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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, idx, f;
16         float fh;
17         string prefix;
18         if(weaponstats_buffer < 0)
19                 return;
20         prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21         if(cvar_string("sv_weaponstats_killfile") != "")
22         {
23                 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
24                 if(fh >= 0)
25                 {
26                         fputs(fh, "#begin killfile\n");
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
31                                 {
32                                         idx = WEAPONSTATS_GETINDEX(i, j);
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
34                                         if(f != 0)
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
36                                 }
37                         fputs(fh, "#end\n\n");
38                         fclose(fh);
39                         print("Weapon kill stats written\n");
40                 }
41         }
42         if(cvar_string("sv_weaponstats_damagefile") != "")
43         {
44                 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
45                 if(fh >= 0)
46                 {
47                         fputs(fh, "#begin damagefile\n");
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
52                                 {
53                                         idx = WEAPONSTATS_GETINDEX(i, j);
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
55                                         if(f != 0)
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
57                                 }
58                         fputs(fh, "#end\n\n");
59                         fclose(fh);
60                         print("Weapon damage stats written\n");
61                 }
62         }
63         buf_del(weaponstats_buffer);
64         weaponstats_buffer = -1;
65 }
66
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
68 {
69         float idx;
70         if(weaponstats_buffer < 0)
71                 return;
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)
73                 return;
74         if(awep > WEP_LAST || vwep > WEP_LAST)
75                 return;
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
78 }
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
80 {
81         if(damage < 0)
82                 error("negative damage?");
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
84 }
85 void WeaponStats_LogKill(float awep, float vwep)
86 {
87         WeaponStats_LogItem(awep, vwep, '0 1 0');
88 }
89
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
99 // added CopyBody
100
101 .entity pusher;
102 .float pushltime;
103
104 void CopyBody(float keepvelocity)
105 {
106         local entity oldself;
107         if (self.effects & EF_NODRAW)
108                 return;
109         oldself = self;
110         self = spawn();
111         self.enemy = oldself;
112         self.lip = oldself.lip;
113         self.colormap = oldself.colormap;
114         self.glowmod = oldself.glowmod;
115         self.iscreature = oldself.iscreature;
116         self.angles = oldself.angles;
117         self.avelocity = oldself.avelocity;
118         self.classname = "body";
119         self.damageforcescale = oldself.damageforcescale;
120         self.effects = oldself.effects;
121         self.event_damage = oldself.event_damage;
122         self.animstate_startframe = oldself.animstate_startframe;
123         self.animstate_numframes = oldself.animstate_numframes;
124         self.animstate_framerate = oldself.animstate_framerate;
125         self.animstate_starttime = oldself.animstate_starttime;
126         self.animstate_endtime = oldself.animstate_endtime;
127         self.animstate_override = oldself.animstate_override;
128         self.animstate_looping = oldself.animstate_looping;
129         self.frame = oldself.frame;
130         self.dead_frame = oldself.dead_frame;
131         self.pain_finished = oldself.pain_finished;
132         self.health = oldself.health;
133         self.armorvalue = oldself.armorvalue;
134         self.armortype = oldself.armortype;
135         self.model = oldself.model;
136         self.modelindex = oldself.modelindex;
137         self.modelindex_lod0 = oldself.modelindex_lod0;
138         self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic;
139         self.modelindex_lod1 = oldself.modelindex_lod1;
140         self.modelindex_lod2 = oldself.modelindex_lod2;
141         self.skinindex = oldself.skinindex;
142         self.species = oldself.species;
143         self.movetype = oldself.movetype;
144         self.nextthink = oldself.nextthink;
145         self.solid = oldself.solid;
146         self.ballistics_density = oldself.ballistics_density;
147         self.takedamage = oldself.takedamage;
148         self.think = oldself.think;
149         self.customizeentityforclient = oldself.customizeentityforclient;
150         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
151         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
152         if (keepvelocity == 1)
153                 self.velocity = oldself.velocity;
154         self.oldvelocity = self.velocity;
155         self.fade_time = oldself.fade_time;
156         self.fade_rate = oldself.fade_rate;
157         //self.weapon = oldself.weapon;
158         setorigin(self, oldself.origin);
159         setsize(self, oldself.mins, oldself.maxs);
160         self.prevorigin = oldself.origin;
161         self.reset = SUB_Remove;
162
163         Drag_MoveDrag(oldself, self);
164
165         self = oldself;
166 }
167
168 float player_getspecies()
169 {
170         float s;
171         get_model_parameters(self.playermodel, self.skinindex);
172         s = get_model_parameters_species;
173         get_model_parameters(string_null, 0);
174         if(s < 0)
175                 return SPECIES_HUMAN;
176         return s;
177 }
178
179 void player_setupanimsformodel()
180 {
181         local string animfilename;
182         local float animfile;
183         // defaults for legacy .zym models without animinfo files
184         self.anim_die1 = '0 1 0.5'; // 2 seconds
185         self.anim_die2 = '1 1 0.5'; // 2 seconds
186         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
187         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
188         self.anim_duckwalk = '4 1 1';
189         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
190         self.anim_duckidle = '6 1 1';
191         self.anim_idle = '7 1 1';
192         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
193         self.anim_pain1 = '9 1 2'; // 0.5 seconds
194         self.anim_pain2 = '10 1 2'; // 0.5 seconds
195         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
196         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
197         self.anim_run = '13 1 1';
198         self.anim_runbackwards = '14 1 1';
199         self.anim_strafeleft = '15 1 1';
200         self.anim_straferight = '16 1 1';
201         self.anim_dead1 = '17 1 1';
202         self.anim_dead2 = '18 1 1';
203         self.anim_forwardright = '19 1 1';
204         self.anim_forwardleft = '20 1 1';
205         self.anim_backright = '21 1 1';
206         self.anim_backleft  = '22 1 1';
207         animparseerror = FALSE;
208         animfilename = strcat(self.model, ".animinfo");
209         animfile = fopen(animfilename, FILE_READ);
210         if (animfile >= 0)
211         {
212                 self.anim_die1         = animparseline(animfile);
213                 self.anim_die2         = animparseline(animfile);
214                 self.anim_draw         = animparseline(animfile);
215                 self.anim_duck         = animparseline(animfile);
216                 self.anim_duckwalk     = animparseline(animfile);
217                 self.anim_duckjump     = animparseline(animfile);
218                 self.anim_duckidle     = animparseline(animfile);
219                 self.anim_idle         = animparseline(animfile);
220                 self.anim_jump         = animparseline(animfile);
221                 self.anim_pain1        = animparseline(animfile);
222                 self.anim_pain2        = animparseline(animfile);
223                 self.anim_shoot        = animparseline(animfile);
224                 self.anim_taunt        = animparseline(animfile);
225                 self.anim_run          = animparseline(animfile);
226                 self.anim_runbackwards = animparseline(animfile);
227                 self.anim_strafeleft   = animparseline(animfile);
228                 self.anim_straferight  = animparseline(animfile);
229                 self.anim_forwardright = animparseline(animfile);
230                 self.anim_forwardleft  = animparseline(animfile);
231                 self.anim_backright    = animparseline(animfile);
232                 self.anim_backleft     = animparseline(animfile);
233                 fclose(animfile);
234
235                 // derived anims
236                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
237                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
238
239                 if (animparseerror)
240                         print("Parse error in ", animfilename, ", some player animations are broken\n");
241         }
242         else
243                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
244         // reset animstate now
245         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
246 };
247
248 void player_anim (void)
249 {
250         updateanim(self);
251         if (self.weaponentity)
252                 updateanim(self.weaponentity);
253
254         if (self.deadflag != DEAD_NO)
255         {
256                 if (time > self.animstate_endtime)
257                 {
258                         if (self.maxs_z > 5)
259                         {
260                                 self.maxs_z = 5;
261                                 setsize(self, self.mins, self.maxs);
262                         }
263                         self.frame = self.dead_frame;
264                 }
265                 return;
266         }
267
268         if (!self.animstate_override)
269         {
270                 if (!(self.flags & FL_ONGROUND))
271                 {
272                         if (self.crouch)
273                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
274                         else
275                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
276                         self.restart_jump = FALSE;
277                 }
278                 else if (self.crouch)
279                 {
280                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
281                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
282                         else
283                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
284                 }
285                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
286                 {
287                         if (self.movement_x > 0 && self.movement_y == 0)
288                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
289                         else if (self.movement_x < 0 && self.movement_y == 0)
290                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
291                         else if (self.movement_x == 0 && self.movement_y > 0)
292                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
293                         else if (self.movement_x == 0 && self.movement_y < 0)
294                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
295                         else if (self.movement_x > 0 && self.movement_y > 0)
296                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
297                         else if (self.movement_x > 0 && self.movement_y < 0)
298                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
299                         else if (self.movement_x < 0 && self.movement_y > 0)
300                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
301                         else if (self.movement_x < 0 && self.movement_y < 0)
302                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
303                         else
304                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
305                 }
306                 else
307                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
308         }
309
310         if (self.weaponentity)
311         if (!self.weaponentity.animstate_override)
312                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
313 }
314
315 void SpawnThrownWeapon (vector org, float w)
316 {
317         if(g_minstagib)
318         if(self.ammo_cells <= 0)
319                 return;
320
321         if(g_pinata)
322         {
323                 float j;
324                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
325                 {
326                         if(self.weapons & W_WeaponBit(j))
327                                 if(W_IsWeaponThrowable(j))
328                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
329                 }
330         }
331         else
332                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
333 }
334
335 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
336 {
337         local float take, save;
338         vector v;
339         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
340
341         // damage resistance (ignore most of the damage from a bullet or similar)
342         damage = max(damage - 5, 1);
343
344         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
345         take = v_x;
346         save = v_y;
347
348         if(sound_allowed(MSG_BROADCAST, attacker))
349         {
350                 if (save > 10)
351                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
352                 else if (take > 30)
353                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
354                 else if (take > 10)
355                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
356         }
357
358         if (take > 50)
359                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
360         if (take > 100)
361                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
362
363         if (!(self.flags & FL_GODMODE))
364         {
365                 self.armorvalue = self.armorvalue - save;
366                 self.health = self.health - take;
367                 // pause regeneration for 5 seconds
368                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
369         }
370         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
371         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
372         self.dmg_inflictor = inflictor;
373
374         if (self.health <= -100 && self.modelindex != 0)
375         {
376                 // don't use any animations as a gib
377                 self.frame = 0;
378                 self.dead_frame = 0;
379                 // view just above the floor
380                 self.view_ofs = '0 0 4';
381
382                 Violence_GibSplash(self, 1, 1, attacker);
383                 self.modelindex = 0; // restore later
384                 self.solid = SOLID_NOT; // restore later
385         }
386 }
387
388 void ClientKill_Now_TeamChange();
389
390 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
391 {
392         local float take, save, waves, sdelay, dh, da, j;
393         vector v;
394         float valid_damage_for_weaponstats;
395
396         dh = max(self.health, 0);
397         da = max(self.armorvalue, 0);
398
399         if(!DEATH_ISSPECIAL(deathtype))
400         {
401                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
402                 if(self != attacker)
403                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
404         }
405
406         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
407         {
408                 // tuba causes blood to come out of the ears
409                 vector ear1, ear2;
410                 vector d;
411                 float f;
412                 ear1 = self.origin;
413                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
414                 ear2 = ear1;
415                 makevectors(self.angles);
416                 ear1 += v_right * -10;
417                 ear2 += v_right * +10;
418                 d = inflictor.origin - self.origin;
419                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
420                 force = v_right * vlen(force);
421                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
422                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
423                 if(f > 0)
424                 {
425                         hitloc = ear1;
426                         force = force * -1;
427                 }
428                 else
429                 {
430                         hitloc = ear2;
431                         // force is already good
432                 }
433         }
434         else
435                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
436
437         if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage)
438                 return;
439
440         if (!g_minstagib)
441         {
442                 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
443                 take = v_x;
444                 save = v_y;
445         }
446         else
447         {
448                 save = 0;
449                 take = damage;
450         }
451
452         if(sound_allowed(MSG_BROADCAST, attacker))
453         {
454                 if (save > 10)
455                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
456                 else if (take > 30)
457                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
458                 else if (take > 10)
459                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
460         }
461
462         if (take > 50)
463                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
464         if (take > 100)
465                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
466
467         if (time >= self.spawnshieldtime)
468         {
469                 if (!(self.flags & FL_GODMODE))
470                 {
471                         self.armorvalue = self.armorvalue - save;
472                         self.health = self.health - take;
473                         // pause regeneration for 5 seconds
474                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
475
476                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
477                         {
478                                 self.pain_finished = time + 0.5;        //Supajoe
479
480                                 if(sv_gentle < 1) {
481                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
482                                         {
483                                                 if (random() > 0.5)
484                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
485                                                 else
486                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
487                                         }
488
489                                         if(sound_allowed(MSG_BROADCAST, attacker))
490                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
491                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
492                                         {
493                                                 if(self.health > 75) // TODO make a "gentle" version?
494                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
495                                                 else if(self.health > 50)
496                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
497                                                 else if(self.health > 25)
498                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
499                                                 else if(self.health > 1)
500                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
501                                         }
502                                 }
503
504                                 // throw off bot aim temporarily
505                                 local float shake;
506                                 shake = damage * 5 / (bound(0,skill,100) + 1);
507                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
508                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
509                         }
510                 }
511                 else
512                         self.max_armorvalue += (save + take);
513         }
514         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
515         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
516         self.dmg_inflictor = inflictor;
517
518         if(attacker == self)
519         {
520                 // don't reset pushltime for self damage as it may be an attempt to
521                 // escape a lava pit or similar
522                 //self.pushltime = 0;
523         }
524         else if(attacker.classname == "player" || attacker.classname == "gib")
525         {
526                 self.pusher = attacker;
527                 self.pushltime = time + cvar("g_maxpushtime");
528         }
529         else if(time < self.pushltime)
530         {
531                 attacker = self.pusher;
532                 self.pushltime = max(self.pushltime, time + 0.6);
533         }
534         else
535                 self.pushltime = 0;
536
537         valid_damage_for_weaponstats = 0;
538         if(clienttype(self) == CLIENTTYPE_REAL)
539         if(clienttype(attacker) == CLIENTTYPE_REAL)
540         if(self != attacker)
541         if(!DEATH_ISSPECIAL(deathtype))
542         if(IsDifferentTeam(self, attacker))
543                 valid_damage_for_weaponstats = 1;
544         
545         if(valid_damage_for_weaponstats)
546         {
547                 dh = dh - max(self.health, 0);
548                 da = da - max(self.armorvalue, 0);
549                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
550         }
551
552         if (self.health < 1)
553         {
554                 float defer_ClientKill_Now_TeamChange;
555                 defer_ClientKill_Now_TeamChange = FALSE;
556
557                 if(valid_damage_for_weaponstats)
558                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
559
560                 if(sv_gentle < 1) // TODO make a "gentle" version?
561                 if(sound_allowed(MSG_BROADCAST, attacker))
562                 {
563                         if(deathtype == DEATH_DROWN)
564                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
565                         else
566                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
567                 }
568
569                 // get rid of kill indicator
570                 if(self.killindicator)
571                 {
572                         remove(self.killindicator);
573                         self.killindicator = world;
574                         if(self.killindicator_teamchange)
575                                 defer_ClientKill_Now_TeamChange = TRUE;
576
577                         if(self.classname == "body")
578                         if(deathtype == DEATH_KILL)
579                         {
580                                 // for the lemmings fans, a small harmless explosion
581                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
582                         }
583                 }
584
585                 // become fully visible
586                 self.alpha = 1;
587                 // clear selected player display
588                 ClearSelectedPlayer();
589                 // throw a weapon
590                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
591                 // print an obituary message
592                 Obituary (attacker, inflictor, self, deathtype);
593                 race_PreDie();
594                 DropAllRunes(self);
595
596                 frag_attacker = attacker;
597                 frag_inflictor = inflictor;
598                 frag_target = self;
599                 MUTATOR_CALLHOOK(PlayerDies);
600
601                 if(self.flagcarried)
602                 {
603                         if(attacker.classname != "player" && attacker.classname != "gib")
604                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
605                         else if(attacker.team == self.team)
606                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
607                         else
608                                 DropFlag(self.flagcarried, world, attacker);
609                 }
610                 if(self.ballcarried)
611                         DropBall(self.ballcarried, self.origin, self.velocity);
612                 Portal_ClearAllLater(self);
613                 // clear waypoints
614                 WaypointSprite_PlayerDead();
615                 // make the corpse upright (not tilted)
616                 self.angles_x = 0;
617                 self.angles_z = 0;
618                 // don't spin
619                 self.avelocity = '0 0 0';
620                 // view from the floor
621                 self.view_ofs = '0 0 -8';
622                 // toss the corpse
623                 self.movetype = MOVETYPE_TOSS;
624                 // shootable corpse
625                 self.solid = SOLID_CORPSE;
626                 self.ballistics_density = cvar("g_ballistics_density_corpse");
627                 // don't stick to the floor
628                 self.flags &~= FL_ONGROUND;
629                 // dying animation
630                 self.deadflag = DEAD_DYING;
631                 // when to allow respawn
632                 sdelay = 0;
633                 waves = 0;
634                 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
635                 if(!sdelay)
636                         sdelay = cvar("g_respawn_delay");
637                 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
638                 if(!waves)
639                         waves = cvar("g_respawn_waves");
640                 if(waves)
641                         self.death_time = ceil((time + sdelay) / waves) * waves;
642                 else
643                         self.death_time = time + sdelay;
644                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
645                         self.respawn_countdown = 10; // first number to count down from is 10
646                 else
647                         self.respawn_countdown = -1; // do not count down
648                 if (random() < 0.5)
649                 {
650                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
651                         self.dead_frame = self.anim_dead1_x;
652                 }
653                 else
654                 {
655                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
656                         self.dead_frame = self.anim_dead2_x;
657                 }
658                 // set damage function to corpse damage
659                 self.event_damage = PlayerCorpseDamage;
660                 // call the corpse damage function just in case it wants to gib
661                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
662                 // set up to fade out later
663                 SUB_SetFade (self, time + 12 + random () * 4, 1);
664
665                 // remove laserdot
666                 if(self.weaponentity)
667                         if(self.weaponentity.lasertarget)
668                                 remove(self.weaponentity.lasertarget);
669
670                 if(clienttype(self) == CLIENTTYPE_REAL)
671                 {
672                         self.fixangle = TRUE;
673                         //msg_entity = self;
674                         //WriteByte (MSG_ONE, SVC_SETANGLE);
675                         //WriteAngle (MSG_ONE, self.v_angle_x);
676                         //WriteAngle (MSG_ONE, self.v_angle_y);
677                         //WriteAngle (MSG_ONE, 80);
678                 }
679
680                 if(g_arena)
681                         Spawnqueue_Unmark(self);
682
683                 if(defer_ClientKill_Now_TeamChange)
684                         ClientKill_Now_TeamChange();
685
686                 if(sv_gentle > 0 || cvar("ekg")) {
687                         // remove corpse
688                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
689                 }
690
691                 // reset fields the weapons may use just in case
692         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
693                 {
694             weapon_action(j, WR_RESETPLAYER);
695                         ATTACK_FINISHED_FOR(self, j) = 0;
696                 }
697         }
698 }
699
700 float UpdateSelectedPlayer_countvalue(float v)
701 {
702         return max(0, (v - 1.0) / 0.5);
703 }
704
705 // returns: -2 if no hit, otherwise cos of the angle
706 // uses the global v_angle
707 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
708 {
709         vector so, d;
710         float c;
711
712         if(p == self)
713                 return -2;
714
715         if(p.deadflag)
716                 return -2;
717
718         so = self.origin + self.view_ofs;
719         d = p.origin - so;
720
721         // misaimed?
722         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
723                 return -2;
724
725         // now find the cos of the angle...
726         c = normalize(d) * v_forward;
727
728         if(c <= mincosangle)
729                 return -2;
730
731         // not visible in any way? forget it
732         if(!checkpvs(so, p))
733                 return -2;
734
735         traceline(so, p.origin, MOVE_NOMONSTERS, self);
736         if(trace_fraction < 1)
737                 return -2;
738
739         return c;
740 }
741
742 void ClearSelectedPlayer()
743 {
744         if(self.selected_player)
745         {
746                 centerprint_expire(self, CENTERPRIO_POINT);
747                 self.selected_player = world;
748                 self.selected_player_display_needs_update = FALSE;
749         }
750 }
751
752 void UpdateSelectedPlayer()
753 {
754         entity selected;
755         float selected_score;
756         selected = world;
757         selected_score = 0.95; // 18 degrees
758
759         if(!cvar("sv_allow_shownames"))
760                 return;
761
762         if(clienttype(self) != CLIENTTYPE_REAL)
763                 return;
764
765         if(self.cvar_cl_shownames == 0)
766                 return;
767
768         if(self.cvar_cl_shownames == 1 && !teams_matter)
769                 return;
770
771         makevectors(self.v_angle); // sets v_forward
772
773         // 1. cursor trace is always right
774         WarpZone_crosshair_trace(self);
775         if(trace_ent && trace_ent.classname == "player" && !trace_ent.deadflag)
776         {
777                 selected = trace_ent;
778         }
779         else
780         {
781                 // 2. if we don't have a cursor trace, find the player which is least
782                 //    mis-aimed at
783                 entity p;
784                 FOR_EACH_PLAYER(p)
785                 {
786                         float c;
787                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
788                         if(c >= -1)
789                         {
790                                 selected = p;
791                                 selected_score = c;
792                         }
793                 }
794         }
795
796         if(selected)
797         {
798                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
799         }
800         else
801         {
802                 if(time < self.selected_player_display_timeout)
803                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
804                                 selected = self.selected_player;
805         }
806
807         if(selected)
808         {
809                 if(selected == self.selected_player)
810                 {
811                         float save;
812                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
813                         self.selected_player_count = self.selected_player_count + frametime;
814                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
815                         {
816                                 string namestr, healthstr;
817                                 namestr = playername(selected);
818                                 if(teams_matter)
819                                 {
820                                         healthstr = ftos(floor(selected.health));
821                                         if(self.team == selected.team)
822                                         {
823                                                 namestr = strcat(namestr, " (", healthstr, "%)");
824                                                 self.selected_player_display_needs_update = TRUE;
825                                         }
826                                 }
827                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
828                         }
829                 }
830                 else
831                 {
832                         ClearSelectedPlayer();
833                         self.selected_player = selected;
834                         self.selected_player_time = time;
835                         self.selected_player_count = 0;
836                         self.selected_player_display_needs_update = FALSE;
837                 }
838         }
839         else
840         {
841                 ClearSelectedPlayer();
842         }
843
844         if(self.selected_player)
845                 self.last_selected_player = self.selected_player;
846 }
847
848 .float muted; // to be used by prvm_edictset server playernumber muted 1
849 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
850 // message "": do not say, just test flood control
851 // return value:
852 //   1 = accept
853 //   0 = reject
854 //  -1 = fake accept
855 {
856         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
857         float flood, privatemsgprefixlen;
858         entity head;
859         float ret;
860
861         if(Ban_MaybeEnforceBan(source))
862                 return 0;
863
864         if(!teamsay && !privatesay)
865                 if(substring(msgin, 0, 1) == " ")
866                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
867
868         msgin = formatmessage(msgin);
869
870         if(source.classname != "player")
871                 colorstr = "^0"; // black for spectators
872         else if(teams_matter)
873                 colorstr = Team_ColorCode(source.team);
874         else
875                 teamsay = FALSE;
876
877         if(intermission_running)
878                 teamsay = FALSE;
879
880         if(msgin != "")
881                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
882
883         /*
884          * using bprint solves this... me stupid
885         // how can we prevent the message from appearing in a listen server?
886         // for now, just give "say" back and only handle say_team
887         if(!teamsay)
888         {
889                 clientcommand(self, strcat("say ", msgin));
890                 return;
891         }
892         */
893
894         if(cvar("g_chat_teamcolors"))
895                 namestr = playername(source);
896         else
897                 namestr = source.netname;
898
899         if(msgin != "")
900         {
901                 if(privatesay)
902                 {
903                         msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
904                         privatemsgprefixlen = strlen(msgstr);
905                         msgstr = strcat(msgstr, msgin);
906                         cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
907                         if(cvar("g_chat_teamcolors"))
908                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
909                         else
910                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
911                 }
912                 else if(teamsay)
913                 {
914                         msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
915                         cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
916                 }
917                 else
918                 {
919                         msgstr = strcat("\{1}", namestr, "^7: ", msgin);
920                         cmsgstr = "";
921                 }
922                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
923         }
924         else
925         {
926                 msgstr = cmsgstr = "";
927         }
928
929         fullmsgstr = msgstr;
930         fullcmsgstr = cmsgstr;
931
932         // FLOOD CONTROL
933         flood = 0;
934         if(floodcontrol)
935         {
936                 float flood_spl;
937                 float flood_burst;
938                 float flood_lmax;
939                 var .float flood_field;
940                 float lines;
941                 if(privatesay)
942                 {
943                         flood_spl = cvar("g_chat_flood_spl_tell");
944                         flood_burst = cvar("g_chat_flood_burst_tell");
945                         flood_lmax = cvar("g_chat_flood_lmax_tell");
946                         flood_field = floodcontrol_chattell;
947                 }
948                 else if(teamsay)
949                 {
950                         flood_spl = cvar("g_chat_flood_spl_team");
951                         flood_burst = cvar("g_chat_flood_burst_team");
952                         flood_lmax = cvar("g_chat_flood_lmax_team");
953                         flood_field = floodcontrol_chatteam;
954                 }
955                 else
956                 {
957                         flood_spl = cvar("g_chat_flood_spl");
958                         flood_burst = cvar("g_chat_flood_burst");
959                         flood_lmax = cvar("g_chat_flood_lmax");
960                         flood_field = floodcontrol_chat;
961                 }
962                 flood_burst = max(0, flood_burst - 1);
963                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
964
965                 // do flood control for the default line size
966                 if(msgstr != "")
967                 {
968                         getWrappedLine_remaining = msgstr;
969                         msgstr = "";
970                         lines = 0;
971                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
972                         {
973                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
974                                 ++lines;
975                         }
976                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
977
978                         if(getWrappedLine_remaining != "")
979                         {
980                                 msgstr = strcat(msgstr, "\n");
981                                 flood = 2;
982                         }
983
984                         if(time >= source.flood_field)
985                         {
986                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
987                         }
988                         else
989                         {
990                                 flood = 1;
991                                 msgstr = fullmsgstr;
992                         }
993                 }
994                 else
995                 {
996                         if(time >= source.flood_field)
997                                 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl;
998                         else
999                                 flood = 1;
1000                 }
1001         }
1002
1003         if (timeoutStatus == 2) //when game is paused, no flood protection
1004                 source.flood_field = flood = 0;
1005
1006         if(flood == 2) // cannot happen for empty msgstr
1007         {
1008                 if(cvar("g_chat_flood_notify_flooder"))
1009                 {
1010                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1011                         sourcecmsgstr = "";
1012                 }
1013                 else
1014                 {
1015                         sourcemsgstr = fullmsgstr;
1016                         sourcecmsgstr = fullcmsgstr;
1017                 }
1018                 cmsgstr = "";
1019         }
1020         else
1021         {
1022                 sourcemsgstr = msgstr;
1023                 sourcecmsgstr = cmsgstr;
1024         }
1025
1026         if(!privatesay)
1027         if(source.classname != "player")
1028         {
1029                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1030                         teamsay = -1; // spectators
1031         }
1032
1033         if(flood)
1034                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1035
1036         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1037         if(privatesay)
1038                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1039
1040         if(source.muted)
1041         {
1042                 // always fake the message
1043                 ret = -1;
1044         }
1045         else if(flood == 1)
1046         {
1047                 if(cvar("g_chat_flood_notify_flooder"))
1048                 {
1049                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1050                         ret = 0;
1051                 }
1052                 else
1053                         ret = -1;
1054         }
1055         else
1056         {
1057                 ret = 1;
1058         }
1059
1060         if(sourcemsgstr != "" && ret != 0)
1061         {
1062                 if(ret < 0) // fake
1063                 {
1064                         sprint(source, sourcemsgstr);
1065                         if(sourcecmsgstr != "" && !privatesay)
1066                                 centerprint(source, sourcecmsgstr);
1067                 }
1068                 else if(privatesay)
1069                 {
1070                         sprint(source, sourcemsgstr);
1071                         sprint(privatesay, msgstr);
1072                         if(cmsgstr != "")
1073                                 centerprint(privatesay, cmsgstr);
1074                 }
1075                 else if(teamsay > 0)
1076                 {
1077                         sprint(source, sourcemsgstr);
1078                         if(sourcecmsgstr != "")
1079                                 centerprint(source, sourcecmsgstr);
1080                         FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1081                                 if(head != source)
1082                                 {
1083                                         sprint(head, msgstr);
1084                                         if(cmsgstr != "")
1085                                                 centerprint(head, cmsgstr);
1086                                 }
1087                 }
1088                 else if(teamsay < 0)
1089                 {
1090                         sprint(source, sourcemsgstr);
1091                         FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1092                                 if(head != source)
1093                                         sprint(head, msgstr);
1094                 }
1095                 else if(sourcemsgstr != msgstr)
1096                 {
1097                         sprint(source, sourcemsgstr);
1098                         FOR_EACH_REALCLIENT(head)
1099                                 if(head != source)
1100                                         sprint(head, msgstr);
1101                 }
1102                 else
1103                         bprint(msgstr);
1104         }
1105
1106         return ret;
1107 }
1108
1109 float GetVoiceMessageVoiceType(string type)
1110 {
1111         if(type == "taunt")
1112                 return VOICETYPE_TAUNT;
1113         if(type == "teamshoot")
1114                 return VOICETYPE_LASTATTACKER;
1115         return VOICETYPE_TEAMRADIO;
1116 }
1117
1118 string allvoicesamples;
1119 float GetPlayerSoundSampleField_notFound;
1120 float GetPlayerSoundSampleField_fixed;
1121 .string GetVoiceMessageSampleField(string type)
1122 {
1123         GetPlayerSoundSampleField_notFound = 0;
1124         GetPlayerSoundSampleField_fixed = 0;
1125         switch(type)
1126         {
1127 #define _VOICEMSG(m) case #m: return playersound_##m;
1128                 ALLVOICEMSGS
1129 #undef _VOICEMSG
1130         }
1131         GetPlayerSoundSampleField_notFound = 1;
1132         return playersound_taunt;
1133 }
1134
1135 .string GetPlayerSoundSampleField(string type)
1136 {
1137         GetPlayerSoundSampleField_notFound = 0;
1138         GetPlayerSoundSampleField_fixed = 0;
1139         switch(type)
1140         {
1141 #define _VOICEMSG(m) case #m: return playersound_##m;
1142                 ALLPLAYERSOUNDS
1143 #undef _VOICEMSG
1144         }
1145         GetPlayerSoundSampleField_notFound = 1;
1146         return playersound_taunt;
1147 }
1148
1149 void PrecacheGlobalSound(string samplestring)
1150 {
1151         float n, i;
1152         tokenize_console(samplestring);
1153         n = stof(argv(1));
1154         if(n > 0)
1155         {
1156                 for(i = 1; i <= n; ++i)
1157                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1158         }
1159         else
1160         {
1161                 precache_sound(strcat(argv(0), ".wav"));
1162         }
1163 }
1164
1165 void PrecachePlayerSounds(string f)
1166 {
1167         float fh;
1168         string s;
1169         fh = fopen(f, FILE_READ);
1170         if(fh < 0)
1171                 return;
1172         while((s = fgets(fh)))
1173         {
1174                 if(tokenize_console(s) != 3)
1175                 {
1176                         dprint("Invalid sound info line: ", s, "\n");
1177                         continue;
1178                 }
1179                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1180         }
1181         fclose(fh);
1182
1183         if not(allvoicesamples)
1184         {
1185 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1186                 ALLVOICEMSGS
1187 #undef _VOICEMSG
1188                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1189         }
1190 }
1191
1192 void ClearPlayerSounds()
1193 {
1194 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1195         ALLPLAYERSOUNDS
1196         ALLVOICEMSGS
1197 #undef _VOICEMSG
1198 }
1199
1200 void LoadPlayerSounds(string f, float first)
1201 {
1202         float fh;
1203         string s;
1204         var .string field;
1205         fh = fopen(f, FILE_READ);
1206         if(fh < 0)
1207         {
1208                 dprint("Player sound file not found: ", f, "\n");
1209                 return;
1210         }
1211         while((s = fgets(fh)))
1212         {
1213                 if(tokenize_console(s) != 3)
1214                         continue;
1215                 field = GetPlayerSoundSampleField(argv(0));
1216                 if(GetPlayerSoundSampleField_notFound)
1217                         field = GetVoiceMessageSampleField(argv(0));
1218                 if(GetPlayerSoundSampleField_notFound)
1219                         continue;
1220                 if(GetPlayerSoundSampleField_fixed)
1221                         if not(first)
1222                                 continue;
1223                 if(self.field)
1224                         strunzone(self.field);
1225                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1226         }
1227         fclose(fh);
1228 }
1229
1230 .float modelindex_for_playersound;
1231 .float skinindex_for_playersound;
1232 void UpdatePlayerSounds()
1233 {
1234         if(self.modelindex == self.modelindex_for_playersound)
1235         if(self.skinindex == self.skinindex_for_playersound)
1236                 return;
1237         self.modelindex_for_playersound = self.modelindex;
1238         self.skinindex_for_playersound = self.skinindex;
1239         ClearPlayerSounds();
1240         LoadPlayerSounds("sound/player/default.sounds", 1);
1241         LoadPlayerSounds(get_model_datafilename(self.playermodel, self.skinindex, "sounds"), 0);
1242 }
1243
1244 void FakeGlobalSound(string sample, float chan, float voicetype)
1245 {
1246         float n;
1247         float tauntrand;
1248
1249         if(sample == "")
1250                 return;
1251
1252         tokenize_console(sample);
1253         n = stof(argv(1));
1254         if(n > 0)
1255                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1256         else
1257                 sample = strcat(argv(0), ".wav"); // randomization
1258
1259         switch(voicetype)
1260         {
1261                 case VOICETYPE_LASTATTACKER_ONLY:
1262                         break;
1263                 case VOICETYPE_LASTATTACKER:
1264                         if(self.pusher)
1265                         {
1266                                 msg_entity = self;
1267                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1268                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1269                         }
1270                         break;
1271                 case VOICETYPE_TEAMRADIO:
1272                         msg_entity = self;
1273                         if(msg_entity.cvar_cl_voice_directional == 1)
1274                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1275                         else
1276                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1277                         break;
1278                 case VOICETYPE_AUTOTAUNT:
1279                         if(!sv_autotaunt)
1280                                 break;
1281                         if(!sv_taunt)
1282                                 break;
1283                         if(sv_gentle)
1284                                 break;
1285                         tauntrand = random();
1286                         msg_entity = self;
1287                         if (tauntrand < msg_entity.cvar_cl_autotaunt)
1288                         {
1289                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1290                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1291                                 else
1292                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1293                         }
1294                         break;
1295                 case VOICETYPE_TAUNT:
1296                         if(self.classname == "player")
1297                                 if(self.deadflag == DEAD_NO)
1298                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1299                         if(!sv_taunt)
1300                                 break;
1301                         if(sv_gentle)
1302                                 break;
1303                         msg_entity = self;
1304                         if (msg_entity.cvar_cl_voice_directional >= 1)
1305                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1306                         else
1307                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1308                         break;
1309                 case VOICETYPE_PLAYERSOUND:
1310                         msg_entity = self;
1311                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM);
1312                         break;
1313                 default:
1314                         backtrace("Invalid voice type!");
1315                         break;
1316         }
1317 }
1318
1319 void GlobalSound(string sample, float chan, float voicetype)
1320 {
1321         float n;
1322         float tauntrand;
1323
1324         if(sample == "")
1325                 return;
1326
1327         tokenize_console(sample);
1328         n = stof(argv(1));
1329         if(n > 0)
1330                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1331         else
1332                 sample = strcat(argv(0), ".wav"); // randomization
1333
1334         switch(voicetype)
1335         {
1336                 case VOICETYPE_LASTATTACKER_ONLY:
1337                         if(self.pusher)
1338                         {
1339                                 msg_entity = self.pusher;
1340                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1341                                 {
1342                                         if(msg_entity.cvar_cl_voice_directional == 1)
1343                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1344                                         else
1345                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1346                                 }
1347                         }
1348                         break;
1349                 case VOICETYPE_LASTATTACKER:
1350                         if(self.pusher)
1351                         {
1352                                 msg_entity = self.pusher;
1353                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1354                                 {
1355                                         if(msg_entity.cvar_cl_voice_directional == 1)
1356                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1357                                         else
1358                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1359                                 }
1360                                 msg_entity = self;
1361                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1362                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1363                         }
1364                         break;
1365                 case VOICETYPE_TEAMRADIO:
1366                         FOR_EACH_REALCLIENT(msg_entity)
1367                                 if(!teams_matter || msg_entity.team == self.team)
1368                                 {
1369                                         if(msg_entity.cvar_cl_voice_directional == 1)
1370                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1371                                         else
1372                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1373                                 }
1374                         break;
1375                 case VOICETYPE_AUTOTAUNT:
1376                         if(!sv_autotaunt)
1377                                 break;
1378                         if(!sv_taunt)
1379                                 break;
1380                         if(sv_gentle)
1381                                 break;
1382                         tauntrand = random();
1383                         FOR_EACH_REALCLIENT(msg_entity)
1384                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1385                                 {
1386                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1387                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1388                                         else
1389                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1390                                 }
1391                         break;
1392                 case VOICETYPE_TAUNT:
1393                         if(self.classname == "player")
1394                                 if(self.deadflag == DEAD_NO)
1395                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1396                         if(!sv_taunt)
1397                                 break;
1398                         if(sv_gentle)
1399                                 break;
1400                         FOR_EACH_REALCLIENT(msg_entity)
1401                         {
1402                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1403                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1404                                 else
1405                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1406                         }
1407                         break;
1408                 case VOICETYPE_PLAYERSOUND:
1409                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1410                         break;
1411                 default:
1412                         backtrace("Invalid voice type!");
1413                         break;
1414         }
1415 }
1416
1417 void PlayerSound(.string samplefield, float chan, float voicetype)
1418 {
1419         GlobalSound(self.samplefield, chan, voicetype);
1420 }
1421
1422 void VoiceMessage(string type, string msg)
1423 {
1424         var .string sample;
1425         float voicetype, ownteam;
1426         float flood;
1427         sample = GetVoiceMessageSampleField(type);
1428
1429         if(GetPlayerSoundSampleField_notFound)
1430         {
1431                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1432                 return;
1433         }
1434
1435         voicetype = GetVoiceMessageVoiceType(type);
1436         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1437
1438         flood = Say(self, ownteam, world, msg, 1);
1439
1440         if (flood > 0)
1441                 GlobalSound(self.sample, CHAN_VOICE, voicetype);
1442         else if (flood < 0)
1443                 FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
1444 }
1445
1446 void MoveToTeam(entity client, float team_colour, float type, float show_message)
1447 {
1448 //      show_message
1449 //      0 (00) automove centerprint, admin message
1450 //      1 (01) automove centerprint, no admin message
1451 //      2 (10) no centerprint, admin message
1452 //      3 (11) no centerprint, no admin message
1453
1454         float lockteams_backup;
1455
1456         lockteams_backup = lockteams;  // backup any team lock
1457
1458         lockteams = 0;  // disable locked teams
1459
1460         TeamchangeFrags(client);  // move the players frags
1461         SetPlayerColors(client, team_colour - 1);  // set the players colour
1462         Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0');  // kill the player
1463
1464         lockteams = lockteams_backup;  // restore the team lock
1465
1466         LogTeamchange(client.playerid, client.team, type);
1467
1468         if not(show_message & 1) // admin message
1469                 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
1470
1471         bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n"));
1472 }