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tuba: support the new notes :P
[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.species = oldself.species;
49         self.movetype = oldself.movetype;
50         self.nextthink = oldself.nextthink;
51         self.skin = oldself.skin;
52         self.solid = oldself.solid;
53         self.takedamage = oldself.takedamage;
54         self.think = oldself.think;
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.prevorigin = oldself.origin;
65         self.reset = SUB_Remove;
66
67         Drag_MoveDrag(oldself, self);
68
69         self = oldself;
70 }
71
72 float player_getspecies()
73 {
74         local float glob, i, j, fh, len, s, sk;
75         local string fn, l;
76
77         s = -1;
78
79         glob = search_begin("models/player/*.txt", TRUE, TRUE);
80         if(glob < 0)
81                 return s;
82         for(j = 0; j <= 1; ++j)
83         {
84                 for(i = 0; i < search_getsize(glob); ++i)
85                 {
86                         fn = search_getfilename(glob, i);
87                         fh = fopen(fn, FILE_READ);
88                         if(fh < 0)
89                                 continue;
90                         fgets(fh); fgets(fh);
91                         sk = stof(fgets(fh));
92                         if(sk == (j ? 0 : self.skin)) // 2nd pass skips the skin test
93                         if(fgets(fh) == self.model)
94                         {
95                                 l = fgets(fh);
96                                 len = tokenize_console(l);
97                                 if (len != 2)
98                                         goto nospecies;
99                                 if (argv(0) != "species")
100                                         goto nospecies;
101                                 switch(argv(1))
102                                 {
103                                         case "human":       s = SPECIES_HUMAN;       break;
104                                         case "alien":       s = SPECIES_ALIEN;       break;
105                                         case "robot_shiny": s = SPECIES_ROBOT_SHINY; break;
106                                         case "robot_rusty": s = SPECIES_ROBOT_RUSTY; break;
107                                         case "animal":      s = SPECIES_ANIMAL;      break;
108                                         case "reserved":    s = SPECIES_RESERVED;    break;
109                                 }
110                         }
111 :nospecies
112                         fclose(fh);
113                 }
114                 if (s >= 0)
115                         break;
116         }
117         search_end(glob);
118
119         if (s < 0)
120                 s = SPECIES_HUMAN;
121
122         return s;
123 }
124
125 void player_setupanimsformodel()
126 {
127         local string animfilename;
128         local float animfile;
129         // defaults for legacy .zym models without animinfo files
130         self.anim_die1 = '0 1 0.5'; // 2 seconds
131         self.anim_die2 = '1 1 0.5'; // 2 seconds
132         self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate
133         self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly!
134         self.anim_duckwalk = '4 1 1';
135         self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
136         self.anim_duckidle = '6 1 1';
137         self.anim_idle = '7 1 1';
138         self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it
139         self.anim_pain1 = '9 1 2'; // 0.5 seconds
140         self.anim_pain2 = '10 1 2'; // 0.5 seconds
141         self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate
142         self.anim_taunt = '12 1 1'; // FIXME?  there is no code using this anim
143         self.anim_run = '13 1 1';
144         self.anim_runbackwards = '14 1 1';
145         self.anim_strafeleft = '15 1 1';
146         self.anim_straferight = '16 1 1';
147         self.anim_dead1 = '17 1 1';
148         self.anim_dead2 = '18 1 1';
149         self.anim_forwardright = '19 1 1';
150         self.anim_forwardleft = '20 1 1';
151         self.anim_backright = '21 1 1';
152         self.anim_backleft  = '22 1 1';
153         animparseerror = FALSE;
154         animfilename = strcat(self.model, ".animinfo");
155         animfile = fopen(animfilename, FILE_READ);
156         if (animfile >= 0)
157         {
158                 self.anim_die1         = animparseline(animfile);
159                 self.anim_die2         = animparseline(animfile);
160                 self.anim_draw         = animparseline(animfile);
161                 self.anim_duck         = animparseline(animfile);
162                 self.anim_duckwalk     = animparseline(animfile);
163                 self.anim_duckjump     = animparseline(animfile);
164                 self.anim_duckidle     = animparseline(animfile);
165                 self.anim_idle         = animparseline(animfile);
166                 self.anim_jump         = animparseline(animfile);
167                 self.anim_pain1        = animparseline(animfile);
168                 self.anim_pain2        = animparseline(animfile);
169                 self.anim_shoot        = animparseline(animfile);
170                 self.anim_taunt        = animparseline(animfile);
171                 self.anim_run          = animparseline(animfile);
172                 self.anim_runbackwards = animparseline(animfile);
173                 self.anim_strafeleft   = animparseline(animfile);
174                 self.anim_straferight  = animparseline(animfile);
175                 self.anim_forwardright = animparseline(animfile);
176                 self.anim_forwardleft  = animparseline(animfile);
177                 self.anim_backright    = animparseline(animfile);
178                 self.anim_backleft     = animparseline(animfile);
179                 fclose(animfile);
180
181                 // derived anims
182                 self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1);
183                 self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1);
184
185                 if (animparseerror)
186                         print("Parse error in ", animfilename, ", some player animations are broken\n");
187         }
188         else
189                 dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n");
190         // reset animstate now
191         setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
192 };
193
194 void player_anim (void)
195 {
196         updateanim(self);
197         if (self.weaponentity)
198                 updateanim(self.weaponentity);
199
200         if (self.deadflag != DEAD_NO)
201         {
202                 if (time > self.animstate_endtime)
203                 {
204                         if (self.maxs_z > 5)
205                         {
206                                 self.maxs_z = 5;
207                                 setsize(self, self.mins, self.maxs);
208                         }
209                         self.frame = self.dead_frame;
210                 }
211                 return;
212         }
213
214         if (!self.animstate_override)
215         {
216                 if (!(self.flags & FL_ONGROUND))
217                 {
218                         if (self.crouch)
219                                 setanim(self, self.anim_duckjump, FALSE, TRUE, FALSE);
220                         else
221                                 setanim(self, self.anim_jump, FALSE, TRUE, FALSE);
222                 }
223                 else if (self.crouch)
224                 {
225                         if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
226                                 setanim(self, self.anim_duckwalk, TRUE, FALSE, FALSE);
227                         else
228                                 setanim(self, self.anim_duckidle, TRUE, FALSE, FALSE);
229                 }
230                 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
231                 {
232                         if (self.movement_x > 0 && self.movement_y == 0)
233                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
234                         else if (self.movement_x < 0 && self.movement_y == 0)
235                                 setanim(self, self.anim_runbackwards, TRUE, FALSE, FALSE);
236                         else if (self.movement_x == 0 && self.movement_y > 0)
237                                 setanim(self, self.anim_straferight, TRUE, FALSE, FALSE);
238                         else if (self.movement_x == 0 && self.movement_y < 0)
239                                 setanim(self, self.anim_strafeleft, TRUE, FALSE, FALSE);
240                         else if (self.movement_x > 0 && self.movement_y > 0)
241                                 setanim(self, self.anim_forwardright, TRUE, FALSE, FALSE);
242                         else if (self.movement_x > 0 && self.movement_y < 0)
243                                 setanim(self, self.anim_forwardleft, TRUE, FALSE, FALSE);
244                         else if (self.movement_x < 0 && self.movement_y > 0)
245                                 setanim(self, self.anim_backright, TRUE, FALSE, FALSE);
246                         else if (self.movement_x < 0 && self.movement_y < 0)
247                                 setanim(self, self.anim_backleft, TRUE, FALSE, FALSE);
248                         else
249                                 setanim(self, self.anim_run, TRUE, FALSE, FALSE);
250                 }
251                 else
252                         setanim(self, self.anim_idle, TRUE, FALSE, FALSE);
253         }
254
255         if (self.weaponentity)
256         if (!self.weaponentity.animstate_override)
257                 setanim(self.weaponentity, self.weaponentity.anim_idle, TRUE, FALSE, FALSE);
258 }
259
260 void SpawnThrownWeapon (vector org, float w)
261 {
262         if(g_pinata)
263         {
264                 float j;
265                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
266                 {
267                         if(self.weapons & W_WeaponBit(j))
268                                 if(W_IsWeaponThrowable(j))
269                                         W_ThrowNewWeapon(self, j, FALSE, self.origin, randomvec() * 175 + '0 0 325');
270                 }
271         }
272         else
273                 W_ThrowWeapon(randomvec() * 125 + '0 0 200', org - self.origin, FALSE);
274 }
275
276 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
277 {
278         local float take, save;
279         Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16);
280
281         // damage resistance (ignore most of the damage from a bullet or similar)
282         damage = max(damage - 5, 1);
283
284         save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
285         take = bound(0, damage - save, damage);
286
287         if (save > 10)
288                 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
289         else if (take > 30)
290                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
291         else if (take > 10)
292                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
293
294         if (take > 50)
295                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1);
296         if (take > 100)
297                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1);
298
299         if (!(self.flags & FL_GODMODE))
300         {
301                 self.armorvalue = self.armorvalue - save;
302                 self.health = self.health - take;
303                 // pause regeneration for 5 seconds
304                 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
305         }
306         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
307         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
308         self.dmg_inflictor = inflictor;
309
310         if (self.health <= -75 && self.modelindex != 0)
311         {
312                 // don't use any animations as a gib
313                 self.frame = 0;
314                 self.dead_frame = 0;
315                 // view just above the floor
316                 self.view_ofs = '0 0 4';
317
318                 Violence_GibSplash(self, 1, 1);
319                 self.modelindex = 0; // restore later
320                 self.solid = SOLID_NOT; // restore later
321         }
322 }
323
324 void ClientKill_Now_TeamChange();
325
326 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
327 {
328         local float take, save, waves, sdelay;
329
330         if(!DEATH_ISSPECIAL(deathtype))
331         {
332                 damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0));
333                 if(self != attacker)
334                         damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
335         }
336
337         if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
338         {
339                 // tuba causes blood to come out of the ears
340                 print(ftos(self.health), "\n");
341                 vector ear1, ear2;
342                 vector d;
343                 float f;
344                 ear1 = self.origin;
345                 ear1_z += 0.125 * self.view_ofs_z + 0.875 * self.maxs_z; // 7/8
346                 ear2 = ear1;
347                 makevectors(self.angles);
348                 ear1 += v_right * -10;
349                 ear2 += v_right * +10;
350                 d = inflictor.origin - self.origin;
351                 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
352                 force = v_right * vlen(force);
353                 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f));
354                 Violence_GibSplash_At(ear2, force,      2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f));
355                 if(f > 0)
356                 {
357                         hitloc = ear1;
358                         force = force * -1;
359                 }
360                 else
361                 {
362                         hitloc = ear2;
363                         // force is already good
364                 }
365         }
366         else
367                 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16);
368
369         if(g_arena)
370         if(numspawned < 2)
371                 return;
372
373         if (!g_minstagib)
374         {
375                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
376                 take = bound(0, damage - save, damage);
377         }
378         else
379         {
380                 save = 0;
381                 take = damage;
382         }
383
384         if (save > 10)
385                 sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
386         else if (take > 30)
387                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
388         else if (take > 10)
389                 sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
390
391         if (take > 50)
392                 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1);
393         if (take > 100)
394                 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1);
395
396         if (time > self.spawnshieldtime)
397         {
398                 if (!(self.flags & FL_GODMODE))
399                 {
400                         self.armorvalue = self.armorvalue - save;
401                         self.health = self.health - take;
402                         // pause regeneration for 5 seconds
403                         self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
404
405                         if (time > self.pain_finished)          //Don't switch pain sequences like crazy
406                         {
407                                 self.pain_finished = time + 0.5;        //Supajoe
408
409                                 if(sv_gentle < 1) {             
410                                         if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
411                                         {
412                                                 if (random() > 0.5)
413                                                         setanim(self, self.anim_pain1, FALSE, TRUE, TRUE);
414                                                 else
415                                                         setanim(self, self.anim_pain2, FALSE, TRUE, TRUE);
416                                         }
417
418                                         if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * cvar("g_balance_laser_primary_damage") * cvar("g_balance_selfdamagepercent") + 1)
419                                         // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
420                                         {
421                                                 if(self.health > 75) // TODO make a "gentle" version?
422                                                         PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
423                                                 else if(self.health > 50)
424                                                         PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
425                                                 else if(self.health > 25)
426                                                         PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
427                                                 else if(self.health > 1)
428                                                         PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
429                                         }
430                                 }
431
432                                 // throw off bot aim temporarily
433                                 local float shake;
434                                 shake = damage * 5 / (bound(0,skill,100) + 1);
435                                 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
436                                 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
437                         }
438                 }
439                 else
440                         self.max_armorvalue += (save + take);
441         }
442         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
443         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
444         self.dmg_inflictor = inflictor;
445
446         if(attacker == self)
447         {
448                 // don't reset pushltime for self damage as it may be an attempt to
449                 // escape a lava pit or similar
450                 //self.pushltime = 0;
451         }
452         else if(attacker.classname == "player" || attacker.classname == "gib")
453         {
454                 self.pusher = attacker;
455                 self.pushltime = time + cvar("g_maxpushtime");
456         }
457         else if(time < self.pushltime)
458         {
459                 attacker = self.pusher;
460                 self.pushltime = max(self.pushltime, time + 0.6);
461         }
462         else
463                 self.pushltime = 0;
464
465         if (self.health < 1)
466         {
467                 float defer_ClientKill_Now_TeamChange;
468                 defer_ClientKill_Now_TeamChange = FALSE;
469
470                 if(sv_gentle < 1) // TODO make a "gentle" version?
471                 {
472                         if(deathtype == DEATH_DROWN)
473                                 PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
474                         else
475                                 PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
476                 }
477
478                 // get rid of kill indicator
479                 if(self.killindicator)
480                 {
481                         remove(self.killindicator);
482                         self.killindicator = world;
483                         if(self.killindicator_teamchange)
484                                 defer_ClientKill_Now_TeamChange = TRUE;
485
486                         if(self.classname == "body")
487                         if(deathtype == DEATH_KILL)
488                         {
489                                 // for the lemmings fans, a small harmless explosion
490                                 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
491                         }
492                 }
493
494                 // become fully visible
495                 self.alpha = 1;
496                 // clear selected player display
497                 ClearSelectedPlayer();
498                 // throw a weapon
499                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
500                 // print an obituary message
501                 Obituary (attacker, inflictor, self, deathtype);
502                 race_PreDie();
503                 DropAllRunes(self);
504                 if(self == attacker)
505                         kh_Key_DropAll(self, TRUE);
506                 else if(attacker.classname == "player" || attacker.classname == "gib")
507                         kh_Key_DropAll(self, FALSE);
508                 else
509                         kh_Key_DropAll(self, TRUE);
510                 if(self.flagcarried)
511                 {
512                         if(attacker.classname != "player" && attacker.classname != "gib")
513                                 DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
514                         else if(attacker.team == self.team)
515                                 DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
516                         else
517                                 DropFlag(self.flagcarried, world, attacker);
518                 }
519                 if(self.ballcarried)
520                         DropBall(self.ballcarried, self.origin, self.velocity);
521                 Portal_ClearAllLater(self);
522                 // clear waypoints
523                 WaypointSprite_PlayerDead();
524                 // make the corpse upright (not tilted)
525                 self.angles_x = 0;
526                 self.angles_z = 0;
527                 // don't spin
528                 self.avelocity = '0 0 0';
529                 // view from the floor
530                 self.view_ofs = '0 0 -8';
531                 // toss the corpse
532                 self.movetype = MOVETYPE_TOSS;
533                 // shootable corpse
534                 self.solid = SOLID_CORPSE;
535                 // don't stick to the floor
536                 self.flags &~= FL_ONGROUND;
537                 // dying animation
538                 self.deadflag = DEAD_DYING;
539                 // when to allow respawn
540                 sdelay = 0;
541                 waves = 0;
542                 if(cvar("g_respawn_mapsettings"))
543                 {
544                         sdelay = cvar("g_respawn_mapsettings_delay");
545                         waves = cvar("g_respawn_mapsettings_waves");
546                 }
547                 if(!sdelay)
548                         sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
549                 if(!sdelay)
550                         sdelay = cvar("g_respawn_delay");
551                 if(!waves)
552                         waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
553                 if(!waves)
554                         waves = cvar("g_respawn_waves");
555                 if(waves)
556                         self.death_time = ceil((time + sdelay) / waves) * waves;
557                 else
558                         self.death_time = time + sdelay;
559                 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
560                         self.respawn_countdown = 10; // first number to count down from is 10
561                 else
562                         self.respawn_countdown = -1; // do not count down
563                 if (random() < 0.5)
564                 {
565                         setanim(self, self.anim_die1, FALSE, TRUE, TRUE);
566                         self.dead_frame = self.anim_dead1_x;
567                 }
568                 else
569                 {
570                         setanim(self, self.anim_die2, FALSE, TRUE, TRUE);
571                         self.dead_frame = self.anim_dead2_x;
572                 }
573                 // set damage function to corpse damage
574                 self.event_damage = PlayerCorpseDamage;
575                 // call the corpse damage function just in case it wants to gib
576                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
577                 // set up to fade out later
578                 SUB_SetFade (self, time + 12 + random () * 4, 1);
579
580                 // remove laserdot
581                 if(self.weaponentity)
582                         if(self.weaponentity.lasertarget)
583                                 remove(self.weaponentity.lasertarget);
584
585                 if(clienttype(self) == CLIENTTYPE_REAL)
586                 {
587                         self.fixangle = TRUE;
588                         //msg_entity = self;
589                         //WriteByte (MSG_ONE, SVC_SETANGLE);
590                         //WriteAngle (MSG_ONE, self.v_angle_x);
591                         //WriteAngle (MSG_ONE, self.v_angle_y);
592                         //WriteAngle (MSG_ONE, 80);
593                 }
594
595                 if(g_arena)
596                         Spawnqueue_Unmark(self);
597
598                 if(defer_ClientKill_Now_TeamChange)
599                         ClientKill_Now_TeamChange();
600
601                 if(sv_gentle > 0) {
602                         // remove corpse
603                         PlayerCorpseDamage (inflictor, attacker, 100.0, deathtype, hitloc, force);
604                 }
605         }
606 }
607
608 float UpdateSelectedPlayer_countvalue(float v)
609 {
610         return max(0, (v - 1.0) / 0.5);
611 }
612
613 // returns: -2 if no hit, otherwise cos of the angle
614 // uses the global v_angle
615 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
616 {
617         vector so, d;
618         float c;
619
620         if(p == self)
621                 return -2;
622
623         if(p.deadflag)
624                 return -2;
625
626         so = self.origin + self.view_ofs;
627         d = p.origin - so;
628
629         // misaimed?
630         if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
631                 return -2;
632
633         // now find the cos of the angle...
634         c = normalize(d) * v_forward;
635
636         if(c <= mincosangle)
637                 return -2;
638
639         // not visible in any way? forget it
640         if(!checkpvs(so, p))
641                 return -2;
642
643         traceline(so, p.origin, MOVE_NOMONSTERS, self);
644         if(trace_fraction < 1)
645                 return -2;
646
647         return c;
648 }
649
650 void ClearSelectedPlayer()
651 {
652         if(self.selected_player)
653         {
654                 centerprint_expire(self, CENTERPRIO_POINT);
655                 self.selected_player = world;
656                 self.selected_player_display_needs_update = FALSE;
657         }
658 }
659
660 void UpdateSelectedPlayer()
661 {
662         entity selected;
663         float selected_score;
664         selected = world;
665         selected_score = 0.95; // 18 degrees
666
667         if(!cvar("sv_allow_shownames"))
668                 return;
669
670         if(clienttype(self) != CLIENTTYPE_REAL)
671                 return;
672
673         if(self.cvar_cl_shownames == 0)
674                 return;
675
676         if(self.cvar_cl_shownames == 1 && !teams_matter)
677                 return;
678
679         makevectors(self.v_angle); // sets v_forward
680
681         // 1. cursor trace is always right
682         if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
683         {
684                 selected = self.cursor_trace_ent;
685         }
686         else
687         {
688                 // 2. if we don't have a cursor trace, find the player which is least
689                 //    mis-aimed at
690                 entity p;
691                 FOR_EACH_PLAYER(p)
692                 {
693                         float c;
694                         c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
695                         if(c >= -1)
696                         {
697                                 selected = p;
698                                 selected_score = c;
699                         }
700                 }
701         }
702
703         if(selected)
704         {
705                 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
706         }
707         else
708         {
709                 if(time < self.selected_player_display_timeout)
710                         if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
711                                 selected = self.selected_player;
712         }
713
714         if(selected)
715         {
716                 if(selected == self.selected_player)
717                 {
718                         float save;
719                         save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
720                         self.selected_player_count = self.selected_player_count + frametime;
721                         if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
722                         {
723                                 string namestr, healthstr;
724                                 namestr = playername(selected);
725                                 if(teams_matter)
726                                 {
727                                         healthstr = ftos(floor(selected.health));
728                                         if(self.team == selected.team)
729                                         {
730                                                 namestr = strcat(namestr, " (", healthstr, "%)");
731                                                 self.selected_player_display_needs_update = TRUE;
732                                         }
733                                 }
734                                 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
735                         }
736                 }
737                 else
738                 {
739                         ClearSelectedPlayer();
740                         self.selected_player = selected;
741                         self.selected_player_time = time;
742                         self.selected_player_count = 0;
743                         self.selected_player_display_needs_update = FALSE;
744                 }
745         }
746         else
747         {
748                 ClearSelectedPlayer();
749         }
750
751         if(self.selected_player)
752                 self.last_selected_player = self.selected_player;
753 }
754
755 .float muted; // to be used by prvm_edictset server playernumber muted 1
756 void Say(entity source, float teamsay, entity privatesay, string msgin, float floodcontrol)
757 {
758         string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, privatemsgprefix;
759         float flood, privatemsgprefixlen;
760         entity head;
761
762         if(Ban_MaybeEnforceBan(source))
763                 return;
764         
765         if(!teamsay && !privatesay)
766                 if(substring(msgin, 0, 1) == " ")
767                         msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
768
769         msgin = formatmessage(msgin);
770
771         if(msgin == "")
772                 return;
773
774         if(source.classname != "player")
775                 colorstr = "^0"; // black for spectators
776         else if(teams_matter)
777                 colorstr = Team_ColorCode(source.team);
778         else
779                 teamsay = FALSE;
780
781         if(intermission_running)
782                 teamsay = FALSE;
783
784         /*
785          * using bprint solves this... me stupid
786         // how can we prevent the message from appearing in a listen server?
787         // for now, just give "say" back and only handle say_team
788         if(!teamsay)
789         {
790                 clientcommand(self, strcat("say ", msgin));
791                 return;
792         }
793         */
794
795         if(cvar("g_chat_teamcolors"))
796                 namestr = playername(source);
797         else
798                 namestr = source.netname;
799
800         if(privatesay)
801         {
802                 msgstr = strcat("\{1}\{13}* ^3", namestr, "^3 tells you: ^7");
803                 privatemsgprefixlen = strlen(msgstr);
804                 msgstr = strcat(msgstr, msgin);
805                 cmsgstr = strcat(colorstr, "^3", namestr, "^3 tells you:\n^7", msgin);
806                 if(cvar("g_chat_teamcolors"))
807                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
808                 else
809                         privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
810         }
811         else if(teamsay)
812         {
813                 msgstr = strcat("\{1}\{13}", colorstr, "(^3", namestr, colorstr, ") ^7", msgin);
814                 cmsgstr = strcat(colorstr, "(^3", namestr, colorstr, ")\n^7", msgin);
815         }
816         else
817         {
818                 msgstr = strcat("\{1}", namestr, "^7: ", msgin);
819                 cmsgstr = "";
820         }
821         
822         msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
823         fullmsgstr = msgstr;
824         fullcmsgstr = cmsgstr;
825
826         // FLOOD CONTROL
827         flood = 0;
828         if(floodcontrol)
829         {
830                 float flood_spl;
831                 float flood_burst;
832                 float flood_lmax;
833                 var .float flood_field;
834                 float lines;
835                 if(privatesay)
836                 {
837                         flood_spl = cvar("g_chat_flood_spl_tell");
838                         flood_burst = cvar("g_chat_flood_burst_tell");
839                         flood_lmax = cvar("g_chat_flood_lmax_tell");
840                         flood_field = floodcontrol_chattell;
841                 }
842                 else if(teamsay)
843                 {
844                         flood_spl = cvar("g_chat_flood_spl_team");
845                         flood_burst = cvar("g_chat_flood_burst_team");
846                         flood_lmax = cvar("g_chat_flood_lmax_team");
847                         flood_field = floodcontrol_chatteam;
848                 }
849                 else
850                 {
851                         flood_spl = cvar("g_chat_flood_spl");
852                         flood_burst = cvar("g_chat_flood_burst");
853                         flood_lmax = cvar("g_chat_flood_lmax");
854                         flood_field = floodcontrol_chat;
855                 }
856                 flood_burst = max(0, flood_burst - 1);
857                 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
858
859                 // do flood control for the default line size
860                 getWrappedLine_remaining = msgstr;
861                 msgstr = "";
862                 lines = 0;
863                 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
864                 {
865                         msgstr = strcat(msgstr, " ", getWrappedLine(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
866                         ++lines;
867                 }
868                 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
869
870                 if(getWrappedLine_remaining != "")
871                 {
872                         msgstr = strcat(msgstr, "\n");
873                         flood = 2;
874                 }
875
876                 if(time >= source.flood_field)
877                 {
878                         source.flood_field = max(time - flood_burst * flood_spl, source.flood_field) + lines * flood_spl;
879                 }
880                 else
881                 {
882                         flood = 1;
883                         msgstr = fullmsgstr;
884                 }
885         }
886         
887         if (timeoutStatus == 2) //when game is paused, no flood protection
888                 source.flood_field = flood = 0;
889
890         if(flood == 2)
891         {
892                 if(cvar("g_chat_flood_notify_flooder"))
893                 {
894                         sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
895                         sourcecmsgstr = "";
896                 }
897                 else
898                 {
899                         sourcemsgstr = fullmsgstr;
900                         sourcecmsgstr = fullcmsgstr;
901                 }
902                 cmsgstr = "";
903         }
904         else
905         {
906                 sourcemsgstr = msgstr;
907                 sourcecmsgstr = cmsgstr;
908         }
909
910         if(!privatesay)
911         if(source.classname != "player")
912         {
913                 if(teamsay || (cvar("g_chat_nospectators") == 1) || (cvar("g_chat_nospectators") == 2 && !inWarmupStage))
914                         teamsay = -1; // spectators
915         }
916
917         if(flood)
918                 print("NOTE: ", playername(source), "^7 is flooding.\n");
919         
920         // build sourcemsgstr by cutting off a prefix and replacing it by the other one
921         if(privatesay)
922                 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
923
924         if(source.muted)
925         {
926                 // always fake the message
927                 sprint(source, sourcemsgstr);
928                 if(cmsgstr != "" && !privatesay)
929                         centerprint(source, sourcecmsgstr);
930         }
931         else if(flood == 1)
932         {
933                 if(cvar("g_chat_flood_notify_flooder"))
934                         sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.flood_field - time), "^3 seconds\n"));
935                 else
936                 {
937                         sprint(source, sourcemsgstr);
938                         if(cmsgstr != "" && !privatesay)
939                                 centerprint(source, sourcecmsgstr);
940                 }
941         }
942         else if(privatesay)
943         {
944                 sprint(source, sourcemsgstr);
945                 sprint(privatesay, msgstr);
946                 if(cmsgstr != "")
947                         centerprint(privatesay, cmsgstr);
948         }
949         else if(teamsay > 0)
950         {
951                 sprint(source, sourcemsgstr);
952                 if(sourcecmsgstr != "")
953                         centerprint(source, sourcecmsgstr);
954                 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
955                         if(head != source)
956                         {
957                                 sprint(head, msgstr);
958                                 if(cmsgstr != "")
959                                         centerprint(head, cmsgstr);
960                         }
961         }
962         else if(teamsay < 0)
963         {
964                 sprint(source, sourcemsgstr);
965                 FOR_EACH_REALCLIENT(head) if(head.classname != "player")
966                         if(head != source)
967                                 sprint(head, msgstr);
968         }
969         else if(sourcemsgstr != msgstr)
970         {
971                 sprint(source, sourcemsgstr);
972                 FOR_EACH_REALCLIENT(head)
973                         if(head != source)
974                                 sprint(head, msgstr);
975         }
976         else
977                 bprint(msgstr);
978 }
979
980 float GetVoiceMessageVoiceType(string type)
981 {
982         if(type == "taunt")
983                 return VOICETYPE_TAUNT;
984         if(type == "teamshoot")
985                 return VOICETYPE_LASTATTACKER;
986         return VOICETYPE_TEAMRADIO;
987 }
988
989 string allvoicesamples;
990 float GetPlayerSoundSampleField_notFound;
991 float GetPlayerSoundSampleField_fixed;
992 .string GetVoiceMessageSampleField(string type)
993 {
994         GetPlayerSoundSampleField_notFound = 0;
995         GetPlayerSoundSampleField_fixed = 0;
996         switch(type)
997         {
998 #define _VOICEMSG(m) case #m: return playersound_##m;
999                 ALLVOICEMSGS
1000 #undef _VOICEMSG
1001         }
1002         GetPlayerSoundSampleField_notFound = 1;
1003         return playersound_taunt;
1004 }
1005
1006 .string GetPlayerSoundSampleField(string type)
1007 {
1008         GetPlayerSoundSampleField_notFound = 0;
1009         GetPlayerSoundSampleField_fixed = 0;
1010         switch(type)
1011         {
1012 #define _VOICEMSG(m) case #m: return playersound_##m;
1013                 ALLPLAYERSOUNDS
1014 #undef _VOICEMSG
1015         }
1016         GetPlayerSoundSampleField_notFound = 1;
1017         return playersound_taunt;
1018 }
1019
1020 void PrecacheGlobalSound(string samplestring)
1021 {
1022         float n, i;
1023         tokenize_console(samplestring);
1024         n = stof(argv(1));
1025         if(n > 0)
1026         {
1027                 for(i = 1; i <= n; ++i)
1028                         precache_sound(strcat(argv(0), ftos(i), ".wav"));
1029         }
1030         else
1031         {
1032                 precache_sound(strcat(argv(0), ".wav"));
1033         }
1034 }
1035
1036 void PrecachePlayerSounds(string f)
1037 {
1038         float fh;
1039         string s;
1040         fh = fopen(f, FILE_READ);
1041         if(fh < 0)
1042                 return;
1043         while((s = fgets(fh)))
1044         {
1045                 if(tokenize_console(s) != 3)
1046                 {
1047                         dprint("Invalid sound info line: ", s, "\n");
1048                         continue;
1049                 }
1050                 PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
1051         }
1052         fclose(fh);
1053
1054         if not(allvoicesamples)
1055         {
1056 #define _VOICEMSG(m) allvoicesamples = strcat(allvoicesamples, " ", #m);
1057                 ALLVOICEMSGS
1058 #undef _VOICEMSG
1059                 allvoicesamples = strzone(substring(allvoicesamples, 1, strlen(allvoicesamples) - 1));
1060         }
1061 }
1062
1063 void ClearPlayerSounds()
1064 {
1065 #define _VOICEMSG(m) if(self.playersound_##m) { strunzone(self.playersound_##m); self.playersound_##m = string_null; }
1066         ALLPLAYERSOUNDS
1067         ALLVOICEMSGS
1068 #undef _VOICEMSG
1069 }
1070
1071 void LoadPlayerSounds(string f, float first)
1072 {
1073         float fh;
1074         string s;
1075         var .string field;
1076         fh = fopen(f, FILE_READ);
1077         if(fh < 0)
1078                 return;
1079         while((s = fgets(fh)))
1080         {
1081                 if(tokenize_console(s) != 3)
1082                         continue;
1083                 field = GetPlayerSoundSampleField(argv(0));
1084                 if(GetPlayerSoundSampleField_notFound)
1085                         field = GetVoiceMessageSampleField(argv(0));
1086                 if(GetPlayerSoundSampleField_notFound)
1087                         continue;
1088                 if(GetPlayerSoundSampleField_fixed)
1089                         if not(first)
1090                                 continue;
1091                 if(self.field)
1092                         strunzone(self.field);
1093                 self.field = strzone(strcat(argv(1), " ", argv(2)));
1094         }
1095         fclose(fh);
1096 }
1097
1098 .float modelindex_for_playersound;
1099 void UpdatePlayerSounds()
1100 {
1101         if(self.modelindex == self.modelindex_for_playersound)
1102                 return;
1103         self.modelindex_for_playersound = self.modelindex;
1104         ClearPlayerSounds();
1105         LoadPlayerSounds("sound/player/default.sounds", 1);
1106         LoadPlayerSounds(strcat(self.model, ".sounds"), 0);
1107 }
1108
1109 void GlobalSound(string sample, float chan, float voicetype)
1110 {
1111         float n;
1112         float tauntrand;
1113
1114         if(sample == "")
1115                 return;
1116
1117         tokenize_console(sample);
1118         n = stof(argv(1));
1119         if(n > 0)
1120                 sample = strcat(argv(0), ftos(floor(random() * n + 1)), ".wav"); // randomization
1121         else
1122                 sample = strcat(argv(0), ".wav"); // randomization
1123         
1124         switch(voicetype)
1125         {
1126                 case VOICETYPE_LASTATTACKER_ONLY:
1127                         if(self.pusher)
1128                                 if(self.pusher.team == self.team)
1129                                 {
1130                                         msg_entity = self.pusher;
1131                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1132                                         {
1133                                                 if(msg_entity.cvar_cl_voice_directional == 1)
1134                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1135                                                 else
1136                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1137                                         }
1138                                 }
1139                         break;
1140                 case VOICETYPE_LASTATTACKER:
1141                         if(self.pusher)
1142                                 if(self.pusher.team == self.team)
1143                                 {
1144                                         msg_entity = self.pusher;
1145                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1146                                         {
1147                                                 if(msg_entity.cvar_cl_voice_directional == 1)
1148                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1149                                                 else
1150                                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1151                                         }
1152                                         msg_entity = self;
1153                                         if(clienttype(msg_entity) == CLIENTTYPE_REAL)
1154                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASE, ATTN_NONE);
1155                                 }
1156                         break;
1157                 case VOICETYPE_TEAMRADIO:
1158                         FOR_EACH_REALCLIENT(msg_entity)
1159                                 if(!teams_matter || msg_entity.team == self.team)
1160                                 {
1161                                         if(msg_entity.cvar_cl_voice_directional == 1)
1162                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
1163                                         else
1164                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1165                                 }
1166                         break;
1167                 case VOICETYPE_AUTOTAUNT:
1168                         tauntrand = random();
1169                         FOR_EACH_REALCLIENT(msg_entity)
1170                                 if (tauntrand < msg_entity.cvar_cl_autotaunt)
1171                                 {
1172                                         if (msg_entity.cvar_cl_voice_directional >= 1)
1173                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1174                                         else
1175                                                 soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1176                                 }
1177                         break;
1178                 case VOICETYPE_TAUNT:
1179                         FOR_EACH_REALCLIENT(msg_entity)
1180                         {
1181                                 if (msg_entity.cvar_cl_voice_directional >= 1)
1182                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, bound(ATTN_MIN, msg_entity.cvar_cl_voice_directional_taunt_attenuation, ATTN_MAX));
1183                                 else
1184                                         soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_NONE);
1185                         }
1186                 case VOICETYPE_PLAYERSOUND:
1187                         sound(self, chan, sample, VOL_BASE, ATTN_NORM);
1188                         break;
1189                 default:
1190                         backtrace("Invalid voice type!");
1191                         break;
1192         }
1193 }
1194
1195 void PlayerSound(.string samplefield, float chan, float voicetype)
1196 {
1197         string sample;
1198         sample = self.samplefield;
1199         GlobalSound(sample, chan, voicetype);
1200 }
1201
1202 void VoiceMessage(string type, string msg)
1203 {
1204         var .string sample;
1205         var float voicetype, ownteam;
1206         sample = GetVoiceMessageSampleField(type);
1207
1208         if(GetPlayerSoundSampleField_notFound)
1209         {
1210                 sprint(self, strcat("Invalid voice. Use one of: ", allvoicesamples, "\n"));
1211                 return;
1212         }
1213
1214         voicetype = GetVoiceMessageVoiceType(type);
1215         ownteam = (voicetype == VOICETYPE_TEAMRADIO);
1216
1217         float flood;
1218         float flood_spv;
1219         var .float flood_field;
1220
1221         flood = 0;
1222         if(ownteam)
1223         {
1224                 flood_spv = cvar("g_voice_flood_spv_team");
1225                 flood_field = floodcontrol_voiceteam;
1226         }
1227         else
1228         {
1229                 flood_spv = cvar("g_voice_flood_spv");
1230                 flood_field = floodcontrol_voice;
1231         }
1232
1233         if(time >= self.flood_field)
1234                 self.flood_field = max(time, self.flood_field) + flood_spv;
1235         else
1236                 flood = 1;
1237                 
1238         if (timeoutStatus == 2) //when game is paused, no flood protection
1239                 self.flood_field = flood = 0;
1240
1241         if (msg != "")
1242                 Say(self, ownteam, world, msg, 0);
1243
1244         if (!flood)
1245                 PlayerSound(sample, CHAN_VOICE, voicetype);
1246 }