1 float weaponstats_buffer;
3 void WeaponStats_Init()
5 if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6 weaponstats_buffer = buf_create();
8 weaponstats_buffer = -1;
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
13 void WeaponStats_Shutdown()
18 if(weaponstats_buffer < 0)
20 prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21 if(cvar_string("sv_weaponstats_killfile") != "")
23 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
26 fputs(fh, "#begin killfile\n");
27 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
32 idx = WEAPONSTATS_GETINDEX(i, j);
33 f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
35 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
37 fputs(fh, "#end\n\n");
39 print("Weapon kill stats written\n");
42 if(cvar_string("sv_weaponstats_damagefile") != "")
44 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
47 fputs(fh, "#begin damagefile\n");
48 fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49 fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50 for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
53 idx = WEAPONSTATS_GETINDEX(i, j);
54 f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
56 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
58 fputs(fh, "#end\n\n");
60 print("Weapon damage stats written\n");
63 buf_del(weaponstats_buffer);
64 weaponstats_buffer = -1;
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
70 if(weaponstats_buffer < 0)
72 if(awep < WEP_FIRST || vwep < WEP_FIRST)
74 if(awep > WEP_LAST || vwep > WEP_LAST)
76 idx = WEAPONSTATS_GETINDEX(awep,vwep);
77 bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
82 error("negative damage?");
83 WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
85 void WeaponStats_LogKill(float awep, float vwep)
87 WeaponStats_LogItem(awep, vwep, '0 1 0');
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
104 void CopyBody(float keepvelocity)
106 local entity oldself;
107 if (self.effects & EF_NODRAW)
111 self.enemy = oldself;
112 self.lip = oldself.lip;
113 self.colormap = oldself.colormap;
114 self.iscreature = oldself.iscreature;
115 self.angles = oldself.angles;
116 self.avelocity = oldself.avelocity;
117 self.classname = "body";
118 self.damageforcescale = oldself.damageforcescale;
119 self.effects = oldself.effects;
120 self.event_damage = oldself.event_damage;
121 self.animstate_startframe = oldself.animstate_startframe;
122 self.animstate_numframes = oldself.animstate_numframes;
123 self.animstate_framerate = oldself.animstate_framerate;
124 self.animstate_starttime = oldself.animstate_starttime;
125 self.animstate_endtime = oldself.animstate_endtime;
126 self.animstate_override = oldself.animstate_override;
127 self.animstate_looping = oldself.animstate_looping;
128 self.frame = oldself.frame;
129 self.dead_frame = oldself.dead_frame;
130 self.pain_finished = oldself.pain_finished;
131 self.health = oldself.health;
132 self.armorvalue = oldself.armorvalue;
133 self.armortype = oldself.armortype;
134 self.model = oldself.model;
135 self.modelindex = oldself.modelindex;
136 self.modelindex_lod0 = oldself.modelindex_lod0;
137 self.modelindex_lod0_from_nexuiz = oldself.modelindex_lod0_from_nexuiz;
138 self.modelindex_lod1 = oldself.modelindex_lod1;
139 self.modelindex_lod2 = oldself.modelindex_lod2;
140 self.skinindex = oldself.skinindex;
141 self.species = oldself.species;
142 self.movetype = oldself.movetype;
143 self.nextthink = oldself.nextthink;
144 self.solid = oldself.solid;
145 self.takedamage = oldself.takedamage;
146 self.think = oldself.think;
147 self.customizeentityforclient = oldself.customizeentityforclient;
148 self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
149 self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
150 if (keepvelocity == 1)
151 self.velocity = oldself.velocity;
152 self.oldvelocity = self.velocity;
153 self.fade_time = oldself.fade_time;
154 self.fade_rate = oldself.fade_rate;
155 //self.weapon = oldself.weapon;
156 setorigin(self, oldself.origin);
157 setsize(self, oldself.mins, oldself.maxs);
158 self.prevorigin = oldself.origin;
159 self.reset = SUB_Remove;
161 Drag_MoveDrag(oldself, self);
166 float player_getspecies()
168 local float glob, i, j, fh, len, s, sk;
173 glob = search_begin("models/player/*.txt", TRUE, TRUE);
176 for(j = 0; j <= 1; ++j)
178 for(i = 0; i < search_getsize(glob); ++i)
180 fn = search_getfilename(glob, i);
181 fh = fopen(fn, FILE_READ);
184 fgets(fh); fgets(fh);
185 sk = stof(fgets(fh));
186 if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test
187 if(fgets(fh) == self.model)
190 len = tokenize_console(l);
193 if (argv(0) != "species")
197 case "human": s = SPECIES_HUMAN; break;
198 case "alien": s = SPECIES_ALIEN; break;
199 case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
200 case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
201 case "robot_solid": s = SPECIES_ROBOT_SOLID; break;
202 case "animal": s = SPECIES_ANIMAL; break;
203 case "reserved": s = SPECIES_RESERVED; break;
220 void player_setupanimsformodel()
222 local string animfilename;
223 local float animfile;
224 // defaults for legacy .zym models without animinfo files
225 self.anim_die1 = '0 1 0.5'; // 2 seconds
226 self.anim_die2 = '1 1 0.5'; // 2 seconds
227 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
228 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
229 self.anim_duckwalk = '4 1 1';
230 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
231 self.anim_duckidle = '6 1 1';
232 self.anim_idle = '7 1 1';
233 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
234 self.anim_pain1 = '9 1 2'; // 0.5 seconds
235 self.anim_pain2 = '10 1 2'; // 0.5 seconds
236 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
237 self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim
238 self.anim_run = '13 1 1';
239 self.anim_runbackwards = '14 1 1';
240 self.anim_strafeleft = '15 1 1';
241 self.anim_straferight = '16 1 1';
242 self.anim_dead1 = '17 1 1';
243 self.anim_dead2 = '18 1 1';
244 self.anim_forwardright = '19 1 1';
245 self.anim_forwardleft = '20 1 1';
246 self.anim_backright = '21 1 1';
247 self.anim_backleft = '22 1 1';
248 animparseerror = FALSE;
249 animfilename = strcat(self.model, ".animinfo");
250 animfile = fopen(animfilename, FILE_READ);
253 self.anim_die1 = animparseline(animfile);
254 self.anim_die2 = animparseline(animfile);
255 self.anim_draw = animparseline(animfile);
256 self.anim_duck = animparseline(animfile);
257 self.anim_duckwalk = animparseline(animfile);
258 self.anim_duckjump = animparseline(animfile);
259 self.anim_duckidle = animparseline(animfile);
260 self.anim_idle = animparseline(animfile);
261 self.anim_jump = animparseline(animfile);
262 self.anim_pain1 = animparseline(animfile);
263 self.anim_pain2 = animparseline(animfile);
264 self.anim_shoot = animparseline(animfile);
265 self.anim_taunt = animparseline(animfile);
266 self.anim_run = animparseline(animfile);
267 self.anim_runbackwards = animparseline(animfile);
268 self.anim_strafeleft = animparseline(animfile);
269 self.anim_straferight = animparseline(animfile);
270 self.anim_forwardright = animparseline(animfile);
271 self.anim_forwardleft = animparseline(animfile);
272 self.anim_backright = animparseline(animfile);
273 self.anim_backleft = animparseline(animfile);
277 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
278 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
281 print("Parse error in ", animfilename, ", some player animations are broken\n");
284 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
285 // reset animstate now
286 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
289 void player_anim (void)
292 if (self.weaponentity)
293 updateanim(self.weaponentity);
295 if (self.deadflag != DEAD_NO)
297 if (time > self.animstate_endtime)
302 setsize(self, self.mins, self.maxs);
304 self.frame = self.dead_frame;
309 if (!self.animstate_override)
311 if (!(self.flags & FL_ONGROUND))
314 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
316 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
317 self.restart_jump = FALSE;
319 else if (self.crouch)
321 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
322 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
324 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
326 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
328 if (self.movement_x > 0 && self.movement_y == 0)
329 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
330 else if (self.movement_x < 0 && self.movement_y == 0)
331 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
332 else if (self.movement_x == 0 && self.movement_y > 0)
333 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
334 else if (self.movement_x == 0 && self.movement_y < 0)
335 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
336 else if (self.movement_x > 0 && self.movement_y > 0)
337 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
338 else if (self.movement_x > 0 && self.movement_y < 0)
339 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
340 else if (self.movement_x < 0 && self.movement_y > 0)
341 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
342 else if (self.movement_x < 0 && self.movement_y < 0)
343 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
345 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
348 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
351 if (self.weaponentity)
352 if (!self.weaponentity.animstate_override)
353 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
356 void SpawnThrownWeapon (vector org, float w)
359 if(self.ammo_cells <= 0)
365 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
367 if(self.weapons & W_WeaponBit(j))
368 if(W_IsWeaponThrowable(j))
369 W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
373 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
376 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
378 local float take, save;
380 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
382 // damage resistance (ignore most of the damage from a bullet or similar)
383 damage = max(damage - 5, 1);
385 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
389 if(sound_allowed(MSG_BROADCAST, attacker))
392 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
394 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
396 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
400 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
402 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
404 if (!(self.flags & FL_GODMODE))
406 self.armorvalue = self.armorvalue - save;
407 self.health = self.health - take;
408 // pause regeneration for 5 seconds
409 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
411 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
412 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
413 self.dmg_inflictor = inflictor;
415 if (self.health <= -75 && self.modelindex != 0)
417 // don't use any animations as a gib
420 // view just above the floor
421 self.view_ofs = '0 0 4';
423 Violence_GibSplash(self, 1, 1, attacker);
424 self.modelindex = 0; // restore later
425 self.solid = SOLID_NOT; // restore later
429 void ClientKill_Now_TeamChange();
431 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
433 local float take, save, waves, sdelay, dh, da, j;
435 float valid_damage_for_weaponstats;
437 dh = max(self.health, 0);
438 da = max(self.armorvalue, 0);
440 if(!DEATH_ISSPECIAL(deathtype))
442 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
444 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
447 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
449 // tuba causes blood to come out of the ears
454 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
456 makevectors(self.angles);
457 ear1 += v_right * -10;
458 ear2 += v_right * +10;
459 d = inflictor.origin - self.origin;
460 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
461 force = v_right * vlen(force);
462 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
463 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
472 // force is already good
476 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
478 if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2) && !inWarmupStage)
483 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
493 if(sound_allowed(MSG_BROADCAST, attacker))
496 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
498 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
500 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
504 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
506 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
508 if (time >= self.spawnshieldtime)
510 if (!(self.flags & FL_GODMODE))
512 self.armorvalue = self.armorvalue - save;
513 self.health = self.health - take;
514 // pause regeneration for 5 seconds
515 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
517 if (time > self.pain_finished) //Don't switch pain sequences like crazy
519 self.pain_finished = time + 0.5; //Supajoe
522 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
525 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
527 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
530 if(sound_allowed(MSG_BROADCAST, attacker))
531 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
532 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
534 if(self.health > 75) // TODO make a "gentle" version?
535 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
536 else if(self.health > 50)
537 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
538 else if(self.health > 25)
539 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
540 else if(self.health > 1)
541 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
545 // throw off bot aim temporarily
547 shake = damage * 5 / (bound(0,skill,100) + 1);
548 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
549 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
553 self.max_armorvalue += (save + take);
555 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
556 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
557 self.dmg_inflictor = inflictor;
561 // don't reset pushltime for self damage as it may be an attempt to
562 // escape a lava pit or similar
563 //self.pushltime = 0;
565 else if(attacker.classname == "player" || attacker.classname == "gib")
567 self.pusher = attacker;
568 self.pushltime = time + cvar("g_maxpushtime");
570 else if(time < self.pushltime)
572 attacker = self.pusher;
573 self.pushltime = max(self.pushltime, time + 0.6);
578 valid_damage_for_weaponstats = 0;
579 if(clienttype(self) == CLIENTTYPE_REAL)
580 if(clienttype(attacker) == CLIENTTYPE_REAL)
582 if(!DEATH_ISSPECIAL(deathtype))
583 if(IsDifferentTeam(self, attacker))
584 valid_damage_for_weaponstats = 1;
586 if(valid_damage_for_weaponstats)
588 dh = dh - max(self.health, 0);
589 da = da - max(self.armorvalue, 0);
590 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
595 float defer_ClientKill_Now_TeamChange;
596 defer_ClientKill_Now_TeamChange = FALSE;
598 if(valid_damage_for_weaponstats)
599 WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
601 if(sv_gentle < 1) // TODO make a "gentle" version?
602 if(sound_allowed(MSG_BROADCAST, attacker))
604 if(deathtype == DEATH_DROWN)
605 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
607 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
610 // get rid of kill indicator
611 if(self.killindicator)
613 remove(self.killindicator);
614 self.killindicator = world;
615 if(self.killindicator_teamchange)
616 defer_ClientKill_Now_TeamChange = TRUE;
618 if(self.classname == "body")
619 if(deathtype == DEATH_KILL)
621 // for the lemmings fans, a small harmless explosion
622 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
626 // become fully visible
628 // clear selected player display
629 ClearSelectedPlayer();
631 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
632 // print an obituary message
633 Obituary (attacker, inflictor, self, deathtype);
637 kh_Key_DropAll(self, TRUE);
638 else if(attacker.classname == "player" || attacker.classname == "gib")
639 kh_Key_DropAll(self, FALSE);
641 kh_Key_DropAll(self, TRUE);
644 if(attacker.classname != "player" && attacker.classname != "gib")
645 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
646 else if(attacker.team == self.team)
647 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
649 DropFlag(self.flagcarried, world, attacker);
652 DropBall(self.ballcarried, self.origin, self.velocity);
653 Portal_ClearAllLater(self);
655 WaypointSprite_PlayerDead();
656 // make the corpse upright (not tilted)
660 self.avelocity = '0 0 0';
661 // view from the floor
662 self.view_ofs = '0 0 -8';
664 self.movetype = MOVETYPE_TOSS;
666 self.solid = SOLID_CORPSE;
667 // don't stick to the floor
668 self.flags &~= FL_ONGROUND;
670 self.deadflag = DEAD_DYING;
671 // when to allow respawn
674 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
676 sdelay = cvar("g_respawn_delay");
677 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
679 waves = cvar("g_respawn_waves");
681 self.death_time = ceil((time + sdelay) / waves) * waves;
683 self.death_time = time + sdelay;
684 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
685 self.respawn_countdown = 10; // first number to count down from is 10
687 self.respawn_countdown = -1; // do not count down
690 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
691 self.dead_frame = self.anim_dead1_x;
695 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
696 self.dead_frame = self.anim_dead2_x;
698 // set damage function to corpse damage
699 self.event_damage = PlayerCorpseDamage;
700 // call the corpse damage function just in case it wants to gib
701 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
702 // set up to fade out later
703 SUB_SetFade (self, time + 12 + random () * 4, 1);
706 if(self.weaponentity)
707 if(self.weaponentity.lasertarget)
708 remove(self.weaponentity.lasertarget);
710 if(clienttype(self) == CLIENTTYPE_REAL)
712 self.fixangle = TRUE;
714 //WriteByte (MSG_ONE, SVC_SETANGLE);
715 //WriteAngle (MSG_ONE, self.v_angle_x);
716 //WriteAngle (MSG_ONE, self.v_angle_y);
717 //WriteAngle (MSG_ONE, 80);
721 Spawnqueue_Unmark(self);
723 if(defer_ClientKill_Now_TeamChange)
724 ClientKill_Now_TeamChange();
726 if(sv_gentle > 0 || cvar("ekg")) {
728 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
731 // reset fields the weapons may use just in case
732 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
734 weapon_action(j, WR_RESETPLAYER);
735 ATTACK_FINISHED_FOR(self, j) = 0;
740 float UpdateSelectedPlayer_countvalue(float v)
742 return max(0, (v - 1.0) / 0.5);
745 // returns: -2 if no hit, otherwise cos of the angle
746 // uses the global v_angle
747 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
758 so = self.origin + self.view_ofs;
762 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
765 // now find the cos of the angle...
766 c = normalize(d) * v_forward;
771 // not visible in any way? forget it
775 traceline(so, p.origin, MOVE_NOMONSTERS, self);
776 if(trace_fraction < 1)
782 void ClearSelectedPlayer()
784 if(self.selected_player)
786 centerprint_expire(self, CENTERPRIO_POINT);
787 self.selected_player = world;
788 self.selected_player_display_needs_update = FALSE;
792 void UpdateSelectedPlayer()
795 float selected_score;
797 selected_score = 0.95; // 18 degrees
799 if(!cvar("sv_allow_shownames"))
802 if(clienttype(self) != CLIENTTYPE_REAL)
805 if(self.cvar_cl_shownames == 0)
808 if(self.cvar_cl_shownames == 1 && !teams_matter)
811 makevectors(self.v_angle); // sets v_forward
813 // 1. cursor trace is always right
814 if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
816 selected = self.cursor_trace_ent;
820 // 2. if we don't have a cursor trace, find the player which is least
826 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
837 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
841 if(time < self.selected_player_display_timeout)
842 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
843 selected = self.selected_player;
848 if(selected == self.selected_player)
851 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
852 self.selected_player_count = self.selected_player_count + frametime;
853 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
855 string namestr, healthstr;
856 namestr = playername(selected);
859 healthstr = ftos(floor(selected.health));
860 if(self.team == selected.team)
862 namestr = strcat(namestr, " (", healthstr, "%)");
863 self.selected_player_display_needs_update = TRUE;
866 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
871 ClearSelectedPlayer();
872 self.selected_player = selected;
873 self.selected_player_time = time;
874 self.selected_player_count = 0;
875 self.selected_player_display_needs_update = FALSE;
880 ClearSelectedPlayer();
883 if(self.selected_player)
884 self.last_selected_player = self.selected_player;
887 .float muted; // to be used by prvm_edictset server playernumber muted 1
888 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
890 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
891 float flood, privatemsgprefixlen;
894 if(Ban_MaybeEnforceBan(source))
897 if(!teamsay && !privatesay)
898 if(substring(msgin, 0, 1) == " ")
899 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
901 msgin = formatmessage(msgin);
906 if(source.classname != "player")
907 colorstr = "^0"; // black for spectators
908 else if(teams_matter)
909 colorstr = Team_ColorCode(source.team);
913 if(intermission_running)
916 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
921 * using bprint solves this... me stupid
922 // how can we prevent the message from appearing in a listen server?
923 // for now, just give "say" back and only handle say_team
926 clientcommand(self, strcat("say ", msgin));
931 if(cvar("g_chat_teamcolors"))
932 namestr = playername(source);
934 namestr = source.netname;
938 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
939 privatemsgprefixlen = strlen(msgstr);
940 msgstr = strcat(msgstr, msgin);
941 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
942 if(cvar("g_chat_teamcolors"))
943 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
945 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
949 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
950 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
954 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
958 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
960 fullcmsgstr = cmsgstr;
969 var .float flood_field;
973 flood_spl = cvar("g_chat_flood_spl_tell");
974 flood_burst = cvar("g_chat_flood_burst_tell");
975 flood_lmax = cvar("g_chat_flood_lmax_tell");
976 flood_field = floodcontrol_chattell;
980 flood_spl = cvar("g_chat_flood_spl_team");
981 flood_burst = cvar("g_chat_flood_burst_team");
982 flood_lmax = cvar("g_chat_flood_lmax_team");
983 flood_field = floodcontrol_chatteam;
987 flood_spl = cvar("g_chat_flood_spl");
988 flood_burst = cvar("g_chat_flood_burst");
989 flood_lmax = cvar("g_chat_flood_lmax");
990 flood_field = floodcontrol_chat;
992 flood_burst = max(0, flood_burst - 1);
993 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
995 // do flood control for the default line size
996 getWrappedLine_remaining = msgstr;
999 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1001 msgstr = strcat(msgstr, " ", getWrappedLine(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1004 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1006 if(getWrappedLine_remaining != "")
1008 msgstr = strcat(msgstr, "\n");
1012 if(time >= source.flood_field)
1014 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1019 msgstr = fullmsgstr;
1023 if (timeoutStatus == 2) //when game is paused, no flood protection
1024 source.flood_field = flood = 0;
1028 if(cvar("g_chat_flood_notify_flooder"))
1030 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1035 sourcemsgstr = fullmsgstr;
1036 sourcecmsgstr = fullcmsgstr;
1042 sourcemsgstr = msgstr;
1043 sourcecmsgstr = cmsgstr;
1047 if(source.classname != "player")
1049 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1050 teamsay = -1; // spectators
1054 print("NOTE: ", playername(source), "^7 is flooding.\n");
1056 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1058 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1062 // always fake the message
1063 sprint(source, sourcemsgstr);
1064 if(cmsgstr != "" && !privatesay)
1065 centerprint(source, sourcecmsgstr);
1069 if(cvar("g_chat_flood_notify_flooder"))
1070 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1073 sprint(source, sourcemsgstr);
1074 if(cmsgstr != "" && !privatesay)
1075 centerprint(source, sourcecmsgstr);
1080 sprint(source, sourcemsgstr);
1081 sprint(privatesay, msgstr);
1083 centerprint(privatesay, cmsgstr);
1085 else if(teamsay > 0)
1087 sprint(source, sourcemsgstr);
1088 if(sourcecmsgstr != "")
1089 centerprint(source, sourcecmsgstr);
1090 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1093 sprint(head, msgstr);
1095 centerprint(head, cmsgstr);
1098 else if(teamsay < 0)
1100 sprint(source, sourcemsgstr);
1101 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1103 sprint(head, msgstr);
1105 else if(sourcemsgstr != msgstr)
1107 sprint(source, sourcemsgstr);
1108 FOR_EACH_REALCLIENT(head)
1110 sprint(head, msgstr);
1116 float GetVoiceMessageVoiceType(string type)
1119 return VOICETYPE_TAUNT;
1120 if(type == "teamshoot")
1121 return VOICETYPE_LASTATTACKER;
1122 return VOICETYPE_TEAMRADIO;
1125 string allvoicesamples;
1126 float GetPlayerSoundSampleField_notFound;
1127 float GetPlayerSoundSampleField_fixed;
1128 .string GetVoiceMessageSampleField(string type)
1130 GetPlayerSoundSampleField_notFound = 0;
1131 GetPlayerSoundSampleField_fixed = 0;
1134 #define _VOICEMSG(m) case #m: return playersound_##m;
1138 GetPlayerSoundSampleField_notFound = 1;
1139 return playersound_taunt;
1142 .string GetPlayerSoundSampleField(string type)
1144 GetPlayerSoundSampleField_notFound = 0;
1145 GetPlayerSoundSampleField_fixed = 0;
1148 #define _VOICEMSG(m) case #m: return playersound_##m;
1152 GetPlayerSoundSampleField_notFound = 1;
1153 return playersound_taunt;
1156 void PrecacheGlobalSound(string samplestring)
1159 tokenize_console(samplestring);
1163 for(i = 1; i <= n; ++i)
1164 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1168 precache_sound(strcat(argv(0), ".wav"));
1172 void PrecachePlayerSounds(string f)
1176 fh = fopen(f, FILE_READ);
1179 while((s = fgets(fh)))
1181 if(tokenize_console(s) != 3)
1183 dprint("Invalid sound info line: ", s, "\n");
1186 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1190 if not(allvoicesamples)
1192 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1195 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1199 void ClearPlayerSounds()
1201 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1207 void LoadPlayerSounds(string f, float first)
1212 fh = fopen(f, FILE_READ);
1215 while((s = fgets(fh)))
1217 if(tokenize_console(s) != 3)
1219 field = GetPlayerSoundSampleField(argv(0));
1220 if(GetPlayerSoundSampleField_notFound)
1221 field = GetVoiceMessageSampleField(argv(0));
1222 if(GetPlayerSoundSampleField_notFound)
1224 if(GetPlayerSoundSampleField_fixed)
1228 strunzone(self.field);
1229 self.field = strzone(strcat(argv(1), " ", argv(2)));
1234 .float modelindex_for_playersound;
1235 void UpdatePlayerSounds()
1237 if(self.modelindex == self.modelindex_for_playersound)
1239 self.modelindex_for_playersound = self.modelindex;
1240 ClearPlayerSounds();
1241 LoadPlayerSounds("sound/player/default.sounds", 1);
1242 LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
1245 void GlobalSound(string sample, float chan, float voicetype)
1253 tokenize_console(sample);
1256 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1258 sample = strcat(argv(0), ".wav"); // randomization
1262 case VOICETYPE_LASTATTACKER_ONLY:
1264 if(self.pusher.team == self.team)
1266 msg_entity = self.pusher;
1267 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1269 if(msg_entity.cvar_cl_voice_directional == 1)
1270 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1272 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1276 case VOICETYPE_LASTATTACKER:
1278 if(self.pusher.team == self.team)
1280 msg_entity = self.pusher;
1281 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1283 if(msg_entity.cvar_cl_voice_directional == 1)
1284 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1286 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1289 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1290 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1293 case VOICETYPE_TEAMRADIO:
1294 FOR_EACH_REALCLIENT(msg_entity)
1295 if(!teams_matter || msg_entity.team == self.team)
1297 if(msg_entity.cvar_cl_voice_directional == 1)
1298 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1300 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1303 case VOICETYPE_AUTOTAUNT:
1310 tauntrand = random();
1311 FOR_EACH_REALCLIENT(msg_entity)
1312 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1314 if (msg_entity.cvar_cl_voice_directional >= 1)
1315 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1317 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1320 case VOICETYPE_TAUNT:
1321 if(self.classname == "player")
1322 if(self.deadflag == DEAD_NO)
1323 setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1328 FOR_EACH_REALCLIENT(msg_entity)
1330 if (msg_entity.cvar_cl_voice_directional >= 1)
1331 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1333 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1335 case VOICETYPE_PLAYERSOUND:
1336 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1339 backtrace("Invalid voice type!");
1344 void PlayerSound(.string samplefield, float chan, float voicetype)
1347 sample = self.samplefield;
1348 GlobalSound(sample, chan, voicetype);
1351 void VoiceMessage(string type, string msg)
1354 var float voicetype, ownteam;
1355 sample = GetVoiceMessageSampleField(type);
1357 if(GetPlayerSoundSampleField_notFound)
1359 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1363 voicetype = GetVoiceMessageVoiceType(type);
1364 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1368 var .float flood_field;
1373 flood_spv = cvar("g_voice_flood_spv_team");
1374 flood_field = floodcontrol_voiceteam;
1378 flood_spv = cvar("g_voice_flood_spv");
1379 flood_field = floodcontrol_voice;
1382 if(time >= self.flood_field)
1383 self.flood_field = max(time, self.flood_field) + flood_spv;
1387 if (timeoutStatus == 2) //when game is paused, no flood protection
1388 self.flood_field = flood = 0;
1391 Say(self, ownteam, world, msg, 0);
1394 PlayerSound(sample, CHAN_VOICE, voicetype);