]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/player.qc
Merge branch 'terencehill/ca_shownames_fix' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
1 #include "player.qh"
2
3 #include "bot/api.qh"
4 #include "cheats.qh"
5 #include "g_damage.qh"
6 #include "g_subs.qh"
7 #include "miscfunctions.qh"
8 #include "portals.qh"
9 #include "teamplay.qh"
10 #include "weapons/throwing.qh"
11 #include "command/common.qh"
12 #include "../common/state.qh"
13 #include "../common/anim.qh"
14 #include "../common/animdecide.qh"
15 #include "../common/csqcmodel_settings.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/triggers/subs.qh"
18 #include "../common/playerstats.qh"
19 #include "../lib/csqcmodel/sv_model.qh"
20
21 #include "../common/minigames/sv_minigames.qh"
22
23 #include "../common/physics/player.qh"
24 #include "../common/effects/qc/all.qh"
25 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
26 #include "../common/triggers/include.qh"
27
28 #include "weapons/weaponstats.qh"
29
30 #include "../common/animdecide.qh"
31
32 void Drop_Special_Items(entity player)
33 {
34         // called when the player has become stuck or frozen
35         // so objective items aren't stuck with the player
36
37         MUTATOR_CALLHOOK(DropSpecialItems, player);
38 }
39
40 void CopyBody_Think(entity this)
41 {
42         if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
43         {
44                 this.CopyBody_think(this);
45                 if(wasfreed(this))
46                         return;
47                 this.CopyBody_nextthink = this.nextthink;
48                 this.CopyBody_think = getthink(this);
49                 setthink(this, CopyBody_Think);
50         }
51         CSQCMODEL_AUTOUPDATE(this);
52         this.nextthink = time;
53 }
54 void CopyBody(entity this, float keepvelocity)
55 {
56         if (this.effects & EF_NODRAW)
57                 return;
58         entity clone = new(body);
59         clone.enemy = this;
60         clone.lip = this.lip;
61         clone.colormap = this.colormap;
62         clone.iscreature = this.iscreature;
63         clone.teleportable = this.teleportable;
64         clone.damagedbycontents = this.damagedbycontents;
65         if(clone.damagedbycontents)
66                 IL_PUSH(g_damagedbycontents, clone);
67         clone.angles = this.angles;
68         clone.v_angle = this.v_angle;
69         clone.avelocity = this.avelocity;
70         clone.damageforcescale = this.damageforcescale;
71         clone.effects = this.effects;
72         clone.glowmod = this.glowmod;
73         clone.event_damage = this.event_damage;
74         clone.anim_state = this.anim_state;
75         clone.anim_time = this.anim_time;
76         clone.anim_lower_action = this.anim_lower_action;
77         clone.anim_lower_time = this.anim_lower_time;
78         clone.anim_upper_action = this.anim_upper_action;
79         clone.anim_upper_time = this.anim_upper_time;
80         clone.anim_implicit_state = this.anim_implicit_state;
81         clone.anim_implicit_time = this.anim_implicit_time;
82         clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
83         clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
84         clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
85         clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
86         clone.dphitcontentsmask = this.dphitcontentsmask;
87         clone.death_time = this.death_time;
88         clone.pain_finished = this.pain_finished;
89         clone.health = this.health;
90         clone.armorvalue = this.armorvalue;
91         clone.armortype = this.armortype;
92         clone.model = this.model;
93         clone.modelindex = this.modelindex;
94         clone.skin = this.skin;
95         clone.species = this.species;
96         clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
97         set_movetype(clone, this.move_movetype);
98         clone.solid = this.solid;
99         clone.ballistics_density = this.ballistics_density;
100         clone.takedamage = this.takedamage;
101         setcefc(clone, getcefc(this));
102         clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
103         clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
104         if (keepvelocity == 1)
105                 clone.velocity = this.velocity;
106         clone.oldvelocity = clone.velocity;
107         clone.alpha = this.alpha;
108         clone.fade_time = this.fade_time;
109         clone.fade_rate = this.fade_rate;
110         //clone.weapon = this.weapon;
111         setorigin(clone, this.origin);
112         setsize(clone, this.mins, this.maxs);
113         clone.prevorigin = this.origin;
114         clone.reset = SUB_Remove;
115         clone._ps = this._ps;
116
117         Drag_MoveDrag(this, clone);
118
119         if(clone.colormap <= maxclients && clone.colormap > 0)
120                 clone.colormap = 1024 + this.clientcolors;
121
122         CSQCMODEL_AUTOINIT(clone);
123         clone.CopyBody_nextthink = this.nextthink;
124         clone.CopyBody_think = getthink(this);
125         clone.nextthink = time;
126         setthink(clone, CopyBody_Think);
127         // "bake" the current animation frame for clones (they don't get clientside animation)
128         animdecide_load_if_needed(clone);
129         animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
130
131         IL_PUSH(g_clones, clone);
132
133         MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
134 }
135
136 void player_setupanimsformodel(entity this)
137 {
138         // load animation info
139         animdecide_load_if_needed(this);
140         animdecide_setstate(this, 0, false);
141 }
142
143 void player_anim(entity this)
144 {
145         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
146         if(IS_DEAD(this)) {
147                 if (!deadbits) {
148                         // Decide on which death animation to use.
149                         if(random() < 0.5)
150                                 deadbits = ANIMSTATE_DEAD1;
151                         else
152                                 deadbits = ANIMSTATE_DEAD2;
153                 }
154         } else {
155                 // Clear a previous death animation.
156                 deadbits = 0;
157         }
158         int animbits = deadbits;
159         if(STAT(FROZEN, this))
160                 animbits |= ANIMSTATE_FROZEN;
161         if(this.move_movetype == MOVETYPE_FOLLOW)
162                 animbits |= ANIMSTATE_FOLLOW;
163         if(this.crouch)
164                 animbits |= ANIMSTATE_DUCK;
165         animdecide_setstate(this, animbits, false);
166         animdecide_setimplicitstate(this, IS_ONGROUND(this));
167 }
168
169 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
170 {
171         float take, save;
172         vector v;
173         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
174
175         // damage resistance (ignore most of the damage from a bullet or similar)
176         damage = max(damage - 5, 1);
177
178         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
179         take = v.x;
180         save = v.y;
181
182         if(sound_allowed(MSG_BROADCAST, attacker))
183         {
184                 if (save > 10)
185                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
186                 else if (take > 30)
187                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
188                 else if (take > 10)
189                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
190         }
191
192         if (take > 50)
193                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
194         if (take > 100)
195                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
196
197         this.armorvalue = this.armorvalue - save;
198         this.health = this.health - take;
199         // pause regeneration for 5 seconds
200         this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
201
202         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
203         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
204         this.dmg_inflictor = inflictor;
205
206         if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
207         {
208                 // don't use any animations as a gib
209                 this.frame = 0;
210                 // view just above the floor
211                 this.view_ofs = '0 0 4';
212
213                 Violence_GibSplash(this, 1, 1, attacker);
214                 this.alpha = -1;
215                 this.solid = SOLID_NOT; // restore later
216                 this.takedamage = DAMAGE_NO; // restore later
217                 if(this.damagedbycontents)
218                         IL_REMOVE(g_damagedbycontents, this);
219                 this.damagedbycontents = false;
220         }
221 }
222
223 void calculate_player_respawn_time(entity this)
224 {
225         if(g_ca)
226                 return;
227
228         float gametype_setting_tmp;
229         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
230         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
231         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
232         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
233         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
234         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
235
236         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
237         if (teamplay)
238         {
239                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
240                         if(it.team == this.team)
241                                 ++pcount;
242                 ));
243                 if (sdelay_small_count == 0)
244                         sdelay_small_count = 1;
245                 if (sdelay_large_count == 0)
246                         sdelay_large_count = 1;
247         }
248         else
249         {
250                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
251                         ++pcount;
252                 ));
253                 if (sdelay_small_count == 0)
254                 {
255                         if (g_cts)
256                         {
257                                 // Players play independently. No point in requiring enemies.
258                                 sdelay_small_count = 1;
259                         }
260                         else
261                         {
262                                 // Players play AGAINST each other. Enemies required.
263                                 sdelay_small_count = 2;
264                         }
265                 }
266                 if (sdelay_large_count == 0)
267                 {
268                         if (g_cts)
269                         {
270                                 // Players play independently. No point in requiring enemies.
271                                 sdelay_large_count = 1;
272                         }
273                         else
274                         {
275                                 // Players play AGAINST each other. Enemies required.
276                                 sdelay_large_count = 2;
277                         }
278                 }
279         }
280
281         float sdelay;
282
283         if (pcount <= sdelay_small_count)
284                 sdelay = sdelay_small;
285         else if (pcount >= sdelay_large_count)
286                 sdelay = sdelay_large;
287         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
288                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
289
290         if(waves)
291                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
292         else
293                 this.respawn_time = time + sdelay;
294
295         if(sdelay < sdelay_max)
296                 this.respawn_time_max = time + sdelay_max;
297         else
298                 this.respawn_time_max = this.respawn_time;
299
300         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
301                 this.respawn_countdown = 10; // first number to count down from is 10
302         else
303                 this.respawn_countdown = -1; // do not count down
304
305         if(autocvar_g_forced_respawn)
306                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
307 }
308
309 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
310 {
311         float take, save, dh, da;
312         vector v;
313         float valid_damage_for_weaponstats;
314         float excess;
315
316         dh = max(this.health, 0);
317         da = max(this.armorvalue, 0);
318
319         if(!DEATH_ISSPECIAL(deathtype))
320         {
321                 damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
322                 if(this != attacker)
323                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
324         }
325
326         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
327         {
328                 // tuba causes blood to come out of the ears
329                 vector ear1, ear2;
330                 vector d;
331                 float f;
332                 ear1 = this.origin;
333                 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
334                 ear2 = ear1;
335                 makevectors(this.angles);
336                 ear1 += v_right * -10;
337                 ear2 += v_right * +10;
338                 d = inflictor.origin - this.origin;
339                 if (d)
340                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
341                 else
342                         f = 0;  // Assum ecenter.
343                 force = v_right * vlen(force);
344                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
345                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
346                 if(f > 0)
347                 {
348                         hitloc = ear1;
349                         force = force * -1;
350                 }
351                 else
352                 {
353                         hitloc = ear2;
354                         // force is already good
355                 }
356         }
357         else
358                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
359
360
361         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
362         take = v.x;
363         save = v.y;
364
365         if(attacker == this)
366         {
367                 // don't reset pushltime for this damage as it may be an attempt to
368                 // escape a lava pit or similar
369                 //this.pushltime = 0;
370                 this.istypefrag = 0;
371         }
372         else if(IS_PLAYER(attacker))
373         {
374                 this.pusher = attacker;
375                 this.pushltime = time + autocvar_g_maxpushtime;
376                 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
377         }
378         else if(time < this.pushltime)
379         {
380                 attacker = this.pusher;
381                 this.pushltime = max(this.pushltime, time + 0.6);
382         }
383         else
384         {
385                 this.pushltime = 0;
386                 this.istypefrag = 0;
387         }
388
389         if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
390         {
391                 vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
392                 take = v.x;
393                 save = v.y;
394         }
395
396         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
397         take = bound(0, M_ARGV(4, float), this.health);
398         save = bound(0, M_ARGV(5, float), this.armorvalue);
399         excess = max(0, damage - take - save);
400
401         if(sound_allowed(MSG_BROADCAST, attacker))
402         {
403                 if (save > 10)
404                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
405                 else if (take > 30)
406                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
407                 else if (take > 10)
408                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
409         }
410
411         if (take > 50)
412                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
413         if (take > 100)
414                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
415
416         if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
417         {
418                 if (!(this.flags & FL_GODMODE))
419                 {
420                         this.armorvalue = this.armorvalue - save;
421                         this.health = this.health - take;
422                         // pause regeneration for 5 seconds
423                         if(take)
424                                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
425
426                         if (time > this.pain_finished)          //Don't switch pain sequences like crazy
427                         {
428                                 this.pain_finished = time + 0.5;        //Supajoe
429
430                                 if(autocvar_sv_gentle < 1) {
431                                         if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
432                                         {
433                                                 if (!this.animstate_override)
434                                                 {
435                                                         if (random() > 0.5)
436                                                                 animdecide_setaction(this, ANIMACTION_PAIN1, true);
437                                                         else
438                                                                 animdecide_setaction(this, ANIMACTION_PAIN2, true);
439                                                 }
440                                         }
441
442                                         if(sound_allowed(MSG_BROADCAST, attacker))
443                                         if((this.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != this) // WEAPONTODO: create separate limit for pain notification with laser
444                                         if(this.health > 1)
445                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
446                                         {
447                                                 if(deathtype == DEATH_FALL.m_id)
448                                                         PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
449                                                 else if(this.health > 75)
450                                                         PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
451                                                 else if(this.health > 50)
452                                                         PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
453                                                 else if(this.health > 25)
454                                                         PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
455                                                 else
456                                                         PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
457                                         }
458                                 }
459                         }
460
461                         // throw off bot aim temporarily
462                         float shake;
463                         if(IS_BOT_CLIENT(this) && this.health >= 1)
464                         {
465                                 shake = damage * 5 / (bound(0,skill,100) + 1);
466                                 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
467                                 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
468                                 this.v_angle_x = bound(-90, this.v_angle.x, 90);
469                         }
470                 }
471                 else
472                         this.max_armorvalue += (save + take);
473         }
474         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
475         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
476         this.dmg_inflictor = inflictor;
477
478         if (this != attacker) {
479                 float realdmg = damage - excess;
480                 if (IS_PLAYER(attacker)) {
481                         PlayerScore_Add(attacker, SP_DMG, realdmg);
482                 }
483                 if (IS_PLAYER(this)) {
484                         PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
485                 }
486         }
487
488         bool abot = (IS_BOT_CLIENT(attacker));
489         bool vbot = (IS_BOT_CLIENT(this));
490
491         valid_damage_for_weaponstats = 0;
492         Weapon awep = WEP_Null;
493
494         if(vbot || IS_REAL_CLIENT(this))
495         if(abot || IS_REAL_CLIENT(attacker))
496         if(attacker && this != attacker)
497         if(DIFF_TEAM(this, attacker))
498         {
499                 if(DEATH_ISSPECIAL(deathtype))
500                         awep = PS(attacker).m_weapon;
501                 else
502                         awep = DEATH_WEAPONOF(deathtype);
503                 valid_damage_for_weaponstats = 1;
504         }
505
506         dh = dh - max(this.health, 0);
507         da = da - max(this.armorvalue, 0);
508         if(valid_damage_for_weaponstats)
509         {
510                 WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da);
511         }
512         if (damage)
513         {
514                 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
515         }
516
517         if (this.health < 1)
518         {
519                 float defer_ClientKill_Now_TeamChange;
520                 defer_ClientKill_Now_TeamChange = false;
521
522                 if(this.alivetime)
523                 {
524                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
525                         this.alivetime = 0;
526                 }
527
528                 if(valid_damage_for_weaponstats)
529                         WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot);
530
531                 if(autocvar_sv_gentle < 1)
532                 if(sound_allowed(MSG_BROADCAST, attacker))
533                 {
534                         if(deathtype == DEATH_DROWN.m_id)
535                                 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
536                         else
537                                 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
538                 }
539
540                 // get rid of kill indicator
541                 if(this.killindicator)
542                 {
543                         delete(this.killindicator);
544                         this.killindicator = NULL;
545                         if(this.killindicator_teamchange)
546                                 defer_ClientKill_Now_TeamChange = true;
547
548                         if(this.classname == "body")
549                         if(deathtype == DEATH_KILL.m_id)
550                         {
551                                 // for the lemmings fans, a small harmless explosion
552                                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
553                         }
554                 }
555
556                 // print an obituary message
557                 if(this.classname != "body")
558                         Obituary (attacker, inflictor, this, deathtype);
559
560         // increment frag counter for used weapon type
561         Weapon w = DEATH_WEAPONOF(deathtype);
562                 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
563                         attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
564
565                 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
566                 excess = M_ARGV(4, float);
567
568                 Weapon wep = PS(this).m_weapon;
569                 /*for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
570                 {
571                         .entity weaponentity = weaponentities[slot];
572                         wep.wr_playerdeath(wep, this, weaponentity);
573                 }*/
574                 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
575                 wep.wr_playerdeath(wep, this, weaponentity);
576
577                 RemoveGrapplingHook(this);
578
579                 Portal_ClearAllLater(this);
580
581                 this.fixangle = true;
582
583                 if(defer_ClientKill_Now_TeamChange)
584                         ClientKill_Now_TeamChange(this); // can turn player into spectator
585
586                 // player could have been miraculously resuscitated ;)
587                 // e.g. players in freezetag get frozen, they don't really die
588                 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
589                         return;
590
591                 // when we get here, player actually dies
592
593                 Unfreeze(this); // remove any icy remains
594                 this.health = 0; // Unfreeze resets health, so we need to set it back
595
596                 // clear waypoints
597                 WaypointSprite_PlayerDead(this);
598                 // throw a weapon
599                 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id);
600
601                 // become fully visible
602                 this.alpha = default_player_alpha;
603                 // make the corpse upright (not tilted)
604                 this.angles_x = 0;
605                 this.angles_z = 0;
606                 // don't spin
607                 this.avelocity = '0 0 0';
608                 // view from the floor
609                 this.view_ofs = '0 0 -8';
610                 // toss the corpse
611                 set_movetype(this, MOVETYPE_TOSS);
612                 // shootable corpse
613                 this.solid = SOLID_CORPSE;
614                 this.ballistics_density = autocvar_g_ballistics_density_corpse;
615                 // don't stick to the floor
616                 UNSET_ONGROUND(this);
617                 // dying animation
618                 this.deadflag = DEAD_DYING;
619
620                 // when to allow respawn
621                 calculate_player_respawn_time(this);
622
623                 this.death_time = time;
624                 if (random() < 0.5)
625                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
626                 else
627                         animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
628                 if (this.maxs.z > 5)
629                 {
630                         this.maxs_z = 5;
631                         setsize(this, this.mins, this.maxs);
632                 }
633                 // set damage function to corpse damage
634                 this.event_damage = PlayerCorpseDamage;
635                 // call the corpse damage function just in case it wants to gib
636                 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
637
638                 // set up to fade out later
639                 SUB_SetFade (this, time + 6 + random (), 1);
640                 // reset body think wrapper broken by SUB_SetFade
641                 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
642                         this.CopyBody_think = getthink(this);
643                         this.CopyBody_nextthink = this.nextthink;
644                         setthink(this, CopyBody_Think);
645                         this.nextthink = time;
646                 }
647
648                 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
649                         // remove corpse
650                         // clones don't run any animation code any more, so we must gib them when they die :(
651                         PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
652                 }
653
654                 // reset fields the weapons may use just in case
655                 FOREACH(Weapons, it != WEP_Null, LAMBDA(
656                         it.wr_resetplayer(it, this);
657                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
658                         {
659                                 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
660                         }
661                 ));
662         }
663 }
664
665 void MoveToTeam(entity client, int team_colour, int type)
666 {
667         int lockteams_backup = lockteams;  // backup any team lock
668         lockteams = 0;  // disable locked teams
669         TeamchangeFrags(client);  // move the players frags
670         SetPlayerColors(client, team_colour - 1);  // set the players colour
671         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0');  // kill the player
672         lockteams = lockteams_backup;  // restore the team lock
673         LogTeamchange(client.playerid, client.team, type);
674 }
675
676 /** print(), but only print if the server is not local */
677 void dedicated_print(string input)
678 {
679         if (server_is_dedicated) print(input);
680 }
681
682 /**
683  * message "": do not say, just test flood control
684  * return value:
685  *   1 = accept
686  *   0 = reject
687  *  -1 = fake accept
688  */
689 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
690 {
691         if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
692         msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
693
694         msgin = formatmessage(source, msgin);
695
696     string colorstr;
697         if (!IS_PLAYER(source))
698                 colorstr = "^0"; // black for spectators
699         else if(teamplay)
700                 colorstr = Team_ColorCode(source.team);
701         else
702         {
703                 colorstr = "";
704                 teamsay = false;
705         }
706
707         if(intermission_running)
708                 teamsay = false;
709
710     if (!source) {
711                 colorstr = "";
712                 teamsay = false;
713     }
714
715         if(msgin != "")
716                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
717
718         /*
719          * using bprint solves this... me stupid
720         // how can we prevent the message from appearing in a listen server?
721         // for now, just give "say" back and only handle say_team
722         if(!teamsay)
723         {
724                 clientcommand(source, strcat("say ", msgin));
725                 return;
726         }
727         */
728
729     string namestr = "";
730     if (source)
731         namestr = autocvar_g_chat_teamcolors ? playername(source) : source.netname;
732
733     string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
734
735     string msgstr, cmsgstr;
736     string privatemsgprefix = string_null;
737     int privatemsgprefixlen = 0;
738         if (msgin == "") {
739         msgstr = cmsgstr = "";
740         } else {
741                 if(privatesay)
742                 {
743                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
744                         privatemsgprefixlen = strlen(msgstr);
745                         msgstr = strcat(msgstr, msgin);
746                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
747                         if(autocvar_g_chat_teamcolors)
748                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
749                         else
750                                 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
751                 }
752                 else if(teamsay)
753                 {
754                         if(strstrofs(msgin, "/me", 0) >= 0)
755                         {
756                                 //msgin = strreplace("/me", "", msgin);
757                                 //msgin = substring(msgin, 3, strlen(msgin));
758                                 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
759                                 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
760                         }
761                         else
762                                 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
763                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
764                 }
765                 else
766                 {
767                         if(strstrofs(msgin, "/me", 0) >= 0)
768                         {
769                                 //msgin = strreplace("/me", "", msgin);
770                                 //msgin = substring(msgin, 3, strlen(msgin));
771                                 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
772                                 msgstr = strcat("\{1}^4* ", "^7", msgin);
773                         }
774                         else {
775                 msgstr = "\{1}";
776                 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
777                 msgstr = strcat(msgstr, msgin);
778             }
779                         cmsgstr = "";
780                 }
781                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
782         }
783
784         string fullmsgstr = msgstr;
785         string fullcmsgstr = cmsgstr;
786
787         // FLOOD CONTROL
788         int flood = 0;
789         var .float flood_field = floodcontrol_chat;
790         if(floodcontrol)
791         {
792                 float flood_spl;
793                 float flood_burst;
794                 float flood_lmax;
795                 float lines;
796                 if(privatesay)
797                 {
798                         flood_spl = autocvar_g_chat_flood_spl_tell;
799                         flood_burst = autocvar_g_chat_flood_burst_tell;
800                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
801                         flood_field = floodcontrol_chattell;
802                 }
803                 else if(teamsay)
804                 {
805                         flood_spl = autocvar_g_chat_flood_spl_team;
806                         flood_burst = autocvar_g_chat_flood_burst_team;
807                         flood_lmax = autocvar_g_chat_flood_lmax_team;
808                         flood_field = floodcontrol_chatteam;
809                 }
810                 else
811                 {
812                         flood_spl = autocvar_g_chat_flood_spl;
813                         flood_burst = autocvar_g_chat_flood_burst;
814                         flood_lmax = autocvar_g_chat_flood_lmax;
815                         flood_field = floodcontrol_chat;
816                 }
817                 flood_burst = max(0, flood_burst - 1);
818                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
819
820                 // do flood control for the default line size
821                 if(msgstr != "")
822                 {
823                         getWrappedLine_remaining = msgstr;
824                         msgstr = "";
825                         lines = 0;
826                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
827                         {
828                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
829                                 ++lines;
830                         }
831                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
832
833                         if(getWrappedLine_remaining != "")
834                         {
835                                 msgstr = strcat(msgstr, "\n");
836                                 flood = 2;
837                         }
838
839                         if (time >= source.(flood_field))
840                         {
841                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
842                         }
843                         else
844                         {
845                                 flood = 1;
846                                 msgstr = fullmsgstr;
847                         }
848                 }
849                 else
850                 {
851                         if (time >= source.(flood_field))
852                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
853                         else
854                                 flood = 1;
855                 }
856
857                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
858                         source.(flood_field) = flood = 0;
859         }
860
861     string sourcemsgstr, sourcecmsgstr;
862         if(flood == 2) // cannot happen for empty msgstr
863         {
864                 if(autocvar_g_chat_flood_notify_flooder)
865                 {
866                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
867                         sourcecmsgstr = "";
868                 }
869                 else
870                 {
871                         sourcemsgstr = fullmsgstr;
872                         sourcecmsgstr = fullcmsgstr;
873                 }
874                 cmsgstr = "";
875         }
876         else
877         {
878                 sourcemsgstr = msgstr;
879                 sourcecmsgstr = cmsgstr;
880         }
881
882         if (!privatesay && source && !IS_PLAYER(source))
883         {
884                 if (!intermission_running)
885                         if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
886                                 teamsay = -1; // spectators
887         }
888
889         if(flood)
890                 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
891
892         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
893         if(privatesay)
894                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
895
896     int ret;
897         if(source.muted)
898         {
899                 // always fake the message
900                 ret = -1;
901         }
902         else if(flood == 1)
903         {
904                 if (autocvar_g_chat_flood_notify_flooder)
905                 {
906                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
907                         ret = 0;
908                 }
909                 else
910                         ret = -1;
911         }
912         else
913         {
914                 ret = 1;
915         }
916
917         if(sourcemsgstr != "" && ret != 0)
918         {
919                 if(ret < 0) // faked message, because the player is muted
920                 {
921                         sprint(source, sourcemsgstr);
922                         if(sourcecmsgstr != "" && !privatesay)
923                                 centerprint(source, sourcecmsgstr);
924                 }
925                 else if(privatesay) // private message, between 2 people only
926                 {
927                         sprint(source, sourcemsgstr);
928                         sprint(privatesay, msgstr);
929                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
930                         if(cmsgstr != "")
931                                 centerprint(privatesay, cmsgstr);
932                 }
933                 else if ( teamsay && source.active_minigame )
934                 {
935                         sprint(source, sourcemsgstr);
936                         dedicated_print(msgstr); // send to server console too
937                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, sprint(it, msgstr));
938                 }
939                 else if(teamsay > 0) // team message, only sent to team mates
940                 {
941                         sprint(source, sourcemsgstr);
942                         dedicated_print(msgstr); // send to server console too
943                         if(sourcecmsgstr != "")
944                                 centerprint(source, sourcecmsgstr);
945                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, {
946                                 sprint(it, msgstr);
947                                 if(cmsgstr != "")
948                                         centerprint(it, cmsgstr);
949                         });
950                 }
951                 else if(teamsay < 0) // spectator message, only sent to spectators
952                 {
953                         sprint(source, sourcemsgstr);
954                         dedicated_print(msgstr); // send to server console too
955                         FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
956                 }
957                 else
958                 {
959             if (source) {
960                 sprint(source, sourcemsgstr);
961                 dedicated_print(msgstr); // send to server console too
962                 MX_Say(strcat(playername(source), "^7: ", msgin));
963             }
964             FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
965         }
966         }
967
968         return ret;
969 }