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.species = oldself.species;
49 self.movetype = oldself.movetype;
50 self.nextthink = oldself.nextthink;
51 self.skin = oldself.skin;
52 self.solid = oldself.solid;
53 self.takedamage = oldself.takedamage;
54 self.think = oldself.think;
55 self.customizeentityforclient = oldself.customizeentityforclient;
56 if (keepvelocity == 1)
57 self.velocity = oldself.velocity;
58 self.oldvelocity = self.velocity;
59 self.fade_time = oldself.fade_time;
60 self.fade_rate = oldself.fade_rate;
61 //self.weapon = oldself.weapon;
62 setorigin(self, oldself.origin);
63 setsize(self, oldself.mins, oldself.maxs);
64 self.prevorigin = oldself.origin;
65 self.reset = SUB_Remove;
67 Drag_MoveDrag(oldself, self);
72 float player_getspecies()
74 local float glob, i, j, fh, len, s, sk;
79 glob = search_begin("models/player/*.txt", TRUE, TRUE);
82 for(j = 0; j <= 1; ++j)
84 for(i = 0; i < search_getsize(glob); ++i)
86 fn = search_getfilename(glob, i);
87 fh = fopen(fn, FILE_READ);
92 if(sk == (j ? 0 : self.skin)) // 2nd pass skips the skin test
93 if(fgets(fh) == self.model)
96 len = tokenize_console(l);
99 if (argv(0) != "species")
103 case "human": s = SPECIES_HUMAN; break;
104 case "alien": s = SPECIES_ALIEN; break;
105 case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
106 case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
107 case "animal": s = SPECIES_ANIMAL; break;
108 case "reserved": s = SPECIES_RESERVED; break;
125 void player_setupanimsformodel()
127 local string animfilename;
128 local float animfile;
129 // defaults for legacy .zym models without animinfo files
130 self.anim_die1 = '0 1 0.5'; // 2 seconds
131 self.anim_die2 = '1 1 0.5'; // 2 seconds
132 self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
133 self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
134 self.anim_duckwalk = '4 1 1';
135 self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
136 self.anim_duckidle = '6 1 1';
137 self.anim_idle = '7 1 1';
138 self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
139 self.anim_pain1 = '9 1 2'; // 0.5 seconds
140 self.anim_pain2 = '10 1 2'; // 0.5 seconds
141 self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
142 self.anim_taunt = '12 1 1'; // FIXME? there is no code using this anim
143 self.anim_run = '13 1 1';
144 self.anim_runbackwards = '14 1 1';
145 self.anim_strafeleft = '15 1 1';
146 self.anim_straferight = '16 1 1';
147 self.anim_dead1 = '17 1 1';
148 self.anim_dead2 = '18 1 1';
149 self.anim_forwardright = '19 1 1';
150 self.anim_forwardleft = '20 1 1';
151 self.anim_backright = '21 1 1';
152 self.anim_backleft = '22 1 1';
153 animparseerror = FALSE;
154 animfilename = strcat(self.model, ".animinfo");
155 animfile = fopen(animfilename, FILE_READ);
158 self.anim_die1 = animparseline(animfile);
159 self.anim_die2 = animparseline(animfile);
160 self.anim_draw = animparseline(animfile);
161 self.anim_duck = animparseline(animfile);
162 self.anim_duckwalk = animparseline(animfile);
163 self.anim_duckjump = animparseline(animfile);
164 self.anim_duckidle = animparseline(animfile);
165 self.anim_idle = animparseline(animfile);
166 self.anim_jump = animparseline(animfile);
167 self.anim_pain1 = animparseline(animfile);
168 self.anim_pain2 = animparseline(animfile);
169 self.anim_shoot = animparseline(animfile);
170 self.anim_taunt = animparseline(animfile);
171 self.anim_run = animparseline(animfile);
172 self.anim_runbackwards = animparseline(animfile);
173 self.anim_strafeleft = animparseline(animfile);
174 self.anim_straferight = animparseline(animfile);
175 self.anim_forwardright = animparseline(animfile);
176 self.anim_forwardleft = animparseline(animfile);
177 self.anim_backright = animparseline(animfile);
178 self.anim_backleft = animparseline(animfile);
182 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
183 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
186 print("Parse error in ", animfilename, ", some player animations are broken\n");
189 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
190 // reset animstate now
191 setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
194 void player_anim (void)
197 if (self.weaponentity)
198 updateanim(self.weaponentity);
200 if (self.deadflag != DEAD_NO)
202 if (time > self.animstate_endtime)
207 setsize(self, self.mins, self.maxs);
209 self.frame = self.dead_frame;
214 if (!self.animstate_override)
216 if (!(self.flags & FL_ONGROUND))
219 setanim(self, self.anim_duckjump, FALSE, TRUE, FALSE);
221 setanim(self, self.anim_jump, FALSE, TRUE, FALSE);
223 else if (self.crouch)
225 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
226 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
228 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
230 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
232 if (self.movement_x > 0 && self.movement_y == 0)
233 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
234 else if (self.movement_x < 0 && self.movement_y == 0)
235 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
236 else if (self.movement_x == 0 && self.movement_y > 0)
237 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
238 else if (self.movement_x == 0 && self.movement_y < 0)
239 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
240 else if (self.movement_x > 0 && self.movement_y > 0)
241 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
242 else if (self.movement_x > 0 && self.movement_y < 0)
243 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
244 else if (self.movement_x < 0 && self.movement_y > 0)
245 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
246 else if (self.movement_x < 0 && self.movement_y < 0)
247 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
249 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
252 setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
255 if (self.weaponentity)
256 if (!self.weaponentity.animstate_override)
257 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
260 void SpawnThrownWeapon (vector org, float w)
265 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
267 if(self.weapons & W_WeaponBit(j))
268 if(W_IsWeaponThrowable(j))
269 W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
273 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
276 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
278 local float take, save;
279 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
281 // damage resistance (ignore most of the damage from a bullet or similar)
282 damage = max(damage - 5, 1);
284 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
285 take = bound(0, damage - save, damage);
287 if(sound_allowed(MSG_BROADCAST, attacker))
290 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
292 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
294 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
298 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
300 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
302 if (!(self.flags & FL_GODMODE))
304 self.armorvalue = self.armorvalue - save;
305 self.health = self.health - take;
306 // pause regeneration for 5 seconds
307 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
309 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
310 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
311 self.dmg_inflictor = inflictor;
313 if (self.health <= -75 && self.modelindex != 0)
315 // don't use any animations as a gib
318 // view just above the floor
319 self.view_ofs = '0 0 4';
321 Violence_GibSplash(self, 1, 1, attacker);
322 self.modelindex = 0; // restore later
323 self.solid = SOLID_NOT; // restore later
327 void ClientKill_Now_TeamChange();
329 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
331 local float take, save, waves, sdelay;
333 if(!DEATH_ISSPECIAL(deathtype))
335 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
337 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
340 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
342 // tuba causes blood to come out of the ears
347 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
349 makevectors(self.angles);
350 ear1 += v_right * -10;
351 ear2 += v_right * +10;
352 d = inflictor.origin - self.origin;
353 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
354 force = v_right * vlen(force);
355 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker);
356 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
365 // force is already good
369 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
377 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
378 take = bound(0, damage - save, damage);
386 if(sound_allowed(MSG_BROADCAST, attacker))
389 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
391 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
393 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
397 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
399 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
401 if (time > self.spawnshieldtime)
403 if (!(self.flags & FL_GODMODE))
405 self.armorvalue = self.armorvalue - save;
406 self.health = self.health - take;
407 // pause regeneration for 5 seconds
408 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
410 if (time > self.pain_finished) //Don't switch pain sequences like crazy
412 self.pain_finished = time + 0.5; //Supajoe
415 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
418 setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
420 setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
423 if(sound_allowed(MSG_BROADCAST, attacker))
424 if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
425 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
427 if(self.health > 75) // TODO make a "gentle" version?
428 PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
429 else if(self.health > 50)
430 PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
431 else if(self.health > 25)
432 PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
433 else if(self.health > 1)
434 PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
438 // throw off bot aim temporarily
440 shake = damage * 5 / (bound(0,skill,100) + 1);
441 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
442 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
446 self.max_armorvalue += (save + take);
448 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
449 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
450 self.dmg_inflictor = inflictor;
454 // don't reset pushltime for self damage as it may be an attempt to
455 // escape a lava pit or similar
456 //self.pushltime = 0;
458 else if(attacker.classname == "player" || attacker.classname == "gib")
460 self.pusher = attacker;
461 self.pushltime = time + cvar("g_maxpushtime");
463 else if(time < self.pushltime)
465 attacker = self.pusher;
466 self.pushltime = max(self.pushltime, time + 0.6);
473 float defer_ClientKill_Now_TeamChange;
474 defer_ClientKill_Now_TeamChange = FALSE;
476 if(sv_gentle < 1) // TODO make a "gentle" version?
477 if(sound_allowed(MSG_BROADCAST, attacker))
479 if(deathtype == DEATH_DROWN)
480 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
482 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
485 // get rid of kill indicator
486 if(self.killindicator)
488 remove(self.killindicator);
489 self.killindicator = world;
490 if(self.killindicator_teamchange)
491 defer_ClientKill_Now_TeamChange = TRUE;
493 if(self.classname == "body")
494 if(deathtype == DEATH_KILL)
496 // for the lemmings fans, a small harmless explosion
497 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
501 // become fully visible
503 // clear selected player display
504 ClearSelectedPlayer();
506 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
507 // print an obituary message
508 Obituary (attacker, inflictor, self, deathtype);
512 kh_Key_DropAll(self, TRUE);
513 else if(attacker.classname == "player" || attacker.classname == "gib")
514 kh_Key_DropAll(self, FALSE);
516 kh_Key_DropAll(self, TRUE);
519 if(attacker.classname != "player" && attacker.classname != "gib")
520 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
521 else if(attacker.team == self.team)
522 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
524 DropFlag(self.flagcarried, world, attacker);
527 DropBall(self.ballcarried, self.origin, self.velocity);
528 Portal_ClearAllLater(self);
530 WaypointSprite_PlayerDead();
531 // make the corpse upright (not tilted)
535 self.avelocity = '0 0 0';
536 // view from the floor
537 self.view_ofs = '0 0 -8';
539 self.movetype = MOVETYPE_TOSS;
541 self.solid = SOLID_CORPSE;
542 // don't stick to the floor
543 self.flags &~= FL_ONGROUND;
545 self.deadflag = DEAD_DYING;
546 // when to allow respawn
549 if(cvar("g_respawn_mapsettings"))
551 sdelay = cvar("g_respawn_mapsettings_delay");
552 waves = cvar("g_respawn_mapsettings_waves");
555 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
557 sdelay = cvar("g_respawn_delay");
559 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
561 waves = cvar("g_respawn_waves");
563 self.death_time = ceil((time + sdelay) / waves) * waves;
565 self.death_time = time + sdelay;
566 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
567 self.respawn_countdown = 10; // first number to count down from is 10
569 self.respawn_countdown = -1; // do not count down
572 setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
573 self.dead_frame = self.anim_dead1_x;
577 setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
578 self.dead_frame = self.anim_dead2_x;
580 // set damage function to corpse damage
581 self.event_damage = PlayerCorpseDamage;
582 // call the corpse damage function just in case it wants to gib
583 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
584 // set up to fade out later
585 SUB_SetFade (self, time + 12 + random () * 4, 1);
588 if(self.weaponentity)
589 if(self.weaponentity.lasertarget)
590 remove(self.weaponentity.lasertarget);
592 if(clienttype(self) == CLIENTTYPE_REAL)
594 self.fixangle = TRUE;
596 //WriteByte (MSG_ONE, SVC_SETANGLE);
597 //WriteAngle (MSG_ONE, self.v_angle_x);
598 //WriteAngle (MSG_ONE, self.v_angle_y);
599 //WriteAngle (MSG_ONE, 80);
603 Spawnqueue_Unmark(self);
605 if(defer_ClientKill_Now_TeamChange)
606 ClientKill_Now_TeamChange();
610 PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
615 float UpdateSelectedPlayer_countvalue(float v)
617 return max(0, (v - 1.0) / 0.5);
620 // returns: -2 if no hit, otherwise cos of the angle
621 // uses the global v_angle
622 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
633 so = self.origin + self.view_ofs;
637 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
640 // now find the cos of the angle...
641 c = normalize(d) * v_forward;
646 // not visible in any way? forget it
650 traceline(so, p.origin, MOVE_NOMONSTERS, self);
651 if(trace_fraction < 1)
657 void ClearSelectedPlayer()
659 if(self.selected_player)
661 centerprint_expire(self, CENTERPRIO_POINT);
662 self.selected_player = world;
663 self.selected_player_display_needs_update = FALSE;
667 void UpdateSelectedPlayer()
670 float selected_score;
672 selected_score = 0.95; // 18 degrees
674 if(!cvar("sv_allow_shownames"))
677 if(clienttype(self) != CLIENTTYPE_REAL)
680 if(self.cvar_cl_shownames == 0)
683 if(self.cvar_cl_shownames == 1 && !teams_matter)
686 makevectors(self.v_angle); // sets v_forward
688 // 1. cursor trace is always right
689 if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
691 selected = self.cursor_trace_ent;
695 // 2. if we don't have a cursor trace, find the player which is least
701 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
712 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
716 if(time < self.selected_player_display_timeout)
717 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
718 selected = self.selected_player;
723 if(selected == self.selected_player)
726 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
727 self.selected_player_count = self.selected_player_count + frametime;
728 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
730 string namestr, healthstr;
731 namestr = playername(selected);
734 healthstr = ftos(floor(selected.health));
735 if(self.team == selected.team)
737 namestr = strcat(namestr, " (", healthstr, "%)");
738 self.selected_player_display_needs_update = TRUE;
741 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
746 ClearSelectedPlayer();
747 self.selected_player = selected;
748 self.selected_player_time = time;
749 self.selected_player_count = 0;
750 self.selected_player_display_needs_update = FALSE;
755 ClearSelectedPlayer();
758 if(self.selected_player)
759 self.last_selected_player = self.selected_player;
762 .float muted; // to be used by prvm_edictset server playernumber muted 1
763 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
765 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
766 float flood, privatemsgprefixlen;
769 if(Ban_MaybeEnforceBan(source))
772 if(!teamsay && !privatesay)
773 if(substring(msgin, 0, 1) == " ")
774 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
776 msgin = formatmessage(msgin);
781 if(source.classname != "player")
782 colorstr = "^0"; // black for spectators
783 else if(teams_matter)
784 colorstr = Team_ColorCode(source.team);
788 if(intermission_running)
792 * using bprint solves this... me stupid
793 // how can we prevent the message from appearing in a listen server?
794 // for now, just give "say" back and only handle say_team
797 clientcommand(self, strcat("say ", msgin));
802 if(cvar("g_chat_teamcolors"))
803 namestr = playername(source);
805 namestr = source.netname;
809 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
810 privatemsgprefixlen = strlen(msgstr);
811 msgstr = strcat(msgstr, msgin);
812 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
813 if(cvar("g_chat_teamcolors"))
814 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
816 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
820 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
821 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
825 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
829 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
831 fullcmsgstr = cmsgstr;
840 var .float flood_field;
844 flood_spl = cvar("g_chat_flood_spl_tell");
845 flood_burst = cvar("g_chat_flood_burst_tell");
846 flood_lmax = cvar("g_chat_flood_lmax_tell");
847 flood_field = floodcontrol_chattell;
851 flood_spl = cvar("g_chat_flood_spl_team");
852 flood_burst = cvar("g_chat_flood_burst_team");
853 flood_lmax = cvar("g_chat_flood_lmax_team");
854 flood_field = floodcontrol_chatteam;
858 flood_spl = cvar("g_chat_flood_spl");
859 flood_burst = cvar("g_chat_flood_burst");
860 flood_lmax = cvar("g_chat_flood_lmax");
861 flood_field = floodcontrol_chat;
863 flood_burst = max(0, flood_burst - 1);
864 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
866 // do flood control for the default line size
867 getWrappedLine_remaining = msgstr;
870 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
872 msgstr = strcat(msgstr, " ", getWrappedLine(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
875 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
877 if(getWrappedLine_remaining != "")
879 msgstr = strcat(msgstr, "\n");
883 if(time >= source.flood_field)
885 source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
894 if (timeoutStatus == 2) //when game is paused, no flood protection
895 source.flood_field = flood = 0;
899 if(cvar("g_chat_flood_notify_flooder"))
901 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
906 sourcemsgstr = fullmsgstr;
907 sourcecmsgstr = fullcmsgstr;
913 sourcemsgstr = msgstr;
914 sourcecmsgstr = cmsgstr;
918 if(source.classname != "player")
920 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
921 teamsay = -1; // spectators
925 print("NOTE: ", playername(source), "^7 is flooding.\n");
927 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
929 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
933 // always fake the message
934 sprint(source, sourcemsgstr);
935 if(cmsgstr != "" && !privatesay)
936 centerprint(source, sourcecmsgstr);
940 if(cvar("g_chat_flood_notify_flooder"))
941 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
944 sprint(source, sourcemsgstr);
945 if(cmsgstr != "" && !privatesay)
946 centerprint(source, sourcecmsgstr);
951 sprint(source, sourcemsgstr);
952 sprint(privatesay, msgstr);
954 centerprint(privatesay, cmsgstr);
958 sprint(source, sourcemsgstr);
959 if(sourcecmsgstr != "")
960 centerprint(source, sourcecmsgstr);
961 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
964 sprint(head, msgstr);
966 centerprint(head, cmsgstr);
971 sprint(source, sourcemsgstr);
972 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
974 sprint(head, msgstr);
976 else if(sourcemsgstr != msgstr)
978 sprint(source, sourcemsgstr);
979 FOR_EACH_REALCLIENT(head)
981 sprint(head, msgstr);
987 float GetVoiceMessageVoiceType(string type)
990 return VOICETYPE_TAUNT;
991 if(type == "teamshoot")
992 return VOICETYPE_LASTATTACKER;
993 return VOICETYPE_TEAMRADIO;
996 string allvoicesamples;
997 float GetPlayerSoundSampleField_notFound;
998 float GetPlayerSoundSampleField_fixed;
999 .string GetVoiceMessageSampleField(string type)
1001 GetPlayerSoundSampleField_notFound = 0;
1002 GetPlayerSoundSampleField_fixed = 0;
1005 #define _VOICEMSG(m) case #m: return playersound_##m;
1009 GetPlayerSoundSampleField_notFound = 1;
1010 return playersound_taunt;
1013 .string GetPlayerSoundSampleField(string type)
1015 GetPlayerSoundSampleField_notFound = 0;
1016 GetPlayerSoundSampleField_fixed = 0;
1019 #define _VOICEMSG(m) case #m: return playersound_##m;
1023 GetPlayerSoundSampleField_notFound = 1;
1024 return playersound_taunt;
1027 void PrecacheGlobalSound(string samplestring)
1030 tokenize_console(samplestring);
1034 for(i = 1; i <= n; ++i)
1035 precache_sound(strcat(argv(0), ftos(i), ".wav"));
1039 precache_sound(strcat(argv(0), ".wav"));
1043 void PrecachePlayerSounds(string f)
1047 fh = fopen(f, FILE_READ);
1050 while((s = fgets(fh)))
1052 if(tokenize_console(s) != 3)
1054 dprint("Invalid sound info line: ", s, "\n");
1057 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1061 if not(allvoicesamples)
1063 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1066 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1070 void ClearPlayerSounds()
1072 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1078 void LoadPlayerSounds(string f, float first)
1083 fh = fopen(f, FILE_READ);
1086 while((s = fgets(fh)))
1088 if(tokenize_console(s) != 3)
1090 field = GetPlayerSoundSampleField(argv(0));
1091 if(GetPlayerSoundSampleField_notFound)
1092 field = GetVoiceMessageSampleField(argv(0));
1093 if(GetPlayerSoundSampleField_notFound)
1095 if(GetPlayerSoundSampleField_fixed)
1099 strunzone(self.field);
1100 self.field = strzone(strcat(argv(1), " ", argv(2)));
1105 .float modelindex_for_playersound;
1106 void UpdatePlayerSounds()
1108 if(self.modelindex == self.modelindex_for_playersound)
1110 self.modelindex_for_playersound = self.modelindex;
1111 ClearPlayerSounds();
1112 LoadPlayerSounds("sound/player/default.sounds", 1);
1113 LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
1116 void GlobalSound(string sample, float chan, float voicetype)
1124 tokenize_console(sample);
1127 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1129 sample = strcat(argv(0), ".wav"); // randomization
1133 case VOICETYPE_LASTATTACKER_ONLY:
1135 if(self.pusher.team == self.team)
1137 msg_entity = self.pusher;
1138 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1140 if(msg_entity.cvar_cl_voice_directional == 1)
1141 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1143 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1147 case VOICETYPE_LASTATTACKER:
1149 if(self.pusher.team == self.team)
1151 msg_entity = self.pusher;
1152 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1154 if(msg_entity.cvar_cl_voice_directional == 1)
1155 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1157 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1160 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1161 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1164 case VOICETYPE_TEAMRADIO:
1165 FOR_EACH_REALCLIENT(msg_entity)
1166 if(!teams_matter || msg_entity.team == self.team)
1168 if(msg_entity.cvar_cl_voice_directional == 1)
1169 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1171 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1174 case VOICETYPE_AUTOTAUNT:
1175 tauntrand = random();
1176 FOR_EACH_REALCLIENT(msg_entity)
1177 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1179 if (msg_entity.cvar_cl_voice_directional >= 1)
1180 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1182 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1185 case VOICETYPE_TAUNT:
1186 FOR_EACH_REALCLIENT(msg_entity)
1188 if (msg_entity.cvar_cl_voice_directional >= 1)
1189 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1191 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1193 case VOICETYPE_PLAYERSOUND:
1194 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1197 backtrace("Invalid voice type!");
1202 void PlayerSound(.string samplefield, float chan, float voicetype)
1205 sample = self.samplefield;
1206 GlobalSound(sample, chan, voicetype);
1209 void VoiceMessage(string type, string msg)
1212 var float voicetype, ownteam;
1213 sample = GetVoiceMessageSampleField(type);
1215 if(GetPlayerSoundSampleField_notFound)
1217 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1221 voicetype = GetVoiceMessageVoiceType(type);
1222 ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1226 var .float flood_field;
1231 flood_spv = cvar("g_voice_flood_spv_team");
1232 flood_field = floodcontrol_voiceteam;
1236 flood_spv = cvar("g_voice_flood_spv");
1237 flood_field = floodcontrol_voice;
1240 if(time >= self.flood_field)
1241 self.flood_field = max(time, self.flood_field) + flood_spv;
1245 if (timeoutStatus == 2) //when game is paused, no flood protection
1246 self.flood_field = flood = 0;
1249 Say(self, ownteam, world, msg, 0);
1252 PlayerSound(sample, CHAN_VOICE, voicetype);