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(suicide countdown) also show the countdown for clones and kill them on suicide....
[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(float animfile) animparseline =
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(vector anim, float looping, float override, float restart) player_setanim =
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         pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
262         // damage resistance (ignore most of the damage from a bullet or similar)
263         damage = max(damage - 5, 1);
264
265         save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
266         take = bound(0, damage - save, damage);
267
268         if (save > 10)
269                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
270         else if (take > 30)
271                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
272         else if (take > 10)
273                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
274
275         if (take > 50)
276                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
277         if (take > 100)
278                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
279
280         if (!(self.flags & FL_GODMODE))
281         {
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"));
286         }
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;
290
291         if (self.health <= -50)
292         {
293                 // don't use any animations as a gib
294                 self.frame = 0;
295                 self.dead_frame = 0;
296                 // view just above the floor
297                 self.view_ofs = '0 0 4';
298
299                 // make a juicy mess
300                 local float multiplier;
301                 multiplier = 1;
302                 if (cvar("ekg"))
303                         multiplier = 5;
304                 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 1200 * multiplier, 1000);
305
306                 // make a meaty mess
307                 TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
308                 TossGib (world, "models/gibs/bloodyskull.md3", self.origin + self.view_ofs, self.velocity,0);
309
310                 local float c;
311                 c = 0;
312                 while (c < multiplier)
313                 {
314                         c = c + 1;
315                         //TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity + randomvec() * 450,0);
316                         //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity + randomvec() * 450,0);
317                         //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity + randomvec() * 450,0);
318                         //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity + randomvec() * 450,0);
319                         //TossGib (world, "models/gibs/gib5.md3", self.origin, self.velocity + randomvec() * 450,0);
320                         //TossGib (world, "models/gibs/gib6.md3", self.origin, self.velocity + randomvec() * 450,0);
321
322                         TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
323                         TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
324                         //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
325                         //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
326                         TossGib (world, "models/gibs/chest.md3", self.origin + self.view_ofs * 0.5, self.velocity + randomvec() * (random() * 120 + 80),0);
327                         //TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
328                         TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 80),0);
329                         TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * (random() * 120 + 85),0);
330                         TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * (random() * 120 + 85),0);
331                         //TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * 150,0);
332                         //TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * 150,0);
333
334                         // these splat on impact
335                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
336                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
337                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
338                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
339                 }
340
341                 sound (self, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
342         }
343 }
344
345 void ClientKill_Now_TeamChange();
346
347 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
348 {
349         local float take, save, waves, sdelay;
350
351         damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0);
352
353         pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
354         if (self.pain_finished < time)          //Don't switch pain sequences like crazy
355         {
356                 if (random() > 0.5)
357                         player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
358                 else
359                         player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
360                 self.pain_finished = time + 0.5;        //Supajoe
361
362                 // throw off bot aim temporarily
363                 local float shake;
364                 shake = damage * 5 / (bound(0,skill,100) + 1);
365                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
366                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
367         }
368
369         if(g_arena)
370         if(numspawned < 2)
371                 return;
372
373         if (!g_minstagib)
374         {
375                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
376                 take = bound(0, damage - save, damage);
377         }
378         else
379         {
380                 save = 0;
381                 take = damage;
382         }
383
384         if (save > 10)
385                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
386         else if (take > 30)
387                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
388         else if (take > 10)
389                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
390
391         if (take > 50)
392                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
393         if (take > 100)
394                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
395
396         if (time > self.spawnshieldtime)
397         {
398                 if (!(self.flags & FL_GODMODE))
399                 {
400                         self.armorvalue = self.armorvalue - save;
401                         self.health = self.health - take;
402                         // pause regeneration for 5 seconds
403                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
404                 }
405                 else
406                         self.max_armorvalue += (save + take);
407         }
408         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
409         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
410         self.dmg_inflictor = inflictor;
411
412         if(attacker == self)
413         {
414                 // don't reset pushltime for self damage as it may be an attempt to
415                 // escape a lava pit or similar
416                 //self.pushltime = 0;
417         }
418         else if(attacker.classname == "player" || attacker.classname == "gib")
419         {
420                 self.pusher = attacker;
421                 self.pushltime = time + cvar("g_maxpushtime");
422         }
423         else if(time < self.pushltime)
424         {
425                 attacker = self.pusher;
426                 self.pushltime = max(self.pushltime, time + 0.6);
427         }
428         else
429                 self.pushltime = 0;
430
431         if (self.health < 1)
432         {
433                 float defer_ClientKill_Now_TeamChange;
434                 defer_ClientKill_Now_TeamChange = FALSE;
435
436                 self.deaths += 1;
437
438                 // get rid of kill indicator
439                 if(self.killindicator)
440                 {
441                         remove(self.killindicator);
442                         self.killindicator = world;
443                         if(self.killindicator_teamchange)
444                                 defer_ClientKill_Now_TeamChange = TRUE;
445
446                         if(self.classname == "body")
447                         if(deathtype == DEATH_KILL)
448                         {
449                                 // for the lemmings fans, a small harmless explosion
450                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
451                         }
452                 }
453
454                 // become fully visible
455                 self.alpha = 1;
456                 // clear selected player display
457                 ClearSelectedPlayer();
458                 // throw a weapon
459                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
460                 // print an obituary message
461                 Obituary (attacker, self, deathtype);
462                 DropAllRunes(self);
463                 if(self == attacker)
464                         kh_Key_DropAll(self, TRUE);
465                 else if(attacker.classname == "player" || attacker.classname == "gib")
466                         kh_Key_DropAll(self, FALSE);
467                 else
468                         kh_Key_DropAll(self, TRUE);
469                 if(self.flagcarried)
470                         DropFlag(self.flagcarried);
471                 // clear waypoints
472                 WaypointSprite_PlayerDead();
473                 // make the corpse upright (not tilted)
474                 self.angles_x = 0;
475                 self.angles_z = 0;
476                 // don't spin
477                 self.avelocity = '0 0 0';
478                 // view from the floor
479                 self.view_ofs = '0 0 -8';
480                 // toss the corpse
481                 self.movetype = MOVETYPE_TOSS;
482                 // shootable corpse
483                 self.solid = SOLID_CORPSE;
484                 // don't stick to the floor
485                 self.flags = self.flags - (self.flags & FL_ONGROUND);
486                 // dying animation
487                 self.deadflag = DEAD_DYING;
488                 // when to allow respawn
489                 sdelay = 0;
490                 waves = 0;
491                 if(cvar("g_respawn_mapsettings"))
492                 {
493                         sdelay = cvar("g_respawn_mapsettings_delay");
494                         waves = cvar("g_respawn_mapsettings_waves");
495                 }
496                 if(!sdelay)
497                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
498                 if(!sdelay)
499                         sdelay = cvar("g_respawn_delay");
500                 if(!waves)
501                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
502                 if(!waves)
503                         waves = cvar("g_respawn_waves");
504                 if(waves)
505                         self.death_time = ceil((time + sdelay) / waves) * waves;
506                 else
507                         self.death_time = time + sdelay;
508                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
509                         self.respawn_countdown = 10; // first number to count down from is 10
510                 else
511                         self.respawn_countdown = -1; // do not count down
512                 if (random() < 0.5)
513                 {
514                         player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
515                         self.dead_frame = self.anim_dead1_x;
516                 }
517                 else
518                 {
519                         player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
520                         self.dead_frame = self.anim_dead2_x;
521                 }
522                 // set damage function to corpse damage
523                 self.event_damage = PlayerCorpseDamage;
524                 // call the corpse damage function just in case it wants to gib
525                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
526                 // set up to fade out later
527                 SUB_SetFade (self, time + 12 + random () * 4, 1);
528
529                 // remove laserdot
530                 if(self.weaponentity)
531                         if(self.weaponentity.lasertarget)
532                                 remove(self.weaponentity.lasertarget);
533
534                 if(clienttype(self) == CLIENTTYPE_REAL)
535                 {
536                         self.fixangle = TRUE;
537                         //msg_entity = self;
538                         //WriteByte (MSG_ONE, SVC_SETANGLE);
539                         //WriteAngle (MSG_ONE, self.v_angle_x);
540                         //WriteAngle (MSG_ONE, self.v_angle_y);
541                         //WriteAngle (MSG_ONE, 80);
542                 }
543
544                 if(g_arena)
545                         Spawnqueue_Unmark(self);
546
547                 if(defer_ClientKill_Now_TeamChange)
548                         ClientKill_Now_TeamChange();
549         }
550 }
551
552 float UpdateSelectedPlayer_countvalue(float v)
553 {
554         return max(0, (v - 1.0) / 0.5);
555 }
556
557 // returns: -2 if no hit, otherwise cos of the angle
558 // uses the global v_angle
559 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
560 {
561         vector so, d;
562         float c;
563
564         if(p == self)
565                 return -2;
566
567         if(p.deadflag)
568                 return -2;
569
570         so = self.origin + self.view_ofs;
571         d = p.origin - so;
572
573         // misaimed?
574         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
575                 return -2;
576
577         // now find the cos of the angle...
578         c = normalize(d) * v_forward;
579
580         if(c <= mincosangle)
581                 return -2;
582
583         traceline(so, p.origin, MOVE_NOMONSTERS, self);
584         if(trace_fraction < 1)
585                 return -2;
586
587         return c;
588 }
589
590 void ClearSelectedPlayer()
591 {
592         if(self.selected_player)
593         {
594                 centerprint_expire(self, CENTERPRIO_POINT);
595                 self.selected_player = world;
596                 self.selected_player_display_needs_update = FALSE;
597         }
598 }
599
600 void UpdateSelectedPlayer()
601 {
602         entity selected;
603         float selected_score;
604         selected = world;
605         selected_score = 0.95; // 18 degrees
606
607         if(!cvar("sv_allow_shownames"))
608                 return;
609
610         if(clienttype(self) != CLIENTTYPE_REAL)
611                 return;
612
613         if(self.cvar_cl_shownames == 0)
614                 return;
615
616         if(self.cvar_cl_shownames == 1 && !teams_matter)
617                 return;
618
619         makevectors(self.v_angle); // sets v_forward
620
621         // 1. cursor trace is always right
622         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
623         {
624                 selected = self.cursor_trace_ent;
625         }
626         else
627         {
628                 // 2. if we don't have a cursor trace, find the player which is least
629                 //    mis-aimed at
630                 entity p;
631                 FOR_EACH_PLAYER(p)
632                 {
633                         float c;
634                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
635                         if(c >= -1)
636                         {
637                                 selected = p;
638                                 selected_score = c;
639                         }
640                 }
641         }
642
643         if(selected)
644         {
645                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
646         }
647         else
648         {
649                 if(time < self.selected_player_display_timeout)
650                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
651                                 selected = self.selected_player;
652         }
653
654         if(selected)
655         {
656                 if(selected == self.selected_player)
657                 {
658                         float save;
659                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
660                         self.selected_player_count = self.selected_player_count + frametime;
661                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
662                         {
663                                 string namestr, healthstr;
664                                 namestr = playername(selected);
665                                 if(teams_matter)
666                                 {
667                                         healthstr = ftos(floor(selected.health));
668                                         if(self.team == selected.team)
669                                         {
670                                                 namestr = strcat(namestr, " (", healthstr, "%)");
671                                                 self.selected_player_display_needs_update = TRUE;
672                                         }
673                                 }
674                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
675                         }
676                 }
677                 else
678                 {
679                         ClearSelectedPlayer();
680                         self.selected_player = selected;
681                         self.selected_player_time = time;
682                         self.selected_player_count = 0;
683                         self.selected_player_display_needs_update = FALSE;
684                 }
685         }
686         else
687         {
688                 ClearSelectedPlayer();
689         }
690
691         if(self.selected_player)
692                 self.last_selected_player = self.selected_player;
693 }
694
695 float precache_sound_index (string s) = #19;
696 void soundto(entity e, entity sounddest, float chan, string samp, float vol, float atten)
697 {
698         vector o;
699         if(clienttype(sounddest) != CLIENTTYPE_REAL)
700                 return;
701         o = e.origin + 0.5 * (e.mins + e.maxs);
702         msg_entity = sounddest;
703         WriteByte(MSG_ONE, 6);
704         WriteByte(MSG_ONE, 27); // all bits except SND_LOOPING
705         WriteByte(MSG_ONE, vol * 255);
706         WriteByte(MSG_ONE, atten * 64);
707         WriteEntity(MSG_ONE, e);
708         WriteByte(MSG_ONE, chan);
709         WriteShort(MSG_ONE, precache_sound_index(samp));
710         WriteCoord(MSG_ONE, o_x);
711         WriteCoord(MSG_ONE, o_y);
712         WriteCoord(MSG_ONE, o_z);
713 }
714
715 #if 0
716 .string playersound_attack;
717 .string playersound_attackinfive;
718 .string playersound_coverme;
719 .string playersound_defend;
720 .string playersound_freelance;
721 .string playersound_incoming;
722 .string playersound_meet;
723 .string playersound_needhelp;
724 .string playersound_seenflag;
725 .string playersound_taunt;
726 .string playersound_teamshoot;
727 .float modelindex_for_playersound;
728
729 float GetVoiceMessageTeamsayType(string type)
730 {
731         if(type == "taunt")
732                 return 0;
733         if(type == "teamshoot")
734                 return 2;
735         return 1;
736 }
737
738 string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot";
739 float GetPlayerSoundSampleField_notFound;
740 .string GetVoiceMessageSampleField(string type)
741 {
742         GetPlayerSoundSampleField_notFound = 0;
743         switch(type)
744         {
745                 case "attack":       return playersound_attack;
746                 case "attackinfive": return playersound_attackinfive;
747                 case "coverme":      return playersound_coverme;
748                 case "defend":       return playersound_defend;
749                 case "freelance":    return playersound_freelance;
750                 case "incoming":     return playersound_incoming;
751                 case "meet":         return playersound_meet;
752                 case "needhelp":     return playersound_needhelp;
753                 case "seenflag":     return playersound_seenflag;
754                 case "taunt":        return playersound_taunt;
755                 case "teamshoot":    return playersound_teamshoot;
756         }
757         GetPlayerSoundSampleField_notFound = 1;
758         return playersound_taunt;
759 }
760
761 .string GetPlayerSoundSampleField(string type)
762 {
763         GetPlayerSoundSampleField_notFound = 0;
764         switch(type)
765         {
766                 case "attack":       return playersound_attack;
767                 default:             return GetVoiceMessageSampleField(type);
768         }
769 }
770
771 void PrecachePlayerSounds(string f)
772 {
773         float fh;
774         float i, n;
775         string s;
776         fh = fopen(f, FILE_READ);
777         if(fh < 0)
778                 return;
779         while((s = fgets(fh)))
780         {
781                 if(tokenize(s) != 3)
782                 {
783                         dprint("Invalid sound info line: ", s, "\n");
784                         continue;
785                 }
786                 n = stof(argv(2));
787                 for(i = 1; i <= n; ++i)
788                         precache_sound(strcat(argv(1), ftos(i), ".wav"));
789         }
790         fclose(fh);
791 }
792
793 void LoadPlayerSounds(string f)
794 {
795         float fh;
796         string s;
797         var .string field;
798         fh = fopen(f, FILE_READ);
799         if(fh < 0)
800                 return;
801         while((s = fgets(fh)))
802         {
803                 if(tokenize(s) != 3)
804                         continue;
805                 field = GetPlayerSoundSampleField(argv(0));
806                 if(GetPlayerSoundSampleField_notFound)
807                         continue;
808                 if(self.field)
809                         strunzone(self.field);
810                 self.field = strzone(strcat(argv(1), " ", argv(2)));
811         }
812         fclose(fh);
813 }
814
815 void UpdatePlayerSounds()
816 {
817         if(self.modelindex == self.modelindex_for_playersound)
818                 return;
819         self.modelindex_for_playersound = self.modelindex;
820         LoadPlayerSounds("sound/player/default.sounds");
821         LoadPlayerSounds(strcat(self.model, ".sounds"));
822 }
823
824 void VoiceMessage(string type)
825 {
826         // TODO precache voice messages?
827         var string sample;
828         var float teamsay;
829         sample = self.(GetPlayerSoundSampleField(type));
830
831         if(GetPlayerSoundSampleField_notFound)
832         {
833                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
834                 return;
835         }
836
837         if(!sample)
838                 return;
839
840         teamsay = GetVoiceMessageTeamsayType(type);
841
842         tokenize(sample);
843         sample = strcat(argv(0), ftos(ceil(random() * stof(argv(1)))), ".wav"); // randomization
844
845         if(teamsay == 2)
846         {
847                 if(teams_matter)
848                         if(self.pusher)
849                                 if(self.pusher.team == self.team)
850                                 {
851                                         soundto(self, self.pusher, CHAN_VOICE, sample, 1, ATTN_NONE);
852                                         soundto(self, self, CHAN_VOICE, sample, 1, ATTN_NONE);
853                                 }
854         }
855         else if(teamsay == 0 || !teams_matter)
856         {
857                 // broadcast the sound, but it's directional
858                 sound(self, CHAN_VOICE, sample, 1, ATTN_NORM);
859         }
860         else if(teamsay == 1)
861         {
862                 entity e;
863                 FOR_EACH_REALCLIENT(e)
864                         if(e.team == self.team)
865                                 soundto(self, e, CHAN_VOICE, sample, 1, ATTN_NONE);
866         }
867 }
868 #else
869 void PrecachePlayerSounds(string f) { }
870 void UpdatePlayerSounds() { }
871 void VoiceMessage(string type) { sprint(self, "Sorry, voice command support is not done yet. Maybe later.\n"); }
872 #endif