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fix independent players check when damaged
[divverent/nexuiz.git] / data / qcsrc / server / cl_player.qc
1
2 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
3 // merged player_run and player_stand to player_anim
4 // added death animations to player_anim
5 // can now spawn thrown weapons from anywhere, not just from players
6 // thrown weapons now fade out after 20 seconds
7 // created PlayerGib function
8 // PlayerDie no longer uses hitloc or damage
9 // PlayerDie now supports dying animations as well as gibbing
10 // cleaned up PlayerDie a lot
11 // added CopyBody
12
13 .entity pusher;
14 .float pushltime;
15
16 void CopyBody(float keepvelocity)
17 {
18         local entity oldself;
19         if (self.effects & EF_NODRAW)
20                 return;
21         oldself = self;
22         self = spawn();
23         self.enemy = oldself;
24         self.lip = oldself.lip;
25         self.colormap = oldself.colormap;
26         self.iscreature = oldself.iscreature;
27         self.angles = oldself.angles;
28         self.avelocity = oldself.avelocity;
29         self.classname = "body";
30         self.damageforcescale = oldself.damageforcescale;
31         self.effects = oldself.effects;
32         self.event_damage = oldself.event_damage;
33         self.animstate_startframe = oldself.animstate_startframe;
34         self.animstate_numframes = oldself.animstate_numframes;
35         self.animstate_framerate = oldself.animstate_framerate;
36         self.animstate_starttime = oldself.animstate_starttime;
37         self.animstate_endtime = oldself.animstate_endtime;
38         self.animstate_override = oldself.animstate_override;
39         self.animstate_looping = oldself.animstate_looping;
40         self.frame = oldself.frame;
41         self.dead_frame = oldself.dead_frame;
42         self.pain_finished = oldself.pain_finished;
43         self.health = oldself.health;
44         self.armorvalue = oldself.armorvalue;
45         self.armortype = oldself.armortype;
46         self.model = oldself.model;
47         self.modelindex = oldself.modelindex;
48         self.movetype = oldself.movetype;
49         self.nextthink = oldself.nextthink;
50         self.skin = oldself.skin;
51         self.solid = oldself.solid;
52         self.takedamage = oldself.takedamage;
53         self.think = oldself.think;
54         self.gibrandom = oldself.gibrandom;
55         self.customizeentityforclient = oldself.customizeentityforclient;
56         if (keepvelocity == 1)
57                 self.velocity = oldself.velocity;
58         self.oldvelocity = self.velocity;
59         self.fade_time = oldself.fade_time;
60         self.fade_rate = oldself.fade_rate;
61         //self.weapon = oldself.weapon;
62         setorigin(self, oldself.origin);
63         setsize(self, oldself.mins, oldself.maxs);
64         self.oldorigin = oldself.origin;
65         self = oldself;
66 }
67
68 float animparseerror;
69 vector animparseline(float animfile)
70 {
71         local string line;
72         local float c;
73         local vector anim;
74         if (animfile < 0)
75                 return '0 1 2';
76         line = fgets(animfile);
77         c = tokenize_sane(line);
78         if (c != 3)
79         {
80                 animparseerror = TRUE;
81                 return '0 1 2';
82         }
83         anim_x = stof(argv(0));
84         anim_y = stof(argv(1));
85         anim_z = stof(argv(2));
86         // don't allow completely bogus values
87         if (anim_x < 0 || anim_y < 1 || anim_z < 0.001)
88                 anim = '0 1 2';
89         return anim;
90 };
91
92 void player_setupanimsformodel()
93 {
94         local string animfilename;
95         local float animfile;
96         // defaults for legacy .zym models without animinfo files
97         self.anim_die1 = '0 1 0.5'; // 2 seconds
98         self.anim_die2 = '1 1 0.5'; // 2 seconds
99         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
100         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
101         self.anim_duckwalk = '4 1 1';
102         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
103         self.anim_duckidle = '6 1 1';
104         self.anim_idle = '7 1 1';
105         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
106         self.anim_pain1 = '9 1 2'; // 0.5 seconds
107         self.anim_pain2 = '10 1 2'; // 0.5 seconds
108         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
109         self.anim_taunt = '12 1 1'; // FIXME?  there is no code using this anim
110         self.anim_run = '13 1 1';
111         self.anim_runbackwards = '14 1 1';
112         self.anim_strafeleft = '15 1 1';
113         self.anim_straferight = '16 1 1';
114         self.anim_dead1 = '17 1 1';
115         self.anim_dead2 = '18 1 1';
116         self.anim_forwardright = '19 1 1';
117         self.anim_forwardleft = '20 1 1';
118         self.anim_backright = '21 1 1';
119         self.anim_backleft  = '22 1 1';
120         animparseerror = FALSE;
121         animfilename = strcat(self.model, ".animinfo");
122         animfile = fopen(animfilename, FILE_READ);
123         if (animfile >= 0)
124         {
125                 self.anim_die1         = animparseline(animfile);
126                 self.anim_die2         = animparseline(animfile);
127                 self.anim_draw         = animparseline(animfile);
128                 self.anim_duck         = animparseline(animfile);
129                 self.anim_duckwalk     = animparseline(animfile);
130                 self.anim_duckjump     = animparseline(animfile);
131                 self.anim_duckidle     = animparseline(animfile);
132                 self.anim_idle         = animparseline(animfile);
133                 self.anim_jump         = animparseline(animfile);
134                 self.anim_pain1        = animparseline(animfile);
135                 self.anim_pain2        = animparseline(animfile);
136                 self.anim_shoot        = animparseline(animfile);
137                 self.anim_taunt        = animparseline(animfile);
138                 self.anim_run          = animparseline(animfile);
139                 self.anim_runbackwards = animparseline(animfile);
140                 self.anim_strafeleft   = animparseline(animfile);
141                 self.anim_straferight  = animparseline(animfile);
142                 self.anim_forwardright = animparseline(animfile);
143                 self.anim_forwardleft  = animparseline(animfile);
144                 self.anim_backright    = animparseline(animfile);
145                 self.anim_backleft     = animparseline(animfile);
146                 fclose(animfile);
147
148                 // derived anims
149                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
150                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
151
152                 if (animparseerror)
153                         print("Parse error in ", animfilename, ", some player animations are broken\n");
154         }
155         else
156                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
157         // reset animstate now
158         player_setanim(self.anim_idle, TRUE, FALSE, TRUE);
159 };
160
161 void player_setanim(vector anim, float looping, float override, float restart)
162 {
163         if (!restart)
164         if (anim_x == self.animstate_startframe)
165         if (anim_y == self.animstate_numframes)
166         if (anim_z == self.animstate_framerate)
167                 return;
168         self.animstate_startframe = anim_x;
169         self.animstate_numframes = anim_y;
170         self.animstate_framerate = anim_z;
171         self.animstate_starttime = time;
172         self.animstate_endtime = time + self.animstate_numframes / self.animstate_framerate;
173         self.animstate_looping = looping;
174         self.animstate_override = override;
175         self.frame = self.animstate_startframe;
176 };
177
178 void player_updateframe()
179 {
180         if (time >= self.animstate_endtime)
181         {
182                 if (self.animstate_looping)
183                 {
184                         self.animstate_starttime = self.animstate_endtime;
185                         self.animstate_endtime = self.animstate_endtime + self.animstate_numframes / self.animstate_framerate;
186                 }
187                 self.animstate_override = FALSE;
188         }
189         self.frame = self.animstate_startframe + bound(0, (time - self.animstate_starttime) * self.animstate_framerate, self.animstate_numframes - 1);
190 };
191
192 void player_anim (void)
193 {
194         player_updateframe();
195
196         if (self.deadflag != DEAD_NO)
197         {
198                 if (time > self.animstate_endtime)
199                 {
200                         if (self.maxs_z > 5)
201                         {
202                                 self.maxs_z = 5;
203                                 setsize(self, self.mins, self.maxs);
204                         }
205                         self.frame = self.dead_frame;
206                 }
207                 return;
208         }
209
210         if (!self.animstate_override)
211         {
212                 if (!(self.flags & FL_ONGROUND))
213                 {
214                         if (self.crouch)
215                                 player_setanim(self.anim_duckjump, FALSE, TRUE, FALSE);
216                         else
217                                 player_setanim(self.anim_jump, FALSE, TRUE, FALSE);
218                 }
219                 else if (self.crouch)
220                 {
221                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
222                                 player_setanim(self.anim_duckwalk, TRUE, FALSE, FALSE);
223                         else
224                                 player_setanim(self.anim_duckidle, TRUE, FALSE, FALSE);
225                 }
226                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
227                 {
228                         if (self.movement_x > 0 && self.movement_y == 0)
229                                 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
230                         else if (self.movement_x < 0 && self.movement_y == 0)
231                                 player_setanim(self.anim_runbackwards, TRUE, FALSE, FALSE);
232                         else if (self.movement_x == 0 && self.movement_y > 0)
233                                 player_setanim(self.anim_straferight, TRUE, FALSE, FALSE);
234                         else if (self.movement_x == 0 && self.movement_y < 0)
235                                 player_setanim(self.anim_strafeleft, TRUE, FALSE, FALSE);
236                         else if (self.movement_x > 0 && self.movement_y > 0)
237                                 player_setanim(self.anim_forwardright, TRUE, FALSE, FALSE);
238                         else if (self.movement_x > 0 && self.movement_y < 0)
239                                 player_setanim(self.anim_forwardleft, TRUE, FALSE, FALSE);
240                         else if (self.movement_x < 0 && self.movement_y > 0)
241                                 player_setanim(self.anim_backright, TRUE, FALSE, FALSE);
242                         else if (self.movement_x < 0 && self.movement_y < 0)
243                                 player_setanim(self.anim_backleft, TRUE, FALSE, FALSE);
244                         else
245                                 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
246                 }
247                 else
248                         player_setanim(self.anim_idle, TRUE, FALSE, FALSE);
249         }
250 }
251 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
252
253 void SpawnThrownWeapon (vector org, float w)
254 {
255         W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
256 }
257
258 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
259 {
260         local float take, save;
261         if(sv_gentle < 1)       
262                 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
263         // damage resistance (ignore most of the damage from a bullet or similar)
264         damage = max(damage - 5, 1);
265
266         save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
267         take = bound(0, damage - save, damage);
268
269         if (save > 10)
270                 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
271         else if (take > 30)
272                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
273         else if (take > 10)
274                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
275
276         if(independent_players)
277         if(sv_gentle < 1) {     
278                 if (take > 50)
279                         TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
280                 if (take > 100)
281                         TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
282         }
283
284         if (!(self.flags & FL_GODMODE))
285         {
286                 self.armorvalue = self.armorvalue - save;
287                 self.health = self.health - take;
288                 // pause regeneration for 5 seconds
289                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
290         }
291         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
292         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
293         self.dmg_inflictor = inflictor;
294
295         if (self.health <= -50)
296         {
297                 // don't use any animations as a gib
298                 self.frame = 0;
299                 self.dead_frame = 0;
300                 // view just above the floor
301                 self.view_ofs = '0 0 4';
302
303                 // make a juicy mess
304                 local float multiplier;
305                 multiplier = 1;
306                 if (cvar("ekg"))
307                         multiplier = 5;
308
309
310                 // make a meaty mess
311                 if(independent_players)
312                 {
313                         TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
314                         self.solid = SOLID_TRIGGER; // undo SOLID_CORPSE
315                         self.takedamage = DAMAGE_NO; // can't damage this gib, to prevent better jumps from it
316                 }
317                 else
318                         TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
319                 
320                 if not(independent_players)
321                 if(sv_gentle < 1) {
322                         te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 1200 * multiplier, 1000);
323                         TossGib (world, "models/gibs/bloodyskull.md3", self.origin + self.view_ofs, self.velocity,0);
324
325                         local float c;
326                         c = 0;
327
328                         while (c < multiplier)
329                         {
330                                 c = c + 1;
331                                 //TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity + randomvec() * 450,0);
332                                 //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity + randomvec() * 450,0);
333                                 //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity + randomvec() * 450,0);
334                                 //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity + randomvec() * 450,0);
335                                 //TossGib (world, "models/gibs/gib5.md3", self.origin, self.velocity + randomvec() * 450,0);
336                                 //TossGib (world, "models/gibs/gib6.md3", self.origin, self.velocity + randomvec() * 450,0);
337
338                                 TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
339                                 TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
340                                 //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
341                                 //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
342                                 TossGib (world, "models/gibs/chest.md3", self.origin + self.view_ofs * 0.5, self.velocity + randomvec() * (random() * 120 + 80),0);
343                                 //TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
344                                 TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 80),0);
345                                 TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * (random() * 120 + 85),0);
346                                 TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * (random() * 120 + 85),0);
347                                 //TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * 150,0);
348                                 //TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * 150,0);
349
350                                 // these splat on impact
351                                 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
352                                 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
353                                 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
354                                 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
355                         }
356                         sound (self, CHAN_PLAYER, "misc/gib.wav", VOL_BASE, ATTN_NORM);
357                 }
358         }
359 }
360
361 void ClientKill_Now_TeamChange();
362
363 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
364 {
365         local float take, save, waves, sdelay;
366
367         damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0);
368         if(sv_gentle > 0) {
369                 pointparticles(particleeffectnum("damage_hit"), hitloc, force, bound(0, damage, 200));
370         } else {
371                 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
372         }
373
374         if(g_arena)
375         if(numspawned < 2)
376                 return;
377
378         if (!g_minstagib)
379         {
380                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
381                 take = bound(0, damage - save, damage);
382         }
383         else
384         {
385                 save = 0;
386                 take = damage;
387         }
388
389         if (save > 10)
390                 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
391         else if (take > 30)
392                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
393         else if (take > 10)
394                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
395
396         if (take > 50)
397                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
398         if (take > 100)
399                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
400
401         if (time > self.spawnshieldtime)
402         {
403                 if (!(self.flags & FL_GODMODE))
404                 {
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"));
409
410                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
411                         {
412                                 self.pain_finished = time + 0.5;        //Supajoe
413
414                                 if(sv_gentle < 1) {             
415                                         if (random() > 0.5)
416                                                 player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
417                                         else
418                                                 player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
419
420                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
421                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
422                                         {
423                                                 if(self.health > 75) // TODO make a "gentle" version?
424                                                         PlayerSound(playersound_pain100, CHAN_PAIN, 0);
425                                                 else if(self.health > 50)
426                                                         PlayerSound(playersound_pain75, CHAN_PAIN, 0);
427                                                 else if(self.health > 25)
428                                                         PlayerSound(playersound_pain50, CHAN_PAIN, 0);
429                                                 else if(self.health > 1)
430                                                         PlayerSound(playersound_pain25, CHAN_PAIN, 0);
431                                         }
432                                 }
433
434                                 // throw off bot aim temporarily
435                                 local float shake;
436                                 shake = damage * 5 / (bound(0,skill,100) + 1);
437                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
438                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
439                         }
440                 }
441                 else
442                         self.max_armorvalue += (save + take);
443         }
444         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
445         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
446         self.dmg_inflictor = inflictor;
447
448         if(attacker == self)
449         {
450                 // don't reset pushltime for self damage as it may be an attempt to
451                 // escape a lava pit or similar
452                 //self.pushltime = 0;
453         }
454         else if(attacker.classname == "player" || attacker.classname == "gib")
455         {
456                 self.pusher = attacker;
457                 self.pushltime = time + cvar("g_maxpushtime");
458         }
459         else if(time < self.pushltime)
460         {
461                 attacker = self.pusher;
462                 self.pushltime = max(self.pushltime, time + 0.6);
463         }
464         else
465                 self.pushltime = 0;
466
467         if (self.health < 1)
468         {
469                 float defer_ClientKill_Now_TeamChange;
470                 defer_ClientKill_Now_TeamChange = FALSE;
471
472                 if(sv_gentle < 1) // TODO make a "gentle" version?
473                 {
474                         if(deathtype == DEATH_DROWN)
475                                 PlayerSound(playersound_drown, CHAN_PAIN, 0);
476                         else
477                                 PlayerSound(playersound_death, CHAN_PAIN, 0);
478                 }
479
480                 // get rid of kill indicator
481                 if(self.killindicator)
482                 {
483                         remove(self.killindicator);
484                         self.killindicator = world;
485                         if(self.killindicator_teamchange)
486                                 defer_ClientKill_Now_TeamChange = TRUE;
487
488                         if(self.classname == "body")
489                         if(deathtype == DEATH_KILL)
490                         {
491                                 // for the lemmings fans, a small harmless explosion
492                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
493                         }
494                 }
495
496                 // become fully visible
497                 self.alpha = 1;
498                 // clear selected player display
499                 ClearSelectedPlayer();
500                 // throw a weapon
501                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
502                 // print an obituary message
503                 Obituary (attacker, inflictor, self, deathtype);
504                 race_PreDie();
505                 DropAllRunes(self);
506                 if(self == attacker)
507                         kh_Key_DropAll(self, TRUE);
508                 else if(attacker.classname == "player" || attacker.classname == "gib")
509                         kh_Key_DropAll(self, FALSE);
510                 else
511                         kh_Key_DropAll(self, TRUE);
512                 if(self.flagcarried)
513                 {
514                         if(attacker.classname != "player" && attacker.classname != "gib")
515                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
516                         else if(attacker.team == self.team)
517                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
518                         else
519                                 DropFlag(self.flagcarried, world, attacker);
520                 }
521                 Portal_ClearAllLater(self);
522                 // clear waypoints
523                 WaypointSprite_PlayerDead();
524                 // make the corpse upright (not tilted)
525                 self.angles_x = 0;
526                 self.angles_z = 0;
527                 // don't spin
528                 self.avelocity = '0 0 0';
529                 // view from the floor
530                 self.view_ofs = '0 0 -8';
531                 // toss the corpse
532                 self.movetype = MOVETYPE_TOSS;
533                 // shootable corpse
534                 self.solid = SOLID_CORPSE;
535                 // don't stick to the floor
536                 self.flags = self.flags - (self.flags & FL_ONGROUND);
537                 // dying animation
538                 self.deadflag = DEAD_DYING;
539                 // when to allow respawn
540                 sdelay = 0;
541                 waves = 0;
542                 if(cvar("g_respawn_mapsettings"))
543                 {
544                         sdelay = cvar("g_respawn_mapsettings_delay");
545                         waves = cvar("g_respawn_mapsettings_waves");
546                 }
547                 if(!sdelay)
548                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
549                 if(!sdelay)
550                         sdelay = cvar("g_respawn_delay");
551                 if(!waves)
552                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
553                 if(!waves)
554                         waves = cvar("g_respawn_waves");
555                 if(waves)
556                         self.death_time = ceil((time + sdelay) / waves) * waves;
557                 else
558                         self.death_time = time + sdelay;
559                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
560                         self.respawn_countdown = 10; // first number to count down from is 10
561                 else
562                         self.respawn_countdown = -1; // do not count down
563                 if (random() < 0.5)
564                 {
565                         player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
566                         self.dead_frame = self.anim_dead1_x;
567                 }
568                 else
569                 {
570                         player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
571                         self.dead_frame = self.anim_dead2_x;
572                 }
573                 // set damage function to corpse damage
574                 self.event_damage = PlayerCorpseDamage;
575                 // call the corpse damage function just in case it wants to gib
576                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
577                 // set up to fade out later
578                 SUB_SetFade (self, time + 12 + random () * 4, 1);
579
580                 // remove laserdot
581                 if(self.weaponentity)
582                         if(self.weaponentity.lasertarget)
583                                 remove(self.weaponentity.lasertarget);
584
585                 if(clienttype(self) == CLIENTTYPE_REAL)
586                 {
587                         self.fixangle = TRUE;
588                         //msg_entity = self;
589                         //WriteByte (MSG_ONE, SVC_SETANGLE);
590                         //WriteAngle (MSG_ONE, self.v_angle_x);
591                         //WriteAngle (MSG_ONE, self.v_angle_y);
592                         //WriteAngle (MSG_ONE, 80);
593                 }
594
595                 if(g_arena)
596                         Spawnqueue_Unmark(self);
597
598                 if(defer_ClientKill_Now_TeamChange)
599                         ClientKill_Now_TeamChange();
600
601                 if(sv_gentle > 0) {
602                         // remove corpse
603                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
604                         pointparticles(particleeffectnum("damage_dissolve"), self.origin, force, 1);
605                 }
606         }
607 }
608
609 float UpdateSelectedPlayer_countvalue(float v)
610 {
611         return max(0, (v - 1.0) / 0.5);
612 }
613
614 // returns: -2 if no hit, otherwise cos of the angle
615 // uses the global v_angle
616 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
617 {
618         vector so, d;
619         float c;
620
621         if(p == self)
622                 return -2;
623
624         if(p.deadflag)
625                 return -2;
626
627         so = self.origin + self.view_ofs;
628         d = p.origin - so;
629
630         // misaimed?
631         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
632                 return -2;
633
634         // now find the cos of the angle...
635         c = normalize(d) * v_forward;
636
637         if(c <= mincosangle)
638                 return -2;
639
640         traceline(so, p.origin, MOVE_NOMONSTERS, self);
641         if(trace_fraction < 1)
642                 return -2;
643
644         return c;
645 }
646
647 void ClearSelectedPlayer()
648 {
649         if(self.selected_player)
650         {
651                 centerprint_expire(self, CENTERPRIO_POINT);
652                 self.selected_player = world;
653                 self.selected_player_display_needs_update = FALSE;
654         }
655 }
656
657 void UpdateSelectedPlayer()
658 {
659         entity selected;
660         float selected_score;
661         selected = world;
662         selected_score = 0.95; // 18 degrees
663
664         if(!cvar("sv_allow_shownames"))
665                 return;
666
667         if(clienttype(self) != CLIENTTYPE_REAL)
668                 return;
669
670         if(self.cvar_cl_shownames == 0)
671                 return;
672
673         if(self.cvar_cl_shownames == 1 && !teams_matter)
674                 return;
675
676         makevectors(self.v_angle); // sets v_forward
677
678         // 1. cursor trace is always right
679         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
680         {
681                 selected = self.cursor_trace_ent;
682         }
683         else
684         {
685                 // 2. if we don't have a cursor trace, find the player which is least
686                 //    mis-aimed at
687                 entity p;
688                 FOR_EACH_PLAYER(p)
689                 {
690                         float c;
691                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
692                         if(c >= -1)
693                         {
694                                 selected = p;
695                                 selected_score = c;
696                         }
697                 }
698         }
699
700         if(selected)
701         {
702                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
703         }
704         else
705         {
706                 if(time < self.selected_player_display_timeout)
707                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
708                                 selected = self.selected_player;
709         }
710
711         if(selected)
712         {
713                 if(selected == self.selected_player)
714                 {
715                         float save;
716                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
717                         self.selected_player_count = self.selected_player_count + frametime;
718                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
719                         {
720                                 string namestr, healthstr;
721                                 namestr = playername(selected);
722                                 if(teams_matter)
723                                 {
724                                         healthstr = ftos(floor(selected.health));
725                                         if(self.team == selected.team)
726                                         {
727                                                 namestr = strcat(namestr, " (", healthstr, "%)");
728                                                 self.selected_player_display_needs_update = TRUE;
729                                         }
730                                 }
731                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
732                         }
733                 }
734                 else
735                 {
736                         ClearSelectedPlayer();
737                         self.selected_player = selected;
738                         self.selected_player_time = time;
739                         self.selected_player_count = 0;
740                         self.selected_player_display_needs_update = FALSE;
741                 }
742         }
743         else
744         {
745                 ClearSelectedPlayer();
746         }
747
748         if(self.selected_player)
749                 self.last_selected_player = self.selected_player;
750 }
751
752 float GetVoiceMessageTeamsayType(string type)
753 {
754         if(type == "taunt")
755                 return 0;
756         if(type == "teamshoot")
757                 return 2;
758         if(type == "teamshoot_auto")
759                 return 3;
760         return 1;
761 }
762
763 string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot";
764 float GetPlayerSoundSampleField_notFound;
765 float GetPlayerSoundSampleField_fixed;
766 .string GetVoiceMessageSampleField(string type)
767 {
768         GetPlayerSoundSampleField_notFound = 0;
769         GetPlayerSoundSampleField_fixed = 0;
770         switch(type)
771         {
772                 case "attack":            return playersound_attack;
773                 case "attackinfive":      return playersound_attackinfive;
774                 case "coverme":           return playersound_coverme;
775                 case "defend":            return playersound_defend;
776                 case "freelance":         return playersound_freelance;
777                 case "incoming":          return playersound_incoming;
778                 case "meet":              return playersound_meet;
779                 case "needhelp":          return playersound_needhelp;
780                 case "seenflag":          return playersound_seenflag;
781                 case "taunt":             return playersound_taunt;
782                 case "teamshoot":         return playersound_teamshoot;
783                 case "teamshoot_auto":    return playersound_teamshoot;
784         }
785         GetPlayerSoundSampleField_notFound = 1;
786         return playersound_taunt;
787 }
788
789 .string GetPlayerSoundSampleField(string type)
790 {
791         GetPlayerSoundSampleField_notFound = 0;
792         GetPlayerSoundSampleField_fixed = 0;
793         switch(type)
794         {
795                 case "death":        return playersound_death;
796                 case "drown":        return playersound_drown;
797                 case "falling":      return playersound_falling;
798                 case "gasp":         return playersound_gasp;
799                 case "jump":         return playersound_jump;
800                 case "pain25":       return playersound_pain25;
801                 case "pain50":       return playersound_pain50;
802                 case "pain75":       return playersound_pain75;
803                 case "pain100":      return playersound_pain100;
804         }
805         GetPlayerSoundSampleField_notFound = 1;
806         return playersound_taunt;
807 }
808
809 void PrecacheGlobalSound(string samplestring)
810 {
811         float n, i;
812         tokenize_sane(samplestring);
813         n = stof(argv(1));
814         if(n > 0)
815         {
816                 for(i = 1; i <= n; ++i)
817                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
818         }
819         else
820         {
821                 precache_sound(strcat(argv(0), ".wav"));
822         }
823 }
824
825 void PrecachePlayerSounds(string f)
826 {
827         float fh;
828         string s;
829         fh = fopen(f, FILE_READ);
830         if(fh < 0)
831                 return;
832         while((s = fgets(fh)))
833         {
834                 if(tokenize_sane(s) != 3)
835                 {
836                         dprint("Invalid sound info line: ", s, "\n");
837                         continue;
838                 }
839                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
840         }
841         fclose(fh);
842 }
843
844 void ClearPlayerSounds()
845 {
846         if(self.playersound_attack      ) { strunzone(self.playersound_attack      ); self.playersound_attack = string_null; }
847         if(self.playersound_attackinfive) { strunzone(self.playersound_attackinfive); self.playersound_attackinfive = string_null; }
848         if(self.playersound_coverme     ) { strunzone(self.playersound_coverme     ); self.playersound_coverme = string_null; }
849         if(self.playersound_defend      ) { strunzone(self.playersound_defend      ); self.playersound_defend = string_null; }
850         if(self.playersound_freelance   ) { strunzone(self.playersound_freelance   ); self.playersound_freelance = string_null; }
851         if(self.playersound_incoming    ) { strunzone(self.playersound_incoming    ); self.playersound_incoming = string_null; }
852         if(self.playersound_meet        ) { strunzone(self.playersound_meet        ); self.playersound_meet = string_null; }
853         if(self.playersound_needhelp    ) { strunzone(self.playersound_needhelp    ); self.playersound_needhelp = string_null; }
854         if(self.playersound_seenflag    ) { strunzone(self.playersound_seenflag    ); self.playersound_seenflag = string_null; }
855         if(self.playersound_taunt       ) { strunzone(self.playersound_taunt       ); self.playersound_taunt = string_null; }
856         if(self.playersound_teamshoot   ) { strunzone(self.playersound_teamshoot   ); self.playersound_teamshoot = string_null; }
857         if(self.playersound_death       ) { strunzone(self.playersound_death       ); self.playersound_death = string_null; }
858         if(self.playersound_drown       ) { strunzone(self.playersound_drown       ); self.playersound_drown = string_null; }
859         if(self.playersound_falling     ) { strunzone(self.playersound_falling     ); self.playersound_falling = string_null; }
860         if(self.playersound_gasp        ) { strunzone(self.playersound_gasp        ); self.playersound_gasp = string_null; }
861         if(self.playersound_jump        ) { strunzone(self.playersound_jump        ); self.playersound_jump = string_null; }
862         if(self.playersound_pain25      ) { strunzone(self.playersound_pain25      ); self.playersound_pain25 = string_null; }
863         if(self.playersound_pain50      ) { strunzone(self.playersound_pain50      ); self.playersound_pain50 = string_null; }
864         if(self.playersound_pain75      ) { strunzone(self.playersound_pain75      ); self.playersound_pain75 = string_null; }
865         if(self.playersound_pain100     ) { strunzone(self.playersound_pain100     ); self.playersound_pain100 = string_null; }
866 }
867
868 void LoadPlayerSounds(string f, float first)
869 {
870         float fh;
871         string s;
872         var .string field;
873         fh = fopen(f, FILE_READ);
874         if(fh < 0)
875                 return;
876         while((s = fgets(fh)))
877         {
878                 if(tokenize_sane(s) != 3)
879                         continue;
880                 field = GetPlayerSoundSampleField(argv(0));
881                 if(GetPlayerSoundSampleField_notFound)
882                         field = GetVoiceMessageSampleField(argv(0));
883                 if(GetPlayerSoundSampleField_notFound)
884                         continue;
885                 if(GetPlayerSoundSampleField_fixed)
886                         if not(first)
887                                 continue;
888                 if(self.field)
889                         strunzone(self.field);
890                 self.field = strzone(strcat(argv(1), " ", argv(2)));
891         }
892         fclose(fh);
893 }
894
895 .float modelindex_for_playersound;
896 void UpdatePlayerSounds()
897 {
898         if(self.modelindex == self.modelindex_for_playersound)
899                 return;
900         self.modelindex_for_playersound = self.modelindex;
901         ClearPlayerSounds();
902         LoadPlayerSounds("sound/player/default.sounds", 1);
903         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
904 }
905
906 void GlobalSound(string sample, float chan, float teamsay)
907 {
908         float n;
909
910         if(sample == "")
911                 return;
912
913         tokenize_sane(sample);
914         n = stof(argv(1));
915         if(n > 0)
916                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
917         else
918                 sample = strcat(argv(0), ".wav"); // randomization
919
920         if(teamsay == 3) // only to last attacker
921         {
922                 if(self.pusher)
923                         if(self.pusher.team == self.team)
924                         {
925                                 msg_entity = self.pusher;
926                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
927                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
928                         }
929         }
930         else if(teamsay == 2) // only to last attacker and self
931         {
932                 if(self.pusher)
933                         if(self.pusher.team == self.team)
934                         {
935                                 msg_entity = self.pusher;
936                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
937                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
938                                 msg_entity = self;
939                                 if(clienttype(msg_entity) == CLIENTTYPE_REAL)
940                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
941                         }
942         }
943         else if(teamsay == 0) // to everyone
944         {
945                 // broadcast the sound, but it's directional
946                 sound(self, chan, sample, VOL_BASE, ATTN_NORM);
947         }
948         else if(teamsay == 1) // to the same team
949         {
950                 if(teams_matter)
951                 {
952                         entity e;
953                         FOR_EACH_REALCLIENT(e)
954                                 if(!teams_matter || e.team == self.team)
955                                 {
956                                         msg_entity = e;
957                                         soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
958                                 }
959                 }
960                 else
961                 {
962                         sound(self, chan, sample, VOL_BASE, ATTN_NONE);
963                 }
964         }
965 }
966
967 void PlayerSound(.string samplefield, float chan, float teamsay)
968 {
969         string sample;
970         sample = self.samplefield;
971         GlobalSound(sample, chan, teamsay);
972 }
973
974 void VoiceMessage(string type)
975 {
976         var .string sample;
977         var float teamsay;
978         sample = GetVoiceMessageSampleField(type);
979
980         if(GetPlayerSoundSampleField_notFound)
981         {
982                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
983                 return;
984         }
985
986         teamsay = GetVoiceMessageTeamsayType(type);
987
988         PlayerSound(sample, CHAN_VOICE, teamsay);
989 }