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.movetype = oldself.movetype;
49 self.nextthink = oldself.nextthink;
50 self.skin = oldself.skin;
51 self.solid = oldself.solid;
52 self.takedamage = oldself.takedamage;
53 self.think = oldself.think;
54 self.gibrandom = oldself.gibrandom;
55 self.customizeentityforclient = oldself.customizeentityforclient;
56 if (keepvelocity == 1)
57 self.velocity = oldself.velocity;
58 self.oldvelocity = self.velocity;
59 self.fade_time = oldself.fade_time;
60 self.fade_rate = oldself.fade_rate;
61 //self.weapon = oldself.weapon;
62 setorigin(self, oldself.origin);
63 setsize(self, oldself.mins, oldself.maxs);
64 self.oldorigin = oldself.origin;
69 vector animparseline(float animfile)
76 line = fgets(animfile);
80 animparseerror = TRUE;
83 anim_x = stof(argv(0));
84 anim_y = stof(argv(1));
85 anim_z = stof(argv(2));
86 // don't allow completely bogus values
87 if (anim_x < 0 || anim_y < 1 || anim_z < 0.001)
92 void player_setupanimsformodel()
94 local string animfilename;
96 // defaults for legacy .zym models without animinfo files
97 self.anim_die1 = '0 1 0.5'; // 2 seconds
98 self.anim_die2 = '1 1 0.5'; // 2 seconds
99 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
100 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
101 self.anim_duckwalk = '4 1 1';
102 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
103 self.anim_duckidle = '6 1 1';
104 self.anim_idle = '7 1 1';
105 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
106 self.anim_pain1 = '9 1 2'; // 0.5 seconds
107 self.anim_pain2 = '10 1 2'; // 0.5 seconds
108 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
109 self.anim_taunt = '12 1 1'; // FIXME? there is no code using this anim
110 self.anim_run = '13 1 1';
111 self.anim_runbackwards = '14 1 1';
112 self.anim_strafeleft = '15 1 1';
113 self.anim_straferight = '16 1 1';
114 self.anim_dead1 = '17 1 1';
115 self.anim_dead2 = '18 1 1';
116 self.anim_forwardright = '19 1 1';
117 self.anim_forwardleft = '20 1 1';
118 self.anim_backright = '21 1 1';
119 self.anim_backleft = '22 1 1';
120 animparseerror = FALSE;
121 animfilename = strcat(self.model, ".animinfo");
122 animfile = fopen(animfilename, FILE_READ);
125 self.anim_die1 = animparseline(animfile);
126 self.anim_die2 = animparseline(animfile);
127 self.anim_draw = animparseline(animfile);
128 self.anim_duck = animparseline(animfile);
129 self.anim_duckwalk = animparseline(animfile);
130 self.anim_duckjump = animparseline(animfile);
131 self.anim_duckidle = animparseline(animfile);
132 self.anim_idle = animparseline(animfile);
133 self.anim_jump = animparseline(animfile);
134 self.anim_pain1 = animparseline(animfile);
135 self.anim_pain2 = animparseline(animfile);
136 self.anim_shoot = animparseline(animfile);
137 self.anim_taunt = animparseline(animfile);
138 self.anim_run = animparseline(animfile);
139 self.anim_runbackwards = animparseline(animfile);
140 self.anim_strafeleft = animparseline(animfile);
141 self.anim_straferight = animparseline(animfile);
142 self.anim_forwardright = animparseline(animfile);
143 self.anim_forwardleft = animparseline(animfile);
144 self.anim_backright = animparseline(animfile);
145 self.anim_backleft = animparseline(animfile);
149 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
150 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
153 print("Parse error in ", animfilename, ", some player animations are broken\n");
156 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
157 // reset animstate now
158 player_setanim(self.anim_idle, TRUE, FALSE, TRUE);
161 void player_setanim(vector anim, float looping, float override, float restart)
164 if (anim_x == self.animstate_startframe)
165 if (anim_y == self.animstate_numframes)
166 if (anim_z == self.animstate_framerate)
168 self.animstate_startframe = anim_x;
169 self.animstate_numframes = anim_y;
170 self.animstate_framerate = anim_z;
171 self.animstate_starttime = time;
172 self.animstate_endtime = time + self.animstate_numframes / self.animstate_framerate;
173 self.animstate_looping = looping;
174 self.animstate_override = override;
175 self.frame = self.animstate_startframe;
178 void player_updateframe()
180 if (time >= self.animstate_endtime)
182 if (self.animstate_looping)
184 self.animstate_starttime = self.animstate_endtime;
185 self.animstate_endtime = self.animstate_endtime + self.animstate_numframes / self.animstate_framerate;
187 self.animstate_override = FALSE;
189 self.frame = self.animstate_startframe + bound(0, (time - self.animstate_starttime) * self.animstate_framerate, self.animstate_numframes - 1);
192 void player_anim (void)
194 player_updateframe();
196 if (self.deadflag != DEAD_NO)
198 if (time > self.animstate_endtime)
203 setsize(self, self.mins, self.maxs);
205 self.frame = self.dead_frame;
210 if (!self.animstate_override)
212 if (!(self.flags & FL_ONGROUND))
215 player_setanim(self.anim_duckjump, FALSE, TRUE, FALSE);
217 player_setanim(self.anim_jump, FALSE, TRUE, FALSE);
219 else if (self.crouch)
221 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
222 player_setanim(self.anim_duckwalk, TRUE, FALSE, FALSE);
224 player_setanim(self.anim_duckidle, TRUE, FALSE, FALSE);
226 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
228 if (self.movement_x > 0 && self.movement_y == 0)
229 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
230 else if (self.movement_x < 0 && self.movement_y == 0)
231 player_setanim(self.anim_runbackwards, TRUE, FALSE, FALSE);
232 else if (self.movement_x == 0 && self.movement_y > 0)
233 player_setanim(self.anim_straferight, TRUE, FALSE, FALSE);
234 else if (self.movement_x == 0 && self.movement_y < 0)
235 player_setanim(self.anim_strafeleft, TRUE, FALSE, FALSE);
236 else if (self.movement_x > 0 && self.movement_y > 0)
237 player_setanim(self.anim_forwardright, TRUE, FALSE, FALSE);
238 else if (self.movement_x > 0 && self.movement_y < 0)
239 player_setanim(self.anim_forwardleft, TRUE, FALSE, FALSE);
240 else if (self.movement_x < 0 && self.movement_y > 0)
241 player_setanim(self.anim_backright, TRUE, FALSE, FALSE);
242 else if (self.movement_x < 0 && self.movement_y < 0)
243 player_setanim(self.anim_backleft, TRUE, FALSE, FALSE);
245 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
248 player_setanim(self.anim_idle, TRUE, FALSE, FALSE);
251 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
253 void SpawnThrownWeapon (vector org, float w)
255 W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
258 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
260 local float take, save;
262 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
263 // damage resistance (ignore most of the damage from a bullet or similar)
264 damage = max(damage - 5, 1);
266 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
267 take = bound(0, damage - save, damage);
270 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
272 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
274 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
278 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
280 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
283 if (!(self.flags & FL_GODMODE))
285 self.armorvalue = self.armorvalue - save;
286 self.health = self.health - take;
287 // pause regeneration for 5 seconds
288 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
290 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
291 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
292 self.dmg_inflictor = inflictor;
294 if (self.health <= -50)
296 // don't use any animations as a gib
299 // view just above the floor
300 self.view_ofs = '0 0 4';
303 local float multiplier;
310 TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
313 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 1200 * multiplier, 1000);
314 TossGib (world, "models/gibs/bloodyskull.md3", self.origin + self.view_ofs, self.velocity,0);
319 while (c < multiplier)
322 //TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity + randomvec() * 450,0);
323 //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity + randomvec() * 450,0);
324 //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity + randomvec() * 450,0);
325 //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity + randomvec() * 450,0);
326 //TossGib (world, "models/gibs/gib5.md3", self.origin, self.velocity + randomvec() * 450,0);
327 //TossGib (world, "models/gibs/gib6.md3", self.origin, self.velocity + randomvec() * 450,0);
329 TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
330 TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
331 //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
332 //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
333 TossGib (world, "models/gibs/chest.md3", self.origin + self.view_ofs * 0.5, self.velocity + randomvec() * (random() * 120 + 80),0);
334 //TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
335 TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 80),0);
336 TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * (random() * 120 + 85),0);
337 TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * (random() * 120 + 85),0);
338 //TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * 150,0);
339 //TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * 150,0);
341 // these splat on impact
342 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
343 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
344 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
345 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
347 sound (self, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
352 void ClientKill_Now_TeamChange();
354 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
356 local float take, save, waves, sdelay;
358 damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0);
360 pointparticles(particleeffectnum("damage_hit"), hitloc, force, bound(0, damage, 200));
362 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
365 if (self.pain_finished < time) //Don't switch pain sequences like crazy
369 player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
371 player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
373 self.pain_finished = time + 0.5; //Supajoe
375 // throw off bot aim temporarily
377 shake = damage * 5 / (bound(0,skill,100) + 1);
378 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
379 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
388 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
389 take = bound(0, damage - save, damage);
398 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
400 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
402 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
405 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
407 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
409 if (time > self.spawnshieldtime)
411 if (!(self.flags & FL_GODMODE))
413 self.armorvalue = self.armorvalue - save;
414 self.health = self.health - take;
415 // pause regeneration for 5 seconds
416 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
419 self.max_armorvalue += (save + take);
421 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
422 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
423 self.dmg_inflictor = inflictor;
427 // don't reset pushltime for self damage as it may be an attempt to
428 // escape a lava pit or similar
429 //self.pushltime = 0;
431 else if(attacker.classname == "player" || attacker.classname == "gib")
433 self.pusher = attacker;
434 self.pushltime = time + cvar("g_maxpushtime");
436 else if(time < self.pushltime)
438 attacker = self.pusher;
439 self.pushltime = max(self.pushltime, time + 0.6);
446 float defer_ClientKill_Now_TeamChange;
447 defer_ClientKill_Now_TeamChange = FALSE;
449 // get rid of kill indicator
450 if(self.killindicator)
452 remove(self.killindicator);
453 self.killindicator = world;
454 if(self.killindicator_teamchange)
455 defer_ClientKill_Now_TeamChange = TRUE;
457 if(self.classname == "body")
458 if(deathtype == DEATH_KILL)
460 // for the lemmings fans, a small harmless explosion
461 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
465 // become fully visible
467 // clear selected player display
468 ClearSelectedPlayer();
470 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
471 // print an obituary message
472 Obituary (attacker, self, deathtype);
475 kh_Key_DropAll(self, TRUE);
476 else if(attacker.classname == "player" || attacker.classname == "gib")
477 kh_Key_DropAll(self, FALSE);
479 kh_Key_DropAll(self, TRUE);
481 DropFlag(self.flagcarried);
483 WaypointSprite_PlayerDead();
484 // make the corpse upright (not tilted)
488 self.avelocity = '0 0 0';
489 // view from the floor
490 self.view_ofs = '0 0 -8';
492 self.movetype = MOVETYPE_TOSS;
494 self.solid = SOLID_CORPSE;
495 // don't stick to the floor
496 self.flags = self.flags - (self.flags & FL_ONGROUND);
498 self.deadflag = DEAD_DYING;
499 // when to allow respawn
502 if(cvar("g_respawn_mapsettings"))
504 sdelay = cvar("g_respawn_mapsettings_delay");
505 waves = cvar("g_respawn_mapsettings_waves");
508 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
510 sdelay = cvar("g_respawn_delay");
512 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
514 waves = cvar("g_respawn_waves");
516 self.death_time = ceil((time + sdelay) / waves) * waves;
518 self.death_time = time + sdelay;
519 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
520 self.respawn_countdown = 10; // first number to count down from is 10
522 self.respawn_countdown = -1; // do not count down
525 player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
526 self.dead_frame = self.anim_dead1_x;
530 player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
531 self.dead_frame = self.anim_dead2_x;
533 // set damage function to corpse damage
534 self.event_damage = PlayerCorpseDamage;
535 // call the corpse damage function just in case it wants to gib
536 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
537 // set up to fade out later
538 SUB_SetFade (self, time + 12 + random () * 4, 1);
541 if(self.weaponentity)
542 if(self.weaponentity.lasertarget)
543 remove(self.weaponentity.lasertarget);
545 if(clienttype(self) == CLIENTTYPE_REAL)
547 self.fixangle = TRUE;
549 //WriteByte (MSG_ONE, SVC_SETANGLE);
550 //WriteAngle (MSG_ONE, self.v_angle_x);
551 //WriteAngle (MSG_ONE, self.v_angle_y);
552 //WriteAngle (MSG_ONE, 80);
556 Spawnqueue_Unmark(self);
558 if(defer_ClientKill_Now_TeamChange)
559 ClientKill_Now_TeamChange();
563 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
564 pointparticles(particleeffectnum("damage_dissolve"), self.origin, force, 1);
569 float UpdateSelectedPlayer_countvalue(float v)
571 return max(0, (v - 1.0) / 0.5);
574 // returns: -2 if no hit, otherwise cos of the angle
575 // uses the global v_angle
576 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
587 so = self.origin + self.view_ofs;
591 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
594 // now find the cos of the angle...
595 c = normalize(d) * v_forward;
600 traceline(so, p.origin, MOVE_NOMONSTERS, self);
601 if(trace_fraction < 1)
607 void ClearSelectedPlayer()
609 if(self.selected_player)
611 centerprint_expire(self, CENTERPRIO_POINT);
612 self.selected_player = world;
613 self.selected_player_display_needs_update = FALSE;
617 void UpdateSelectedPlayer()
620 float selected_score;
622 selected_score = 0.95; // 18 degrees
624 if(!cvar("sv_allow_shownames"))
627 if(clienttype(self) != CLIENTTYPE_REAL)
630 if(self.cvar_cl_shownames == 0)
633 if(self.cvar_cl_shownames == 1 && !teams_matter)
636 makevectors(self.v_angle); // sets v_forward
638 // 1. cursor trace is always right
639 if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
641 selected = self.cursor_trace_ent;
645 // 2. if we don't have a cursor trace, find the player which is least
651 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
662 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
666 if(time < self.selected_player_display_timeout)
667 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
668 selected = self.selected_player;
673 if(selected == self.selected_player)
676 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
677 self.selected_player_count = self.selected_player_count + frametime;
678 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
680 string namestr, healthstr;
681 namestr = playername(selected);
684 healthstr = ftos(floor(selected.health));
685 if(self.team == selected.team)
687 namestr = strcat(namestr, " (", healthstr, "%)");
688 self.selected_player_display_needs_update = TRUE;
691 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
696 ClearSelectedPlayer();
697 self.selected_player = selected;
698 self.selected_player_time = time;
699 self.selected_player_count = 0;
700 self.selected_player_display_needs_update = FALSE;
705 ClearSelectedPlayer();
708 if(self.selected_player)
709 self.last_selected_player = self.selected_player;
712 float precache_sound_index (string s) = #19;
713 void soundto(entity e, entity sounddest, float chan, string samp, float vol, float atten)
716 if(clienttype(sounddest) != CLIENTTYPE_REAL)
718 o = e.origin + 0.5 * (e.mins + e.maxs);
719 msg_entity = sounddest;
720 WriteByte(MSG_ONE, 6);
721 WriteByte(MSG_ONE, 27); // all bits except SND_LOOPING
722 WriteByte(MSG_ONE, vol * 255);
723 WriteByte(MSG_ONE, atten * 64);
724 WriteEntity(MSG_ONE, e);
725 WriteByte(MSG_ONE, chan);
726 WriteShort(MSG_ONE, precache_sound_index(samp));
727 WriteCoord(MSG_ONE, o_x);
728 WriteCoord(MSG_ONE, o_y);
729 WriteCoord(MSG_ONE, o_z);
733 .string playersound_attack;
734 .string playersound_attackinfive;
735 .string playersound_coverme;
736 .string playersound_defend;
737 .string playersound_freelance;
738 .string playersound_incoming;
739 .string playersound_meet;
740 .string playersound_needhelp;
741 .string playersound_seenflag;
742 .string playersound_taunt;
743 .string playersound_teamshoot;
744 .float modelindex_for_playersound;
746 float GetVoiceMessageTeamsayType(string type)
750 if(type == "teamshoot")
755 string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot";
756 float GetPlayerSoundSampleField_notFound;
757 .string GetVoiceMessageSampleField(string type)
759 GetPlayerSoundSampleField_notFound = 0;
762 case "attack": return playersound_attack;
763 case "attackinfive": return playersound_attackinfive;
764 case "coverme": return playersound_coverme;
765 case "defend": return playersound_defend;
766 case "freelance": return playersound_freelance;
767 case "incoming": return playersound_incoming;
768 case "meet": return playersound_meet;
769 case "needhelp": return playersound_needhelp;
770 case "seenflag": return playersound_seenflag;
771 case "taunt": return playersound_taunt;
772 case "teamshoot": return playersound_teamshoot;
774 GetPlayerSoundSampleField_notFound = 1;
775 return playersound_taunt;
778 .string GetPlayerSoundSampleField(string type)
780 GetPlayerSoundSampleField_notFound = 0;
783 case "attack": return playersound_attack;
784 default: return GetVoiceMessageSampleField(type);
788 void PrecachePlayerSounds(string f)
793 fh = fopen(f, FILE_READ);
796 while((s = fgets(fh)))
800 dprint("Invalid sound info line: ", s, "\n");
804 for(i = 1; i <= n; ++i)
805 precache_sound(strcat(argv(1), ftos(i), ".wav"));
810 void LoadPlayerSounds(string f)
815 fh = fopen(f, FILE_READ);
818 while((s = fgets(fh)))
822 field = GetPlayerSoundSampleField(argv(0));
823 if(GetPlayerSoundSampleField_notFound)
826 strunzone(self.field);
827 self.field = strzone(strcat(argv(1), " ", argv(2)));
832 void UpdatePlayerSounds()
834 if(self.modelindex == self.modelindex_for_playersound)
836 self.modelindex_for_playersound = self.modelindex;
837 LoadPlayerSounds("sound/player/default.sounds");
838 LoadPlayerSounds(strcat(self.model, ".sounds"));
841 void VoiceMessage(string type)
843 // TODO precache voice messages?
846 sample = self.(GetPlayerSoundSampleField(type));
848 if(GetPlayerSoundSampleField_notFound)
850 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
857 teamsay = GetVoiceMessageTeamsayType(type);
860 sample = strcat(argv(0), ftos(ceil(random() * stof(argv(1)))), ".wav"); // randomization
866 if(self.pusher.team == self.team)
868 soundto(self, self.pusher, CHAN_VOICE, sample, 1, ATTN_NONE);
869 soundto(self, self, CHAN_VOICE, sample, 1, ATTN_NONE);
872 else if(teamsay == 0 || !teams_matter)
874 // broadcast the sound, but it's directional
875 sound(self, CHAN_VOICE, sample, 1, ATTN_NORM);
877 else if(teamsay == 1)
880 FOR_EACH_REALCLIENT(e)
881 if(e.team == self.team)
882 soundto(self, e, CHAN_VOICE, sample, 1, ATTN_NONE);
886 void PrecachePlayerSounds(string f) { }
887 void UpdatePlayerSounds() { }
888 void VoiceMessage(string type) { sprint(self, "Sorry, voice command support is not done yet. Maybe later.\n"); }