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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(independent_players)
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(independent_players)
312                 {
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
316                 }
317                 else
318                         TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
319                 
320                 if not(independent_players)
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(!DEATH_ISSPECIAL(deathtype))
368         {
369                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
370                 if(self != attacker)
371                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
372         }
373
374         if(sv_gentle > 0) {
375                 pointparticles(particleeffectnum("damage_hit"), hitloc, force, bound(0, damage, 200));
376         } else {
377                 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
378         }
379
380         if(g_arena)
381         if(numspawned < 2)
382                 return;
383
384         if (!g_minstagib)
385         {
386                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
387                 take = bound(0, damage - save, damage);
388         }
389         else
390         {
391                 save = 0;
392                 take = damage;
393         }
394
395         if (save > 10)
396                 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
397         else if (take > 30)
398                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
399         else if (take > 10)
400                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
401
402         if(sv_gentle < 1)
403         if not(independent_players)
404         {
405                 if (take > 50)
406                         TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
407                 if (take > 100)
408                         TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
409         }
410
411         if (time > self.spawnshieldtime)
412         {
413                 if (!(self.flags & FL_GODMODE))
414                 {
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"));
419
420                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
421                         {
422                                 self.pain_finished = time + 0.5;        //Supajoe
423
424                                 if(sv_gentle < 1) {             
425                                         if (random() > 0.5)
426                                                 player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
427                                         else
428                                                 player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
429
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
432                                         {
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);
441                                         }
442                                 }
443
444                                 // throw off bot aim temporarily
445                                 local float shake;
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;
449                         }
450                 }
451                 else
452                         self.max_armorvalue += (save + take);
453         }
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;
457
458         if(attacker == self)
459         {
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;
463         }
464         else if(attacker.classname == "player" || attacker.classname == "gib")
465         {
466                 self.pusher = attacker;
467                 self.pushltime = time + cvar("g_maxpushtime");
468         }
469         else if(time < self.pushltime)
470         {
471                 attacker = self.pusher;
472                 self.pushltime = max(self.pushltime, time + 0.6);
473         }
474         else
475                 self.pushltime = 0;
476
477         if (self.health < 1)
478         {
479                 float defer_ClientKill_Now_TeamChange;
480                 defer_ClientKill_Now_TeamChange = FALSE;
481
482                 if(sv_gentle < 1) // TODO make a "gentle" version?
483                 {
484                         if(deathtype == DEATH_DROWN)
485                                 PlayerSound(playersound_drown, CHAN_PAIN, 0);
486                         else
487                                 PlayerSound(playersound_death, CHAN_PAIN, 0);
488                 }
489
490                 // get rid of kill indicator
491                 if(self.killindicator)
492                 {
493                         remove(self.killindicator);
494                         self.killindicator = world;
495                         if(self.killindicator_teamchange)
496                                 defer_ClientKill_Now_TeamChange = TRUE;
497
498                         if(self.classname == "body")
499                         if(deathtype == DEATH_KILL)
500                         {
501                                 // for the lemmings fans, a small harmless explosion
502                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
503                         }
504                 }
505
506                 // become fully visible
507                 self.alpha = 1;
508                 // clear selected player display
509                 ClearSelectedPlayer();
510                 // throw a weapon
511                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
512                 // print an obituary message
513                 Obituary (attacker, inflictor, self, deathtype);
514                 race_PreDie();
515                 DropAllRunes(self);
516                 if(self == attacker)
517                         kh_Key_DropAll(self, TRUE);
518                 else if(attacker.classname == "player" || attacker.classname == "gib")
519                         kh_Key_DropAll(self, FALSE);
520                 else
521                         kh_Key_DropAll(self, TRUE);
522                 if(self.flagcarried)
523                 {
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
528                         else
529                                 DropFlag(self.flagcarried, world, attacker);
530                 }
531                 Portal_ClearAllLater(self);
532                 // clear waypoints
533                 WaypointSprite_PlayerDead();
534                 // make the corpse upright (not tilted)
535                 self.angles_x = 0;
536                 self.angles_z = 0;
537                 // don't spin
538                 self.avelocity = '0 0 0';
539                 // view from the floor
540                 self.view_ofs = '0 0 -8';
541                 // toss the corpse
542                 self.movetype = MOVETYPE_TOSS;
543                 // shootable corpse
544                 self.solid = SOLID_CORPSE;
545                 // don't stick to the floor
546                 self.flags = self.flags - (self.flags & FL_ONGROUND);
547                 // dying animation
548                 self.deadflag = DEAD_DYING;
549                 // when to allow respawn
550                 sdelay = 0;
551                 waves = 0;
552                 if(cvar("g_respawn_mapsettings"))
553                 {
554                         sdelay = cvar("g_respawn_mapsettings_delay");
555                         waves = cvar("g_respawn_mapsettings_waves");
556                 }
557                 if(!sdelay)
558                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
559                 if(!sdelay)
560                         sdelay = cvar("g_respawn_delay");
561                 if(!waves)
562                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
563                 if(!waves)
564                         waves = cvar("g_respawn_waves");
565                 if(waves)
566                         self.death_time = ceil((time + sdelay) / waves) * waves;
567                 else
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
571                 else
572                         self.respawn_countdown = -1; // do not count down
573                 if (random() < 0.5)
574                 {
575                         player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
576                         self.dead_frame = self.anim_dead1_x;
577                 }
578                 else
579                 {
580                         player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
581                         self.dead_frame = self.anim_dead2_x;
582                 }
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);
589
590                 // remove laserdot
591                 if(self.weaponentity)
592                         if(self.weaponentity.lasertarget)
593                                 remove(self.weaponentity.lasertarget);
594
595                 if(clienttype(self) == CLIENTTYPE_REAL)
596                 {
597                         self.fixangle = TRUE;
598                         //msg_entity = self;
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);
603                 }
604
605                 if(g_arena)
606                         Spawnqueue_Unmark(self);
607
608                 if(defer_ClientKill_Now_TeamChange)
609                         ClientKill_Now_TeamChange();
610
611                 if(sv_gentle > 0) {
612                         // remove corpse
613                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
614                         pointparticles(particleeffectnum("damage_dissolve"), self.origin, force, 1);
615                 }
616         }
617 }
618
619 float UpdateSelectedPlayer_countvalue(float v)
620 {
621         return max(0, (v - 1.0) / 0.5);
622 }
623
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)
627 {
628         vector so, d;
629         float c;
630
631         if(p == self)
632                 return -2;
633
634         if(p.deadflag)
635                 return -2;
636
637         so = self.origin + self.view_ofs;
638         d = p.origin - so;
639
640         // misaimed?
641         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
642                 return -2;
643
644         // now find the cos of the angle...
645         c = normalize(d) * v_forward;
646
647         if(c <= mincosangle)
648                 return -2;
649
650         traceline(so, p.origin, MOVE_NOMONSTERS, self);
651         if(trace_fraction < 1)
652                 return -2;
653
654         return c;
655 }
656
657 void ClearSelectedPlayer()
658 {
659         if(self.selected_player)
660         {
661                 centerprint_expire(self, CENTERPRIO_POINT);
662                 self.selected_player = world;
663                 self.selected_player_display_needs_update = FALSE;
664         }
665 }
666
667 void UpdateSelectedPlayer()
668 {
669         entity selected;
670         float selected_score;
671         selected = world;
672         selected_score = 0.95; // 18 degrees
673
674         if(!cvar("sv_allow_shownames"))
675                 return;
676
677         if(clienttype(self) != CLIENTTYPE_REAL)
678                 return;
679
680         if(self.cvar_cl_shownames == 0)
681                 return;
682
683         if(self.cvar_cl_shownames == 1 && !teams_matter)
684                 return;
685
686         makevectors(self.v_angle); // sets v_forward
687
688         // 1. cursor trace is always right
689         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
690         {
691                 selected = self.cursor_trace_ent;
692         }
693         else
694         {
695                 // 2. if we don't have a cursor trace, find the player which is least
696                 //    mis-aimed at
697                 entity p;
698                 FOR_EACH_PLAYER(p)
699                 {
700                         float c;
701                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
702                         if(c >= -1)
703                         {
704                                 selected = p;
705                                 selected_score = c;
706                         }
707                 }
708         }
709
710         if(selected)
711         {
712                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
713         }
714         else
715         {
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;
719         }
720
721         if(selected)
722         {
723                 if(selected == self.selected_player)
724                 {
725                         float save;
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))
729                         {
730                                 string namestr, healthstr;
731                                 namestr = playername(selected);
732                                 if(teams_matter)
733                                 {
734                                         healthstr = ftos(floor(selected.health));
735                                         if(self.team == selected.team)
736                                         {
737                                                 namestr = strcat(namestr, " (", healthstr, "%)");
738                                                 self.selected_player_display_needs_update = TRUE;
739                                         }
740                                 }
741                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
742                         }
743                 }
744                 else
745                 {
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;
751                 }
752         }
753         else
754         {
755                 ClearSelectedPlayer();
756         }
757
758         if(self.selected_player)
759                 self.last_selected_player = self.selected_player;
760 }
761
762 float GetVoiceMessageTeamsayType(string type)
763 {
764         if(type == "taunt")
765                 return 0;
766         if(type == "teamshoot")
767                 return 2;
768         if(type == "teamshoot_auto")
769                 return 3;
770         return 1;
771 }
772
773 string allvoicesamples;
774 float GetPlayerSoundSampleField_notFound;
775 float GetPlayerSoundSampleField_fixed;
776 .string GetVoiceMessageSampleField(string type)
777 {
778         GetPlayerSoundSampleField_notFound = 0;
779         GetPlayerSoundSampleField_fixed = 0;
780         switch(type)
781         {
782 #define _VOICEMSG(m) case #m: return playersound_##m;
783                 ALLVOICEMSGS
784 #undef _VOICEMSG
785                 // exception:
786                 case "teamshoot_auto": return playersound_teamshoot;
787         }
788         GetPlayerSoundSampleField_notFound = 1;
789         return playersound_taunt;
790 }
791
792 .string GetPlayerSoundSampleField(string type)
793 {
794         GetPlayerSoundSampleField_notFound = 0;
795         GetPlayerSoundSampleField_fixed = 0;
796         switch(type)
797         {
798 #define _VOICEMSG(m) case #m: return playersound_##m;
799                 ALLPLAYERSOUNDS
800 #undef _VOICEMSG
801         }
802         GetPlayerSoundSampleField_notFound = 1;
803         return playersound_taunt;
804 }
805
806 void PrecacheGlobalSound(string samplestring)
807 {
808         float n, i;
809         tokenize_sane(samplestring);
810         n = stof(argv(1));
811         if(n > 0)
812         {
813                 for(i = 1; i <= n; ++i)
814                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
815         }
816         else
817         {
818                 precache_sound(strcat(argv(0), ".wav"));
819         }
820 }
821
822 void PrecachePlayerSounds(string f)
823 {
824         float fh;
825         string s;
826         fh = fopen(f, FILE_READ);
827         if(fh < 0)
828                 return;
829         while((s = fgets(fh)))
830         {
831                 if(tokenize_sane(s) != 3)
832                 {
833                         dprint("Invalid sound info line: ", s, "\n");
834                         continue;
835                 }
836                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
837         }
838         fclose(fh);
839
840         if not(allvoicesamples)
841         {
842 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
843                 ALLVOICEMSGS
844 #undef _VOICEMSG
845                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
846         }
847 }
848
849 void ClearPlayerSounds()
850 {
851 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
852         ALLPLAYERSOUNDS
853         ALLVOICEMSGS
854 #undef _VOICEMSG
855 }
856
857 void LoadPlayerSounds(string f, float first)
858 {
859         float fh;
860         string s;
861         var .string field;
862         fh = fopen(f, FILE_READ);
863         if(fh < 0)
864                 return;
865         while((s = fgets(fh)))
866         {
867                 if(tokenize_sane(s) != 3)
868                         continue;
869                 field = GetPlayerSoundSampleField(argv(0));
870                 if(GetPlayerSoundSampleField_notFound)
871                         field = GetVoiceMessageSampleField(argv(0));
872                 if(GetPlayerSoundSampleField_notFound)
873                         continue;
874                 if(GetPlayerSoundSampleField_fixed)
875                         if not(first)
876                                 continue;
877                 if(self.field)
878                         strunzone(self.field);
879                 self.field = strzone(strcat(argv(1), " ", argv(2)));
880         }
881         fclose(fh);
882 }
883
884 .float modelindex_for_playersound;
885 void UpdatePlayerSounds()
886 {
887         if(self.modelindex == self.modelindex_for_playersound)
888                 return;
889         self.modelindex_for_playersound = self.modelindex;
890         ClearPlayerSounds();
891         LoadPlayerSounds("sound/player/default.sounds", 1);
892         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
893 }
894
895 void GlobalSound(string sample, float chan, float teamsay)
896 {
897         float n;
898
899         if(sample == "")
900                 return;
901
902         tokenize_sane(sample);
903         n = stof(argv(1));
904         if(n > 0)
905                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
906         else
907                 sample = strcat(argv(0), ".wav"); // randomization
908         
909         if(teamsay == 3) // only to last attacker
910         {
911                 if(self.pusher)
912                         if(self.pusher.team == self.team)
913                         {
914                                 msg_entity = self.pusher;
915                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
916                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
917                         }
918         }
919         else if(teamsay == 2) // only to last attacker and self
920         {
921                 if(self.pusher)
922                         if(self.pusher.team == self.team)
923                         {
924                                 msg_entity = self.pusher;
925                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
926                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
927                                 msg_entity = self;
928                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
929                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
930                         }
931         }
932         else if(teamsay == 0) // to everyone
933         {
934                 // broadcast the sound, but it's directional
935                 sound(self, chan, sample, VOL_BASE, ATTN_MIN);
936         }
937         else if(teamsay == 1) // to the same team
938         {
939                 if(teams_matter)
940                 {
941                         entity e;
942                         FOR_EACH_REALCLIENT(e)
943                                 if(!teams_matter || e.team == self.team)
944                                 {
945                                         msg_entity = e;
946                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
947                                 }
948                 }
949                 else
950                 {
951                         sound(self, chan, sample, VOL_BASE, ATTN_NONE);
952                 }
953         }
954         else if(teamsay == 4) // auto taunt
955         {
956                 float tauntrand;
957                 tauntrand = random();
958                 FOR_EACH_REALCLIENT(e)
959                 if (tauntrand < e.cvar_cl_autotaunt)
960                 {
961                         msg_entity = e;
962                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_MIN);
963                 }
964         }
965 }
966
967 void PlayerSound(.string samplefield, float chan, float teamsay)
968 {
969         string sample;
970         sample = self.samplefield;
971         GlobalSound(sample, chan, teamsay);
972 }
973
974 void VoiceMessage(string type)
975 {
976         var .string sample;
977         var float teamsay;
978         sample = GetVoiceMessageSampleField(type);
979
980         if(GetPlayerSoundSampleField_notFound)
981         {
982                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
983                 return;
984         }
985
986         teamsay = GetVoiceMessageTeamsayType(type);
987
988         PlayerSound(sample, CHAN_VOICE, teamsay);
989 }