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