]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_player.qc
change all function declarations (except builtins and data types) to ANSI C-like...
[divverent/nexuiz.git] / data / qcsrc / server / cl_player.qc
1
2 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
3 // merged player_run and player_stand to player_anim
4 // added death animations to player_anim
5 // can now spawn thrown weapons from anywhere, not just from players
6 // thrown weapons now fade out after 20 seconds
7 // created PlayerGib function
8 // PlayerDie no longer uses hitloc or damage
9 // PlayerDie now supports dying animations as well as gibbing
10 // cleaned up PlayerDie a lot
11 // added CopyBody
12
13 .entity pusher;
14 .float pushltime;
15
16 void CopyBody(float keepvelocity)
17 {
18         local entity oldself;
19         if (self.effects & EF_NODRAW)
20                 return;
21         oldself = self;
22         self = spawn();
23         self.enemy = oldself;
24         self.lip = oldself.lip;
25         self.colormap = oldself.colormap;
26         self.iscreature = oldself.iscreature;
27         self.angles = oldself.angles;
28         self.avelocity = oldself.avelocity;
29         self.classname = "body";
30         self.damageforcescale = oldself.damageforcescale;
31         self.effects = oldself.effects;
32         self.event_damage = oldself.event_damage;
33         self.animstate_startframe = oldself.animstate_startframe;
34         self.animstate_numframes = oldself.animstate_numframes;
35         self.animstate_framerate = oldself.animstate_framerate;
36         self.animstate_starttime = oldself.animstate_starttime;
37         self.animstate_endtime = oldself.animstate_endtime;
38         self.animstate_override = oldself.animstate_override;
39         self.animstate_looping = oldself.animstate_looping;
40         self.frame = oldself.frame;
41         self.dead_frame = oldself.dead_frame;
42         self.pain_finished = oldself.pain_finished;
43         self.health = oldself.health;
44         self.armorvalue = oldself.armorvalue;
45         self.armortype = oldself.armortype;
46         self.model = oldself.model;
47         self.modelindex = oldself.modelindex;
48         self.movetype = oldself.movetype;
49         self.nextthink = oldself.nextthink;
50         self.skin = oldself.skin;
51         self.solid = oldself.solid;
52         self.takedamage = oldself.takedamage;
53         self.think = oldself.think;
54         self.gibrandom = oldself.gibrandom;
55         self.customizeentityforclient = oldself.customizeentityforclient;
56         if (keepvelocity == 1)
57                 self.velocity = oldself.velocity;
58         self.oldvelocity = self.velocity;
59         self.fade_time = oldself.fade_time;
60         self.fade_rate = oldself.fade_rate;
61         //self.weapon = oldself.weapon;
62         setorigin(self, oldself.origin);
63         setsize(self, oldself.mins, oldself.maxs);
64         self.oldorigin = oldself.origin;
65         self = oldself;
66 }
67
68 float animparseerror;
69 vector animparseline(float animfile)
70 {
71         local string line;
72         local float c;
73         local vector anim;
74         if (animfile < 0)
75                 return '0 1 2';
76         line = fgets(animfile);
77         c = tokenize(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 PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
355 {
356         local float take, save, waves, sdelay;
357
358         damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0);
359         if(sv_gentle > 0) {
360                 pointparticles(particleeffectnum("damage_hit"), hitloc, force, bound(0, damage, 200));
361         } else {
362                 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
363         }
364
365         if (self.pain_finished < time)          //Don't switch pain sequences like crazy
366         {
367                 if(sv_gentle < 1) {             
368                         if (random() > 0.5)
369                                 player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
370                         else
371                                 player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
372                 }
373                 self.pain_finished = time + 0.5;        //Supajoe
374
375                 // throw off bot aim temporarily
376                 local float shake;
377                 shake = damage * 5 / (bound(0,skill,100) + 1);
378                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
379                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
380         }
381
382         if(g_arena)
383         if(numspawned < 2)
384                 return;
385
386         if (!g_minstagib)
387         {
388                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
389                 take = bound(0, damage - save, damage);
390         }
391         else
392         {
393                 save = 0;
394                 take = damage;
395         }
396
397         if (save > 10)
398                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
399         else if (take > 30)
400                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
401         else if (take > 10)
402                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
403
404         if (take > 50)
405                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
406         if (take > 100)
407                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
408
409         if (time > self.spawnshieldtime)
410         {
411                 if (!(self.flags & FL_GODMODE))
412                 {
413                         self.armorvalue = self.armorvalue - save;
414                         self.health = self.health - take;
415                         // pause regeneration for 5 seconds
416                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
417                 }
418                 else
419                         self.max_armorvalue += (save + take);
420         }
421         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
422         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
423         self.dmg_inflictor = inflictor;
424
425         if(attacker == self)
426         {
427                 // don't reset pushltime for self damage as it may be an attempt to
428                 // escape a lava pit or similar
429                 //self.pushltime = 0;
430         }
431         else if(attacker.classname == "player" || attacker.classname == "gib")
432         {
433                 self.pusher = attacker;
434                 self.pushltime = time + cvar("g_maxpushtime");
435         }
436         else if(time < self.pushltime)
437         {
438                 attacker = self.pusher;
439                 self.pushltime = max(self.pushltime, time + 0.6);
440         }
441         else
442                 self.pushltime = 0;
443
444         if (self.health < 1)
445         {
446                 float defer_ClientKill_Now_TeamChange;
447                 defer_ClientKill_Now_TeamChange = FALSE;
448
449                 self.deaths += 1;
450
451                 // get rid of kill indicator
452                 if(self.killindicator)
453                 {
454                         remove(self.killindicator);
455                         self.killindicator = world;
456                         if(self.killindicator_teamchange)
457                                 defer_ClientKill_Now_TeamChange = TRUE;
458
459                         if(self.classname == "body")
460                         if(deathtype == DEATH_KILL)
461                         {
462                                 // for the lemmings fans, a small harmless explosion
463                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
464                         }
465                 }
466
467                 // become fully visible
468                 self.alpha = 1;
469                 // clear selected player display
470                 ClearSelectedPlayer();
471                 // throw a weapon
472                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
473                 // print an obituary message
474                 Obituary (attacker, self, deathtype);
475                 DropAllRunes(self);
476                 if(self == attacker)
477                         kh_Key_DropAll(self, TRUE);
478                 else if(attacker.classname == "player" || attacker.classname == "gib")
479                         kh_Key_DropAll(self, FALSE);
480                 else
481                         kh_Key_DropAll(self, TRUE);
482                 if(self.flagcarried)
483                         DropFlag(self.flagcarried);
484                 // clear waypoints
485                 WaypointSprite_PlayerDead();
486                 // make the corpse upright (not tilted)
487                 self.angles_x = 0;
488                 self.angles_z = 0;
489                 // don't spin
490                 self.avelocity = '0 0 0';
491                 // view from the floor
492                 self.view_ofs = '0 0 -8';
493                 // toss the corpse
494                 self.movetype = MOVETYPE_TOSS;
495                 // shootable corpse
496                 self.solid = SOLID_CORPSE;
497                 // don't stick to the floor
498                 self.flags = self.flags - (self.flags & FL_ONGROUND);
499                 // dying animation
500                 self.deadflag = DEAD_DYING;
501                 // when to allow respawn
502                 sdelay = 0;
503                 waves = 0;
504                 if(cvar("g_respawn_mapsettings"))
505                 {
506                         sdelay = cvar("g_respawn_mapsettings_delay");
507                         waves = cvar("g_respawn_mapsettings_waves");
508                 }
509                 if(!sdelay)
510                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
511                 if(!sdelay)
512                         sdelay = cvar("g_respawn_delay");
513                 if(!waves)
514                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
515                 if(!waves)
516                         waves = cvar("g_respawn_waves");
517                 if(waves)
518                         self.death_time = ceil((time + sdelay) / waves) * waves;
519                 else
520                         self.death_time = time + sdelay;
521                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
522                         self.respawn_countdown = 10; // first number to count down from is 10
523                 else
524                         self.respawn_countdown = -1; // do not count down
525                 if (random() < 0.5)
526                 {
527                         player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
528                         self.dead_frame = self.anim_dead1_x;
529                 }
530                 else
531                 {
532                         player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
533                         self.dead_frame = self.anim_dead2_x;
534                 }
535                 // set damage function to corpse damage
536                 self.event_damage = PlayerCorpseDamage;
537                 // call the corpse damage function just in case it wants to gib
538                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
539                 // set up to fade out later
540                 SUB_SetFade (self, time + 12 + random () * 4, 1);
541
542                 // remove laserdot
543                 if(self.weaponentity)
544                         if(self.weaponentity.lasertarget)
545                                 remove(self.weaponentity.lasertarget);
546
547                 if(clienttype(self) == CLIENTTYPE_REAL)
548                 {
549                         self.fixangle = TRUE;
550                         //msg_entity = self;
551                         //WriteByte (MSG_ONE, SVC_SETANGLE);
552                         //WriteAngle (MSG_ONE, self.v_angle_x);
553                         //WriteAngle (MSG_ONE, self.v_angle_y);
554                         //WriteAngle (MSG_ONE, 80);
555                 }
556
557                 if(g_arena)
558                         Spawnqueue_Unmark(self);
559
560                 if(defer_ClientKill_Now_TeamChange)
561                         ClientKill_Now_TeamChange();
562
563                 if(sv_gentle > 0) {
564                         // remove corpse
565                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
566                         pointparticles(particleeffectnum("damage_dissolve"), self.origin, force, 1);
567                 }
568         }
569 }
570
571 float UpdateSelectedPlayer_countvalue(float v)
572 {
573         return max(0, (v - 1.0) / 0.5);
574 }
575
576 // returns: -2 if no hit, otherwise cos of the angle
577 // uses the global v_angle
578 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
579 {
580         vector so, d;
581         float c;
582
583         if(p == self)
584                 return -2;
585
586         if(p.deadflag)
587                 return -2;
588
589         so = self.origin + self.view_ofs;
590         d = p.origin - so;
591
592         // misaimed?
593         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
594                 return -2;
595
596         // now find the cos of the angle...
597         c = normalize(d) * v_forward;
598
599         if(c <= mincosangle)
600                 return -2;
601
602         traceline(so, p.origin, MOVE_NOMONSTERS, self);
603         if(trace_fraction < 1)
604                 return -2;
605
606         return c;
607 }
608
609 void ClearSelectedPlayer()
610 {
611         if(self.selected_player)
612         {
613                 centerprint_expire(self, CENTERPRIO_POINT);
614                 self.selected_player = world;
615                 self.selected_player_display_needs_update = FALSE;
616         }
617 }
618
619 void UpdateSelectedPlayer()
620 {
621         entity selected;
622         float selected_score;
623         selected = world;
624         selected_score = 0.95; // 18 degrees
625
626         if(!cvar("sv_allow_shownames"))
627                 return;
628
629         if(clienttype(self) != CLIENTTYPE_REAL)
630                 return;
631
632         if(self.cvar_cl_shownames == 0)
633                 return;
634
635         if(self.cvar_cl_shownames == 1 && !teams_matter)
636                 return;
637
638         makevectors(self.v_angle); // sets v_forward
639
640         // 1. cursor trace is always right
641         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
642         {
643                 selected = self.cursor_trace_ent;
644         }
645         else
646         {
647                 // 2. if we don't have a cursor trace, find the player which is least
648                 //    mis-aimed at
649                 entity p;
650                 FOR_EACH_PLAYER(p)
651                 {
652                         float c;
653                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
654                         if(c >= -1)
655                         {
656                                 selected = p;
657                                 selected_score = c;
658                         }
659                 }
660         }
661
662         if(selected)
663         {
664                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
665         }
666         else
667         {
668                 if(time < self.selected_player_display_timeout)
669                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
670                                 selected = self.selected_player;
671         }
672
673         if(selected)
674         {
675                 if(selected == self.selected_player)
676                 {
677                         float save;
678                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
679                         self.selected_player_count = self.selected_player_count + frametime;
680                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
681                         {
682                                 string namestr, healthstr;
683                                 namestr = playername(selected);
684                                 if(teams_matter)
685                                 {
686                                         healthstr = ftos(floor(selected.health));
687                                         if(self.team == selected.team)
688                                         {
689                                                 namestr = strcat(namestr, " (", healthstr, "%)");
690                                                 self.selected_player_display_needs_update = TRUE;
691                                         }
692                                 }
693                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
694                         }
695                 }
696                 else
697                 {
698                         ClearSelectedPlayer();
699                         self.selected_player = selected;
700                         self.selected_player_time = time;
701                         self.selected_player_count = 0;
702                         self.selected_player_display_needs_update = FALSE;
703                 }
704         }
705         else
706         {
707                 ClearSelectedPlayer();
708         }
709
710         if(self.selected_player)
711                 self.last_selected_player = self.selected_player;
712 }
713
714 float precache_sound_index (string s) = #19;
715 void soundto(entity e, entity sounddest, float chan, string samp, float vol, float atten)
716 {
717         vector o;
718         if(clienttype(sounddest) != CLIENTTYPE_REAL)
719                 return;
720         o = e.origin + 0.5 * (e.mins + e.maxs);
721         msg_entity = sounddest;
722         WriteByte(MSG_ONE, 6);
723         WriteByte(MSG_ONE, 27); // all bits except SND_LOOPING
724         WriteByte(MSG_ONE, vol * 255);
725         WriteByte(MSG_ONE, atten * 64);
726         WriteEntity(MSG_ONE, e);
727         WriteByte(MSG_ONE, chan);
728         WriteShort(MSG_ONE, precache_sound_index(samp));
729         WriteCoord(MSG_ONE, o_x);
730         WriteCoord(MSG_ONE, o_y);
731         WriteCoord(MSG_ONE, o_z);
732 }
733
734 #if 0
735 .string playersound_attack;
736 .string playersound_attackinfive;
737 .string playersound_coverme;
738 .string playersound_defend;
739 .string playersound_freelance;
740 .string playersound_incoming;
741 .string playersound_meet;
742 .string playersound_needhelp;
743 .string playersound_seenflag;
744 .string playersound_taunt;
745 .string playersound_teamshoot;
746 .float modelindex_for_playersound;
747
748 float GetVoiceMessageTeamsayType(string type)
749 {
750         if(type == "taunt")
751                 return 0;
752         if(type == "teamshoot")
753                 return 2;
754         return 1;
755 }
756
757 string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot";
758 float GetPlayerSoundSampleField_notFound;
759 .string GetVoiceMessageSampleField(string type)
760 {
761         GetPlayerSoundSampleField_notFound = 0;
762         switch(type)
763         {
764                 case "attack":       return playersound_attack;
765                 case "attackinfive": return playersound_attackinfive;
766                 case "coverme":      return playersound_coverme;
767                 case "defend":       return playersound_defend;
768                 case "freelance":    return playersound_freelance;
769                 case "incoming":     return playersound_incoming;
770                 case "meet":         return playersound_meet;
771                 case "needhelp":     return playersound_needhelp;
772                 case "seenflag":     return playersound_seenflag;
773                 case "taunt":        return playersound_taunt;
774                 case "teamshoot":    return playersound_teamshoot;
775         }
776         GetPlayerSoundSampleField_notFound = 1;
777         return playersound_taunt;
778 }
779
780 .string GetPlayerSoundSampleField(string type)
781 {
782         GetPlayerSoundSampleField_notFound = 0;
783         switch(type)
784         {
785                 case "attack":       return playersound_attack;
786                 default:             return GetVoiceMessageSampleField(type);
787         }
788 }
789
790 void PrecachePlayerSounds(string f)
791 {
792         float fh;
793         float i, n;
794         string s;
795         fh = fopen(f, FILE_READ);
796         if(fh < 0)
797                 return;
798         while((s = fgets(fh)))
799         {
800                 if(tokenize(s) != 3)
801                 {
802                         dprint("Invalid sound info line: ", s, "\n");
803                         continue;
804                 }
805                 n = stof(argv(2));
806                 for(i = 1; i <= n; ++i)
807                         precache_sound(strcat(argv(1), ftos(i), ".wav"));
808         }
809         fclose(fh);
810 }
811
812 void LoadPlayerSounds(string f)
813 {
814         float fh;
815         string s;
816         var .string field;
817         fh = fopen(f, FILE_READ);
818         if(fh < 0)
819                 return;
820         while((s = fgets(fh)))
821         {
822                 if(tokenize(s) != 3)
823                         continue;
824                 field = GetPlayerSoundSampleField(argv(0));
825                 if(GetPlayerSoundSampleField_notFound)
826                         continue;
827                 if(self.field)
828                         strunzone(self.field);
829                 self.field = strzone(strcat(argv(1), " ", argv(2)));
830         }
831         fclose(fh);
832 }
833
834 void UpdatePlayerSounds()
835 {
836         if(self.modelindex == self.modelindex_for_playersound)
837                 return;
838         self.modelindex_for_playersound = self.modelindex;
839         LoadPlayerSounds("sound/player/default.sounds");
840         LoadPlayerSounds(strcat(self.model, ".sounds"));
841 }
842
843 void VoiceMessage(string type)
844 {
845         // TODO precache voice messages?
846         var string sample;
847         var float teamsay;
848         sample = self.(GetPlayerSoundSampleField(type));
849
850         if(GetPlayerSoundSampleField_notFound)
851         {
852                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
853                 return;
854         }
855
856         if(!sample)
857                 return;
858
859         teamsay = GetVoiceMessageTeamsayType(type);
860
861         tokenize(sample);
862         sample = strcat(argv(0), ftos(ceil(random() * stof(argv(1)))), ".wav"); // randomization
863
864         if(teamsay == 2)
865         {
866                 if(teams_matter)
867                         if(self.pusher)
868                                 if(self.pusher.team == self.team)
869                                 {
870                                         soundto(self, self.pusher, CHAN_VOICE, sample, 1, ATTN_NONE);
871                                         soundto(self, self, CHAN_VOICE, sample, 1, ATTN_NONE);
872                                 }
873         }
874         else if(teamsay == 0 || !teams_matter)
875         {
876                 // broadcast the sound, but it's directional
877                 sound(self, CHAN_VOICE, sample, 1, ATTN_NORM);
878         }
879         else if(teamsay == 1)
880         {
881                 entity e;
882                 FOR_EACH_REALCLIENT(e)
883                         if(e.team == self.team)
884                                 soundto(self, e, CHAN_VOICE, sample, 1, ATTN_NONE);
885         }
886 }
887 #else
888 void PrecachePlayerSounds(string f) { }
889 void UpdatePlayerSounds() { }
890 void VoiceMessage(string type) { sprint(self, "Sorry, voice command support is not done yet. Maybe later.\n"); }
891 #endif