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wanted to handle independent players with OR, not AND
[divverent/nexuiz.git] / data / qcsrc / server / cl_player.qc
1
2 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
3 // merged player_run and player_stand to player_anim
4 // added death animations to player_anim
5 // can now spawn thrown weapons from anywhere, not just from players
6 // thrown weapons now fade out after 20 seconds
7 // created PlayerGib function
8 // PlayerDie no longer uses hitloc or damage
9 // PlayerDie now supports dying animations as well as gibbing
10 // cleaned up PlayerDie a lot
11 // added CopyBody
12
13 .entity pusher;
14 .float pushltime;
15
16 void CopyBody(float keepvelocity)
17 {
18         local entity oldself;
19         if (self.effects & EF_NODRAW)
20                 return;
21         oldself = self;
22         self = spawn();
23         self.enemy = oldself;
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;
65         self = oldself;
66 }
67
68 float animparseerror;
69 vector animparseline(float animfile)
70 {
71         local string line;
72         local float c;
73         local vector anim;
74         if (animfile < 0)
75                 return '0 1 2';
76         line = fgets(animfile);
77         c = tokenize(line);
78         if (c != 3)
79         {
80                 animparseerror = TRUE;
81                 return '0 1 2';
82         }
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)
88                 anim = '0 1 2';
89         return anim;
90 };
91
92 void player_setupanimsformodel()
93 {
94         local string animfilename;
95         local float animfile;
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);
123         if (animfile >= 0)
124         {
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);
146                 fclose(animfile);
147
148                 // derived anims
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);
151
152                 if (animparseerror)
153                         print("Parse error in ", animfilename, ", some player animations are broken\n");
154         }
155         else
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);
159 };
160
161 void player_setanim(vector anim, float looping, float override, float restart)
162 {
163         if (!restart)
164         if (anim_x == self.animstate_startframe)
165         if (anim_y == self.animstate_numframes)
166         if (anim_z == self.animstate_framerate)
167                 return;
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;
176 };
177
178 void player_updateframe()
179 {
180         if (time >= self.animstate_endtime)
181         {
182                 if (self.animstate_looping)
183                 {
184                         self.animstate_starttime = self.animstate_endtime;
185                         self.animstate_endtime = self.animstate_endtime + self.animstate_numframes / self.animstate_framerate;
186                 }
187                 self.animstate_override = FALSE;
188         }
189         self.frame = self.animstate_startframe + bound(0, (time - self.animstate_starttime) * self.animstate_framerate, self.animstate_numframes - 1);
190 };
191
192 void player_anim (void)
193 {
194         player_updateframe();
195
196         if (self.deadflag != DEAD_NO)
197         {
198                 if (time > self.animstate_endtime)
199                 {
200                         if (self.maxs_z > 5)
201                         {
202                                 self.maxs_z = 5;
203                                 setsize(self, self.mins, self.maxs);
204                         }
205                         self.frame = self.dead_frame;
206                 }
207                 return;
208         }
209
210         if (!self.animstate_override)
211         {
212                 if (!(self.flags & FL_ONGROUND))
213                 {
214                         if (self.crouch)
215                                 player_setanim(self.anim_duckjump, FALSE, TRUE, FALSE);
216                         else
217                                 player_setanim(self.anim_jump, FALSE, TRUE, FALSE);
218                 }
219                 else if (self.crouch)
220                 {
221                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
222                                 player_setanim(self.anim_duckwalk, TRUE, FALSE, FALSE);
223                         else
224                                 player_setanim(self.anim_duckidle, TRUE, FALSE, FALSE);
225                 }
226                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
227                 {
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);
244                         else
245                                 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
246                 }
247                 else
248                         player_setanim(self.anim_idle, TRUE, FALSE, FALSE);
249         }
250 }
251 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
252
253 void SpawnThrownWeapon (vector org, float w)
254 {
255         W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
256 }
257
258 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
259 {
260         local float take, save;
261         if(sv_gentle < 1)       
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);
265
266         save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
267         take = bound(0, damage - save, damage);
268
269         if (save > 10)
270                 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
271         else if (take > 30)
272                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
273         else if (take > 10)
274                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
275
276         if(sv_gentle < 1) {     
277                 if (take > 50)
278                         TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
279                 if (take > 100)
280                         TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
281         }
282
283         if (!(self.flags & FL_GODMODE))
284         {
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"));
289         }
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;
293
294         if (self.health <= -50)
295         {
296                 // don't use any animations as a gib
297                 self.frame = 0;
298                 self.dead_frame = 0;
299                 // view just above the floor
300                 self.view_ofs = '0 0 4';
301
302                 // make a juicy mess
303                 local float multiplier;
304                 multiplier = 1;
305                 if (cvar("ekg"))
306                         multiplier = 5;
307
308
309                 // make a meaty mess
310                 TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
311                 
312                 if(sv_gentle < 1) {
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);
315
316                         local float c;
317                         c = 0;
318
319                         while (c < multiplier)
320                         {
321                                 c = c + 1;
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);
328
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);
340
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);
346                         }
347                         sound (self, CHAN_PLAYER, "misc/gib.wav", VOL_BASE, ATTN_NORM);
348                 }
349         }
350 }
351
352 void ClientKill_Now_TeamChange();
353
354 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
355 {
356         local float take, save, waves, sdelay;
357
358         damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0);
359         if(sv_gentle > 0) {
360                 pointparticles(particleeffectnum("damage_hit"), hitloc, force, bound(0, damage, 200));
361         } else {
362                 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
363         }
364
365         if(g_arena)
366         if(numspawned < 2)
367                 return;
368
369         if (!g_minstagib)
370         {
371                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
372                 take = bound(0, damage - save, damage);
373         }
374         else
375         {
376                 save = 0;
377                 take = damage;
378         }
379
380         if (save > 10)
381                 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
382         else if (take > 30)
383                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
384         else if (take > 10)
385                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
386
387         if (take > 50)
388                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
389         if (take > 100)
390                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
391
392         if (time > self.spawnshieldtime)
393         {
394                 if (!(self.flags & FL_GODMODE))
395                 {
396                         self.armorvalue = self.armorvalue - save;
397                         self.health = self.health - take;
398                         // pause regeneration for 5 seconds
399                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
400
401                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
402                         {
403                                 self.pain_finished = time + 0.5;        //Supajoe
404
405                                 if(sv_gentle < 1) {             
406                                         if (random() > 0.5)
407                                                 player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
408                                         else
409                                                 player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
410
411                                         if(deathtype != IT_LASER || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
412                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
413                                         {
414                                                 if(self.health > 75) // TODO make a "gentle" version?
415                                                         PlayerSound(playersound_pain100, CHAN_PAIN, 0);
416                                                 else if(self.health > 50)
417                                                         PlayerSound(playersound_pain75, CHAN_PAIN, 0);
418                                                 else if(self.health > 25)
419                                                         PlayerSound(playersound_pain50, CHAN_PAIN, 0);
420                                                 else if(self.health > 1)
421                                                         PlayerSound(playersound_pain25, CHAN_PAIN, 0);
422                                         }
423                                 }
424
425                                 // throw off bot aim temporarily
426                                 local float shake;
427                                 shake = damage * 5 / (bound(0,skill,100) + 1);
428                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
429                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
430                         }
431                 }
432                 else
433                         self.max_armorvalue += (save + take);
434         }
435         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
436         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
437         self.dmg_inflictor = inflictor;
438
439         if(attacker == self)
440         {
441                 // don't reset pushltime for self damage as it may be an attempt to
442                 // escape a lava pit or similar
443                 //self.pushltime = 0;
444         }
445         else if(attacker.classname == "player" || attacker.classname == "gib")
446         {
447                 self.pusher = attacker;
448                 self.pushltime = time + cvar("g_maxpushtime");
449         }
450         else if(time < self.pushltime)
451         {
452                 attacker = self.pusher;
453                 self.pushltime = max(self.pushltime, time + 0.6);
454         }
455         else
456                 self.pushltime = 0;
457
458         if (self.health < 1)
459         {
460                 float defer_ClientKill_Now_TeamChange;
461                 defer_ClientKill_Now_TeamChange = FALSE;
462
463                 if(sv_gentle < 1) // TODO make a "gentle" version?
464                 {
465                         if(deathtype == DEATH_DROWN)
466                                 PlayerSound(playersound_drown, CHAN_PAIN, 0);
467                         else
468                                 PlayerSound(playersound_death, CHAN_PAIN, 0);
469                 }
470
471                 // get rid of kill indicator
472                 if(self.killindicator)
473                 {
474                         remove(self.killindicator);
475                         self.killindicator = world;
476                         if(self.killindicator_teamchange)
477                                 defer_ClientKill_Now_TeamChange = TRUE;
478
479                         if(self.classname == "body")
480                         if(deathtype == DEATH_KILL)
481                         {
482                                 // for the lemmings fans, a small harmless explosion
483                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
484                         }
485                 }
486
487                 // become fully visible
488                 self.alpha = 1;
489                 // clear selected player display
490                 ClearSelectedPlayer();
491                 // throw a weapon
492                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
493                 // print an obituary message
494                 Obituary (attacker, self, deathtype);
495                 DropAllRunes(self);
496                 if(self == attacker)
497                         kh_Key_DropAll(self, TRUE);
498                 else if(attacker.classname == "player" || attacker.classname == "gib")
499                         kh_Key_DropAll(self, FALSE);
500                 else
501                         kh_Key_DropAll(self, TRUE);
502                 if(self.flagcarried)
503                         DropFlag(self.flagcarried);
504                 // clear waypoints
505                 WaypointSprite_PlayerDead();
506                 // make the corpse upright (not tilted)
507                 self.angles_x = 0;
508                 self.angles_z = 0;
509                 // don't spin
510                 self.avelocity = '0 0 0';
511                 // view from the floor
512                 self.view_ofs = '0 0 -8';
513                 // toss the corpse
514                 self.movetype = MOVETYPE_TOSS;
515                 // shootable corpse
516                 self.solid = SOLID_CORPSE;
517                 // don't stick to the floor
518                 self.flags = self.flags - (self.flags & FL_ONGROUND);
519                 // dying animation
520                 self.deadflag = DEAD_DYING;
521                 // when to allow respawn
522                 sdelay = 0;
523                 waves = 0;
524                 if(cvar("g_respawn_mapsettings"))
525                 {
526                         sdelay = cvar("g_respawn_mapsettings_delay");
527                         waves = cvar("g_respawn_mapsettings_waves");
528                 }
529                 if(!sdelay)
530                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
531                 if(!sdelay)
532                         sdelay = cvar("g_respawn_delay");
533                 if(!waves)
534                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
535                 if(!waves)
536                         waves = cvar("g_respawn_waves");
537                 if(waves)
538                         self.death_time = ceil((time + sdelay) / waves) * waves;
539                 else
540                         self.death_time = time + sdelay;
541                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
542                         self.respawn_countdown = 10; // first number to count down from is 10
543                 else
544                         self.respawn_countdown = -1; // do not count down
545                 if (random() < 0.5)
546                 {
547                         player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
548                         self.dead_frame = self.anim_dead1_x;
549                 }
550                 else
551                 {
552                         player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
553                         self.dead_frame = self.anim_dead2_x;
554                 }
555                 // set damage function to corpse damage
556                 self.event_damage = PlayerCorpseDamage;
557                 // call the corpse damage function just in case it wants to gib
558                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
559                 // set up to fade out later
560                 SUB_SetFade (self, time + 12 + random () * 4, 1);
561
562                 // remove laserdot
563                 if(self.weaponentity)
564                         if(self.weaponentity.lasertarget)
565                                 remove(self.weaponentity.lasertarget);
566
567                 if(clienttype(self) == CLIENTTYPE_REAL)
568                 {
569                         self.fixangle = TRUE;
570                         //msg_entity = self;
571                         //WriteByte (MSG_ONE, SVC_SETANGLE);
572                         //WriteAngle (MSG_ONE, self.v_angle_x);
573                         //WriteAngle (MSG_ONE, self.v_angle_y);
574                         //WriteAngle (MSG_ONE, 80);
575                 }
576
577                 if(g_arena)
578                         Spawnqueue_Unmark(self);
579
580                 if(defer_ClientKill_Now_TeamChange)
581                         ClientKill_Now_TeamChange();
582
583                 if(sv_gentle > 0) {
584                         // remove corpse
585                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
586                         pointparticles(particleeffectnum("damage_dissolve"), self.origin, force, 1);
587                 }
588         }
589 }
590
591 float UpdateSelectedPlayer_countvalue(float v)
592 {
593         return max(0, (v - 1.0) / 0.5);
594 }
595
596 // returns: -2 if no hit, otherwise cos of the angle
597 // uses the global v_angle
598 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
599 {
600         vector so, d;
601         float c;
602
603         if(p == self)
604                 return -2;
605
606         if(p.deadflag)
607                 return -2;
608
609         so = self.origin + self.view_ofs;
610         d = p.origin - so;
611
612         // misaimed?
613         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
614                 return -2;
615
616         // now find the cos of the angle...
617         c = normalize(d) * v_forward;
618
619         if(c <= mincosangle)
620                 return -2;
621
622         traceline(so, p.origin, MOVE_NOMONSTERS, self);
623         if(trace_fraction < 1)
624                 return -2;
625
626         return c;
627 }
628
629 void ClearSelectedPlayer()
630 {
631         if(self.selected_player)
632         {
633                 centerprint_expire(self, CENTERPRIO_POINT);
634                 self.selected_player = world;
635                 self.selected_player_display_needs_update = FALSE;
636         }
637 }
638
639 void UpdateSelectedPlayer()
640 {
641         entity selected;
642         float selected_score;
643         selected = world;
644         selected_score = 0.95; // 18 degrees
645
646         if(!cvar("sv_allow_shownames"))
647                 return;
648
649         if(clienttype(self) != CLIENTTYPE_REAL)
650                 return;
651
652         if(self.cvar_cl_shownames == 0)
653                 return;
654
655         if(self.cvar_cl_shownames == 1 && !teams_matter)
656                 return;
657
658         makevectors(self.v_angle); // sets v_forward
659
660         // 1. cursor trace is always right
661         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
662         {
663                 selected = self.cursor_trace_ent;
664         }
665         else
666         {
667                 // 2. if we don't have a cursor trace, find the player which is least
668                 //    mis-aimed at
669                 entity p;
670                 FOR_EACH_PLAYER(p)
671                 {
672                         float c;
673                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
674                         if(c >= -1)
675                         {
676                                 selected = p;
677                                 selected_score = c;
678                         }
679                 }
680         }
681
682         if(selected)
683         {
684                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
685         }
686         else
687         {
688                 if(time < self.selected_player_display_timeout)
689                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
690                                 selected = self.selected_player;
691         }
692
693         if(selected)
694         {
695                 if(selected == self.selected_player)
696                 {
697                         float save;
698                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
699                         self.selected_player_count = self.selected_player_count + frametime;
700                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
701                         {
702                                 string namestr, healthstr;
703                                 namestr = playername(selected);
704                                 if(teams_matter)
705                                 {
706                                         healthstr = ftos(floor(selected.health));
707                                         if(self.team == selected.team)
708                                         {
709                                                 namestr = strcat(namestr, " (", healthstr, "%)");
710                                                 self.selected_player_display_needs_update = TRUE;
711                                         }
712                                 }
713                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
714                         }
715                 }
716                 else
717                 {
718                         ClearSelectedPlayer();
719                         self.selected_player = selected;
720                         self.selected_player_time = time;
721                         self.selected_player_count = 0;
722                         self.selected_player_display_needs_update = FALSE;
723                 }
724         }
725         else
726         {
727                 ClearSelectedPlayer();
728         }
729
730         if(self.selected_player)
731                 self.last_selected_player = self.selected_player;
732 }
733
734 float GetVoiceMessageTeamsayType(string type)
735 {
736         if(type == "taunt")
737                 return 0;
738         if(type == "teamshoot")
739                 return 2;
740         return 1;
741 }
742
743 string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot";
744 float GetPlayerSoundSampleField_notFound;
745 float GetPlayerSoundSampleField_fixed;
746 .string GetVoiceMessageSampleField(string type)
747 {
748         GetPlayerSoundSampleField_notFound = 0;
749         GetPlayerSoundSampleField_fixed = 0;
750         switch(type)
751         {
752                 case "attack":       return playersound_attack;
753                 case "attackinfive": return playersound_attackinfive;
754                 case "coverme":      return playersound_coverme;
755                 case "defend":       return playersound_defend;
756                 case "freelance":    return playersound_freelance;
757                 case "incoming":     return playersound_incoming;
758                 case "meet":         return playersound_meet;
759                 case "needhelp":     return playersound_needhelp;
760                 case "seenflag":     return playersound_seenflag;
761                 case "taunt":        return playersound_taunt;
762                 case "teamshoot":    return playersound_teamshoot;
763         }
764         GetPlayerSoundSampleField_notFound = 1;
765         return playersound_taunt;
766 }
767
768 .string GetPlayerSoundSampleField(string type)
769 {
770         GetPlayerSoundSampleField_notFound = 0;
771         GetPlayerSoundSampleField_fixed = 0;
772         switch(type)
773         {
774                 case "death":        return playersound_death;
775                 case "drown":        return playersound_drown;
776                 case "falling":      return playersound_falling;
777                 case "gasp":         return playersound_gasp;
778                 case "jump":         return playersound_jump;
779                 case "pain25":       return playersound_pain25;
780                 case "pain50":       return playersound_pain50;
781                 case "pain75":       return playersound_pain75;
782                 case "pain100":      return playersound_pain100;
783         }
784         GetPlayerSoundSampleField_notFound = 1;
785         return playersound_taunt;
786 }
787
788 void PrecacheGlobalSound(string samplestring)
789 {
790         float n, i;
791         tokenize(samplestring);
792         n = stof(argv(1));
793         if(n > 0)
794         {
795                 for(i = 1; i <= n; ++i)
796                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
797         }
798         else
799         {
800                 precache_sound(strcat(argv(0), ".wav"));
801         }
802 }
803
804 void PrecachePlayerSounds(string f)
805 {
806         float fh;
807         string s;
808         fh = fopen(f, FILE_READ);
809         if(fh < 0)
810                 return;
811         while((s = fgets(fh)))
812         {
813                 if(tokenize(s) != 3)
814                 {
815                         dprint("Invalid sound info line: ", s, "\n");
816                         continue;
817                 }
818                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
819         }
820         fclose(fh);
821 }
822
823 void ClearPlayerSounds()
824 {
825         if(self.playersound_attack      ) { strunzone(self.playersound_attack      ); self.playersound_attack = string_null; }
826         if(self.playersound_attackinfive) { strunzone(self.playersound_attackinfive); self.playersound_attackinfive = string_null; }
827         if(self.playersound_coverme     ) { strunzone(self.playersound_coverme     ); self.playersound_coverme = string_null; }
828         if(self.playersound_defend      ) { strunzone(self.playersound_defend      ); self.playersound_defend = string_null; }
829         if(self.playersound_freelance   ) { strunzone(self.playersound_freelance   ); self.playersound_freelance = string_null; }
830         if(self.playersound_incoming    ) { strunzone(self.playersound_incoming    ); self.playersound_incoming = string_null; }
831         if(self.playersound_meet        ) { strunzone(self.playersound_meet        ); self.playersound_meet = string_null; }
832         if(self.playersound_needhelp    ) { strunzone(self.playersound_needhelp    ); self.playersound_needhelp = string_null; }
833         if(self.playersound_seenflag    ) { strunzone(self.playersound_seenflag    ); self.playersound_seenflag = string_null; }
834         if(self.playersound_taunt       ) { strunzone(self.playersound_taunt       ); self.playersound_taunt = string_null; }
835         if(self.playersound_teamshoot   ) { strunzone(self.playersound_teamshoot   ); self.playersound_teamshoot = string_null; }
836         if(self.playersound_death       ) { strunzone(self.playersound_death       ); self.playersound_death = string_null; }
837         if(self.playersound_drown       ) { strunzone(self.playersound_drown       ); self.playersound_drown = string_null; }
838         if(self.playersound_falling     ) { strunzone(self.playersound_falling     ); self.playersound_falling = string_null; }
839         if(self.playersound_gasp        ) { strunzone(self.playersound_gasp        ); self.playersound_gasp = string_null; }
840         if(self.playersound_jump        ) { strunzone(self.playersound_jump        ); self.playersound_jump = string_null; }
841         if(self.playersound_pain25      ) { strunzone(self.playersound_pain25      ); self.playersound_pain25 = string_null; }
842         if(self.playersound_pain50      ) { strunzone(self.playersound_pain50      ); self.playersound_pain50 = string_null; }
843         if(self.playersound_pain75      ) { strunzone(self.playersound_pain75      ); self.playersound_pain75 = string_null; }
844         if(self.playersound_pain100     ) { strunzone(self.playersound_pain100     ); self.playersound_pain100 = string_null; }
845 }
846
847 void LoadPlayerSounds(string f, float first)
848 {
849         float fh;
850         string s;
851         var .string field;
852         fh = fopen(f, FILE_READ);
853         if(fh < 0)
854                 return;
855         while((s = fgets(fh)))
856         {
857                 if(tokenize(s) != 3)
858                         continue;
859                 field = GetPlayerSoundSampleField(argv(0));
860                 if(GetPlayerSoundSampleField_notFound)
861                         field = GetVoiceMessageSampleField(argv(0));
862                 if(GetPlayerSoundSampleField_notFound)
863                         continue;
864                 if(GetPlayerSoundSampleField_fixed)
865                         if not(first)
866                                 continue;
867                 if(self.field)
868                         strunzone(self.field);
869                 self.field = strzone(strcat(argv(1), " ", argv(2)));
870         }
871         fclose(fh);
872 }
873
874 .float modelindex_for_playersound;
875 void UpdatePlayerSounds()
876 {
877         if(self.modelindex == self.modelindex_for_playersound)
878                 return;
879         self.modelindex_for_playersound = self.modelindex;
880         ClearPlayerSounds();
881         LoadPlayerSounds("sound/player/default.sounds", 1);
882         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
883 }
884
885 void GlobalSound(string sample, float chan, float teamsay)
886 {
887         float n;
888
889         if(sample == "")
890                 return;
891
892         tokenize(sample);
893         n = stof(argv(1));
894         if(n > 0)
895                 sample = strcat(argv(0), ftos(ceil(random() * n)), ".wav"); // randomization
896         else
897                 sample = strcat(argv(0), ".wav"); // randomization
898
899         if(teamsay == 2) // only to last attacker
900         {
901                 if(teams_matter)
902                         if(self.pusher)
903                                 if(self.pusher.team == self.team)
904                                 {
905                                         msg_entity = self.pusher;
906                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
907                                         msg_entity = self;
908                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
909                                 }
910         }
911         else if(teamsay == 0) // to everyone
912         {
913                 // broadcast the sound, but it's directional
914                 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
915         }
916         else if(teamsay == 1) // to the same team
917         {
918                 if(teams_matter)
919                 {
920                         entity e;
921                         FOR_EACH_REALCLIENT(e)
922                                 if(!teams_matter || e.team == self.team)
923                                 {
924                                         msg_entity = e;
925                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
926                                 }
927                 }
928                 else
929                 {
930                         sound(self, chan, sample, VOL_BASE, ATTN_NONE);
931                 }
932         }
933 }
934
935 void PlayerSound(.string samplefield, float chan, float teamsay)
936 {
937         string sample;
938         sample = self.samplefield;
939         GlobalSound(sample, chan, teamsay);
940 }
941
942 void VoiceMessage(string type)
943 {
944         var .string sample;
945         var float teamsay;
946         sample = GetVoiceMessageSampleField(type);
947
948         if(GetPlayerSoundSampleField_notFound)
949         {
950                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
951                 return;
952         }
953
954         teamsay = GetVoiceMessageTeamsayType(type);
955
956         PlayerSound(sample, CHAN_VOICE, teamsay);
957 }