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also CopyBody glowmod again
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 .entity accuracy;
2 .float accuracy_frags[WEP_MAXCOUNT];
3
4 float weaponstats_buffer;
5
6 void WeaponStats_Init()
7 {
8         if(autocvar_sv_weaponstats_file != "")
9                 weaponstats_buffer = buf_create();
10         else
11                 weaponstats_buffer = -1;
12 }
13
14 #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
15
16 void WeaponStats_ready(entity fh, entity pass, float status)
17 {
18         float i, j, n, ibot, jbot, idx;
19         vector v;
20         string prefix, s;
21         switch(status)
22         {
23                 case URL_READY_CANWRITE:
24                         // we can write
25                         prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
26                         url_fputs(fh, "#begin statsfile\n");
27                         url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 #ifdef WATERMARK
29                         url_fputs(fh, strcat("#version ", WATERMARK(), "\n"));
30 #endif
31                         url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
32                         url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
33                         n = tokenizebyseparator(cvar_purechanges, "\n");
34                         for(i = 0; i < n; ++i)
35                                 url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
36                         for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
37                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
38                                 {
39                                         idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
40                                         v = stov(bufstr_get(weaponstats_buffer, idx));
41                                         if(v != '0 0 0')
42                                         {
43                                                 //vector is: kills hits damage
44                                                 url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
45                                                 url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
46                                         }
47                                 }
48                         url_fputs(fh, "#end\n\n");
49                         url_fclose(fh);
50                         break;
51                 case URL_READY_CANREAD:
52                         // url_fclose is processing, we got a response for writing the data
53                         // this must come from HTTP
54                         print("Got response from weapon stats server:\n");
55                         while((s = url_fgets(fh)))
56                                 print("  ", s, "\n");
57                         print("End of response.\n");
58                         url_fclose(fh);
59                         break;
60                 case URL_READY_CLOSED:
61                         // url_fclose has finished
62                         print("Weapon stats written\n");
63                         buf_del(weaponstats_buffer);
64                         weaponstats_buffer = -1;
65                         break;
66                 case URL_READY_ERROR:
67                 default:
68                         print("Weapon stats writing failed: ", ftos(status), "\n");
69                         buf_del(weaponstats_buffer);
70                         weaponstats_buffer = -1;
71                         break;
72         }
73 }
74
75 void WeaponStats_Shutdown()
76 {
77         if(weaponstats_buffer < 0)
78                 return;
79         if(autocvar_sv_weaponstats_file != "")
80         {
81                 url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
82         }
83         else
84         {
85                 buf_del(weaponstats_buffer);
86                 weaponstats_buffer = -1;
87         }
88 }
89
90 void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
91 {
92         float idx;
93         if(weaponstats_buffer < 0)
94                 return;
95         if(awep < WEP_FIRST || vwep < WEP_FIRST)
96                 return;
97         if(awep > WEP_LAST || vwep > WEP_LAST)
98                 return;
99         idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
100         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
101 }
102 void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
103 {
104         if(damage < 0)
105                 error("negative damage?");
106         WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
107 }
108 void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
109 {
110         WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
111 }
112
113 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
114 // merged player_run and player_stand to player_anim
115 // added death animations to player_anim
116 // can now spawn thrown weapons from anywhere, not just from players
117 // thrown weapons now fade out after 20 seconds
118 // created PlayerGib function
119 // PlayerDie no longer uses hitloc or damage
120 // PlayerDie now supports dying animations as well as gibbing
121 // cleaned up PlayerDie a lot
122 // added CopyBody
123
124 .entity pusher;
125 .float pushltime;
126
127 void CopyBody(float keepvelocity)
128 {
129         entity oldself;
130         if (self.effects & EF_NODRAW)
131                 return;
132         oldself = self;
133         self = spawn();
134         self.enemy = oldself;
135         self.lip = oldself.lip;
136         self.colormap = oldself.colormap;
137         self.iscreature = oldself.iscreature;
138         self.damagedbycontents = oldself.damagedbycontents;
139         self.angles = oldself.angles;
140         self.avelocity = oldself.avelocity;
141         self.classname = "body";
142         self.damageforcescale = oldself.damageforcescale;
143         self.effects = oldself.effects;
144         self.glowmod = oldself.glowmod;
145         self.event_damage = oldself.event_damage;
146         self.animstate_startframe = oldself.animstate_startframe;
147         self.animstate_numframes = oldself.animstate_numframes;
148         self.animstate_framerate = oldself.animstate_framerate;
149         self.animstate_starttime = oldself.animstate_starttime;
150         self.animstate_endtime = oldself.animstate_endtime;
151         self.animstate_override = oldself.animstate_override;
152         self.animstate_looping = oldself.animstate_looping;
153         self.frame = oldself.frame;
154         self.dead_frame = oldself.dead_frame;
155         self.pain_finished = oldself.pain_finished;
156         self.health = oldself.health;
157         self.armorvalue = oldself.armorvalue;
158         self.armortype = oldself.armortype;
159         self.model = oldself.model;
160         self.modelindex = oldself.modelindex;
161         self.skin = oldself.skin;
162         self.species = oldself.species;
163         self.movetype = oldself.movetype;
164         self.nextthink = oldself.nextthink;
165         self.solid = oldself.solid;
166         self.ballistics_density = oldself.ballistics_density;
167         self.takedamage = oldself.takedamage;
168         self.think = oldself.think;
169         self.customizeentityforclient = oldself.customizeentityforclient;
170         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
171         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
172         if (keepvelocity == 1)
173                 self.velocity = oldself.velocity;
174         self.oldvelocity = self.velocity;
175         self.fade_time = oldself.fade_time;
176         self.fade_rate = oldself.fade_rate;
177         //self.weapon = oldself.weapon;
178         setorigin(self, oldself.origin);
179         setsize(self, oldself.mins, oldself.maxs);
180         self.prevorigin = oldself.origin;
181         self.reset = SUB_Remove;
182
183         Drag_MoveDrag(oldself, self);
184
185         if(self.colormap <= maxclients && self.colormap > 0)
186                 self.colormap = 1024 + self.clientcolors;
187
188         self = oldself;
189 }
190
191 float player_getspecies()
192 {
193         float s;
194         get_model_parameters(self.model, self.skin);
195         s = get_model_parameters_species;
196         get_model_parameters(string_null, 0);
197         if(s < 0)
198                 return SPECIES_HUMAN;
199         return s;
200 }
201
202 void player_setupanimsformodel()
203 {
204         // defaults for legacy .zym models without animinfo files
205         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
206         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
207         self.anim_draw = animfixfps(self, '2 1 3');
208         // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;)
209         self.anim_duckwalk = animfixfps(self, '4 1 1');
210         self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
211         self.anim_duckidle = animfixfps(self, '6 1 1');
212         self.anim_idle = animfixfps(self, '7 1 1');
213         self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it
214         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
215         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
216         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
217         self.anim_taunt = animfixfps(self, '12 1 0.33');
218         self.anim_run = animfixfps(self, '13 1 1');
219         self.anim_runbackwards = animfixfps(self, '14 1 1');
220         self.anim_strafeleft = animfixfps(self, '15 1 1');
221         self.anim_straferight = animfixfps(self, '16 1 1');
222         self.anim_dead1 = animfixfps(self, '17 1 1');
223         self.anim_dead2 = animfixfps(self, '18 1 1');
224         self.anim_forwardright = animfixfps(self, '19 1 1');
225         self.anim_forwardleft = animfixfps(self, '20 1 1');
226         self.anim_backright = animfixfps(self, '21 1 1');
227         self.anim_backleft  = animfixfps(self, '22 1 1');
228         self.anim_melee = animfixfps(self, '23 1 1');
229         // TODO introspect models for finding right "fps" value (1/duration)
230         // reset animstate now
231         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
232 }
233
234 void player_anim (void)
235 {
236         updateanim(self);
237         if (self.weaponentity)
238                 updateanim(self.weaponentity);
239
240         if (self.deadflag != DEAD_NO)
241         {
242                 if (time > self.animstate_endtime)
243                 {
244                         if (self.maxs_z > 5)
245                         {
246                                 self.maxs_z = 5;
247                                 setsize(self, self.mins, self.maxs);
248                         }
249                         self.frame = self.dead_frame;
250                 }
251                 return;
252         }
253
254         if (!self.animstate_override)
255         {
256                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
257                 {
258                         if (self.crouch)
259                         {
260                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
261                                 {
262                                         traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
263                                         if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
264                                         {
265                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
266                                                 self.restart_jump = FALSE;
267                                         }
268                                 }
269                         }
270                         else
271                         {
272                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
273                 {
274                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
275                     if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
276                     {
277                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
278                         self.restart_jump = FALSE;
279                     }
280                 }
281                         }
282                 }
283                 else if (self.crouch)
284                 {
285                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
286                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
287                         else
288                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
289                 }
290                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
291                 {
292                         if (self.movement_x > 0 && self.movement_y == 0)
293                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
294                         else if (self.movement_x < 0 && self.movement_y == 0)
295                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
296                         else if (self.movement_x == 0 && self.movement_y > 0)
297                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
298                         else if (self.movement_x == 0 && self.movement_y < 0)
299                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
300                         else if (self.movement_x > 0 && self.movement_y > 0)
301                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
302                         else if (self.movement_x > 0 && self.movement_y < 0)
303                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
304                         else if (self.movement_x < 0 && self.movement_y > 0)
305                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
306                         else if (self.movement_x < 0 && self.movement_y < 0)
307                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
308                         else
309                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
310                 }
311                 else
312                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
313         }
314
315         if (self.weaponentity)
316         if (!self.weaponentity.animstate_override)
317                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
318 }
319
320 void SpawnThrownWeapon (vector org, float w)
321 {
322         if(g_minstagib)
323         if(self.ammo_cells <= 0)
324                 return;
325
326         if(g_pinata)
327         {
328                 float j;
329                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
330                 {
331                         if(self.weapons & W_WeaponBit(j))
332                                 if(W_IsWeaponThrowable(j))
333                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
334                 }
335         }
336         else
337         {
338                 if(W_IsWeaponThrowable(self.weapon))
339                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
340         }
341 }
342
343 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
344 {
345         float take, save;
346         vector v;
347         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
348
349         // damage resistance (ignore most of the damage from a bullet or similar)
350         damage = max(damage - 5, 1);
351
352         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
353         take = v_x;
354         save = v_y;
355
356         if(sound_allowed(MSG_BROADCAST, attacker))
357         {
358                 if (save > 10)
359                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
360                 else if (take > 30)
361                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
362                 else if (take > 10)
363                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
364         }
365
366         if (take > 50)
367                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
368         if (take > 100)
369                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
370
371         if (!(self.flags & FL_GODMODE))
372         {
373                 self.armorvalue = self.armorvalue - save;
374                 self.health = self.health - take;
375                 // pause regeneration for 5 seconds
376                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
377         }
378         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
379         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
380         self.dmg_inflictor = inflictor;
381
382         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
383         {
384                 // don't use any animations as a gib
385                 self.frame = 0;
386                 self.dead_frame = 0;
387                 // view just above the floor
388                 self.view_ofs = '0 0 4';
389
390                 Violence_GibSplash(self, 1, 1, attacker);
391                 self.modelindex = 0; // restore later
392                 self.solid = SOLID_NOT; // restore later
393         }
394 }
395
396 void ClientKill_Now_TeamChange();
397 void freezetag_CheckWinner();
398
399 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
400 {
401         float take, save, waves, sdelay, dh, da, j;
402         vector v;
403         float valid_damage_for_weaponstats;
404         float excess;
405
406         if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
407                 return;
408
409         dh = max(self.health, 0);
410         da = max(self.armorvalue, 0);
411
412         if(!DEATH_ISSPECIAL(deathtype))
413         {
414                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
415                 if(self != attacker)
416                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
417         }
418
419         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
420         {
421                 // tuba causes blood to come out of the ears
422                 vector ear1, ear2;
423                 vector d;
424                 float f;
425                 ear1 = self.origin;
426                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
427                 ear2 = ear1;
428                 makevectors(self.angles);
429                 ear1 += v_right * -10;
430                 ear2 += v_right * +10;
431                 d = inflictor.origin - self.origin;
432                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
433                 force = v_right * vlen(force);
434                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
435                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
436                 if(f > 0)
437                 {
438                         hitloc = ear1;
439                         force = force * -1;
440                 }
441                 else
442                 {
443                         hitloc = ear2;
444                         // force is already good
445                 }
446         }
447         else
448                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
449
450         if (!g_minstagib)
451         {
452                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
453                 take = v_x;
454                 save = v_y;
455         }
456         else
457         {
458                 save = 0;
459                 take = damage;
460         }
461
462         frag_inflictor = inflictor;
463         frag_attacker = attacker;
464         frag_target = self;
465         damage_take = take;
466         damage_save = save;
467         damage_force = force;
468         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
469         take = bound(0, damage_take, self.health);
470         save = bound(0, damage_save, self.armorvalue);
471         excess = max(0, damage - take - save);
472
473         if(sound_allowed(MSG_BROADCAST, attacker))
474         {
475                 if (save > 10)
476                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
477                 else if (take > 30)
478                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
479                 else if (take > 10)
480                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
481         }
482
483         if (take > 50)
484                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
485         if (take > 100)
486                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
487
488         if (time >= self.spawnshieldtime)
489         {
490                 if (!(self.flags & FL_GODMODE))
491                 {
492                         self.armorvalue = self.armorvalue - save;
493                         self.health = self.health - take;
494                         // pause regeneration for 5 seconds
495                         if(take)
496                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
497
498                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
499                         {
500                                 self.pain_finished = time + 0.5;        //Supajoe
501
502                                 if(sv_gentle < 1) {
503                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
504                                         {
505                                                 if (!self.animstate_override)
506                                                 {
507                                                         if (random() > 0.5)
508                                                                 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
509                                                         else
510                                                                 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
511                                                 }
512                                         }
513
514                                         if(sound_allowed(MSG_BROADCAST, attacker))
515                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
516                                         if(self.health > 1)
517                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
518                                         {
519                                                 if(deathtype == DEATH_FALL)
520                                                         PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
521                                                 else if(self.health > 75) // TODO make a "gentle" version?
522                                                         PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
523                                                 else if(self.health > 50)
524                                                         PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
525                                                 else if(self.health > 25)
526                                                         PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
527                                                 else
528                                                         PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
529                                         }
530                                 }
531
532                                 // throw off bot aim temporarily
533                                 float shake;
534                                 shake = damage * 5 / (bound(0,skill,100) + 1);
535                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
536                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
537                         }
538                 }
539                 else
540                         self.max_armorvalue += (save + take);
541         }
542         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
543         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
544         self.dmg_inflictor = inflictor;
545
546         if(attacker == self)
547         {
548                 // don't reset pushltime for self damage as it may be an attempt to
549                 // escape a lava pit or similar
550                 //self.pushltime = 0;
551         }
552         else if(attacker.classname == "player")
553         {
554                 self.pusher = attacker;
555                 self.pushltime = time + autocvar_g_maxpushtime;
556         }
557         else if(time < self.pushltime)
558         {
559                 attacker = self.pusher;
560                 self.pushltime = max(self.pushltime, time + 0.6);
561         }
562         else
563                 self.pushltime = 0;
564
565         float abot, vbot, awep;
566         abot = (clienttype(attacker) == CLIENTTYPE_BOT);
567         vbot = (clienttype(self) == CLIENTTYPE_BOT);
568
569         valid_damage_for_weaponstats = 0;
570         if(vbot || clienttype(self) == CLIENTTYPE_REAL)
571         if(abot || clienttype(attacker) == CLIENTTYPE_REAL)
572         if(attacker && self != attacker)
573         if(IsDifferentTeam(self, attacker))
574         {
575                 if(DEATH_ISSPECIAL(deathtype))
576                         awep = attacker.weapon;
577                 else
578                         awep = DEATH_WEAPONOF(deathtype);
579                 valid_damage_for_weaponstats = 1;
580         }
581
582         if(valid_damage_for_weaponstats)
583         {
584                 dh = dh - max(self.health, 0);
585                 da = da - max(self.armorvalue, 0);
586                 WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
587         }
588
589         if (self.health < 1)
590         {
591                 float defer_ClientKill_Now_TeamChange;
592                 defer_ClientKill_Now_TeamChange = FALSE;
593
594                 if(self.alivetime)
595                 {
596                         PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
597                         self.alivetime = 0;
598                 }
599
600                 if(valid_damage_for_weaponstats)
601                         WeaponStats_LogKill(awep, abot, self.weapon, vbot);
602
603                 if(sv_gentle < 1) // TODO make a "gentle" version?
604                 if(sound_allowed(MSG_BROADCAST, attacker))
605                 {
606                         if(deathtype == DEATH_DROWN)
607                                 PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
608                         else
609                                 PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
610                 }
611
612                 // get rid of kill indicator
613                 if(self.killindicator)
614                 {
615                         remove(self.killindicator);
616                         self.killindicator = world;
617                         if(self.killindicator_teamchange)
618                                 defer_ClientKill_Now_TeamChange = TRUE;
619
620                         if(self.classname == "body")
621                         if(deathtype == DEATH_KILL)
622                         {
623                                 // for the lemmings fans, a small harmless explosion
624                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
625                         }
626                 }
627
628                 if(!g_freezetag)
629                 {
630                         // become fully visible
631                         self.alpha = 1;
632                         // throw a weapon
633                         SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
634                 }
635
636                 // print an obituary message
637                 Obituary (attacker, inflictor, self, deathtype);
638                 race_PreDie();
639                 DropAllRunes(self);
640
641         // increment frag counter for used weapon type
642         float w;
643         w = DEATH_WEAPONOF(deathtype);
644         if(WEP_VALID(w))
645         if(self.classname == "player")
646         if(self != attacker)
647         attacker.accuracy.(accuracy_frags[w-1]) += 1;
648
649                 if(deathtype == DEATH_HURTTRIGGER && g_freezetag)
650                 {
651                         PutClientInServer();
652                         count_alive_players(); // re-count players
653                         freezetag_CheckWinner();
654                         return;
655                 }
656
657                 frag_attacker = attacker;
658                 frag_inflictor = inflictor;
659                 frag_target = self;
660                 MUTATOR_CALLHOOK(PlayerDies);
661                 weapon_action(self.weapon, WR_PLAYERDEATH);
662
663                 RemoveGrapplingHook(self);
664
665                 if(self.flagcarried)
666                 {
667                         if(attacker.classname != "player")
668                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
669                         else if(attacker.team == self.team)
670                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
671                         else
672                                 DropFlag(self.flagcarried, world, attacker);
673                 }
674                 if(self.ballcarried && g_nexball)
675                         DropBall(self.ballcarried, self.origin, self.velocity);
676                 Portal_ClearAllLater(self);
677
678                 if(clienttype(self) == CLIENTTYPE_REAL)
679                 {
680                         stuffcmd(self, "-zoom\n");
681                         self.fixangle = TRUE;
682                         //msg_entity = self;
683                         //WriteByte (MSG_ONE, SVC_SETANGLE);
684                         //WriteAngle (MSG_ONE, self.v_angle_x);
685                         //WriteAngle (MSG_ONE, self.v_angle_y);
686                         //WriteAngle (MSG_ONE, 80);
687                 }
688
689                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
690                         ClientKill_Now_TeamChange();
691
692                 if(g_arena)
693                         Spawnqueue_Unmark(self);
694
695                 if(g_freezetag)
696                         return;
697
698                 // when we get here, player actually dies
699                 // clear waypoints (do this AFTER FreezeTag)
700                 WaypointSprite_PlayerDead();
701
702                 // make the corpse upright (not tilted)
703                 self.angles_x = 0;
704                 self.angles_z = 0;
705                 // don't spin
706                 self.avelocity = '0 0 0';
707                 // view from the floor
708                 self.view_ofs = '0 0 -8';
709                 // toss the corpse
710                 self.movetype = MOVETYPE_TOSS;
711                 // shootable corpse
712                 self.solid = SOLID_CORPSE;
713                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
714                 // don't stick to the floor
715                 self.flags &~= FL_ONGROUND;
716                 // dying animation
717                 self.deadflag = DEAD_DYING;
718                 // when to allow respawn
719                 sdelay = 0;
720                 waves = 0;
721                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
722                 if(!sdelay)
723                 {
724                         if(g_cts)
725                                 sdelay = 0; // no respawn delay in CTS
726                         else
727                                 sdelay = autocvar_g_respawn_delay;
728                 }
729                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
730                 if(!waves)
731                         waves = autocvar_g_respawn_waves;
732                 if(waves)
733                         self.death_time = ceil((time + sdelay) / waves) * waves;
734                 else
735                         self.death_time = time + sdelay;
736                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
737                         self.respawn_countdown = 10; // first number to count down from is 10
738                 else
739                         self.respawn_countdown = -1; // do not count down
740                 if (random() < 0.5)
741                 {
742                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
743                         self.dead_frame = self.anim_dead1_x;
744                 }
745                 else
746                 {
747                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
748                         self.dead_frame = self.anim_dead2_x;
749                 }
750                 // set damage function to corpse damage
751                 self.event_damage = PlayerCorpseDamage;
752                 // call the corpse damage function just in case it wants to gib
753                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
754                 // set up to fade out later
755                 SUB_SetFade (self, time + 6 + random (), 1);
756
757                 if(sv_gentle > 0 || autocvar_ekg) {
758                         // remove corpse
759                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
760                 }
761
762                 // reset fields the weapons may use just in case
763                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
764                 {
765                         weapon_action(j, WR_RESETPLAYER);
766                         ATTACK_FINISHED_FOR(self, j) = 0;
767                 }
768         }
769 }
770
771 .float muted; // to be used by prvm_edictset server playernumber muted 1
772 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
773 // message "": do not say, just test flood control
774 // return value:
775 //   1 = accept
776 //   0 = reject
777 //  -1 = fake accept
778 {
779         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
780         float flood, privatemsgprefixlen;
781         var .float flood_field;
782         entity head;
783         float ret;
784
785         if(Ban_MaybeEnforceBan(source))
786                 return 0;
787
788         if(!teamsay && !privatesay)
789                 if(substring(msgin, 0, 1) == " ")
790                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
791
792         msgin = formatmessage(msgin);
793
794         if(source.classname != "player")
795                 colorstr = "^0"; // black for spectators
796         else if(teamplay)
797                 colorstr = Team_ColorCode(source.team);
798         else
799                 teamsay = FALSE;
800
801         if(intermission_running)
802                 teamsay = FALSE;
803
804         if(msgin != "")
805                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
806
807         /*
808          * using bprint solves this... me stupid
809         // how can we prevent the message from appearing in a listen server?
810         // for now, just give "say" back and only handle say_team
811         if(!teamsay)
812         {
813                 clientcommand(self, strcat("say ", msgin));
814                 return;
815         }
816         */
817
818         if(autocvar_g_chat_teamcolors)
819                 namestr = playername(source);
820         else
821                 namestr = source.netname;
822
823         if(msgin != "")
824         {
825                 if(privatesay)
826                 {
827                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
828                         privatemsgprefixlen = strlen(msgstr);
829                         msgstr = strcat(msgstr, msgin);
830                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
831                         if(autocvar_g_chat_teamcolors)
832                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
833                         else
834                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
835                 }
836                 else if(teamsay)
837                 {
838                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
839                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
840                 }
841                 else
842                 {
843                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
844                         cmsgstr = "";
845                 }
846                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
847         }
848         else
849         {
850                 msgstr = cmsgstr = "";
851         }
852
853         fullmsgstr = msgstr;
854         fullcmsgstr = cmsgstr;
855
856         // FLOOD CONTROL
857         flood = 0;
858         if(floodcontrol)
859         {
860                 float flood_spl;
861                 float flood_burst;
862                 float flood_lmax;
863                 float lines;
864                 if(privatesay)
865                 {
866                         flood_spl = autocvar_g_chat_flood_spl_tell;
867                         flood_burst = autocvar_g_chat_flood_burst_tell;
868                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
869                         flood_field = floodcontrol_chattell;
870                 }
871                 else if(teamsay)
872                 {
873                         flood_spl = autocvar_g_chat_flood_spl_team;
874                         flood_burst = autocvar_g_chat_flood_burst_team;
875                         flood_lmax = autocvar_g_chat_flood_lmax_team;
876                         flood_field = floodcontrol_chatteam;
877                 }
878                 else
879                 {
880                         flood_spl = autocvar_g_chat_flood_spl;
881                         flood_burst = autocvar_g_chat_flood_burst;
882                         flood_lmax = autocvar_g_chat_flood_lmax;
883                         flood_field = floodcontrol_chat;
884                 }
885                 flood_burst = max(0, flood_burst - 1);
886                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
887
888                 // do flood control for the default line size
889                 if(msgstr != "")
890                 {
891                         getWrappedLine_remaining = msgstr;
892                         msgstr = "";
893                         lines = 0;
894                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
895                         {
896                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
897                                 ++lines;
898                         }
899                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
900
901                         if(getWrappedLine_remaining != "")
902                         {
903                                 msgstr = strcat(msgstr, "\n");
904                                 flood = 2;
905                         }
906
907                         if(time >= source.flood_field)
908                         {
909                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
910                         }
911                         else
912                         {
913                                 flood = 1;
914                                 msgstr = fullmsgstr;
915                         }
916                 }
917                 else
918                 {
919                         if(time >= source.flood_field)
920                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
921                         else
922                                 flood = 1;
923                 }
924
925                 if (timeoutStatus == 2) //when game is paused, no flood protection
926                         source.flood_field = flood = 0;
927         }
928
929         if(flood == 2) // cannot happen for empty msgstr
930         {
931                 if(autocvar_g_chat_flood_notify_flooder)
932                 {
933                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
934                         sourcecmsgstr = "";
935                 }
936                 else
937                 {
938                         sourcemsgstr = fullmsgstr;
939                         sourcecmsgstr = fullcmsgstr;
940                 }
941                 cmsgstr = "";
942         }
943         else
944         {
945                 sourcemsgstr = msgstr;
946                 sourcecmsgstr = cmsgstr;
947         }
948
949         if(!privatesay)
950         if(source.classname != "player")
951         {
952                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
953                         teamsay = -1; // spectators
954         }
955
956         if(flood)
957                 print("NOTE: ", playername(source), "^7 is flooding.\n");
958
959         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
960         if(privatesay)
961                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
962
963         if(source.muted)
964         {
965                 // always fake the message
966                 ret = -1;
967         }
968         else if(flood == 1)
969         {
970                 if(autocvar_g_chat_flood_notify_flooder)
971                 {
972                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
973                         ret = 0;
974                 }
975                 else
976                         ret = -1;
977         }
978         else
979         {
980                 ret = 1;
981         }
982
983         if(sourcemsgstr != "" && ret != 0)
984         {
985                 if(ret < 0) // fake
986                 {
987                         sprint(source, sourcemsgstr);
988                         if(sourcecmsgstr != "" && !privatesay)
989                                 centerprint(source, sourcecmsgstr);
990                 }
991                 else if(privatesay)
992                 {
993                         sprint(source, sourcemsgstr);
994                         sprint(privatesay, msgstr);
995                         if(cmsgstr != "")
996                                 centerprint(privatesay, cmsgstr);
997                 }
998                 else if(teamsay > 0)
999                 {
1000                         sprint(source, sourcemsgstr);
1001                         if(sourcecmsgstr != "")
1002                                 centerprint(source, sourcecmsgstr);
1003                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1004                                 if(head != source)
1005                                 {
1006                                         sprint(head, msgstr);
1007                                         if(cmsgstr != "")
1008                                                 centerprint(head, cmsgstr);
1009                                 }
1010                 }
1011                 else if(teamsay < 0)
1012                 {
1013                         sprint(source, sourcemsgstr);
1014                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1015                                 if(head != source)
1016                                         sprint(head, msgstr);
1017                 }
1018                 else if(sourcemsgstr != msgstr)
1019                 {
1020                         sprint(source, sourcemsgstr);
1021                         FOR_EACH_REALCLIENT(head)
1022                                 if(head != source)
1023                                         sprint(head, msgstr);
1024                 }
1025                 else
1026                         bprint(msgstr);
1027         }
1028
1029         return ret;
1030 }
1031
1032 float GetVoiceMessageVoiceType(string type)
1033 {
1034         if(type == "taunt")
1035                 return VOICETYPE_TAUNT;
1036         if(type == "teamshoot")
1037                 return VOICETYPE_LASTATTACKER;
1038         return VOICETYPE_TEAMRADIO;
1039 }
1040
1041 string allvoicesamples;
1042 .string GetVoiceMessageSampleField(string type)
1043 {
1044         GetPlayerSoundSampleField_notFound = 0;
1045         switch(type)
1046         {
1047 #define _VOICEMSG(m) case #m: return playersound_##m;
1048                 ALLVOICEMSGS
1049 #undef _VOICEMSG
1050         }
1051         GetPlayerSoundSampleField_notFound = 1;
1052         return playersound_taunt;
1053 }
1054
1055 .string GetPlayerSoundSampleField(string type)
1056 {
1057         GetPlayerSoundSampleField_notFound = 0;
1058         switch(type)
1059         {
1060 #define _VOICEMSG(m) case #m: return playersound_##m;
1061                 ALLPLAYERSOUNDS
1062 #undef _VOICEMSG
1063         }
1064         GetPlayerSoundSampleField_notFound = 1;
1065         return playersound_taunt;
1066 }
1067
1068 void PrecacheGlobalSound(string samplestring)
1069 {
1070         float n, i;
1071         tokenize_console(samplestring);
1072         n = stof(argv(1));
1073         if(n > 0)
1074         {
1075                 for(i = 1; i <= n; ++i)
1076                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1077         }
1078         else
1079         {
1080                 precache_sound(strcat(argv(0), ".wav"));
1081         }
1082 }
1083
1084 void PrecachePlayerSounds(string f)
1085 {
1086         float fh;
1087         string s;
1088         fh = fopen(f, FILE_READ);
1089         if(fh < 0)
1090                 return;
1091         while((s = fgets(fh)))
1092         {
1093                 if(tokenize_console(s) != 3)
1094                 {
1095                         dprint("Invalid sound info line: ", s, "\n");
1096                         continue;
1097                 }
1098                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1099         }
1100         fclose(fh);
1101
1102         if not(allvoicesamples)
1103         {
1104 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1105                 ALLVOICEMSGS
1106 #undef _VOICEMSG
1107                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1108         }
1109 }
1110
1111 void ClearPlayerSounds()
1112 {
1113 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1114         ALLPLAYERSOUNDS
1115         ALLVOICEMSGS
1116 #undef _VOICEMSG
1117 }
1118
1119 float LoadPlayerSounds(string f, float first)
1120 {
1121         float fh;
1122         string s;
1123         var .string field;
1124         fh = fopen(f, FILE_READ);
1125         if(fh < 0)
1126         {
1127                 dprint("Player sound file not found: ", f, "\n");
1128                 return 0;
1129         }
1130         while((s = fgets(fh)))
1131         {
1132                 if(tokenize_console(s) != 3)
1133                         continue;
1134                 field = GetPlayerSoundSampleField(argv(0));
1135                 if(GetPlayerSoundSampleField_notFound)
1136                         field = GetVoiceMessageSampleField(argv(0));
1137                 if(GetPlayerSoundSampleField_notFound)
1138                         continue;
1139                 if(self.field)
1140                         strunzone(self.field);
1141                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1142         }
1143         fclose(fh);
1144         return 1;
1145 }
1146
1147 .float modelindex_for_playersound;
1148 .float skin_for_playersound;
1149 void UpdatePlayerSounds()
1150 {
1151         if(self.modelindex == self.modelindex_for_playersound)
1152         if(self.skin == self.skin_for_playersound)
1153                 return;
1154         self.modelindex_for_playersound = self.modelindex;
1155         self.skin_for_playersound = self.skin;
1156         ClearPlayerSounds();
1157         LoadPlayerSounds("sound/player/default.sounds", 1);
1158         if(!autocvar_g_debug_defaultsounds)
1159                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skin, "sounds"), 0))
1160                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1161 }
1162
1163 void FakeGlobalSound(string sample, float chan, float voicetype)
1164 {
1165         float n;
1166         float tauntrand;
1167
1168         if(sample == "")
1169                 return;
1170
1171         tokenize_console(sample);
1172         n = stof(argv(1));
1173         if(n > 0)
1174                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1175         else
1176                 sample = strcat(argv(0), ".wav"); // randomization
1177
1178         switch(voicetype)
1179         {
1180                 case VOICETYPE_LASTATTACKER_ONLY:
1181                         break;
1182                 case VOICETYPE_LASTATTACKER:
1183                         if(self.pusher)
1184                         {
1185                                 msg_entity = self;
1186                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1187                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1188                         }
1189                         break;
1190                 case VOICETYPE_TEAMRADIO:
1191                         msg_entity = self;
1192                         if(msg_entity.cvar_cl_voice_directional == 1)
1193                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1194                         else
1195                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1196                         break;
1197                 case VOICETYPE_AUTOTAUNT:
1198                         if(!sv_autotaunt)
1199                                 break;
1200                         if(!sv_taunt)
1201                                 break;
1202                         if(sv_gentle)
1203                                 break;
1204                         tauntrand = random();
1205                         msg_entity = self;
1206                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1207                         {
1208                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1209                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1210                                 else
1211                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1212                         }
1213                         break;
1214                 case VOICETYPE_TAUNT:
1215                         if(self.classname == "player")
1216                                 if(self.deadflag == DEAD_NO)
1217                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1218                         if(!sv_taunt)
1219                                 break;
1220                         if(sv_gentle)
1221                                 break;
1222                         msg_entity = self;
1223                         if (msg_entity.cvar_cl_voice_directional >= 1)
1224                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1225                         else
1226                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1227                         break;
1228                 case VOICETYPE_PLAYERSOUND:
1229                         msg_entity = self;
1230                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1231                         break;
1232                 default:
1233                         backtrace("Invalid voice type!");
1234                         break;
1235         }
1236 }
1237
1238 void GlobalSound(string sample, float chan, float voicetype)
1239 {
1240         float n;
1241         float tauntrand;
1242
1243         if(sample == "")
1244                 return;
1245
1246         tokenize_console(sample);
1247         n = stof(argv(1));
1248         if(n > 0)
1249                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1250         else
1251                 sample = strcat(argv(0), ".wav"); // randomization
1252
1253         switch(voicetype)
1254         {
1255                 case VOICETYPE_LASTATTACKER_ONLY:
1256                         if(self.pusher)
1257                         {
1258                                 msg_entity = self.pusher;
1259                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1260                                 {
1261                                         if(msg_entity.cvar_cl_voice_directional == 1)
1262                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1263                                         else
1264                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1265                                 }
1266                         }
1267                         break;
1268                 case VOICETYPE_LASTATTACKER:
1269                         if(self.pusher)
1270                         {
1271                                 msg_entity = self.pusher;
1272                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1273                                 {
1274                                         if(msg_entity.cvar_cl_voice_directional == 1)
1275                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1276                                         else
1277                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1278                                 }
1279                                 msg_entity = self;
1280                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1281                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1282                         }
1283                         break;
1284                 case VOICETYPE_TEAMRADIO:
1285                         FOR_EACH_REALCLIENT(msg_entity)
1286                                 if(!teamplay || msg_entity.team == self.team)
1287                                 {
1288                                         if(msg_entity.cvar_cl_voice_directional == 1)
1289                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1290                                         else
1291                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1292                                 }
1293                         break;
1294                 case VOICETYPE_AUTOTAUNT:
1295                         if(!sv_autotaunt)
1296                                 break;
1297                         if(!sv_taunt)
1298                                 break;
1299                         if(sv_gentle)
1300                                 break;
1301                         tauntrand = random();
1302                         FOR_EACH_REALCLIENT(msg_entity)
1303                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1304                                 {
1305                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1306                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1307                                         else
1308                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1309                                 }
1310                         break;
1311                 case VOICETYPE_TAUNT:
1312                         if(self.classname == "player")
1313                                 if(self.deadflag == DEAD_NO)
1314                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1315                         if(!sv_taunt)
1316                                 break;
1317                         if(sv_gentle)
1318                                 break;
1319                         FOR_EACH_REALCLIENT(msg_entity)
1320                         {
1321                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1322                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1323                                 else
1324                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1325                         }
1326                         break;
1327                 case VOICETYPE_PLAYERSOUND:
1328                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1329                         break;
1330                 default:
1331                         backtrace("Invalid voice type!");
1332                         break;
1333         }
1334 }
1335
1336 void PlayerSound(.string samplefield, float chan, float voicetype)
1337 {
1338         GlobalSound(self.samplefield, chan, voicetype);
1339 }
1340
1341 void VoiceMessage(string type, string msg)
1342 {
1343         var .string sample;
1344         float voicetype, ownteam;
1345         float flood;
1346         sample = GetVoiceMessageSampleField(type);
1347
1348         if(GetPlayerSoundSampleField_notFound)
1349         {
1350                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1351                 return;
1352         }
1353
1354         voicetype = GetVoiceMessageVoiceType(type);
1355         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1356
1357         flood = Say(self, ownteam, world, msg, 1);
1358
1359         if (flood > 0)
1360                 GlobalSound(self.sample, CH_VOICE, voicetype);
1361         else if (flood < 0)
1362                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1363 }
1364
1365 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1366 {
1367 //      show_message
1368 //      0 (00) automove centerprint, admin message
1369 //      1 (01) automove centerprint, no admin message
1370 //      2 (10) no centerprint, admin message
1371 //      3 (11) no centerprint, no admin message
1372
1373         float lockteams_backup;
1374
1375         lockteams_backup = lockteams;  // backup any team lock
1376
1377         lockteams = 0;  // disable locked teams
1378
1379         TeamchangeFrags(client);  // move the players frags
1380         SetPlayerColors(client, team_colour - 1);  // set the players colour
1381         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1382
1383         lockteams = lockteams_backup;  // restore the team lock
1384
1385         LogTeamchange(client.playerid, client.team, type);
1386
1387         if not(show_message & 1) // admin message
1388                 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
1389
1390         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1391 }