2 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
3 // merged player_run and player_stand to player_anim
4 // added death animations to player_anim
5 // can now spawn thrown weapons from anywhere, not just from players
6 // thrown weapons now fade out after 20 seconds
7 // created PlayerGib function
8 // PlayerDie no longer uses hitloc or damage
9 // PlayerDie now supports dying animations as well as gibbing
10 // cleaned up PlayerDie a lot
16 void CopyBody(float keepvelocity)
19 if (self.effects & EF_NODRAW)
24 self.lip = oldself.lip;
25 self.colormap = oldself.colormap;
26 self.iscreature = oldself.iscreature;
27 self.angles = oldself.angles;
28 self.avelocity = oldself.avelocity;
29 self.classname = "body";
30 self.damageforcescale = oldself.damageforcescale;
31 self.effects = oldself.effects;
32 self.event_damage = oldself.event_damage;
33 self.animstate_startframe = oldself.animstate_startframe;
34 self.animstate_numframes = oldself.animstate_numframes;
35 self.animstate_framerate = oldself.animstate_framerate;
36 self.animstate_starttime = oldself.animstate_starttime;
37 self.animstate_endtime = oldself.animstate_endtime;
38 self.animstate_override = oldself.animstate_override;
39 self.animstate_looping = oldself.animstate_looping;
40 self.frame = oldself.frame;
41 self.dead_frame = oldself.dead_frame;
42 self.pain_finished = oldself.pain_finished;
43 self.health = oldself.health;
44 self.armorvalue = oldself.armorvalue;
45 self.armortype = oldself.armortype;
46 self.model = oldself.model;
47 self.modelindex = oldself.modelindex;
48 self.movetype = oldself.movetype;
49 self.nextthink = oldself.nextthink;
50 self.skin = oldself.skin;
51 self.solid = oldself.solid;
52 self.takedamage = oldself.takedamage;
53 self.think = oldself.think;
54 self.gibrandom = oldself.gibrandom;
55 self.customizeentityforclient = oldself.customizeentityforclient;
56 if (keepvelocity == 1)
57 self.velocity = oldself.velocity;
58 self.oldvelocity = self.velocity;
59 self.fade_time = oldself.fade_time;
60 self.fade_rate = oldself.fade_rate;
61 //self.weapon = oldself.weapon;
62 setorigin(self, oldself.origin);
63 setsize(self, oldself.mins, oldself.maxs);
64 self.oldorigin = oldself.origin;
69 vector animparseline(float animfile)
76 line = fgets(animfile);
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)
255 W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
258 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
260 local float take, save;
262 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
263 // damage resistance (ignore most of the damage from a bullet or similar)
264 damage = max(damage - 5, 1);
266 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
267 take = bound(0, damage - save, damage);
270 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
272 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
274 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
276 if(independent_players)
279 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
281 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
284 if (!(self.flags & FL_GODMODE))
286 self.armorvalue = self.armorvalue - save;
287 self.health = self.health - take;
288 // pause regeneration for 5 seconds
289 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
291 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
292 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
293 self.dmg_inflictor = inflictor;
295 if (self.health <= -75)
297 // don't use any animations as a gib
300 // view just above the floor
301 self.view_ofs = '0 0 4';
304 local float multiplier;
311 if(independent_players)
313 TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
314 self.solid = SOLID_TRIGGER; // undo SOLID_CORPSE
315 self.takedamage = DAMAGE_NO; // can't damage this gib, to prevent better jumps from it
318 TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
320 if not(independent_players)
322 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 1200 * multiplier, 1000);
323 TossGib (world, "models/gibs/bloodyskull.md3", self.origin + self.view_ofs, self.velocity,0);
328 while (c < multiplier)
331 //TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity + randomvec() * 450,0);
332 //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity + randomvec() * 450,0);
333 //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity + randomvec() * 450,0);
334 //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity + randomvec() * 450,0);
335 //TossGib (world, "models/gibs/gib5.md3", self.origin, self.velocity + randomvec() * 450,0);
336 //TossGib (world, "models/gibs/gib6.md3", self.origin, self.velocity + randomvec() * 450,0);
338 TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
339 TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
340 //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
341 //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
342 TossGib (world, "models/gibs/chest.md3", self.origin + self.view_ofs * 0.5, self.velocity + randomvec() * (random() * 120 + 80),0);
343 //TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
344 TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 80),0);
345 TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * (random() * 120 + 85),0);
346 TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * (random() * 120 + 85),0);
347 //TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * 150,0);
348 //TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * 150,0);
350 // these splat on impact
351 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
352 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
353 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
354 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
356 sound (self, CHAN_PLAYER, "misc/gib.wav", VOL_BASE, ATTN_NORM);
361 void ClientKill_Now_TeamChange();
363 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
365 local float take, save, waves, sdelay;
367 if(!DEATH_ISSPECIAL(deathtype))
369 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
371 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
375 pointparticles(particleeffectnum("damage_hit"), hitloc, force, bound(0, damage, 200));
377 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
386 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
387 take = bound(0, damage - save, damage);
396 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
398 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
400 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
403 if not(independent_players)
406 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
408 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
411 if (time > self.spawnshieldtime)
413 if (!(self.flags & FL_GODMODE))
415 self.armorvalue = self.armorvalue - save;
416 self.health = self.health - take;
417 // pause regeneration for 5 seconds
418 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
420 if (time > self.pain_finished) //Don't switch pain sequences like crazy
422 self.pain_finished = time + 0.5; //Supajoe
426 player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
428 player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
430 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
431 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
433 if(self.health > 75) // TODO make a "gentle" version?
434 PlayerSound(playersound_pain100, CHAN_PAIN, 0);
435 else if(self.health > 50)
436 PlayerSound(playersound_pain75, CHAN_PAIN, 0);
437 else if(self.health > 25)
438 PlayerSound(playersound_pain50, CHAN_PAIN, 0);
439 else if(self.health > 1)
440 PlayerSound(playersound_pain25, CHAN_PAIN, 0);
444 // throw off bot aim temporarily
446 shake = damage * 5 / (bound(0,skill,100) + 1);
447 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
448 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
452 self.max_armorvalue += (save + take);
454 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
455 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
456 self.dmg_inflictor = inflictor;
460 // don't reset pushltime for self damage as it may be an attempt to
461 // escape a lava pit or similar
462 //self.pushltime = 0;
464 else if(attacker.classname == "player" || attacker.classname == "gib")
466 self.pusher = attacker;
467 self.pushltime = time + cvar("g_maxpushtime");
469 else if(time < self.pushltime)
471 attacker = self.pusher;
472 self.pushltime = max(self.pushltime, time + 0.6);
479 float defer_ClientKill_Now_TeamChange;
480 defer_ClientKill_Now_TeamChange = FALSE;
482 if(sv_gentle < 1) // TODO make a "gentle" version?
484 if(deathtype == DEATH_DROWN)
485 PlayerSound(playersound_drown, CHAN_PAIN, 0);
487 PlayerSound(playersound_death, CHAN_PAIN, 0);
490 // get rid of kill indicator
491 if(self.killindicator)
493 remove(self.killindicator);
494 self.killindicator = world;
495 if(self.killindicator_teamchange)
496 defer_ClientKill_Now_TeamChange = TRUE;
498 if(self.classname == "body")
499 if(deathtype == DEATH_KILL)
501 // for the lemmings fans, a small harmless explosion
502 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
506 // become fully visible
508 // clear selected player display
509 ClearSelectedPlayer();
511 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
512 // print an obituary message
513 Obituary (attacker, inflictor, self, deathtype);
517 kh_Key_DropAll(self, TRUE);
518 else if(attacker.classname == "player" || attacker.classname == "gib")
519 kh_Key_DropAll(self, FALSE);
521 kh_Key_DropAll(self, TRUE);
524 if(attacker.classname != "player" && attacker.classname != "gib")
525 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
526 else if(attacker.team == self.team)
527 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
529 DropFlag(self.flagcarried, world, attacker);
531 Portal_ClearAllLater(self);
533 WaypointSprite_PlayerDead();
534 // make the corpse upright (not tilted)
538 self.avelocity = '0 0 0';
539 // view from the floor
540 self.view_ofs = '0 0 -8';
542 self.movetype = MOVETYPE_TOSS;
544 self.solid = SOLID_CORPSE;
545 // don't stick to the floor
546 self.flags = self.flags - (self.flags & FL_ONGROUND);
548 self.deadflag = DEAD_DYING;
549 // when to allow respawn
552 if(cvar("g_respawn_mapsettings"))
554 sdelay = cvar("g_respawn_mapsettings_delay");
555 waves = cvar("g_respawn_mapsettings_waves");
558 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
560 sdelay = cvar("g_respawn_delay");
562 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
564 waves = cvar("g_respawn_waves");
566 self.death_time = ceil((time + sdelay) / waves) * waves;
568 self.death_time = time + sdelay;
569 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
570 self.respawn_countdown = 10; // first number to count down from is 10
572 self.respawn_countdown = -1; // do not count down
575 player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
576 self.dead_frame = self.anim_dead1_x;
580 player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
581 self.dead_frame = self.anim_dead2_x;
583 // set damage function to corpse damage
584 self.event_damage = PlayerCorpseDamage;
585 // call the corpse damage function just in case it wants to gib
586 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
587 // set up to fade out later
588 SUB_SetFade (self, time + 12 + random () * 4, 1);
591 if(self.weaponentity)
592 if(self.weaponentity.lasertarget)
593 remove(self.weaponentity.lasertarget);
595 if(clienttype(self) == CLIENTTYPE_REAL)
597 self.fixangle = TRUE;
599 //WriteByte (MSG_ONE, SVC_SETANGLE);
600 //WriteAngle (MSG_ONE, self.v_angle_x);
601 //WriteAngle (MSG_ONE, self.v_angle_y);
602 //WriteAngle (MSG_ONE, 80);
606 Spawnqueue_Unmark(self);
608 if(defer_ClientKill_Now_TeamChange)
609 ClientKill_Now_TeamChange();
613 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
614 pointparticles(particleeffectnum("damage_dissolve"), self.origin, force, 1);
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 traceline(so, p.origin, MOVE_NOMONSTERS, self);
651 if(trace_fraction < 1)
657 void ClearSelectedPlayer()
659 if(self.selected_player)
661 centerprint_expire(self, CENTERPRIO_POINT);
662 self.selected_player = world;
663 self.selected_player_display_needs_update = FALSE;
667 void UpdateSelectedPlayer()
670 float selected_score;
672 selected_score = 0.95; // 18 degrees
674 if(!cvar("sv_allow_shownames"))
677 if(clienttype(self) != CLIENTTYPE_REAL)
680 if(self.cvar_cl_shownames == 0)
683 if(self.cvar_cl_shownames == 1 && !teams_matter)
686 makevectors(self.v_angle); // sets v_forward
688 // 1. cursor trace is always right
689 if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
691 selected = self.cursor_trace_ent;
695 // 2. if we don't have a cursor trace, find the player which is least
701 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
712 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
716 if(time < self.selected_player_display_timeout)
717 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
718 selected = self.selected_player;
723 if(selected == self.selected_player)
726 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
727 self.selected_player_count = self.selected_player_count + frametime;
728 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
730 string namestr, healthstr;
731 namestr = playername(selected);
734 healthstr = ftos(floor(selected.health));
735 if(self.team == selected.team)
737 namestr = strcat(namestr, " (", healthstr, "%)");
738 self.selected_player_display_needs_update = TRUE;
741 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
746 ClearSelectedPlayer();
747 self.selected_player = selected;
748 self.selected_player_time = time;
749 self.selected_player_count = 0;
750 self.selected_player_display_needs_update = FALSE;
755 ClearSelectedPlayer();
758 if(self.selected_player)
759 self.last_selected_player = self.selected_player;
762 .float floodcontrol_chat;
763 .float floodcontrol_chatteam;
764 void Say(entity source, float teamsay, string msgin)
766 string msgstr, colorstr, cmsgstr, namestr;
770 if(Ban_MaybeEnforceBan(source))
774 if(substring(msgin, 0, 1) == " ")
775 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
777 msgin = formatmessage(msgin);
782 if(source.classname != "player")
783 colorstr = "^0"; // black for spectators
784 else if(teams_matter)
785 colorstr = Team_ColorCode(source.team);
789 if(intermission_running)
793 * using bprint solves this... me stupid
794 // how can we prevent the message from appearing in a listen server?
795 // for now, just give "say" back and only handle say_team
798 clientcommand(self, strcat("say ", msgin));
803 if(cvar("g_chat_teamcolors"))
804 namestr = playername(source);
806 namestr = source.netname;
809 msgstr = strzone(strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin, "\n"));
810 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", wordwrap(msgin, 50));
813 msgstr = strzone(strcat("\{1}", namestr, "^7: ", msgin, "\n"));
821 var .float flood_field;
825 flood_spl = cvar("g_chat_flood_spl_team");
826 flood_burst = cvar("g_chat_flood_burst_team");
827 flood_lmax = cvar("g_chat_flood_lmax_team");
828 flood_field = floodcontrol_chatteam;
832 flood_spl = cvar("g_chat_flood_spl");
833 flood_burst = cvar("g_chat_flood_burst");
834 flood_lmax = cvar("g_chat_flood_lmax");
835 flood_field = floodcontrol_chat;
837 flood_burst = max(0, flood_burst - 1);
838 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
839 lines = ceil(strlennocol(msgstr) / 75);
840 if(flood_lmax && lines > flood_lmax)
842 else if(time >= self.flood_field)
843 self.flood_field = max(time - flood_burst * flood_spl, self.flood_field) + lines * flood_spl;
850 if(cvar("g_chat_flood_notify_flooder"))
853 sprint(self, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(self.flood_field - time), "^3 seconds\n"));
855 sprint(self, "^3FLOOD CONTROL: ^7message too long\n");
858 sprint(self, msgstr);
859 print("NOTE: ", playername(self), "^7 is flooding.\n");
863 if(source.classname == "player")
865 FOR_EACH_REALPLAYER(head)
867 if(head.team == source.team)
869 sprint(head, msgstr);
870 centerprint(head, cmsgstr);
876 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
878 sprint(head, msgstr);
879 centerprint(head, cmsgstr);
885 // TODO invent a cvar name for allowing global chat by spectators during warmup anyway
886 if(cvar("g_chat_nospectators") && source.classname != "player") {
887 FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
888 sprint(head, msgstr);
898 float GetVoiceMessageTeamsayType(string type)
902 if(type == "teamshoot")
907 string allvoicesamples;
908 float GetPlayerSoundSampleField_notFound;
909 float GetPlayerSoundSampleField_fixed;
910 .string GetVoiceMessageSampleField(string type)
912 GetPlayerSoundSampleField_notFound = 0;
913 GetPlayerSoundSampleField_fixed = 0;
916 #define _VOICEMSG(m) case #m: return playersound_##m;
920 GetPlayerSoundSampleField_notFound = 1;
921 return playersound_taunt;
924 .string GetPlayerSoundSampleField(string type)
926 GetPlayerSoundSampleField_notFound = 0;
927 GetPlayerSoundSampleField_fixed = 0;
930 #define _VOICEMSG(m) case #m: return playersound_##m;
934 GetPlayerSoundSampleField_notFound = 1;
935 return playersound_taunt;
938 void PrecacheGlobalSound(string samplestring)
941 tokenize_sane(samplestring);
945 for(i = 1; i <= n; ++i)
946 precache_sound(strcat(argv(0), ftos(i), ".wav"));
950 precache_sound(strcat(argv(0), ".wav"));
954 void PrecachePlayerSounds(string f)
958 fh = fopen(f, FILE_READ);
961 while((s = fgets(fh)))
963 if(tokenize_sane(s) != 3)
965 dprint("Invalid sound info line: ", s, "\n");
968 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
972 if not(allvoicesamples)
974 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
977 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
981 void ClearPlayerSounds()
983 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
989 void LoadPlayerSounds(string f, float first)
994 fh = fopen(f, FILE_READ);
997 while((s = fgets(fh)))
999 if(tokenize_sane(s) != 3)
1001 field = GetPlayerSoundSampleField(argv(0));
1002 if(GetPlayerSoundSampleField_notFound)
1003 field = GetVoiceMessageSampleField(argv(0));
1004 if(GetPlayerSoundSampleField_notFound)
1006 if(GetPlayerSoundSampleField_fixed)
1010 strunzone(self.field);
1011 self.field = strzone(strcat(argv(1), " ", argv(2)));
1016 .float modelindex_for_playersound;
1017 void UpdatePlayerSounds()
1019 if(self.modelindex == self.modelindex_for_playersound)
1021 self.modelindex_for_playersound = self.modelindex;
1022 ClearPlayerSounds();
1023 LoadPlayerSounds("sound/player/default.sounds", 1);
1024 LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
1027 void GlobalSound(string sample, float chan, float teamsay)
1034 tokenize_sane(sample);
1037 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1039 sample = strcat(argv(0), ".wav"); // randomization
1041 if(teamsay == 3) // only to last attacker
1044 if(self.pusher.team == self.team)
1046 msg_entity = self.pusher;
1047 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1048 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1051 else if(teamsay == 2) // only to last attacker and self
1054 if(self.pusher.team == self.team)
1056 msg_entity = self.pusher;
1057 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1058 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1060 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1061 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1064 else if(teamsay == 0) // to everyone
1066 // broadcast the sound, but it's directional
1067 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1069 else if(teamsay == 1) // to the same team
1074 FOR_EACH_REALCLIENT(e)
1075 if(!teams_matter || e.team == self.team)
1078 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1083 sound(self, chan, sample, VOL_BASE, ATTN_NONE);
1086 else if(teamsay == 4) // auto taunt
1089 tauntrand = random();
1090 FOR_EACH_REALCLIENT(e)
1091 if (tauntrand < e.cvar_cl_autotaunt)
1094 if (e.cvar_cl_taunt_directional)
1095 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_MIN);
1097 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1100 else if(teamsay == 5) // manual taunt
1102 FOR_EACH_REALCLIENT(e)
1105 if (e.cvar_cl_taunt_directional)
1106 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_MIN);
1108 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1113 void PlayerSound(.string samplefield, float chan, float teamsay)
1116 sample = self.samplefield;
1117 GlobalSound(sample, chan, teamsay);
1120 .float floodcontrol_voice;
1121 .float floodcontrol_voiceteam;
1122 void VoiceMessage(string type, string message)
1125 var float teamsay, ownteam;
1126 sample = GetVoiceMessageSampleField(type);
1128 if(GetPlayerSoundSampleField_notFound)
1130 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1134 teamsay = GetVoiceMessageTeamsayType(type);
1135 ownteam = (teamsay == 1);
1139 var .float flood_field;
1144 flood_spv = cvar("g_voice_flood_spv_team");
1145 flood_field = floodcontrol_voiceteam;
1149 flood_spv = cvar("g_voice_flood_spv");
1150 flood_field = floodcontrol_voice;
1153 if(time >= self.flood_field)
1154 self.flood_field = max(time, self.flood_field) + flood_spv;
1159 Say(self, ownteam, message);
1162 PlayerSound(sample, CHAN_VOICE, teamsay);