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fix some gibs with independent players mode
[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_sane(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 not(IS_INDEPENDENT_PLAYER(self))
277         if(sv_gentle < 1) {     
278                 if (take > 50)
279                         TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
280                 if (take > 100)
281                         TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
282         }
283
284         if (!(self.flags & FL_GODMODE))
285         {
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"));
290         }
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;
294
295         if (self.health <= -50)
296         {
297                 // don't use any animations as a gib
298                 self.frame = 0;
299                 self.dead_frame = 0;
300                 // view just above the floor
301                 self.view_ofs = '0 0 4';
302
303                 // make a juicy mess
304                 local float multiplier;
305                 multiplier = 1;
306                 if (cvar("ekg"))
307                         multiplier = 5;
308
309
310                 // make a meaty mess
311                 if(IS_INDEPENDENT_PLAYER(self))
312                 {
313                         TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
314                         MAKE_INDEPENDENT_PLAYER(self); // undo SOLID_CORPSE
315                         self.takedamage = DAMAGE_NO; // can't damage this gib, to prevent better jumps from it
316                 }
317                 else
318                         TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
319                 
320                 if not(IS_INDEPENDENT_PLAYER(self))
321                 if(sv_gentle < 1) {
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);
324
325                         local float c;
326                         c = 0;
327
328                         while (c < multiplier)
329                         {
330                                 c = c + 1;
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);
337
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);
349
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);
355                         }
356                         sound (self, CHAN_PLAYER, "misc/gib.wav", VOL_BASE, ATTN_NORM);
357                 }
358         }
359 }
360
361 void ClientKill_Now_TeamChange();
362
363 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
364 {
365         local float take, save, waves, sdelay;
366
367         if(self.hook)
368                 if(self.hook.aiment)
369                         if(self.hook.aiment == attacker)
370                                 RemoveGrapplingHook(self); // STOP THAT, you parasite!
371
372         damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0);
373         if(sv_gentle > 0) {
374                 pointparticles(particleeffectnum("damage_hit"), hitloc, force, bound(0, damage, 200));
375         } else {
376                 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
377         }
378
379         if(g_arena)
380         if(numspawned < 2)
381                 return;
382
383         if (!g_minstagib)
384         {
385                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
386                 take = bound(0, damage - save, damage);
387         }
388         else
389         {
390                 save = 0;
391                 take = damage;
392         }
393
394         if (save > 10)
395                 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
396         else if (take > 30)
397                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
398         else if (take > 10)
399                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
400
401         if (take > 50)
402                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
403         if (take > 100)
404                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
405
406         if (time > self.spawnshieldtime)
407         {
408                 if (!(self.flags & FL_GODMODE))
409                 {
410                         self.armorvalue = self.armorvalue - save;
411                         self.health = self.health - take;
412                         // pause regeneration for 5 seconds
413                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
414
415                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
416                         {
417                                 self.pain_finished = time + 0.5;        //Supajoe
418
419                                 if(sv_gentle < 1) {             
420                                         if (random() > 0.5)
421                                                 player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
422                                         else
423                                                 player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
424
425                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
426                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
427                                         {
428                                                 if(self.health > 75) // TODO make a "gentle" version?
429                                                         PlayerSound(playersound_pain100, CHAN_PAIN, 0);
430                                                 else if(self.health > 50)
431                                                         PlayerSound(playersound_pain75, CHAN_PAIN, 0);
432                                                 else if(self.health > 25)
433                                                         PlayerSound(playersound_pain50, CHAN_PAIN, 0);
434                                                 else if(self.health > 1)
435                                                         PlayerSound(playersound_pain25, CHAN_PAIN, 0);
436                                         }
437                                 }
438
439                                 // throw off bot aim temporarily
440                                 local float shake;
441                                 shake = damage * 5 / (bound(0,skill,100) + 1);
442                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
443                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
444                         }
445                 }
446                 else
447                         self.max_armorvalue += (save + take);
448         }
449         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
450         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
451         self.dmg_inflictor = inflictor;
452
453         if(attacker == self)
454         {
455                 // don't reset pushltime for self damage as it may be an attempt to
456                 // escape a lava pit or similar
457                 //self.pushltime = 0;
458         }
459         else if(attacker.classname == "player" || attacker.classname == "gib")
460         {
461                 self.pusher = attacker;
462                 self.pushltime = time + cvar("g_maxpushtime");
463         }
464         else if(time < self.pushltime)
465         {
466                 attacker = self.pusher;
467                 self.pushltime = max(self.pushltime, time + 0.6);
468         }
469         else
470                 self.pushltime = 0;
471
472         if (self.health < 1)
473         {
474                 float defer_ClientKill_Now_TeamChange;
475                 defer_ClientKill_Now_TeamChange = FALSE;
476
477                 if(sv_gentle < 1) // TODO make a "gentle" version?
478                 {
479                         if(deathtype == DEATH_DROWN)
480                                 PlayerSound(playersound_drown, CHAN_PAIN, 0);
481                         else
482                                 PlayerSound(playersound_death, CHAN_PAIN, 0);
483                 }
484
485                 // get rid of kill indicator
486                 if(self.killindicator)
487                 {
488                         remove(self.killindicator);
489                         self.killindicator = world;
490                         if(self.killindicator_teamchange)
491                                 defer_ClientKill_Now_TeamChange = TRUE;
492
493                         if(self.classname == "body")
494                         if(deathtype == DEATH_KILL)
495                         {
496                                 // for the lemmings fans, a small harmless explosion
497                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
498                         }
499                 }
500
501                 // become fully visible
502                 self.alpha = 1;
503                 // clear selected player display
504                 ClearSelectedPlayer();
505                 // throw a weapon
506                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
507                 // print an obituary message
508                 Obituary (attacker, inflictor, self, deathtype);
509                 race_PreDie();
510                 DropAllRunes(self);
511                 if(self == attacker)
512                         kh_Key_DropAll(self, TRUE);
513                 else if(attacker.classname == "player" || attacker.classname == "gib")
514                         kh_Key_DropAll(self, FALSE);
515                 else
516                         kh_Key_DropAll(self, TRUE);
517                 if(self.flagcarried)
518                 {
519                         if(attacker.classname != "player" && attacker.classname != "gib")
520                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
521                         else if(attacker.team == self.team)
522                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
523                         else
524                                 DropFlag(self.flagcarried, world, attacker);
525                 }
526                 Portal_ClearAllLater(self);
527                 // clear waypoints
528                 WaypointSprite_PlayerDead();
529                 // make the corpse upright (not tilted)
530                 self.angles_x = 0;
531                 self.angles_z = 0;
532                 // don't spin
533                 self.avelocity = '0 0 0';
534                 // view from the floor
535                 self.view_ofs = '0 0 -8';
536                 // toss the corpse
537                 self.movetype = MOVETYPE_TOSS;
538                 // shootable corpse
539                 self.solid = SOLID_CORPSE;
540                 // don't stick to the floor
541                 self.flags = self.flags - (self.flags & FL_ONGROUND);
542                 // dying animation
543                 self.deadflag = DEAD_DYING;
544                 // when to allow respawn
545                 sdelay = 0;
546                 waves = 0;
547                 if(cvar("g_respawn_mapsettings"))
548                 {
549                         sdelay = cvar("g_respawn_mapsettings_delay");
550                         waves = cvar("g_respawn_mapsettings_waves");
551                 }
552                 if(!sdelay)
553                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
554                 if(!sdelay)
555                         sdelay = cvar("g_respawn_delay");
556                 if(!waves)
557                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
558                 if(!waves)
559                         waves = cvar("g_respawn_waves");
560                 if(waves)
561                         self.death_time = ceil((time + sdelay) / waves) * waves;
562                 else
563                         self.death_time = time + sdelay;
564                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
565                         self.respawn_countdown = 10; // first number to count down from is 10
566                 else
567                         self.respawn_countdown = -1; // do not count down
568                 if (random() < 0.5)
569                 {
570                         player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
571                         self.dead_frame = self.anim_dead1_x;
572                 }
573                 else
574                 {
575                         player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
576                         self.dead_frame = self.anim_dead2_x;
577                 }
578                 // set damage function to corpse damage
579                 self.event_damage = PlayerCorpseDamage;
580                 // call the corpse damage function just in case it wants to gib
581                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
582                 // set up to fade out later
583                 SUB_SetFade (self, time + 12 + random () * 4, 1);
584
585                 // remove laserdot
586                 if(self.weaponentity)
587                         if(self.weaponentity.lasertarget)
588                                 remove(self.weaponentity.lasertarget);
589
590                 if(clienttype(self) == CLIENTTYPE_REAL)
591                 {
592                         self.fixangle = TRUE;
593                         //msg_entity = self;
594                         //WriteByte (MSG_ONE, SVC_SETANGLE);
595                         //WriteAngle (MSG_ONE, self.v_angle_x);
596                         //WriteAngle (MSG_ONE, self.v_angle_y);
597                         //WriteAngle (MSG_ONE, 80);
598                 }
599
600                 if(g_arena)
601                         Spawnqueue_Unmark(self);
602
603                 if(defer_ClientKill_Now_TeamChange)
604                         ClientKill_Now_TeamChange();
605
606                 if(sv_gentle > 0) {
607                         // remove corpse
608                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
609                         pointparticles(particleeffectnum("damage_dissolve"), self.origin, force, 1);
610                 }
611         }
612 }
613
614 float UpdateSelectedPlayer_countvalue(float v)
615 {
616         return max(0, (v - 1.0) / 0.5);
617 }
618
619 // returns: -2 if no hit, otherwise cos of the angle
620 // uses the global v_angle
621 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
622 {
623         vector so, d;
624         float c;
625
626         if(p == self)
627                 return -2;
628
629         if(p.deadflag)
630                 return -2;
631
632         so = self.origin + self.view_ofs;
633         d = p.origin - so;
634
635         // misaimed?
636         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
637                 return -2;
638
639         // now find the cos of the angle...
640         c = normalize(d) * v_forward;
641
642         if(c <= mincosangle)
643                 return -2;
644
645         traceline(so, p.origin, MOVE_NOMONSTERS, self);
646         if(trace_fraction < 1)
647                 return -2;
648
649         return c;
650 }
651
652 void ClearSelectedPlayer()
653 {
654         if(self.selected_player)
655         {
656                 centerprint_expire(self, CENTERPRIO_POINT);
657                 self.selected_player = world;
658                 self.selected_player_display_needs_update = FALSE;
659         }
660 }
661
662 void UpdateSelectedPlayer()
663 {
664         entity selected;
665         float selected_score;
666         selected = world;
667         selected_score = 0.95; // 18 degrees
668
669         if(!cvar("sv_allow_shownames"))
670                 return;
671
672         if(clienttype(self) != CLIENTTYPE_REAL)
673                 return;
674
675         if(self.cvar_cl_shownames == 0)
676                 return;
677
678         if(self.cvar_cl_shownames == 1 && !teams_matter)
679                 return;
680
681         makevectors(self.v_angle); // sets v_forward
682
683         // 1. cursor trace is always right
684         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
685         {
686                 selected = self.cursor_trace_ent;
687         }
688         else
689         {
690                 // 2. if we don't have a cursor trace, find the player which is least
691                 //    mis-aimed at
692                 entity p;
693                 FOR_EACH_PLAYER(p)
694                 {
695                         float c;
696                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
697                         if(c >= -1)
698                         {
699                                 selected = p;
700                                 selected_score = c;
701                         }
702                 }
703         }
704
705         if(selected)
706         {
707                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
708         }
709         else
710         {
711                 if(time < self.selected_player_display_timeout)
712                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
713                                 selected = self.selected_player;
714         }
715
716         if(selected)
717         {
718                 if(selected == self.selected_player)
719                 {
720                         float save;
721                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
722                         self.selected_player_count = self.selected_player_count + frametime;
723                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
724                         {
725                                 string namestr, healthstr;
726                                 namestr = playername(selected);
727                                 if(teams_matter)
728                                 {
729                                         healthstr = ftos(floor(selected.health));
730                                         if(self.team == selected.team)
731                                         {
732                                                 namestr = strcat(namestr, " (", healthstr, "%)");
733                                                 self.selected_player_display_needs_update = TRUE;
734                                         }
735                                 }
736                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
737                         }
738                 }
739                 else
740                 {
741                         ClearSelectedPlayer();
742                         self.selected_player = selected;
743                         self.selected_player_time = time;
744                         self.selected_player_count = 0;
745                         self.selected_player_display_needs_update = FALSE;
746                 }
747         }
748         else
749         {
750                 ClearSelectedPlayer();
751         }
752
753         if(self.selected_player)
754                 self.last_selected_player = self.selected_player;
755 }
756
757 float GetVoiceMessageTeamsayType(string type)
758 {
759         if(type == "taunt")
760                 return 0;
761         if(type == "teamshoot")
762                 return 2;
763         if(type == "teamshoot_auto")
764                 return 3;
765         return 1;
766 }
767
768 string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot";
769 float GetPlayerSoundSampleField_notFound;
770 float GetPlayerSoundSampleField_fixed;
771 .string GetVoiceMessageSampleField(string type)
772 {
773         GetPlayerSoundSampleField_notFound = 0;
774         GetPlayerSoundSampleField_fixed = 0;
775         switch(type)
776         {
777                 case "attack":            return playersound_attack;
778                 case "attackinfive":      return playersound_attackinfive;
779                 case "coverme":           return playersound_coverme;
780                 case "defend":            return playersound_defend;
781                 case "freelance":         return playersound_freelance;
782                 case "incoming":          return playersound_incoming;
783                 case "meet":              return playersound_meet;
784                 case "needhelp":          return playersound_needhelp;
785                 case "seenflag":          return playersound_seenflag;
786                 case "taunt":             return playersound_taunt;
787                 case "teamshoot":         return playersound_teamshoot;
788                 case "teamshoot_auto":    return playersound_teamshoot;
789         }
790         GetPlayerSoundSampleField_notFound = 1;
791         return playersound_taunt;
792 }
793
794 .string GetPlayerSoundSampleField(string type)
795 {
796         GetPlayerSoundSampleField_notFound = 0;
797         GetPlayerSoundSampleField_fixed = 0;
798         switch(type)
799         {
800                 case "death":        return playersound_death;
801                 case "drown":        return playersound_drown;
802                 case "falling":      return playersound_falling;
803                 case "gasp":         return playersound_gasp;
804                 case "jump":         return playersound_jump;
805                 case "pain25":       return playersound_pain25;
806                 case "pain50":       return playersound_pain50;
807                 case "pain75":       return playersound_pain75;
808                 case "pain100":      return playersound_pain100;
809         }
810         GetPlayerSoundSampleField_notFound = 1;
811         return playersound_taunt;
812 }
813
814 void PrecacheGlobalSound(string samplestring)
815 {
816         float n, i;
817         tokenize_sane(samplestring);
818         n = stof(argv(1));
819         if(n > 0)
820         {
821                 for(i = 1; i <= n; ++i)
822                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
823         }
824         else
825         {
826                 precache_sound(strcat(argv(0), ".wav"));
827         }
828 }
829
830 void PrecachePlayerSounds(string f)
831 {
832         float fh;
833         string s;
834         fh = fopen(f, FILE_READ);
835         if(fh < 0)
836                 return;
837         while((s = fgets(fh)))
838         {
839                 if(tokenize_sane(s) != 3)
840                 {
841                         dprint("Invalid sound info line: ", s, "\n");
842                         continue;
843                 }
844                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
845         }
846         fclose(fh);
847 }
848
849 void ClearPlayerSounds()
850 {
851         if(self.playersound_attack      ) { strunzone(self.playersound_attack      ); self.playersound_attack = string_null; }
852         if(self.playersound_attackinfive) { strunzone(self.playersound_attackinfive); self.playersound_attackinfive = string_null; }
853         if(self.playersound_coverme     ) { strunzone(self.playersound_coverme     ); self.playersound_coverme = string_null; }
854         if(self.playersound_defend      ) { strunzone(self.playersound_defend      ); self.playersound_defend = string_null; }
855         if(self.playersound_freelance   ) { strunzone(self.playersound_freelance   ); self.playersound_freelance = string_null; }
856         if(self.playersound_incoming    ) { strunzone(self.playersound_incoming    ); self.playersound_incoming = string_null; }
857         if(self.playersound_meet        ) { strunzone(self.playersound_meet        ); self.playersound_meet = string_null; }
858         if(self.playersound_needhelp    ) { strunzone(self.playersound_needhelp    ); self.playersound_needhelp = string_null; }
859         if(self.playersound_seenflag    ) { strunzone(self.playersound_seenflag    ); self.playersound_seenflag = string_null; }
860         if(self.playersound_taunt       ) { strunzone(self.playersound_taunt       ); self.playersound_taunt = string_null; }
861         if(self.playersound_teamshoot   ) { strunzone(self.playersound_teamshoot   ); self.playersound_teamshoot = string_null; }
862         if(self.playersound_death       ) { strunzone(self.playersound_death       ); self.playersound_death = string_null; }
863         if(self.playersound_drown       ) { strunzone(self.playersound_drown       ); self.playersound_drown = string_null; }
864         if(self.playersound_falling     ) { strunzone(self.playersound_falling     ); self.playersound_falling = string_null; }
865         if(self.playersound_gasp        ) { strunzone(self.playersound_gasp        ); self.playersound_gasp = string_null; }
866         if(self.playersound_jump        ) { strunzone(self.playersound_jump        ); self.playersound_jump = string_null; }
867         if(self.playersound_pain25      ) { strunzone(self.playersound_pain25      ); self.playersound_pain25 = string_null; }
868         if(self.playersound_pain50      ) { strunzone(self.playersound_pain50      ); self.playersound_pain50 = string_null; }
869         if(self.playersound_pain75      ) { strunzone(self.playersound_pain75      ); self.playersound_pain75 = string_null; }
870         if(self.playersound_pain100     ) { strunzone(self.playersound_pain100     ); self.playersound_pain100 = string_null; }
871 }
872
873 void LoadPlayerSounds(string f, float first)
874 {
875         float fh;
876         string s;
877         var .string field;
878         fh = fopen(f, FILE_READ);
879         if(fh < 0)
880                 return;
881         while((s = fgets(fh)))
882         {
883                 if(tokenize_sane(s) != 3)
884                         continue;
885                 field = GetPlayerSoundSampleField(argv(0));
886                 if(GetPlayerSoundSampleField_notFound)
887                         field = GetVoiceMessageSampleField(argv(0));
888                 if(GetPlayerSoundSampleField_notFound)
889                         continue;
890                 if(GetPlayerSoundSampleField_fixed)
891                         if not(first)
892                                 continue;
893                 if(self.field)
894                         strunzone(self.field);
895                 self.field = strzone(strcat(argv(1), " ", argv(2)));
896         }
897         fclose(fh);
898 }
899
900 .float modelindex_for_playersound;
901 void UpdatePlayerSounds()
902 {
903         if(self.modelindex == self.modelindex_for_playersound)
904                 return;
905         self.modelindex_for_playersound = self.modelindex;
906         ClearPlayerSounds();
907         LoadPlayerSounds("sound/player/default.sounds", 1);
908         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
909 }
910
911 void GlobalSound(string sample, float chan, float teamsay)
912 {
913         float n;
914
915         if(sample == "")
916                 return;
917
918         tokenize_sane(sample);
919         n = stof(argv(1));
920         if(n > 0)
921                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
922         else
923                 sample = strcat(argv(0), ".wav"); // randomization
924
925         if(teamsay == 3) // only to last attacker
926         {
927                 if(self.pusher)
928                         if(self.pusher.team == self.team)
929                         {
930                                 msg_entity = self.pusher;
931                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
932                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
933                         }
934         }
935         else if(teamsay == 2) // only to last attacker and self
936         {
937                 if(self.pusher)
938                         if(self.pusher.team == self.team)
939                         {
940                                 msg_entity = self.pusher;
941                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
942                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
943                                 msg_entity = self;
944                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
945                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
946                         }
947         }
948         else if(teamsay == 0) // to everyone
949         {
950                 // broadcast the sound, but it's directional
951                 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
952         }
953         else if(teamsay == 1) // to the same team
954         {
955                 if(teams_matter)
956                 {
957                         entity e;
958                         FOR_EACH_REALCLIENT(e)
959                                 if(!teams_matter || e.team == self.team)
960                                 {
961                                         msg_entity = e;
962                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
963                                 }
964                 }
965                 else
966                 {
967                         sound(self, chan, sample, VOL_BASE, ATTN_NONE);
968                 }
969         }
970 }
971
972 void PlayerSound(.string samplefield, float chan, float teamsay)
973 {
974         string sample;
975         sample = self.samplefield;
976         GlobalSound(sample, chan, teamsay);
977 }
978
979 void VoiceMessage(string type)
980 {
981         var .string sample;
982         var float teamsay;
983         sample = GetVoiceMessageSampleField(type);
984
985         if(GetPlayerSoundSampleField_notFound)
986         {
987                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
988                 return;
989         }
990
991         teamsay = GetVoiceMessageTeamsayType(type);
992
993         PlayerSound(sample, CHAN_VOICE, teamsay);
994 }