;
800                         flood_burst = autocvar_g_chat_flood_burst_tell;
801                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
802                         flood_field = floodcontrol_chattell;
803                 }
804                 else if(teamsay)
805                 {
806                         flood_spl = autocvar_g_chat_flood_spl_team;
807                         flood_burst = autocvar_g_chat_flood_burst_team;
808                         flood_lmax = autocvar_g_chat_flood_lmax_team;
809                         flood_field = floodcontrol_chatteam;
810                 }
811                 else
812                 {
813                         flood_spl = autocvar_g_chat_flood_spl;
814                         flood_burst = autocvar_g_chat_flood_burst;
815                         flood_lmax = autocvar_g_chat_flood_lmax;
816                         flood_field = floodcontrol_chat;
817                 }
818                 flood_burst = max(0, flood_burst - 1);
819                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
820
821                 // do flood control for the default line size
822                 if(msgstr != "")
823                 {
824                         getWrappedLine_remaining = msgstr;
825                         msgstr = "";
826                         lines = 0;
827                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
828                         {
829                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
830                                 ++lines;
831                         }
832                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
833
834                         if(getWrappedLine_remaining != "")
835                         {
836                                 msgstr = strcat(msgstr, "\n");
837                                 flood = 2;
838                         }
839
840                         if(time >= source.flood_field)
841                         {
842                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
843                         }
844                         else
845                         {
846                                 flood = 1;
847                                 msgstr = fullmsgstr;
848                         }
849                 }
850                 else
851                 {
852                         if(time >= source.flood_field)
853                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
854                         else
855                                 flood = 1;
856                 }
857
858                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
859                         source.flood_field = flood = 0;
860         }
861
862         if(flood == 2) // cannot happen for empty msgstr
863         {
864                 if(autocvar_g_chat_flood_notify_flooder)
865                 {
866                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
867                         sourcecmsgstr = "";
868                 }
869                 else
870                 {
871                         sourcemsgstr = fullmsgstr;
872                         sourcecmsgstr = fullcmsgstr;
873                 }
874                 cmsgstr = "";
875         }
876         else
877         {
878                 sourcemsgstr = msgstr;
879                 sourcecmsgstr = cmsgstr;
880         }
881
882         if(!privatesay)
883         if(source.classname != "player")
884         {
885                 if not(intermission_running)
886                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(inWarmupStage || gameover)))
887                                 teamsay = -1; // spectators
888         }
889
890         if(flood)
891                 print("NOTE: ", playername(source), "^7 is flooding.\n");
892
893         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
894         if(privatesay)
895                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
896
897         if(source.muted)
898         {
899                 // always fake the message
900                 ret = -1;
901         }
902         else if(flood == 1)
903         {
904                 if(autocvar_g_chat_flood_notify_flooder)
905                 {
906                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
907                         ret = 0;
908                 }
909                 else
910                         ret = -1;
911         }
912         else
913         {
914                 ret = 1;
915         }
916
917         if(sourcemsgstr != "" && ret != 0)
918         {
919                 if(ret < 0) // faked message, because the player is muted
920                 {
921                         sprint(source, sourcemsgstr);
922                         if(sourcecmsgstr != "" && !privatesay)
923                                 centerprint(source, sourcecmsgstr);
924                 }
925                 else if(privatesay) // private message, between 2 people only
926                 {
927                         sprint(source, sourcemsgstr);
928                         sprint(privatesay, msgstr);
929                         if not(autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
930                         if(cmsgstr != "")
931                                 centerprint(privatesay, cmsgstr);
932                 }
933                 else if(teamsay > 0) // team message, only sent to team mates
934                 {
935                         sprint(source, sourcemsgstr);
936                         dedicated_print(msgstr); // send to server console too
937                         if(sourcecmsgstr != "")
938                                 centerprint(source, sourcecmsgstr);
939                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
940                                 if(head != source)
941                                 {
942                                         sprint(head, msgstr);
943                                         if(cmsgstr != "")
944                                                 centerprint(head, cmsgstr);
945                                 }
946                 }
947                 else if(teamsay < 0) // spectator message, only sent to spectators
948                 {
949                         sprint(source, sourcemsgstr);
950                         dedicated_print(msgstr); // send to server console too
951                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
952                                 if(head != source)
953                                         sprint(head, msgstr);
954                 }
955                 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
956                 {
957                         sprint(source, sourcemsgstr);
958                         dedicated_print(msgstr); // send to server console too
959                         FOR_EACH_REALCLIENT(head)
960                                 if(head != source)
961                                         sprint(head, msgstr);
962                 }
963                 else
964                         bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
965         }
966
967         return ret;
968 }
969
970 float GetVoiceMessageVoiceType(string type)
971 {
972         if(type == "taunt")
973                 return VOICETYPE_TAUNT;
974         if(type == "teamshoot")
975                 return VOICETYPE_LASTATTACKER;
976         return VOICETYPE_TEAMRADIO;
977 }
978
979 string allvoicesamples;
980 .string GetVoiceMessageSampleField(string type)
981 {
982         GetPlayerSoundSampleField_notFound = 0;
983         switch(type)
984         {
985 #define _VOICEMSG(m) case #m: return playersound_##m;
986                 ALLVOICEMSGS
987 #undef _VOICEMSG
988         }
989         GetPlayerSoundSampleField_notFound = 1;
990         return playersound_taunt;
991 }
992
993 .string GetPlayerSoundSampleField(string type)
994 {
995         GetPlayerSoundSampleField_notFound = 0;
996         switch(type)
997         {
998 #define _VOICEMSG(m) case #m: return playersound_##m;
999                 ALLPLAYERSOUNDS
1000 #undef _VOICEMSG
1001         }
1002         GetPlayerSoundSampleField_notFound = 1;
1003         return playersound_taunt;
1004 }
1005
1006 void PrecacheGlobalSound(string samplestring)
1007 {
1008         float n, i;
1009         tokenize_console(samplestring);
1010         n = stof(argv(1));
1011         if(n > 0)
1012         {
1013                 for(i = 1; i <= n; ++i)
1014                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1015         }
1016         else
1017         {
1018                 precache_sound(strcat(argv(0), ".wav"));
1019         }
1020 }
1021
1022 void PrecachePlayerSounds(string f)
1023 {
1024         float fh;
1025         string s;
1026         fh = fopen(f, FILE_READ);
1027         if(fh < 0)
1028                 return;
1029         while((s = fgets(fh)))
1030         {
1031                 if(tokenize_console(s) != 3)
1032                 {
1033                         dprint("Invalid sound info line: ", s, "\n");
1034                         continue;
1035                 }
1036                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1037         }
1038         fclose(fh);
1039
1040         if not(allvoicesamples)
1041         {
1042 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1043                 ALLVOICEMSGS
1044 #undef _VOICEMSG
1045                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1046         }
1047 }
1048
1049 void ClearPlayerSounds()
1050 {
1051 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1052         ALLPLAYERSOUNDS
1053         ALLVOICEMSGS
1054 #undef _VOICEMSG
1055 }
1056
1057 float LoadPlayerSounds(string f, float first)
1058 {
1059         float fh;
1060         string s;
1061         var .string field;
1062         fh = fopen(f, FILE_READ);
1063         if(fh < 0)
1064         {
1065                 dprint("Player sound file not found: ", f, "\n");
1066                 return 0;
1067         }
1068         while((s = fgets(fh)))
1069         {
1070                 if(tokenize_console(s) != 3)
1071                         continue;
1072                 field = GetPlayerSoundSampleField(argv(0));
1073                 if(GetPlayerSoundSampleField_notFound)
1074                         field = GetVoiceMessageSampleField(argv(0));
1075                 if(GetPlayerSoundSampleField_notFound)
1076                         continue;
1077                 if(self.field)
1078                         strunzone(self.field);
1079                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1080         }
1081         fclose(fh);
1082         return 1;
1083 }
1084
1085 .float modelindex_for_playersound;
1086 .float skin_for_playersound;
1087 void UpdatePlayerSounds()
1088 {
1089         if(self.modelindex == self.modelindex_for_playersound)
1090         if(self.skin == self.skin_for_playersound)
1091                 return;
1092         self.modelindex_for_playersound = self.modelindex;
1093         self.skin_for_playersound = self.skin;
1094         ClearPlayerSounds();
1095         LoadPlayerSounds("sound/player/default.sounds", 1);
1096         if(!autocvar_g_debug_defaultsounds)
1097                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1098                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1099 }
1100
1101 void FakeGlobalSound(string sample, float chan, float voicetype)
1102 {
1103         float n;
1104         float tauntrand;
1105
1106         if(sample == "")
1107                 return;
1108
1109         tokenize_console(sample);
1110         n = stof(argv(1));
1111         if(n > 0)
1112                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1113         else
1114                 sample = strcat(argv(0), ".wav"); // randomization
1115
1116         switch(voicetype)
1117         {
1118                 case VOICETYPE_LASTATTACKER_ONLY:
1119                         break;
1120                 case VOICETYPE_LASTATTACKER:
1121                         if(self.pusher)
1122                         {
1123                                 msg_entity = self;
1124                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1125                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1126                         }
1127                         break;
1128                 case VOICETYPE_TEAMRADIO:
1129                         msg_entity = self;
1130                         if(msg_entity.cvar_cl_voice_directional == 1)
1131                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1132                         else
1133                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1134                         break;
1135                 case VOICETYPE_AUTOTAUNT:
1136                         if(!sv_autotaunt)
1137                                 break;
1138                         if(!sv_taunt)
1139                                 break;
1140                         if(autocvar_sv_gentle)
1141                                 break;
1142                         tauntrand = random();
1143                         msg_entity = self;
1144                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1145                         {
1146                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1147                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1148                                 else
1149                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1150                         }
1151                         break;
1152                 case VOICETYPE_TAUNT:
1153                         if(self.classname == "player")
1154                                 if(self.deadflag == DEAD_NO)
1155                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1156                         if(!sv_taunt)
1157                                 break;
1158                         if(autocvar_sv_gentle)
1159                                 break;
1160                         msg_entity = self;
1161                         if (msg_entity.cvar_cl_voice_directional >= 1)
1162                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1163                         else
1164                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1165                         break;
1166                 case VOICETYPE_PLAYERSOUND:
1167                         msg_entity = self;
1168                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1169                         break;
1170                 default:
1171                         backtrace("Invalid voice type!");
1172                         break;
1173         }
1174 }
1175
1176 void GlobalSound(string sample, float chan, float voicetype)
1177 {
1178         float n;
1179         float tauntrand;
1180
1181         if(sample == "")
1182                 return;
1183
1184         tokenize_console(sample);
1185         n = stof(argv(1));
1186         if(n > 0)
1187                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1188         else
1189                 sample = strcat(argv(0), ".wav"); // randomization
1190
1191         switch(voicetype)
1192         {
1193                 case VOICETYPE_LASTATTACKER_ONLY:
1194                         if(self.pusher)
1195                         {
1196                                 msg_entity = self.pusher;
1197                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1198                                 {
1199                                         if(msg_entity.cvar_cl_voice_directional == 1)
1200                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1201                                         else
1202                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1203                                 }
1204                         }
1205                         break;
1206                 case VOICETYPE_LASTATTACKER:
1207                         if(self.pusher)
1208                         {
1209                                 msg_entity = self.pusher;
1210                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1211                                 {
1212                                         if(msg_entity.cvar_cl_voice_directional == 1)
1213                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1214                                         else
1215                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1216                                 }
1217                                 msg_entity = self;
1218                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1219                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1220                         }
1221                         break;
1222                 case VOICETYPE_TEAMRADIO:
1223                         FOR_EACH_REALCLIENT(msg_entity)
1224                                 if(!teamplay || msg_entity.team == self.team)
1225                                 {
1226                                         if(msg_entity.cvar_cl_voice_directional == 1)
1227                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1228                                         else
1229                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1230                                 }
1231                         break;
1232                 case VOICETYPE_AUTOTAUNT:
1233                         if(!sv_autotaunt)
1234                                 break;
1235                         if(!sv_taunt)
1236                                 break;
1237                         if(autocvar_sv_gentle)
1238                                 break;
1239                         tauntrand = random();
1240                         FOR_EACH_REALCLIENT(msg_entity)
1241                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1242                                 {
1243                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1244                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1245                                         else
1246                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1247                                 }
1248                         break;
1249                 case VOICETYPE_TAUNT:
1250                         if(self.classname == "player")
1251                                 if(self.deadflag == DEAD_NO)
1252                                         animdecide_setaction(self, ANIMACTION_TAUNT, TRUE);
1253                         if(!sv_taunt)
1254                                 break;
1255                         if(autocvar_sv_gentle)
1256                                 break;
1257                         FOR_EACH_REALCLIENT(msg_entity)
1258                         {
1259                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1260                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1261                                 else
1262                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1263                         }
1264                         break;
1265                 case VOICETYPE_PLAYERSOUND:
1266                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1267                         break;
1268                 default:
1269                         backtrace("Invalid voice type!");
1270                         break;
1271         }
1272 }
1273
1274 void PlayerSound(.string samplefield, float chan, float voicetype)
1275 {
1276         GlobalSound(self.samplefield, chan, voicetype);
1277 }
1278
1279 void VoiceMessage(string type, string msg)
1280 {
1281         var .string sample;
1282         float voicetype, ownteam;
1283         float flood;
1284         sample = GetVoiceMessageSampleField(type);
1285
1286         if(GetPlayerSoundSampleField_notFound)
1287         {
1288                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1289                 return;
1290         }
1291
1292         voicetype = GetVoiceMessageVoiceType(type);
1293         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1294
1295         flood = Say(self, ownteam, world, msg, 1);
1296
1297         if (flood > 0)
1298                 GlobalSound(self.sample, CH_VOICE, voicetype);
1299         else if (flood < 0)
1300                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1301 }
1302
1303 void MoveToTeam(entity client, float team_colour, float type)
1304 {
1305         float lockteams_backup;
1306
1307         lockteams_backup = lockteams;  // backup any team lock
1308
1309         lockteams = 0;  // disable locked teams
1310
1311         TeamchangeFrags(client);  // move the players frags
1312         SetPlayerColors(client, team_colour - 1);  // set the players colour
1313         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
1314
1315         lockteams = lockteams_backup;  // restore the team lock
1316
1317         LogTeamchange(client.playerid, client.team, type);
1318 }