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
16 void CopyBody(float keepvelocity)
19 if (self.effects & EF_NODRAW)
24 self.lip = oldself.lip;
25 self.colormap = oldself.colormap;
26 self.iscreature = oldself.iscreature;
27 self.angles = oldself.angles;
28 self.avelocity = oldself.avelocity;
29 self.classname = "body";
30 self.damageforcescale = oldself.damageforcescale;
31 self.effects = oldself.effects;
32 self.event_damage = oldself.event_damage;
33 self.animstate_startframe = oldself.animstate_startframe;
34 self.animstate_numframes = oldself.animstate_numframes;
35 self.animstate_framerate = oldself.animstate_framerate;
36 self.animstate_starttime = oldself.animstate_starttime;
37 self.animstate_endtime = oldself.animstate_endtime;
38 self.animstate_override = oldself.animstate_override;
39 self.animstate_looping = oldself.animstate_looping;
40 self.frame = oldself.frame;
41 self.dead_frame = oldself.dead_frame;
42 self.pain_finished = oldself.pain_finished;
43 self.health = oldself.health;
44 self.armorvalue = oldself.armorvalue;
45 self.armortype = oldself.armortype;
46 self.model = oldself.model;
47 self.modelindex = oldself.modelindex;
48 self.modelindex_lod0 = oldself.modelindex_lod0;
49 self.modelindex_lod0_from_nexuiz = oldself.modelindex_lod0_from_nexuiz;
50 self.modelindex_lod1 = oldself.modelindex_lod1;
51 self.modelindex_lod2 = oldself.modelindex_lod2;
52 self.skinindex = oldself.skinindex;
53 self.species = oldself.species;
54 self.movetype = oldself.movetype;
55 self.nextthink = oldself.nextthink;
56 self.solid = oldself.solid;
57 self.takedamage = oldself.takedamage;
58 self.think = oldself.think;
59 self.customizeentityforclient = oldself.customizeentityforclient;
60 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
61 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
62 if (keepvelocity == 1)
63 self.velocity = oldself.velocity;
64 self.oldvelocity = self.velocity;
65 self.fade_time = oldself.fade_time;
66 self.fade_rate = oldself.fade_rate;
67 //self.weapon = oldself.weapon;
68 setorigin(self, oldself.origin);
69 setsize(self, oldself.mins, oldself.maxs);
70 self.prevorigin = oldself.origin;
71 self.reset = SUB_Remove;
73 Drag_MoveDrag(oldself, self);
78 float player_getspecies()
80 local float glob, i, j, fh, len, s, sk;
85 glob = search_begin("models/player/*.txt", TRUE, TRUE);
88 for(j = 0; j <= 1; ++j)
90 for(i = 0; i < search_getsize(glob); ++i)
92 fn = search_getfilename(glob, i);
93 fh = fopen(fn, FILE_READ);
98 if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test
99 if(fgets(fh) == self.model)
102 len = tokenize_console(l);
105 if (argv(0) != "species")
109 case "human": s = SPECIES_HUMAN; break;
110 case "alien": s = SPECIES_ALIEN; break;
111 case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
112 case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
113 case "robot_solid": s = SPECIES_ROBOT_SOLID; break;
114 case "animal": s = SPECIES_ANIMAL; break;
115 case "reserved": s = SPECIES_RESERVED; break;
132 void player_setupanimsformodel()
134 local string animfilename;
135 local float animfile;
136 // defaults for legacy .zym models without animinfo files
137 self.anim_die1 = '0 1 0.5'; // 2 seconds
138 self.anim_die2 = '1 1 0.5'; // 2 seconds
139 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
140 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
141 self.anim_duckwalk = '4 1 1';
142 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
143 self.anim_duckidle = '6 1 1';
144 self.anim_idle = '7 1 1';
145 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
146 self.anim_pain1 = '9 1 2'; // 0.5 seconds
147 self.anim_pain2 = '10 1 2'; // 0.5 seconds
148 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
149 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
150 self.anim_run = '13 1 1';
151 self.anim_runbackwards = '14 1 1';
152 self.anim_strafeleft = '15 1 1';
153 self.anim_straferight = '16 1 1';
154 self.anim_dead1 = '17 1 1';
155 self.anim_dead2 = '18 1 1';
156 self.anim_forwardright = '19 1 1';
157 self.anim_forwardleft = '20 1 1';
158 self.anim_backright = '21 1 1';
159 self.anim_backleft = '22 1 1';
160 animparseerror = FALSE;
161 animfilename = strcat(self.model, ".animinfo");
162 animfile = fopen(animfilename, FILE_READ);
165 self.anim_die1 = animparseline(animfile);
166 self.anim_die2 = animparseline(animfile);
167 self.anim_draw = animparseline(animfile);
168 self.anim_duck = animparseline(animfile);
169 self.anim_duckwalk = animparseline(animfile);
170 self.anim_duckjump = animparseline(animfile);
171 self.anim_duckidle = animparseline(animfile);
172 self.anim_idle = animparseline(animfile);
173 self.anim_jump = animparseline(animfile);
174 self.anim_pain1 = animparseline(animfile);
175 self.anim_pain2 = animparseline(animfile);
176 self.anim_shoot = animparseline(animfile);
177 self.anim_taunt = animparseline(animfile);
178 self.anim_run = animparseline(animfile);
179 self.anim_runbackwards = animparseline(animfile);
180 self.anim_strafeleft = animparseline(animfile);
181 self.anim_straferight = animparseline(animfile);
182 self.anim_forwardright = animparseline(animfile);
183 self.anim_forwardleft = animparseline(animfile);
184 self.anim_backright = animparseline(animfile);
185 self.anim_backleft = animparseline(animfile);
189 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
190 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
193 print("Parse error in ", animfilename, ", some player animations are broken\n");
196 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
197 // reset animstate now
198 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
201 void player_anim (void)
204 if (self.weaponentity)
205 updateanim(self.weaponentity);
207 if (self.deadflag != DEAD_NO)
209 if (time > self.animstate_endtime)
214 setsize(self, self.mins, self.maxs);
216 self.frame = self.dead_frame;
221 if (!self.animstate_override)
223 if (!(self.flags & FL_ONGROUND))
226 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
228 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
229 self.restart_jump = FALSE;
231 else if (self.crouch)
233 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
234 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
236 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
238 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
240 if (self.movement_x > 0 && self.movement_y == 0)
241 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
242 else if (self.movement_x < 0 && self.movement_y == 0)
243 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
244 else if (self.movement_x == 0 && self.movement_y > 0)
245 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
246 else if (self.movement_x == 0 && self.movement_y < 0)
247 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
248 else if (self.movement_x > 0 && self.movement_y > 0)
249 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
250 else if (self.movement_x > 0 && self.movement_y < 0)
251 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
252 else if (self.movement_x < 0 && self.movement_y > 0)
253 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
254 else if (self.movement_x < 0 && self.movement_y < 0)
255 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
257 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
260 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
263 if (self.weaponentity)
264 if (!self.weaponentity.animstate_override)
265 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
268 void SpawnThrownWeapon (vector org, float w)
271 if(self.ammo_cells <= 0)
277 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
279 if(self.weapons & W_WeaponBit(j))
280 if(W_IsWeaponThrowable(j))
281 W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
285 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
288 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
290 local float take, save;
292 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
294 // damage resistance (ignore most of the damage from a bullet or similar)
295 damage = max(damage - 5, 1);
297 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
301 if(sound_allowed(MSG_BROADCAST, attacker))
304 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
306 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
308 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
312 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
314 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
316 if (!(self.flags & FL_GODMODE))
318 self.armorvalue = self.armorvalue - save;
319 self.health = self.health - take;
320 // pause regeneration for 5 seconds
321 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
323 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
324 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
325 self.dmg_inflictor = inflictor;
327 if (self.health <= -75 && self.modelindex != 0)
329 // don't use any animations as a gib
332 // view just above the floor
333 self.view_ofs = '0 0 4';
335 Violence_GibSplash(self, 1, 1, attacker);
336 self.modelindex = 0; // restore later
337 self.solid = SOLID_NOT; // restore later
341 void ClientKill_Now_TeamChange();
343 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
345 local float take, save, waves, sdelay;
348 if(!DEATH_ISSPECIAL(deathtype))
350 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
352 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
355 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
357 // tuba causes blood to come out of the ears
362 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
364 makevectors(self.angles);
365 ear1 += v_right * -10;
366 ear2 += v_right * +10;
367 d = inflictor.origin - self.origin;
368 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
369 force = v_right * vlen(force);
370 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
371 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
380 // force is already good
384 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
392 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
402 if(sound_allowed(MSG_BROADCAST, attacker))
405 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
407 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
409 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
413 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
415 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
417 if (time > self.spawnshieldtime)
419 if (!(self.flags & FL_GODMODE))
421 self.armorvalue = self.armorvalue - save;
422 self.health = self.health - take;
423 // pause regeneration for 5 seconds
424 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
426 if (time > self.pain_finished) //Don't switch pain sequences like crazy
428 self.pain_finished = time + 0.5; //Supajoe
431 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
434 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
436 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
439 if(sound_allowed(MSG_BROADCAST, attacker))
440 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
441 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
443 if(self.health > 75) // TODO make a "gentle" version?
444 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
445 else if(self.health > 50)
446 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
447 else if(self.health > 25)
448 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
449 else if(self.health > 1)
450 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
454 // throw off bot aim temporarily
456 shake = damage * 5 / (bound(0,skill,100) + 1);
457 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
458 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
462 self.max_armorvalue += (save + take);
464 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
465 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
466 self.dmg_inflictor = inflictor;
470 // don't reset pushltime for self damage as it may be an attempt to
471 // escape a lava pit or similar
472 //self.pushltime = 0;
474 else if(attacker.classname == "player" || attacker.classname == "gib")
476 self.pusher = attacker;
477 self.pushltime = time + cvar("g_maxpushtime");
479 else if(time < self.pushltime)
481 attacker = self.pusher;
482 self.pushltime = max(self.pushltime, time + 0.6);
489 float defer_ClientKill_Now_TeamChange;
490 defer_ClientKill_Now_TeamChange = FALSE;
492 if(sv_gentle < 1) // TODO make a "gentle" version?
493 if(sound_allowed(MSG_BROADCAST, attacker))
495 if(deathtype == DEATH_DROWN)
496 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
498 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
501 // get rid of kill indicator
502 if(self.killindicator)
504 remove(self.killindicator);
505 self.killindicator = world;
506 if(self.killindicator_teamchange)
507 defer_ClientKill_Now_TeamChange = TRUE;
509 if(self.classname == "body")
510 if(deathtype == DEATH_KILL)
512 // for the lemmings fans, a small harmless explosion
513 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
517 // become fully visible
519 // clear selected player display
520 ClearSelectedPlayer();
522 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
523 // print an obituary message
524 Obituary (attacker, inflictor, self, deathtype);
528 kh_Key_DropAll(self, TRUE);
529 else if(attacker.classname == "player" || attacker.classname == "gib")
530 kh_Key_DropAll(self, FALSE);
532 kh_Key_DropAll(self, TRUE);
535 if(attacker.classname != "player" && attacker.classname != "gib")
536 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
537 else if(attacker.team == self.team)
538 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
540 DropFlag(self.flagcarried, world, attacker);
543 DropBall(self.ballcarried, self.origin, self.velocity);
544 Portal_ClearAllLater(self);
546 WaypointSprite_PlayerDead();
547 // make the corpse upright (not tilted)
551 self.avelocity = '0 0 0';
552 // view from the floor
553 self.view_ofs = '0 0 -8';
555 self.movetype = MOVETYPE_TOSS;
557 self.solid = SOLID_CORPSE;
558 // don't stick to the floor
559 self.flags &~= FL_ONGROUND;
561 self.deadflag = DEAD_DYING;
562 // when to allow respawn
565 if(cvar("g_respawn_mapsettings"))
567 sdelay = cvar("g_respawn_mapsettings_delay");
568 waves = cvar("g_respawn_mapsettings_waves");
571 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
573 sdelay = cvar("g_respawn_delay");
575 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
577 waves = cvar("g_respawn_waves");
579 self.death_time = ceil((time + sdelay) / waves) * waves;
581 self.death_time = time + sdelay;
582 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
583 self.respawn_countdown = 10; // first number to count down from is 10
585 self.respawn_countdown = -1; // do not count down
588 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
589 self.dead_frame = self.anim_dead1_x;
593 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
594 self.dead_frame = self.anim_dead2_x;
596 // set damage function to corpse damage
597 self.event_damage = PlayerCorpseDamage;
598 // call the corpse damage function just in case it wants to gib
599 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
600 // set up to fade out later
601 SUB_SetFade (self, time + 12 + random () * 4, 1);
604 if(self.weaponentity)
605 if(self.weaponentity.lasertarget)
606 remove(self.weaponentity.lasertarget);
608 if(clienttype(self) == CLIENTTYPE_REAL)
610 self.fixangle = TRUE;
612 //WriteByte (MSG_ONE, SVC_SETANGLE);
613 //WriteAngle (MSG_ONE, self.v_angle_x);
614 //WriteAngle (MSG_ONE, self.v_angle_y);
615 //WriteAngle (MSG_ONE, 80);
619 Spawnqueue_Unmark(self);
621 if(defer_ClientKill_Now_TeamChange)
622 ClientKill_Now_TeamChange();
626 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
631 float UpdateSelectedPlayer_countvalue(float v)
633 return max(0, (v - 1.0) / 0.5);
636 // returns: -2 if no hit, otherwise cos of the angle
637 // uses the global v_angle
638 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
649 so = self.origin + self.view_ofs;
653 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
656 // now find the cos of the angle...
657 c = normalize(d) * v_forward;
662 // not visible in any way? forget it
666 traceline(so, p.origin, MOVE_NOMONSTERS, self);
667 if(trace_fraction < 1)
673 void ClearSelectedPlayer()
675 if(self.selected_player)
677 centerprint_expire(self, CENTERPRIO_POINT);
678 self.selected_player = world;
679 self.selected_player_display_needs_update = FALSE;
683 void UpdateSelectedPlayer()
686 float selected_score;
688 selected_score = 0.95; // 18 degrees
690 if(!cvar("sv_allow_shownames"))
693 if(clienttype(self) != CLIENTTYPE_REAL)
696 if(self.cvar_cl_shownames == 0)
699 if(self.cvar_cl_shownames == 1 && !teams_matter)
702 makevectors(self.v_angle); // sets v_forward
704 // 1. cursor trace is always right
705 if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
707 selected = self.cursor_trace_ent;
711 // 2. if we don't have a cursor trace, find the player which is least
717 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
728 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
732 if(time < self.selected_player_display_timeout)
733 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
734 selected = self.selected_player;
739 if(selected == self.selected_player)
742 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
743 self.selected_player_count = self.selected_player_count + frametime;
744 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
746 string namestr, healthstr;
747 namestr = playername(selected);
750 healthstr = ftos(floor(selected.health));
751 if(self.team == selected.team)
753 namestr = strcat(namestr, " (", healthstr, "%)");
754 self.selected_player_display_needs_update = TRUE;
757 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
762 ClearSelectedPlayer();
763 self.selected_player = selected;
764 self.selected_player_time = time;
765 self.selected_player_count = 0;
766 self.selected_player_display_needs_update = FALSE;
771 ClearSelectedPlayer();
774 if(self.selected_player)
775 self.last_selected_player = self.selected_player;
778 .float muted; // to be used by prvm_edictset server playernumber muted 1
779 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
781 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
782 float flood, privatemsgprefixlen;
785 if(Ban_MaybeEnforceBan(source))
788 if(!teamsay && !privatesay)
789 if(substring(msgin, 0, 1) == " ")
790 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
792 msgin = formatmessage(msgin);
797 if(source.classname != "player")
798 colorstr = "^0"; // black for spectators
799 else if(teams_matter)
800 colorstr = Team_ColorCode(source.team);
804 if(intermission_running)
807 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
812 * using bprint solves this... me stupid
813 // how can we prevent the message from appearing in a listen server?
814 // for now, just give "say" back and only handle say_team
817 clientcommand(self, strcat("say ", msgin));
822 if(cvar("g_chat_teamcolors"))
823 namestr = playername(source);
825 namestr = source.netname;
829 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
830 privatemsgprefixlen = strlen(msgstr);
831 msgstr = strcat(msgstr, msgin);
832 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
833 if(cvar("g_chat_teamcolors"))
834 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
836 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
840 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
841 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
845 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
849 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
851 fullcmsgstr = cmsgstr;
860 var .float flood_field;
864 flood_spl = cvar("g_chat_flood_spl_tell");
865 flood_burst = cvar("g_chat_flood_burst_tell");
866 flood_lmax = cvar("g_chat_flood_lmax_tell");
867 flood_field = floodcontrol_chattell;
871 flood_spl = cvar("g_chat_flood_spl_team");
872 flood_burst = cvar("g_chat_flood_burst_team");
873 flood_lmax = cvar("g_chat_flood_lmax_team");
874 flood_field = floodcontrol_chatteam;
878 flood_spl = cvar("g_chat_flood_spl");
879 flood_burst = cvar("g_chat_flood_burst");
880 flood_lmax = cvar("g_chat_flood_lmax");
881 flood_field = floodcontrol_chat;
883 flood_burst = max(0, flood_burst - 1);
884 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
886 // do flood control for the default line size
887 getWrappedLine_remaining = msgstr;
890 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
892 msgstr = strcat(msgstr, " ", getWrappedLine(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
895 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
897 if(getWrappedLine_remaining != "")
899 msgstr = strcat(msgstr, "\n");
903 if(time >= source.flood_field)
905 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
914 if (timeoutStatus == 2) //when game is paused, no flood protection
915 source.flood_field = flood = 0;
919 if(cvar("g_chat_flood_notify_flooder"))
921 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
926 sourcemsgstr = fullmsgstr;
927 sourcecmsgstr = fullcmsgstr;
933 sourcemsgstr = msgstr;
934 sourcecmsgstr = cmsgstr;
938 if(source.classname != "player")
940 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
941 teamsay = -1; // spectators
945 print("NOTE: ", playername(source), "^7 is flooding.\n");
947 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
949 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
953 // always fake the message
954 sprint(source, sourcemsgstr);
955 if(cmsgstr != "" && !privatesay)
956 centerprint(source, sourcecmsgstr);
960 if(cvar("g_chat_flood_notify_flooder"))
961 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
964 sprint(source, sourcemsgstr);
965 if(cmsgstr != "" && !privatesay)
966 centerprint(source, sourcecmsgstr);
971 sprint(source, sourcemsgstr);
972 sprint(privatesay, msgstr);
974 centerprint(privatesay, cmsgstr);
978 sprint(source, sourcemsgstr);
979 if(sourcecmsgstr != "")
980 centerprint(source, sourcecmsgstr);
981 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
984 sprint(head, msgstr);
986 centerprint(head, cmsgstr);
991 sprint(source, sourcemsgstr);
992 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
994 sprint(head, msgstr);
996 else if(sourcemsgstr != msgstr)
998 sprint(source, sourcemsgstr);
999 FOR_EACH_REALCLIENT(head)
1001 sprint(head, msgstr);
1007 float GetVoiceMessageVoiceType(string type)
1010 return VOICETYPE_TAUNT;
1011 if(type == "teamshoot")
1012 return VOICETYPE_LASTATTACKER;
1013 return VOICETYPE_TEAMRADIO;
1016 string allvoicesamples;
1017 float GetPlayerSoundSampleField_notFound;
1018 float GetPlayerSoundSampleField_fixed;
1019 .string GetVoiceMessageSampleField(string type)
1021 GetPlayerSoundSampleField_notFound = 0;
1022 GetPlayerSoundSampleField_fixed = 0;
1025 #define _VOICEMSG(m) case #m: return playersound_##m;
1029 GetPlayerSoundSampleField_notFound = 1;
1030 return playersound_taunt;
1033 .string GetPlayerSoundSampleField(string type)
1035 GetPlayerSoundSampleField_notFound = 0;
1036 GetPlayerSoundSampleField_fixed = 0;
1039 #define _VOICEMSG(m) case #m: return playersound_##m;
1043 GetPlayerSoundSampleField_notFound = 1;
1044 return playersound_taunt;
1047 void PrecacheGlobalSound(string samplestring)
1050 tokenize_console(samplestring);
1054 for(i = 1; i <= n; ++i)
1055 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1059 precache_sound(strcat(argv(0), ".wav"));
1063 void PrecachePlayerSounds(string f)
1067 fh = fopen(f, FILE_READ);
1070 while((s = fgets(fh)))
1072 if(tokenize_console(s) != 3)
1074 dprint("Invalid sound info line: ", s, "\n");
1077 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1081 if not(allvoicesamples)
1083 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1086 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1090 void ClearPlayerSounds()
1092 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1098 void LoadPlayerSounds(string f, float first)
1103 fh = fopen(f, FILE_READ);
1106 while((s = fgets(fh)))
1108 if(tokenize_console(s) != 3)
1110 field = GetPlayerSoundSampleField(argv(0));
1111 if(GetPlayerSoundSampleField_notFound)
1112 field = GetVoiceMessageSampleField(argv(0));
1113 if(GetPlayerSoundSampleField_notFound)
1115 if(GetPlayerSoundSampleField_fixed)
1119 strunzone(self.field);
1120 self.field = strzone(strcat(argv(1), " ", argv(2)));
1125 .float modelindex_for_playersound;
1126 void UpdatePlayerSounds()
1128 if(self.modelindex == self.modelindex_for_playersound)
1130 self.modelindex_for_playersound = self.modelindex;
1131 ClearPlayerSounds();
1132 LoadPlayerSounds("sound/player/default.sounds", 1);
1133 LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
1136 void GlobalSound(string sample, float chan, float voicetype)
1144 tokenize_console(sample);
1147 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1149 sample = strcat(argv(0), ".wav"); // randomization
1153 case VOICETYPE_LASTATTACKER_ONLY:
1155 if(self.pusher.team == self.team)
1157 msg_entity = self.pusher;
1158 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1160 if(msg_entity.cvar_cl_voice_directional == 1)
1161 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1163 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1167 case VOICETYPE_LASTATTACKER:
1169 if(self.pusher.team == self.team)
1171 msg_entity = self.pusher;
1172 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1174 if(msg_entity.cvar_cl_voice_directional == 1)
1175 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1177 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1180 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1181 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1184 case VOICETYPE_TEAMRADIO:
1185 FOR_EACH_REALCLIENT(msg_entity)
1186 if(!teams_matter || msg_entity.team == self.team)
1188 if(msg_entity.cvar_cl_voice_directional == 1)
1189 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1191 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1194 case VOICETYPE_AUTOTAUNT:
1201 tauntrand = random();
1202 FOR_EACH_REALCLIENT(msg_entity)
1203 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1205 if (msg_entity.cvar_cl_voice_directional >= 1)
1206 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1208 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1211 case VOICETYPE_TAUNT:
1212 if(self.classname == "player")
1213 if(self.deadflag == DEAD_NO)
1214 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1219 FOR_EACH_REALCLIENT(msg_entity)
1221 if (msg_entity.cvar_cl_voice_directional >= 1)
1222 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1224 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1226 case VOICETYPE_PLAYERSOUND:
1227 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1230 backtrace("Invalid voice type!");
1235 void PlayerSound(.string samplefield, float chan, float voicetype)
1238 sample = self.samplefield;
1239 GlobalSound(sample, chan, voicetype);
1242 void VoiceMessage(string type, string msg)
1245 var float voicetype, ownteam;
1246 sample = GetVoiceMessageSampleField(type);
1248 if(GetPlayerSoundSampleField_notFound)
1250 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1254 voicetype = GetVoiceMessageVoiceType(type);
1255 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1259 var .float flood_field;
1264 flood_spv = cvar("g_voice_flood_spv_team");
1265 flood_field = floodcontrol_voiceteam;
1269 flood_spv = cvar("g_voice_flood_spv");
1270 flood_field = floodcontrol_voice;
1273 if(time >= self.flood_field)
1274 self.flood_field = max(time, self.flood_field) + flood_spv;
1278 if (timeoutStatus == 2) //when game is paused, no flood protection
1279 self.flood_field = flood = 0;
1282 Say(self, ownteam, world, msg, 0);
1285 PlayerSound(sample, CHAN_VOICE, voicetype);