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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         local 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.glowmod = oldself.glowmod;
138         self.iscreature = oldself.iscreature;
139         self.damagedbycontents = oldself.damagedbycontents;
140         self.angles = oldself.angles;
141         self.avelocity = oldself.avelocity;
142         self.classname = "body";
143         self.damageforcescale = oldself.damageforcescale;
144         self.effects = oldself.effects;
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.modelindex_lod0 = oldself.modelindex_lod0;
162         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
163         self.modelindex_lod1 = oldself.modelindex_lod1;
164         self.modelindex_lod2 = oldself.modelindex_lod2;
165         self.skinindex = oldself.skinindex;
166         self.species = oldself.species;
167         self.movetype = oldself.movetype;
168         self.nextthink = oldself.nextthink;
169         self.solid = oldself.solid;
170         self.ballistics_density = oldself.ballistics_density;
171         self.takedamage = oldself.takedamage;
172         self.think = oldself.think;
173         self.customizeentityforclient = oldself.customizeentityforclient;
174         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
175         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
176         if (keepvelocity == 1)
177                 self.velocity = oldself.velocity;
178         self.oldvelocity = self.velocity;
179         self.fade_time = oldself.fade_time;
180         self.fade_rate = oldself.fade_rate;
181         //self.weapon = oldself.weapon;
182         setorigin(self, oldself.origin);
183         setsize(self, oldself.mins, oldself.maxs);
184         self.prevorigin = oldself.origin;
185         self.reset = SUB_Remove;
186
187         Drag_MoveDrag(oldself, self);
188
189         self = oldself;
190 }
191
192 float player_getspecies()
193 {
194         float s;
195         get_model_parameters(self.model, self.skinindex);
196         s = get_model_parameters_species;
197         get_model_parameters(string_null, 0);
198         if(s < 0)
199                 return SPECIES_HUMAN;
200         return s;
201 }
202
203 void player_setupanimsformodel()
204 {
205         // defaults for legacy .zym models without animinfo files
206         self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds
207         self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds
208         self.anim_draw = animfixfps(self, '2 1 3');
209         self.anim_duck = '3 1 100'; // FIXME ARRRRRGH this anim seems bogus in most models, so make it play VERY briefly!
210         self.anim_duckwalk = animfixfps(self, '4 1 1');
211         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
212         self.anim_duckidle = animfixfps(self, '6 1 1');
213         self.anim_idle = animfixfps(self, '7 1 1');
214         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
215         self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds
216         self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds
217         self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate
218         self.anim_taunt = animfixfps(self, '12 1 0.33');
219         self.anim_run = animfixfps(self, '13 1 1');
220         self.anim_runbackwards = animfixfps(self, '14 1 1');
221         self.anim_strafeleft = animfixfps(self, '15 1 1');
222         self.anim_straferight = animfixfps(self, '16 1 1');
223         self.anim_dead1 = animfixfps(self, '17 1 1');
224         self.anim_dead2 = animfixfps(self, '18 1 1');
225         self.anim_forwardright = animfixfps(self, '19 1 1');
226         self.anim_forwardleft = animfixfps(self, '20 1 1');
227         self.anim_backright = animfixfps(self, '21 1 1');
228         self.anim_backleft  = animfixfps(self, '22 1 1');
229         self.anim_melee = animfixfps(self, '23 1 1');
230         // TODO introspect models for finding right "fps" value (1/duration)
231         // reset animstate now
232         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
233 };
234
235 void player_anim (void)
236 {
237         updateanim(self);
238         if (self.weaponentity)
239                 updateanim(self.weaponentity);
240
241         if (self.deadflag != DEAD_NO)
242         {
243                 if (time > self.animstate_endtime)
244                 {
245                         if (self.maxs_z > 5)
246                         {
247                                 self.maxs_z = 5;
248                                 setsize(self, self.mins, self.maxs);
249                         }
250                         self.frame = self.dead_frame;
251                 }
252                 return;
253         }
254
255         if (!self.animstate_override)
256         {
257                 if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
258                 {
259                         if (self.crouch)
260                         {
261                                 if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
262                                 {
263                                         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);
264                                         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
265                                         {
266                                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
267                                                 self.restart_jump = FALSE;
268                                         }
269                                 }
270                         }
271                         else
272                         {
273                 if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
274                 {
275                     traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
276                     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
277                     {
278                         setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
279                         self.restart_jump = FALSE;
280                     }
281                 }
282                         }
283                 }
284                 else if (self.crouch)
285                 {
286                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
287                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
288                         else
289                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
290                 }
291                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
292                 {
293                         if (self.movement_x > 0 && self.movement_y == 0)
294                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
295                         else if (self.movement_x < 0 && self.movement_y == 0)
296                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
297                         else if (self.movement_x == 0 && self.movement_y > 0)
298                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
299                         else if (self.movement_x == 0 && self.movement_y < 0)
300                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
301                         else if (self.movement_x > 0 && self.movement_y > 0)
302                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
303                         else if (self.movement_x > 0 && self.movement_y < 0)
304                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
305                         else if (self.movement_x < 0 && self.movement_y > 0)
306                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
307                         else if (self.movement_x < 0 && self.movement_y < 0)
308                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
309                         else
310                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
311                 }
312                 else
313                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
314         }
315
316         if (self.weaponentity)
317         if (!self.weaponentity.animstate_override)
318                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
319 }
320
321 void SpawnThrownWeapon (vector org, float w)
322 {
323         if(g_minstagib)
324         if(self.ammo_cells <= 0)
325                 return;
326
327         if(g_pinata)
328         {
329                 float j;
330                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
331                 {
332                         if(self.weapons & W_WeaponBit(j))
333                                 if(W_IsWeaponThrowable(j))
334                                         W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325');
335                 }
336         }
337         else
338         {
339                 if(W_IsWeaponThrowable(self.weapon))
340                         W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
341         }
342 }
343
344 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
345 {
346         local float take, save;
347         vector v;
348         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
349
350         // damage resistance (ignore most of the damage from a bullet or similar)
351         damage = max(damage - 5, 1);
352
353         v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
354         take = v_x;
355         save = v_y;
356
357         if(sound_allowed(MSG_BROADCAST, attacker))
358         {
359                 if (save > 10)
360                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
361                 else if (take > 30)
362                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
363                 else if (take > 10)
364                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
365         }
366
367         if (take > 50)
368                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
369         if (take > 100)
370                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
371
372         if (!(self.flags & FL_GODMODE))
373         {
374                 self.armorvalue = self.armorvalue - save;
375                 self.health = self.health - take;
376                 // pause regeneration for 5 seconds
377                 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
378         }
379         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
380         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
381         self.dmg_inflictor = inflictor;
382
383         if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0)
384         {
385                 // don't use any animations as a gib
386                 self.frame = 0;
387                 self.dead_frame = 0;
388                 // view just above the floor
389                 self.view_ofs = '0 0 4';
390
391                 Violence_GibSplash(self, 1, 1, attacker);
392                 self.modelindex = 0; // restore later
393                 self.solid = SOLID_NOT; // restore later
394         }
395 }
396
397 void ClientKill_Now_TeamChange();
398 void freezetag_CheckWinner();
399
400 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
401 {
402         local float take, save, waves, sdelay, dh, da, j;
403         vector v;
404         float valid_damage_for_weaponstats;
405         float excess;
406
407         if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage)
408                 return;
409
410         dh = max(self.health, 0);
411         da = max(self.armorvalue, 0);
412
413         if(!DEATH_ISSPECIAL(deathtype))
414         {
415                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
416                 if(self != attacker)
417                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
418         }
419
420         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
421         {
422                 // tuba causes blood to come out of the ears
423                 vector ear1, ear2;
424                 vector d;
425                 float f;
426                 ear1 = self.origin;
427                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
428                 ear2 = ear1;
429                 makevectors(self.angles);
430                 ear1 += v_right * -10;
431                 ear2 += v_right * +10;
432                 d = inflictor.origin - self.origin;
433                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
434                 force = v_right * vlen(force);
435                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
436                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
437                 if(f > 0)
438                 {
439                         hitloc = ear1;
440                         force = force * -1;
441                 }
442                 else
443                 {
444                         hitloc = ear2;
445                         // force is already good
446                 }
447         }
448         else
449                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
450
451         if (!g_minstagib)
452         {
453                 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage);
454                 take = v_x;
455                 save = v_y;
456         }
457         else
458         {
459                 save = 0;
460                 take = damage;
461         }
462
463         frag_inflictor = inflictor;
464         frag_attacker = attacker;
465         frag_target = self;
466         damage_take = take;
467         damage_save = save;
468         damage_force = force;
469         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor);
470         take = bound(0, damage_take, self.health);
471         save = bound(0, damage_save, self.armorvalue);
472         excess = max(0, damage - take - save);
473
474         if(sound_allowed(MSG_BROADCAST, attacker))
475         {
476                 if (save > 10)
477                         sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
478                 else if (take > 30)
479                         sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
480                 else if (take > 10)
481                         sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
482         }
483
484         if (take > 50)
485                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
486         if (take > 100)
487                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
488
489         if (time >= self.spawnshieldtime)
490         {
491                 if (!(self.flags & FL_GODMODE))
492                 {
493                         self.armorvalue = self.armorvalue - save;
494                         self.health = self.health - take;
495                         // pause regeneration for 5 seconds
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                                 local 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                 if(self.flagcarried)
664                 {
665                         if(attacker.classname != "player")
666                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
667                         else if(attacker.team == self.team)
668                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
669                         else
670                                 DropFlag(self.flagcarried, world, attacker);
671                 }
672                 if(self.ballcarried && g_nexball)
673                         DropBall(self.ballcarried, self.origin, self.velocity);
674                 Portal_ClearAllLater(self);
675
676                 if(clienttype(self) == CLIENTTYPE_REAL)
677                 {
678                         stuffcmd(self, "-zoom\n");
679                         self.fixangle = TRUE;
680                         //msg_entity = self;
681                         //WriteByte (MSG_ONE, SVC_SETANGLE);
682                         //WriteAngle (MSG_ONE, self.v_angle_x);
683                         //WriteAngle (MSG_ONE, self.v_angle_y);
684                         //WriteAngle (MSG_ONE, 80);
685                 }
686
687                 if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag?
688                         ClientKill_Now_TeamChange();
689
690                 if(g_arena)
691                         Spawnqueue_Unmark(self);
692
693                 if(g_freezetag)
694                         return;
695
696                 // when we get here, player actually dies
697                 // clear waypoints (do this AFTER FreezeTag)
698                 WaypointSprite_PlayerDead();
699
700                 // make the corpse upright (not tilted)
701                 self.angles_x = 0;
702                 self.angles_z = 0;
703                 // don't spin
704                 self.avelocity = '0 0 0';
705                 // view from the floor
706                 self.view_ofs = '0 0 -8';
707                 // toss the corpse
708                 self.movetype = MOVETYPE_TOSS;
709                 // shootable corpse
710                 self.solid = SOLID_CORPSE;
711                 self.ballistics_density = autocvar_g_ballistics_density_corpse;
712                 // don't stick to the floor
713                 self.flags &~= FL_ONGROUND;
714                 // dying animation
715                 self.deadflag = DEAD_DYING;
716                 // when to allow respawn
717                 sdelay = 0;
718                 waves = 0;
719                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
720                 if(!sdelay)
721                 {
722                         if(g_cts)
723                                 sdelay = 0; // no respawn delay in CTS
724                         else
725                                 sdelay = autocvar_g_respawn_delay;
726                 }
727                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
728                 if(!waves)
729                         waves = autocvar_g_respawn_waves;
730                 if(waves)
731                         self.death_time = ceil((time + sdelay) / waves) * waves;
732                 else
733                         self.death_time = time + sdelay;
734                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
735                         self.respawn_countdown = 10; // first number to count down from is 10
736                 else
737                         self.respawn_countdown = -1; // do not count down
738                 if (random() < 0.5)
739                 {
740                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
741                         self.dead_frame = self.anim_dead1_x;
742                 }
743                 else
744                 {
745                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
746                         self.dead_frame = self.anim_dead2_x;
747                 }
748                 // set damage function to corpse damage
749                 self.event_damage = PlayerCorpseDamage;
750                 // call the corpse damage function just in case it wants to gib
751                 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
752                 // set up to fade out later
753                 SUB_SetFade (self, time + 6 + random (), 1);
754
755                 if(sv_gentle > 0 || autocvar_ekg) {
756                         // remove corpse
757                         PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
758                 }
759
760                 // reset fields the weapons may use just in case
761                 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
762                 {
763                         weapon_action(j, WR_RESETPLAYER);
764                         ATTACK_FINISHED_FOR(self, j) = 0;
765                 }
766         }
767 }
768
769 .float muted; // to be used by prvm_edictset server playernumber muted 1
770 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
771 // message "": do not say, just test flood control
772 // return value:
773 //   1 = accept
774 //   0 = reject
775 //  -1 = fake accept
776 {
777         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
778         float flood, privatemsgprefixlen;
779         var .float flood_field;
780         entity head;
781         float ret;
782
783         if(Ban_MaybeEnforceBan(source))
784                 return 0;
785
786         if(!teamsay && !privatesay)
787                 if(substring(msgin, 0, 1) == " ")
788                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
789
790         msgin = formatmessage(msgin);
791
792         if(source.classname != "player")
793                 colorstr = "^0"; // black for spectators
794         else if(teamplay)
795                 colorstr = Team_ColorCode(source.team);
796         else
797                 teamsay = FALSE;
798
799         if(intermission_running)
800                 teamsay = FALSE;
801
802         if(msgin != "")
803                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
804
805         /*
806          * using bprint solves this... me stupid
807         // how can we prevent the message from appearing in a listen server?
808         // for now, just give "say" back and only handle say_team
809         if(!teamsay)
810         {
811                 clientcommand(self, strcat("say ", msgin));
812                 return;
813         }
814         */
815
816         if(autocvar_g_chat_teamcolors)
817                 namestr = playername(source);
818         else
819                 namestr = source.netname;
820
821         if(msgin != "")
822         {
823                 if(privatesay)
824                 {
825                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
826                         privatemsgprefixlen = strlen(msgstr);
827                         msgstr = strcat(msgstr, msgin);
828                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
829                         if(autocvar_g_chat_teamcolors)
830                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
831                         else
832                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
833                 }
834                 else if(teamsay)
835                 {
836                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
837                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
838                 }
839                 else
840                 {
841                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
842                         cmsgstr = "";
843                 }
844                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
845         }
846         else
847         {
848                 msgstr = cmsgstr = "";
849         }
850
851         fullmsgstr = msgstr;
852         fullcmsgstr = cmsgstr;
853
854         // FLOOD CONTROL
855         flood = 0;
856         if(floodcontrol)
857         {
858                 float flood_spl;
859                 float flood_burst;
860                 float flood_lmax;
861                 float lines;
862                 if(privatesay)
863                 {
864                         flood_spl = autocvar_g_chat_flood_spl_tell;
865                         flood_burst = autocvar_g_chat_flood_burst_tell;
866                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
867                         flood_field = floodcontrol_chattell;
868                 }
869                 else if(teamsay)
870                 {
871                         flood_spl = autocvar_g_chat_flood_spl_team;
872                         flood_burst = autocvar_g_chat_flood_burst_team;
873                         flood_lmax = autocvar_g_chat_flood_lmax_team;
874                         flood_field = floodcontrol_chatteam;
875                 }
876                 else
877                 {
878                         flood_spl = autocvar_g_chat_flood_spl;
879                         flood_burst = autocvar_g_chat_flood_burst;
880                         flood_lmax = autocvar_g_chat_flood_lmax;
881                         flood_field = floodcontrol_chat;
882                 }
883                 flood_burst = max(0, flood_burst - 1);
884                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
885
886                 // do flood control for the default line size
887                 if(msgstr != "")
888                 {
889                         getWrappedLine_remaining = msgstr;
890                         msgstr = "";
891                         lines = 0;
892                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
893                         {
894                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
895                                 ++lines;
896                         }
897                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
898
899                         if(getWrappedLine_remaining != "")
900                         {
901                                 msgstr = strcat(msgstr, "\n");
902                                 flood = 2;
903                         }
904
905                         if(time >= source.flood_field)
906                         {
907                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
908                         }
909                         else
910                         {
911                                 flood = 1;
912                                 msgstr = fullmsgstr;
913                         }
914                 }
915                 else
916                 {
917                         if(time >= source.flood_field)
918                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
919                         else
920                                 flood = 1;
921                 }
922
923                 if (timeoutStatus == 2) //when game is paused, no flood protection
924                         source.flood_field = flood = 0;
925         }
926
927         if(flood == 2) // cannot happen for empty msgstr
928         {
929                 if(autocvar_g_chat_flood_notify_flooder)
930                 {
931                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
932                         sourcecmsgstr = "";
933                 }
934                 else
935                 {
936                         sourcemsgstr = fullmsgstr;
937                         sourcecmsgstr = fullcmsgstr;
938                 }
939                 cmsgstr = "";
940         }
941         else
942         {
943                 sourcemsgstr = msgstr;
944                 sourcecmsgstr = cmsgstr;
945         }
946
947         if(!privatesay)
948         if(source.classname != "player")
949         {
950                 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage))
951                         teamsay = -1; // spectators
952         }
953
954         if(flood)
955                 print("NOTE: ", playername(source), "^7 is flooding.\n");
956
957         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
958         if(privatesay)
959                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
960
961         if(source.muted)
962         {
963                 // always fake the message
964                 ret = -1;
965         }
966         else if(flood == 1)
967         {
968                 if(autocvar_g_chat_flood_notify_flooder)
969                 {
970                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
971                         ret = 0;
972                 }
973                 else
974                         ret = -1;
975         }
976         else
977         {
978                 ret = 1;
979         }
980
981         if(sourcemsgstr != "" && ret != 0)
982         {
983                 if(ret < 0) // fake
984                 {
985                         sprint(source, sourcemsgstr);
986                         if(sourcecmsgstr != "" && !privatesay)
987                                 centerprint(source, sourcecmsgstr);
988                 }
989                 else if(privatesay)
990                 {
991                         sprint(source, sourcemsgstr);
992                         sprint(privatesay, msgstr);
993                         if(cmsgstr != "")
994                                 centerprint(privatesay, cmsgstr);
995                 }
996                 else if(teamsay > 0)
997                 {
998                         sprint(source, sourcemsgstr);
999                         if(sourcecmsgstr != "")
1000                                 centerprint(source, sourcecmsgstr);
1001                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1002                                 if(head != source)
1003                                 {
1004                                         sprint(head, msgstr);
1005                                         if(cmsgstr != "")
1006                                                 centerprint(head, cmsgstr);
1007                                 }
1008                 }
1009                 else if(teamsay < 0)
1010                 {
1011                         sprint(source, sourcemsgstr);
1012                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1013                                 if(head != source)
1014                                         sprint(head, msgstr);
1015                 }
1016                 else if(sourcemsgstr != msgstr)
1017                 {
1018                         sprint(source, sourcemsgstr);
1019                         FOR_EACH_REALCLIENT(head)
1020                                 if(head != source)
1021                                         sprint(head, msgstr);
1022                 }
1023                 else
1024                         bprint(msgstr);
1025         }
1026
1027         return ret;
1028 }
1029
1030 float GetVoiceMessageVoiceType(string type)
1031 {
1032         if(type == "taunt")
1033                 return VOICETYPE_TAUNT;
1034         if(type == "teamshoot")
1035                 return VOICETYPE_LASTATTACKER;
1036         return VOICETYPE_TEAMRADIO;
1037 }
1038
1039 string allvoicesamples;
1040 .string GetVoiceMessageSampleField(string type)
1041 {
1042         GetPlayerSoundSampleField_notFound = 0;
1043         switch(type)
1044         {
1045 #define _VOICEMSG(m) case #m: return playersound_##m;
1046                 ALLVOICEMSGS
1047 #undef _VOICEMSG
1048         }
1049         GetPlayerSoundSampleField_notFound = 1;
1050         return playersound_taunt;
1051 }
1052
1053 .string GetPlayerSoundSampleField(string type)
1054 {
1055         GetPlayerSoundSampleField_notFound = 0;
1056         switch(type)
1057         {
1058 #define _VOICEMSG(m) case #m: return playersound_##m;
1059                 ALLPLAYERSOUNDS
1060 #undef _VOICEMSG
1061         }
1062         GetPlayerSoundSampleField_notFound = 1;
1063         return playersound_taunt;
1064 }
1065
1066 void PrecacheGlobalSound(string samplestring)
1067 {
1068         float n, i;
1069         tokenize_console(samplestring);
1070         n = stof(argv(1));
1071         if(n > 0)
1072         {
1073                 for(i = 1; i <= n; ++i)
1074                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1075         }
1076         else
1077         {
1078                 precache_sound(strcat(argv(0), ".wav"));
1079         }
1080 }
1081
1082 void PrecachePlayerSounds(string f)
1083 {
1084         float fh;
1085         string s;
1086         fh = fopen(f, FILE_READ);
1087         if(fh < 0)
1088                 return;
1089         while((s = fgets(fh)))
1090         {
1091                 if(tokenize_console(s) != 3)
1092                 {
1093                         dprint("Invalid sound info line: ", s, "\n");
1094                         continue;
1095                 }
1096                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1097         }
1098         fclose(fh);
1099
1100         if not(allvoicesamples)
1101         {
1102 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1103                 ALLVOICEMSGS
1104 #undef _VOICEMSG
1105                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1106         }
1107 }
1108
1109 void ClearPlayerSounds()
1110 {
1111 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1112         ALLPLAYERSOUNDS
1113         ALLVOICEMSGS
1114 #undef _VOICEMSG
1115 }
1116
1117 float LoadPlayerSounds(string f, float first)
1118 {
1119         float fh;
1120         string s;
1121         var .string field;
1122         fh = fopen(f, FILE_READ);
1123         if(fh < 0)
1124         {
1125                 dprint("Player sound file not found: ", f, "\n");
1126                 return 0;
1127         }
1128         while((s = fgets(fh)))
1129         {
1130                 if(tokenize_console(s) != 3)
1131                         continue;
1132                 field = GetPlayerSoundSampleField(argv(0));
1133                 if(GetPlayerSoundSampleField_notFound)
1134                         field = GetVoiceMessageSampleField(argv(0));
1135                 if(GetPlayerSoundSampleField_notFound)
1136                         continue;
1137                 if(self.field)
1138                         strunzone(self.field);
1139                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1140         }
1141         fclose(fh);
1142         return 1;
1143 }
1144
1145 .float modelindex_for_playersound;
1146 .float skinindex_for_playersound;
1147 void UpdatePlayerSounds()
1148 {
1149         if(self.modelindex == self.modelindex_for_playersound)
1150         if(self.skinindex == self.skinindex_for_playersound)
1151                 return;
1152         self.modelindex_for_playersound = self.modelindex;
1153         self.skinindex_for_playersound = self.skinindex;
1154         ClearPlayerSounds();
1155         LoadPlayerSounds("sound/player/default.sounds", 1);
1156         if(!autocvar_g_debug_defaultsounds)
1157                 if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
1158                         LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
1159 }
1160
1161 void FakeGlobalSound(string sample, float chan, float voicetype)
1162 {
1163         float n;
1164         float tauntrand;
1165
1166         if(sample == "")
1167                 return;
1168
1169         tokenize_console(sample);
1170         n = stof(argv(1));
1171         if(n > 0)
1172                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1173         else
1174                 sample = strcat(argv(0), ".wav"); // randomization
1175
1176         switch(voicetype)
1177         {
1178                 case VOICETYPE_LASTATTACKER_ONLY:
1179                         break;
1180                 case VOICETYPE_LASTATTACKER:
1181                         if(self.pusher)
1182                         {
1183                                 msg_entity = self;
1184                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1185                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1186                         }
1187                         break;
1188                 case VOICETYPE_TEAMRADIO:
1189                         msg_entity = self;
1190                         if(msg_entity.cvar_cl_voice_directional == 1)
1191                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1192                         else
1193                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1194                         break;
1195                 case VOICETYPE_AUTOTAUNT:
1196                         if(!sv_autotaunt)
1197                                 break;
1198                         if(!sv_taunt)
1199                                 break;
1200                         if(sv_gentle)
1201                                 break;
1202                         tauntrand = random();
1203                         msg_entity = self;
1204                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1205                         {
1206                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1207                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1208                                 else
1209                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1210                         }
1211                         break;
1212                 case VOICETYPE_TAUNT:
1213                         if(self.classname == "player")
1214                                 if(self.deadflag == DEAD_NO)
1215                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1216                         if(!sv_taunt)
1217                                 break;
1218                         if(sv_gentle)
1219                                 break;
1220                         msg_entity = self;
1221                         if (msg_entity.cvar_cl_voice_directional >= 1)
1222                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1223                         else
1224                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1225                         break;
1226                 case VOICETYPE_PLAYERSOUND:
1227                         msg_entity = self;
1228                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1229                         break;
1230                 default:
1231                         backtrace("Invalid voice type!");
1232                         break;
1233         }
1234 }
1235
1236 void GlobalSound(string sample, float chan, float voicetype)
1237 {
1238         float n;
1239         float tauntrand;
1240
1241         if(sample == "")
1242                 return;
1243
1244         tokenize_console(sample);
1245         n = stof(argv(1));
1246         if(n > 0)
1247                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1248         else
1249                 sample = strcat(argv(0), ".wav"); // randomization
1250
1251         switch(voicetype)
1252         {
1253                 case VOICETYPE_LASTATTACKER_ONLY:
1254                         if(self.pusher)
1255                         {
1256                                 msg_entity = self.pusher;
1257                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1258                                 {
1259                                         if(msg_entity.cvar_cl_voice_directional == 1)
1260                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1261                                         else
1262                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1263                                 }
1264                         }
1265                         break;
1266                 case VOICETYPE_LASTATTACKER:
1267                         if(self.pusher)
1268                         {
1269                                 msg_entity = self.pusher;
1270                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1271                                 {
1272                                         if(msg_entity.cvar_cl_voice_directional == 1)
1273                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1274                                         else
1275                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1276                                 }
1277                                 msg_entity = self;
1278                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1279                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1280                         }
1281                         break;
1282                 case VOICETYPE_TEAMRADIO:
1283                         FOR_EACH_REALCLIENT(msg_entity)
1284                                 if(!teamplay || msg_entity.team == self.team)
1285                                 {
1286                                         if(msg_entity.cvar_cl_voice_directional == 1)
1287                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1288                                         else
1289                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1290                                 }
1291                         break;
1292                 case VOICETYPE_AUTOTAUNT:
1293                         if(!sv_autotaunt)
1294                                 break;
1295                         if(!sv_taunt)
1296                                 break;
1297                         if(sv_gentle)
1298                                 break;
1299                         tauntrand = random();
1300                         FOR_EACH_REALCLIENT(msg_entity)
1301                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1302                                 {
1303                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1304                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1305                                         else
1306                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1307                                 }
1308                         break;
1309                 case VOICETYPE_TAUNT:
1310                         if(self.classname == "player")
1311                                 if(self.deadflag == DEAD_NO)
1312                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1313                         if(!sv_taunt)
1314                                 break;
1315                         if(sv_gentle)
1316                                 break;
1317                         FOR_EACH_REALCLIENT(msg_entity)
1318                         {
1319                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1320                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1321                                 else
1322                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1323                         }
1324                         break;
1325                 case VOICETYPE_PLAYERSOUND:
1326                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1327                         break;
1328                 default:
1329                         backtrace("Invalid voice type!");
1330                         break;
1331         }
1332 }
1333
1334 void PlayerSound(.string samplefield, float chan, float voicetype)
1335 {
1336         GlobalSound(self.samplefield, chan, voicetype);
1337 }
1338
1339 void VoiceMessage(string type, string msg)
1340 {
1341         var .string sample;
1342         float voicetype, ownteam;
1343         float flood;
1344         sample = GetVoiceMessageSampleField(type);
1345
1346         if(GetPlayerSoundSampleField_notFound)
1347         {
1348                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1349                 return;
1350         }
1351
1352         voicetype = GetVoiceMessageVoiceType(type);
1353         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1354
1355         flood = Say(self, ownteam, world, msg, 1);
1356
1357         if (flood > 0)
1358                 GlobalSound(self.sample, CH_VOICE, voicetype);
1359         else if (flood < 0)
1360                 FakeGlobalSound(self.sample, CH_VOICE, voicetype);
1361 }
1362
1363 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1364 {
1365 //      show_message
1366 //      0 (00) automove centerprint, admin message
1367 //      1 (01) automove centerprint, no admin message
1368 //      2 (10) no centerprint, admin message
1369 //      3 (11) no centerprint, no admin message
1370
1371         float lockteams_backup;
1372
1373         lockteams_backup = lockteams;  // backup any team lock
1374
1375         lockteams = 0;  // disable locked teams
1376
1377         TeamchangeFrags(client);  // move the players frags
1378         SetPlayerColors(client, team_colour - 1);  // set the players colour
1379         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1380
1381         lockteams = lockteams_backup;  // restore the team lock
1382
1383         LogTeamchange(client.playerid, client.team, type);
1384
1385         if not(show_message & 1) // admin message
1386                 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
1387
1388         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1389 }