]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_player.qc
oops, did not want to commit this test
[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.colormap = oldself.colormap;
24         self.iscreature = oldself.iscreature;
25         self.angles = oldself.angles;
26         self.avelocity = oldself.avelocity;
27         self.classname = "body";
28         self.damageforcescale = oldself.damageforcescale;
29         self.effects = oldself.effects;
30         self.event_damage = oldself.event_damage;
31         self.animstate_startframe = oldself.animstate_startframe;
32         self.animstate_numframes = oldself.animstate_numframes;
33         self.animstate_framerate = oldself.animstate_framerate;
34         self.animstate_starttime = oldself.animstate_starttime;
35         self.animstate_endtime = oldself.animstate_endtime;
36         self.animstate_override = oldself.animstate_override;
37         self.animstate_looping = oldself.animstate_looping;
38         self.frame = oldself.frame;
39         self.dead_frame = oldself.dead_frame;
40         self.pain_finished = oldself.pain_finished;
41         self.health = oldself.health;
42         self.armorvalue = oldself.armorvalue;
43         self.armortype = oldself.armortype;
44         self.model = oldself.model;
45         self.modelindex = oldself.modelindex;
46         self.movetype = oldself.movetype;
47         self.nextthink = oldself.nextthink;
48         self.skin = oldself.skin;
49         self.solid = oldself.solid;
50         self.takedamage = oldself.takedamage;
51         self.think = oldself.think;
52         self.gibrandom = oldself.gibrandom;
53         self.customizeentityforclient = oldself.customizeentityforclient;
54         if (keepvelocity == 1)
55                 self.velocity = oldself.velocity;
56         self.oldvelocity = self.velocity;
57         self.fade_time = oldself.fade_time;
58         self.fade_rate = oldself.fade_rate;
59         //self.weapon = oldself.weapon;
60         setorigin(self, oldself.origin);
61         setsize(self, oldself.mins, oldself.maxs);
62         self.oldorigin = oldself.origin;
63         self = oldself;
64 }
65
66 float animparseerror;
67 vector(float animfile) animparseline =
68 {
69         local string line;
70         local float c;
71         local vector anim;
72         if (animfile < 0)
73                 return '0 1 2';
74         line = fgets(animfile);
75         c = tokenize(line);
76         if (c != 3)
77         {
78                 animparseerror = TRUE;
79                 return '0 1 2';
80         }
81         anim_x = stof(argv(0));
82         anim_y = stof(argv(1));
83         anim_z = stof(argv(2));
84         // don't allow completely bogus values
85         if (anim_x < 0 || anim_y < 1 || anim_z < 0.001)
86                 anim = '0 1 2';
87         return anim;
88 };
89
90 void() player_setupanimsformodel =
91 {
92         local string animfilename;
93         local float animfile;
94         // defaults for legacy .zym models without animinfo files
95         self.anim_die1 = '0 1 0.5'; // 2 seconds
96         self.anim_die2 = '1 1 0.5'; // 2 seconds
97         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
98         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
99         self.anim_duckwalk = '4 1 1';
100         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
101         self.anim_duckidle = '6 1 1';
102         self.anim_idle = '7 1 1';
103         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
104         self.anim_pain1 = '9 1 2'; // 0.5 seconds
105         self.anim_pain2 = '10 1 2'; // 0.5 seconds
106         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
107         self.anim_taunt = '12 1 1'; // FIXME?  there is no code using this anim
108         self.anim_run = '13 1 1';
109         self.anim_runbackwards = '14 1 1';
110         self.anim_strafeleft = '15 1 1';
111         self.anim_straferight = '16 1 1';
112         self.anim_dead1 = '17 1 1';
113         self.anim_dead2 = '18 1 1';
114         self.anim_forwardright = '19 1 1';
115         self.anim_forwardleft = '20 1 1';
116         self.anim_backright = '21 1 1';
117         self.anim_backleft  = '22 1 1';
118         animparseerror = FALSE;
119         animfilename = strcat(self.model, ".animinfo");
120         animfile = fopen(animfilename, FILE_READ);
121         if (animfile >= 0)
122         {
123                 self.anim_die1         = animparseline(animfile);
124                 self.anim_die2         = animparseline(animfile);
125                 self.anim_draw         = animparseline(animfile);
126                 self.anim_duck         = animparseline(animfile);
127                 self.anim_duckwalk     = animparseline(animfile);
128                 self.anim_duckjump     = animparseline(animfile);
129                 self.anim_duckidle     = animparseline(animfile);
130                 self.anim_idle         = animparseline(animfile);
131                 self.anim_jump         = animparseline(animfile);
132                 self.anim_pain1        = animparseline(animfile);
133                 self.anim_pain2        = animparseline(animfile);
134                 self.anim_shoot        = animparseline(animfile);
135                 self.anim_taunt        = animparseline(animfile);
136                 self.anim_run          = animparseline(animfile);
137                 self.anim_runbackwards = animparseline(animfile);
138                 self.anim_strafeleft   = animparseline(animfile);
139                 self.anim_straferight  = animparseline(animfile);
140                 self.anim_forwardright = animparseline(animfile);
141                 self.anim_forwardleft  = animparseline(animfile);
142                 self.anim_backright    = animparseline(animfile);
143                 self.anim_backleft     = animparseline(animfile);
144                 fclose(animfile);
145
146                 // derived anims
147                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
148                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
149
150                 if (animparseerror)
151                         print("Parse error in ", animfilename, ", some player animations are broken\n");
152         }
153         else
154                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
155         // reset animstate now
156         player_setanim(self.anim_idle, TRUE, FALSE, TRUE);
157 };
158
159 void(vector anim, float looping, float override, float restart) player_setanim =
160 {
161         if (!restart)
162         if (anim_x == self.animstate_startframe)
163         if (anim_y == self.animstate_numframes)
164         if (anim_z == self.animstate_framerate)
165                 return;
166         self.animstate_startframe = anim_x;
167         self.animstate_numframes = anim_y;
168         self.animstate_framerate = anim_z;
169         self.animstate_starttime = time;
170         self.animstate_endtime = time + self.animstate_numframes / self.animstate_framerate;
171         self.animstate_looping = looping;
172         self.animstate_override = override;
173         self.frame = self.animstate_startframe;
174 };
175
176 void() player_updateframe =
177 {
178         if (time >= self.animstate_endtime)
179         {
180                 if (self.animstate_looping)
181                 {
182                         self.animstate_starttime = self.animstate_endtime;
183                         self.animstate_endtime = self.animstate_endtime + self.animstate_numframes / self.animstate_framerate;
184                 }
185                 self.animstate_override = FALSE;
186         }
187         self.frame = self.animstate_startframe + bound(0, (time - self.animstate_starttime) * self.animstate_framerate, self.animstate_numframes - 1);
188 };
189
190 void player_anim (void)
191 {
192         player_updateframe();
193
194         if (self.deadflag != DEAD_NO)
195         {
196                 if (time > self.animstate_endtime)
197                 {
198                         if (self.maxs_z > 5)
199                         {
200                                 self.maxs_z = 5;
201                                 setsize(self, self.mins, self.maxs);
202                         }
203                         self.frame = self.dead_frame;
204                 }
205                 return;
206         }
207
208         if (!self.animstate_override)
209         {
210                 if (!(self.flags & FL_ONGROUND))
211                 {
212                         if (self.crouch)
213                                 player_setanim(self.anim_duckjump, FALSE, TRUE, FALSE);
214                         else
215                                 player_setanim(self.anim_jump, FALSE, TRUE, FALSE);
216                 }
217                 else if (self.crouch)
218                 {
219                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
220                                 player_setanim(self.anim_duckwalk, TRUE, FALSE, FALSE);
221                         else
222                                 player_setanim(self.anim_duckidle, TRUE, FALSE, FALSE);
223                 }
224                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
225                 {
226                         if (self.movement_x > 0 && self.movement_y == 0)
227                                 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
228                         else if (self.movement_x < 0 && self.movement_y == 0)
229                                 player_setanim(self.anim_runbackwards, TRUE, FALSE, FALSE);
230                         else if (self.movement_x == 0 && self.movement_y > 0)
231                                 player_setanim(self.anim_straferight, TRUE, FALSE, FALSE);
232                         else if (self.movement_x == 0 && self.movement_y < 0)
233                                 player_setanim(self.anim_strafeleft, TRUE, FALSE, FALSE);
234                         else if (self.movement_x > 0 && self.movement_y > 0)
235                                 player_setanim(self.anim_forwardright, TRUE, FALSE, FALSE);
236                         else if (self.movement_x > 0 && self.movement_y < 0)
237                                 player_setanim(self.anim_forwardleft, TRUE, FALSE, FALSE);
238                         else if (self.movement_x < 0 && self.movement_y > 0)
239                                 player_setanim(self.anim_backright, TRUE, FALSE, FALSE);
240                         else if (self.movement_x < 0 && self.movement_y < 0)
241                                 player_setanim(self.anim_backleft, TRUE, FALSE, FALSE);
242                         else
243                                 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
244                 }
245                 else
246                         player_setanim(self.anim_idle, TRUE, FALSE, FALSE);
247         }
248 }
249 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
250
251 void SpawnThrownWeapon (vector org, float w)
252 {
253         W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
254 }
255
256 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
257 {
258         local float take, save;
259         pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
260         // damage resistance (ignore most of the damage from a bullet or similar)
261         damage = max(damage - 5, 1);
262
263         save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
264         take = bound(0, damage - save, damage);
265
266         if (save > 10)
267                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
268         else if (take > 30)
269                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
270         else if (take > 10)
271                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
272
273         if (take > 50)
274                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
275         if (take > 100)
276                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
277
278         if (!(self.flags & FL_GODMODE))
279         {
280                 self.armorvalue = self.armorvalue - save;
281                 self.health = self.health - take;
282                 // pause regeneration for 5 seconds
283                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
284         }
285         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
286         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
287         self.dmg_inflictor = inflictor;
288
289         if (self.health <= -50)
290         {
291                 // don't use any animations as a gib
292                 self.frame = 0;
293                 self.dead_frame = 0;
294                 // view just above the floor
295                 self.view_ofs = '0 0 4';
296
297                 // make a juicy mess
298                 local float multiplier;
299                 multiplier = 1;
300                 if (cvar("ekg"))
301                         multiplier = 5;
302                 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 1200 * multiplier, 1000);
303
304                 // make a meaty mess
305                 TossGib (self, "models/gibs/eye.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
306                 TossGib (world, "models/gibs/bloodyskull.md3", self.origin + self.view_ofs, self.velocity,0);
307
308                 local float c;
309                 c = 0;
310                 while (c < multiplier)
311                 {
312                         c = c + 1;
313                         //TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity + randomvec() * 450,0);
314                         //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity + randomvec() * 450,0);
315                         //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity + randomvec() * 450,0);
316                         //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity + randomvec() * 450,0);
317                         //TossGib (world, "models/gibs/gib5.md3", self.origin, self.velocity + randomvec() * 450,0);
318                         //TossGib (world, "models/gibs/gib6.md3", self.origin, self.velocity + randomvec() * 450,0);
319
320                         TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
321                         TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 90),0);
322                         //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
323                         //TossGib (world, "models/gibs/arm.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
324                         TossGib (world, "models/gibs/chest.md3", self.origin + self.view_ofs * 0.5, self.velocity + randomvec() * (random() * 120 + 80),0);
325                         //TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * 150,0);
326                         TossGib (world, "models/gibs/smallchest.md3", self.origin + self.view_ofs, self.velocity + randomvec() * (random() * 120 + 80),0);
327                         TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * (random() * 120 + 85),0);
328                         TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * (random() * 120 + 85),0);
329                         //TossGib (world, "models/gibs/leg1.md3", self.origin + self.view_ofs * -0.2, self.velocity + randomvec() * 150,0);
330                         //TossGib (world, "models/gibs/leg2.md3", self.origin + self.view_ofs * -0.4, self.velocity + randomvec() * 150,0);
331
332                         // these splat on impact
333                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
334                         TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity + randomvec() * 450,1);
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                 }
338
339                 sound (self, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
340         }
341 }
342
343 void ClientKill_Now_TeamChange();
344
345 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
346 {
347         local float take, save, waves, sdelay;
348
349         damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0);
350
351         pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
352         if (self.pain_finished < time)          //Don't switch pain sequences like crazy
353         {
354                 if (random() > 0.5)
355                         player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
356                 else
357                         player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
358                 self.pain_finished = time + 0.5;        //Supajoe
359
360                 // throw off bot aim temporarily
361                 local float shake;
362                 shake = damage * 5 / (bound(0,skill,100) + 1);
363                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
364                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
365         }
366
367         if(g_arena)
368         if(numspawned < 2)
369                 return;
370
371         if (!g_minstagib)
372         {
373                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
374                 take = bound(0, damage - save, damage);
375         }
376         else
377         {
378                 save = 0;
379                 take = damage;
380         }
381
382         if (save > 10)
383                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
384         else if (take > 30)
385                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
386         else if (take > 10)
387                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
388
389         if (take > 50)
390                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
391         if (take > 100)
392                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
393
394         if (time > self.spawnshieldtime)
395         {
396                 if (!(self.flags & FL_GODMODE))
397                 {
398                         self.armorvalue = self.armorvalue - save;
399                         self.health = self.health - take;
400                         // pause regeneration for 5 seconds
401                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
402                 }
403                 else
404                         self.max_armorvalue += (save + take);
405         }
406         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
407         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
408         self.dmg_inflictor = inflictor;
409
410         if(attacker == self)
411         {
412                 // don't reset pushltime for self damage as it may be an attempt to
413                 // escape a lava pit or similar
414                 //self.pushltime = 0;
415         }
416         else if(attacker.classname == "player" || attacker.classname == "gib")
417         {
418                 self.pusher = attacker;
419                 self.pushltime = time + cvar("g_maxpushtime");
420         }
421         else if(time < self.pushltime)
422         {
423                 attacker = self.pusher;
424                 self.pushltime = max(self.pushltime, time + 0.6);
425         }
426         else
427                 self.pushltime = 0;
428
429         if (self.health < 1)
430         {
431                 float defer_ClientKill_Now_TeamChange;
432                 defer_ClientKill_Now_TeamChange = FALSE;
433
434                 self.deaths += 1;
435
436                 // get rid of kill indicator
437                 if(self.killindicator)
438                 {
439                         remove(self.killindicator);
440                         self.killindicator = world;
441                         if(self.killindicator_teamchange)
442                                 defer_ClientKill_Now_TeamChange = TRUE;
443                 }
444
445                 // become fully visible
446                 self.alpha = 1;
447                 // clear selected player display
448                 ClearSelectedPlayer();
449                 // throw a weapon
450                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
451                 // print an obituary message
452                 Obituary (attacker, self, deathtype);
453                 DropAllRunes(self);
454                 if(self == attacker)
455                         kh_Key_DropAll(self, TRUE);
456                 else if(attacker.classname == "player" || attacker.classname == "gib")
457                         kh_Key_DropAll(self, FALSE);
458                 else
459                         kh_Key_DropAll(self, TRUE);
460                 if(self.flagcarried)
461                         DropFlag(self.flagcarried);
462                 // clear waypoints
463                 WaypointSprite_PlayerDead();
464                 // make the corpse upright (not tilted)
465                 self.angles_x = 0;
466                 self.angles_z = 0;
467                 // don't spin
468                 self.avelocity = '0 0 0';
469                 // view from the floor
470                 self.view_ofs = '0 0 -8';
471                 // toss the corpse
472                 self.movetype = MOVETYPE_TOSS;
473                 // shootable corpse
474                 self.solid = SOLID_CORPSE;
475                 // don't stick to the floor
476                 self.flags = self.flags - (self.flags & FL_ONGROUND);
477                 // dying animation
478                 self.deadflag = DEAD_DYING;
479                 // when to allow respawn
480                 sdelay = 0;
481                 waves = 0;
482                 if(cvar("g_respawn_mapsettings"))
483                 {
484                         sdelay = cvar("g_respawn_mapsettings_delay");
485                         waves = cvar("g_respawn_mapsettings_waves");
486                 }
487                 if(!sdelay)
488                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
489                 if(!sdelay)
490                         sdelay = cvar("g_respawn_delay");
491                 if(!waves)
492                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
493                 if(!waves)
494                         waves = cvar("g_respawn_waves");
495                 if(waves)
496                         self.death_time = ceil((time + sdelay) / waves) * waves;
497                 else
498                         self.death_time = time + sdelay;
499                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
500                         self.respawn_countdown = 10; // first number to count down from is 10
501                 else
502                         self.respawn_countdown = -1; // do not count down
503                 if (random() < 0.5)
504                 {
505                         player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
506                         self.dead_frame = self.anim_dead1_x;
507                 }
508                 else
509                 {
510                         player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
511                         self.dead_frame = self.anim_dead2_x;
512                 }
513                 // set damage function to corpse damage
514                 self.event_damage = PlayerCorpseDamage;
515                 // call the corpse damage function just in case it wants to gib
516                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
517                 // set up to fade out later
518                 SUB_SetFade (self, time + 12 + random () * 4, 1);
519
520                 // remove laserdot
521                 if(self.weaponentity)
522                         if(self.weaponentity.lasertarget)
523                                 remove(self.weaponentity.lasertarget);
524
525                 if(clienttype(self) == CLIENTTYPE_REAL)
526                 {
527                         self.fixangle = TRUE;
528                         //msg_entity = self;
529                         //WriteByte (MSG_ONE, SVC_SETANGLE);
530                         //WriteAngle (MSG_ONE, self.v_angle_x);
531                         //WriteAngle (MSG_ONE, self.v_angle_y);
532                         //WriteAngle (MSG_ONE, 80);
533                 }
534
535                 if(g_arena)
536                         Spawnqueue_Unmark(self);
537
538                 if(defer_ClientKill_Now_TeamChange)
539                         ClientKill_Now_TeamChange();
540         }
541 }
542
543 float UpdateSelectedPlayer_countvalue(float v)
544 {
545         return max(0, (v - 1.0) / 0.5);
546 }
547
548 // returns: -2 if no hit, otherwise cos of the angle
549 // uses the global v_angle
550 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
551 {
552         vector so, d;
553         float c;
554
555         if(p == self)
556                 return -2;
557
558         if(p.deadflag)
559                 return -2;
560
561         so = self.origin + self.view_ofs;
562         d = p.origin - so;
563
564         // misaimed?
565         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
566                 return -2;
567
568         // now find the cos of the angle...
569         c = normalize(d) * v_forward;
570
571         if(c <= mincosangle)
572                 return -2;
573
574         traceline(so, p.origin, MOVE_NOMONSTERS, self);
575         if(trace_fraction < 1)
576                 return -2;
577
578         return c;
579 }
580
581 void ClearSelectedPlayer()
582 {
583         if(self.selected_player)
584         {
585                 centerprint_expire(self, CENTERPRIO_POINT);
586                 self.selected_player = world;
587                 self.selected_player_display_needs_update = FALSE;
588         }
589 }
590
591 void UpdateSelectedPlayer()
592 {
593         entity selected;
594         float selected_score;
595         selected = world;
596         selected_score = 0.95; // 18 degrees
597
598         if(!cvar("sv_allow_shownames"))
599                 return;
600
601         if(clienttype(self) != CLIENTTYPE_REAL)
602                 return;
603
604         if(self.cvar_cl_shownames == 0)
605                 return;
606
607         if(self.cvar_cl_shownames == 1 && !teams_matter)
608                 return;
609
610         makevectors(self.v_angle); // sets v_forward
611
612         // 1. cursor trace is always right
613         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
614         {
615                 selected = self.cursor_trace_ent;
616         }
617         else
618         {
619                 // 2. if we don't have a cursor trace, find the player which is least
620                 //    mis-aimed at
621                 entity p;
622                 FOR_EACH_PLAYER(p)
623                 {
624                         float c;
625                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
626                         if(c >= -1)
627                         {
628                                 selected = p;
629                                 selected_score = c;
630                         }
631                 }
632         }
633
634         if(selected)
635         {
636                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
637         }
638         else
639         {
640                 if(time < self.selected_player_display_timeout)
641                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
642                                 selected = self.selected_player;
643         }
644
645         if(selected)
646         {
647                 if(selected == self.selected_player)
648                 {
649                         float save;
650                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
651                         self.selected_player_count = self.selected_player_count + frametime;
652                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
653                         {
654                                 string namestr, healthstr;
655                                 namestr = playername(selected);
656                                 if(teams_matter)
657                                 {
658                                         healthstr = ftos(floor(selected.health));
659                                         if(self.team == selected.team)
660                                         {
661                                                 namestr = strcat(namestr, " (", healthstr, "%)");
662                                                 self.selected_player_display_needs_update = TRUE;
663                                         }
664                                 }
665                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
666                         }
667                 }
668                 else
669                 {
670                         ClearSelectedPlayer();
671                         self.selected_player = selected;
672                         self.selected_player_time = time;
673                         self.selected_player_count = 0;
674                         self.selected_player_display_needs_update = FALSE;
675                 }
676         }
677         else
678         {
679                 ClearSelectedPlayer();
680         }
681
682         if(self.selected_player)
683                 self.last_selected_player = self.selected_player;
684 }
685
686 float precache_sound_index (string s) = #19;
687 void soundto(entity e, entity sounddest, float chan, string samp, float vol, float atten)
688 {
689         vector o;
690         if(clienttype(sounddest) != CLIENTTYPE_REAL)
691                 return;
692         o = e.origin + 0.5 * (e.mins + e.maxs);
693         msg_entity = sounddest;
694         WriteByte(MSG_ONE, 6);
695         WriteByte(MSG_ONE, 27); // all bits except SND_LOOPING
696         WriteByte(MSG_ONE, vol * 255);
697         WriteByte(MSG_ONE, atten * 64);
698         WriteEntity(MSG_ONE, e);
699         WriteByte(MSG_ONE, chan);
700         WriteShort(MSG_ONE, precache_sound_index(samp));
701         WriteCoord(MSG_ONE, o_x);
702         WriteCoord(MSG_ONE, o_y);
703         WriteCoord(MSG_ONE, o_z);
704 }
705
706 #if 0
707 .string playersound_attack;
708 .string playersound_attackinfive;
709 .string playersound_coverme;
710 .string playersound_defend;
711 .string playersound_freelance;
712 .string playersound_incoming;
713 .string playersound_meet;
714 .string playersound_needhelp;
715 .string playersound_seenflag;
716 .string playersound_taunt;
717 .string playersound_teamshoot;
718 .float modelindex_for_playersound;
719
720 float GetVoiceMessageTeamsayType(string type)
721 {
722         if(type == "taunt")
723                 return 0;
724         if(type == "teamshoot")
725                 return 2;
726         return 1;
727 }
728
729 string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot";
730 float GetPlayerSoundSampleField_notFound;
731 .string GetVoiceMessageSampleField(string type)
732 {
733         GetPlayerSoundSampleField_notFound = 0;
734         switch(type)
735         {
736                 case "attack":       return playersound_attack;
737                 case "attackinfive": return playersound_attackinfive;
738                 case "coverme":      return playersound_coverme;
739                 case "defend":       return playersound_defend;
740                 case "freelance":    return playersound_freelance;
741                 case "incoming":     return playersound_incoming;
742                 case "meet":         return playersound_meet;
743                 case "needhelp":     return playersound_needhelp;
744                 case "seenflag":     return playersound_seenflag;
745                 case "taunt":        return playersound_taunt;
746                 case "teamshoot":    return playersound_teamshoot;
747         }
748         GetPlayerSoundSampleField_notFound = 1;
749         return playersound_taunt;
750 }
751
752 .string GetPlayerSoundSampleField(string type)
753 {
754         GetPlayerSoundSampleField_notFound = 0;
755         switch(type)
756         {
757                 case "attack":       return playersound_attack;
758                 default:             return GetVoiceMessageSampleField(type);
759         }
760 }
761
762 void PrecachePlayerSounds(string f)
763 {
764         float fh;
765         float i, n;
766         string s;
767         fh = fopen(f, FILE_READ);
768         if(fh < 0)
769                 return;
770         while((s = fgets(fh)))
771         {
772                 if(tokenize(s) != 3)
773                 {
774                         dprint("Invalid sound info line: ", s, "\n");
775                         continue;
776                 }
777                 n = stof(argv(2));
778                 for(i = 1; i <= n; ++i)
779                         precache_sound(strcat(argv(1), ftos(i), ".wav"));
780         }
781         fclose(fh);
782 }
783
784 void LoadPlayerSounds(string f)
785 {
786         float fh;
787         string s;
788         var .string field;
789         fh = fopen(f, FILE_READ);
790         if(fh < 0)
791                 return;
792         while((s = fgets(fh)))
793         {
794                 if(tokenize(s) != 3)
795                         continue;
796                 field = GetPlayerSoundSampleField(argv(0));
797                 if(GetPlayerSoundSampleField_notFound)
798                         continue;
799                 if(self.field)
800                         strunzone(self.field);
801                 self.field = strzone(strcat(argv(1), " ", argv(2)));
802         }
803         fclose(fh);
804 }
805
806 void UpdatePlayerSounds()
807 {
808         if(self.modelindex == self.modelindex_for_playersound)
809                 return;
810         self.modelindex_for_playersound = self.modelindex;
811         LoadPlayerSounds("sound/player/default.sounds");
812         LoadPlayerSounds(strcat(self.model, ".sounds"));
813 }
814
815 void VoiceMessage(string type)
816 {
817         // TODO precache voice messages?
818         var string sample;
819         var float teamsay;
820         sample = self.(GetPlayerSoundSampleField(type));
821
822         if(GetPlayerSoundSampleField_notFound)
823         {
824                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
825                 return;
826         }
827
828         if(!sample)
829                 return;
830
831         teamsay = GetVoiceMessageTeamsayType(type);
832
833         tokenize(sample);
834         sample = strcat(argv(0), ftos(ceil(random() * stof(argv(1)))), ".wav"); // randomization
835
836         if(teamsay == 2)
837         {
838                 if(teams_matter)
839                         if(self.pusher)
840                                 if(self.pusher.team == self.team)
841                                 {
842                                         soundto(self, self.pusher, CHAN_VOICE, sample, 1, ATTN_NONE);
843                                         soundto(self, self, CHAN_VOICE, sample, 1, ATTN_NONE);
844                                 }
845         }
846         else if(teamsay == 0 || !teams_matter)
847         {
848                 // broadcast the sound, but it's directional
849                 sound(self, CHAN_VOICE, sample, 1, ATTN_NORM);
850         }
851         else if(teamsay == 1)
852         {
853                 entity e;
854                 FOR_EACH_REALCLIENT(e)
855                         if(e.team == self.team)
856                                 soundto(self, e, CHAN_VOICE, sample, 1, ATTN_NONE);
857         }
858 }
859 #else
860 void PrecachePlayerSounds(string f) { }
861 void UpdatePlayerSounds() { }
862 void VoiceMessage(string type) { sprint(self, "Sorry, voice command support is not done yet. Maybe later.\n"); }
863 #endif