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
16 void CopyBody(float keepvelocity)
19 if (self.effects & EF_NODRAW)
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.customizeentityforclient = oldself.customizeentityforclient;
55 if (keepvelocity == 1)
56 self.velocity = oldself.velocity;
57 self.oldvelocity = self.velocity;
58 self.fade_time = oldself.fade_time;
59 self.fade_rate = oldself.fade_rate;
60 //self.weapon = oldself.weapon;
61 setorigin(self, oldself.origin);
62 setsize(self, oldself.mins, oldself.maxs);
63 self.oldorigin = oldself.origin;
68 vector animparseline(float animfile)
75 line = fgets(animfile);
76 c = tokenize_sane(line);
79 animparseerror = TRUE;
82 anim_x = stof(argv(0));
83 anim_y = stof(argv(1));
84 anim_z = stof(argv(2));
85 // don't allow completely bogus values
86 if (anim_x < 0 || anim_y < 1 || anim_z < 0.001)
91 void player_setupanimsformodel()
93 local string animfilename;
95 // defaults for legacy .zym models without animinfo files
96 self.anim_die1 = '0 1 0.5'; // 2 seconds
97 self.anim_die2 = '1 1 0.5'; // 2 seconds
98 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
99 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
100 self.anim_duckwalk = '4 1 1';
101 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
102 self.anim_duckidle = '6 1 1';
103 self.anim_idle = '7 1 1';
104 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
105 self.anim_pain1 = '9 1 2'; // 0.5 seconds
106 self.anim_pain2 = '10 1 2'; // 0.5 seconds
107 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
108 self.anim_taunt = '12 1 1'; // FIXME? there is no code using this anim
109 self.anim_run = '13 1 1';
110 self.anim_runbackwards = '14 1 1';
111 self.anim_strafeleft = '15 1 1';
112 self.anim_straferight = '16 1 1';
113 self.anim_dead1 = '17 1 1';
114 self.anim_dead2 = '18 1 1';
115 self.anim_forwardright = '19 1 1';
116 self.anim_forwardleft = '20 1 1';
117 self.anim_backright = '21 1 1';
118 self.anim_backleft = '22 1 1';
119 animparseerror = FALSE;
120 animfilename = strcat(self.model, ".animinfo");
121 animfile = fopen(animfilename, FILE_READ);
124 self.anim_die1 = animparseline(animfile);
125 self.anim_die2 = animparseline(animfile);
126 self.anim_draw = animparseline(animfile);
127 self.anim_duck = animparseline(animfile);
128 self.anim_duckwalk = animparseline(animfile);
129 self.anim_duckjump = animparseline(animfile);
130 self.anim_duckidle = animparseline(animfile);
131 self.anim_idle = animparseline(animfile);
132 self.anim_jump = animparseline(animfile);
133 self.anim_pain1 = animparseline(animfile);
134 self.anim_pain2 = animparseline(animfile);
135 self.anim_shoot = animparseline(animfile);
136 self.anim_taunt = animparseline(animfile);
137 self.anim_run = animparseline(animfile);
138 self.anim_runbackwards = animparseline(animfile);
139 self.anim_strafeleft = animparseline(animfile);
140 self.anim_straferight = animparseline(animfile);
141 self.anim_forwardright = animparseline(animfile);
142 self.anim_forwardleft = animparseline(animfile);
143 self.anim_backright = animparseline(animfile);
144 self.anim_backleft = animparseline(animfile);
148 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
149 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
152 print("Parse error in ", animfilename, ", some player animations are broken\n");
155 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
156 // reset animstate now
157 player_setanim(self.anim_idle, TRUE, FALSE, TRUE);
160 void player_setanim(vector anim, float looping, float override, float restart)
163 if (anim_x == self.animstate_startframe)
164 if (anim_y == self.animstate_numframes)
165 if (anim_z == self.animstate_framerate)
167 self.animstate_startframe = anim_x;
168 self.animstate_numframes = anim_y;
169 self.animstate_framerate = anim_z;
170 self.animstate_starttime = time;
171 self.animstate_endtime = time + self.animstate_numframes / self.animstate_framerate;
172 self.animstate_looping = looping;
173 self.animstate_override = override;
174 self.frame = self.animstate_startframe;
177 void player_updateframe()
179 if (time >= self.animstate_endtime)
181 if (self.animstate_looping)
183 self.animstate_starttime = self.animstate_endtime;
184 self.animstate_endtime = self.animstate_endtime + self.animstate_numframes / self.animstate_framerate;
186 self.animstate_override = FALSE;
188 self.frame = self.animstate_startframe + bound(0, (time - self.animstate_starttime) * self.animstate_framerate, self.animstate_numframes - 1);
191 void player_anim (void)
193 player_updateframe();
195 if (self.deadflag != DEAD_NO)
197 if (time > self.animstate_endtime)
202 setsize(self, self.mins, self.maxs);
204 self.frame = self.dead_frame;
209 if (!self.animstate_override)
211 if (!(self.flags & FL_ONGROUND))
214 player_setanim(self.anim_duckjump, FALSE, TRUE, FALSE);
216 player_setanim(self.anim_jump, FALSE, TRUE, FALSE);
218 else if (self.crouch)
220 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
221 player_setanim(self.anim_duckwalk, TRUE, FALSE, FALSE);
223 player_setanim(self.anim_duckidle, TRUE, FALSE, FALSE);
225 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
227 if (self.movement_x > 0 && self.movement_y == 0)
228 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
229 else if (self.movement_x < 0 && self.movement_y == 0)
230 player_setanim(self.anim_runbackwards, TRUE, FALSE, FALSE);
231 else if (self.movement_x == 0 && self.movement_y > 0)
232 player_setanim(self.anim_straferight, TRUE, FALSE, FALSE);
233 else if (self.movement_x == 0 && self.movement_y < 0)
234 player_setanim(self.anim_strafeleft, TRUE, FALSE, FALSE);
235 else if (self.movement_x > 0 && self.movement_y > 0)
236 player_setanim(self.anim_forwardright, TRUE, FALSE, FALSE);
237 else if (self.movement_x > 0 && self.movement_y < 0)
238 player_setanim(self.anim_forwardleft, TRUE, FALSE, FALSE);
239 else if (self.movement_x < 0 && self.movement_y > 0)
240 player_setanim(self.anim_backright, TRUE, FALSE, FALSE);
241 else if (self.movement_x < 0 && self.movement_y < 0)
242 player_setanim(self.anim_backleft, TRUE, FALSE, FALSE);
244 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
247 player_setanim(self.anim_idle, TRUE, FALSE, FALSE);
250 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
252 void SpawnThrownWeapon (vector org, float w)
254 W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
257 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
259 local float take, save;
260 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force, 2, bound(0, damage, 200) / 16);
262 // damage resistance (ignore most of the damage from a bullet or similar)
263 damage = max(damage - 5, 1);
265 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
266 take = bound(0, damage - save, damage);
269 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
271 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
273 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
276 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force * -0.1, 3, 1);
278 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force * -0.2, 3, 1);
280 if (!(self.flags & FL_GODMODE))
282 self.armorvalue = self.armorvalue - save;
283 self.health = self.health - take;
284 // pause regeneration for 5 seconds
285 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
287 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
288 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
289 self.dmg_inflictor = inflictor;
291 if (self.health <= -75 && self.modelindex != 0)
293 // don't use any animations as a gib
296 // view just above the floor
297 self.view_ofs = '0 0 4';
299 Violence_GibSplash(self, 1, 1);
300 self.modelindex = 0; // restore later
301 self.solid = SOLID_NOT; // restore later
305 void ClientKill_Now_TeamChange();
307 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
309 local float take, save, waves, sdelay;
311 if(!DEATH_ISSPECIAL(deathtype))
313 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
315 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
318 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force, 2, bound(0, damage, 200) / 16);
326 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
327 take = bound(0, damage - save, damage);
336 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
338 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
340 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
343 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force * -0.1, 3, 1);
345 Violence_GibSplash_At(hitloc, '0 0 0', '0 0 0', force * -0.2, 3, 1);
347 if (time > self.spawnshieldtime)
349 if (!(self.flags & FL_GODMODE))
351 self.armorvalue = self.armorvalue - save;
352 self.health = self.health - take;
353 // pause regeneration for 5 seconds
354 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
356 if (time > self.pain_finished) //Don't switch pain sequences like crazy
358 self.pain_finished = time + 0.5; //Supajoe
362 player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
364 player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
366 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
367 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
369 if(self.health > 75) // TODO make a "gentle" version?
370 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
371 else if(self.health > 50)
372 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
373 else if(self.health > 25)
374 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
375 else if(self.health > 1)
376 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
380 // throw off bot aim temporarily
382 shake = damage * 5 / (bound(0,skill,100) + 1);
383 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
384 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
388 self.max_armorvalue += (save + take);
390 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
391 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
392 self.dmg_inflictor = inflictor;
396 // don't reset pushltime for self damage as it may be an attempt to
397 // escape a lava pit or similar
398 //self.pushltime = 0;
400 else if(attacker.classname == "player" || attacker.classname == "gib")
402 self.pusher = attacker;
403 self.pushltime = time + cvar("g_maxpushtime");
405 else if(time < self.pushltime)
407 attacker = self.pusher;
408 self.pushltime = max(self.pushltime, time + 0.6);
415 float defer_ClientKill_Now_TeamChange;
416 defer_ClientKill_Now_TeamChange = FALSE;
418 if(sv_gentle < 1) // TODO make a "gentle" version?
420 if(deathtype == DEATH_DROWN)
421 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
423 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
426 // get rid of kill indicator
427 if(self.killindicator)
429 remove(self.killindicator);
430 self.killindicator = world;
431 if(self.killindicator_teamchange)
432 defer_ClientKill_Now_TeamChange = TRUE;
434 if(self.classname == "body")
435 if(deathtype == DEATH_KILL)
437 // for the lemmings fans, a small harmless explosion
438 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
442 // become fully visible
444 // clear selected player display
445 ClearSelectedPlayer();
447 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
448 // print an obituary message
449 Obituary (attacker, inflictor, self, deathtype);
453 kh_Key_DropAll(self, TRUE);
454 else if(attacker.classname == "player" || attacker.classname == "gib")
455 kh_Key_DropAll(self, FALSE);
457 kh_Key_DropAll(self, TRUE);
460 if(attacker.classname != "player" && attacker.classname != "gib")
461 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
462 else if(attacker.team == self.team)
463 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
465 DropFlag(self.flagcarried, world, attacker);
467 Portal_ClearAllLater(self);
469 WaypointSprite_PlayerDead();
470 // make the corpse upright (not tilted)
474 self.avelocity = '0 0 0';
475 // view from the floor
476 self.view_ofs = '0 0 -8';
478 self.movetype = MOVETYPE_TOSS;
480 self.solid = SOLID_CORPSE;
481 // don't stick to the floor
482 self.flags = self.flags - (self.flags & FL_ONGROUND);
484 self.deadflag = DEAD_DYING;
485 // when to allow respawn
488 if(cvar("g_respawn_mapsettings"))
490 sdelay = cvar("g_respawn_mapsettings_delay");
491 waves = cvar("g_respawn_mapsettings_waves");
494 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
496 sdelay = cvar("g_respawn_delay");
498 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
500 waves = cvar("g_respawn_waves");
502 self.death_time = ceil((time + sdelay) / waves) * waves;
504 self.death_time = time + sdelay;
505 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
506 self.respawn_countdown = 10; // first number to count down from is 10
508 self.respawn_countdown = -1; // do not count down
511 player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
512 self.dead_frame = self.anim_dead1_x;
516 player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
517 self.dead_frame = self.anim_dead2_x;
519 // set damage function to corpse damage
520 self.event_damage = PlayerCorpseDamage;
521 // call the corpse damage function just in case it wants to gib
522 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
523 // set up to fade out later
524 SUB_SetFade (self, time + 12 + random () * 4, 1);
527 if(self.weaponentity)
528 if(self.weaponentity.lasertarget)
529 remove(self.weaponentity.lasertarget);
531 if(clienttype(self) == CLIENTTYPE_REAL)
533 self.fixangle = TRUE;
535 //WriteByte (MSG_ONE, SVC_SETANGLE);
536 //WriteAngle (MSG_ONE, self.v_angle_x);
537 //WriteAngle (MSG_ONE, self.v_angle_y);
538 //WriteAngle (MSG_ONE, 80);
542 Spawnqueue_Unmark(self);
544 if(defer_ClientKill_Now_TeamChange)
545 ClientKill_Now_TeamChange();
549 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
554 float UpdateSelectedPlayer_countvalue(float v)
556 return max(0, (v - 1.0) / 0.5);
559 // returns: -2 if no hit, otherwise cos of the angle
560 // uses the global v_angle
561 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
572 so = self.origin + self.view_ofs;
576 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
579 // now find the cos of the angle...
580 c = normalize(d) * v_forward;
585 traceline(so, p.origin, MOVE_NOMONSTERS, self);
586 if(trace_fraction < 1)
592 void ClearSelectedPlayer()
594 if(self.selected_player)
596 centerprint_expire(self, CENTERPRIO_POINT);
597 self.selected_player = world;
598 self.selected_player_display_needs_update = FALSE;
602 void UpdateSelectedPlayer()
605 float selected_score;
607 selected_score = 0.95; // 18 degrees
609 if(!cvar("sv_allow_shownames"))
612 if(clienttype(self) != CLIENTTYPE_REAL)
615 if(self.cvar_cl_shownames == 0)
618 if(self.cvar_cl_shownames == 1 && !teams_matter)
621 makevectors(self.v_angle); // sets v_forward
623 // 1. cursor trace is always right
624 if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
626 selected = self.cursor_trace_ent;
630 // 2. if we don't have a cursor trace, find the player which is least
636 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
647 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
651 if(time < self.selected_player_display_timeout)
652 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
653 selected = self.selected_player;
658 if(selected == self.selected_player)
661 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
662 self.selected_player_count = self.selected_player_count + frametime;
663 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
665 string namestr, healthstr;
666 namestr = playername(selected);
669 healthstr = ftos(floor(selected.health));
670 if(self.team == selected.team)
672 namestr = strcat(namestr, " (", healthstr, "%)");
673 self.selected_player_display_needs_update = TRUE;
676 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
681 ClearSelectedPlayer();
682 self.selected_player = selected;
683 self.selected_player_time = time;
684 self.selected_player_count = 0;
685 self.selected_player_display_needs_update = FALSE;
690 ClearSelectedPlayer();
693 if(self.selected_player)
694 self.last_selected_player = self.selected_player;
697 .float floodcontrol_chat;
698 .float floodcontrol_chatteam;
699 void Say(entity source, float teamsay, string msgin, float floodcontrol)
701 string msgstr, colorstr, cmsgstr, namestr;
705 if(Ban_MaybeEnforceBan(source))
709 if(substring(msgin, 0, 1) == " ")
710 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
712 msgin = formatmessage(msgin);
717 if(source.classname != "player")
718 colorstr = "^0"; // black for spectators
719 else if(teams_matter)
720 colorstr = Team_ColorCode(source.team);
724 if(intermission_running)
728 * using bprint solves this... me stupid
729 // how can we prevent the message from appearing in a listen server?
730 // for now, just give "say" back and only handle say_team
733 clientcommand(self, strcat("say ", msgin));
738 if(cvar("g_chat_teamcolors"))
739 namestr = playername(source);
741 namestr = source.netname;
744 msgstr = strzone(strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin, "\n"));
745 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", wordwrap(msgin, 50));
748 msgstr = strzone(strcat("\{1}", namestr, "^7: ", msgin, "\n"));
757 var .float flood_field;
761 flood_spl = cvar("g_chat_flood_spl_team");
762 flood_burst = cvar("g_chat_flood_burst_team");
763 flood_lmax = cvar("g_chat_flood_lmax_team");
764 flood_field = floodcontrol_chatteam;
768 flood_spl = cvar("g_chat_flood_spl");
769 flood_burst = cvar("g_chat_flood_burst");
770 flood_lmax = cvar("g_chat_flood_lmax");
771 flood_field = floodcontrol_chat;
773 flood_burst = max(0, flood_burst - 1);
774 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
775 lines = ceil(strlennocol(msgstr) / 75);
776 if(flood_lmax && lines > flood_lmax)
778 else if(time >= self.flood_field)
779 self.flood_field = max(time - flood_burst * flood_spl, self.flood_field) + lines * flood_spl;
786 if(cvar("g_chat_flood_notify_flooder"))
789 sprint(self, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(self.flood_field - time), "^3 seconds\n"));
791 sprint(self, "^3FLOOD CONTROL: ^7message too long\n");
794 sprint(self, msgstr);
795 print("NOTE: ", playername(self), "^7 is flooding.\n");
799 if(source.classname == "player")
801 FOR_EACH_REALPLAYER(head)
803 if(head.team == source.team)
805 sprint(head, msgstr);
806 centerprint(head, cmsgstr);
812 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
814 sprint(head, msgstr);
815 centerprint(head, cmsgstr);
821 // TODO invent a cvar name for allowing global chat by spectators during warmup anyway
822 if(cvar("g_chat_nospectators") && source.classname != "player") {
823 FOR_EACH_REALCLIENT(head) if(head.classname != "player") {
824 sprint(head, msgstr);
834 float GetVoiceMessageVoiceType(string type)
837 return VOICETYPE_TAUNT;
838 if(type == "teamshoot")
839 return VOICETYPE_LASTATTACKER;
840 return VOICETYPE_TEAMRADIO;
843 string allvoicesamples;
844 float GetPlayerSoundSampleField_notFound;
845 float GetPlayerSoundSampleField_fixed;
846 .string GetVoiceMessageSampleField(string type)
848 GetPlayerSoundSampleField_notFound = 0;
849 GetPlayerSoundSampleField_fixed = 0;
852 #define _VOICEMSG(m) case #m: return playersound_##m;
856 GetPlayerSoundSampleField_notFound = 1;
857 return playersound_taunt;
860 .string GetPlayerSoundSampleField(string type)
862 GetPlayerSoundSampleField_notFound = 0;
863 GetPlayerSoundSampleField_fixed = 0;
866 #define _VOICEMSG(m) case #m: return playersound_##m;
870 GetPlayerSoundSampleField_notFound = 1;
871 return playersound_taunt;
874 void PrecacheGlobalSound(string samplestring)
877 tokenize_sane(samplestring);
881 for(i = 1; i <= n; ++i)
882 precache_sound(strcat(argv(0), ftos(i), ".wav"));
886 precache_sound(strcat(argv(0), ".wav"));
890 void PrecachePlayerSounds(string f)
894 fh = fopen(f, FILE_READ);
897 while((s = fgets(fh)))
899 if(tokenize_sane(s) != 3)
901 dprint("Invalid sound info line: ", s, "\n");
904 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
908 if not(allvoicesamples)
910 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
913 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
917 void ClearPlayerSounds()
919 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
925 void LoadPlayerSounds(string f, float first)
930 fh = fopen(f, FILE_READ);
933 while((s = fgets(fh)))
935 if(tokenize_sane(s) != 3)
937 field = GetPlayerSoundSampleField(argv(0));
938 if(GetPlayerSoundSampleField_notFound)
939 field = GetVoiceMessageSampleField(argv(0));
940 if(GetPlayerSoundSampleField_notFound)
942 if(GetPlayerSoundSampleField_fixed)
946 strunzone(self.field);
947 self.field = strzone(strcat(argv(1), " ", argv(2)));
952 .float modelindex_for_playersound;
953 void UpdatePlayerSounds()
955 if(self.modelindex == self.modelindex_for_playersound)
957 self.modelindex_for_playersound = self.modelindex;
959 LoadPlayerSounds("sound/player/default.sounds", 1);
960 LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
963 void GlobalSound(string sample, float chan, float voicetype)
971 tokenize_sane(sample);
974 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
976 sample = strcat(argv(0), ".wav"); // randomization
980 case VOICETYPE_LASTATTACKER_ONLY:
982 if(self.pusher.team == self.team)
984 msg_entity = self.pusher;
985 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
987 if(msg_entity.cvar_cl_voice_directional == 1)
988 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
990 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
994 case VOICETYPE_LASTATTACKER:
996 if(self.pusher.team == self.team)
998 msg_entity = self.pusher;
999 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1001 if(msg_entity.cvar_cl_voice_directional == 1)
1002 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1004 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1007 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1008 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1011 case VOICETYPE_TEAMRADIO:
1012 FOR_EACH_REALCLIENT(msg_entity)
1013 if(!teams_matter || msg_entity.team == self.team)
1015 if(msg_entity.cvar_cl_voice_directional == 1)
1016 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1018 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1021 case VOICETYPE_AUTOTAUNT:
1022 tauntrand = random();
1023 FOR_EACH_REALCLIENT(msg_entity)
1024 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1026 if (msg_entity.cvar_cl_voice_directional >= 1)
1027 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1029 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1032 case VOICETYPE_TAUNT:
1033 FOR_EACH_REALCLIENT(msg_entity)
1035 if (msg_entity.cvar_cl_voice_directional >= 1)
1036 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1038 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1040 case VOICETYPE_PLAYERSOUND:
1041 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1044 backtrace("Invalid voice type!");
1049 void PlayerSound(.string samplefield, float chan, float voicetype)
1052 sample = self.samplefield;
1053 GlobalSound(sample, chan, voicetype);
1056 .float floodcontrol_voice;
1057 .float floodcontrol_voiceteam;
1058 void VoiceMessage(string type, string msg)
1061 var float voicetype, ownteam;
1062 sample = GetVoiceMessageSampleField(type);
1064 if(GetPlayerSoundSampleField_notFound)
1066 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1070 voicetype = GetVoiceMessageVoiceType(type);
1071 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1075 var .float flood_field;
1080 flood_spv = cvar("g_voice_flood_spv_team");
1081 flood_field = floodcontrol_voiceteam;
1085 flood_spv = cvar("g_voice_flood_spv");
1086 flood_field = floodcontrol_voice;
1089 if(time >= self.flood_field)
1090 self.flood_field = max(time, self.flood_field) + flood_spv;
1095 Say(self, ownteam, msg, 0);
1098 PlayerSound(sample, CHAN_VOICE, voicetype);