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