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1
2 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
3 // merged player_run and player_stand to player_anim
4 // added death animations to player_anim
5 // can now spawn thrown weapons from anywhere, not just from players
6 // thrown weapons now fade out after 20 seconds
7 // created PlayerGib function
8 // PlayerDie no longer uses hitloc or damage
9 // PlayerDie now supports dying animations as well as gibbing
10 // cleaned up PlayerDie a lot
11 // added CopyBody
12
13 .entity pusher;
14 .float pushltime;
15
16 void CopyBody(float keepvelocity)
17 {
18         local entity oldself;
19         if (self.effects & EF_NODRAW)
20                 return;
21         oldself = self;
22         self = spawn();
23         self.enemy = oldself;
24         self.lip = oldself.lip;
25         self.colormap = oldself.colormap;
26         self.iscreature = oldself.iscreature;
27         self.angles = oldself.angles;
28         self.avelocity = oldself.avelocity;
29         self.classname = "body";
30         self.damageforcescale = oldself.damageforcescale;
31         self.effects = oldself.effects;
32         self.event_damage = oldself.event_damage;
33         self.animstate_startframe = oldself.animstate_startframe;
34         self.animstate_numframes = oldself.animstate_numframes;
35         self.animstate_framerate = oldself.animstate_framerate;
36         self.animstate_starttime = oldself.animstate_starttime;
37         self.animstate_endtime = oldself.animstate_endtime;
38         self.animstate_override = oldself.animstate_override;
39         self.animstate_looping = oldself.animstate_looping;
40         self.frame = oldself.frame;
41         self.dead_frame = oldself.dead_frame;
42         self.pain_finished = oldself.pain_finished;
43         self.health = oldself.health;
44         self.armorvalue = oldself.armorvalue;
45         self.armortype = oldself.armortype;
46         self.model = oldself.model;
47         self.modelindex = oldself.modelindex;
48         self.movetype = oldself.movetype;
49         self.nextthink = oldself.nextthink;
50         self.skin = oldself.skin;
51         self.solid = oldself.solid;
52         self.takedamage = oldself.takedamage;
53         self.think = oldself.think;
54         self.gibrandom = oldself.gibrandom;
55         self.customizeentityforclient = oldself.customizeentityforclient;
56         if (keepvelocity == 1)
57                 self.velocity = oldself.velocity;
58         self.oldvelocity = self.velocity;
59         self.fade_time = oldself.fade_time;
60         self.fade_rate = oldself.fade_rate;
61         //self.weapon = oldself.weapon;
62         setorigin(self, oldself.origin);
63         setsize(self, oldself.mins, oldself.maxs);
64         self.oldorigin = oldself.origin;
65         self = oldself;
66 }
67
68 float animparseerror;
69 vector animparseline(float animfile)
70 {
71         local string line;
72         local float c;
73         local vector anim;
74         if (animfile < 0)
75                 return '0 1 2';
76         line = fgets(animfile);
77         c = tokenize(line);
78         if (c != 3)
79         {
80                 animparseerror = TRUE;
81                 return '0 1 2';
82         }
83         anim_x = stof(argv(0));
84         anim_y = stof(argv(1));
85         anim_z = stof(argv(2));
86         // don't allow completely bogus values
87         if (anim_x < 0 || anim_y < 1 || anim_z < 0.001)
88                 anim = '0 1 2';
89         return anim;
90 };
91
92 void player_setupanimsformodel()
93 {
94         local string animfilename;
95         local float animfile;
96         // defaults for legacy .zym models without animinfo files
97         self.anim_die1 = '0 1 0.5'; // 2 seconds
98         self.anim_die2 = '1 1 0.5'; // 2 seconds
99         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
100         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
101         self.anim_duckwalk = '4 1 1';
102         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
103         self.anim_duckidle = '6 1 1';
104         self.anim_idle = '7 1 1';
105         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
106         self.anim_pain1 = '9 1 2'; // 0.5 seconds
107         self.anim_pain2 = '10 1 2'; // 0.5 seconds
108         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
109         self.anim_taunt = '12 1 1'; // FIXME?  there is no code using this anim
110         self.anim_run = '13 1 1';
111         self.anim_runbackwards = '14 1 1';
112         self.anim_strafeleft = '15 1 1';
113         self.anim_straferight = '16 1 1';
114         self.anim_dead1 = '17 1 1';
115         self.anim_dead2 = '18 1 1';
116         self.anim_forwardright = '19 1 1';
117         self.anim_forwardleft = '20 1 1';
118         self.anim_backright = '21 1 1';
119         self.anim_backleft  = '22 1 1';
120         animparseerror = FALSE;
121         animfilename = strcat(self.model, ".animinfo");
122         animfile = fopen(animfilename, FILE_READ);
123         if (animfile >= 0)
124         {
125                 self.anim_die1         = animparseline(animfile);
126                 self.anim_die2         = animparseline(animfile);
127                 self.anim_draw         = animparseline(animfile);
128                 self.anim_duck         = animparseline(animfile);
129                 self.anim_duckwalk     = animparseline(animfile);
130                 self.anim_duckjump     = animparseline(animfile);
131                 self.anim_duckidle     = animparseline(animfile);
132                 self.anim_idle         = animparseline(animfile);
133                 self.anim_jump         = animparseline(animfile);
134                 self.anim_pain1        = animparseline(animfile);
135                 self.anim_pain2        = animparseline(animfile);
136                 self.anim_shoot        = animparseline(animfile);
137                 self.anim_taunt        = animparseline(animfile);
138                 self.anim_run          = animparseline(animfile);
139                 self.anim_runbackwards = animparseline(animfile);
140                 self.anim_strafeleft   = animparseline(animfile);
141                 self.anim_straferight  = animparseline(animfile);
142                 self.anim_forwardright = animparseline(animfile);
143                 self.anim_forwardleft  = animparseline(animfile);
144                 self.anim_backright    = animparseline(animfile);
145                 self.anim_backleft     = animparseline(animfile);
146                 fclose(animfile);
147
148                 // derived anims
149                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
150                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
151
152                 if (animparseerror)
153                         print("Parse error in ", animfilename, ", some player animations are broken\n");
154         }
155         else
156                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
157         // reset animstate now
158         player_setanim(self.anim_idle, TRUE, FALSE, TRUE);
159 };
160
161 void player_setanim(vector anim, float looping, float override, float restart)
162 {
163         if (!restart)
164         if (anim_x == self.animstate_startframe)
165         if (anim_y == self.animstate_numframes)
166         if (anim_z == self.animstate_framerate)
167                 return;
168         self.animstate_startframe = anim_x;
169         self.animstate_numframes = anim_y;
170         self.animstate_framerate = anim_z;
171         self.animstate_starttime = time;
172         self.animstate_endtime = time + self.animstate_numframes / self.animstate_framerate;
173         self.animstate_looping = looping;
174         self.animstate_override = override;
175         self.frame = self.animstate_startframe;
176 };
177
178 void player_updateframe()
179 {
180         if (time >= self.animstate_endtime)
181         {
182                 if (self.animstate_looping)
183                 {
184                         self.animstate_starttime = self.animstate_endtime;
185                         self.animstate_endtime = self.animstate_endtime + self.animstate_numframes / self.animstate_framerate;
186                 }
187                 self.animstate_override = FALSE;
188         }
189         self.frame = self.animstate_startframe + bound(0, (time - self.animstate_starttime) * self.animstate_framerate, self.animstate_numframes - 1);
190 };
191
192 void player_anim (void)
193 {
194         player_updateframe();
195
196         if (self.deadflag != DEAD_NO)
197         {
198                 if (time > self.animstate_endtime)
199                 {
200                         if (self.maxs_z > 5)
201                         {
202                                 self.maxs_z = 5;
203                                 setsize(self, self.mins, self.maxs);
204                         }
205                         self.frame = self.dead_frame;
206                 }
207                 return;
208         }
209
210         if (!self.animstate_override)
211         {
212                 if (!(self.flags & FL_ONGROUND))
213                 {
214                         if (self.crouch)
215                                 player_setanim(self.anim_duckjump, FALSE, TRUE, FALSE);
216                         else
217                                 player_setanim(self.anim_jump, FALSE, TRUE, FALSE);
218                 }
219                 else if (self.crouch)
220                 {
221                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
222                                 player_setanim(self.anim_duckwalk, TRUE, FALSE, FALSE);
223                         else
224                                 player_setanim(self.anim_duckidle, TRUE, FALSE, FALSE);
225                 }
226                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
227                 {
228                         if (self.movement_x > 0 && self.movement_y == 0)
229                                 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
230                         else if (self.movement_x < 0 && self.movement_y == 0)
231                                 player_setanim(self.anim_runbackwards, TRUE, FALSE, FALSE);
232                         else if (self.movement_x == 0 && self.movement_y > 0)
233                                 player_setanim(self.anim_straferight, TRUE, FALSE, FALSE);
234                         else if (self.movement_x == 0 && self.movement_y < 0)
235                                 player_setanim(self.anim_strafeleft, TRUE, FALSE, FALSE);
236                         else if (self.movement_x > 0 && self.movement_y > 0)
237                                 player_setanim(self.anim_forwardright, TRUE, FALSE, FALSE);
238                         else if (self.movement_x > 0 && self.movement_y < 0)
239                                 player_setanim(self.anim_forwardleft, TRUE, FALSE, FALSE);
240                         else if (self.movement_x < 0 && self.movement_y > 0)
241                                 player_setanim(self.anim_backright, TRUE, FALSE, FALSE);
242                         else if (self.movement_x < 0 && self.movement_y < 0)
243                                 player_setanim(self.anim_backleft, TRUE, FALSE, FALSE);
244                         else
245                                 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
246                 }
247                 else
248                         player_setanim(self.anim_idle, TRUE, FALSE, FALSE);
249         }
250 }
251 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
252
253 void SpawnThrownWeapon (vector org, float w)
254 {
255         W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
256 }
257
258 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
259 {
260         local float take, save;
261         if(sv_gentle < 1)       
262                 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
263         // damage resistance (ignore most of the damage from a bullet or similar)
264         damage = max(damage - 5, 1);
265
266         save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
267         take = bound(0, damage - save, damage);
268
269         if (save > 10)
270                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
271         else if (take > 30)
272                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
273         else if (take > 10)
274                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
275
276         if(sv_gentle < 1) {     
277                 if (take > 50)
278                         TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
279                 if (take > 100)
280                         TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
281         }
282
283         if (!(self.flags & FL_GODMODE))
284         {
285                 self.armorvalue = self.armorvalue - save;
286                 self.health = self.health - take;
287                 // pause regeneration for 5 seconds
288                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
289         }
290         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
291         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
292         self.dmg_inflictor = inflictor;
293
294         if (self.health <= -50)
295         {
296                 // don't use any animations as a gib
297                 self.frame = 0;
298                 self.dead_frame = 0;
299                 // view just above the floor
300                 self.view_ofs = '0 0 4';
301
302                 // make a juicy mess
303                 local float multiplier;
304                 multiplier = 1;
305                 if (cvar("ekg"))
306                         multiplier = 5;
307
308
309                 // make a meaty mess
310                 TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
311                 
312                 if(sv_gentle < 1) {
313                         te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 1200 * multiplier, 1000);
314                         TossGib (world, "models/gibs/bloodyskull.md3", self.origin + self.view_ofs, self.velocity,0);
315
316                         local float c;
317                         c = 0;
318
319                         while (c < multiplier)
320                         {
321                                 c = c + 1;
322                                 //TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity + randomvec() * 450,0);
323                                 //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity + randomvec() * 450,0);
324                                 //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity + randomvec() * 450,0);
325                                 //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity + randomvec() * 450,0);
326                                 //TossGib (world, "models/gibs/gib5.md3", self.origin, self.velocity + randomvec() * 450,0);
327                                 //TossGib (world, "models/gibs/gib6.md3", self.origin, self.velocity + randomvec() * 450,0);
328
329                                 TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
330                                 TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
331                                 //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
332                                 //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
333                                 TossGib (world, "models/gibs/chest.md3", self.origin + self.view_ofs * 0.5, self.velocity + randomvec() * (random() * 120 + 80),0);
334                                 //TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
335                                 TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 80),0);
336                                 TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * (random() * 120 + 85),0);
337                                 TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * (random() * 120 + 85),0);
338                                 //TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * 150,0);
339                                 //TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * 150,0);
340
341                                 // these splat on impact
342                                 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
343                                 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
344                                 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
345                                 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
346                         }
347                         sound (self, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
348                 }
349         }
350 }
351
352 void ClientKill_Now_TeamChange();
353
354 void net_UpdateDeaths(float msg_target)
355 {
356         entity p;
357         WriteByte(msg_target, SVC_TEMPENTITY);
358         WriteByte(msg_target, TE_CSQC_DEATHS);
359         FOR_EACH_PLAYER(p)
360         {
361                 WriteByte(msg_target, num_for_edict(p));
362                 WriteByte(msg_target, p.deaths);
363         }
364         WriteByte(msg_target, 0);
365 }
366
367 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
368 {
369         local float take, save, waves, sdelay;
370
371         damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0);
372         if(sv_gentle > 0) {
373                 pointparticles(particleeffectnum("damage_hit"), hitloc, force, bound(0, damage, 200));
374         } else {
375                 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
376         }
377
378         if (self.pain_finished < time)          //Don't switch pain sequences like crazy
379         {
380                 if(sv_gentle < 1) {             
381                         if (random() > 0.5)
382                                 player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
383                         else
384                                 player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
385                 }
386                 self.pain_finished = time + 0.5;        //Supajoe
387
388                 // throw off bot aim temporarily
389                 local float shake;
390                 shake = damage * 5 / (bound(0,skill,100) + 1);
391                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
392                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
393         }
394
395         if(g_arena)
396         if(numspawned < 2)
397                 return;
398
399         if (!g_minstagib)
400         {
401                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
402                 take = bound(0, damage - save, damage);
403         }
404         else
405         {
406                 save = 0;
407                 take = damage;
408         }
409
410         if (save > 10)
411                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
412         else if (take > 30)
413                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
414         else if (take > 10)
415                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
416
417         if (take > 50)
418                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
419         if (take > 100)
420                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
421
422         if (time > self.spawnshieldtime)
423         {
424                 if (!(self.flags & FL_GODMODE))
425                 {
426                         self.armorvalue = self.armorvalue - save;
427                         self.health = self.health - take;
428                         // pause regeneration for 5 seconds
429                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
430                 }
431                 else
432                         self.max_armorvalue += (save + take);
433         }
434         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
435         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
436         self.dmg_inflictor = inflictor;
437
438         if(attacker == self)
439         {
440                 // don't reset pushltime for self damage as it may be an attempt to
441                 // escape a lava pit or similar
442                 //self.pushltime = 0;
443         }
444         else if(attacker.classname == "player" || attacker.classname == "gib")
445         {
446                 self.pusher = attacker;
447                 self.pushltime = time + cvar("g_maxpushtime");
448         }
449         else if(time < self.pushltime)
450         {
451                 attacker = self.pusher;
452                 self.pushltime = max(self.pushltime, time + 0.6);
453         }
454         else
455                 self.pushltime = 0;
456
457         if (self.health < 1)
458         {
459                 float defer_ClientKill_Now_TeamChange;
460                 defer_ClientKill_Now_TeamChange = FALSE;
461
462                 self.deaths += 1;
463                 net_UpdateDeaths(MSG_BROADCAST);
464
465                 // get rid of kill indicator
466                 if(self.killindicator)
467                 {
468                         remove(self.killindicator);
469                         self.killindicator = world;
470                         if(self.killindicator_teamchange)
471                                 defer_ClientKill_Now_TeamChange = TRUE;
472
473                         if(self.classname == "body")
474                         if(deathtype == DEATH_KILL)
475                         {
476                                 // for the lemmings fans, a small harmless explosion
477                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
478                         }
479                 }
480
481                 // become fully visible
482                 self.alpha = 1;
483                 // clear selected player display
484                 ClearSelectedPlayer();
485                 // throw a weapon
486                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
487                 // print an obituary message
488                 Obituary (attacker, self, deathtype);
489                 DropAllRunes(self);
490                 if(self == attacker)
491                         kh_Key_DropAll(self, TRUE);
492                 else if(attacker.classname == "player" || attacker.classname == "gib")
493                         kh_Key_DropAll(self, FALSE);
494                 else
495                         kh_Key_DropAll(self, TRUE);
496                 if(self.flagcarried)
497                         DropFlag(self.flagcarried);
498                 // clear waypoints
499                 WaypointSprite_PlayerDead();
500                 // make the corpse upright (not tilted)
501                 self.angles_x = 0;
502                 self.angles_z = 0;
503                 // don't spin
504                 self.avelocity = '0 0 0';
505                 // view from the floor
506                 self.view_ofs = '0 0 -8';
507                 // toss the corpse
508                 self.movetype = MOVETYPE_TOSS;
509                 // shootable corpse
510                 self.solid = SOLID_CORPSE;
511                 // don't stick to the floor
512                 self.flags = self.flags - (self.flags & FL_ONGROUND);
513                 // dying animation
514                 self.deadflag = DEAD_DYING;
515                 // when to allow respawn
516                 sdelay = 0;
517                 waves = 0;
518                 if(cvar("g_respawn_mapsettings"))
519                 {
520                         sdelay = cvar("g_respawn_mapsettings_delay");
521                         waves = cvar("g_respawn_mapsettings_waves");
522                 }
523                 if(!sdelay)
524                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
525                 if(!sdelay)
526                         sdelay = cvar("g_respawn_delay");
527                 if(!waves)
528                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
529                 if(!waves)
530                         waves = cvar("g_respawn_waves");
531                 if(waves)
532                         self.death_time = ceil((time + sdelay) / waves) * waves;
533                 else
534                         self.death_time = time + sdelay;
535                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
536                         self.respawn_countdown = 10; // first number to count down from is 10
537                 else
538                         self.respawn_countdown = -1; // do not count down
539                 if (random() < 0.5)
540                 {
541                         player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
542                         self.dead_frame = self.anim_dead1_x;
543                 }
544                 else
545                 {
546                         player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
547                         self.dead_frame = self.anim_dead2_x;
548                 }
549                 // set damage function to corpse damage
550                 self.event_damage = PlayerCorpseDamage;
551                 // call the corpse damage function just in case it wants to gib
552                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
553                 // set up to fade out later
554                 SUB_SetFade (self, time + 12 + random () * 4, 1);
555
556                 // remove laserdot
557                 if(self.weaponentity)
558                         if(self.weaponentity.lasertarget)
559                                 remove(self.weaponentity.lasertarget);
560
561                 if(clienttype(self) == CLIENTTYPE_REAL)
562                 {
563                         self.fixangle = TRUE;
564                         //msg_entity = self;
565                         //WriteByte (MSG_ONE, SVC_SETANGLE);
566                         //WriteAngle (MSG_ONE, self.v_angle_x);
567                         //WriteAngle (MSG_ONE, self.v_angle_y);
568                         //WriteAngle (MSG_ONE, 80);
569                 }
570
571                 if(g_arena)
572                         Spawnqueue_Unmark(self);
573
574                 if(defer_ClientKill_Now_TeamChange)
575                         ClientKill_Now_TeamChange();
576
577                 if(sv_gentle > 0) {
578                         // remove corpse
579                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
580                         pointparticles(particleeffectnum("damage_dissolve"), self.origin, force, 1);
581                 }
582         }
583 }
584
585 float UpdateSelectedPlayer_countvalue(float v)
586 {
587         return max(0, (v - 1.0) / 0.5);
588 }
589
590 // returns: -2 if no hit, otherwise cos of the angle
591 // uses the global v_angle
592 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
593 {
594         vector so, d;
595         float c;
596
597         if(p == self)
598                 return -2;
599
600         if(p.deadflag)
601                 return -2;
602
603         so = self.origin + self.view_ofs;
604         d = p.origin - so;
605
606         // misaimed?
607         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
608                 return -2;
609
610         // now find the cos of the angle...
611         c = normalize(d) * v_forward;
612
613         if(c <= mincosangle)
614                 return -2;
615
616         traceline(so, p.origin, MOVE_NOMONSTERS, self);
617         if(trace_fraction < 1)
618                 return -2;
619
620         return c;
621 }
622
623 void ClearSelectedPlayer()
624 {
625         if(self.selected_player)
626         {
627                 centerprint_expire(self, CENTERPRIO_POINT);
628                 self.selected_player = world;
629                 self.selected_player_display_needs_update = FALSE;
630         }
631 }
632
633 void UpdateSelectedPlayer()
634 {
635         entity selected;
636         float selected_score;
637         selected = world;
638         selected_score = 0.95; // 18 degrees
639
640         if(!cvar("sv_allow_shownames"))
641                 return;
642
643         if(clienttype(self) != CLIENTTYPE_REAL)
644                 return;
645
646         if(self.cvar_cl_shownames == 0)
647                 return;
648
649         if(self.cvar_cl_shownames == 1 && !teams_matter)
650                 return;
651
652         makevectors(self.v_angle); // sets v_forward
653
654         // 1. cursor trace is always right
655         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
656         {
657                 selected = self.cursor_trace_ent;
658         }
659         else
660         {
661                 // 2. if we don't have a cursor trace, find the player which is least
662                 //    mis-aimed at
663                 entity p;
664                 FOR_EACH_PLAYER(p)
665                 {
666                         float c;
667                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
668                         if(c >= -1)
669                         {
670                                 selected = p;
671                                 selected_score = c;
672                         }
673                 }
674         }
675
676         if(selected)
677         {
678                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
679         }
680         else
681         {
682                 if(time < self.selected_player_display_timeout)
683                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
684                                 selected = self.selected_player;
685         }
686
687         if(selected)
688         {
689                 if(selected == self.selected_player)
690                 {
691                         float save;
692                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
693                         self.selected_player_count = self.selected_player_count + frametime;
694                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
695                         {
696                                 string namestr, healthstr;
697                                 namestr = playername(selected);
698                                 if(teams_matter)
699                                 {
700                                         healthstr = ftos(floor(selected.health));
701                                         if(self.team == selected.team)
702                                         {
703                                                 namestr = strcat(namestr, " (", healthstr, "%)");
704                                                 self.selected_player_display_needs_update = TRUE;
705                                         }
706                                 }
707                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
708                         }
709                 }
710                 else
711                 {
712                         ClearSelectedPlayer();
713                         self.selected_player = selected;
714                         self.selected_player_time = time;
715                         self.selected_player_count = 0;
716                         self.selected_player_display_needs_update = FALSE;
717                 }
718         }
719         else
720         {
721                 ClearSelectedPlayer();
722         }
723
724         if(self.selected_player)
725                 self.last_selected_player = self.selected_player;
726 }
727
728 float precache_sound_index (string s) = #19;
729 void soundto(entity e, entity sounddest, float chan, string samp, float vol, float atten)
730 {
731         vector o;
732         if(clienttype(sounddest) != CLIENTTYPE_REAL)
733                 return;
734         o = e.origin + 0.5 * (e.mins + e.maxs);
735         msg_entity = sounddest;
736         WriteByte(MSG_ONE, 6);
737         WriteByte(MSG_ONE, 27); // all bits except SND_LOOPING
738         WriteByte(MSG_ONE, vol * 255);
739         WriteByte(MSG_ONE, atten * 64);
740         WriteEntity(MSG_ONE, e);
741         WriteByte(MSG_ONE, chan);
742         WriteShort(MSG_ONE, precache_sound_index(samp));
743         WriteCoord(MSG_ONE, o_x);
744         WriteCoord(MSG_ONE, o_y);
745         WriteCoord(MSG_ONE, o_z);
746 }
747
748 #if 0
749 .string playersound_attack;
750 .string playersound_attackinfive;
751 .string playersound_coverme;
752 .string playersound_defend;
753 .string playersound_freelance;
754 .string playersound_incoming;
755 .string playersound_meet;
756 .string playersound_needhelp;
757 .string playersound_seenflag;
758 .string playersound_taunt;
759 .string playersound_teamshoot;
760 .float modelindex_for_playersound;
761
762 float GetVoiceMessageTeamsayType(string type)
763 {
764         if(type == "taunt")
765                 return 0;
766         if(type == "teamshoot")
767                 return 2;
768         return 1;
769 }
770
771 string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot";
772 float GetPlayerSoundSampleField_notFound;
773 .string GetVoiceMessageSampleField(string type)
774 {
775         GetPlayerSoundSampleField_notFound = 0;
776         switch(type)
777         {
778                 case "attack":       return playersound_attack;
779                 case "attackinfive": return playersound_attackinfive;
780                 case "coverme":      return playersound_coverme;
781                 case "defend":       return playersound_defend;
782                 case "freelance":    return playersound_freelance;
783                 case "incoming":     return playersound_incoming;
784                 case "meet":         return playersound_meet;
785                 case "needhelp":     return playersound_needhelp;
786                 case "seenflag":     return playersound_seenflag;
787                 case "taunt":        return playersound_taunt;
788                 case "teamshoot":    return playersound_teamshoot;
789         }
790         GetPlayerSoundSampleField_notFound = 1;
791         return playersound_taunt;
792 }
793
794 .string GetPlayerSoundSampleField(string type)
795 {
796         GetPlayerSoundSampleField_notFound = 0;
797         switch(type)
798         {
799                 case "attack":       return playersound_attack;
800                 default:             return GetVoiceMessageSampleField(type);
801         }
802 }
803
804 void PrecachePlayerSounds(string f)
805 {
806         float fh;
807         float i, n;
808         string s;
809         fh = fopen(f, FILE_READ);
810         if(fh < 0)
811                 return;
812         while((s = fgets(fh)))
813         {
814                 if(tokenize(s) != 3)
815                 {
816                         dprint("Invalid sound info line: ", s, "\n");
817                         continue;
818                 }
819                 n = stof(argv(2));
820                 for(i = 1; i <= n; ++i)
821                         precache_sound(strcat(argv(1), ftos(i), ".wav"));
822         }
823         fclose(fh);
824 }
825
826 void LoadPlayerSounds(string f)
827 {
828         float fh;
829         string s;
830         var .string field;
831         fh = fopen(f, FILE_READ);
832         if(fh < 0)
833                 return;
834         while((s = fgets(fh)))
835         {
836                 if(tokenize(s) != 3)
837                         continue;
838                 field = GetPlayerSoundSampleField(argv(0));
839                 if(GetPlayerSoundSampleField_notFound)
840                         continue;
841                 if(self.field)
842                         strunzone(self.field);
843                 self.field = strzone(strcat(argv(1), " ", argv(2)));
844         }
845         fclose(fh);
846 }
847
848 void UpdatePlayerSounds()
849 {
850         if(self.modelindex == self.modelindex_for_playersound)
851                 return;
852         self.modelindex_for_playersound = self.modelindex;
853         LoadPlayerSounds("sound/player/default.sounds");
854         LoadPlayerSounds(strcat(self.model, ".sounds"));
855 }
856
857 void VoiceMessage(string type)
858 {
859         // TODO precache voice messages?
860         var string sample;
861         var float teamsay;
862         sample = self.(GetPlayerSoundSampleField(type));
863
864         if(GetPlayerSoundSampleField_notFound)
865         {
866                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
867                 return;
868         }
869
870         if(!sample)
871                 return;
872
873         teamsay = GetVoiceMessageTeamsayType(type);
874
875         tokenize(sample);
876         sample = strcat(argv(0), ftos(ceil(random() * stof(argv(1)))), ".wav"); // randomization
877
878         if(teamsay == 2)
879         {
880                 if(teams_matter)
881                         if(self.pusher)
882                                 if(self.pusher.team == self.team)
883                                 {
884                                         soundto(self, self.pusher, CHAN_VOICE, sample, 1, ATTN_NONE);
885                                         soundto(self, self, CHAN_VOICE, sample, 1, ATTN_NONE);
886                                 }
887         }
888         else if(teamsay == 0 || !teams_matter)
889         {
890                 // broadcast the sound, but it's directional
891                 sound(self, CHAN_VOICE, sample, 1, ATTN_NORM);
892         }
893         else if(teamsay == 1)
894         {
895                 entity e;
896                 FOR_EACH_REALCLIENT(e)
897                         if(e.team == self.team)
898                                 soundto(self, e, CHAN_VOICE, sample, 1, ATTN_NONE);
899         }
900 }
901 #else
902 void PrecachePlayerSounds(string f) { }
903 void UpdatePlayerSounds() { }
904 void VoiceMessage(string type) { sprint(self, "Sorry, voice command support is not done yet. Maybe later.\n"); }
905 #endif