// changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request // merged player_run and player_stand to player_anim // added death animations to player_anim // can now spawn thrown weapons from anywhere, not just from players // thrown weapons now fade out after 20 seconds // created PlayerGib function // PlayerDie no longer uses hitloc or damage // PlayerDie now supports dying animations as well as gibbing // cleaned up PlayerDie a lot // added CopyBody .entity pusher; .float pushltime; void CopyBody(float keepvelocity) { local entity oldself; if (self.effects & EF_NODRAW) return; oldself = self; self = spawn(); self.colormap = oldself.colormap; self.iscreature = oldself.iscreature; self.angles = oldself.angles; self.avelocity = oldself.avelocity; self.classname = "body"; self.damageforcescale = oldself.damageforcescale; self.effects = oldself.effects; self.event_damage = oldself.event_damage; self.animstate_startframe = oldself.animstate_startframe; self.animstate_numframes = oldself.animstate_numframes; self.animstate_framerate = oldself.animstate_framerate; self.animstate_starttime = oldself.animstate_starttime; self.animstate_endtime = oldself.animstate_endtime; self.animstate_override = oldself.animstate_override; self.animstate_looping = oldself.animstate_looping; self.frame = oldself.frame; self.dead_frame = oldself.dead_frame; self.pain_finished = oldself.pain_finished; self.health = oldself.health; self.armorvalue = oldself.armorvalue; self.armortype = oldself.armortype; self.model = oldself.model; self.modelindex = oldself.modelindex; self.movetype = oldself.movetype; self.nextthink = oldself.nextthink; self.skin = oldself.skin; self.solid = oldself.solid; self.takedamage = oldself.takedamage; self.think = oldself.think; self.gibrandom = oldself.gibrandom; self.customizeentityforclient = oldself.customizeentityforclient; if (keepvelocity == 1) self.velocity = oldself.velocity; self.oldvelocity = self.velocity; self.fade_time = oldself.fade_time; self.fade_rate = oldself.fade_rate; //self.weapon = oldself.weapon; setorigin(self, oldself.origin); setsize(self, oldself.mins, oldself.maxs); self.oldorigin = oldself.origin; self = oldself; } float animparseerror; vector(float animfile) animparseline = { local string line; local float c; local vector anim; if (animfile < 0) return '0 1 2'; line = fgets(animfile); c = tokenize(line); if (c != 3) { animparseerror = TRUE; return '0 1 2'; } anim_x = stof(argv(0)); anim_y = stof(argv(1)); anim_z = stof(argv(2)); // don't allow completely bogus values if (anim_x < 0 || anim_y < 1 || anim_z < 0.001) anim = '0 1 2'; return anim; }; void() player_setupanimsformodel = { local string animfilename; local float animfile; // defaults for legacy .zym models without animinfo files self.anim_die1 = '0 1 0.5'; // 2 seconds self.anim_die2 = '1 1 0.5'; // 2 seconds self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly! self.anim_duckwalk = '4 1 1'; self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it self.anim_duckidle = '6 1 1'; self.anim_idle = '7 1 1'; self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it self.anim_pain1 = '9 1 2'; // 0.5 seconds self.anim_pain2 = '10 1 2'; // 0.5 seconds self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate self.anim_taunt = '12 1 1'; // FIXME? there is no code using this anim self.anim_run = '13 1 1'; self.anim_runbackwards = '14 1 1'; self.anim_strafeleft = '15 1 1'; self.anim_straferight = '16 1 1'; self.anim_dead1 = '17 1 1'; self.anim_dead2 = '18 1 1'; self.anim_forwardright = '19 1 1'; self.anim_forwardleft = '20 1 1'; self.anim_backright = '21 1 1'; self.anim_backleft = '22 1 1'; animparseerror = FALSE; animfilename = strcat(self.model, ".animinfo"); animfile = fopen(animfilename, FILE_READ); if (animfile >= 0) { self.anim_die1 = animparseline(animfile); self.anim_die2 = animparseline(animfile); self.anim_draw = animparseline(animfile); self.anim_duck = animparseline(animfile); self.anim_duckwalk = animparseline(animfile); self.anim_duckjump = animparseline(animfile); self.anim_duckidle = animparseline(animfile); self.anim_idle = animparseline(animfile); self.anim_jump = animparseline(animfile); self.anim_pain1 = animparseline(animfile); self.anim_pain2 = animparseline(animfile); self.anim_shoot = animparseline(animfile); self.anim_taunt = animparseline(animfile); self.anim_run = animparseline(animfile); self.anim_runbackwards = animparseline(animfile); self.anim_strafeleft = animparseline(animfile); self.anim_straferight = animparseline(animfile); self.anim_forwardright = animparseline(animfile); self.anim_forwardleft = animparseline(animfile); self.anim_backright = animparseline(animfile); self.anim_backleft = animparseline(animfile); fclose(animfile); // derived anims self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1); self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1); if (animparseerror) print("Parse error in ", animfilename, ", some player animations are broken\n"); } else dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n"); // reset animstate now player_setanim(self.anim_idle, TRUE, FALSE, TRUE); }; void(vector anim, float looping, float override, float restart) player_setanim = { if (!restart) if (anim_x == self.animstate_startframe) if (anim_y == self.animstate_numframes) if (anim_z == self.animstate_framerate) return; self.animstate_startframe = anim_x; self.animstate_numframes = anim_y; self.animstate_framerate = anim_z; self.animstate_starttime = time; self.animstate_endtime = time + self.animstate_numframes / self.animstate_framerate; self.animstate_looping = looping; self.animstate_override = override; self.frame = self.animstate_startframe; }; void() player_updateframe = { if (time >= self.animstate_endtime) { if (self.animstate_looping) { self.animstate_starttime = self.animstate_endtime; self.animstate_endtime = self.animstate_endtime + self.animstate_numframes / self.animstate_framerate; } self.animstate_override = FALSE; } self.frame = self.animstate_startframe + bound(0, (time - self.animstate_starttime) * self.animstate_framerate, self.animstate_numframes - 1); }; void player_anim (void) { player_updateframe(); if (self.deadflag != DEAD_NO) { if (time > self.animstate_endtime) { if (self.maxs_z > 5) { self.maxs_z = 5; setsize(self, self.mins, self.maxs); } self.frame = self.dead_frame; } return; } if (!self.animstate_override) { if (!(self.flags & FL_ONGROUND)) { if (self.crouch) player_setanim(self.anim_duckjump, FALSE, TRUE, FALSE); else player_setanim(self.anim_jump, FALSE, TRUE, FALSE); } else if (self.crouch) { if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20) player_setanim(self.anim_duckwalk, TRUE, FALSE, FALSE); else player_setanim(self.anim_duckidle, TRUE, FALSE, FALSE); } else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20) { if (self.movement_x > 0 && self.movement_y == 0) player_setanim(self.anim_run, TRUE, FALSE, FALSE); else if (self.movement_x < 0 && self.movement_y == 0) player_setanim(self.anim_runbackwards, TRUE, FALSE, FALSE); else if (self.movement_x == 0 && self.movement_y > 0) player_setanim(self.anim_straferight, TRUE, FALSE, FALSE); else if (self.movement_x == 0 && self.movement_y < 0) player_setanim(self.anim_strafeleft, TRUE, FALSE, FALSE); else if (self.movement_x > 0 && self.movement_y > 0) player_setanim(self.anim_forwardright, TRUE, FALSE, FALSE); else if (self.movement_x > 0 && self.movement_y < 0) player_setanim(self.anim_forwardleft, TRUE, FALSE, FALSE); else if (self.movement_x < 0 && self.movement_y > 0) player_setanim(self.anim_backright, TRUE, FALSE, FALSE); else if (self.movement_x < 0 && self.movement_y < 0) player_setanim(self.anim_backleft, TRUE, FALSE, FALSE); else player_setanim(self.anim_run, TRUE, FALSE, FALSE); } else player_setanim(self.anim_idle, TRUE, FALSE, FALSE); } } //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations) void SpawnThrownWeapon (vector org, float w) { if (!cvar("g_pickup_items")) if (!g_minstagib) return; if (!w) return; if (w == IT_LASER) return; W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE); } void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { local float take, save; te_blood (hitloc, force, damage); // damage resistance (ignore most of the damage from a bullet or similar) damage = max(damage - 5, 1); save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue); take = bound(0, damage - save, damage); if (save > 10) sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM); else if (take > 30) sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM); else if (take > 10) sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM); if (take > 50) TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1); if (take > 100) TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1); if (!(self.flags & FL_GODMODE)) { self.armorvalue = self.armorvalue - save; self.health = self.health - take; // pause regeneration for 5 seconds self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen")); } self.dmg_save = self.dmg_save + save;//max(save - 10, 0); self.dmg_take = self.dmg_take + take;//max(take - 10, 0); self.dmg_inflictor = inflictor; if (self.health <= -50) { // don't use any animations as a gib self.frame = 0; self.dead_frame = 0; // view just above the floor self.view_ofs = '0 0 4'; // make a juicy mess local float multiplier; multiplier = 1; if (cvar("ekg")) multiplier = 5; te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 1200 * multiplier, 1000); // make a meaty mess TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0); TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0); local float c; c = 0; while (c < multiplier) { c = c + 1; TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0); //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0); TossGib (world, "models/gibs/gib1.mdl", self.origin, self.velocity,0); //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0); TossGib (world, "models/gibs/gib2.mdl", self.origin, self.velocity,0); //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0); TossGib (world, "models/gibs/gib3.mdl", self.origin, self.velocity,0); // these destory on impact TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1); //TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1); TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1); TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1); TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1); TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1); } sound (self, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM); } } void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { local float take, save, waves, sdelay; damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0); te_blood (hitloc, force, damage); if (self.pain_finished < time) //Don't switch pain sequences like crazy { if (random() > 0.5) player_setanim(self.anim_pain1, FALSE, TRUE, TRUE); else player_setanim(self.anim_pain2, FALSE, TRUE, TRUE); self.pain_finished = time + 0.5; //Supajoe // throw off bot aim temporarily local float shake; shake = damage * 5 / (bound(0,skill,100) + 1); self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake; self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake; } if(g_arena) if(numspawned < 2) return; if (!g_minstagib) { save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue); take = bound(0, damage - save, damage); } else { save = 0; take = damage; } if (save > 10) sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM); else if (take > 30) sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM); else if (take > 10) sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM); if (take > 50) TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1); if (take > 100) TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1); if (time > self.spawnshieldtime) { if (!(self.flags & FL_GODMODE)) { self.armorvalue = self.armorvalue - save; self.health = self.health - take; // pause regeneration for 5 seconds self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen")); } else self.max_armorvalue += (save + take); } self.dmg_save = self.dmg_save + save;//max(save - 10, 0); self.dmg_take = self.dmg_take + take;//max(take - 10, 0); self.dmg_inflictor = inflictor; if(attacker == self) { // don't reset pushltime for self damage as it may be an attempt to // escape a lava pit or similar //self.pushltime = 0; } else if(attacker.classname == "player" || attacker.classname == "gib") { self.pusher = attacker; self.pushltime = time + cvar("g_maxpushtime"); } else if(time < self.pushltime) { attacker = self.pusher; self.pushltime = max(self.pushltime, time + 0.6); } else self.pushltime = 0; if (self.health < 1) { self.deaths += 1; // become fully visible self.alpha = 1; // clear selected player display ClearSelectedPlayer(); // throw a weapon SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon); // print an obituary message Obituary (attacker, self, deathtype); DropAllRunes(self); if(self == attacker) kh_Key_DropAll(self, TRUE); else if(attacker.classname == "player" || attacker.classname == "gib") kh_Key_DropAll(self, FALSE); else kh_Key_DropAll(self, TRUE); if(self.flagcarried) DropFlag(self.flagcarried); // clear waypoints WaypointSprite_PlayerDead(); // make the corpse upright (not tilted) self.angles_x = 0; self.angles_z = 0; // don't spin self.avelocity = '0 0 0'; // view from the floor self.view_ofs = '0 0 -8'; // toss the corpse self.movetype = MOVETYPE_TOSS; // shootable corpse self.solid = SOLID_CORPSE; // don't stick to the floor self.flags = self.flags - (self.flags & FL_ONGROUND); // dying animation self.deadflag = DEAD_DYING; // when to allow respawn sdelay = 0; waves = 0; if(cvar("g_respawn_mapsettings")) { sdelay = cvar("g_respawn_mapsettings_delay"); waves = cvar("g_respawn_mapsettings_waves"); } if(!sdelay) sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay")); if(!sdelay) sdelay = cvar("g_respawn_delay"); if(!waves) waves = cvar(strcat("g_", GetGametype(), "_respawn_waves")); if(!waves) waves = cvar("g_respawn_waves"); if(waves) self.death_time = ceil((time + sdelay) / waves) * waves; else self.death_time = time + sdelay; if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75)) self.respawn_countdown = 10; // first number to count down from is 10 else self.respawn_countdown = -1; // do not count down if (random() < 0.5) { player_setanim(self.anim_die1, FALSE, TRUE, TRUE); self.dead_frame = self.anim_dead1_x; } else { player_setanim(self.anim_die2, FALSE, TRUE, TRUE); self.dead_frame = self.anim_dead2_x; } // set damage function to corpse damage self.event_damage = PlayerCorpseDamage; // call the corpse damage function just in case it wants to gib self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force); // set up to fade out later SUB_SetFade (self, time + 12 + random () * 4, 1); // remove laserdot if(self.weaponentity) if(self.weaponentity.lasertarget) remove(self.weaponentity.lasertarget); if(clienttype(self) == CLIENTTYPE_REAL) { self.fixangle = TRUE; //msg_entity = self; //WriteByte (MSG_ONE, SVC_SETANGLE); //WriteAngle (MSG_ONE, self.v_angle_x); //WriteAngle (MSG_ONE, self.v_angle_y); //WriteAngle (MSG_ONE, 80); } if(g_arena) Spawnqueue_Unmark(self); } } float UpdateSelectedPlayer_countvalue(float v) { return max(0, (v - 1.0) / 0.5); } // returns: -2 if no hit, otherwise cos of the angle // uses the global v_angle float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist) { vector so, d; float c; if(p == self) return -2; if(p.deadflag) return -2; so = self.origin + self.view_ofs; d = p.origin - so; // misaimed? if(dist_point_line(d, '0 0 0', v_forward) > maxdist) return -2; // now find the cos of the angle... c = normalize(d) * v_forward; if(c <= mincosangle) return -2; traceline(so, p.origin, MOVE_NOMONSTERS, self); if(trace_fraction < 1) return -2; return c; } void ClearSelectedPlayer() { if(self.selected_player) { centerprint_expire(self, CENTERPRIO_POINT); self.selected_player = world; self.selected_player_display_needs_update = FALSE; } } void UpdateSelectedPlayer() { entity selected; float selected_score; selected = world; selected_score = 0.95; // 18 degrees if(!cvar("sv_allow_shownames")) return; if(clienttype(self) != CLIENTTYPE_REAL) return; if(self.cvar_cl_shownames == 0) return; if(self.cvar_cl_shownames == 1 && !teams_matter) return; makevectors(self.v_angle); // sets v_forward // 1. cursor trace is always right if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag) { selected = self.cursor_trace_ent; } else { // 2. if we don't have a cursor trace, find the player which is least // mis-aimed at entity p; FOR_EACH_PLAYER(p) { float c; c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters if(c >= -1) { selected = p; selected_score = c; } } } if(selected) { self.selected_player_display_timeout = time + self.cvar_scr_centertime; } else { if(time < self.selected_player_display_timeout) if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees selected = self.selected_player; } if(selected) { if(selected == self.selected_player) { float save; save = UpdateSelectedPlayer_countvalue(self.selected_player_count); self.selected_player_count = self.selected_player_count + frametime; if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count)) { string namestr, healthstr; namestr = playername(selected); if(teams_matter) { healthstr = ftos(floor(selected.health)); if(self.team == selected.team) { namestr = strcat(namestr, " (", healthstr, "%)"); self.selected_player_display_needs_update = TRUE; } } centerprint_atprio(self, CENTERPRIO_POINT, namestr); } } else { ClearSelectedPlayer(); self.selected_player = selected; self.selected_player_time = time; self.selected_player_count = 0; self.selected_player_display_needs_update = FALSE; } } else { ClearSelectedPlayer(); } if(self.selected_player) self.last_selected_player = self.selected_player; } .string playersound_attack; .string playersound_attackinfive; .string playersound_coverme; .string playersound_defend; .string playersound_freelance; .string playersound_incoming; .string playersound_meet; .string playersound_needhelp; .string playersound_seenflag; .string playersound_taunt; .string playersound_teamshoot; .float modelindex_for_playersound; float GetVoiceMessageTeamsayType(string type) { if(type == "taunt") return 0; if(type == "teamshoot") return 2; return 1; } string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot"; float GetPlayerSoundSampleField_notFound; .string GetVoiceMessageSampleField(string type) { GetPlayerSoundSampleField_notFound = 0; switch(type) { case "attack": return playersound_attack; case "attackinfive": return playersound_attackinfive; case "coverme": return playersound_coverme; case "defend": return playersound_defend; case "freelance": return playersound_freelance; case "incoming": return playersound_incoming; case "meet": return playersound_meet; case "needhelp": return playersound_needhelp; case "seenflag": return playersound_seenflag; case "taunt": return playersound_taunt; case "teamshoot": return playersound_teamshoot; } GetPlayerSoundSampleField_notFound = 1; return playersound_taunt; } .string GetPlayerSoundSampleField(string type) { GetPlayerSoundSampleField_notFound = 0; switch(type) { case "attack": return playersound_attack; default: return GetVoiceMessageSampleField(type); } } void PrecachePlayerSounds(string f) { float fh; float i, n; string s; fh = fopen(f, FILE_READ); if(fh < 0) return; while((s = fgets(fh))) { if(tokenize(s) != 3) { dprint("Invalid sound info line: ", s, "\n"); continue; } n = stof(argv(2)); for(i = 1; i <= n; ++i) precache_sound(strcat(argv(1), ftos(i), ".wav")); } fclose(fh); } void LoadPlayerSounds(string f) { float fh; string s; var .string field; fh = fopen(f, FILE_READ); if(fh < 0) return; while((s = fgets(fh))) { if(tokenize(s) != 3) continue; field = GetPlayerSoundSampleField(argv(0)); if(GetPlayerSoundSampleField_notFound) continue; if(self.field) strunzone(self.field); self.field = strzone(strcat(argv(1), " ", argv(2))); } fclose(fh); } void UpdatePlayerSounds() { if(self.modelindex == self.modelindex_for_playersound) return; self.modelindex_for_playersound = self.modelindex; LoadPlayerSounds("sound/player/default.sounds"); LoadPlayerSounds(strcat(self.model, ".sounds")); } float precache_sound_index (string s) = #19; void soundto(entity e, entity sounddest, float chan, string samp, float vol, float atten) { vector o; if(clienttype(sounddest) != CLIENTTYPE_REAL) return; o = e.origin + 0.5 * (e.mins + e.maxs); msg_entity = sounddest; WriteByte(MSG_ONE, 6); WriteByte(MSG_ONE, 27); // all bits except SND_LOOPING WriteByte(MSG_ONE, vol * 255); WriteByte(MSG_ONE, atten * 64); WriteEntity(MSG_ONE, e); WriteByte(MSG_ONE, chan); WriteShort(MSG_ONE, precache_sound_index(samp)); WriteCoord(MSG_ONE, o_x); WriteCoord(MSG_ONE, o_y); WriteCoord(MSG_ONE, o_z); } void VoiceMessage(string type) { // TODO precache voice messages? var string sample; var float teamsay; sample = self.(GetPlayerSoundSampleField(type)); if(GetPlayerSoundSampleField_notFound) { sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n")); return; } if(!sample) return; teamsay = GetVoiceMessageTeamsayType(type); tokenize(sample); sample = strcat(argv(0), ftos(ceil(random() * stof(argv(1)))), ".wav"); // randomization if(teamsay == 2) { if(teams_matter) if(self.pusher) if(self.pusher.team == self.team) { soundto(self, self.pusher, CHAN_VOICE, sample, 1, ATTN_NONE); soundto(self, self, CHAN_VOICE, sample, 1, ATTN_NONE); } } else if(teamsay == 0 || !teams_matter) { // broadcast the sound, but it's directional sound(self, CHAN_VOICE, sample, 1, ATTN_NORM); } else if(teamsay == 1) { entity e; FOR_EACH_REALCLIENT(e) if(e.team == self.team) soundto(self, e, CHAN_VOICE, sample, 1, ATTN_NONE); } }