// =========================================================
// Server side networked commands code, reworked by Samual
-// Last updated: December 25th, 2011
+// Last updated: December 26th, 2011
// =========================================================
float SV_ParseClientCommand_floodcheck()
{
- if (timeoutStatus != 2) // if the game is not paused... but wait, doesn't that mean it could be dos'd by pausing it? eh? (old code)
+ if not(timeout_status) // not while paused
{
if(time <= (self.cmd_floodtime + autocvar_sv_clientcommand_antispam_time))
{
default:
case CMD_REQUEST_USAGE:
{
- sprint(self, "\nUsage:^3 cmd checkfail message\n");
+ sprint(self, "\nUsage:^3 cmd checkfail <message>\n");
sprint(self, " Where 'message' is the message reported by client about the fail.\n");
return;
}
}
// cannot reset the game while a timeout is active!
- if(!timeoutStatus)
+ if not(timeout_status)
ReadyCount();
} else {
sprint(self, "^1Game has already been restarted\n");
default:
case CMD_REQUEST_USAGE:
{
- sprint(self, "\nUsage:^3 cmd selfstuff command\n");
+ sprint(self, "\nUsage:^3 cmd selfstuff <command>\n");
sprint(self, " Where 'command' is the string to be stuffed to your client.\n");
return;
}
entity tell_to = GetFilteredEntity(argv(1));
float tell_accepted = VerifyClientEntity(tell_to, TRUE, FALSE);
- if(tell_accepted > 0)
+ if(tell_accepted > 0) // the target is a real client
{
- if(tell_to != self)
+ if(tell_to != self) // and we're allowed to send to them :D
{
Say(self, FALSE, tell_to, substring(command, argv_start_index(2), argv_end_index(-1) - argv_start_index(2)), TRUE);
return;
default:
case CMD_REQUEST_USAGE:
{
- sprint(self, "\nUsage:^3 cmd voice messagetype soundname\n");
+ sprint(self, "\nUsage:^3 cmd voice messagetype <soundname>\n");
sprint(self, " 'messagetype' is the type of broadcast to do, like team only or such,\n");
sprint(self, " and 'soundname' is the string/filename of the sound/voice message to play.\n");
return;