]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_player.qc
Reverted the changes in tracewalk calls introduced in r6891 as it breaks the CTF...
[divverent/nexuiz.git] / data / qcsrc / server / cl_player.qc
1
2 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
3 // merged player_run and player_stand to player_anim
4 // added death animations to player_anim
5 // can now spawn thrown weapons from anywhere, not just from players
6 // thrown weapons now fade out after 20 seconds
7 // created PlayerGib function
8 // PlayerDie no longer uses hitloc or damage
9 // PlayerDie now supports dying animations as well as gibbing
10 // cleaned up PlayerDie a lot
11 // added CopyBody
12
13 .entity pusher;
14 .float pushltime;
15
16 void CopyBody(float keepvelocity)
17 {
18         local entity oldself;
19         if (self.effects & EF_NODRAW)
20                 return;
21         oldself = self;
22         self = spawn();
23         self.enemy = oldself;
24         self.lip = oldself.lip;
25         self.colormap = oldself.colormap;
26         self.iscreature = oldself.iscreature;
27         self.angles = oldself.angles;
28         self.avelocity = oldself.avelocity;
29         self.classname = "body";
30         self.damageforcescale = oldself.damageforcescale;
31         self.effects = oldself.effects;
32         self.event_damage = oldself.event_damage;
33         self.animstate_startframe = oldself.animstate_startframe;
34         self.animstate_numframes = oldself.animstate_numframes;
35         self.animstate_framerate = oldself.animstate_framerate;
36         self.animstate_starttime = oldself.animstate_starttime;
37         self.animstate_endtime = oldself.animstate_endtime;
38         self.animstate_override = oldself.animstate_override;
39         self.animstate_looping = oldself.animstate_looping;
40         self.frame = oldself.frame;
41         self.dead_frame = oldself.dead_frame;
42         self.pain_finished = oldself.pain_finished;
43         self.health = oldself.health;
44         self.armorvalue = oldself.armorvalue;
45         self.armortype = oldself.armortype;
46         self.model = oldself.model;
47         self.modelindex = oldself.modelindex;
48         self.species = oldself.species;
49         self.movetype = oldself.movetype;
50         self.nextthink = oldself.nextthink;
51         self.skin = oldself.skin;
52         self.solid = oldself.solid;
53         self.takedamage = oldself.takedamage;
54         self.think = oldself.think;
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.prevorigin = oldself.origin;
65         self.reset = SUB_Remove;
66
67         Drag_MoveDrag(oldself, self);
68
69         self = oldself;
70 }
71
72 float player_getspecies()
73 {
74         local float glob, i, j, fh, len, s, sk;
75         local string fn, l;
76
77         s = -1;
78
79         glob = search_begin("models/player/*.txt", TRUE, TRUE);
80         if(glob < 0)
81                 return s;
82         for(j = 0; j <= 1; ++j)
83         {
84                 for(i = 0; i < search_getsize(glob); ++i)
85                 {
86                         fn = search_getfilename(glob, i);
87                         fh = fopen(fn, FILE_READ);
88                         if(fh < 0)
89                                 continue;
90                         fgets(fh); fgets(fh);
91                         sk = stof(fgets(fh));
92                         if(sk == (j ? 0 : self.skin)) // 2nd pass skips the skin test
93                         if(fgets(fh) == self.model)
94                         {
95                                 l = fgets(fh);
96                                 len = tokenize_console(l);
97                                 if (len != 2)
98                                         goto nospecies;
99                                 if (argv(0) != "species")
100                                         goto nospecies;
101                                 switch(argv(1))
102                                 {
103                                         case "human":       s = SPECIES_HUMAN;       break;
104                                         case "alien":       s = SPECIES_ALIEN;       break;
105                                         case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
106                                         case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
107                                         case "animal":      s = SPECIES_ANIMAL;      break;
108                                         case "reserved":    s = SPECIES_RESERVED;    break;
109                                 }
110                         }
111 :nospecies
112                         fclose(fh);
113                 }
114                 if (s >= 0)
115                         break;
116         }
117         search_end(glob);
118
119         if (s < 0)
120                 s = SPECIES_HUMAN;
121
122         return s;
123 }
124
125 void player_setupanimsformodel()
126 {
127         local string animfilename;
128         local float animfile;
129         // defaults for legacy .zym models without animinfo files
130         self.anim_die1 = '0 1 0.5'; // 2 seconds
131         self.anim_die2 = '1 1 0.5'; // 2 seconds
132         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
133         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
134         self.anim_duckwalk = '4 1 1';
135         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
136         self.anim_duckidle = '6 1 1';
137         self.anim_idle = '7 1 1';
138         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
139         self.anim_pain1 = '9 1 2'; // 0.5 seconds
140         self.anim_pain2 = '10 1 2'; // 0.5 seconds
141         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
142         self.anim_taunt = '12 1 1'; // FIXME?  there is no code using this anim
143         self.anim_run = '13 1 1';
144         self.anim_runbackwards = '14 1 1';
145         self.anim_strafeleft = '15 1 1';
146         self.anim_straferight = '16 1 1';
147         self.anim_dead1 = '17 1 1';
148         self.anim_dead2 = '18 1 1';
149         self.anim_forwardright = '19 1 1';
150         self.anim_forwardleft = '20 1 1';
151         self.anim_backright = '21 1 1';
152         self.anim_backleft  = '22 1 1';
153         animparseerror = FALSE;
154         animfilename = strcat(self.model, ".animinfo");
155         animfile = fopen(animfilename, FILE_READ);
156         if (animfile >= 0)
157         {
158                 self.anim_die1         = animparseline(animfile);
159                 self.anim_die2         = animparseline(animfile);
160                 self.anim_draw         = animparseline(animfile);
161                 self.anim_duck         = animparseline(animfile);
162                 self.anim_duckwalk     = animparseline(animfile);
163                 self.anim_duckjump     = animparseline(animfile);
164                 self.anim_duckidle     = animparseline(animfile);
165                 self.anim_idle         = animparseline(animfile);
166                 self.anim_jump         = animparseline(animfile);
167                 self.anim_pain1        = animparseline(animfile);
168                 self.anim_pain2        = animparseline(animfile);
169                 self.anim_shoot        = animparseline(animfile);
170                 self.anim_taunt        = animparseline(animfile);
171                 self.anim_run          = animparseline(animfile);
172                 self.anim_runbackwards = animparseline(animfile);
173                 self.anim_strafeleft   = animparseline(animfile);
174                 self.anim_straferight  = animparseline(animfile);
175                 self.anim_forwardright = animparseline(animfile);
176                 self.anim_forwardleft  = animparseline(animfile);
177                 self.anim_backright    = animparseline(animfile);
178                 self.anim_backleft     = animparseline(animfile);
179                 fclose(animfile);
180
181                 // derived anims
182                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
183                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
184
185                 if (animparseerror)
186                         print("Parse error in ", animfilename, ", some player animations are broken\n");
187         }
188         else
189                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
190         // reset animstate now
191         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
192 };
193
194 void player_anim (void)
195 {
196         updateanim(self);
197         if (self.weaponentity)
198                 updateanim(self.weaponentity);
199
200         if (self.deadflag != DEAD_NO)
201         {
202                 if (time > self.animstate_endtime)
203                 {
204                         if (self.maxs_z > 5)
205                         {
206                                 self.maxs_z = 5;
207                                 setsize(self, self.mins, self.maxs);
208                         }
209                         self.frame = self.dead_frame;
210                 }
211                 return;
212         }
213
214         if (!self.animstate_override)
215         {
216                 if (!(self.flags & FL_ONGROUND))
217                 {
218                         if (self.crouch)
219                                 setanim(self, self.anim_duckjump, FALSE, TRUE, FALSE);
220                         else
221                                 setanim(self, self.anim_jump, FALSE, TRUE, FALSE);
222                 }
223                 else if (self.crouch)
224                 {
225                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
226                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
227                         else
228                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
229                 }
230                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
231                 {
232                         if (self.movement_x > 0 && self.movement_y == 0)
233                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
234                         else if (self.movement_x < 0 && self.movement_y == 0)
235                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
236                         else if (self.movement_x == 0 && self.movement_y > 0)
237                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
238                         else if (self.movement_x == 0 && self.movement_y < 0)
239                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
240                         else if (self.movement_x > 0 && self.movement_y > 0)
241                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
242                         else if (self.movement_x > 0 && self.movement_y < 0)
243                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
244                         else if (self.movement_x < 0 && self.movement_y > 0)
245                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
246                         else if (self.movement_x < 0 && self.movement_y < 0)
247                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
248                         else
249                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
250                 }
251                 else
252                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
253         }
254
255         if (self.weaponentity)
256         if (!self.weaponentity.animstate_override)
257                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
258 }
259
260 void SpawnThrownWeapon (vector org, float w)
261 {
262         if(g_pinata)
263         {
264                 float j;
265                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
266                 {
267                         if(self.weapons & W_WeaponBit(j))
268                                 if(W_IsWeaponThrowable(j))
269                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
270                 }
271         }
272         else
273                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
274 }
275
276 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
277 {
278         local float take, save;
279         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16);
280
281         // damage resistance (ignore most of the damage from a bullet or similar)
282         damage = max(damage - 5, 1);
283
284         save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
285         take = bound(0, damage - save, damage);
286
287         if (save > 10)
288                 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
289         else if (take > 30)
290                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
291         else if (take > 10)
292                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
293
294         if (take > 50)
295                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1);
296         if (take > 100)
297                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1);
298
299         if (!(self.flags & FL_GODMODE))
300         {
301                 self.armorvalue = self.armorvalue - save;
302                 self.health = self.health - take;
303                 // pause regeneration for 5 seconds
304                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
305         }
306         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
307         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
308         self.dmg_inflictor = inflictor;
309
310         if (self.health <= -75 && self.modelindex != 0)
311         {
312                 // don't use any animations as a gib
313                 self.frame = 0;
314                 self.dead_frame = 0;
315                 // view just above the floor
316                 self.view_ofs = '0 0 4';
317
318                 Violence_GibSplash(self, 1, 1);
319                 self.modelindex = 0; // restore later
320                 self.solid = SOLID_NOT; // restore later
321         }
322 }
323
324 void ClientKill_Now_TeamChange();
325
326 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
327 {
328         local float take, save, waves, sdelay;
329
330         if(!DEATH_ISSPECIAL(deathtype))
331         {
332                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
333                 if(self != attacker)
334                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
335         }
336
337         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
338         {
339                 // tuba causes blood to come out of the ears
340                 vector ear1, ear2;
341                 vector d;
342                 float f;
343                 ear1 = self.origin;
344                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
345                 ear2 = ear1;
346                 makevectors(self.angles);
347                 ear1 += v_right * -10;
348                 ear2 += v_right * +10;
349                 d = inflictor.origin - self.origin;
350                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
351                 force = v_right * vlen(force);
352                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f));
353                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f));
354                 if(f > 0)
355                 {
356                         hitloc = ear1;
357                         force = force * -1;
358                 }
359                 else
360                 {
361                         hitloc = ear2;
362                         // force is already good
363                 }
364         }
365         else
366                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16);
367
368         if(g_arena)
369         if(numspawned < 2)
370                 return;
371
372         if (!g_minstagib)
373         {
374                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
375                 take = bound(0, damage - save, damage);
376         }
377         else
378         {
379                 save = 0;
380                 take = damage;
381         }
382
383         if (save > 10)
384                 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
385         else if (take > 30)
386                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
387         else if (take > 10)
388                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
389
390         if (take > 50)
391                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1);
392         if (take > 100)
393                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1);
394
395         if (time > self.spawnshieldtime)
396         {
397                 if (!(self.flags & FL_GODMODE))
398                 {
399                         self.armorvalue = self.armorvalue - save;
400                         self.health = self.health - take;
401                         // pause regeneration for 5 seconds
402                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
403
404                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
405                         {
406                                 self.pain_finished = time + 0.5;        //Supajoe
407
408                                 if(sv_gentle < 1) {             
409                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
410                                         {
411                                                 if (random() > 0.5)
412                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
413                                                 else
414                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
415                                         }
416
417                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
418                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
419                                         {
420                                                 if(self.health > 75) // TODO make a "gentle" version?
421                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
422                                                 else if(self.health > 50)
423                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
424                                                 else if(self.health > 25)
425                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
426                                                 else if(self.health > 1)
427                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
428                                         }
429                                 }
430
431                                 // throw off bot aim temporarily
432                                 local float shake;
433                                 shake = damage * 5 / (bound(0,skill,100) + 1);
434                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
435                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
436                         }
437                 }
438                 else
439                         self.max_armorvalue += (save + take);
440         }
441         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
442         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
443         self.dmg_inflictor = inflictor;
444
445         if(attacker == self)
446         {
447                 // don't reset pushltime for self damage as it may be an attempt to
448                 // escape a lava pit or similar
449                 //self.pushltime = 0;
450         }
451         else if(attacker.classname == "player" || attacker.classname == "gib")
452         {
453                 self.pusher = attacker;
454                 self.pushltime = time + cvar("g_maxpushtime");
455         }
456         else if(time < self.pushltime)
457         {
458                 attacker = self.pusher;
459                 self.pushltime = max(self.pushltime, time + 0.6);
460         }
461         else
462                 self.pushltime = 0;
463
464         if (self.health < 1)
465         {
466                 float defer_ClientKill_Now_TeamChange;
467                 defer_ClientKill_Now_TeamChange = FALSE;
468
469                 if(sv_gentle < 1) // TODO make a "gentle" version?
470                 {
471                         if(deathtype == DEATH_DROWN)
472                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
473                         else
474                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
475                 }
476
477                 // get rid of kill indicator
478                 if(self.killindicator)
479                 {
480                         remove(self.killindicator);
481                         self.killindicator = world;
482                         if(self.killindicator_teamchange)
483                                 defer_ClientKill_Now_TeamChange = TRUE;
484
485                         if(self.classname == "body")
486                         if(deathtype == DEATH_KILL)
487                         {
488                                 // for the lemmings fans, a small harmless explosion
489                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
490                         }
491                 }
492
493                 // become fully visible
494                 self.alpha = 1;
495                 // clear selected player display
496                 ClearSelectedPlayer();
497                 // throw a weapon
498                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
499                 // print an obituary message
500                 Obituary (attacker, inflictor, self, deathtype);
501                 race_PreDie();
502                 DropAllRunes(self);
503                 if(self == attacker)
504                         kh_Key_DropAll(self, TRUE);
505                 else if(attacker.classname == "player" || attacker.classname == "gib")
506                         kh_Key_DropAll(self, FALSE);
507                 else
508                         kh_Key_DropAll(self, TRUE);
509                 if(self.flagcarried)
510                 {
511                         if(attacker.classname != "player" && attacker.classname != "gib")
512                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
513                         else if(attacker.team == self.team)
514                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
515                         else
516                                 DropFlag(self.flagcarried, world, attacker);
517                 }
518                 if(self.ballcarried)
519                         DropBall(self.ballcarried, self.origin, self.velocity);
520                 Portal_ClearAllLater(self);
521                 // clear waypoints
522                 WaypointSprite_PlayerDead();
523                 // make the corpse upright (not tilted)
524                 self.angles_x = 0;
525                 self.angles_z = 0;
526                 // don't spin
527                 self.avelocity = '0 0 0';
528                 // view from the floor
529                 self.view_ofs = '0 0 -8';
530                 // toss the corpse
531                 self.movetype = MOVETYPE_TOSS;
532                 // shootable corpse
533                 self.solid = SOLID_CORPSE;
534                 // don't stick to the floor
535                 self.flags &~= FL_ONGROUND;
536                 // dying animation
537                 self.deadflag = DEAD_DYING;
538                 // when to allow respawn
539                 sdelay = 0;
540                 waves = 0;
541                 if(cvar("g_respawn_mapsettings"))
542                 {
543                         sdelay = cvar("g_respawn_mapsettings_delay");
544                         waves = cvar("g_respawn_mapsettings_waves");
545                 }
546                 if(!sdelay)
547                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
548                 if(!sdelay)
549                         sdelay = cvar("g_respawn_delay");
550                 if(!waves)
551                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
552                 if(!waves)
553                         waves = cvar("g_respawn_waves");
554                 if(waves)
555                         self.death_time = ceil((time + sdelay) / waves) * waves;
556                 else
557                         self.death_time = time + sdelay;
558                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
559                         self.respawn_countdown = 10; // first number to count down from is 10
560                 else
561                         self.respawn_countdown = -1; // do not count down
562                 if (random() < 0.5)
563                 {
564                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
565                         self.dead_frame = self.anim_dead1_x;
566                 }
567                 else
568                 {
569                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
570                         self.dead_frame = self.anim_dead2_x;
571                 }
572                 // set damage function to corpse damage
573                 self.event_damage = PlayerCorpseDamage;
574                 // call the corpse damage function just in case it wants to gib
575                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
576                 // set up to fade out later
577                 SUB_SetFade (self, time + 12 + random () * 4, 1);
578
579                 // remove laserdot
580                 if(self.weaponentity)
581                         if(self.weaponentity.lasertarget)
582                                 remove(self.weaponentity.lasertarget);
583
584                 if(clienttype(self) == CLIENTTYPE_REAL)
585                 {
586                         self.fixangle = TRUE;
587                         //msg_entity = self;
588                         //WriteByte (MSG_ONE, SVC_SETANGLE);
589                         //WriteAngle (MSG_ONE, self.v_angle_x);
590                         //WriteAngle (MSG_ONE, self.v_angle_y);
591                         //WriteAngle (MSG_ONE, 80);
592                 }
593
594                 if(g_arena)
595                         Spawnqueue_Unmark(self);
596
597                 if(defer_ClientKill_Now_TeamChange)
598                         ClientKill_Now_TeamChange();
599
600                 if(sv_gentle > 0) {
601                         // remove corpse
602                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
603                 }
604         }
605 }
606
607 float UpdateSelectedPlayer_countvalue(float v)
608 {
609         return max(0, (v - 1.0) / 0.5);
610 }
611
612 // returns: -2 if no hit, otherwise cos of the angle
613 // uses the global v_angle
614 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
615 {
616         vector so, d;
617         float c;
618
619         if(p == self)
620                 return -2;
621
622         if(p.deadflag)
623                 return -2;
624
625         so = self.origin + self.view_ofs;
626         d = p.origin - so;
627
628         // misaimed?
629         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
630                 return -2;
631
632         // now find the cos of the angle...
633         c = normalize(d) * v_forward;
634
635         if(c <= mincosangle)
636                 return -2;
637
638         // not visible in any way? forget it
639         if(!checkpvs(so, p))
640                 return -2;
641
642         traceline(so, p.origin, MOVE_NOMONSTERS, self);
643         if(trace_fraction < 1)
644                 return -2;
645
646         return c;
647 }
648
649 void ClearSelectedPlayer()
650 {
651         if(self.selected_player)
652         {
653                 centerprint_expire(self, CENTERPRIO_POINT);
654                 self.selected_player = world;
655                 self.selected_player_display_needs_update = FALSE;
656         }
657 }
658
659 void UpdateSelectedPlayer()
660 {
661         entity selected;
662         float selected_score;
663         selected = world;
664         selected_score = 0.95; // 18 degrees
665
666         if(!cvar("sv_allow_shownames"))
667                 return;
668
669         if(clienttype(self) != CLIENTTYPE_REAL)
670                 return;
671
672         if(self.cvar_cl_shownames == 0)
673                 return;
674
675         if(self.cvar_cl_shownames == 1 && !teams_matter)
676                 return;
677
678         makevectors(self.v_angle); // sets v_forward
679
680         // 1. cursor trace is always right
681         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
682         {
683                 selected = self.cursor_trace_ent;
684         }
685         else
686         {
687                 // 2. if we don't have a cursor trace, find the player which is least
688                 //    mis-aimed at
689                 entity p;
690                 FOR_EACH_PLAYER(p)
691                 {
692                         float c;
693                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
694                         if(c >= -1)
695                         {
696                                 selected = p;
697                                 selected_score = c;
698                         }
699                 }
700         }
701
702         if(selected)
703         {
704                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
705         }
706         else
707         {
708                 if(time < self.selected_player_display_timeout)
709                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
710                                 selected = self.selected_player;
711         }
712
713         if(selected)
714         {
715                 if(selected == self.selected_player)
716                 {
717                         float save;
718                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
719                         self.selected_player_count = self.selected_player_count + frametime;
720                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
721                         {
722                                 string namestr, healthstr;
723                                 namestr = playername(selected);
724                                 if(teams_matter)
725                                 {
726                                         healthstr = ftos(floor(selected.health));
727                                         if(self.team == selected.team)
728                                         {
729                                                 namestr = strcat(namestr, " (", healthstr, "%)");
730                                                 self.selected_player_display_needs_update = TRUE;
731                                         }
732                                 }
733                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
734                         }
735                 }
736                 else
737                 {
738                         ClearSelectedPlayer();
739                         self.selected_player = selected;
740                         self.selected_player_time = time;
741                         self.selected_player_count = 0;
742                         self.selected_player_display_needs_update = FALSE;
743                 }
744         }
745         else
746         {
747                 ClearSelectedPlayer();
748         }
749
750         if(self.selected_player)
751                 self.last_selected_player = self.selected_player;
752 }
753
754 .float muted; // to be used by prvm_edictset server playernumber muted 1
755 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
756 {
757         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
758         float flood, privatemsgprefixlen;
759         entity head;
760
761         if(Ban_MaybeEnforceBan(source))
762                 return;
763         
764         if(!teamsay && !privatesay)
765                 if(substring(msgin, 0, 1) == " ")
766                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
767
768         msgin = formatmessage(msgin);
769
770         if(msgin == "")
771                 return;
772
773         if(source.classname != "player")
774                 colorstr = "^0"; // black for spectators
775         else if(teams_matter)
776                 colorstr = Team_ColorCode(source.team);
777         else
778                 teamsay = FALSE;
779
780         if(intermission_running)
781                 teamsay = FALSE;
782
783         /*
784          * using bprint solves this... me stupid
785         // how can we prevent the message from appearing in a listen server?
786         // for now, just give "say" back and only handle say_team
787         if(!teamsay)
788         {
789                 clientcommand(self, strcat("say ", msgin));
790                 return;
791         }
792         */
793
794         if(cvar("g_chat_teamcolors"))
795                 namestr = playername(source);
796         else
797                 namestr = source.netname;
798
799         if(privatesay)
800         {
801                 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
802                 privatemsgprefixlen = strlen(msgstr);
803                 msgstr = strcat(msgstr, msgin);
804                 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
805                 if(cvar("g_chat_teamcolors"))
806                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
807                 else
808                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
809         }
810         else if(teamsay)
811         {
812                 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
813                 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
814         }
815         else
816         {
817                 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
818                 cmsgstr = "";
819         }
820         
821         msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
822         fullmsgstr = msgstr;
823         fullcmsgstr = cmsgstr;
824
825         // FLOOD CONTROL
826         flood = 0;
827         if(floodcontrol)
828         {
829                 float flood_spl;
830                 float flood_burst;
831                 float flood_lmax;
832                 var .float flood_field;
833                 float lines;
834                 if(privatesay)
835                 {
836                         flood_spl = cvar("g_chat_flood_spl_tell");
837                         flood_burst = cvar("g_chat_flood_burst_tell");
838                         flood_lmax = cvar("g_chat_flood_lmax_tell");
839                         flood_field = floodcontrol_chattell;
840                 }
841                 else if(teamsay)
842                 {
843                         flood_spl = cvar("g_chat_flood_spl_team");
844                         flood_burst = cvar("g_chat_flood_burst_team");
845                         flood_lmax = cvar("g_chat_flood_lmax_team");
846                         flood_field = floodcontrol_chatteam;
847                 }
848                 else
849                 {
850                         flood_spl = cvar("g_chat_flood_spl");
851                         flood_burst = cvar("g_chat_flood_burst");
852                         flood_lmax = cvar("g_chat_flood_lmax");
853                         flood_field = floodcontrol_chat;
854                 }
855                 flood_burst = max(0, flood_burst - 1);
856                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
857
858                 // do flood control for the default line size
859                 getWrappedLine_remaining = msgstr;
860                 msgstr = "";
861                 lines = 0;
862                 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
863                 {
864                         msgstr = strcat(msgstr, " ", getWrappedLine(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
865                         ++lines;
866                 }
867                 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
868
869                 if(getWrappedLine_remaining != "")
870                 {
871                         msgstr = strcat(msgstr, "\n");
872                         flood = 2;
873                 }
874
875                 if(time >= source.flood_field)
876                 {
877                         source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
878                 }
879                 else
880                 {
881                         flood = 1;
882                         msgstr = fullmsgstr;
883                 }
884         }
885         
886         if (timeoutStatus == 2) //when game is paused, no flood protection
887                 source.flood_field = flood = 0;
888
889         if(flood == 2)
890         {
891                 if(cvar("g_chat_flood_notify_flooder"))
892                 {
893                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
894                         sourcecmsgstr = "";
895                 }
896                 else
897                 {
898                         sourcemsgstr = fullmsgstr;
899                         sourcecmsgstr = fullcmsgstr;
900                 }
901                 cmsgstr = "";
902         }
903         else
904         {
905                 sourcemsgstr = msgstr;
906                 sourcecmsgstr = cmsgstr;
907         }
908
909         if(!privatesay)
910         if(source.classname != "player")
911         {
912                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
913                         teamsay = -1; // spectators
914         }
915
916         if(flood)
917                 print("NOTE: ", playername(source), "^7 is flooding.\n");
918         
919         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
920         if(privatesay)
921                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
922
923         if(source.muted)
924         {
925                 // always fake the message
926                 sprint(source, sourcemsgstr);
927                 if(cmsgstr != "" && !privatesay)
928                         centerprint(source, sourcecmsgstr);
929         }
930         else if(flood == 1)
931         {
932                 if(cvar("g_chat_flood_notify_flooder"))
933                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
934                 else
935                 {
936                         sprint(source, sourcemsgstr);
937                         if(cmsgstr != "" && !privatesay)
938                                 centerprint(source, sourcecmsgstr);
939                 }
940         }
941         else if(privatesay)
942         {
943                 sprint(source, sourcemsgstr);
944                 sprint(privatesay, msgstr);
945                 if(cmsgstr != "")
946                         centerprint(privatesay, cmsgstr);
947         }
948         else if(teamsay > 0)
949         {
950                 sprint(source, sourcemsgstr);
951                 if(sourcecmsgstr != "")
952                         centerprint(source, sourcecmsgstr);
953                 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
954                         if(head != source)
955                         {
956                                 sprint(head, msgstr);
957                                 if(cmsgstr != "")
958                                         centerprint(head, cmsgstr);
959                         }
960         }
961         else if(teamsay < 0)
962         {
963                 sprint(source, sourcemsgstr);
964                 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
965                         if(head != source)
966                                 sprint(head, msgstr);
967         }
968         else if(sourcemsgstr != msgstr)
969         {
970                 sprint(source, sourcemsgstr);
971                 FOR_EACH_REALCLIENT(head)
972                         if(head != source)
973                                 sprint(head, msgstr);
974         }
975         else
976                 bprint(msgstr);
977 }
978
979 float GetVoiceMessageVoiceType(string type)
980 {
981         if(type == "taunt")
982                 return VOICETYPE_TAUNT;
983         if(type == "teamshoot")
984                 return VOICETYPE_LASTATTACKER;
985         return VOICETYPE_TEAMRADIO;
986 }
987
988 string allvoicesamples;
989 float GetPlayerSoundSampleField_notFound;
990 float GetPlayerSoundSampleField_fixed;
991 .string GetVoiceMessageSampleField(string type)
992 {
993         GetPlayerSoundSampleField_notFound = 0;
994         GetPlayerSoundSampleField_fixed = 0;
995         switch(type)
996         {
997 #define _VOICEMSG(m) case #m: return playersound_##m;
998                 ALLVOICEMSGS
999 #undef _VOICEMSG
1000         }
1001         GetPlayerSoundSampleField_notFound = 1;
1002         return playersound_taunt;
1003 }
1004
1005 .string GetPlayerSoundSampleField(string type)
1006 {
1007         GetPlayerSoundSampleField_notFound = 0;
1008         GetPlayerSoundSampleField_fixed = 0;
1009         switch(type)
1010         {
1011 #define _VOICEMSG(m) case #m: return playersound_##m;
1012                 ALLPLAYERSOUNDS
1013 #undef _VOICEMSG
1014         }
1015         GetPlayerSoundSampleField_notFound = 1;
1016         return playersound_taunt;
1017 }
1018
1019 void PrecacheGlobalSound(string samplestring)
1020 {
1021         float n, i;
1022         tokenize_console(samplestring);
1023         n = stof(argv(1));
1024         if(n > 0)
1025         {
1026                 for(i = 1; i <= n; ++i)
1027                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1028         }
1029         else
1030         {
1031                 precache_sound(strcat(argv(0), ".wav"));
1032         }
1033 }
1034
1035 void PrecachePlayerSounds(string f)
1036 {
1037         float fh;
1038         string s;
1039         fh = fopen(f, FILE_READ);
1040         if(fh < 0)
1041                 return;
1042         while((s = fgets(fh)))
1043         {
1044                 if(tokenize_console(s) != 3)
1045                 {
1046                         dprint("Invalid sound info line: ", s, "\n");
1047                         continue;
1048                 }
1049                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1050         }
1051         fclose(fh);
1052
1053         if not(allvoicesamples)
1054         {
1055 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1056                 ALLVOICEMSGS
1057 #undef _VOICEMSG
1058                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1059         }
1060 }
1061
1062 void ClearPlayerSounds()
1063 {
1064 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1065         ALLPLAYERSOUNDS
1066         ALLVOICEMSGS
1067 #undef _VOICEMSG
1068 }
1069
1070 void LoadPlayerSounds(string f, float first)
1071 {
1072         float fh;
1073         string s;
1074         var .string field;
1075         fh = fopen(f, FILE_READ);
1076         if(fh < 0)
1077                 return;
1078         while((s = fgets(fh)))
1079         {
1080                 if(tokenize_console(s) != 3)
1081                         continue;
1082                 field = GetPlayerSoundSampleField(argv(0));
1083                 if(GetPlayerSoundSampleField_notFound)
1084                         field = GetVoiceMessageSampleField(argv(0));
1085                 if(GetPlayerSoundSampleField_notFound)
1086                         continue;
1087                 if(GetPlayerSoundSampleField_fixed)
1088                         if not(first)
1089                                 continue;
1090                 if(self.field)
1091                         strunzone(self.field);
1092                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1093         }
1094         fclose(fh);
1095 }
1096
1097 .float modelindex_for_playersound;
1098 void UpdatePlayerSounds()
1099 {
1100         if(self.modelindex == self.modelindex_for_playersound)
1101                 return;
1102         self.modelindex_for_playersound = self.modelindex;
1103         ClearPlayerSounds();
1104         LoadPlayerSounds("sound/player/default.sounds", 1);
1105         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
1106 }
1107
1108 void GlobalSound(string sample, float chan, float voicetype)
1109 {
1110         float n;
1111         float tauntrand;
1112
1113         if(sample == "")
1114                 return;
1115
1116         tokenize_console(sample);
1117         n = stof(argv(1));
1118         if(n > 0)
1119                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1120         else
1121                 sample = strcat(argv(0), ".wav"); // randomization
1122         
1123         switch(voicetype)
1124         {
1125                 case VOICETYPE_LASTATTACKER_ONLY:
1126                         if(self.pusher)
1127                                 if(self.pusher.team == self.team)
1128                                 {
1129                                         msg_entity = self.pusher;
1130                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1131                                         {
1132                                                 if(msg_entity.cvar_cl_voice_directional == 1)
1133                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1134                                                 else
1135                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1136                                         }
1137                                 }
1138                         break;
1139                 case VOICETYPE_LASTATTACKER:
1140                         if(self.pusher)
1141                                 if(self.pusher.team == self.team)
1142                                 {
1143                                         msg_entity = self.pusher;
1144                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1145                                         {
1146                                                 if(msg_entity.cvar_cl_voice_directional == 1)
1147                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1148                                                 else
1149                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1150                                         }
1151                                         msg_entity = self;
1152                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1153                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1154                                 }
1155                         break;
1156                 case VOICETYPE_TEAMRADIO:
1157                         FOR_EACH_REALCLIENT(msg_entity)
1158                                 if(!teams_matter || msg_entity.team == self.team)
1159                                 {
1160                                         if(msg_entity.cvar_cl_voice_directional == 1)
1161                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1162                                         else
1163                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1164                                 }
1165                         break;
1166                 case VOICETYPE_AUTOTAUNT:
1167                         tauntrand = random();
1168                         FOR_EACH_REALCLIENT(msg_entity)
1169                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1170                                 {
1171                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1172                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1173                                         else
1174                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1175                                 }
1176                         break;
1177                 case VOICETYPE_TAUNT:
1178                         FOR_EACH_REALCLIENT(msg_entity)
1179                         {
1180                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1181                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1182                                 else
1183                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1184                         }
1185                 case VOICETYPE_PLAYERSOUND:
1186                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1187                         break;
1188                 default:
1189                         backtrace("Invalid voice type!");
1190                         break;
1191         }
1192 }
1193
1194 void PlayerSound(.string samplefield, float chan, float voicetype)
1195 {
1196         string sample;
1197         sample = self.samplefield;
1198         GlobalSound(sample, chan, voicetype);
1199 }
1200
1201 void VoiceMessage(string type, string msg)
1202 {
1203         var .string sample;
1204         var float voicetype, ownteam;
1205         sample = GetVoiceMessageSampleField(type);
1206
1207         if(GetPlayerSoundSampleField_notFound)
1208         {
1209                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1210                 return;
1211         }
1212
1213         voicetype = GetVoiceMessageVoiceType(type);
1214         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1215
1216         float flood;
1217         float flood_spv;
1218         var .float flood_field;
1219
1220         flood = 0;
1221         if(ownteam)
1222         {
1223                 flood_spv = cvar("g_voice_flood_spv_team");
1224                 flood_field = floodcontrol_voiceteam;
1225         }
1226         else
1227         {
1228                 flood_spv = cvar("g_voice_flood_spv");
1229                 flood_field = floodcontrol_voice;
1230         }
1231
1232         if(time >= self.flood_field)
1233                 self.flood_field = max(time, self.flood_field) + flood_spv;
1234         else
1235                 flood = 1;
1236                 
1237         if (timeoutStatus == 2) //when game is paused, no flood protection
1238                 self.flood_field = flood = 0;
1239
1240         if (msg != "")
1241                 Say(self, ownteam, world, msg, 0);
1242
1243         if (!flood)
1244                 PlayerSound(sample, CHAN_VOICE, voicetype);
1245 }