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