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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 #include "../common/wepent.qh"
28
29 #include "weapons/weaponstats.qh"
30
31 #include "../common/animdecide.qh"
32
33 void Drop_Special_Items(entity player)
34 {
35         // called when the player has become stuck or frozen
36         // so objective items aren't stuck with the player
37
38         MUTATOR_CALLHOOK(DropSpecialItems, player);
39 }
40
41 void CopyBody_Think(entity this)
42 {
43         if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
44         {
45                 this.CopyBody_think(this);
46                 if(wasfreed(this))
47                         return;
48                 this.CopyBody_nextthink = this.nextthink;
49                 this.CopyBody_think = getthink(this);
50                 setthink(this, CopyBody_Think);
51         }
52         CSQCMODEL_AUTOUPDATE(this);
53         this.nextthink = time;
54 }
55 void CopyBody(entity this, float keepvelocity)
56 {
57         if (this.effects & EF_NODRAW)
58                 return;
59         entity clone = new(body);
60         clone.enemy = this;
61         clone.lip = this.lip;
62         clone.colormap = this.colormap;
63         clone.iscreature = this.iscreature;
64         clone.teleportable = this.teleportable;
65         clone.damagedbycontents = this.damagedbycontents;
66         if(clone.damagedbycontents)
67                 IL_PUSH(g_damagedbycontents, clone);
68         clone.angles = this.angles;
69         clone.v_angle = this.v_angle;
70         clone.avelocity = this.avelocity;
71         clone.damageforcescale = this.damageforcescale;
72         clone.effects = this.effects;
73         clone.glowmod = this.glowmod;
74         clone.event_damage = this.event_damage;
75         clone.anim_state = this.anim_state;
76         clone.anim_time = this.anim_time;
77         clone.anim_lower_action = this.anim_lower_action;
78         clone.anim_lower_time = this.anim_lower_time;
79         clone.anim_upper_action = this.anim_upper_action;
80         clone.anim_upper_time = this.anim_upper_time;
81         clone.anim_implicit_state = this.anim_implicit_state;
82         clone.anim_implicit_time = this.anim_implicit_time;
83         clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
84         clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
85         clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
86         clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
87         clone.dphitcontentsmask = this.dphitcontentsmask;
88         clone.death_time = this.death_time;
89         clone.pain_finished = this.pain_finished;
90         clone.health = this.health;
91         clone.armorvalue = this.armorvalue;
92         clone.armortype = this.armortype;
93         clone.model = this.model;
94         clone.modelindex = this.modelindex;
95         clone.skin = this.skin;
96         clone.species = this.species;
97         clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
98         set_movetype(clone, this.move_movetype);
99         clone.solid = this.solid;
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.reset = SUB_Remove;
114         clone._ps = this._ps;
115
116         Drag_MoveDrag(this, clone);
117
118         if(clone.colormap <= maxclients && clone.colormap > 0)
119                 clone.colormap = 1024 + this.clientcolors;
120
121         CSQCMODEL_AUTOINIT(clone);
122         clone.CopyBody_nextthink = this.nextthink;
123         clone.CopyBody_think = getthink(this);
124         clone.nextthink = time;
125         setthink(clone, CopyBody_Think);
126         // "bake" the current animation frame for clones (they don't get clientside animation)
127         animdecide_load_if_needed(clone);
128         animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
129
130         IL_PUSH(g_clones, clone);
131
132         MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
133 }
134
135 void player_setupanimsformodel(entity this)
136 {
137         // load animation info
138         animdecide_load_if_needed(this);
139         animdecide_setstate(this, 0, false);
140 }
141
142 void player_anim(entity this)
143 {
144         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
145         if(IS_DEAD(this)) {
146                 if (!deadbits) {
147                         // Decide on which death animation to use.
148                         if(random() < 0.5)
149                                 deadbits = ANIMSTATE_DEAD1;
150                         else
151                                 deadbits = ANIMSTATE_DEAD2;
152                 }
153         } else {
154                 // Clear a previous death animation.
155                 deadbits = 0;
156         }
157         int animbits = deadbits;
158         if(STAT(FROZEN, this))
159                 animbits |= ANIMSTATE_FROZEN;
160         if(this.move_movetype == MOVETYPE_FOLLOW)
161                 animbits |= ANIMSTATE_FOLLOW;
162         if(this.crouch)
163                 animbits |= ANIMSTATE_DUCK;
164         animdecide_setstate(this, animbits, false);
165         animdecide_setimplicitstate(this, IS_ONGROUND(this));
166 }
167
168 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
169 {
170         float take, save;
171         vector v;
172         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
173
174         // damage resistance (ignore most of the damage from a bullet or similar)
175         damage = max(damage - 5, 1);
176
177         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
178         take = v.x;
179         save = v.y;
180
181         if(sound_allowed(MSG_BROADCAST, attacker))
182         {
183                 if (save > 10)
184                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
185                 else if (take > 30)
186                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
187                 else if (take > 10)
188                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
189         }
190
191         if (take > 50)
192                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
193         if (take > 100)
194                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
195
196         this.armorvalue = this.armorvalue - save;
197         this.health = this.health - take;
198         // pause regeneration for 5 seconds
199         this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
200
201         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
202         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
203         this.dmg_inflictor = inflictor;
204
205         if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
206         {
207                 // don't use any animations as a gib
208                 this.frame = 0;
209                 // view just above the floor
210                 this.view_ofs = '0 0 4';
211
212                 Violence_GibSplash(this, 1, 1, attacker);
213                 this.alpha = -1;
214                 this.solid = SOLID_NOT; // restore later
215                 this.takedamage = DAMAGE_NO; // restore later
216                 if(this.damagedbycontents)
217                         IL_REMOVE(g_damagedbycontents, this);
218                 this.damagedbycontents = false;
219         }
220 }
221
222 void calculate_player_respawn_time(entity this)
223 {
224         if(g_ca)
225                 return;
226
227         float gametype_setting_tmp;
228         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
229         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
230         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
231         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
232         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
233         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
234
235         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
236         if (teamplay)
237         {
238                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
239                         if(it.team == this.team)
240                                 ++pcount;
241                 });
242                 if (sdelay_small_count == 0)
243                         sdelay_small_count = 1;
244                 if (sdelay_large_count == 0)
245                         sdelay_large_count = 1;
246         }
247         else
248         {
249                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, {
250                         ++pcount;
251                 });
252                 if (sdelay_small_count == 0)
253                 {
254                         if (IS_INDEPENDENT_PLAYER(this))
255                         {
256                                 // Players play independently. No point in requiring enemies.
257                                 sdelay_small_count = 1;
258                         }
259                         else
260                         {
261                                 // Players play AGAINST each other. Enemies required.
262                                 sdelay_small_count = 2;
263                         }
264                 }
265                 if (sdelay_large_count == 0)
266                 {
267                         if (IS_INDEPENDENT_PLAYER(this))
268                         {
269                                 // Players play independently. No point in requiring enemies.
270                                 sdelay_large_count = 1;
271                         }
272                         else
273                         {
274                                 // Players play AGAINST each other. Enemies required.
275                                 sdelay_large_count = 2;
276                         }
277                 }
278         }
279
280         float sdelay;
281
282         if (pcount <= sdelay_small_count)
283                 sdelay = sdelay_small;
284         else if (pcount >= sdelay_large_count)
285                 sdelay = sdelay_large;
286         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
287                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
288
289         if(waves)
290                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
291         else
292                 this.respawn_time = time + sdelay;
293
294         if(sdelay < sdelay_max)
295                 this.respawn_time_max = time + sdelay_max;
296         else
297                 this.respawn_time_max = this.respawn_time;
298
299         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
300                 this.respawn_countdown = 10; // first number to count down from is 10
301         else
302                 this.respawn_countdown = -1; // do not count down
303
304         if(autocvar_g_forced_respawn)
305                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
306 }
307
308 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
309 {
310         float take, save, dh, da;
311         vector v;
312         float excess;
313
314         dh = max(this.health, 0);
315         da = max(this.armorvalue, 0);
316
317         if(!DEATH_ISSPECIAL(deathtype))
318         {
319                 damage *= bound(1.0, this.cvar_cl_handicap, 10.0);
320                 if(this != attacker)
321                         damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0);
322         }
323
324         if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
325                 damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
326
327         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
328         {
329                 // tuba causes blood to come out of the ears
330                 vector ear1, ear2;
331                 vector d;
332                 float f;
333                 ear1 = this.origin;
334                 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
335                 ear2 = ear1;
336                 makevectors(this.angles);
337                 ear1 += v_right * -10;
338                 ear2 += v_right * +10;
339                 d = inflictor.origin - this.origin;
340                 if (d)
341                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
342                 else
343                         f = 0;  // Assum ecenter.
344                 force = v_right * vlen(force);
345                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
346                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
347                 if(f > 0)
348                 {
349                         hitloc = ear1;
350                         force = force * -1;
351                 }
352                 else
353                 {
354                         hitloc = ear2;
355                         // force is already good
356                 }
357         }
358         else
359                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
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         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
390         take = bound(0, M_ARGV(4, float), this.health);
391         save = bound(0, M_ARGV(5, float), this.armorvalue);
392         excess = max(0, damage - take - save);
393
394         if(sound_allowed(MSG_BROADCAST, attacker))
395         {
396                 if (save > 10)
397                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
398                 else if (take > 30)
399                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
400                 else if (take > 10)
401                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
402         }
403
404         if (take > 50)
405                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
406         if (take > 100)
407                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
408
409         if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
410         {
411                 if (!(this.flags & FL_GODMODE))
412                 {
413                         this.armorvalue = this.armorvalue - save;
414                         this.health = this.health - take;
415                         // pause regeneration for 5 seconds
416                         if(take)
417                                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
418
419                         if (time > this.pain_finished)          //Don't switch pain sequences like crazy
420                         {
421                                 this.pain_finished = time + 0.5;        //Supajoe
422
423                                 if(autocvar_sv_gentle < 1) {
424                                         if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
425                                         {
426                                                 if (!this.animstate_override)
427                                                 {
428                                                         if (random() > 0.5)
429                                                                 animdecide_setaction(this, ANIMACTION_PAIN1, true);
430                                                         else
431                                                                 animdecide_setaction(this, ANIMACTION_PAIN2, true);
432                                                 }
433                                         }
434
435                                         if(sound_allowed(MSG_BROADCAST, attacker))
436                                         if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
437                                         if(this.health > 1)
438                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
439                                         {
440                                                 if(deathtype == DEATH_FALL.m_id)
441                                                         PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
442                                                 else if(this.health > 75)
443                                                         PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
444                                                 else if(this.health > 50)
445                                                         PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
446                                                 else if(this.health > 25)
447                                                         PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
448                                                 else
449                                                         PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
450                                         }
451                                 }
452                         }
453
454                         // throw off bot aim temporarily
455                         float shake;
456                         if(IS_BOT_CLIENT(this) && this.health >= 1)
457                         {
458                                 shake = damage * 5 / (bound(0,skill,100) + 1);
459                                 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
460                                 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
461                                 this.v_angle_x = bound(-90, this.v_angle.x, 90);
462                         }
463                 }
464                 else
465                         this.max_armorvalue += (save + take);
466         }
467         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
468         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
469         this.dmg_inflictor = inflictor;
470
471         if (this != attacker) {
472                 float realdmg = damage - excess;
473                 if (IS_PLAYER(attacker)) {
474                         PlayerScore_Add(attacker, SP_DMG, realdmg);
475                 }
476                 if (IS_PLAYER(this)) {
477                         PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
478                 }
479         }
480
481         bool abot = (IS_BOT_CLIENT(attacker));
482         bool vbot = (IS_BOT_CLIENT(this));
483
484         bool valid_damage_for_weaponstats = false;
485         Weapon awep = WEP_Null;
486         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
487
488         if(vbot || IS_REAL_CLIENT(this))
489         if(abot || IS_REAL_CLIENT(attacker))
490         if(attacker && this != attacker)
491         if(DIFF_TEAM(this, attacker))
492         {
493                 if(DEATH_ISSPECIAL(deathtype))
494                         awep = attacker.(weaponentity).m_weapon;
495                 else
496                         awep = DEATH_WEAPONOF(deathtype);
497                 valid_damage_for_weaponstats = true;
498         }
499
500         dh = dh - max(this.health, 0);
501         da = da - max(this.armorvalue, 0);
502         if(valid_damage_for_weaponstats)
503         {
504                 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
505         }
506
507         MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
508
509         if (this.health < 1)
510         {
511                 float defer_ClientKill_Now_TeamChange;
512                 defer_ClientKill_Now_TeamChange = false;
513
514                 if(this.alivetime)
515                 {
516                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
517                         this.alivetime = 0;
518                 }
519
520                 if(valid_damage_for_weaponstats)
521                         WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
522
523                 if(autocvar_sv_gentle < 1)
524                 if(sound_allowed(MSG_BROADCAST, attacker))
525                 {
526                         if(deathtype == DEATH_DROWN.m_id)
527                                 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
528                         else
529                                 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
530                 }
531
532                 // get rid of kill indicator
533                 if(this.killindicator)
534                 {
535                         delete(this.killindicator);
536                         this.killindicator = NULL;
537                         if(CS(this).killindicator_teamchange)
538                                 defer_ClientKill_Now_TeamChange = true;
539
540                         if(this.classname == "body")
541                         if(deathtype == DEATH_KILL.m_id)
542                         {
543                                 // for the lemmings fans, a small harmless explosion
544                                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
545                         }
546                 }
547
548                 // print an obituary message
549                 if(this.classname != "body")
550                         Obituary (attacker, inflictor, this, deathtype);
551
552         // increment frag counter for used weapon type
553         Weapon w = DEATH_WEAPONOF(deathtype);
554                 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
555                         CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
556
557                 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
558                 damage = M_ARGV(4, float);
559                 excess = max(0, damage - take - save);
560
561                 //Weapon wep = this.(weaponentity).m_weapon;
562                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
563                 {
564                         .entity went = weaponentities[slot];
565                         if(!this.(weaponentity))
566                                 continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
567                         Weapon wep = this.(weaponentity).m_weapon;
568                         wep.wr_playerdeath(wep, this, went);
569                 }
570
571                 RemoveGrapplingHooks(this);
572
573                 Portal_ClearAllLater(this);
574
575                 this.fixangle = true;
576
577                 if(defer_ClientKill_Now_TeamChange)
578                         ClientKill_Now_TeamChange(this); // can turn player into spectator
579
580                 // player could have been miraculously resuscitated ;)
581                 // e.g. players in freezetag get frozen, they don't really die
582                 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
583                         return;
584
585                 // when we get here, player actually dies
586
587                 Unfreeze(this); // remove any icy remains
588                 this.health = 0; // Unfreeze resets health, so we need to set it back
589
590                 // clear waypoints
591                 WaypointSprite_PlayerDead(this);
592                 // throw a weapon
593                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
594                 {
595                         .entity went = weaponentities[slot];
596                         SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
597                 }
598
599                 // become fully visible
600                 this.alpha = default_player_alpha;
601                 // make the corpse upright (not tilted)
602                 this.angles_x = 0;
603                 this.angles_z = 0;
604                 // don't spin
605                 this.avelocity = '0 0 0';
606                 // view from the floor
607                 this.view_ofs = '0 0 -8';
608                 // toss the corpse
609                 set_movetype(this, MOVETYPE_TOSS);
610                 // shootable corpse
611                 this.solid = SOLID_CORPSE;
612                 PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
613                 // don't stick to the floor
614                 UNSET_ONGROUND(this);
615                 // dying animation
616                 this.deadflag = DEAD_DYING;
617
618                 STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
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                 if(this.classname != "body")
656                 {
657                         FOREACH(Weapons, it != WEP_Null,
658                         {
659                                 it.wr_resetplayer(it, this);
660                                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
661                                 {
662                                         ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
663                                 }
664                         });
665                 }
666                 MUTATOR_CALLHOOK(PlayerDied, this);
667         }
668 }
669
670 void MoveToTeam(entity client, int team_colour, int type)
671 {
672         int lockteams_backup = lockteams;  // backup any team lock
673         lockteams = 0;  // disable locked teams
674         TeamchangeFrags(client);  // move the players frags
675         SetPlayerColors(client, team_colour - 1);  // set the players colour
676         Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0');  // kill the player
677         lockteams = lockteams_backup;  // restore the team lock
678         LogTeamchange(client.playerid, client.team, type);
679 }
680
681 /** print(), but only print if the server is not local */
682 void dedicated_print(string input)
683 {
684         if (server_is_dedicated) print(input);
685 }
686
687 void PrintToChat(entity player, string text)
688 {
689         text = strcat("\{1}^7", text, "\n");
690         sprint(player, text);
691 }
692
693 void DebugPrintToChat(entity player, string text)
694 {
695         if (autocvar_developer)
696         {
697                 PrintToChat(player, text);
698         }
699 }
700
701 void PrintToChatAll(string text)
702 {
703         text = strcat("\{1}^7", text, "\n");
704         bprint(text);
705 }
706
707 void DebugPrintToChatAll(string text)
708 {
709         if (autocvar_developer)
710         {
711                 PrintToChatAll(text);
712         }
713 }
714
715 void PrintToChatTeam(int teamnum, string text)
716 {
717         text = strcat("\{1}^7", text, "\n");
718         FOREACH_CLIENT(IS_REAL_CLIENT(it),
719         {
720                 if (it.team == teamnum)
721                 {
722                         sprint(it, text);
723                 }
724         });
725 }
726
727 void DebugPrintToChatTeam(int teamnum, string text)
728 {
729         if (autocvar_developer)
730         {
731                 PrintToChatTeam(teamnum, text);
732         }
733 }
734
735 /**
736  * message "": do not say, just test flood control
737  * return value:
738  *   1 = accept
739  *   0 = reject
740  *  -1 = fake accept
741  */
742 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
743 {
744         if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
745         msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
746
747     if(source)
748                 msgin = formatmessage(source, msgin);
749
750     string colorstr;
751         if (!IS_PLAYER(source))
752                 colorstr = "^0"; // black for spectators
753         else if(teamplay)
754                 colorstr = Team_ColorCode(source.team);
755         else
756         {
757                 colorstr = "";
758                 teamsay = false;
759         }
760
761         if(game_stopped)
762                 teamsay = false;
763
764     if (!source) {
765                 colorstr = "";
766                 teamsay = false;
767     }
768
769         if(msgin != "")
770                 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
771
772         /*
773          * using bprint solves this... me stupid
774         // how can we prevent the message from appearing in a listen server?
775         // for now, just give "say" back and only handle say_team
776         if(!teamsay)
777         {
778                 clientcommand(source, strcat("say ", msgin));
779                 return;
780         }
781         */
782
783     string namestr = "";
784     if (source)
785         namestr = playername(source, autocvar_g_chat_teamcolors);
786
787     string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
788
789     string msgstr, cmsgstr;
790     string privatemsgprefix = string_null;
791     int privatemsgprefixlen = 0;
792         if (msgin == "") {
793         msgstr = cmsgstr = "";
794         } else {
795                 if(privatesay)
796                 {
797                         msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
798                         privatemsgprefixlen = strlen(msgstr);
799                         msgstr = strcat(msgstr, msgin);
800                         cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
801                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
802                 }
803                 else if(teamsay)
804                 {
805                         if(strstrofs(msgin, "/me", 0) >= 0)
806                         {
807                                 //msgin = strreplace("/me", "", msgin);
808                                 //msgin = substring(msgin, 3, strlen(msgin));
809                                 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
810                                 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
811                         }
812                         else
813                                 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
814                         cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
815                 }
816                 else
817                 {
818                         if(strstrofs(msgin, "/me", 0) >= 0)
819                         {
820                                 //msgin = strreplace("/me", "", msgin);
821                                 //msgin = substring(msgin, 3, strlen(msgin));
822                                 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
823                                 msgstr = strcat("\{1}^4* ", "^7", msgin);
824                         }
825                         else {
826                 msgstr = "\{1}";
827                 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
828                 msgstr = strcat(msgstr, msgin);
829             }
830                         cmsgstr = "";
831                 }
832                 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
833         }
834
835         string fullmsgstr = msgstr;
836         string fullcmsgstr = cmsgstr;
837
838         // FLOOD CONTROL
839         int flood = 0;
840         var .float flood_field = floodcontrol_chat;
841         if(floodcontrol && source)
842         {
843                 float flood_spl;
844                 float flood_burst;
845                 float flood_lmax;
846                 float lines;
847                 if(privatesay)
848                 {
849                         flood_spl = autocvar_g_chat_flood_spl_tell;
850                         flood_burst = autocvar_g_chat_flood_burst_tell;
851                         flood_lmax = autocvar_g_chat_flood_lmax_tell;
852                         flood_field = floodcontrol_chattell;
853                 }
854                 else if(teamsay)
855                 {
856                         flood_spl = autocvar_g_chat_flood_spl_team;
857                         flood_burst = autocvar_g_chat_flood_burst_team;
858                         flood_lmax = autocvar_g_chat_flood_lmax_team;
859                         flood_field = floodcontrol_chatteam;
860                 }
861                 else
862                 {
863                         flood_spl = autocvar_g_chat_flood_spl;
864                         flood_burst = autocvar_g_chat_flood_burst;
865                         flood_lmax = autocvar_g_chat_flood_lmax;
866                         flood_field = floodcontrol_chat;
867                 }
868                 flood_burst = max(0, flood_burst - 1);
869                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
870
871                 // do flood control for the default line size
872                 if(msgstr != "")
873                 {
874                         getWrappedLine_remaining = msgstr;
875                         msgstr = "";
876                         lines = 0;
877                         while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
878                         {
879                                 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
880                                 ++lines;
881                         }
882                         msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
883
884                         if(getWrappedLine_remaining != "")
885                         {
886                                 msgstr = strcat(msgstr, "\n");
887                                 flood = 2;
888                         }
889
890                         if (time >= source.(flood_field))
891                         {
892                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
893                         }
894                         else
895                         {
896                                 flood = 1;
897                                 msgstr = fullmsgstr;
898                         }
899                 }
900                 else
901                 {
902                         if (time >= source.(flood_field))
903                                 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
904                         else
905                                 flood = 1;
906                 }
907
908                 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
909                         source.(flood_field) = flood = 0;
910         }
911
912     string sourcemsgstr, sourcecmsgstr;
913         if(flood == 2) // cannot happen for empty msgstr
914         {
915                 if(autocvar_g_chat_flood_notify_flooder)
916                 {
917                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
918                         sourcecmsgstr = "";
919                 }
920                 else
921                 {
922                         sourcemsgstr = fullmsgstr;
923                         sourcecmsgstr = fullcmsgstr;
924                 }
925                 cmsgstr = "";
926         }
927         else
928         {
929                 sourcemsgstr = msgstr;
930                 sourcecmsgstr = cmsgstr;
931         }
932
933         if (!privatesay && source && !IS_PLAYER(source))
934         {
935                 if (!game_stopped)
936                 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
937                         teamsay = -1; // spectators
938         }
939
940         if(flood)
941                 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.\n");
942
943         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
944         if(privatesay)
945                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
946
947     int ret;
948         if(source && CS(source).muted)
949         {
950                 // always fake the message
951                 ret = -1;
952         }
953         else if(flood == 1)
954         {
955                 if (autocvar_g_chat_flood_notify_flooder)
956                 {
957                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
958                         ret = 0;
959                 }
960                 else
961                         ret = -1;
962         }
963         else
964         {
965                 ret = 1;
966         }
967
968         if (privatesay && source && !IS_PLAYER(source))
969         {
970                 if (!game_stopped)
971                 if ((privatesay && !IS_PLAYER(privatesay)) || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
972                         ret = -1; // just hide the message completely
973         }
974
975         MUTATOR_CALLHOOK(ChatMessage, source, ret);
976         ret = M_ARGV(1, int);
977
978         if(sourcemsgstr != "" && ret != 0)
979         {
980                 if(ret < 0) // faked message, because the player is muted
981                 {
982                         sprint(source, sourcemsgstr);
983                         if(sourcecmsgstr != "" && !privatesay)
984                                 centerprint(source, sourcecmsgstr);
985                 }
986                 else if(privatesay) // private message, between 2 people only
987                 {
988                         sprint(source, sourcemsgstr);
989                         if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
990                         if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
991                         {
992                                 sprint(privatesay, msgstr);
993                                 if(cmsgstr != "")
994                                         centerprint(privatesay, cmsgstr);
995                         }
996                 }
997                 else if ( teamsay && CS(source).active_minigame )
998                 {
999                         sprint(source, sourcemsgstr);
1000                         dedicated_print(msgstr); // send to server console too
1001                         FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1002                 }
1003                 else if(teamsay > 0) // team message, only sent to team mates
1004                 {
1005                         sprint(source, sourcemsgstr);
1006                         dedicated_print(msgstr); // send to server console too
1007                         if(sourcecmsgstr != "")
1008                                 centerprint(source, sourcecmsgstr);
1009                         FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
1010                                 sprint(it, msgstr);
1011                                 if(cmsgstr != "")
1012                                         centerprint(it, cmsgstr);
1013                         });
1014                 }
1015                 else if(teamsay < 0) // spectator message, only sent to spectators
1016                 {
1017                         sprint(source, sourcemsgstr);
1018                         dedicated_print(msgstr); // send to server console too
1019                         FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1020                 }
1021                 else
1022                 {
1023             if (source) {
1024                 sprint(source, sourcemsgstr);
1025                 dedicated_print(msgstr); // send to server console too
1026                 MX_Say(strcat(playername(source, true), "^7: ", msgin));
1027             }
1028             FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1029         }
1030         }
1031
1032         return ret;
1033 }