2 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
3 // merged player_run and player_stand to player_anim
4 // added death animations to player_anim
5 // can now spawn thrown weapons from anywhere, not just from players
6 // thrown weapons now fade out after 20 seconds
7 // created PlayerGib function
8 // PlayerDie no longer uses hitloc or damage
9 // PlayerDie now supports dying animations as well as gibbing
10 // cleaned up PlayerDie a lot
16 void CopyBody(float keepvelocity)
19 if (self.effects & EF_NODRAW)
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;
67 vector(float animfile) animparseline =
74 line = fgets(animfile);
78 animparseerror = TRUE;
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)
90 void() player_setupanimsformodel =
92 local string animfilename;
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);
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);
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);
151 print("Parse error in ", animfilename, ", some player animations are broken\n");
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);
159 void(vector anim, float looping, float override, float restart) player_setanim =
162 if (anim_x == self.animstate_startframe)
163 if (anim_y == self.animstate_numframes)
164 if (anim_z == self.animstate_framerate)
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;
176 void() player_updateframe =
178 if (time >= self.animstate_endtime)
180 if (self.animstate_looping)
182 self.animstate_starttime = self.animstate_endtime;
183 self.animstate_endtime = self.animstate_endtime + self.animstate_numframes / self.animstate_framerate;
185 self.animstate_override = FALSE;
187 self.frame = self.animstate_startframe + bound(0, (time - self.animstate_starttime) * self.animstate_framerate, self.animstate_numframes - 1);
190 void player_anim (void)
192 player_updateframe();
194 if (self.deadflag != DEAD_NO)
196 if (time > self.animstate_endtime)
201 setsize(self, self.mins, self.maxs);
203 self.frame = self.dead_frame;
208 if (!self.animstate_override)
210 if (!(self.flags & FL_ONGROUND))
213 player_setanim(self.anim_duckjump, FALSE, TRUE, FALSE);
215 player_setanim(self.anim_jump, FALSE, TRUE, FALSE);
217 else if (self.crouch)
219 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
220 player_setanim(self.anim_duckwalk, TRUE, FALSE, FALSE);
222 player_setanim(self.anim_duckidle, TRUE, FALSE, FALSE);
224 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
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);
243 player_setanim(self.anim_run, TRUE, FALSE, FALSE);
246 player_setanim(self.anim_idle, TRUE, FALSE, FALSE);
249 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
251 void SpawnThrownWeapon (vector org, float w)
253 if (!cvar("g_pickup_items"))
261 W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
264 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
266 local float take, save;
267 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
268 // damage resistance (ignore most of the damage from a bullet or similar)
269 damage = max(damage - 5, 1);
271 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
272 take = bound(0, damage - save, damage);
275 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
277 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
279 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
282 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
284 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
286 if (!(self.flags & FL_GODMODE))
288 self.armorvalue = self.armorvalue - save;
289 self.health = self.health - take;
290 // pause regeneration for 5 seconds
291 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
293 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
294 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
295 self.dmg_inflictor = inflictor;
297 if (self.health <= -50)
299 // don't use any animations as a gib
302 // view just above the floor
303 self.view_ofs = '0 0 4';
306 local float multiplier;
310 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 1200 * multiplier, 1000);
313 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
314 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
318 while (c < multiplier)
321 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
322 //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
323 TossGib (world, "models/gibs/gib1.mdl", self.origin, self.velocity,0);
324 //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
325 TossGib (world, "models/gibs/gib2.mdl", self.origin, self.velocity,0);
326 //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
327 TossGib (world, "models/gibs/gib3.mdl", self.origin, self.velocity,0);
329 // these destory on impact
330 TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
331 //TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
332 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
333 TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
334 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
335 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
338 sound (self, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
342 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
344 local float take, save, waves, sdelay;
346 damage = damage * bound(1.0, self.cvar_cl_handicap, 100.0);
348 pointparticles(particleeffectnum("blood"), hitloc, force, bound(0, damage, 200));
349 if (self.pain_finished < time) //Don't switch pain sequences like crazy
352 player_setanim(self.anim_pain1, FALSE, TRUE, TRUE);
354 player_setanim(self.anim_pain2, FALSE, TRUE, TRUE);
355 self.pain_finished = time + 0.5; //Supajoe
357 // throw off bot aim temporarily
359 shake = damage * 5 / (bound(0,skill,100) + 1);
360 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
361 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
370 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
371 take = bound(0, damage - save, damage);
380 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
382 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
384 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
387 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
389 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
391 if (time > self.spawnshieldtime)
393 if (!(self.flags & FL_GODMODE))
395 self.armorvalue = self.armorvalue - save;
396 self.health = self.health - take;
397 // pause regeneration for 5 seconds
398 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
401 self.max_armorvalue += (save + take);
403 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
404 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
405 self.dmg_inflictor = inflictor;
409 // don't reset pushltime for self damage as it may be an attempt to
410 // escape a lava pit or similar
411 //self.pushltime = 0;
413 else if(attacker.classname == "player" || attacker.classname == "gib")
415 self.pusher = attacker;
416 self.pushltime = time + cvar("g_maxpushtime");
418 else if(time < self.pushltime)
420 attacker = self.pusher;
421 self.pushltime = max(self.pushltime, time + 0.6);
430 // become fully visible
432 // clear selected player display
433 ClearSelectedPlayer();
435 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
436 // print an obituary message
437 Obituary (attacker, self, deathtype);
440 kh_Key_DropAll(self, TRUE);
441 else if(attacker.classname == "player" || attacker.classname == "gib")
442 kh_Key_DropAll(self, FALSE);
444 kh_Key_DropAll(self, TRUE);
446 DropFlag(self.flagcarried);
448 WaypointSprite_PlayerDead();
449 // make the corpse upright (not tilted)
453 self.avelocity = '0 0 0';
454 // view from the floor
455 self.view_ofs = '0 0 -8';
457 self.movetype = MOVETYPE_TOSS;
459 self.solid = SOLID_CORPSE;
460 // don't stick to the floor
461 self.flags = self.flags - (self.flags & FL_ONGROUND);
463 self.deadflag = DEAD_DYING;
464 // when to allow respawn
467 if(cvar("g_respawn_mapsettings"))
469 sdelay = cvar("g_respawn_mapsettings_delay");
470 waves = cvar("g_respawn_mapsettings_waves");
473 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
475 sdelay = cvar("g_respawn_delay");
477 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
479 waves = cvar("g_respawn_waves");
481 self.death_time = ceil((time + sdelay) / waves) * waves;
483 self.death_time = time + sdelay;
484 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
485 self.respawn_countdown = 10; // first number to count down from is 10
487 self.respawn_countdown = -1; // do not count down
490 player_setanim(self.anim_die1, FALSE, TRUE, TRUE);
491 self.dead_frame = self.anim_dead1_x;
495 player_setanim(self.anim_die2, FALSE, TRUE, TRUE);
496 self.dead_frame = self.anim_dead2_x;
498 // set damage function to corpse damage
499 self.event_damage = PlayerCorpseDamage;
500 // call the corpse damage function just in case it wants to gib
501 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
502 // set up to fade out later
503 SUB_SetFade (self, time + 12 + random () * 4, 1);
506 if(self.weaponentity)
507 if(self.weaponentity.lasertarget)
508 remove(self.weaponentity.lasertarget);
510 if(clienttype(self) == CLIENTTYPE_REAL)
512 self.fixangle = TRUE;
514 //WriteByte (MSG_ONE, SVC_SETANGLE);
515 //WriteAngle (MSG_ONE, self.v_angle_x);
516 //WriteAngle (MSG_ONE, self.v_angle_y);
517 //WriteAngle (MSG_ONE, 80);
521 Spawnqueue_Unmark(self);
525 float UpdateSelectedPlayer_countvalue(float v)
527 return max(0, (v - 1.0) / 0.5);
530 // returns: -2 if no hit, otherwise cos of the angle
531 // uses the global v_angle
532 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
543 so = self.origin + self.view_ofs;
547 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
550 // now find the cos of the angle...
551 c = normalize(d) * v_forward;
556 traceline(so, p.origin, MOVE_NOMONSTERS, self);
557 if(trace_fraction < 1)
563 void ClearSelectedPlayer()
565 if(self.selected_player)
567 centerprint_expire(self, CENTERPRIO_POINT);
568 self.selected_player = world;
569 self.selected_player_display_needs_update = FALSE;
573 void UpdateSelectedPlayer()
576 float selected_score;
578 selected_score = 0.95; // 18 degrees
580 if(!cvar("sv_allow_shownames"))
583 if(clienttype(self) != CLIENTTYPE_REAL)
586 if(self.cvar_cl_shownames == 0)
589 if(self.cvar_cl_shownames == 1 && !teams_matter)
592 makevectors(self.v_angle); // sets v_forward
594 // 1. cursor trace is always right
595 if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
597 selected = self.cursor_trace_ent;
601 // 2. if we don't have a cursor trace, find the player which is least
607 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
618 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
622 if(time < self.selected_player_display_timeout)
623 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
624 selected = self.selected_player;
629 if(selected == self.selected_player)
632 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
633 self.selected_player_count = self.selected_player_count + frametime;
634 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
636 string namestr, healthstr;
637 namestr = playername(selected);
640 healthstr = ftos(floor(selected.health));
641 if(self.team == selected.team)
643 namestr = strcat(namestr, " (", healthstr, "%)");
644 self.selected_player_display_needs_update = TRUE;
647 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
652 ClearSelectedPlayer();
653 self.selected_player = selected;
654 self.selected_player_time = time;
655 self.selected_player_count = 0;
656 self.selected_player_display_needs_update = FALSE;
661 ClearSelectedPlayer();
664 if(self.selected_player)
665 self.last_selected_player = self.selected_player;
668 .string playersound_attack;
669 .string playersound_attackinfive;
670 .string playersound_coverme;
671 .string playersound_defend;
672 .string playersound_freelance;
673 .string playersound_incoming;
674 .string playersound_meet;
675 .string playersound_needhelp;
676 .string playersound_seenflag;
677 .string playersound_taunt;
678 .string playersound_teamshoot;
679 .float modelindex_for_playersound;
681 float GetVoiceMessageTeamsayType(string type)
685 if(type == "teamshoot")
690 string allvoicesamples = "attack attackinfive coverme defend freelance incoming meet needhelp seenflag taunt teamshoot";
691 float GetPlayerSoundSampleField_notFound;
692 .string GetVoiceMessageSampleField(string type)
694 GetPlayerSoundSampleField_notFound = 0;
697 case "attack": return playersound_attack;
698 case "attackinfive": return playersound_attackinfive;
699 case "coverme": return playersound_coverme;
700 case "defend": return playersound_defend;
701 case "freelance": return playersound_freelance;
702 case "incoming": return playersound_incoming;
703 case "meet": return playersound_meet;
704 case "needhelp": return playersound_needhelp;
705 case "seenflag": return playersound_seenflag;
706 case "taunt": return playersound_taunt;
707 case "teamshoot": return playersound_teamshoot;
709 GetPlayerSoundSampleField_notFound = 1;
710 return playersound_taunt;
713 .string GetPlayerSoundSampleField(string type)
715 GetPlayerSoundSampleField_notFound = 0;
718 case "attack": return playersound_attack;
719 default: return GetVoiceMessageSampleField(type);
723 void PrecachePlayerSounds(string f)
728 fh = fopen(f, FILE_READ);
731 while((s = fgets(fh)))
735 dprint("Invalid sound info line: ", s, "\n");
739 for(i = 1; i <= n; ++i)
740 precache_sound(strcat(argv(1), ftos(i), ".wav"));
745 void LoadPlayerSounds(string f)
750 fh = fopen(f, FILE_READ);
753 while((s = fgets(fh)))
757 field = GetPlayerSoundSampleField(argv(0));
758 if(GetPlayerSoundSampleField_notFound)
761 strunzone(self.field);
762 self.field = strzone(strcat(argv(1), " ", argv(2)));
767 void UpdatePlayerSounds()
769 if(self.modelindex == self.modelindex_for_playersound)
771 self.modelindex_for_playersound = self.modelindex;
772 LoadPlayerSounds("sound/player/default.sounds");
773 LoadPlayerSounds(strcat(self.model, ".sounds"));
776 float precache_sound_index (string s) = #19;
777 void soundto(entity e, entity sounddest, float chan, string samp, float vol, float atten)
780 if(clienttype(sounddest) != CLIENTTYPE_REAL)
782 o = e.origin + 0.5 * (e.mins + e.maxs);
783 msg_entity = sounddest;
784 WriteByte(MSG_ONE, 6);
785 WriteByte(MSG_ONE, 27); // all bits except SND_LOOPING
786 WriteByte(MSG_ONE, vol * 255);
787 WriteByte(MSG_ONE, atten * 64);
788 WriteEntity(MSG_ONE, e);
789 WriteByte(MSG_ONE, chan);
790 WriteShort(MSG_ONE, precache_sound_index(samp));
791 WriteCoord(MSG_ONE, o_x);
792 WriteCoord(MSG_ONE, o_y);
793 WriteCoord(MSG_ONE, o_z);
796 void VoiceMessage(string type)
798 // TODO precache voice messages?
801 sample = self.(GetPlayerSoundSampleField(type));
803 if(GetPlayerSoundSampleField_notFound)
805 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
812 teamsay = GetVoiceMessageTeamsayType(type);
815 sample = strcat(argv(0), ftos(ceil(random() * stof(argv(1)))), ".wav"); // randomization
821 if(self.pusher.team == self.team)
823 soundto(self, self.pusher, CHAN_VOICE, sample, 1, ATTN_NONE);
824 soundto(self, self, CHAN_VOICE, sample, 1, ATTN_NONE);
827 else if(teamsay == 0 || !teams_matter)
829 // broadcast the sound, but it's directional
830 sound(self, CHAN_VOICE, sample, 1, ATTN_NORM);
832 else if(teamsay == 1)
835 FOR_EACH_REALCLIENT(e)
836 if(e.team == self.team)
837 soundto(self, e, CHAN_VOICE, sample, 1, ATTN_NONE);