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defer_ClientKill_Now_TeamChange
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1
2 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
3 // merged player_run and player_stand to player_anim
4 // added death animations to player_anim
5 // can now spawn thrown weapons from anywhere, not just from players
6 // thrown weapons now fade out after 20 seconds
7 // created PlayerGib function
8 // PlayerDie no longer uses hitloc or damage
9 // PlayerDie now supports dying animations as well as gibbing
10 // cleaned up PlayerDie a lot
11 // added CopyBody
12
13 .entity pusher;
14 .float pushltime;
15
16 void CopyBody(float keepvelocity)
17 {
18         local entity oldself;
19         if (self.effects & EF_NODRAW)
20                 return;
21         oldself = self;
22         self = spawn();
23         self.colormap = oldself.colormap;
24         self.iscreature = oldself.iscreature;
25         self.angles = oldself.angles;
26         self.avelocity = oldself.avelocity;
27         self.classname = "body";
28         self.damageforcescale = oldself.damageforcescale;
29         self.effects = oldself.effects;
30         self.event_damage = oldself.event_damage;
31         self.animstate_startframe = oldself.animstate_startframe;
32         self.animstate_numframes = oldself.animstate_numframes;
33         self.animstate_framerate = oldself.animstate_framerate;
34         self.animstate_starttime = oldself.animstate_starttime;
35         self.animstate_endtime = oldself.animstate_endtime;
36         self.animstate_override = oldself.animstate_override;
37         self.animstate_looping = oldself.animstate_looping;
38         self.frame = oldself.frame;
39         self.dead_frame = oldself.dead_frame;
40         self.pain_finished = oldself.pain_finished;
41         self.health = oldself.health;
42         self.armorvalue = oldself.armorvalue;
43         self.armortype = oldself.armortype;
44         self.model = oldself.model;
45         self.modelindex = oldself.modelindex;
46         self.movetype = oldself.movetype;
47         self.nextthink = oldself.nextthink;
48         self.skin = oldself.skin;
49         self.solid = oldself.solid;
50         self.takedamage = oldself.takedamage;
51         self.think = oldself.think;
52         self.gibrandom = oldself.gibrandom;
53         self.customizeentityforclient = oldself.customizeentityforclient;
54         if (keepvelocity == 1)
55                 self.velocity = oldself.velocity;
56         self.oldvelocity = self.velocity;
57         self.fade_time = oldself.fade_time;
58         self.fade_rate = oldself.fade_rate;
59         //self.weapon = oldself.weapon;
60         setorigin(self, oldself.origin);
61         setsize(self, oldself.mins, oldself.maxs);
62         self.oldorigin = oldself.origin;
63         self = oldself;
64 }
65
66 float animparseerror;
67 vector(float animfile) animparseline =
68 {
69         local string line;
70         local float c;
71         local vector anim;
72         if (animfile < 0)
73                 return '0 1 2';
74         line = fgets(animfile);
75         c = tokenize(line);
76         if (c != 3)
77         {
78                 animparseerror = TRUE;
79                 return '0 1 2';
80         }
81         anim_x = stof(argv(0));
82         anim_y = stof(argv(1));
83         anim_z = stof(argv(2));
84         // don't allow completely bogus values
85         if (anim_x < 0 || anim_y < 1 || anim_z < 0.001)
86                 anim = '0 1 2';
87         return anim;
88 };
89
90 void() player_setupanimsformodel =
91 {
92         local string animfilename;
93         local float animfile;
94         // defaults for legacy .zym models without animinfo files
95         self.anim_die1 = '0 1 0.5'; // 2 seconds
96         self.anim_die2 = '1 1 0.5'; // 2 seconds
97         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
98         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
99         self.anim_duckwalk = '4 1 1';
100         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
101         self.anim_duckidle = '6 1 1';
102         self.anim_idle = '7 1 1';
103         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
104         self.anim_pain1 = '9 1 2'; // 0.5 seconds
105         self.anim_pain2 = '10 1 2'; // 0.5 seconds
106         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
107         self.anim_taunt = '12 1 1'; // FIXME?  there is no code using this anim
108         self.anim_run = '13 1 1';
109         self.anim_runbackwards = '14 1 1';
110         self.anim_strafeleft = '15 1 1';
111         self.anim_straferight = '16 1 1';
112         self.anim_dead1 = '17 1 1';
113         self.anim_dead2 = '18 1 1';
114         self.anim_forwardright = '19 1 1';
115         self.anim_forwardleft = '20 1 1';
116         self.anim_backright = '21 1 1';
117         self.anim_backleft  = '22 1 1';
118         animparseerror = FALSE;
119         animfilename = strcat(self.model, ".animinfo");
120         animfile = fopen(animfilename, FILE_READ);
121         if (animfile >= 0)
122         {
123                 self.anim_die1         = animparseline(animfile);
124                 self.anim_die2         = animparseline(animfile);
125                 self.anim_draw         = animparseline(animfile);
126                 self.anim_duck         = animparseline(animfile);
127                 self.anim_duckwalk     = animparseline(animfile);
128                 self.anim_duckjump     = animparseline(animfile);
129                 self.anim_duckidle     = animparseline(animfile);
130                 self.anim_idle         = animparseline(animfile);
131                 self.anim_jump         = animparseline(animfile);
132                 self.anim_pain1        = animparseline(animfile);
133                 self.anim_pain2        = animparseline(animfile);
134                 self.anim_shoot        = animparseline(animfile);
135                 self.anim_taunt        = animparseline(animfile);
136                 self.anim_run          = animparseline(animfile);
137                 self.anim_runbackwards = animparseline(animfile);
138                 self.anim_strafeleft   = animparseline(animfile);
139                 self.anim_straferight  = animparseline(animfile);
140                 self.anim_forwardright = animparseline(animfile);
141                 self.anim_forwardleft  = animparseline(animfile);
142                 self.anim_backright    = animparseline(animfile);
143                 self.anim_backleft     = animparseline(animfile);
144                 fclose(animfile);
145
146                 // derived anims
147                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
148                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
149
150                 if (animparseerror)
151                         print("Parse error in ", animfilename, ", some player animations are broken\n");
152         }
153         else
154                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
155         // reset animstate now
156         player_setanim(self.anim_idle, TRUE, FALSE, TRUE);
157 };
158
159 void(vector anim, float looping, float override, float restart) player_setanim =
160 {
161         if (!restart)
162         if (anim_x == self.animstate_startframe)
163         if (anim_y == self.animstate_numframes)
164         if (anim_z == self.animstate_framerate)
165                 return;
166         self.animstate_startframe = anim_x;
167         self.animstate_numframes = anim_y;
168         self.animstate_framerate = anim_z;
169         self.animstate_starttime = time;
170         self.animstate_endtime = time + self.animstate_numframes / self.animstate_framerate;
171         self.animstate_looping = looping;
172         self.animstate_override = override;
173         self.frame = self.animstate_startframe;
174 };
175
176 void() player_updateframe =
177 {
178         if (time >= self.animstate_endtime)
179         {
180                 if (self.animstate_looping)
181                 {
182                         self.animstate_starttime = self.animstate_endtime;
183                         self.animstate_endtime = self.animstate_endtime + self.animstate_numframes / self.animstate_framerate;
184                 }
185                 self.animstate_override = FALSE;
186         }
187         self.frame = self.animstate_startframe + bound(0, (time - self.animstate_starttime) * self.animstate_framerate, self.animstate_numframes - 1);
188 };
189
190 void player_anim (void)
191 {
192         player_updateframe();
193
194         if (self.deadflag != DEAD_NO)
195         {
196                 if (time > self.animstate_endtime)
197                 {
198                         if (self.maxs_z > 5)
199                         {
200                                 self.maxs_z = 5;
201                                 setsize(self, self.mins, self.maxs);
202                         }
203                         self.frame = self.dead_frame;
204                 }
205                 return;
206         }
207
208         if (!self.animstate_override)
209         {
210                 if (!(self.flags & FL_ONGROUND))
211                 {
212                         if (self.crouch)
213                                 player_setanim(self.anim_duckjump, FALSE, TRUE, FALSE);
214                         else
215                                 player_setanim(self.anim_jump, FALSE, TRUE, FALSE);
216                 }
217                 else if (self.crouch)
218                 {
219                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
220                                 player_setanim(self.anim_duckwalk, TRUE, FALSE, FALSE);
221                         else
222                                 player_setanim(self.anim_duckidle, TRUE, FALSE, FALSE);
223                 }
224                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
225                 {
226                         if (self.movement_x > 0 && self.movement_y == 0)
227                                 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
228                         else if (self.movement_x < 0 && self.movement_y == 0)
229                                 player_setanim(self.anim_runbackwards, TRUE, FALSE, FALSE);
230                         else if (self.movement_x == 0 && self.movement_y > 0)
231                                 player_setanim(self.anim_straferight, TRUE, FALSE, FALSE);
232                         else if (self.movement_x == 0 && self.movement_y < 0)
233                                 player_setanim(self.anim_strafeleft, TRUE, FALSE, FALSE);
234                         else if (self.movement_x > 0 && self.movement_y > 0)
235                                 player_setanim(self.anim_forwardright, TRUE, FALSE, FALSE);
236                         else if (self.movement_x > 0 && self.movement_y < 0)
237                                 player_setanim(self.anim_forwardleft, TRUE, FALSE, FALSE);
238                         else if (self.movement_x < 0 && self.movement_y > 0)
239                                 player_setanim(self.anim_backright, TRUE, FALSE, FALSE);
240                         else if (self.movement_x < 0 && self.movement_y < 0)
241                                 player_setanim(self.anim_backleft, TRUE, FALSE, FALSE);
242                         else
243                                 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
244                 }
245                 else
246                         player_setanim(self.anim_idle, TRUE, FALSE, FALSE);
247         }
248 }
249 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
250
251 void SpawnThrownWeapon (vector org, float w)
252 {
253         if (!cvar("g_pickup_items"))
254         if (!g_minstagib)
255                 return;
256         if (!w)
257                 return;
258         if (w == IT_LASER)
259                 return;
260
261         W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
262 }
263
264 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
265 {
266         local float take, save;
267         pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
268         // damage resistance (ignore most of the damage from a bullet or similar)
269         damage = max(damage - 5, 1);
270
271         save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
272         take = bound(0, damage - save, damage);
273
274         if (save > 10)
275                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
276         else if (take > 30)
277                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
278         else if (take > 10)
279                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
280
281         if (take > 50)
282                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
283         if (take > 100)
284                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
285
286         if (!(self.flags & FL_GODMODE))
287         {
288                 self.armorvalue = self.armorvalue - save;
289                 self.health = self.health - take;
290                 // pause regeneration for 5 seconds
291                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
292         }
293         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
294         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
295         self.dmg_inflictor = inflictor;
296
297         if (self.health <= -50)
298         {
299                 // don't use any animations as a gib
300                 self.frame = 0;
301                 self.dead_frame = 0;
302                 // view just above the floor
303                 self.view_ofs = '0 0 4';
304
305                 // make a juicy mess
306                 local float multiplier;
307                 multiplier = 1;
308                 if (cvar("ekg"))
309                         multiplier = 5;
310                 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 1200 * multiplier, 1000);
311
312                 // make a meaty mess
313                 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
314                 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
315
316                 local float c;
317                 c = 0;
318                 while (c < multiplier)
319                 {
320                         c = c + 1;
321                         TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
322                         //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
323                         TossGib (world, "models/gibs/gib1.mdl", self.origin, self.velocity,0);
324                         //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
325                         TossGib (world, "models/gibs/gib2.mdl", self.origin, self.velocity,0);
326                         //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
327                         TossGib (world, "models/gibs/gib3.mdl", self.origin, self.velocity,0);
328
329                         // these destory on impact
330                         TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
331                         //TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
332                         TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
333                         TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
334                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
335                         TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
336                 }
337
338                 sound (self, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
339         }
340 }
341
342 void ClientKill_Now_TeamChange();
343
344 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
345 {
346         local float take, save, waves, sdelay;
347
348         damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0);
349
350         pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
351         if (self.pain_finished < time)          //Don't switch pain sequences like crazy
352         {
353                 if (random() > 0.5)
354                         player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
355                 else
356                         player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
357                 self.pain_finished = time + 0.5;        //Supajoe
358
359                 // throw off bot aim temporarily
360                 local float shake;
361                 shake = damage * 5 / (bound(0,skill,100) + 1);
362                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
363                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
364         }
365
366         if(g_arena)
367         if(numspawned < 2)
368                 return;
369
370         if (!g_minstagib)
371         {
372                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
373                 take = bound(0, damage - save, damage);
374         }
375         else
376         {
377                 save = 0;
378                 take = damage;
379         }
380
381         if (save > 10)
382                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
383         else if (take > 30)
384                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
385         else if (take > 10)
386                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
387
388         if (take > 50)
389                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
390         if (take > 100)
391                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
392
393         if (time > self.spawnshieldtime)
394         {
395                 if (!(self.flags & FL_GODMODE))
396                 {
397                         self.armorvalue = self.armorvalue - save;
398                         self.health = self.health - take;
399                         // pause regeneration for 5 seconds
400                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
401                 }
402                 else
403                         self.max_armorvalue += (save + take);
404         }
405         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
406         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
407         self.dmg_inflictor = inflictor;
408
409         if(attacker == self)
410         {
411                 // don't reset pushltime for self damage as it may be an attempt to
412                 // escape a lava pit or similar
413                 //self.pushltime = 0;
414         }
415         else if(attacker.classname == "player" || attacker.classname == "gib")
416         {
417                 self.pusher = attacker;
418                 self.pushltime = time + cvar("g_maxpushtime");
419         }
420         else if(time < self.pushltime)
421         {
422                 attacker = self.pusher;
423                 self.pushltime = max(self.pushltime, time + 0.6);
424         }
425         else
426                 self.pushltime = 0;
427
428         if (self.health < 1)
429         {
430                 float defer_ClientKill_Now_TeamChange;
431                 defer_ClientKill_Now_TeamChange = FALSE;
432
433                 self.deaths += 1;
434
435                 // get rid of kill indicator
436                 if(self.killindicator)
437                 {
438                         remove(self.killindicator);
439                         self.killindicator = world;
440                         if(self.killindicator_teamchange)
441                                 defer_ClientKill_Now_TeamChange = TRUE;
442                 }
443
444                 // become fully visible
445                 self.alpha = 1;
446                 // clear selected player display
447                 ClearSelectedPlayer();
448                 // throw a weapon
449                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
450                 // print an obituary message
451                 Obituary (attacker, self, deathtype);
452                 DropAllRunes(self);
453                 if(self == attacker)
454                         kh_Key_DropAll(self, TRUE);
455                 else if(attacker.classname == "player" || attacker.classname == "gib")
456                         kh_Key_DropAll(self, FALSE);
457                 else
458                         kh_Key_DropAll(self, TRUE);
459                 if(self.flagcarried)
460                         DropFlag(self.flagcarried);
461                 // clear waypoints
462                 WaypointSprite_PlayerDead();
463                 // make the corpse upright (not tilted)
464                 self.angles_x = 0;
465                 self.angles_z = 0;
466                 // don't spin
467                 self.avelocity = '0 0 0';
468                 // view from the floor
469                 self.view_ofs = '0 0 -8';
470                 // toss the corpse
471                 self.movetype = MOVETYPE_TOSS;
472                 // shootable corpse
473                 self.solid = SOLID_CORPSE;
474                 // don't stick to the floor
475                 self.flags = self.flags - (self.flags & FL_ONGROUND);
476                 // dying animation
477                 self.deadflag = DEAD_DYING;
478                 // when to allow respawn
479                 sdelay = 0;
480                 waves = 0;
481                 if(cvar("g_respawn_mapsettings"))
482                 {
483                         sdelay = cvar("g_respawn_mapsettings_delay");
484                         waves = cvar("g_respawn_mapsettings_waves");
485                 }
486                 if(!sdelay)
487                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
488                 if(!sdelay)
489                         sdelay = cvar("g_respawn_delay");
490                 if(!waves)
491                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
492                 if(!waves)
493                         waves = cvar("g_respawn_waves");
494                 if(waves)
495                         self.death_time = ceil((time + sdelay) / waves) * waves;
496                 else
497                         self.death_time = time + sdelay;
498                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
499                         self.respawn_countdown = 10; // first number to count down from is 10
500                 else
501                         self.respawn_countdown = -1; // do not count down
502                 if (random() < 0.5)
503                 {
504                         player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
505                         self.dead_frame = self.anim_dead1_x;
506                 }
507                 else
508                 {
509                         player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
510                         self.dead_frame = self.anim_dead2_x;
511                 }
512                 // set damage function to corpse damage
513                 self.event_damage = PlayerCorpseDamage;
514                 // call the corpse damage function just in case it wants to gib
515                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
516                 // set up to fade out later
517                 SUB_SetFade (self, time + 12 + random () * 4, 1);
518
519                 // remove laserdot
520                 if(self.weaponentity)
521                         if(self.weaponentity.lasertarget)
522                                 remove(self.weaponentity.lasertarget);
523
524                 if(clienttype(self) == CLIENTTYPE_REAL)
525                 {
526                         self.fixangle = TRUE;
527                         //msg_entity = self;
528                         //WriteByte (MSG_ONE, SVC_SETANGLE);
529                         //WriteAngle (MSG_ONE, self.v_angle_x);
530                         //WriteAngle (MSG_ONE, self.v_angle_y);
531                         //WriteAngle (MSG_ONE, 80);
532                 }
533
534                 if(g_arena)
535                         Spawnqueue_Unmark(self);
536
537                 if(defer_ClientKill_Now_TeamChange)
538                         ClientKill_Now_TeamChange();
539         }
540 }
541
542 float UpdateSelectedPlayer_countvalue(float v)
543 {
544         return max(0, (v - 1.0) / 0.5);
545 }
546
547 // returns: -2 if no hit, otherwise cos of the angle
548 // uses the global v_angle
549 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
550 {
551         vector so, d;
552         float c;
553
554         if(p == self)
555                 return -2;
556
557         if(p.deadflag)
558                 return -2;
559
560         so = self.origin + self.view_ofs;
561         d = p.origin - so;
562
563         // misaimed?
564         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
565                 return -2;
566
567         // now find the cos of the angle...
568         c = normalize(d) * v_forward;
569
570         if(c <= mincosangle)
571                 return -2;
572
573         traceline(so, p.origin, MOVE_NOMONSTERS, self);
574         if(trace_fraction < 1)
575                 return -2;
576
577         return c;
578 }
579
580 void ClearSelectedPlayer()
581 {
582         if(self.selected_player)
583         {
584                 centerprint_expire(self, CENTERPRIO_POINT);
585                 self.selected_player = world;
586                 self.selected_player_display_needs_update = FALSE;
587         }
588 }
589
590 void UpdateSelectedPlayer()
591 {
592         entity selected;
593         float selected_score;
594         selected = world;
595         selected_score = 0.95; // 18 degrees
596
597         if(!cvar("sv_allow_shownames"))
598                 return;
599
600         if(clienttype(self) != CLIENTTYPE_REAL)
601                 return;
602
603         if(self.cvar_cl_shownames == 0)
604                 return;
605
606         if(self.cvar_cl_shownames == 1 && !teams_matter)
607                 return;
608
609         makevectors(self.v_angle); // sets v_forward
610
611         // 1. cursor trace is always right
612         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
613         {
614                 selected = self.cursor_trace_ent;
615         }
616         else
617         {
618                 // 2. if we don't have a cursor trace, find the player which is least
619                 //    mis-aimed at
620                 entity p;
621                 FOR_EACH_PLAYER(p)
622                 {
623                         float c;
624                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
625                         if(c >= -1)
626                         {
627                                 selected = p;
628                                 selected_score = c;
629                         }
630                 }
631         }
632
633         if(selected)
634         {
635                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
636         }
637         else
638         {
639                 if(time < self.selected_player_display_timeout)
640                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
641                                 selected = self.selected_player;
642         }
643
644         if(selected)
645         {
646                 if(selected == self.selected_player)
647                 {
648                         float save;
649                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
650                         self.selected_player_count = self.selected_player_count + frametime;
651                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
652                         {
653                                 string namestr, healthstr;
654                                 namestr = playername(selected);
655                                 if(teams_matter)
656                                 {
657                                         healthstr = ftos(floor(selected.health));
658                                         if(self.team == selected.team)
659                                         {
660                                                 namestr = strcat(namestr, " (", healthstr, "%)");
661                                                 self.selected_player_display_needs_update = TRUE;
662                                         }
663                                 }
664                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
665                         }
666                 }
667                 else
668                 {
669                         ClearSelectedPlayer();
670                         self.selected_player = selected;
671                         self.selected_player_time = time;
672                         self.selected_player_count = 0;
673                         self.selected_player_display_needs_update = FALSE;
674                 }
675         }
676         else
677         {
678                 ClearSelectedPlayer();
679         }
680
681         if(self.selected_player)
682                 self.last_selected_player = self.selected_player;
683 }
684
685 .string playersound_attack;
686 .string playersound_attackinfive;
687 .string playersound_coverme;
688 .string playersound_defend;
689 .string playersound_freelance;
690 .string playersound_incoming;
691 .string playersound_meet;
692 .string playersound_needhelp;
693 .string playersound_seenflag;
694 .string playersound_taunt;
695 .string playersound_teamshoot;
696 .float modelindex_for_playersound;
697
698 float GetVoiceMessageTeamsayType(string type)
699 {
700         if(type == "taunt")
701                 return 0;
702         if(type == "teamshoot")
703                 return 2;
704         return 1;
705 }
706
707 string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot";
708 float GetPlayerSoundSampleField_notFound;
709 .string GetVoiceMessageSampleField(string type)
710 {
711         GetPlayerSoundSampleField_notFound = 0;
712         switch(type)
713         {
714                 case "attack":       return playersound_attack;
715                 case "attackinfive": return playersound_attackinfive;
716                 case "coverme":      return playersound_coverme;
717                 case "defend":       return playersound_defend;
718                 case "freelance":    return playersound_freelance;
719                 case "incoming":     return playersound_incoming;
720                 case "meet":         return playersound_meet;
721                 case "needhelp":     return playersound_needhelp;
722                 case "seenflag":     return playersound_seenflag;
723                 case "taunt":        return playersound_taunt;
724                 case "teamshoot":    return playersound_teamshoot;
725         }
726         GetPlayerSoundSampleField_notFound = 1;
727         return playersound_taunt;
728 }
729
730 .string GetPlayerSoundSampleField(string type)
731 {
732         GetPlayerSoundSampleField_notFound = 0;
733         switch(type)
734         {
735                 case "attack":       return playersound_attack;
736                 default:             return GetVoiceMessageSampleField(type);
737         }
738 }
739
740 void PrecachePlayerSounds(string f)
741 {
742         float fh;
743         float i, n;
744         string s;
745         fh = fopen(f, FILE_READ);
746         if(fh < 0)
747                 return;
748         while((s = fgets(fh)))
749         {
750                 if(tokenize(s) != 3)
751                 {
752                         dprint("Invalid sound info line: ", s, "\n");
753                         continue;
754                 }
755                 n = stof(argv(2));
756                 for(i = 1; i <= n; ++i)
757                         precache_sound(strcat(argv(1), ftos(i), ".wav"));
758         }
759         fclose(fh);
760 }
761
762 void LoadPlayerSounds(string f)
763 {
764         float fh;
765         string s;
766         var .string field;
767         fh = fopen(f, FILE_READ);
768         if(fh < 0)
769                 return;
770         while((s = fgets(fh)))
771         {
772                 if(tokenize(s) != 3)
773                         continue;
774                 field = GetPlayerSoundSampleField(argv(0));
775                 if(GetPlayerSoundSampleField_notFound)
776                         continue;
777                 if(self.field)
778                         strunzone(self.field);
779                 self.field = strzone(strcat(argv(1), " ", argv(2)));
780         }
781         fclose(fh);
782 }
783
784 void UpdatePlayerSounds()
785 {
786         if(self.modelindex == self.modelindex_for_playersound)
787                 return;
788         self.modelindex_for_playersound = self.modelindex;
789         LoadPlayerSounds("sound/player/default.sounds");
790         LoadPlayerSounds(strcat(self.model, ".sounds"));
791 }
792
793 float precache_sound_index (string s) = #19;
794 void soundto(entity e, entity sounddest, float chan, string samp, float vol, float atten)
795 {
796         vector o;
797         if(clienttype(sounddest) != CLIENTTYPE_REAL)
798                 return;
799         o = e.origin + 0.5 * (e.mins + e.maxs);
800         msg_entity = sounddest;
801         WriteByte(MSG_ONE, 6);
802         WriteByte(MSG_ONE, 27); // all bits except SND_LOOPING
803         WriteByte(MSG_ONE, vol * 255);
804         WriteByte(MSG_ONE, atten * 64);
805         WriteEntity(MSG_ONE, e);
806         WriteByte(MSG_ONE, chan);
807         WriteShort(MSG_ONE, precache_sound_index(samp));
808         WriteCoord(MSG_ONE, o_x);
809         WriteCoord(MSG_ONE, o_y);
810         WriteCoord(MSG_ONE, o_z);
811 }
812
813 void VoiceMessage(string type)
814 {
815         // TODO precache voice messages?
816         var string sample;
817         var float teamsay;
818         sample = self.(GetPlayerSoundSampleField(type));
819
820         if(GetPlayerSoundSampleField_notFound)
821         {
822                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
823                 return;
824         }
825
826         if(!sample)
827                 return;
828
829         teamsay = GetVoiceMessageTeamsayType(type);
830
831         tokenize(sample);
832         sample = strcat(argv(0), ftos(ceil(random() * stof(argv(1)))), ".wav"); // randomization
833
834         if(teamsay == 2)
835         {
836                 if(teams_matter)
837                         if(self.pusher)
838                                 if(self.pusher.team == self.team)
839                                 {
840                                         soundto(self, self.pusher, CHAN_VOICE, sample, 1, ATTN_NONE);
841                                         soundto(self, self, CHAN_VOICE, sample, 1, ATTN_NONE);
842                                 }
843         }
844         else if(teamsay == 0 || !teams_matter)
845         {
846                 // broadcast the sound, but it's directional
847                 sound(self, CHAN_VOICE, sample, 1, ATTN_NORM);
848         }
849         else if(teamsay == 1)
850         {
851                 entity e;
852                 FOR_EACH_REALCLIENT(e)
853                         if(e.team == self.team)
854                                 soundto(self, e, CHAN_VOICE, sample, 1, ATTN_NONE);
855         }
856 }