float weaponstats_buffer; void WeaponStats_Init() { if(autocvar_sv_weaponstats_file != "") weaponstats_buffer = buf_create(); else weaponstats_buffer = -1; } #define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot)) void WeaponStats_Shutdown() { float i, j, ibot, jbot, idx; float fh; vector v; string prefix; if(weaponstats_buffer < 0) return; prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t"); if(autocvar_sv_weaponstats_file != "") { fh = fopen(autocvar_sv_weaponstats_file, FILE_APPEND); if(fh >= 0) { fputs(fh, "#begin statsfile\n"); fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n")); fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n")); for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot) for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot) { idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot); v = stov(bufstr_get(weaponstats_buffer, idx)); if(v != '0 0 0') { //vector is: kills hits damage fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot)); fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z)); } } fputs(fh, "#end\n\n"); fclose(fh); print("Weapon stats written\n"); } } buf_del(weaponstats_buffer); weaponstats_buffer = -1; } void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item) { float idx; if(weaponstats_buffer < 0) return; if(awep < WEP_FIRST || vwep < WEP_FIRST) return; if(awep > WEP_LAST || vwep > WEP_LAST) return; idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot); bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item)); } void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage) { if(damage < 0) error("negative damage?"); WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0'); } void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot) { WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0'); } // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request // merged player_run and player_stand to player_anim // added death animations to player_anim // can now spawn thrown weapons from anywhere, not just from players // thrown weapons now fade out after 20 seconds // created PlayerGib function // PlayerDie no longer uses hitloc or damage // PlayerDie now supports dying animations as well as gibbing // cleaned up PlayerDie a lot // added CopyBody .entity pusher; .float pushltime; void CopyBody(float keepvelocity) { local entity oldself; if (self.effects & EF_NODRAW) return; oldself = self; self = spawn(); self.enemy = oldself; self.lip = oldself.lip; self.colormap = oldself.colormap; self.glowmod = oldself.glowmod; self.iscreature = oldself.iscreature; self.angles = oldself.angles; self.avelocity = oldself.avelocity; self.classname = "body"; self.damageforcescale = oldself.damageforcescale; self.effects = oldself.effects; self.event_damage = oldself.event_damage; self.animstate_startframe = oldself.animstate_startframe; self.animstate_numframes = oldself.animstate_numframes; self.animstate_framerate = oldself.animstate_framerate; self.animstate_starttime = oldself.animstate_starttime; self.animstate_endtime = oldself.animstate_endtime; self.animstate_override = oldself.animstate_override; self.animstate_looping = oldself.animstate_looping; self.frame = oldself.frame; self.dead_frame = oldself.dead_frame; self.pain_finished = oldself.pain_finished; self.health = oldself.health; self.armorvalue = oldself.armorvalue; self.armortype = oldself.armortype; self.model = oldself.model; self.modelindex = oldself.modelindex; self.modelindex_lod0 = oldself.modelindex_lod0; self.modelindex_lod0_from_xonotic = oldself.modelindex_lod0_from_xonotic; self.modelindex_lod1 = oldself.modelindex_lod1; self.modelindex_lod2 = oldself.modelindex_lod2; self.skinindex = oldself.skinindex; self.species = oldself.species; self.movetype = oldself.movetype; self.nextthink = oldself.nextthink; self.solid = oldself.solid; self.ballistics_density = oldself.ballistics_density; self.takedamage = oldself.takedamage; self.think = oldself.think; self.customizeentityforclient = oldself.customizeentityforclient; self.uncustomizeentityforclient = oldself.uncustomizeentityforclient; self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set; if (keepvelocity == 1) self.velocity = oldself.velocity; self.oldvelocity = self.velocity; self.fade_time = oldself.fade_time; self.fade_rate = oldself.fade_rate; //self.weapon = oldself.weapon; setorigin(self, oldself.origin); setsize(self, oldself.mins, oldself.maxs); self.prevorigin = oldself.origin; self.reset = SUB_Remove; Drag_MoveDrag(oldself, self); self = oldself; } float player_getspecies() { float s; get_model_parameters(self.model, self.skinindex); s = get_model_parameters_species; get_model_parameters(string_null, 0); if(s < 0) return SPECIES_HUMAN; return s; } void player_setupanimsformodel() { local string animfilename; local float animfile; // defaults for legacy .zym models without animinfo files self.anim_die1 = '0 1 0.5'; // 2 seconds self.anim_die2 = '1 1 0.5'; // 2 seconds self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly! self.anim_duckwalk = '4 1 1'; self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it self.anim_duckidle = '6 1 1'; self.anim_idle = '7 1 1'; self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it self.anim_pain1 = '9 1 2'; // 0.5 seconds self.anim_pain2 = '10 1 2'; // 0.5 seconds self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim self.anim_run = '13 1 1'; self.anim_runbackwards = '14 1 1'; self.anim_strafeleft = '15 1 1'; self.anim_straferight = '16 1 1'; self.anim_dead1 = '17 1 1'; self.anim_dead2 = '18 1 1'; self.anim_forwardright = '19 1 1'; self.anim_forwardleft = '20 1 1'; self.anim_backright = '21 1 1'; self.anim_backleft = '22 1 1'; animparseerror = FALSE; animfilename = strcat(self.model, ".animinfo"); animfile = fopen(animfilename, FILE_READ); if (animfile >= 0) { self.anim_die1 = animparseline(animfile); self.anim_die2 = animparseline(animfile); self.anim_draw = animparseline(animfile); self.anim_duck = animparseline(animfile); self.anim_duckwalk = animparseline(animfile); self.anim_duckjump = animparseline(animfile); self.anim_duckidle = animparseline(animfile); self.anim_idle = animparseline(animfile); self.anim_jump = animparseline(animfile); self.anim_pain1 = animparseline(animfile); self.anim_pain2 = animparseline(animfile); self.anim_shoot = animparseline(animfile); self.anim_taunt = animparseline(animfile); self.anim_run = animparseline(animfile); self.anim_runbackwards = animparseline(animfile); self.anim_strafeleft = animparseline(animfile); self.anim_straferight = animparseline(animfile); self.anim_forwardright = animparseline(animfile); self.anim_forwardleft = animparseline(animfile); self.anim_backright = animparseline(animfile); self.anim_backleft = animparseline(animfile); fclose(animfile); // derived anims self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1); self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1); if (animparseerror) print("Parse error in ", animfilename, ", some player animations are broken\n"); } else dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n"); // reset animstate now setanim(self, self.anim_idle, TRUE, FALSE, TRUE); }; void player_anim (void) { updateanim(self); if (self.weaponentity) updateanim(self.weaponentity); if (self.deadflag != DEAD_NO) { if (time > self.animstate_endtime) { if (self.maxs_z > 5) { self.maxs_z = 5; setsize(self, self.mins, self.maxs); } self.frame = self.dead_frame; } return; } if (!self.animstate_override) { if (!(self.flags & FL_ONGROUND)) { if (self.crouch) setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump); else setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump); self.restart_jump = FALSE; } else if (self.crouch) { if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20) setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE); else setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE); } else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20) { if (self.movement_x > 0 && self.movement_y == 0) setanim(self, self.anim_run, TRUE, FALSE, FALSE); else if (self.movement_x < 0 && self.movement_y == 0) setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE); else if (self.movement_x == 0 && self.movement_y > 0) setanim(self, self.anim_straferight, TRUE, FALSE, FALSE); else if (self.movement_x == 0 && self.movement_y < 0) setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE); else if (self.movement_x > 0 && self.movement_y > 0) setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE); else if (self.movement_x > 0 && self.movement_y < 0) setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE); else if (self.movement_x < 0 && self.movement_y > 0) setanim(self, self.anim_backright, TRUE, FALSE, FALSE); else if (self.movement_x < 0 && self.movement_y < 0) setanim(self, self.anim_backleft, TRUE, FALSE, FALSE); else setanim(self, self.anim_run, TRUE, FALSE, FALSE); } else setanim(self, self.anim_idle, TRUE, FALSE, FALSE); } if (self.weaponentity) if (!self.weaponentity.animstate_override) setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE); } void SpawnThrownWeapon (vector org, float w) { if(g_minstagib) if(self.ammo_cells <= 0) return; if(g_pinata) { float j; for(j = WEP_FIRST; j <= WEP_LAST; ++j) { if(self.weapons & W_WeaponBit(j)) if(W_IsWeaponThrowable(j)) W_ThrowNewWeapon(self, j, FALSE, org, randomvec() * 175 + '0 0 325'); } } else { if(W_IsWeaponThrowable(self.weapon)) W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200'); } } void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { local float take, save; vector v; Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); // damage resistance (ignore most of the damage from a bullet or similar) damage = max(damage - 5, 1); v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage); take = v_x; save = v_y; if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM); else if (take > 30) sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM); else if (take > 10) sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); } if (take > 50) Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker); if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker); if (!(self.flags & FL_GODMODE)) { self.armorvalue = self.armorvalue - save; self.health = self.health - take; // pause regeneration for 5 seconds self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); } self.dmg_save = self.dmg_save + save;//max(save - 10, 0); self.dmg_take = self.dmg_take + take;//max(take - 10, 0); self.dmg_inflictor = inflictor; if (self.health <= -autocvar_sv_gibhealth && self.modelindex != 0) { // don't use any animations as a gib self.frame = 0; self.dead_frame = 0; // view just above the floor self.view_ofs = '0 0 4'; Violence_GibSplash(self, 1, 1, attacker); self.modelindex = 0; // restore later self.solid = SOLID_NOT; // restore later } } void ClientKill_Now_TeamChange(); void freezetag_CheckWinner(); void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { local float take, save, waves, sdelay, dh, da, j; vector v; float valid_damage_for_weaponstats; float excess; if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage) return; dh = max(self.health, 0); da = max(self.armorvalue, 0); if(!DEATH_ISSPECIAL(deathtype)) { damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0)); if(self != attacker) damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0)); } if(DEATH_ISWEAPON(deathtype, WEP_TUBA)) { // tuba causes blood to come out of the ears vector ear1, ear2; vector d; float f; ear1 = self.origin; ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8 ear2 = ear1; makevectors(self.angles); ear1 += v_right * -10; ear2 += v_right * +10; d = inflictor.origin - self.origin; f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right! force = v_right * vlen(force); Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker); Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker); if(f > 0) { hitloc = ear1; force = force * -1; } else { hitloc = ear2; // force is already good } } else Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); if (!g_minstagib) { v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, damage); take = v_x; save = v_y; } else { save = 0; take = damage; } frag_inflictor = inflictor; frag_attacker = attacker; frag_target = self; damage_take = take; damage_save = save; damage_force = force; MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor); take = bound(0, damage_take, self.health); save = bound(0, damage_save, self.armorvalue); excess = max(0, damage - take - save); if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM); else if (take > 30) sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM); else if (take > 10) sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them? } if (take > 50) Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker); if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker); if (time >= self.spawnshieldtime) { if (!(self.flags & FL_GODMODE)) { self.armorvalue = self.armorvalue - save; self.health = self.health - take; // pause regeneration for 5 seconds self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); if (time > self.pain_finished) //Don't switch pain sequences like crazy { self.pain_finished = time + 0.5; //Supajoe if(sv_gentle < 1) { if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models { if (random() > 0.5) setanim(self, self.anim_pain1, FALSE, TRUE, TRUE); else setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); } if(sound_allowed(MSG_BROADCAST, attacker)) if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1) if(self.health > 1) // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two { if(deathtype == DEATH_FALL) PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND); else if(self.health > 75) // TODO make a "gentle" version? PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND); else if(self.health > 50) PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND); else if(self.health > 25) PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND); else PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND); } } // throw off bot aim temporarily local float shake; shake = damage * 5 / (bound(0,skill,100) + 1); self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake; self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake; } } else self.max_armorvalue += (save + take); } self.dmg_save = self.dmg_save + save;//max(save - 10, 0); self.dmg_take = self.dmg_take + take;//max(take - 10, 0); self.dmg_inflictor = inflictor; if(attacker == self) { // don't reset pushltime for self damage as it may be an attempt to // escape a lava pit or similar //self.pushltime = 0; } else if(attacker.classname == "player" || attacker.classname == "gib") { self.pusher = attacker; self.pushltime = time + autocvar_g_maxpushtime; } else if(time < self.pushltime) { attacker = self.pusher; self.pushltime = max(self.pushltime, time + 0.6); } else self.pushltime = 0; float abot, vbot, awep; abot = (clienttype(attacker) == CLIENTTYPE_BOT); vbot = (clienttype(self) == CLIENTTYPE_BOT); valid_damage_for_weaponstats = 0; if(vbot || clienttype(self) == CLIENTTYPE_REAL) if(abot || clienttype(attacker) == CLIENTTYPE_REAL) if(attacker && self != attacker) if(IsDifferentTeam(self, attacker)) { if(DEATH_ISSPECIAL(deathtype)) awep = attacker.weapon; else awep = DEATH_WEAPONOF(deathtype); valid_damage_for_weaponstats = 1; } if(valid_damage_for_weaponstats) { dh = dh - max(self.health, 0); da = da - max(self.armorvalue, 0); WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da); } if (self.health < 1) { float defer_ClientKill_Now_TeamChange; defer_ClientKill_Now_TeamChange = FALSE; if(self.alivetime) { PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime); self.alivetime = 0; } if(valid_damage_for_weaponstats) WeaponStats_LogKill(awep, abot, self.weapon, vbot); if(sv_gentle < 1) // TODO make a "gentle" version? if(sound_allowed(MSG_BROADCAST, attacker)) { if(deathtype == DEATH_DROWN) PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND); else PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND); } // get rid of kill indicator if(self.killindicator) { remove(self.killindicator); self.killindicator = world; if(self.killindicator_teamchange) defer_ClientKill_Now_TeamChange = TRUE; if(self.classname == "body") if(deathtype == DEATH_KILL) { // for the lemmings fans, a small harmless explosion pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1); } } if(!g_freezetag) { // become fully visible self.alpha = 1; // throw a weapon SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon); } // print an obituary message Obituary (attacker, inflictor, self, deathtype); race_PreDie(); DropAllRunes(self); if(deathtype == DEATH_HURTTRIGGER && g_freezetag) { PutClientInServer(); count_alive_players(); // re-count players freezetag_CheckWinner(); return; } frag_attacker = attacker; frag_inflictor = inflictor; frag_target = self; MUTATOR_CALLHOOK(PlayerDies); if(self.flagcarried) { if(attacker.classname != "player" && attacker.classname != "gib") DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide else if(attacker.team == self.team) DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill else DropFlag(self.flagcarried, world, attacker); } if(self.ballcarried && g_nexball) DropBall(self.ballcarried, self.origin, self.velocity); Portal_ClearAllLater(self); if(clienttype(self) == CLIENTTYPE_REAL) { stuffcmd(self, "-zoom\n"); self.fixangle = TRUE; //msg_entity = self; //WriteByte (MSG_ONE, SVC_SETANGLE); //WriteAngle (MSG_ONE, self.v_angle_x); //WriteAngle (MSG_ONE, self.v_angle_y); //WriteAngle (MSG_ONE, 80); } if(defer_ClientKill_Now_TeamChange) // TODO does this work with FreezeTag? ClientKill_Now_TeamChange(); if(g_arena) Spawnqueue_Unmark(self); if(g_freezetag) return; // when we get here, player actually dies // clear waypoints (do this AFTER FreezeTag) WaypointSprite_PlayerDead(); // make the corpse upright (not tilted) self.angles_x = 0; self.angles_z = 0; // don't spin self.avelocity = '0 0 0'; // view from the floor self.view_ofs = '0 0 -8'; // toss the corpse self.movetype = MOVETYPE_TOSS; // shootable corpse self.solid = SOLID_CORPSE; self.ballistics_density = autocvar_g_ballistics_density_corpse; // don't stick to the floor self.flags &~= FL_ONGROUND; // dying animation self.deadflag = DEAD_DYING; // when to allow respawn sdelay = 0; waves = 0; sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay")); if(!sdelay) { if(g_cts) sdelay = 0; // no respawn delay in CTS else sdelay = autocvar_g_respawn_delay; } waves = cvar(strcat("g_", GetGametype(), "_respawn_waves")); if(!waves) waves = autocvar_g_respawn_waves; if(waves) self.death_time = ceil((time + sdelay) / waves) * waves; else self.death_time = time + sdelay; if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75)) self.respawn_countdown = 10; // first number to count down from is 10 else self.respawn_countdown = -1; // do not count down if (random() < 0.5) { setanim(self, self.anim_die1, FALSE, TRUE, TRUE); self.dead_frame = self.anim_dead1_x; } else { setanim(self, self.anim_die2, FALSE, TRUE, TRUE); self.dead_frame = self.anim_dead2_x; } // set damage function to corpse damage self.event_damage = PlayerCorpseDamage; // call the corpse damage function just in case it wants to gib self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force); // set up to fade out later SUB_SetFade (self, time + 6 + random (), 1); if(sv_gentle > 0 || autocvar_ekg) { // remove corpse PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force); } // reset fields the weapons may use just in case for (j = WEP_FIRST; j <= WEP_LAST; ++j) { weapon_action(j, WR_RESETPLAYER); ATTACK_FINISHED_FOR(self, j) = 0; } } } // sendflags use: 1 = origin, 2 = health (0 or 1 for dead/alive on enemies), 4 = armor, 0x80 = same team (includes health) float SendEntity_ShowNames(entity to, float sendflags) { float the_health; the_health = self.health; WriteByte(MSG_ENTITY, ENT_CLIENT_SHOWNAMES); WriteByte(MSG_ENTITY, num_for_edict(self.owner)); sendflags = sendflags & 127; if(teams_matter && self.owner.team == to.team) sendflags |= 128; else if(self.owner.health >= 1) the_health = 1; WriteByte(MSG_ENTITY, sendflags); if(sendflags & 1) { WriteShort(MSG_ENTITY, rint(self.origin_x)); WriteShort(MSG_ENTITY, rint(self.origin_y)); WriteShort(MSG_ENTITY, rint(self.origin_z)); } if(sendflags & 2) { WriteByte(MSG_ENTITY, the_health); } if(sendflags & 4) { WriteByte(MSG_ENTITY, self.armorvalue); } return TRUE; } const vector SHOWNAMES_ORIGIN_OFFSET = '0 0 48'; void shownames_think() { if(self.origin - SHOWNAMES_ORIGIN_OFFSET != self.owner.origin) { setorigin(self, self.owner.origin + SHOWNAMES_ORIGIN_OFFSET); self.SendFlags |= 1; } if(self.health != max(0, floor(self.owner.health)) || self.armorvalue != max(0, floor(self.owner.armorvalue))) { self.health = max(0, floor(self.owner.health)); self.armorvalue = max(0, floor(self.owner.armorvalue)); self.SendFlags |= 2; } if(self.armorvalue != max(0, floor(self.owner.armorvalue))) { self.armorvalue = max(0, floor(self.owner.armorvalue)); self.SendFlags |= 4; } self.nextthink = time; } float shownames_customize() { if(self.owner.classname == "player") // only send players, no spectators! if(self.owner != other) // no need to spam own coordinates if(vlen(other.origin - self.origin) < autocvar_sv_shownames_cull_distance) // distance cull if(self.owner.team == other.team || (self.owner.team != other.team && checkpvs(self.origin, other))) return TRUE; return FALSE; } .float muted; // to be used by prvm_edictset server playernumber muted 1 float Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol) // message "": do not say, just test flood control // return value: // 1 = accept // 0 = reject // -1 = fake accept { string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix; float flood, privatemsgprefixlen; var .float flood_field; entity head; float ret; if(Ban_MaybeEnforceBan(source)) return 0; if(!teamsay && !privatesay) if(substring(msgin, 0, 1) == " ") msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!) msgin = formatmessage(msgin); if(source.classname != "player") colorstr = "^0"; // black for spectators else if(teams_matter) colorstr = Team_ColorCode(source.team); else teamsay = FALSE; if(intermission_running) teamsay = FALSE; if(msgin != "") msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin); /* * using bprint solves this... me stupid // how can we prevent the message from appearing in a listen server? // for now, just give "say" back and only handle say_team if(!teamsay) { clientcommand(self, strcat("say ", msgin)); return; } */ if(autocvar_g_chat_teamcolors) namestr = playername(source); else namestr = source.netname; if(msgin != "") { if(privatesay) { msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7"); privatemsgprefixlen = strlen(msgstr); msgstr = strcat(msgstr, msgin); cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin); if(autocvar_g_chat_teamcolors) privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7"); else privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7"); } else if(teamsay) { msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin); cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin); } else { msgstr = strcat("\{1}", namestr, "^7: ", msgin); cmsgstr = ""; } msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint } else { msgstr = cmsgstr = ""; } fullmsgstr = msgstr; fullcmsgstr = cmsgstr; // FLOOD CONTROL flood = 0; if(floodcontrol) { float flood_spl; float flood_burst; float flood_lmax; float lines; if(privatesay) { flood_spl = autocvar_g_chat_flood_spl_tell; flood_burst = autocvar_g_chat_flood_burst_tell; flood_lmax = autocvar_g_chat_flood_lmax_tell; flood_field = floodcontrol_chattell; } else if(teamsay) { flood_spl = autocvar_g_chat_flood_spl_team; flood_burst = autocvar_g_chat_flood_burst_team; flood_lmax = autocvar_g_chat_flood_lmax_team; flood_field = floodcontrol_chatteam; } else { flood_spl = autocvar_g_chat_flood_spl; flood_burst = autocvar_g_chat_flood_burst; flood_lmax = autocvar_g_chat_flood_lmax; flood_field = floodcontrol_chat; } flood_burst = max(0, flood_burst - 1); // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four! // do flood control for the default line size if(msgstr != "") { getWrappedLine_remaining = msgstr; msgstr = ""; lines = 0; while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax)) { msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width ++lines; } msgstr = substring(msgstr, 1, strlen(msgstr) - 1); if(getWrappedLine_remaining != "") { msgstr = strcat(msgstr, "\n"); flood = 2; } if(time >= source.flood_field) { source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl; } else { flood = 1; msgstr = fullmsgstr; } } else { if(time >= source.flood_field) source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + flood_spl; else flood = 1; } if (timeoutStatus == 2) //when game is paused, no flood protection source.flood_field = flood = 0; } if(flood == 2) // cannot happen for empty msgstr { if(autocvar_g_chat_flood_notify_flooder) { sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n"); sourcecmsgstr = ""; } else { sourcemsgstr = fullmsgstr; sourcecmsgstr = fullcmsgstr; } cmsgstr = ""; } else { sourcemsgstr = msgstr; sourcecmsgstr = cmsgstr; } if(!privatesay) if(source.classname != "player") { if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !inWarmupStage)) teamsay = -1; // spectators } if(flood) print("NOTE: ", playername(source), "^7 is flooding.\n"); // build sourcemsgstr by cutting off a prefix and replacing it by the other one if(privatesay) sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1)); if(source.muted) { // always fake the message ret = -1; } else if(flood == 1) { if(autocvar_g_chat_flood_notify_flooder) { sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n")); ret = 0; } else ret = -1; } else { ret = 1; } if(sourcemsgstr != "" && ret != 0) { if(ret < 0) // fake { sprint(source, sourcemsgstr); if(sourcecmsgstr != "" && !privatesay) centerprint(source, sourcecmsgstr); } else if(privatesay) { sprint(source, sourcemsgstr); sprint(privatesay, msgstr); if(cmsgstr != "") centerprint(privatesay, cmsgstr); } else if(teamsay > 0) { sprint(source, sourcemsgstr); if(sourcecmsgstr != "") centerprint(source, sourcecmsgstr); FOR_EACH_REALPLAYER(head) if(head.team == source.team) if(head != source) { sprint(head, msgstr); if(cmsgstr != "") centerprint(head, cmsgstr); } } else if(teamsay < 0) { sprint(source, sourcemsgstr); FOR_EACH_REALCLIENT(head) if(head.classname != "player") if(head != source) sprint(head, msgstr); } else if(sourcemsgstr != msgstr) { sprint(source, sourcemsgstr); FOR_EACH_REALCLIENT(head) if(head != source) sprint(head, msgstr); } else bprint(msgstr); } return ret; } float GetVoiceMessageVoiceType(string type) { if(type == "taunt") return VOICETYPE_TAUNT; if(type == "teamshoot") return VOICETYPE_LASTATTACKER; return VOICETYPE_TEAMRADIO; } string allvoicesamples; .string GetVoiceMessageSampleField(string type) { GetPlayerSoundSampleField_notFound = 0; switch(type) { #define _VOICEMSG(m) case #m: return playersound_##m; ALLVOICEMSGS #undef _VOICEMSG } GetPlayerSoundSampleField_notFound = 1; return playersound_taunt; } .string GetPlayerSoundSampleField(string type) { GetPlayerSoundSampleField_notFound = 0; switch(type) { #define _VOICEMSG(m) case #m: return playersound_##m; ALLPLAYERSOUNDS #undef _VOICEMSG } GetPlayerSoundSampleField_notFound = 1; return playersound_taunt; } void PrecacheGlobalSound(string samplestring) { float n, i; tokenize_console(samplestring); n = stof(argv(1)); if(n > 0) { for(i = 1; i <= n; ++i) precache_sound(strcat(argv(0), ftos(i), ".wav")); } else { precache_sound(strcat(argv(0), ".wav")); } } void PrecachePlayerSounds(string f) { float fh; string s; fh = fopen(f, FILE_READ); if(fh < 0) return; while((s = fgets(fh))) { if(tokenize_console(s) != 3) { dprint("Invalid sound info line: ", s, "\n"); continue; } PrecacheGlobalSound(strcat(argv(1), " ", argv(2))); } fclose(fh); if not(allvoicesamples) { #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m); ALLVOICEMSGS #undef _VOICEMSG allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1)); } } void ClearPlayerSounds() { #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; } ALLPLAYERSOUNDS ALLVOICEMSGS #undef _VOICEMSG } float LoadPlayerSounds(string f, float first) { float fh; string s; var .string field; fh = fopen(f, FILE_READ); if(fh < 0) { dprint("Player sound file not found: ", f, "\n"); return 0; } while((s = fgets(fh))) { if(tokenize_console(s) != 3) continue; field = GetPlayerSoundSampleField(argv(0)); if(GetPlayerSoundSampleField_notFound) field = GetVoiceMessageSampleField(argv(0)); if(GetPlayerSoundSampleField_notFound) continue; if(self.field) strunzone(self.field); self.field = strzone(strcat(argv(1), " ", argv(2))); } fclose(fh); return 1; } .float modelindex_for_playersound; .float skinindex_for_playersound; void UpdatePlayerSounds() { if(self.modelindex == self.modelindex_for_playersound) if(self.skinindex == self.skinindex_for_playersound) return; self.modelindex_for_playersound = self.modelindex; self.skinindex_for_playersound = self.skinindex; ClearPlayerSounds(); LoadPlayerSounds("sound/player/default.sounds", 1); if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0)) LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0); } void FakeGlobalSound(string sample, float chan, float voicetype) { float n; float tauntrand; if(sample == "") return; tokenize_console(sample); n = stof(argv(1)); if(n > 0) sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization else sample = strcat(argv(0), ".wav"); // randomization switch(voicetype) { case VOICETYPE_LASTATTACKER_ONLY: break; case VOICETYPE_LASTATTACKER: if(self.pusher) { msg_entity = self; if(clienttype(msg_entity) == CLIENTTYPE_REAL) soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE); } break; case VOICETYPE_TEAMRADIO: msg_entity = self; if(msg_entity.cvar_cl_voice_directional == 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); break; case VOICETYPE_AUTOTAUNT: if(!sv_autotaunt) break; if(!sv_taunt) break; if(sv_gentle) break; tauntrand = random(); msg_entity = self; if (tauntrand < msg_entity.cvar_cl_autotaunt) { if (msg_entity.cvar_cl_voice_directional >= 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } break; case VOICETYPE_TAUNT: if(self.classname == "player") if(self.deadflag == DEAD_NO) setanim(self, self.anim_taunt, FALSE, TRUE, TRUE); if(!sv_taunt) break; if(sv_gentle) break; msg_entity = self; if (msg_entity.cvar_cl_voice_directional >= 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); break; case VOICETYPE_PLAYERSOUND: msg_entity = self; soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NORM); break; default: backtrace("Invalid voice type!"); break; } } void GlobalSound(string sample, float chan, float voicetype) { float n; float tauntrand; if(sample == "") return; tokenize_console(sample); n = stof(argv(1)); if(n > 0) sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization else sample = strcat(argv(0), ".wav"); // randomization switch(voicetype) { case VOICETYPE_LASTATTACKER_ONLY: if(self.pusher) { msg_entity = self.pusher; if(clienttype(msg_entity) == CLIENTTYPE_REAL) { if(msg_entity.cvar_cl_voice_directional == 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } } break; case VOICETYPE_LASTATTACKER: if(self.pusher) { msg_entity = self.pusher; if(clienttype(msg_entity) == CLIENTTYPE_REAL) { if(msg_entity.cvar_cl_voice_directional == 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } msg_entity = self; if(clienttype(msg_entity) == CLIENTTYPE_REAL) soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE); } break; case VOICETYPE_TEAMRADIO: FOR_EACH_REALCLIENT(msg_entity) if(!teams_matter || msg_entity.team == self.team) { if(msg_entity.cvar_cl_voice_directional == 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } break; case VOICETYPE_AUTOTAUNT: if(!sv_autotaunt) break; if(!sv_taunt) break; if(sv_gentle) break; tauntrand = random(); FOR_EACH_REALCLIENT(msg_entity) if (tauntrand < msg_entity.cvar_cl_autotaunt) { if (msg_entity.cvar_cl_voice_directional >= 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } break; case VOICETYPE_TAUNT: if(self.classname == "player") if(self.deadflag == DEAD_NO) setanim(self, self.anim_taunt, FALSE, TRUE, TRUE); if(!sv_taunt) break; if(sv_gentle) break; FOR_EACH_REALCLIENT(msg_entity) { if (msg_entity.cvar_cl_voice_directional >= 1) soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX)); else soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE); } break; case VOICETYPE_PLAYERSOUND: sound(self, chan, sample, VOL_BASE, ATTN_NORM); break; default: backtrace("Invalid voice type!"); break; } } void PlayerSound(.string samplefield, float chan, float voicetype) { GlobalSound(self.samplefield, chan, voicetype); } void VoiceMessage(string type, string msg) { var .string sample; float voicetype, ownteam; float flood; sample = GetVoiceMessageSampleField(type); if(GetPlayerSoundSampleField_notFound) { sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n")); return; } voicetype = GetVoiceMessageVoiceType(type); ownteam = (voicetype == VOICETYPE_TEAMRADIO); flood = Say(self, ownteam, world, msg, 1); if (flood > 0) GlobalSound(self.sample, CHAN_VOICE, voicetype); else if (flood < 0) FakeGlobalSound(self.sample, CHAN_VOICE, voicetype); } void MoveToTeam(entity client, float team_colour, float type, float show_message) { // show_message // 0 (00) automove centerprint, admin message // 1 (01) automove centerprint, no admin message // 2 (10) no centerprint, admin message // 3 (11) no centerprint, no admin message float lockteams_backup; lockteams_backup = lockteams; // backup any team lock lockteams = 0; // disable locked teams TeamchangeFrags(client); // move the players frags SetPlayerColors(client, team_colour - 1); // set the players colour Damage(client, client, client, 100000, ((show_message & 2) ? DEATH_QUIET : DEATH_AUTOTEAMCHANGE), client.origin, '0 0 0'); // kill the player lockteams = lockteams_backup; // restore the team lock LogTeamchange(client.playerid, client.team, type); if not(show_message & 1) // admin message sprint(client, strcat("\{1}\{13}^3", admin_name(), "^7: You have been moved to the ", Team_ColorNameLowerCase(team_colour), " team\n")); // send a chat message bprint(strcat(client.netname, " joined the ", ColoredTeamName(client.team), "\n")); }