7 #include "miscfunctions.qh"
10 #include "weapons/throwing.qh"
11 #include "command/common.qh"
12 #include "../common/state.qh"
13 #include "../common/anim.qh"
14 #include "../common/animdecide.qh"
15 #include "../common/csqcmodel_settings.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/triggers/subs.qh"
18 #include "../common/playerstats.qh"
19 #include "../lib/csqcmodel/sv_model.qh"
21 #include "../common/minigames/sv_minigames.qh"
23 #include "../common/physics/player.qh"
24 #include "../common/effects/qc/all.qh"
25 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
26 #include "../common/triggers/include.qh"
28 #include "weapons/weaponstats.qh"
30 #include "../common/animdecide.qh"
32 void Drop_Special_Items(entity player)
34 // called when the player has become stuck or frozen
35 // so objective items aren't stuck with the player
37 MUTATOR_CALLHOOK(DropSpecialItems, player);
40 void CopyBody_Think(entity this)
42 if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
44 this.CopyBody_think(this);
47 this.CopyBody_nextthink = this.nextthink;
48 this.CopyBody_think = getthink(this);
49 setthink(this, CopyBody_Think);
51 CSQCMODEL_AUTOUPDATE(this);
52 this.nextthink = time;
54 void CopyBody(entity this, float keepvelocity)
56 if (this.effects & EF_NODRAW)
58 entity clone = new(body);
61 clone.colormap = this.colormap;
62 clone.iscreature = this.iscreature;
63 clone.teleportable = this.teleportable;
64 clone.damagedbycontents = this.damagedbycontents;
65 clone.angles = this.angles;
66 clone.v_angle = this.v_angle;
67 clone.avelocity = this.avelocity;
68 clone.damageforcescale = this.damageforcescale;
69 clone.effects = this.effects;
70 clone.glowmod = this.glowmod;
71 clone.event_damage = this.event_damage;
72 clone.anim_state = this.anim_state;
73 clone.anim_time = this.anim_time;
74 clone.anim_lower_action = this.anim_lower_action;
75 clone.anim_lower_time = this.anim_lower_time;
76 clone.anim_upper_action = this.anim_upper_action;
77 clone.anim_upper_time = this.anim_upper_time;
78 clone.anim_implicit_state = this.anim_implicit_state;
79 clone.anim_implicit_time = this.anim_implicit_time;
80 clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
81 clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
82 clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
83 clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
84 clone.dphitcontentsmask = this.dphitcontentsmask;
85 clone.death_time = this.death_time;
86 clone.pain_finished = this.pain_finished;
87 clone.health = this.health;
88 clone.armorvalue = this.armorvalue;
89 clone.armortype = this.armortype;
90 clone.model = this.model;
91 clone.modelindex = this.modelindex;
92 clone.skin = this.skin;
93 clone.species = this.species;
94 clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
95 set_movetype(clone, this.move_movetype);
96 clone.solid = this.solid;
97 clone.ballistics_density = this.ballistics_density;
98 clone.takedamage = this.takedamage;
99 setcefc(clone, getcefc(this));
100 clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
101 clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
102 if (keepvelocity == 1)
103 clone.velocity = this.velocity;
104 clone.oldvelocity = clone.velocity;
105 clone.alpha = this.alpha;
106 clone.fade_time = this.fade_time;
107 clone.fade_rate = this.fade_rate;
108 //clone.weapon = this.weapon;
109 setorigin(clone, this.origin);
110 setsize(clone, this.mins, this.maxs);
111 clone.prevorigin = this.origin;
112 clone.reset = SUB_Remove;
113 clone._ps = this._ps;
115 Drag_MoveDrag(this, clone);
117 if(clone.colormap <= maxclients && clone.colormap > 0)
118 clone.colormap = 1024 + this.clientcolors;
120 CSQCMODEL_AUTOINIT(clone);
121 clone.CopyBody_nextthink = this.nextthink;
122 clone.CopyBody_think = getthink(this);
123 clone.nextthink = time;
124 setthink(clone, CopyBody_Think);
125 // "bake" the current animation frame for clones (they don't get clientside animation)
126 animdecide_load_if_needed(clone);
127 animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
129 IL_PUSH(g_clones, clone);
131 MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
134 void player_setupanimsformodel(entity this)
136 // load animation info
137 animdecide_load_if_needed(this);
138 animdecide_setstate(this, 0, false);
141 void player_anim(entity this)
143 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
146 // Decide on which death animation to use.
148 deadbits = ANIMSTATE_DEAD1;
150 deadbits = ANIMSTATE_DEAD2;
153 // Clear a previous death animation.
156 int animbits = deadbits;
157 if(STAT(FROZEN, this))
158 animbits |= ANIMSTATE_FROZEN;
159 if(this.move_movetype == MOVETYPE_FOLLOW)
160 animbits |= ANIMSTATE_FOLLOW;
162 animbits |= ANIMSTATE_DUCK;
163 animdecide_setstate(this, animbits, false);
164 animdecide_setimplicitstate(this, IS_ONGROUND(this));
167 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
171 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
173 // damage resistance (ignore most of the damage from a bullet or similar)
174 damage = max(damage - 5, 1);
176 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
180 if(sound_allowed(MSG_BROADCAST, attacker))
183 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
185 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
187 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
191 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
193 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
195 this.armorvalue = this.armorvalue - save;
196 this.health = this.health - take;
197 // pause regeneration for 5 seconds
198 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
200 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
201 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
202 this.dmg_inflictor = inflictor;
204 if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
206 // don't use any animations as a gib
208 // view just above the floor
209 this.view_ofs = '0 0 4';
211 Violence_GibSplash(this, 1, 1, attacker);
213 this.solid = SOLID_NOT; // restore later
214 this.takedamage = DAMAGE_NO; // restore later
215 this.damagedbycontents = false;
219 void calculate_player_respawn_time(entity this)
224 float gametype_setting_tmp;
225 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
226 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
227 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
228 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
229 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
230 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
232 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
235 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
236 if(it.team == this.team)
239 if (sdelay_small_count == 0)
240 sdelay_small_count = 1;
241 if (sdelay_large_count == 0)
242 sdelay_large_count = 1;
246 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
249 if (sdelay_small_count == 0)
253 // Players play independently. No point in requiring enemies.
254 sdelay_small_count = 1;
258 // Players play AGAINST each other. Enemies required.
259 sdelay_small_count = 2;
262 if (sdelay_large_count == 0)
266 // Players play independently. No point in requiring enemies.
267 sdelay_large_count = 1;
271 // Players play AGAINST each other. Enemies required.
272 sdelay_large_count = 2;
279 if (pcount <= sdelay_small_count)
280 sdelay = sdelay_small;
281 else if (pcount >= sdelay_large_count)
282 sdelay = sdelay_large;
283 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
284 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
287 this.respawn_time = ceil((time + sdelay) / waves) * waves;
289 this.respawn_time = time + sdelay;
291 if(sdelay < sdelay_max)
292 this.respawn_time_max = time + sdelay_max;
294 this.respawn_time_max = this.respawn_time;
296 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
297 this.respawn_countdown = 10; // first number to count down from is 10
299 this.respawn_countdown = -1; // do not count down
301 if(autocvar_g_forced_respawn)
302 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
305 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
307 float take, save, dh, da;
309 float valid_damage_for_weaponstats;
312 dh = max(this.health, 0);
313 da = max(this.armorvalue, 0);
315 if(!DEATH_ISSPECIAL(deathtype))
317 damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
319 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
322 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
324 // tuba causes blood to come out of the ears
329 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
331 makevectors(this.angles);
332 ear1 += v_right * -10;
333 ear2 += v_right * +10;
334 d = inflictor.origin - this.origin;
336 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
338 f = 0; // Assum ecenter.
339 force = v_right * vlen(force);
340 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
341 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
350 // force is already good
354 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
357 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
363 // don't reset pushltime for this damage as it may be an attempt to
364 // escape a lava pit or similar
365 //this.pushltime = 0;
368 else if(IS_PLAYER(attacker))
370 this.pusher = attacker;
371 this.pushltime = time + autocvar_g_maxpushtime;
372 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
374 else if(time < this.pushltime)
376 attacker = this.pusher;
377 this.pushltime = max(this.pushltime, time + 0.6);
385 if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
387 vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
392 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
393 take = bound(0, M_ARGV(4, float), this.health);
394 save = bound(0, M_ARGV(5, float), this.armorvalue);
395 excess = max(0, damage - take - save);
397 if(sound_allowed(MSG_BROADCAST, attacker))
400 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
402 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
404 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
408 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
410 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
412 if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
414 if (!(this.flags & FL_GODMODE))
416 this.armorvalue = this.armorvalue - save;
417 this.health = this.health - take;
418 // pause regeneration for 5 seconds
420 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
422 if (time > this.pain_finished) //Don't switch pain sequences like crazy
424 this.pain_finished = time + 0.5; //Supajoe
426 if(autocvar_sv_gentle < 1) {
427 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
429 if (!this.animstate_override)
432 animdecide_setaction(this, ANIMACTION_PAIN1, true);
434 animdecide_setaction(this, ANIMACTION_PAIN2, true);
438 if(sound_allowed(MSG_BROADCAST, attacker))
439 if((this.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != this) // WEAPONTODO: create separate limit for pain notification with laser
441 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
443 if(deathtype == DEATH_FALL.m_id)
444 PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
445 else if(this.health > 75)
446 PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
447 else if(this.health > 50)
448 PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
449 else if(this.health > 25)
450 PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
452 PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
457 // throw off bot aim temporarily
459 if(IS_BOT_CLIENT(this) && this.health >= 1)
461 shake = damage * 5 / (bound(0,skill,100) + 1);
462 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
463 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
464 this.v_angle_x = bound(-90, this.v_angle.x, 90);
468 this.max_armorvalue += (save + take);
470 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
471 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
472 this.dmg_inflictor = inflictor;
474 if (this != attacker) {
475 float realdmg = damage - excess;
476 if (IS_PLAYER(attacker)) {
477 PlayerScore_Add(attacker, SP_DMG, realdmg);
479 if (IS_PLAYER(this)) {
480 PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
484 bool abot = (IS_BOT_CLIENT(attacker));
485 bool vbot = (IS_BOT_CLIENT(this));
487 valid_damage_for_weaponstats = 0;
488 Weapon awep = WEP_Null;
490 if(vbot || IS_REAL_CLIENT(this))
491 if(abot || IS_REAL_CLIENT(attacker))
492 if(attacker && this != attacker)
493 if(DIFF_TEAM(this, attacker))
495 if(DEATH_ISSPECIAL(deathtype))
496 awep = PS(attacker).m_weapon;
498 awep = DEATH_WEAPONOF(deathtype);
499 valid_damage_for_weaponstats = 1;
502 dh = dh - max(this.health, 0);
503 da = da - max(this.armorvalue, 0);
504 if(valid_damage_for_weaponstats)
506 WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da);
510 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
515 float defer_ClientKill_Now_TeamChange;
516 defer_ClientKill_Now_TeamChange = false;
520 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
524 if(valid_damage_for_weaponstats)
525 WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot);
527 if(autocvar_sv_gentle < 1)
528 if(sound_allowed(MSG_BROADCAST, attacker))
530 if(deathtype == DEATH_DROWN.m_id)
531 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
533 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
536 // get rid of kill indicator
537 if(this.killindicator)
539 delete(this.killindicator);
540 this.killindicator = NULL;
541 if(this.killindicator_teamchange)
542 defer_ClientKill_Now_TeamChange = true;
544 if(this.classname == "body")
545 if(deathtype == DEATH_KILL.m_id)
547 // for the lemmings fans, a small harmless explosion
548 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
552 // print an obituary message
553 if(this.classname != "body")
554 Obituary (attacker, inflictor, this, deathtype);
556 // increment frag counter for used weapon type
557 Weapon w = DEATH_WEAPONOF(deathtype);
558 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
559 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
561 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
562 excess = M_ARGV(4, float);
564 Weapon wep = PS(this).m_weapon;
565 /*for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
567 .entity weaponentity = weaponentities[slot];
568 wep.wr_playerdeath(wep, this, weaponentity);
570 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
571 wep.wr_playerdeath(wep, this, weaponentity);
573 RemoveGrapplingHook(this);
575 Portal_ClearAllLater(this);
577 this.fixangle = true;
579 if(defer_ClientKill_Now_TeamChange)
580 ClientKill_Now_TeamChange(this); // can turn player into spectator
582 // player could have been miraculously resuscitated ;)
583 // e.g. players in freezetag get frozen, they don't really die
584 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
587 // when we get here, player actually dies
589 Unfreeze(this); // remove any icy remains
590 this.health = 0; // Unfreeze resets health, so we need to set it back
593 WaypointSprite_PlayerDead(this);
595 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id);
597 // become fully visible
598 this.alpha = default_player_alpha;
599 // make the corpse upright (not tilted)
603 this.avelocity = '0 0 0';
604 // view from the floor
605 this.view_ofs = '0 0 -8';
607 set_movetype(this, MOVETYPE_TOSS);
609 this.solid = SOLID_CORPSE;
610 this.ballistics_density = autocvar_g_ballistics_density_corpse;
611 // don't stick to the floor
612 UNSET_ONGROUND(this);
614 this.deadflag = DEAD_DYING;
616 // when to allow respawn
617 calculate_player_respawn_time(this);
619 this.death_time = time;
621 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
623 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
627 setsize(this, this.mins, this.maxs);
629 // set damage function to corpse damage
630 this.event_damage = PlayerCorpseDamage;
631 // call the corpse damage function just in case it wants to gib
632 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
634 // set up to fade out later
635 SUB_SetFade (this, time + 6 + random (), 1);
636 // reset body think wrapper broken by SUB_SetFade
637 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
638 this.CopyBody_think = getthink(this);
639 this.CopyBody_nextthink = this.nextthink;
640 setthink(this, CopyBody_Think);
641 this.nextthink = time;
644 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
646 // clones don't run any animation code any more, so we must gib them when they die :(
647 PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
650 // reset fields the weapons may use just in case
651 FOREACH(Weapons, it != WEP_Null, LAMBDA(
652 it.wr_resetplayer(it, this);
653 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
655 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
661 void MoveToTeam(entity client, int team_colour, int type)
663 int lockteams_backup = lockteams; // backup any team lock
664 lockteams = 0; // disable locked teams
665 TeamchangeFrags(client); // move the players frags
666 SetPlayerColors(client, team_colour - 1); // set the players colour
667 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
668 lockteams = lockteams_backup; // restore the team lock
669 LogTeamchange(client.playerid, client.team, type);
672 /** print(), but only print if the server is not local */
673 void dedicated_print(string input)
675 if (server_is_dedicated) print(input);
679 * message "": do not say, just test flood control
685 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
687 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
688 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
690 msgin = formatmessage(source, msgin);
693 if (!IS_PLAYER(source))
694 colorstr = "^0"; // black for spectators
696 colorstr = Team_ColorCode(source.team);
703 if(intermission_running)
712 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
715 * using bprint solves this... me stupid
716 // how can we prevent the message from appearing in a listen server?
717 // for now, just give "say" back and only handle say_team
720 clientcommand(source, strcat("say ", msgin));
727 namestr = autocvar_g_chat_teamcolors ? playername(source) : source.netname;
729 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
731 string msgstr, cmsgstr;
732 string privatemsgprefix = string_null;
733 int privatemsgprefixlen = 0;
735 msgstr = cmsgstr = "";
739 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
740 privatemsgprefixlen = strlen(msgstr);
741 msgstr = strcat(msgstr, msgin);
742 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
743 if(autocvar_g_chat_teamcolors)
744 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
746 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
750 if(strstrofs(msgin, "/me", 0) >= 0)
752 //msgin = strreplace("/me", "", msgin);
753 //msgin = substring(msgin, 3, strlen(msgin));
754 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
755 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
758 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
759 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
763 if(strstrofs(msgin, "/me", 0) >= 0)
765 //msgin = strreplace("/me", "", msgin);
766 //msgin = substring(msgin, 3, strlen(msgin));
767 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
768 msgstr = strcat("\{1}^4* ", "^7", msgin);
772 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
773 msgstr = strcat(msgstr, msgin);
777 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
780 string fullmsgstr = msgstr;
781 string fullcmsgstr = cmsgstr;
785 var .float flood_field = floodcontrol_chat;
794 flood_spl = autocvar_g_chat_flood_spl_tell;
795 flood_burst = autocvar_g_chat_flood_burst_tell;
796 flood_lmax = autocvar_g_chat_flood_lmax_tell;
797 flood_field = floodcontrol_chattell;
801 flood_spl = autocvar_g_chat_flood_spl_team;
802 flood_burst = autocvar_g_chat_flood_burst_team;
803 flood_lmax = autocvar_g_chat_flood_lmax_team;
804 flood_field = floodcontrol_chatteam;
808 flood_spl = autocvar_g_chat_flood_spl;
809 flood_burst = autocvar_g_chat_flood_burst;
810 flood_lmax = autocvar_g_chat_flood_lmax;
811 flood_field = floodcontrol_chat;
813 flood_burst = max(0, flood_burst - 1);
814 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
816 // do flood control for the default line size
819 getWrappedLine_remaining = msgstr;
822 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
824 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
827 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
829 if(getWrappedLine_remaining != "")
831 msgstr = strcat(msgstr, "\n");
835 if (time >= source.(flood_field))
837 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
847 if (time >= source.(flood_field))
848 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
853 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
854 source.(flood_field) = flood = 0;
857 string sourcemsgstr, sourcecmsgstr;
858 if(flood == 2) // cannot happen for empty msgstr
860 if(autocvar_g_chat_flood_notify_flooder)
862 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
867 sourcemsgstr = fullmsgstr;
868 sourcecmsgstr = fullcmsgstr;
874 sourcemsgstr = msgstr;
875 sourcecmsgstr = cmsgstr;
878 if (!privatesay && source && !IS_PLAYER(source))
880 if (!intermission_running)
881 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
882 teamsay = -1; // spectators
886 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
888 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
890 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
895 // always fake the message
900 if (autocvar_g_chat_flood_notify_flooder)
902 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
913 if(sourcemsgstr != "" && ret != 0)
915 if(ret < 0) // faked message, because the player is muted
917 sprint(source, sourcemsgstr);
918 if(sourcecmsgstr != "" && !privatesay)
919 centerprint(source, sourcecmsgstr);
921 else if(privatesay) // private message, between 2 people only
923 sprint(source, sourcemsgstr);
924 sprint(privatesay, msgstr);
925 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
927 centerprint(privatesay, cmsgstr);
929 else if ( teamsay && source.active_minigame )
931 sprint(source, sourcemsgstr);
932 dedicated_print(msgstr); // send to server console too
933 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, sprint(it, msgstr));
935 else if(teamsay > 0) // team message, only sent to team mates
937 sprint(source, sourcemsgstr);
938 dedicated_print(msgstr); // send to server console too
939 if(sourcecmsgstr != "")
940 centerprint(source, sourcecmsgstr);
941 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, {
944 centerprint(it, cmsgstr);
947 else if(teamsay < 0) // spectator message, only sent to spectators
949 sprint(source, sourcemsgstr);
950 dedicated_print(msgstr); // send to server console too
951 FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
956 sprint(source, sourcemsgstr);
957 dedicated_print(msgstr); // send to server console too
958 MX_Say(strcat(playername(source), "^7: ", msgin));
960 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));