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_lod0 = oldself.modelindex_lod0;
48 #ifdef ALLOW_VARIABLE_LOD
49 self.modelindex_lod1 = oldself.modelindex_lod1;
50 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 if (keepvelocity == 1)
61 self.velocity = oldself.velocity;
62 self.oldvelocity = self.velocity;
63 self.fade_time = oldself.fade_time;
64 self.fade_rate = oldself.fade_rate;
65 //self.weapon = oldself.weapon;
66 setorigin(self, oldself.origin);
67 setsize(self, oldself.mins, oldself.maxs);
68 self.prevorigin = oldself.origin;
69 self.reset = SUB_Remove;
71 Drag_MoveDrag(oldself, self);
76 float player_getspecies()
78 local float glob, i, j, fh, len, s, sk;
83 glob = search_begin("models/player/*.txt", TRUE, TRUE);
86 for(j = 0; j <= 1; ++j)
88 for(i = 0; i < search_getsize(glob); ++i)
90 fn = search_getfilename(glob, i);
91 fh = fopen(fn, FILE_READ);
96 if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test
97 if(fgets(fh) == self.model)
100 len = tokenize_console(l);
103 if (argv(0) != "species")
107 case "human": s = SPECIES_HUMAN; break;
108 case "alien": s = SPECIES_ALIEN; break;
109 case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
110 case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
111 case "animal": s = SPECIES_ANIMAL; break;
112 case "reserved": s = SPECIES_RESERVED; break;
129 void player_setupanimsformodel()
131 local string animfilename;
132 local float animfile;
133 // defaults for legacy .zym models without animinfo files
134 self.anim_die1 = '0 1 0.5'; // 2 seconds
135 self.anim_die2 = '1 1 0.5'; // 2 seconds
136 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
137 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
138 self.anim_duckwalk = '4 1 1';
139 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
140 self.anim_duckidle = '6 1 1';
141 self.anim_idle = '7 1 1';
142 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
143 self.anim_pain1 = '9 1 2'; // 0.5 seconds
144 self.anim_pain2 = '10 1 2'; // 0.5 seconds
145 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
146 self.anim_taunt = '12 1 1'; // FIXME? there is no code using this anim
147 self.anim_run = '13 1 1';
148 self.anim_runbackwards = '14 1 1';
149 self.anim_strafeleft = '15 1 1';
150 self.anim_straferight = '16 1 1';
151 self.anim_dead1 = '17 1 1';
152 self.anim_dead2 = '18 1 1';
153 self.anim_forwardright = '19 1 1';
154 self.anim_forwardleft = '20 1 1';
155 self.anim_backright = '21 1 1';
156 self.anim_backleft = '22 1 1';
157 animparseerror = FALSE;
158 animfilename = strcat(self.model, ".animinfo");
159 animfile = fopen(animfilename, FILE_READ);
162 self.anim_die1 = animparseline(animfile);
163 self.anim_die2 = animparseline(animfile);
164 self.anim_draw = animparseline(animfile);
165 self.anim_duck = animparseline(animfile);
166 self.anim_duckwalk = animparseline(animfile);
167 self.anim_duckjump = animparseline(animfile);
168 self.anim_duckidle = animparseline(animfile);
169 self.anim_idle = animparseline(animfile);
170 self.anim_jump = animparseline(animfile);
171 self.anim_pain1 = animparseline(animfile);
172 self.anim_pain2 = animparseline(animfile);
173 self.anim_shoot = animparseline(animfile);
174 self.anim_taunt = animparseline(animfile);
175 self.anim_run = animparseline(animfile);
176 self.anim_runbackwards = animparseline(animfile);
177 self.anim_strafeleft = animparseline(animfile);
178 self.anim_straferight = animparseline(animfile);
179 self.anim_forwardright = animparseline(animfile);
180 self.anim_forwardleft = animparseline(animfile);
181 self.anim_backright = animparseline(animfile);
182 self.anim_backleft = animparseline(animfile);
186 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
187 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
190 print("Parse error in ", animfilename, ", some player animations are broken\n");
193 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
194 // reset animstate now
195 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
198 void player_anim (void)
201 if (self.weaponentity)
202 updateanim(self.weaponentity);
204 if (self.deadflag != DEAD_NO)
206 if (time > self.animstate_endtime)
211 setsize(self, self.mins, self.maxs);
213 self.frame = self.dead_frame;
218 if (!self.animstate_override)
220 if (!(self.flags & FL_ONGROUND))
223 setanim(self, self.anim_duckjump, FALSE, TRUE, FALSE);
225 setanim(self, self.anim_jump, FALSE, TRUE, FALSE);
227 else if (self.crouch)
229 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
230 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
232 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
234 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
236 if (self.movement_x > 0 && self.movement_y == 0)
237 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
238 else if (self.movement_x < 0 && self.movement_y == 0)
239 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
240 else if (self.movement_x == 0 && self.movement_y > 0)
241 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
242 else if (self.movement_x == 0 && self.movement_y < 0)
243 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
244 else if (self.movement_x > 0 && self.movement_y > 0)
245 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
246 else if (self.movement_x > 0 && self.movement_y < 0)
247 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
248 else if (self.movement_x < 0 && self.movement_y > 0)
249 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
250 else if (self.movement_x < 0 && self.movement_y < 0)
251 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
253 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
256 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
259 if (self.weaponentity)
260 if (!self.weaponentity.animstate_override)
261 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
264 void SpawnThrownWeapon (vector org, float w)
269 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
271 if(self.weapons & W_WeaponBit(j))
272 if(W_IsWeaponThrowable(j))
273 W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
277 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
280 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
282 local float take, save;
283 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
285 // damage resistance (ignore most of the damage from a bullet or similar)
286 damage = max(damage - 5, 1);
288 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
289 take = bound(0, damage - save, damage);
291 if(sound_allowed(MSG_BROADCAST, attacker))
294 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
296 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
298 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
302 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
304 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
306 if (!(self.flags & FL_GODMODE))
308 self.armorvalue = self.armorvalue - save;
309 self.health = self.health - take;
310 // pause regeneration for 5 seconds
311 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
313 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
314 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
315 self.dmg_inflictor = inflictor;
317 if (self.health <= -75 && self.modelindex != 0)
319 // don't use any animations as a gib
322 // view just above the floor
323 self.view_ofs = '0 0 4';
325 Violence_GibSplash(self, 1, 1, attacker);
326 self.modelindex = 0; // restore later
327 self.solid = SOLID_NOT; // restore later
331 void ClientKill_Now_TeamChange();
333 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
335 local float take, save, waves, sdelay;
337 if(!DEATH_ISSPECIAL(deathtype))
339 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
341 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
344 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
346 // tuba causes blood to come out of the ears
351 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
353 makevectors(self.angles);
354 ear1 += v_right * -10;
355 ear2 += v_right * +10;
356 d = inflictor.origin - self.origin;
357 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
358 force = v_right * vlen(force);
359 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
360 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
369 // force is already good
373 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
381 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
382 take = bound(0, damage - save, damage);
390 if(sound_allowed(MSG_BROADCAST, attacker))
393 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
395 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
397 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
401 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
403 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
405 if (time > self.spawnshieldtime)
407 if (!(self.flags & FL_GODMODE))
409 self.armorvalue = self.armorvalue - save;
410 self.health = self.health - take;
411 // pause regeneration for 5 seconds
412 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
414 if (time > self.pain_finished) //Don't switch pain sequences like crazy
416 self.pain_finished = time + 0.5; //Supajoe
419 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
422 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
424 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
427 if(sound_allowed(MSG_BROADCAST, attacker))
428 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
429 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
431 if(self.health > 75) // TODO make a "gentle" version?
432 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
433 else if(self.health > 50)
434 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
435 else if(self.health > 25)
436 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
437 else if(self.health > 1)
438 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
442 // throw off bot aim temporarily
444 shake = damage * 5 / (bound(0,skill,100) + 1);
445 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
446 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
450 self.max_armorvalue += (save + take);
452 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
453 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
454 self.dmg_inflictor = inflictor;
458 // don't reset pushltime for self damage as it may be an attempt to
459 // escape a lava pit or similar
460 //self.pushltime = 0;
462 else if(attacker.classname == "player" || attacker.classname == "gib")
464 self.pusher = attacker;
465 self.pushltime = time + cvar("g_maxpushtime");
467 else if(time < self.pushltime)
469 attacker = self.pusher;
470 self.pushltime = max(self.pushltime, time + 0.6);
477 float defer_ClientKill_Now_TeamChange;
478 defer_ClientKill_Now_TeamChange = FALSE;
480 if(sv_gentle < 1) // TODO make a "gentle" version?
481 if(sound_allowed(MSG_BROADCAST, attacker))
483 if(deathtype == DEATH_DROWN)
484 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
486 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
489 // get rid of kill indicator
490 if(self.killindicator)
492 remove(self.killindicator);
493 self.killindicator = world;
494 if(self.killindicator_teamchange)
495 defer_ClientKill_Now_TeamChange = TRUE;
497 if(self.classname == "body")
498 if(deathtype == DEATH_KILL)
500 // for the lemmings fans, a small harmless explosion
501 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
505 // become fully visible
507 // clear selected player display
508 ClearSelectedPlayer();
510 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
511 // print an obituary message
512 Obituary (attacker, inflictor, self, deathtype);
516 kh_Key_DropAll(self, TRUE);
517 else if(attacker.classname == "player" || attacker.classname == "gib")
518 kh_Key_DropAll(self, FALSE);
520 kh_Key_DropAll(self, TRUE);
523 if(attacker.classname != "player" && attacker.classname != "gib")
524 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
525 else if(attacker.team == self.team)
526 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
528 DropFlag(self.flagcarried, world, attacker);
531 DropBall(self.ballcarried, self.origin, self.velocity);
532 Portal_ClearAllLater(self);
534 WaypointSprite_PlayerDead();
535 // make the corpse upright (not tilted)
539 self.avelocity = '0 0 0';
540 // view from the floor
541 self.view_ofs = '0 0 -8';
543 self.movetype = MOVETYPE_TOSS;
545 self.solid = SOLID_CORPSE;
546 // don't stick to the floor
547 self.flags &~= FL_ONGROUND;
549 self.deadflag = DEAD_DYING;
550 // when to allow respawn
553 if(cvar("g_respawn_mapsettings"))
555 sdelay = cvar("g_respawn_mapsettings_delay");
556 waves = cvar("g_respawn_mapsettings_waves");
559 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
561 sdelay = cvar("g_respawn_delay");
563 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
565 waves = cvar("g_respawn_waves");
567 self.death_time = ceil((time + sdelay) / waves) * waves;
569 self.death_time = time + sdelay;
570 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
571 self.respawn_countdown = 10; // first number to count down from is 10
573 self.respawn_countdown = -1; // do not count down
576 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
577 self.dead_frame = self.anim_dead1_x;
581 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
582 self.dead_frame = self.anim_dead2_x;
584 // set damage function to corpse damage
585 self.event_damage = PlayerCorpseDamage;
586 // call the corpse damage function just in case it wants to gib
587 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
588 // set up to fade out later
589 SUB_SetFade (self, time + 12 + random () * 4, 1);
592 if(self.weaponentity)
593 if(self.weaponentity.lasertarget)
594 remove(self.weaponentity.lasertarget);
596 if(clienttype(self) == CLIENTTYPE_REAL)
598 self.fixangle = TRUE;
600 //WriteByte (MSG_ONE, SVC_SETANGLE);
601 //WriteAngle (MSG_ONE, self.v_angle_x);
602 //WriteAngle (MSG_ONE, self.v_angle_y);
603 //WriteAngle (MSG_ONE, 80);
607 Spawnqueue_Unmark(self);
609 if(defer_ClientKill_Now_TeamChange)
610 ClientKill_Now_TeamChange();
614 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
619 float UpdateSelectedPlayer_countvalue(float v)
621 return max(0, (v - 1.0) / 0.5);
624 // returns: -2 if no hit, otherwise cos of the angle
625 // uses the global v_angle
626 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
637 so = self.origin + self.view_ofs;
641 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
644 // now find the cos of the angle...
645 c = normalize(d) * v_forward;
650 // not visible in any way? forget it
654 traceline(so, p.origin, MOVE_NOMONSTERS, self);
655 if(trace_fraction < 1)
661 void ClearSelectedPlayer()
663 if(self.selected_player)
665 centerprint_expire(self, CENTERPRIO_POINT);
666 self.selected_player = world;
667 self.selected_player_display_needs_update = FALSE;
671 void UpdateSelectedPlayer()
674 float selected_score;
676 selected_score = 0.95; // 18 degrees
678 if(!cvar("sv_allow_shownames"))
681 if(clienttype(self) != CLIENTTYPE_REAL)
684 if(self.cvar_cl_shownames == 0)
687 if(self.cvar_cl_shownames == 1 && !teams_matter)
690 makevectors(self.v_angle); // sets v_forward
692 // 1. cursor trace is always right
693 if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
695 selected = self.cursor_trace_ent;
699 // 2. if we don't have a cursor trace, find the player which is least
705 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
716 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
720 if(time < self.selected_player_display_timeout)
721 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
722 selected = self.selected_player;
727 if(selected == self.selected_player)
730 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
731 self.selected_player_count = self.selected_player_count + frametime;
732 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
734 string namestr, healthstr;
735 namestr = playername(selected);
738 healthstr = ftos(floor(selected.health));
739 if(self.team == selected.team)
741 namestr = strcat(namestr, " (", healthstr, "%)");
742 self.selected_player_display_needs_update = TRUE;
745 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
750 ClearSelectedPlayer();
751 self.selected_player = selected;
752 self.selected_player_time = time;
753 self.selected_player_count = 0;
754 self.selected_player_display_needs_update = FALSE;
759 ClearSelectedPlayer();
762 if(self.selected_player)
763 self.last_selected_player = self.selected_player;
766 .float muted; // to be used by prvm_edictset server playernumber muted 1
767 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
769 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
770 float flood, privatemsgprefixlen;
773 if(Ban_MaybeEnforceBan(source))
776 if(!teamsay && !privatesay)
777 if(substring(msgin, 0, 1) == " ")
778 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
780 msgin = formatmessage(msgin);
785 if(source.classname != "player")
786 colorstr = "^0"; // black for spectators
787 else if(teams_matter)
788 colorstr = Team_ColorCode(source.team);
792 if(intermission_running)
796 * using bprint solves this... me stupid
797 // how can we prevent the message from appearing in a listen server?
798 // for now, just give "say" back and only handle say_team
801 clientcommand(self, strcat("say ", msgin));
806 if(cvar("g_chat_teamcolors"))
807 namestr = playername(source);
809 namestr = source.netname;
813 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
814 privatemsgprefixlen = strlen(msgstr);
815 msgstr = strcat(msgstr, msgin);
816 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
817 if(cvar("g_chat_teamcolors"))
818 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
820 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
824 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
825 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
829 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
833 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
835 fullcmsgstr = cmsgstr;
844 var .float flood_field;
848 flood_spl = cvar("g_chat_flood_spl_tell");
849 flood_burst = cvar("g_chat_flood_burst_tell");
850 flood_lmax = cvar("g_chat_flood_lmax_tell");
851 flood_field = floodcontrol_chattell;
855 flood_spl = cvar("g_chat_flood_spl_team");
856 flood_burst = cvar("g_chat_flood_burst_team");
857 flood_lmax = cvar("g_chat_flood_lmax_team");
858 flood_field = floodcontrol_chatteam;
862 flood_spl = cvar("g_chat_flood_spl");
863 flood_burst = cvar("g_chat_flood_burst");
864 flood_lmax = cvar("g_chat_flood_lmax");
865 flood_field = floodcontrol_chat;
867 flood_burst = max(0, flood_burst - 1);
868 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
870 // do flood control for the default line size
871 getWrappedLine_remaining = msgstr;
874 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
876 msgstr = strcat(msgstr, " ", getWrappedLine(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
879 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
881 if(getWrappedLine_remaining != "")
883 msgstr = strcat(msgstr, "\n");
887 if(time >= source.flood_field)
889 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
898 if (timeoutStatus == 2) //when game is paused, no flood protection
899 source.flood_field = flood = 0;
903 if(cvar("g_chat_flood_notify_flooder"))
905 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
910 sourcemsgstr = fullmsgstr;
911 sourcecmsgstr = fullcmsgstr;
917 sourcemsgstr = msgstr;
918 sourcecmsgstr = cmsgstr;
922 if(source.classname != "player")
924 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
925 teamsay = -1; // spectators
929 print("NOTE: ", playername(source), "^7 is flooding.\n");
931 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
933 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
937 // always fake the message
938 sprint(source, sourcemsgstr);
939 if(cmsgstr != "" && !privatesay)
940 centerprint(source, sourcecmsgstr);
944 if(cvar("g_chat_flood_notify_flooder"))
945 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
948 sprint(source, sourcemsgstr);
949 if(cmsgstr != "" && !privatesay)
950 centerprint(source, sourcecmsgstr);
955 sprint(source, sourcemsgstr);
956 sprint(privatesay, msgstr);
958 centerprint(privatesay, cmsgstr);
962 sprint(source, sourcemsgstr);
963 if(sourcecmsgstr != "")
964 centerprint(source, sourcecmsgstr);
965 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
968 sprint(head, msgstr);
970 centerprint(head, cmsgstr);
975 sprint(source, sourcemsgstr);
976 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
978 sprint(head, msgstr);
980 else if(sourcemsgstr != msgstr)
982 sprint(source, sourcemsgstr);
983 FOR_EACH_REALCLIENT(head)
985 sprint(head, msgstr);
991 float GetVoiceMessageVoiceType(string type)
994 return VOICETYPE_TAUNT;
995 if(type == "teamshoot")
996 return VOICETYPE_LASTATTACKER;
997 return VOICETYPE_TEAMRADIO;
1000 string allvoicesamples;
1001 float GetPlayerSoundSampleField_notFound;
1002 float GetPlayerSoundSampleField_fixed;
1003 .string GetVoiceMessageSampleField(string type)
1005 GetPlayerSoundSampleField_notFound = 0;
1006 GetPlayerSoundSampleField_fixed = 0;
1009 #define _VOICEMSG(m) case #m: return playersound_##m;
1013 GetPlayerSoundSampleField_notFound = 1;
1014 return playersound_taunt;
1017 .string GetPlayerSoundSampleField(string type)
1019 GetPlayerSoundSampleField_notFound = 0;
1020 GetPlayerSoundSampleField_fixed = 0;
1023 #define _VOICEMSG(m) case #m: return playersound_##m;
1027 GetPlayerSoundSampleField_notFound = 1;
1028 return playersound_taunt;
1031 void PrecacheGlobalSound(string samplestring)
1034 tokenize_console(samplestring);
1038 for(i = 1; i <= n; ++i)
1039 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1043 precache_sound(strcat(argv(0), ".wav"));
1047 void PrecachePlayerSounds(string f)
1051 fh = fopen(f, FILE_READ);
1054 while((s = fgets(fh)))
1056 if(tokenize_console(s) != 3)
1058 dprint("Invalid sound info line: ", s, "\n");
1061 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1065 if not(allvoicesamples)
1067 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1070 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1074 void ClearPlayerSounds()
1076 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1082 void LoadPlayerSounds(string f, float first)
1087 fh = fopen(f, FILE_READ);
1090 while((s = fgets(fh)))
1092 if(tokenize_console(s) != 3)
1094 field = GetPlayerSoundSampleField(argv(0));
1095 if(GetPlayerSoundSampleField_notFound)
1096 field = GetVoiceMessageSampleField(argv(0));
1097 if(GetPlayerSoundSampleField_notFound)
1099 if(GetPlayerSoundSampleField_fixed)
1103 strunzone(self.field);
1104 self.field = strzone(strcat(argv(1), " ", argv(2)));
1109 .float modelindex_for_playersound;
1110 void UpdatePlayerSounds()
1112 if(self.modelindex == self.modelindex_for_playersound)
1114 self.modelindex_for_playersound = self.modelindex;
1115 ClearPlayerSounds();
1116 LoadPlayerSounds("sound/player/default.sounds", 1);
1117 LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
1120 void GlobalSound(string sample, float chan, float voicetype)
1128 tokenize_console(sample);
1131 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1133 sample = strcat(argv(0), ".wav"); // randomization
1137 case VOICETYPE_LASTATTACKER_ONLY:
1139 if(self.pusher.team == self.team)
1141 msg_entity = self.pusher;
1142 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1144 if(msg_entity.cvar_cl_voice_directional == 1)
1145 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1147 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1151 case VOICETYPE_LASTATTACKER:
1153 if(self.pusher.team == self.team)
1155 msg_entity = self.pusher;
1156 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1158 if(msg_entity.cvar_cl_voice_directional == 1)
1159 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1161 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1164 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1165 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1168 case VOICETYPE_TEAMRADIO:
1169 FOR_EACH_REALCLIENT(msg_entity)
1170 if(!teams_matter || msg_entity.team == self.team)
1172 if(msg_entity.cvar_cl_voice_directional == 1)
1173 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1175 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1178 case VOICETYPE_AUTOTAUNT:
1179 tauntrand = random();
1180 FOR_EACH_REALCLIENT(msg_entity)
1181 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1183 if (msg_entity.cvar_cl_voice_directional >= 1)
1184 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1186 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1189 case VOICETYPE_TAUNT:
1190 FOR_EACH_REALCLIENT(msg_entity)
1192 if (msg_entity.cvar_cl_voice_directional >= 1)
1193 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1195 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1197 case VOICETYPE_PLAYERSOUND:
1198 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1201 backtrace("Invalid voice type!");
1206 void PlayerSound(.string samplefield, float chan, float voicetype)
1209 sample = self.samplefield;
1210 GlobalSound(sample, chan, voicetype);
1213 void VoiceMessage(string type, string msg)
1216 var float voicetype, ownteam;
1217 sample = GetVoiceMessageSampleField(type);
1219 if(GetPlayerSoundSampleField_notFound)
1221 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1225 voicetype = GetVoiceMessageVoiceType(type);
1226 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1230 var .float flood_field;
1235 flood_spv = cvar("g_voice_flood_spv_team");
1236 flood_field = floodcontrol_voiceteam;
1240 flood_spv = cvar("g_voice_flood_spv");
1241 flood_field = floodcontrol_voice;
1244 if(time >= self.flood_field)
1245 self.flood_field = max(time, self.flood_field) + flood_spv;
1249 if (timeoutStatus == 2) //when game is paused, no flood protection
1250 self.flood_field = flood = 0;
1253 Say(self, ownteam, world, msg, 0);
1256 PlayerSound(sample, CHAN_VOICE, voicetype);