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.customizeentityforclient = oldself.customizeentityforclient;
55 if (keepvelocity == 1)
56 self.velocity = oldself.velocity;
57 self.oldvelocity = self.velocity;
58 self.fade_time = oldself.fade_time;
59 self.fade_rate = oldself.fade_rate;
60 //self.weapon = oldself.weapon;
61 setorigin(self, oldself.origin);
62 setsize(self, oldself.mins, oldself.maxs);
63 self.oldorigin = oldself.origin;
64 self.reset = SUB_Remove;
69 vector animparseline(float animfile)
76 line = fgets(animfile);
77 c = tokenize_sane(line);
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)
258 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
260 if(self.weapons & W_WeaponBit(j))
261 if(W_IsWeaponThrowable(j))
262 W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
266 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
269 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
271 local float take, save;
272 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force, 2, bound(0, damage, 200) / 16);
274 // damage resistance (ignore most of the damage from a bullet or similar)
275 damage = max(damage - 5, 1);
277 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
278 take = bound(0, damage - save, damage);
281 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
283 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
285 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
288 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force * -0.1, 3, 1);
290 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force * -0.2, 3, 1);
292 if (!(self.flags & FL_GODMODE))
294 self.armorvalue = self.armorvalue - save;
295 self.health = self.health - take;
296 // pause regeneration for 5 seconds
297 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
299 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
300 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
301 self.dmg_inflictor = inflictor;
303 if (self.health <= -75 && self.modelindex != 0)
305 // don't use any animations as a gib
308 // view just above the floor
309 self.view_ofs = '0 0 4';
311 Violence_GibSplash(self, 1, 1);
312 self.modelindex = 0; // restore later
313 self.solid = SOLID_NOT; // restore later
317 void ClientKill_Now_TeamChange();
319 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
321 local float take, save, waves, sdelay;
323 if(!DEATH_ISSPECIAL(deathtype))
325 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
327 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
330 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force, 2, bound(0, damage, 200) / 16);
338 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
339 take = bound(0, damage - save, damage);
348 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
350 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
352 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
355 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force * -0.1, 3, 1);
357 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force * -0.2, 3, 1);
359 if (time > self.spawnshieldtime)
361 if (!(self.flags & FL_GODMODE))
363 self.armorvalue = self.armorvalue - save;
364 self.health = self.health - take;
365 // pause regeneration for 5 seconds
366 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
368 if (time > self.pain_finished) //Don't switch pain sequences like crazy
370 self.pain_finished = time + 0.5; //Supajoe
374 player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
376 player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
378 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
379 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
381 if(self.health > 75) // TODO make a "gentle" version?
382 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
383 else if(self.health > 50)
384 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
385 else if(self.health > 25)
386 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
387 else if(self.health > 1)
388 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
392 // throw off bot aim temporarily
394 shake = damage * 5 / (bound(0,skill,100) + 1);
395 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
396 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
400 self.max_armorvalue += (save + take);
402 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
403 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
404 self.dmg_inflictor = inflictor;
408 // don't reset pushltime for self damage as it may be an attempt to
409 // escape a lava pit or similar
410 //self.pushltime = 0;
412 else if(attacker.classname == "player" || attacker.classname == "gib")
414 self.pusher = attacker;
415 self.pushltime = time + cvar("g_maxpushtime");
417 else if(time < self.pushltime)
419 attacker = self.pusher;
420 self.pushltime = max(self.pushltime, time + 0.6);
427 float defer_ClientKill_Now_TeamChange;
428 defer_ClientKill_Now_TeamChange = FALSE;
430 if(sv_gentle < 1) // TODO make a "gentle" version?
432 if(deathtype == DEATH_DROWN)
433 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
435 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
438 // get rid of kill indicator
439 if(self.killindicator)
441 remove(self.killindicator);
442 self.killindicator = world;
443 if(self.killindicator_teamchange)
444 defer_ClientKill_Now_TeamChange = TRUE;
446 if(self.classname == "body")
447 if(deathtype == DEATH_KILL)
449 // for the lemmings fans, a small harmless explosion
450 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
454 // become fully visible
456 // clear selected player display
457 ClearSelectedPlayer();
459 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
460 // print an obituary message
461 Obituary (attacker, inflictor, self, deathtype);
465 kh_Key_DropAll(self, TRUE);
466 else if(attacker.classname == "player" || attacker.classname == "gib")
467 kh_Key_DropAll(self, FALSE);
469 kh_Key_DropAll(self, TRUE);
472 if(attacker.classname != "player" && attacker.classname != "gib")
473 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
474 else if(attacker.team == self.team)
475 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
477 DropFlag(self.flagcarried, world, attacker);
479 Portal_ClearAllLater(self);
481 WaypointSprite_PlayerDead();
482 // make the corpse upright (not tilted)
486 self.avelocity = '0 0 0';
487 // view from the floor
488 self.view_ofs = '0 0 -8';
490 self.movetype = MOVETYPE_TOSS;
492 self.solid = SOLID_CORPSE;
493 // don't stick to the floor
494 self.flags &~= FL_ONGROUND;
496 self.deadflag = DEAD_DYING;
497 // when to allow respawn
500 if(cvar("g_respawn_mapsettings"))
502 sdelay = cvar("g_respawn_mapsettings_delay");
503 waves = cvar("g_respawn_mapsettings_waves");
506 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
508 sdelay = cvar("g_respawn_delay");
510 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
512 waves = cvar("g_respawn_waves");
514 self.death_time = ceil((time + sdelay) / waves) * waves;
516 self.death_time = time + sdelay;
517 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
518 self.respawn_countdown = 10; // first number to count down from is 10
520 self.respawn_countdown = -1; // do not count down
523 player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
524 self.dead_frame = self.anim_dead1_x;
528 player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
529 self.dead_frame = self.anim_dead2_x;
531 // set damage function to corpse damage
532 self.event_damage = PlayerCorpseDamage;
533 // call the corpse damage function just in case it wants to gib
534 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
535 // set up to fade out later
536 SUB_SetFade (self, time + 12 + random () * 4, 1);
539 if(self.weaponentity)
540 if(self.weaponentity.lasertarget)
541 remove(self.weaponentity.lasertarget);
543 if(clienttype(self) == CLIENTTYPE_REAL)
545 self.fixangle = TRUE;
547 //WriteByte (MSG_ONE, SVC_SETANGLE);
548 //WriteAngle (MSG_ONE, self.v_angle_x);
549 //WriteAngle (MSG_ONE, self.v_angle_y);
550 //WriteAngle (MSG_ONE, 80);
554 Spawnqueue_Unmark(self);
556 if(defer_ClientKill_Now_TeamChange)
557 ClientKill_Now_TeamChange();
561 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
566 float UpdateSelectedPlayer_countvalue(float v)
568 return max(0, (v - 1.0) / 0.5);
571 // returns: -2 if no hit, otherwise cos of the angle
572 // uses the global v_angle
573 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
584 so = self.origin + self.view_ofs;
588 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
591 // now find the cos of the angle...
592 c = normalize(d) * v_forward;
597 traceline(so, p.origin, MOVE_NOMONSTERS, self);
598 if(trace_fraction < 1)
604 void ClearSelectedPlayer()
606 if(self.selected_player)
608 centerprint_expire(self, CENTERPRIO_POINT);
609 self.selected_player = world;
610 self.selected_player_display_needs_update = FALSE;
614 void UpdateSelectedPlayer()
617 float selected_score;
619 selected_score = 0.95; // 18 degrees
621 if(!cvar("sv_allow_shownames"))
624 if(clienttype(self) != CLIENTTYPE_REAL)
627 if(self.cvar_cl_shownames == 0)
630 if(self.cvar_cl_shownames == 1 && !teams_matter)
633 makevectors(self.v_angle); // sets v_forward
635 // 1. cursor trace is always right
636 if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
638 selected = self.cursor_trace_ent;
642 // 2. if we don't have a cursor trace, find the player which is least
648 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
659 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
663 if(time < self.selected_player_display_timeout)
664 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
665 selected = self.selected_player;
670 if(selected == self.selected_player)
673 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
674 self.selected_player_count = self.selected_player_count + frametime;
675 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
677 string namestr, healthstr;
678 namestr = playername(selected);
681 healthstr = ftos(floor(selected.health));
682 if(self.team == selected.team)
684 namestr = strcat(namestr, " (", healthstr, "%)");
685 self.selected_player_display_needs_update = TRUE;
688 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
693 ClearSelectedPlayer();
694 self.selected_player = selected;
695 self.selected_player_time = time;
696 self.selected_player_count = 0;
697 self.selected_player_display_needs_update = FALSE;
702 ClearSelectedPlayer();
705 if(self.selected_player)
706 self.last_selected_player = self.selected_player;
709 .float floodcontrol_chat;
710 .float floodcontrol_chatteam;
711 void Say(entity source, float teamsay, string msgin, float floodcontrol)
713 string msgstr, colorstr, cmsgstr, namestr;
717 if(Ban_MaybeEnforceBan(source))
721 if(substring(msgin, 0, 1) == " ")
722 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
724 msgin = formatmessage(msgin);
729 if(source.classname != "player")
730 colorstr = "^0"; // black for spectators
731 else if(teams_matter)
732 colorstr = Team_ColorCode(source.team);
736 if(intermission_running)
740 * using bprint solves this... me stupid
741 // how can we prevent the message from appearing in a listen server?
742 // for now, just give "say" back and only handle say_team
745 clientcommand(self, strcat("say ", msgin));
750 if(cvar("g_chat_teamcolors"))
751 namestr = playername(source);
753 namestr = source.netname;
756 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
757 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
760 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
762 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
771 var .float flood_field;
775 flood_spl = cvar("g_chat_flood_spl_team");
776 flood_burst = cvar("g_chat_flood_burst_team");
777 flood_lmax = cvar("g_chat_flood_lmax_team");
778 flood_field = floodcontrol_chatteam;
782 flood_spl = cvar("g_chat_flood_spl");
783 flood_burst = cvar("g_chat_flood_burst");
784 flood_lmax = cvar("g_chat_flood_lmax");
785 flood_field = floodcontrol_chat;
787 flood_burst = max(0, flood_burst - 1);
788 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
789 lines = ceil(strlennocol(msgstr) / 75);
790 if(flood_lmax && lines > flood_lmax)
792 else if(time >= self.flood_field)
793 self.flood_field = max(time - flood_burst * flood_spl, self.flood_field) + lines * flood_spl;
800 if(cvar("g_chat_flood_notify_flooder"))
803 sprint(self, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(self.flood_field - time), "^3 seconds\n"));
805 sprint(self, "^3FLOOD CONTROL: ^7message too long\n");
808 sprint(self, msgstr);
809 print("NOTE: ", playername(self), "^7 is flooding.\n");
813 if(source.classname == "player")
815 FOR_EACH_REALPLAYER(head)
817 if(head.team == source.team)
819 sprint(head, msgstr);
820 centerprint(head, cmsgstr);
826 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
828 sprint(head, msgstr);
829 centerprint(head, cmsgstr);
836 (cvar("g_chat_nospectators") == 1 && source.classname != "player")
837 || (cvar("g_chat_nospectators") == 2 && source.classname != "player" && !inWarmupStage)
839 FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
840 sprint(head, msgstr);
848 float GetVoiceMessageVoiceType(string type)
851 return VOICETYPE_TAUNT;
852 if(type == "teamshoot")
853 return VOICETYPE_LASTATTACKER;
854 return VOICETYPE_TEAMRADIO;
857 string allvoicesamples;
858 float GetPlayerSoundSampleField_notFound;
859 float GetPlayerSoundSampleField_fixed;
860 .string GetVoiceMessageSampleField(string type)
862 GetPlayerSoundSampleField_notFound = 0;
863 GetPlayerSoundSampleField_fixed = 0;
866 #define _VOICEMSG(m) case #m: return playersound_##m;
870 GetPlayerSoundSampleField_notFound = 1;
871 return playersound_taunt;
874 .string GetPlayerSoundSampleField(string type)
876 GetPlayerSoundSampleField_notFound = 0;
877 GetPlayerSoundSampleField_fixed = 0;
880 #define _VOICEMSG(m) case #m: return playersound_##m;
884 GetPlayerSoundSampleField_notFound = 1;
885 return playersound_taunt;
888 void PrecacheGlobalSound(string samplestring)
891 tokenize_sane(samplestring);
895 for(i = 1; i <= n; ++i)
896 precache_sound(strcat(argv(0), ftos(i), ".wav"));
900 precache_sound(strcat(argv(0), ".wav"));
904 void PrecachePlayerSounds(string f)
908 fh = fopen(f, FILE_READ);
911 while((s = fgets(fh)))
913 if(tokenize_sane(s) != 3)
915 dprint("Invalid sound info line: ", s, "\n");
918 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
922 if not(allvoicesamples)
924 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
927 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
931 void ClearPlayerSounds()
933 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
939 void LoadPlayerSounds(string f, float first)
944 fh = fopen(f, FILE_READ);
947 while((s = fgets(fh)))
949 if(tokenize_sane(s) != 3)
951 field = GetPlayerSoundSampleField(argv(0));
952 if(GetPlayerSoundSampleField_notFound)
953 field = GetVoiceMessageSampleField(argv(0));
954 if(GetPlayerSoundSampleField_notFound)
956 if(GetPlayerSoundSampleField_fixed)
960 strunzone(self.field);
961 self.field = strzone(strcat(argv(1), " ", argv(2)));
966 .float modelindex_for_playersound;
967 void UpdatePlayerSounds()
969 if(self.modelindex == self.modelindex_for_playersound)
971 self.modelindex_for_playersound = self.modelindex;
973 LoadPlayerSounds("sound/player/default.sounds", 1);
974 LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
977 void GlobalSound(string sample, float chan, float voicetype)
985 tokenize_sane(sample);
988 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
990 sample = strcat(argv(0), ".wav"); // randomization
994 case VOICETYPE_LASTATTACKER_ONLY:
996 if(self.pusher.team == self.team)
998 msg_entity = self.pusher;
999 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1001 if(msg_entity.cvar_cl_voice_directional == 1)
1002 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1004 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1008 case VOICETYPE_LASTATTACKER:
1010 if(self.pusher.team == self.team)
1012 msg_entity = self.pusher;
1013 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1015 if(msg_entity.cvar_cl_voice_directional == 1)
1016 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1018 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1021 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1022 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1025 case VOICETYPE_TEAMRADIO:
1026 FOR_EACH_REALCLIENT(msg_entity)
1027 if(!teams_matter || msg_entity.team == self.team)
1029 if(msg_entity.cvar_cl_voice_directional == 1)
1030 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1032 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1035 case VOICETYPE_AUTOTAUNT:
1036 tauntrand = random();
1037 FOR_EACH_REALCLIENT(msg_entity)
1038 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1040 if (msg_entity.cvar_cl_voice_directional >= 1)
1041 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1043 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1046 case VOICETYPE_TAUNT:
1047 FOR_EACH_REALCLIENT(msg_entity)
1049 if (msg_entity.cvar_cl_voice_directional >= 1)
1050 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1052 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1054 case VOICETYPE_PLAYERSOUND:
1055 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1058 backtrace("Invalid voice type!");
1063 void PlayerSound(.string samplefield, float chan, float voicetype)
1066 sample = self.samplefield;
1067 GlobalSound(sample, chan, voicetype);
1070 .float floodcontrol_voice;
1071 .float floodcontrol_voiceteam;
1072 void VoiceMessage(string type, string msg)
1075 var float voicetype, ownteam;
1076 sample = GetVoiceMessageSampleField(type);
1078 if(GetPlayerSoundSampleField_notFound)
1080 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1084 voicetype = GetVoiceMessageVoiceType(type);
1085 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1089 var .float flood_field;
1094 flood_spv = cvar("g_voice_flood_spv_team");
1095 flood_field = floodcontrol_voiceteam;
1099 flood_spv = cvar("g_voice_flood_spv");
1100 flood_field = floodcontrol_voice;
1103 if(time >= self.flood_field)
1104 self.flood_field = max(time, self.flood_field) + flood_spv;
1109 Say(self, ownteam, msg, 0);
1112 PlayerSound(sample, CHAN_VOICE, voicetype);