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Port allowed_timeouts and active_minigame to ClientStatus, also fix a CS() call after...
[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 #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.ballistics_density = this.ballistics_density;
101         clone.takedamage = this.takedamage;
102         setcefc(clone, getcefc(this));
103         clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
104         clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
105         if (keepvelocity == 1)
106                 clone.velocity = this.velocity;
107         clone.oldvelocity = clone.velocity;
108         clone.alpha = this.alpha;
109         clone.fade_time = this.fade_time;
110         clone.fade_rate = this.fade_rate;
111         //clone.weapon = this.weapon;
112         setorigin(clone, this.origin);
113         setsize(clone, this.mins, this.maxs);
114         clone.prevorigin = this.origin;
115         clone.reset = SUB_Remove;
116         clone._ps = this._ps;
117
118         Drag_MoveDrag(this, clone);
119
120         if(clone.colormap <= maxclients && clone.colormap > 0)
121                 clone.colormap = 1024 + this.clientcolors;
122
123         CSQCMODEL_AUTOINIT(clone);
124         clone.CopyBody_nextthink = this.nextthink;
125         clone.CopyBody_think = getthink(this);
126         clone.nextthink = time;
127         setthink(clone, CopyBody_Think);
128         // "bake" the current animation frame for clones (they don't get clientside animation)
129         animdecide_load_if_needed(clone);
130         animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
131
132         IL_PUSH(g_clones, clone);
133
134         MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
135 }
136
137 void player_setupanimsformodel(entity this)
138 {
139         // load animation info
140         animdecide_load_if_needed(this);
141         animdecide_setstate(this, 0, false);
142 }
143
144 void player_anim(entity this)
145 {
146         int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
147         if(IS_DEAD(this)) {
148                 if (!deadbits) {
149                         // Decide on which death animation to use.
150                         if(random() < 0.5)
151                                 deadbits = ANIMSTATE_DEAD1;
152                         else
153                                 deadbits = ANIMSTATE_DEAD2;
154                 }
155         } else {
156                 // Clear a previous death animation.
157                 deadbits = 0;
158         }
159         int animbits = deadbits;
160         if(STAT(FROZEN, this))
161                 animbits |= ANIMSTATE_FROZEN;
162         if(this.move_movetype == MOVETYPE_FOLLOW)
163                 animbits |= ANIMSTATE_FOLLOW;
164         if(this.crouch)
165                 animbits |= ANIMSTATE_DUCK;
166         animdecide_setstate(this, animbits, false);
167         animdecide_setimplicitstate(this, IS_ONGROUND(this));
168 }
169
170 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
171 {
172         float take, save;
173         vector v;
174         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
175
176         // damage resistance (ignore most of the damage from a bullet or similar)
177         damage = max(damage - 5, 1);
178
179         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
180         take = v.x;
181         save = v.y;
182
183         if(sound_allowed(MSG_BROADCAST, attacker))
184         {
185                 if (save > 10)
186                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
187                 else if (take > 30)
188                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
189                 else if (take > 10)
190                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
191         }
192
193         if (take > 50)
194                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
195         if (take > 100)
196                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
197
198         this.armorvalue = this.armorvalue - save;
199         this.health = this.health - take;
200         // pause regeneration for 5 seconds
201         this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
202
203         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
204         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
205         this.dmg_inflictor = inflictor;
206
207         if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
208         {
209                 // don't use any animations as a gib
210                 this.frame = 0;
211                 // view just above the floor
212                 this.view_ofs = '0 0 4';
213
214                 Violence_GibSplash(this, 1, 1, attacker);
215                 this.alpha = -1;
216                 this.solid = SOLID_NOT; // restore later
217                 this.takedamage = DAMAGE_NO; // restore later
218                 if(this.damagedbycontents)
219                         IL_REMOVE(g_damagedbycontents, this);
220                 this.damagedbycontents = false;
221         }
222 }
223
224 void calculate_player_respawn_time(entity this)
225 {
226         if(g_ca)
227                 return;
228
229         float gametype_setting_tmp;
230         float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
231         float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
232         float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
233         float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
234         float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
235         float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
236
237         float pcount = 1;  // Include myself whether or not team is already set right and I'm a "player".
238         if (teamplay)
239         {
240                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
241                         if(it.team == this.team)
242                                 ++pcount;
243                 ));
244                 if (sdelay_small_count == 0)
245                         sdelay_small_count = 1;
246                 if (sdelay_large_count == 0)
247                         sdelay_large_count = 1;
248         }
249         else
250         {
251                 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
252                         ++pcount;
253                 ));
254                 if (sdelay_small_count == 0)
255                 {
256                         if (IS_INDEPENDENT_PLAYER(this))
257                         {
258                                 // Players play independently. No point in requiring enemies.
259                                 sdelay_small_count = 1;
260                         }
261                         else
262                         {
263                                 // Players play AGAINST each other. Enemies required.
264                                 sdelay_small_count = 2;
265                         }
266                 }
267                 if (sdelay_large_count == 0)
268                 {
269                         if (IS_INDEPENDENT_PLAYER(this))
270                         {
271                                 // Players play independently. No point in requiring enemies.
272                                 sdelay_large_count = 1;
273                         }
274                         else
275                         {
276                                 // Players play AGAINST each other. Enemies required.
277                                 sdelay_large_count = 2;
278                         }
279                 }
280         }
281
282         float sdelay;
283
284         if (pcount <= sdelay_small_count)
285                 sdelay = sdelay_small;
286         else if (pcount >= sdelay_large_count)
287                 sdelay = sdelay_large;
288         else  // NOTE: this case implies sdelay_large_count > sdelay_small_count.
289                 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
290
291         if(waves)
292                 this.respawn_time = ceil((time + sdelay) / waves) * waves;
293         else
294                 this.respawn_time = time + sdelay;
295
296         if(sdelay < sdelay_max)
297                 this.respawn_time_max = time + sdelay_max;
298         else
299                 this.respawn_time_max = this.respawn_time;
300
301         if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
302                 this.respawn_countdown = 10; // first number to count down from is 10
303         else
304                 this.respawn_countdown = -1; // do not count down
305
306         if(autocvar_g_forced_respawn)
307                 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
308 }
309
310 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
311 {
312         float take, save, dh, da;
313         vector v;
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 *= bound(1.0, this.cvar_cl_handicap, 10.0);
322                 if(this != attacker)
323                         damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0);
324         }
325
326         if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
327                 damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
328
329         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
330         {
331                 // tuba causes blood to come out of the ears
332                 vector ear1, ear2;
333                 vector d;
334                 float f;
335                 ear1 = this.origin;
336                 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
337                 ear2 = ear1;
338                 makevectors(this.angles);
339                 ear1 += v_right * -10;
340                 ear2 += v_right * +10;
341                 d = inflictor.origin - this.origin;
342                 if (d)
343                         f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
344                 else
345                         f = 0;  // Assum ecenter.
346                 force = v_right * vlen(force);
347                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
348                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
349                 if(f > 0)
350                 {
351                         hitloc = ear1;
352                         force = force * -1;
353                 }
354                 else
355                 {
356                         hitloc = ear2;
357                         // force is already good
358                 }
359         }
360         else
361                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
362
363         v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
364         take = v.x;
365         save = v.y;
366
367         if(attacker == this)
368         {
369                 // don't reset pushltime for this damage as it may be an attempt to
370                 // escape a lava pit or similar
371                 //this.pushltime = 0;
372                 this.istypefrag = 0;
373         }
374         else if(IS_PLAYER(attacker))
375         {
376                 this.pusher = attacker;
377                 this.pushltime = time + autocvar_g_maxpushtime;
378                 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
379         }
380         else if(time < this.pushltime)
381         {
382                 attacker = this.pusher;
383                 this.pushltime = max(this.pushltime, time + 0.6);
384         }
385         else
386         {
387                 this.pushltime = 0;
388                 this.istypefrag = 0;
389         }
390
391         MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
392         take = bound(0, M_ARGV(4, float), this.health);
393         save = bound(0, M_ARGV(5, float), this.armorvalue);
394         excess = max(0, damage - take - save);
395
396         if(sound_allowed(MSG_BROADCAST, attacker))
397         {
398                 if (save > 10)
399                         sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
400                 else if (take > 30)
401                         sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
402                 else if (take > 10)
403                         sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
404         }
405
406         if (take > 50)
407                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
408         if (take > 100)
409                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
410
411         if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
412         {
413                 if (!(this.flags & FL_GODMODE))
414                 {
415                         this.armorvalue = this.armorvalue - save;
416                         this.health = this.health - take;
417                         // pause regeneration for 5 seconds
418                         if(take)
419                                 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
420
421                         if (time > this.pain_finished)          //Don't switch pain sequences like crazy
422                         {
423                                 this.pain_finished = time + 0.5;        //Supajoe
424
425                                 if(autocvar_sv_gentle < 1) {
426                                         if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
427                                         {
428                                                 if (!this.animstate_override)
429                                                 {
430                                                         if (random() > 0.5)
431                                                                 animdecide_setaction(this, ANIMACTION_PAIN1, true);
432                                                         else
433                                                                 animdecide_setaction(this, ANIMACTION_PAIN2, true);
434                                                 }
435                                         }
436
437                                         if(sound_allowed(MSG_BROADCAST, attacker))
438                                         if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
439                                         if(this.health > 1)
440                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
441                                         {
442                                                 if(deathtype == DEATH_FALL.m_id)
443                                                         PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
444                                                 else if(this.health > 75)
445                                                         PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
446                                                 else if(this.health > 50)
447                                                         PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
448                                                 else if(this.health > 25)
449                                                         PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
450                                                 else
451                                                         PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
452                                         }
453                                 }
454                         }
455
456                         // throw off bot aim temporarily
457                         float shake;
458                         if(IS_BOT_CLIENT(this) && this.health >= 1)
459                         {
460                                 shake = damage * 5 / (bound(0,skill,100) + 1);
461                                 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
462                                 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
463                                 this.v_angle_x = bound(-90, this.v_angle.x, 90);
464                         }
465                 }
466                 else
467                         this.max_armorvalue += (save + take);
468         }
469         this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
470         this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
471         this.dmg_inflictor = inflictor;
472
473         if (this != attacker) {
474                 float realdmg = damage - excess;
475                 if (IS_PLAYER(attacker)) {
476                         PlayerScore_Add(attacker, SP_DMG, realdmg);
477                 }
478                 if (IS_PLAYER(this)) {
479                         PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
480                 }
481         }
482
483         bool abot = (IS_BOT_CLIENT(attacker));
484         bool vbot = (IS_BOT_CLIENT(this));
485
486         bool valid_damage_for_weaponstats = false;
487         Weapon awep = WEP_Null;
488         .entity weaponentity = weaponentities[0]; // TODO: unhardcode
489
490         if(vbot || IS_REAL_CLIENT(this))
491         if(abot || IS_REAL_CLIENT(attacker))
492         if(attacker && this != attacker)
493         if(DIFF_TEAM(this, attacker))
494         {
495                 if(DEATH_ISSPECIAL(deathtype))
496                         awep = attacker.(weaponentity).m_weapon;
497                 else
498                         awep = DEATH_WEAPONOF(deathtype);
499                 valid_damage_for_weaponstats = true;
500         }
501
502         dh = dh - max(this.health, 0);
503         da = da - max(this.armorvalue, 0);
504         if(valid_damage_for_weaponstats)
505         {
506                 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
507         }
508
509         MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
510
511         if (this.health < 1)
512         {
513                 float defer_ClientKill_Now_TeamChange;
514                 defer_ClientKill_Now_TeamChange = false;
515
516                 if(this.alivetime)
517                 {
518                         PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
519                         this.alivetime = 0;
520                 }
521
522                 if(valid_damage_for_weaponstats)
523                         WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
524
525                 if(autocvar_sv_gentle < 1)
526                 if(sound_allowed(MSG_BROADCAST, attacker))
527                 {
528                         if(deathtype == DEATH_DROWN.m_id)
529                                 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
530                         else
531                                 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
532                 }
533
534                 // get rid of kill indicator
535                 if(this.killindicator)
536                 {
537                         delete(this.killindicator);
538                         this.killindicator = NULL;
539                         if(CS(this).killindicator_teamchange)
540                                 defer_ClientKill_Now_TeamChange = true;
541
542                         if(this.classname == "body")
543                         if(deathtype == DEATH_KILL.m_id)
544                         {
545                                 // for the lemmings fans, a small harmless explosion
546                                 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
547                         }
548                 }
549
550                 // print an obituary message
551                 if(this.classname != "body")
552                         Obituary (attacker, inflictor, this, deathtype);
553
554         // increment frag counter for used weapon type
555         Weapon w = DEATH_WEAPONOF(deathtype);
556                 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
557                         attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
558
559                 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
560                 damage = M_ARGV(4, float);
561                 excess = max(0, damage - take - save);
562
563                 //Weapon wep = this.(weaponentity).m_weapon;
564                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
565                 {
566                         .entity went = weaponentities[slot];
567                         if(!this.(weaponentity))
568                                 continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
569                         Weapon wep = this.(weaponentity).m_weapon;
570                         wep.wr_playerdeath(wep, this, went);
571                 }
572
573                 RemoveGrapplingHooks(this);
574
575                 Portal_ClearAllLater(this);
576
577                 this.fixangle = true;
578
579                 if(defer_ClientKill_Now_TeamChange)
580                         ClientKill_Now_TeamChange(this); // can turn player into spectator
581
582                 // player could have been miraculously resuscitated ;)
583                 // e.g. players in freezetag get frozen, they don't really die
584                 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
585                         return;
586
587                 // when we get here, player actually dies
588
589                 Unfreeze(this); // remove any icy remains
590                 this.health = 0; // Unfreeze resets health, so we need to set it back
591
592                 // clear waypoints
593                 WaypointSprite_PlayerDead(this);
594                 // throw a weapon
595                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
596                 {
597                         .entity went = weaponentities[slot];
598                         SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
599                 }
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                 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 }