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