]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_player.qc
fix crash when allowing unsupported modes
[divverent/nexuiz.git] / data / qcsrc / server / cl_player.qc
1 float weaponstats_buffer;
2
3 void WeaponStats_Init()
4 {
5         if(cvar_string("sv_weaponstats_killfile") != "" || cvar_string("sv_weaponstats_damagefile") != "")
6                 weaponstats_buffer = buf_create();
7         else
8                 weaponstats_buffer = -1;
9 }
10
11 #define WEAPONSTATS_GETINDEX(awep,vwep) ((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1)))
12
13 void WeaponStats_Shutdown()
14 {
15         float i, j, idx, f;
16         float fh;
17         string prefix;
18         if(weaponstats_buffer < 0)
19                 return;
20         prefix = strcat(cvar_string("hostname"), "\t", GetGametype(), "_", GetMapname(), "\t");
21         if(cvar_string("sv_weaponstats_killfile") != "")
22         {
23                 fh = fopen(cvar_string("sv_weaponstats_killfile"), FILE_APPEND);
24                 if(fh >= 0)
25                 {
26                         fputs(fh, "#begin killfile\n");
27                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
28                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
29                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
30                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
31                                 {
32                                         idx = WEAPONSTATS_GETINDEX(i, j);
33                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '0 1 0';
34                                         if(f != 0)
35                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
36                                 }
37                         fputs(fh, "#end\n\n");
38                         fclose(fh);
39                         print("Weapon kill stats written\n");
40                 }
41         }
42         if(cvar_string("sv_weaponstats_damagefile") != "")
43         {
44                 fh = fopen(cvar_string("sv_weaponstats_damagefile"), FILE_APPEND);
45                 if(fh >= 0)
46                 {
47                         fputs(fh, "#begin damagefile\n");
48                         fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
49                         fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
50                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
51                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
52                                 {
53                                         idx = WEAPONSTATS_GETINDEX(i, j);
54                                         f = stov(bufstr_get(weaponstats_buffer, idx)) * '1 0 0';
55                                         if(f != 0)
56                                                 fputs(fh, strcat(prefix, ftos(i), "\t", ftos(j), "\t", ftos(f), "\n"));
57                                 }
58                         fputs(fh, "#end\n\n");
59                         fclose(fh);
60                         print("Weapon damage stats written\n");
61                 }
62         }
63         buf_del(weaponstats_buffer);
64         weaponstats_buffer = -1;
65 }
66
67 void WeaponStats_LogItem(float awep, float vwep, vector item)
68 {
69         float idx;
70         if(weaponstats_buffer < 0)
71                 return;
72         if(awep < WEP_FIRST || vwep < WEP_FIRST)
73                 return;
74         if(awep > WEP_LAST || vwep > WEP_LAST)
75                 return;
76         idx = WEAPONSTATS_GETINDEX(awep,vwep);
77         bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
78 }
79 void WeaponStats_LogDamage(float awep, float vwep, float damage)
80 {
81         if(damage < 0)
82                 error("negative damage?");
83         WeaponStats_LogItem(awep, vwep, '1 0 0' * damage);
84 }
85 void WeaponStats_LogKill(float awep, float vwep)
86 {
87         WeaponStats_LogItem(awep, vwep, '0 1 0');
88 }
89
90 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
91 // merged player_run and player_stand to player_anim
92 // added death animations to player_anim
93 // can now spawn thrown weapons from anywhere, not just from players
94 // thrown weapons now fade out after 20 seconds
95 // created PlayerGib function
96 // PlayerDie no longer uses hitloc or damage
97 // PlayerDie now supports dying animations as well as gibbing
98 // cleaned up PlayerDie a lot
99 // added CopyBody
100
101 .entity pusher;
102 .float pushltime;
103
104 void CopyBody(float keepvelocity)
105 {
106         local entity oldself;
107         if (self.effects & EF_NODRAW)
108                 return;
109         oldself = self;
110         self = spawn();
111         self.enemy = oldself;
112         self.lip = oldself.lip;
113         self.colormap = oldself.colormap;
114         self.iscreature = oldself.iscreature;
115         self.angles = oldself.angles;
116         self.avelocity = oldself.avelocity;
117         self.classname = "body";
118         self.damageforcescale = oldself.damageforcescale;
119         self.effects = oldself.effects;
120         self.event_damage = oldself.event_damage;
121         self.animstate_startframe = oldself.animstate_startframe;
122         self.animstate_numframes = oldself.animstate_numframes;
123         self.animstate_framerate = oldself.animstate_framerate;
124         self.animstate_starttime = oldself.animstate_starttime;
125         self.animstate_endtime = oldself.animstate_endtime;
126         self.animstate_override = oldself.animstate_override;
127         self.animstate_looping = oldself.animstate_looping;
128         self.frame = oldself.frame;
129         self.dead_frame = oldself.dead_frame;
130         self.pain_finished = oldself.pain_finished;
131         self.health = oldself.health;
132         self.armorvalue = oldself.armorvalue;
133         self.armortype = oldself.armortype;
134         self.model = oldself.model;
135         self.modelindex = oldself.modelindex;
136         self.modelindex_lod0 = oldself.modelindex_lod0;
137         self.modelindex_lod0_from_nexuiz = oldself.modelindex_lod0_from_nexuiz;
138         self.modelindex_lod1 = oldself.modelindex_lod1;
139         self.modelindex_lod2 = oldself.modelindex_lod2;
140         self.skinindex = oldself.skinindex;
141         self.species = oldself.species;
142         self.movetype = oldself.movetype;
143         self.nextthink = oldself.nextthink;
144         self.solid = oldself.solid;
145         self.takedamage = oldself.takedamage;
146         self.think = oldself.think;
147         self.customizeentityforclient = oldself.customizeentityforclient;
148         self.uncustomizeentityforclient = oldself.uncustomizeentityforclient;
149         self.uncustomizeentityforclient_set = oldself.uncustomizeentityforclient_set;
150         if (keepvelocity == 1)
151                 self.velocity = oldself.velocity;
152         self.oldvelocity = self.velocity;
153         self.fade_time = oldself.fade_time;
154         self.fade_rate = oldself.fade_rate;
155         //self.weapon = oldself.weapon;
156         setorigin(self, oldself.origin);
157         setsize(self, oldself.mins, oldself.maxs);
158         self.prevorigin = oldself.origin;
159         self.reset = SUB_Remove;
160
161         Drag_MoveDrag(oldself, self);
162
163         self = oldself;
164 }
165
166 float player_getspecies()
167 {
168         local float glob, i, j, fh, len, s, sk;
169         local string fn, l;
170
171         s = -1;
172
173         glob = search_begin("models/player/*.txt", TRUE, TRUE);
174         if(glob < 0)
175                 return s;
176         for(j = 0; j <= 1; ++j)
177         {
178                 for(i = 0; i < search_getsize(glob); ++i)
179                 {
180                         fn = search_getfilename(glob, i);
181                         fh = fopen(fn, FILE_READ);
182                         if(fh < 0)
183                                 continue;
184                         fgets(fh); fgets(fh);
185                         sk = stof(fgets(fh));
186                         if(sk == (j ? 0 : self.skinindex)) // 2nd pass skips the skin test
187                         if(fgets(fh) == self.model)
188                         {
189                                 l = fgets(fh);
190                                 len = tokenize_console(l);
191                                 if (len != 2)
192                                         goto nospecies;
193                                 if (argv(0) != "species")
194                                         goto nospecies;
195                                 switch(argv(1))
196                                 {
197                                         case "human":       s = SPECIES_HUMAN;       break;
198                                         case "alien":       s = SPECIES_ALIEN;       break;
199                                         case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
200                                         case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
201                                         case "robot_solid": s = SPECIES_ROBOT_SOLID; break;
202                                         case "animal":      s = SPECIES_ANIMAL;      break;
203                                         case "reserved":    s = SPECIES_RESERVED;    break;
204                                 }
205                         }
206 :nospecies
207                         fclose(fh);
208                 }
209                 if (s >= 0)
210                         break;
211         }
212         search_end(glob);
213
214         if (s < 0)
215                 s = SPECIES_HUMAN;
216
217         return s;
218 }
219
220 void player_setupanimsformodel()
221 {
222         local string animfilename;
223         local float animfile;
224         // defaults for legacy .zym models without animinfo files
225         self.anim_die1 = '0 1 0.5'; // 2 seconds
226         self.anim_die2 = '1 1 0.5'; // 2 seconds
227         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
228         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
229         self.anim_duckwalk = '4 1 1';
230         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
231         self.anim_duckidle = '6 1 1';
232         self.anim_idle = '7 1 1';
233         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
234         self.anim_pain1 = '9 1 2'; // 0.5 seconds
235         self.anim_pain2 = '10 1 2'; // 0.5 seconds
236         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
237         self.anim_taunt = '12 1 0.33'; // FIXME?  there is no code using this anim
238         self.anim_run = '13 1 1';
239         self.anim_runbackwards = '14 1 1';
240         self.anim_strafeleft = '15 1 1';
241         self.anim_straferight = '16 1 1';
242         self.anim_dead1 = '17 1 1';
243         self.anim_dead2 = '18 1 1';
244         self.anim_forwardright = '19 1 1';
245         self.anim_forwardleft = '20 1 1';
246         self.anim_backright = '21 1 1';
247         self.anim_backleft  = '22 1 1';
248         animparseerror = FALSE;
249         animfilename = strcat(self.model, ".animinfo");
250         animfile = fopen(animfilename, FILE_READ);
251         if (animfile >= 0)
252         {
253                 self.anim_die1         = animparseline(animfile);
254                 self.anim_die2         = animparseline(animfile);
255                 self.anim_draw         = animparseline(animfile);
256                 self.anim_duck         = animparseline(animfile);
257                 self.anim_duckwalk     = animparseline(animfile);
258                 self.anim_duckjump     = animparseline(animfile);
259                 self.anim_duckidle     = animparseline(animfile);
260                 self.anim_idle         = animparseline(animfile);
261                 self.anim_jump         = animparseline(animfile);
262                 self.anim_pain1        = animparseline(animfile);
263                 self.anim_pain2        = animparseline(animfile);
264                 self.anim_shoot        = animparseline(animfile);
265                 self.anim_taunt        = animparseline(animfile);
266                 self.anim_run          = animparseline(animfile);
267                 self.anim_runbackwards = animparseline(animfile);
268                 self.anim_strafeleft   = animparseline(animfile);
269                 self.anim_straferight  = animparseline(animfile);
270                 self.anim_forwardright = animparseline(animfile);
271                 self.anim_forwardleft  = animparseline(animfile);
272                 self.anim_backright    = animparseline(animfile);
273                 self.anim_backleft     = animparseline(animfile);
274                 fclose(animfile);
275
276                 // derived anims
277                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
278                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
279
280                 if (animparseerror)
281                         print("Parse error in ", animfilename, ", some player animations are broken\n");
282         }
283         else
284                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
285         // reset animstate now
286         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
287 };
288
289 void player_anim (void)
290 {
291         updateanim(self);
292         if (self.weaponentity)
293                 updateanim(self.weaponentity);
294
295         if (self.deadflag != DEAD_NO)
296         {
297                 if (time > self.animstate_endtime)
298                 {
299                         if (self.maxs_z > 5)
300                         {
301                                 self.maxs_z = 5;
302                                 setsize(self, self.mins, self.maxs);
303                         }
304                         self.frame = self.dead_frame;
305                 }
306                 return;
307         }
308
309         if (!self.animstate_override)
310         {
311                 if (!(self.flags & FL_ONGROUND))
312                 {
313                         if (self.crouch)
314                                 setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
315                         else
316                                 setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
317                         self.restart_jump = FALSE;
318                 }
319                 else if (self.crouch)
320                 {
321                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
322                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
323                         else
324                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
325                 }
326                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
327                 {
328                         if (self.movement_x > 0 && self.movement_y == 0)
329                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
330                         else if (self.movement_x < 0 && self.movement_y == 0)
331                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
332                         else if (self.movement_x == 0 && self.movement_y > 0)
333                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
334                         else if (self.movement_x == 0 && self.movement_y < 0)
335                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
336                         else if (self.movement_x > 0 && self.movement_y > 0)
337                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
338                         else if (self.movement_x > 0 && self.movement_y < 0)
339                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
340                         else if (self.movement_x < 0 && self.movement_y > 0)
341                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
342                         else if (self.movement_x < 0 && self.movement_y < 0)
343                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
344                         else
345                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
346                 }
347                 else
348                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
349         }
350
351         if (self.weaponentity)
352         if (!self.weaponentity.animstate_override)
353                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
354 }
355
356 void SpawnThrownWeapon (vector org, float w)
357 {
358         if(g_minstagib)
359         if(self.ammo_cells <= 0)
360                 return;
361
362         if(g_pinata)
363         {
364                 float j;
365                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
366                 {
367                         if(self.weapons & W_WeaponBit(j))
368                                 if(W_IsWeaponThrowable(j))
369                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
370                 }
371         }
372         else
373                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
374 }
375
376 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
377 {
378         local float take, save;
379         vector v;
380         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
381
382         // damage resistance (ignore most of the damage from a bullet or similar)
383         damage = max(damage - 5, 1);
384
385         v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
386         take = v_x;
387         save = v_y;
388
389         if(sound_allowed(MSG_BROADCAST, attacker))
390         {
391                 if (save > 10)
392                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
393                 else if (take > 30)
394                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
395                 else if (take > 10)
396                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
397         }
398
399         if (take > 50)
400                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
401         if (take > 100)
402                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
403
404         if (!(self.flags & FL_GODMODE))
405         {
406                 self.armorvalue = self.armorvalue - save;
407                 self.health = self.health - take;
408                 // pause regeneration for 5 seconds
409                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
410         }
411         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
412         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
413         self.dmg_inflictor = inflictor;
414
415         if (self.health <= -75 && self.modelindex != 0)
416         {
417                 // don't use any animations as a gib
418                 self.frame = 0;
419                 self.dead_frame = 0;
420                 // view just above the floor
421                 self.view_ofs = '0 0 4';
422
423                 Violence_GibSplash(self, 1, 1, attacker);
424                 self.modelindex = 0; // restore later
425                 self.solid = SOLID_NOT; // restore later
426         }
427 }
428
429 void ClientKill_Now_TeamChange();
430
431 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
432 {
433         local float take, save, waves, sdelay, dh, da, j;
434         vector v;
435         float valid_damage_for_weaponstats;
436
437         dh = max(self.health, 0);
438         da = max(self.armorvalue, 0);
439
440         if(!DEATH_ISSPECIAL(deathtype))
441         {
442                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
443                 if(self != attacker)
444                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
445         }
446
447         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
448         {
449                 // tuba causes blood to come out of the ears
450                 vector ear1, ear2;
451                 vector d;
452                 float f;
453                 ear1 = self.origin;
454                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
455                 ear2 = ear1;
456                 makevectors(self.angles);
457                 ear1 += v_right * -10;
458                 ear2 += v_right * +10;
459                 d = inflictor.origin - self.origin;
460                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
461                 force = v_right * vlen(force);
462                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
463                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
464                 if(f > 0)
465                 {
466                         hitloc = ear1;
467                         force = force * -1;
468                 }
469                 else
470                 {
471                         hitloc = ear2;
472                         // force is already good
473                 }
474         }
475         else
476                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
477
478         if((g_arena && numspawned < 2) || (g_ca && player_cnt < 2))
479                 return;
480
481         if (!g_minstagib)
482         {
483                 v = healtharmor_applydamage(self.armorvalue, cvar("g_balance_armor_blockpercent"), damage);
484                 take = v_x;
485                 save = v_y;
486         }
487         else
488         {
489                 save = 0;
490                 take = damage;
491         }
492
493         if(sound_allowed(MSG_BROADCAST, attacker))
494         {
495                 if (save > 10)
496                         sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
497                 else if (take > 30)
498                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
499                 else if (take > 10)
500                         sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
501         }
502
503         if (take > 50)
504                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
505         if (take > 100)
506                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
507
508         if (time >= self.spawnshieldtime)
509         {
510                 if (!(self.flags & FL_GODMODE))
511                 {
512                         self.armorvalue = self.armorvalue - save;
513                         self.health = self.health - take;
514                         // pause regeneration for 5 seconds
515                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
516
517                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
518                         {
519                                 self.pain_finished = time + 0.5;        //Supajoe
520
521                                 if(sv_gentle < 1) {
522                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
523                                         {
524                                                 if (random() > 0.5)
525                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
526                                                 else
527                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
528                                         }
529
530                                         if(sound_allowed(MSG_BROADCAST, attacker))
531                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
532                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
533                                         {
534                                                 if(self.health > 75) // TODO make a "gentle" version?
535                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
536                                                 else if(self.health > 50)
537                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
538                                                 else if(self.health > 25)
539                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
540                                                 else if(self.health > 1)
541                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
542                                         }
543                                 }
544
545                                 // throw off bot aim temporarily
546                                 local float shake;
547                                 shake = damage * 5 / (bound(0,skill,100) + 1);
548                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
549                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
550                         }
551                 }
552                 else
553                         self.max_armorvalue += (save + take);
554         }
555         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
556         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
557         self.dmg_inflictor = inflictor;
558
559         if(attacker == self)
560         {
561                 // don't reset pushltime for self damage as it may be an attempt to
562                 // escape a lava pit or similar
563                 //self.pushltime = 0;
564         }
565         else if(attacker.classname == "player" || attacker.classname == "gib")
566         {
567                 self.pusher = attacker;
568                 self.pushltime = time + cvar("g_maxpushtime");
569         }
570         else if(time < self.pushltime)
571         {
572                 attacker = self.pusher;
573                 self.pushltime = max(self.pushltime, time + 0.6);
574         }
575         else
576                 self.pushltime = 0;
577
578         valid_damage_for_weaponstats = 0;
579         if(clienttype(self) == CLIENTTYPE_REAL)
580         if(clienttype(attacker) == CLIENTTYPE_REAL)
581         if(self != attacker)
582         if(!DEATH_ISSPECIAL(deathtype))
583         if(IsDifferentTeam(self, attacker))
584                 valid_damage_for_weaponstats = 1;
585         
586         if(valid_damage_for_weaponstats)
587         {
588                 dh = dh - max(self.health, 0);
589                 da = da - max(self.armorvalue, 0);
590                 WeaponStats_LogDamage(DEATH_WEAPONOF(deathtype), self.weapon, dh + da);
591         }
592
593         if (self.health < 1)
594         {
595                 float defer_ClientKill_Now_TeamChange;
596                 defer_ClientKill_Now_TeamChange = FALSE;
597
598                 if(valid_damage_for_weaponstats)
599                         WeaponStats_LogKill(DEATH_WEAPONOF(deathtype), self.weapon);
600
601                 if(sv_gentle < 1) // TODO make a "gentle" version?
602                 if(sound_allowed(MSG_BROADCAST, attacker))
603                 {
604                         if(deathtype == DEATH_DROWN)
605                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
606                         else
607                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
608                 }
609
610                 // get rid of kill indicator
611                 if(self.killindicator)
612                 {
613                         remove(self.killindicator);
614                         self.killindicator = world;
615                         if(self.killindicator_teamchange)
616                                 defer_ClientKill_Now_TeamChange = TRUE;
617
618                         if(self.classname == "body")
619                         if(deathtype == DEATH_KILL)
620                         {
621                                 // for the lemmings fans, a small harmless explosion
622                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
623                         }
624                 }
625
626                 // become fully visible
627                 self.alpha = 1;
628                 // clear selected player display
629                 ClearSelectedPlayer();
630                 // throw a weapon
631                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
632                 // print an obituary message
633                 Obituary (attacker, inflictor, self, deathtype);
634                 race_PreDie();
635                 DropAllRunes(self);
636                 if(self == attacker)
637                         kh_Key_DropAll(self, TRUE);
638                 else if(attacker.classname == "player" || attacker.classname == "gib")
639                         kh_Key_DropAll(self, FALSE);
640                 else
641                         kh_Key_DropAll(self, TRUE);
642                 if(self.flagcarried)
643                 {
644                         if(attacker.classname != "player" && attacker.classname != "gib")
645                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
646                         else if(attacker.team == self.team)
647                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
648                         else
649                                 DropFlag(self.flagcarried, world, attacker);
650                 }
651                 if(self.ballcarried)
652                         DropBall(self.ballcarried, self.origin, self.velocity);
653                 Portal_ClearAllLater(self);
654                 // clear waypoints
655                 WaypointSprite_PlayerDead();
656                 // make the corpse upright (not tilted)
657                 self.angles_x = 0;
658                 self.angles_z = 0;
659                 // don't spin
660                 self.avelocity = '0 0 0';
661                 // view from the floor
662                 self.view_ofs = '0 0 -8';
663                 // toss the corpse
664                 self.movetype = MOVETYPE_TOSS;
665                 // shootable corpse
666                 self.solid = SOLID_CORPSE;
667                 // don't stick to the floor
668                 self.flags &~= FL_ONGROUND;
669                 // dying animation
670                 self.deadflag = DEAD_DYING;
671                 // when to allow respawn
672                 sdelay = 0;
673                 waves = 0;
674                 if(cvar("g_respawn_mapsettings"))
675                 {
676                         sdelay = cvar("g_respawn_mapsettings_delay");
677                         waves = cvar("g_respawn_mapsettings_waves");
678                 }
679                 if(!sdelay)
680                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
681                 if(!sdelay)
682                         sdelay = cvar("g_respawn_delay");
683                 if(!waves)
684                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
685                 if(!waves)
686                         waves = cvar("g_respawn_waves");
687                 if(waves)
688                         self.death_time = ceil((time + sdelay) / waves) * waves;
689                 else
690                         self.death_time = time + sdelay;
691                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
692                         self.respawn_countdown = 10; // first number to count down from is 10
693                 else
694                         self.respawn_countdown = -1; // do not count down
695                 if (random() < 0.5)
696                 {
697                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
698                         self.dead_frame = self.anim_dead1_x;
699                 }
700                 else
701                 {
702                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
703                         self.dead_frame = self.anim_dead2_x;
704                 }
705                 // set damage function to corpse damage
706                 self.event_damage = PlayerCorpseDamage;
707                 // call the corpse damage function just in case it wants to gib
708                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
709                 // set up to fade out later
710                 SUB_SetFade (self, time + 12 + random () * 4, 1);
711
712                 // remove laserdot
713                 if(self.weaponentity)
714                         if(self.weaponentity.lasertarget)
715                                 remove(self.weaponentity.lasertarget);
716
717                 if(clienttype(self) == CLIENTTYPE_REAL)
718                 {
719                         self.fixangle = TRUE;
720                         //msg_entity = self;
721                         //WriteByte (MSG_ONE, SVC_SETANGLE);
722                         //WriteAngle (MSG_ONE, self.v_angle_x);
723                         //WriteAngle (MSG_ONE, self.v_angle_y);
724                         //WriteAngle (MSG_ONE, 80);
725                 }
726
727                 if(g_arena)
728                         Spawnqueue_Unmark(self);
729
730                 if(defer_ClientKill_Now_TeamChange)
731                         ClientKill_Now_TeamChange();
732
733                 if(sv_gentle > 0 || cvar("ekg")) {
734                         // remove corpse
735                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
736                 }
737
738                 // reset fields the weapons may use just in case
739         for (j = WEP_FIRST; j <= WEP_LAST; ++j)
740                 {
741             weapon_action(j, WR_RESETPLAYER);
742                         ATTACK_FINISHED_FOR(self, j) = 0;
743                 }
744         }
745 }
746
747 float UpdateSelectedPlayer_countvalue(float v)
748 {
749         return max(0, (v - 1.0) / 0.5);
750 }
751
752 // returns: -2 if no hit, otherwise cos of the angle
753 // uses the global v_angle
754 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
755 {
756         vector so, d;
757         float c;
758
759         if(p == self)
760                 return -2;
761
762         if(p.deadflag)
763                 return -2;
764
765         so = self.origin + self.view_ofs;
766         d = p.origin - so;
767
768         // misaimed?
769         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
770                 return -2;
771
772         // now find the cos of the angle...
773         c = normalize(d) * v_forward;
774
775         if(c <= mincosangle)
776                 return -2;
777
778         // not visible in any way? forget it
779         if(!checkpvs(so, p))
780                 return -2;
781
782         traceline(so, p.origin, MOVE_NOMONSTERS, self);
783         if(trace_fraction < 1)
784                 return -2;
785
786         return c;
787 }
788
789 void ClearSelectedPlayer()
790 {
791         if(self.selected_player)
792         {
793                 centerprint_expire(self, CENTERPRIO_POINT);
794                 self.selected_player = world;
795                 self.selected_player_display_needs_update = FALSE;
796         }
797 }
798
799 void UpdateSelectedPlayer()
800 {
801         entity selected;
802         float selected_score;
803         selected = world;
804         selected_score = 0.95; // 18 degrees
805
806         if(!cvar("sv_allow_shownames"))
807                 return;
808
809         if(clienttype(self) != CLIENTTYPE_REAL)
810                 return;
811
812         if(self.cvar_cl_shownames == 0)
813                 return;
814
815         if(self.cvar_cl_shownames == 1 && !teams_matter)
816                 return;
817
818         makevectors(self.v_angle); // sets v_forward
819
820         // 1. cursor trace is always right
821         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
822         {
823                 selected = self.cursor_trace_ent;
824         }
825         else
826         {
827                 // 2. if we don't have a cursor trace, find the player which is least
828                 //    mis-aimed at
829                 entity p;
830                 FOR_EACH_PLAYER(p)
831                 {
832                         float c;
833                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
834                         if(c >= -1)
835                         {
836                                 selected = p;
837                                 selected_score = c;
838                         }
839                 }
840         }
841
842         if(selected)
843         {
844                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
845         }
846         else
847         {
848                 if(time < self.selected_player_display_timeout)
849                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
850                                 selected = self.selected_player;
851         }
852
853         if(selected)
854         {
855                 if(selected == self.selected_player)
856                 {
857                         float save;
858                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
859                         self.selected_player_count = self.selected_player_count + frametime;
860                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
861                         {
862                                 string namestr, healthstr;
863                                 namestr = playername(selected);
864                                 if(teams_matter)
865                                 {
866                                         healthstr = ftos(floor(selected.health));
867                                         if(self.team == selected.team)
868                                         {
869                                                 namestr = strcat(namestr, " (", healthstr, "%)");
870                                                 self.selected_player_display_needs_update = TRUE;
871                                         }
872                                 }
873                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
874                         }
875                 }
876                 else
877                 {
878                         ClearSelectedPlayer();
879                         self.selected_player = selected;
880                         self.selected_player_time = time;
881                         self.selected_player_count = 0;
882                         self.selected_player_display_needs_update = FALSE;
883                 }
884         }
885         else
886         {
887                 ClearSelectedPlayer();
888         }
889
890         if(self.selected_player)
891                 self.last_selected_player = self.selected_player;
892 }
893
894 .float muted; // to be used by prvm_edictset server playernumber muted 1
895 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
896 {
897         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
898         float flood, privatemsgprefixlen;
899         entity head;
900
901         if(Ban_MaybeEnforceBan(source))
902                 return;
903
904         if(!teamsay && !privatesay)
905                 if(substring(msgin, 0, 1) == " ")
906                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
907
908         msgin = formatmessage(msgin);
909
910         if(msgin == "")
911                 return;
912
913         if(source.classname != "player")
914                 colorstr = "^0"; // black for spectators
915         else if(teams_matter)
916                 colorstr = Team_ColorCode(source.team);
917         else
918                 teamsay = FALSE;
919
920         if(intermission_running)
921                 teamsay = FALSE;
922
923         msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
924         if(msgin == "")
925                 return;
926
927         /*
928          * using bprint solves this... me stupid
929         // how can we prevent the message from appearing in a listen server?
930         // for now, just give "say" back and only handle say_team
931         if(!teamsay)
932         {
933                 clientcommand(self, strcat("say ", msgin));
934                 return;
935         }
936         */
937
938         if(cvar("g_chat_teamcolors"))
939                 namestr = playername(source);
940         else
941                 namestr = source.netname;
942
943         if(privatesay)
944         {
945                 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
946                 privatemsgprefixlen = strlen(msgstr);
947                 msgstr = strcat(msgstr, msgin);
948                 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
949                 if(cvar("g_chat_teamcolors"))
950                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
951                 else
952                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
953         }
954         else if(teamsay)
955         {
956                 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
957                 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
958         }
959         else
960         {
961                 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
962                 cmsgstr = "";
963         }
964
965         msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
966         fullmsgstr = msgstr;
967         fullcmsgstr = cmsgstr;
968
969         // FLOOD CONTROL
970         flood = 0;
971         if(floodcontrol)
972         {
973                 float flood_spl;
974                 float flood_burst;
975                 float flood_lmax;
976                 var .float flood_field;
977                 float lines;
978                 if(privatesay)
979                 {
980                         flood_spl = cvar("g_chat_flood_spl_tell");
981                         flood_burst = cvar("g_chat_flood_burst_tell");
982                         flood_lmax = cvar("g_chat_flood_lmax_tell");
983                         flood_field = floodcontrol_chattell;
984                 }
985                 else if(teamsay)
986                 {
987                         flood_spl = cvar("g_chat_flood_spl_team");
988                         flood_burst = cvar("g_chat_flood_burst_team");
989                         flood_lmax = cvar("g_chat_flood_lmax_team");
990                         flood_field = floodcontrol_chatteam;
991                 }
992                 else
993                 {
994                         flood_spl = cvar("g_chat_flood_spl");
995                         flood_burst = cvar("g_chat_flood_burst");
996                         flood_lmax = cvar("g_chat_flood_lmax");
997                         flood_field = floodcontrol_chat;
998                 }
999                 flood_burst = max(0, flood_burst - 1);
1000                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
1001
1002                 // do flood control for the default line size
1003                 getWrappedLine_remaining = msgstr;
1004                 msgstr = "";
1005                 lines = 0;
1006                 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
1007                 {
1008                         msgstr = strcat(msgstr, " ", getWrappedLine(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
1009                         ++lines;
1010                 }
1011                 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
1012
1013                 if(getWrappedLine_remaining != "")
1014                 {
1015                         msgstr = strcat(msgstr, "\n");
1016                         flood = 2;
1017                 }
1018
1019                 if(time >= source.flood_field)
1020                 {
1021                         source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
1022                 }
1023                 else
1024                 {
1025                         flood = 1;
1026                         msgstr = fullmsgstr;
1027                 }
1028         }
1029
1030         if (timeoutStatus == 2) //when game is paused, no flood protection
1031                 source.flood_field = flood = 0;
1032
1033         if(flood == 2)
1034         {
1035                 if(cvar("g_chat_flood_notify_flooder"))
1036                 {
1037                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
1038                         sourcecmsgstr = "";
1039                 }
1040                 else
1041                 {
1042                         sourcemsgstr = fullmsgstr;
1043                         sourcecmsgstr = fullcmsgstr;
1044                 }
1045                 cmsgstr = "";
1046         }
1047         else
1048         {
1049                 sourcemsgstr = msgstr;
1050                 sourcecmsgstr = cmsgstr;
1051         }
1052
1053         if(!privatesay)
1054         if(source.classname != "player")
1055         {
1056                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
1057                         teamsay = -1; // spectators
1058         }
1059
1060         if(flood)
1061                 print("NOTE: ", playername(source), "^7 is flooding.\n");
1062
1063         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
1064         if(privatesay)
1065                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
1066
1067         if(source.muted)
1068         {
1069                 // always fake the message
1070                 sprint(source, sourcemsgstr);
1071                 if(cmsgstr != "" && !privatesay)
1072                         centerprint(source, sourcecmsgstr);
1073         }
1074         else if(flood == 1)
1075         {
1076                 if(cvar("g_chat_flood_notify_flooder"))
1077                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
1078                 else
1079                 {
1080                         sprint(source, sourcemsgstr);
1081                         if(cmsgstr != "" && !privatesay)
1082                                 centerprint(source, sourcecmsgstr);
1083                 }
1084         }
1085         else if(privatesay)
1086         {
1087                 sprint(source, sourcemsgstr);
1088                 sprint(privatesay, msgstr);
1089                 if(cmsgstr != "")
1090                         centerprint(privatesay, cmsgstr);
1091         }
1092         else if(teamsay > 0)
1093         {
1094                 sprint(source, sourcemsgstr);
1095                 if(sourcecmsgstr != "")
1096                         centerprint(source, sourcecmsgstr);
1097                 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
1098                         if(head != source)
1099                         {
1100                                 sprint(head, msgstr);
1101                                 if(cmsgstr != "")
1102                                         centerprint(head, cmsgstr);
1103                         }
1104         }
1105         else if(teamsay < 0)
1106         {
1107                 sprint(source, sourcemsgstr);
1108                 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
1109                         if(head != source)
1110                                 sprint(head, msgstr);
1111         }
1112         else if(sourcemsgstr != msgstr)
1113         {
1114                 sprint(source, sourcemsgstr);
1115                 FOR_EACH_REALCLIENT(head)
1116                         if(head != source)
1117                                 sprint(head, msgstr);
1118         }
1119         else
1120                 bprint(msgstr);
1121 }
1122
1123 float GetVoiceMessageVoiceType(string type)
1124 {
1125         if(type == "taunt")
1126                 return VOICETYPE_TAUNT;
1127         if(type == "teamshoot")
1128                 return VOICETYPE_LASTATTACKER;
1129         return VOICETYPE_TEAMRADIO;
1130 }
1131
1132 string allvoicesamples;
1133 float GetPlayerSoundSampleField_notFound;
1134 float GetPlayerSoundSampleField_fixed;
1135 .string GetVoiceMessageSampleField(string type)
1136 {
1137         GetPlayerSoundSampleField_notFound = 0;
1138         GetPlayerSoundSampleField_fixed = 0;
1139         switch(type)
1140         {
1141 #define _VOICEMSG(m) case #m: return playersound_##m;
1142                 ALLVOICEMSGS
1143 #undef _VOICEMSG
1144         }
1145         GetPlayerSoundSampleField_notFound = 1;
1146         return playersound_taunt;
1147 }
1148
1149 .string GetPlayerSoundSampleField(string type)
1150 {
1151         GetPlayerSoundSampleField_notFound = 0;
1152         GetPlayerSoundSampleField_fixed = 0;
1153         switch(type)
1154         {
1155 #define _VOICEMSG(m) case #m: return playersound_##m;
1156                 ALLPLAYERSOUNDS
1157 #undef _VOICEMSG
1158         }
1159         GetPlayerSoundSampleField_notFound = 1;
1160         return playersound_taunt;
1161 }
1162
1163 void PrecacheGlobalSound(string samplestring)
1164 {
1165         float n, i;
1166         tokenize_console(samplestring);
1167         n = stof(argv(1));
1168         if(n > 0)
1169         {
1170                 for(i = 1; i <= n; ++i)
1171                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1172         }
1173         else
1174         {
1175                 precache_sound(strcat(argv(0), ".wav"));
1176         }
1177 }
1178
1179 void PrecachePlayerSounds(string f)
1180 {
1181         float fh;
1182         string s;
1183         fh = fopen(f, FILE_READ);
1184         if(fh < 0)
1185                 return;
1186         while((s = fgets(fh)))
1187         {
1188                 if(tokenize_console(s) != 3)
1189                 {
1190                         dprint("Invalid sound info line: ", s, "\n");
1191                         continue;
1192                 }
1193                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1194         }
1195         fclose(fh);
1196
1197         if not(allvoicesamples)
1198         {
1199 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1200                 ALLVOICEMSGS
1201 #undef _VOICEMSG
1202                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1203         }
1204 }
1205
1206 void ClearPlayerSounds()
1207 {
1208 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1209         ALLPLAYERSOUNDS
1210         ALLVOICEMSGS
1211 #undef _VOICEMSG
1212 }
1213
1214 void LoadPlayerSounds(string f, float first)
1215 {
1216         float fh;
1217         string s;
1218         var .string field;
1219         fh = fopen(f, FILE_READ);
1220         if(fh < 0)
1221                 return;
1222         while((s = fgets(fh)))
1223         {
1224                 if(tokenize_console(s) != 3)
1225                         continue;
1226                 field = GetPlayerSoundSampleField(argv(0));
1227                 if(GetPlayerSoundSampleField_notFound)
1228                         field = GetVoiceMessageSampleField(argv(0));
1229                 if(GetPlayerSoundSampleField_notFound)
1230                         continue;
1231                 if(GetPlayerSoundSampleField_fixed)
1232                         if not(first)
1233                                 continue;
1234                 if(self.field)
1235                         strunzone(self.field);
1236                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1237         }
1238         fclose(fh);
1239 }
1240
1241 .float modelindex_for_playersound;
1242 void UpdatePlayerSounds()
1243 {
1244         if(self.modelindex == self.modelindex_for_playersound)
1245                 return;
1246         self.modelindex_for_playersound = self.modelindex;
1247         ClearPlayerSounds();
1248         LoadPlayerSounds("sound/player/default.sounds", 1);
1249         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
1250 }
1251
1252 void GlobalSound(string sample, float chan, float voicetype)
1253 {
1254         float n;
1255         float tauntrand;
1256
1257         if(sample == "")
1258                 return;
1259
1260         tokenize_console(sample);
1261         n = stof(argv(1));
1262         if(n > 0)
1263                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1264         else
1265                 sample = strcat(argv(0), ".wav"); // randomization
1266
1267         switch(voicetype)
1268         {
1269                 case VOICETYPE_LASTATTACKER_ONLY:
1270                         if(self.pusher)
1271                                 if(self.pusher.team == self.team)
1272                                 {
1273                                         msg_entity = self.pusher;
1274                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1275                                         {
1276                                                 if(msg_entity.cvar_cl_voice_directional == 1)
1277                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1278                                                 else
1279                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1280                                         }
1281                                 }
1282                         break;
1283                 case VOICETYPE_LASTATTACKER:
1284                         if(self.pusher)
1285                                 if(self.pusher.team == self.team)
1286                                 {
1287                                         msg_entity = self.pusher;
1288                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1289                                         {
1290                                                 if(msg_entity.cvar_cl_voice_directional == 1)
1291                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1292                                                 else
1293                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1294                                         }
1295                                         msg_entity = self;
1296                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1297                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1298                                 }
1299                         break;
1300                 case VOICETYPE_TEAMRADIO:
1301                         FOR_EACH_REALCLIENT(msg_entity)
1302                                 if(!teams_matter || msg_entity.team == self.team)
1303                                 {
1304                                         if(msg_entity.cvar_cl_voice_directional == 1)
1305                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1306                                         else
1307                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1308                                 }
1309                         break;
1310                 case VOICETYPE_AUTOTAUNT:
1311                         if(!sv_autotaunt)
1312                                 break;
1313                         if(!sv_taunt)
1314                                 break;
1315                         if(sv_gentle)
1316                                 break;
1317                         tauntrand = random();
1318                         FOR_EACH_REALCLIENT(msg_entity)
1319                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1320                                 {
1321                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1322                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1323                                         else
1324                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1325                                 }
1326                         break;
1327                 case VOICETYPE_TAUNT:
1328                         if(self.classname == "player")
1329                                 if(self.deadflag == DEAD_NO)
1330                                         setanim(self, self.anim_taunt, FALSE, TRUE, TRUE);
1331                         if(!sv_taunt)
1332                                 break;
1333                         if(sv_gentle)
1334                                 break;
1335                         FOR_EACH_REALCLIENT(msg_entity)
1336                         {
1337                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1338                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1339                                 else
1340                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1341                         }
1342                 case VOICETYPE_PLAYERSOUND:
1343                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1344                         break;
1345                 default:
1346                         backtrace("Invalid voice type!");
1347                         break;
1348         }
1349 }
1350
1351 void PlayerSound(.string samplefield, float chan, float voicetype)
1352 {
1353         string sample;
1354         sample = self.samplefield;
1355         GlobalSound(sample, chan, voicetype);
1356 }
1357
1358 void VoiceMessage(string type, string msg)
1359 {
1360         var .string sample;
1361         var float voicetype, ownteam;
1362         sample = GetVoiceMessageSampleField(type);
1363
1364         if(GetPlayerSoundSampleField_notFound)
1365         {
1366                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1367                 return;
1368         }
1369
1370         voicetype = GetVoiceMessageVoiceType(type);
1371         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1372
1373         float flood;
1374         float flood_spv;
1375         var .float flood_field;
1376
1377         flood = 0;
1378         if(ownteam)
1379         {
1380                 flood_spv = cvar("g_voice_flood_spv_team");
1381                 flood_field = floodcontrol_voiceteam;
1382         }
1383         else
1384         {
1385                 flood_spv = cvar("g_voice_flood_spv");
1386                 flood_field = floodcontrol_voice;
1387         }
1388
1389         if(time >= self.flood_field)
1390                 self.flood_field = max(time, self.flood_field) + flood_spv;
1391         else
1392                 flood = 1;
1393
1394         if (timeoutStatus == 2) //when game is paused, no flood protection
1395                 self.flood_field = flood = 0;
1396
1397         if (msg != "")
1398                 Say(self, ownteam, world, msg, 0);
1399
1400         if (!flood)
1401                 PlayerSound(sample, CHAN_VOICE, voicetype);
1402 }