X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fplayer.qc;h=4af7b4f8aaeb327f38f733796c0a653424a33bb1;hb=969dc49d01d650a812706aba16c765af488605d0;hp=a0d622c7734c79605a6c1787e1bd6777cb6c68d5;hpb=bdb8dce93bf95c85d4b803ac61cbe5bd49910ccc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/player.qc b/qcsrc/server/player.qc index a0d622c77..4af7b4f8a 100644 --- a/qcsrc/server/player.qc +++ b/qcsrc/server/player.qc @@ -3,6 +3,7 @@ #include #include "bot/api.qh" #include "cheats.qh" +#include "client.qh" #include "clientkill.qh" #include "g_damage.qh" #include "handicap.qh" @@ -32,6 +33,7 @@ #include "../common/wepent.qh" #include "weapons/weaponstats.qh" +#include #include "../common/animdecide.qh" @@ -93,8 +95,8 @@ void CopyBody(entity this, float keepvelocity) clone.dphitcontentsmask = this.dphitcontentsmask; clone.death_time = this.death_time; clone.pain_finished = this.pain_finished; - SetResourceAmountExplicit(clone, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH)); - SetResourceAmountExplicit(clone, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR)); + SetResourceExplicit(clone, RES_HEALTH, GetResource(this, RES_HEALTH)); + SetResourceExplicit(clone, RES_ARMOR, GetResource(this, RES_ARMOR)); clone.armortype = this.armortype; clone.model = this.model; clone.modelindex = this.modelindex; @@ -165,7 +167,7 @@ void player_anim(entity this) animbits |= ANIMSTATE_FROZEN; if(this.move_movetype == MOVETYPE_FOLLOW) animbits |= ANIMSTATE_FOLLOW; - if(this.crouch) + if(IS_DUCKED(this)) animbits |= ANIMSTATE_DUCK; animdecide_setstate(this, animbits, false); animdecide_setimplicitstate(this, IS_ONGROUND(this)); @@ -177,7 +179,7 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da vector v; Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); + v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; @@ -196,8 +198,8 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); - TakeResource(this, RESOURCE_ARMOR, save); - TakeResource(this, RESOURCE_HEALTH, take); + TakeResource(this, RES_ARMOR, save); + TakeResource(this, RES_HEALTH, take); // pause regeneration for 5 seconds this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); @@ -205,7 +207,7 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da this.dmg_take = this.dmg_take + take;//max(take - 10, 0); this.dmg_inflictor = inflictor; - if (GetResourceAmount(this, RESOURCE_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0) + if (GetResource(this, RES_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0) { // don't use any animations as a gib this.frame = 0; @@ -222,154 +224,68 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da } } -void calculate_player_respawn_time(entity this) +void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { - if(MUTATOR_CALLHOOK(CalculateRespawnTime, this)) - return; - - float gametype_setting_tmp; - float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max); - float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small); - float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large); - float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count); - float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count); - float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves); + vector v; + float dh = max(GetResource(this, RES_HEALTH), 0); + float da = max(GetResource(this, RES_ARMOR), 0); + float take = 0, save = 0; - float pcount = 1; // Include myself whether or not team is already set right and I'm a "player". - if (teamplay) + if (damage) { - FOREACH_CLIENT(IS_PLAYER(it) && it != this, { - if(it.team == this.team) - ++pcount; - }); - if (sdelay_small_count == 0) - sdelay_small_count = 1; - if (sdelay_large_count == 0) - sdelay_large_count = 1; - } - else - { - FOREACH_CLIENT(IS_PLAYER(it) && it != this, { - ++pcount; - }); - if (sdelay_small_count == 0) + if(!DEATH_ISSPECIAL(deathtype)) { - if (IS_INDEPENDENT_PLAYER(this)) + damage *= Handicap_GetTotalHandicap(this); + if (this != attacker && IS_PLAYER(attacker)) { - // Players play independently. No point in requiring enemies. - sdelay_small_count = 1; - } - else - { - // Players play AGAINST each other. Enemies required. - sdelay_small_count = 2; + damage /= Handicap_GetTotalHandicap(attacker); } } - if (sdelay_large_count == 0) + + if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1) + damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage); + + if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears { - if (IS_INDEPENDENT_PLAYER(this)) + vector ear1, ear2; + vector d; + float f; + ear1 = this.origin; + ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8 + ear2 = ear1; + makevectors(this.angles); + ear1 += v_right * -10; + ear2 += v_right * +10; + d = inflictor.origin - this.origin; + if (d) + f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right! + else + f = 0; // Assum ecenter. + force = v_right * vlen(force); + Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker); + Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker); + if(f > 0) { - // Players play independently. No point in requiring enemies. - sdelay_large_count = 1; + hitloc = ear1; + force = force * -1; } else { - // Players play AGAINST each other. Enemies required. - sdelay_large_count = 2; + hitloc = ear2; + // force is already good } } - } - - float sdelay; - - if (pcount <= sdelay_small_count) - sdelay = sdelay_small; - else if (pcount >= sdelay_large_count) - sdelay = sdelay_large; - else // NOTE: this case implies sdelay_large_count > sdelay_small_count. - sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count); - - if(waves) - this.respawn_time = ceil((time + sdelay) / waves) * waves; - else - this.respawn_time = time + sdelay; - - if(sdelay < sdelay_max) - this.respawn_time_max = time + sdelay_max; - else - this.respawn_time_max = this.respawn_time; - - if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75)) - this.respawn_countdown = 10; // first number to count down from is 10 - else - this.respawn_countdown = -1; // do not count down - - if(autocvar_g_forced_respawn) - this.respawn_flags = this.respawn_flags | RESPAWN_FORCE; -} - -void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) -{ - float take, save, dh, da; - vector v; - float excess; - - dh = max(GetResourceAmount(this, RESOURCE_HEALTH), 0); - da = max(GetResourceAmount(this, RESOURCE_ARMOR), 0); - - if(!DEATH_ISSPECIAL(deathtype)) - { - damage *= Handicap_GetTotalHandicap(this); - if (this != attacker && IS_PLAYER(attacker)) - { - damage /= Handicap_GetTotalHandicap(attacker); - } - } - - if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1) - damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage); - - if(DEATH_ISWEAPON(deathtype, WEP_TUBA)) - { - // tuba causes blood to come out of the ears - vector ear1, ear2; - vector d; - float f; - ear1 = this.origin; - ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8 - ear2 = ear1; - makevectors(this.angles); - ear1 += v_right * -10; - ear2 += v_right * +10; - d = inflictor.origin - this.origin; - if (d) - f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right! else - f = 0; // Assum ecenter. - force = v_right * vlen(force); - Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker); - Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker); - if(f > 0) - { - hitloc = ear1; - force = force * -1; - } - else - { - hitloc = ear2; - // force is already good - } - } - else - Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); + Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - v = healtharmor_applydamage(GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); - take = v.x; - save = v.y; + v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); + take = v.x; + save = v.y; + } if(attacker == this) { - // don't reset pushltime for this damage as it may be an attempt to + // don't reset pushltime for self damage as it may be an attempt to // escape a lava pit or similar //this.pushltime = 0; this.istypefrag = 0; @@ -392,13 +308,13 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, } MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage); - take = bound(0, M_ARGV(4, float), GetResourceAmount(this, RESOURCE_HEALTH)); - save = bound(0, M_ARGV(5, float), GetResourceAmount(this, RESOURCE_ARMOR)); - excess = max(0, damage - take - save); + take = bound(0, M_ARGV(4, float), GetResource(this, RES_HEALTH)); + save = bound(0, M_ARGV(5, float), GetResource(this, RES_ARMOR)); + float excess = max(0, damage - take - save); if(sound_allowed(MSG_BROADCAST, attacker)) { - if (save > 10) + if (save > 10 && (dh - take) > 0) // don't play armor sound if the attack is fatal sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); else if (take > 30) sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); @@ -415,8 +331,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, { if (!(this.flags & FL_GODMODE)) { - TakeResource(this, RESOURCE_ARMOR, save); - TakeResource(this, RESOURCE_HEALTH, take); + TakeResource(this, RES_ARMOR, save); + TakeResource(this, RES_HEALTH, take); // pause regeneration for 5 seconds if(take) this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); @@ -436,7 +352,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, animdecide_setaction(this, ANIMACTION_PAIN2, true); } } - float myhp = GetResourceAmount(this, RESOURCE_HEALTH); + float myhp = GetResource(this, RES_HEALTH); if(myhp > 1) if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this) if(sound_allowed(MSG_BROADCAST, attacker)) @@ -458,7 +374,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // throw off bot aim temporarily float shake; - if(IS_BOT_CLIENT(this) && GetResourceAmount(this, RESOURCE_HEALTH) >= 1) + if(IS_BOT_CLIENT(this) && GetResource(this, RES_HEALTH) >= 1) { shake = damage * 5 / (bound(0,skill,100) + 1); this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake; @@ -466,9 +382,11 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, this.v_angle_x = bound(-90, this.v_angle.x, 90); } - if (this != attacker) { - float realdmg = damage - excess; - if (IS_PLAYER(attacker)) { + float realdmg = damage - excess; + if (this != attacker && realdmg) + if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime) + { + if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) { GameRules_scoring_add(attacker, DMG, realdmg); } if (IS_PLAYER(this)) { @@ -489,6 +407,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, bool valid_damage_for_weaponstats = false; Weapon awep = WEP_Null; + if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime) if(vbot || IS_REAL_CLIENT(this)) if(abot || IS_REAL_CLIENT(attacker)) if(attacker && this != attacker) @@ -501,8 +420,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, valid_damage_for_weaponstats = true; } - dh = dh - max(GetResourceAmount(this, RESOURCE_HEALTH), 0); - da = da - max(GetResourceAmount(this, RESOURCE_ARMOR), 0); + dh = dh - max(GetResource(this, RES_HEALTH), 0); + da = da - max(GetResource(this, RES_ARMOR), 0); if(valid_damage_for_weaponstats) { WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da); @@ -510,7 +429,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage); - if (GetResourceAmount(this, RESOURCE_HEALTH) < 1) + if (GetResource(this, RES_HEALTH) < 1) { float defer_ClientKill_Now_TeamChange; defer_ClientKill_Now_TeamChange = false; @@ -551,7 +470,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // print an obituary message if(this.classname != "body") - Obituary (attacker, inflictor, this, deathtype, weaponentity); + Obituary(attacker, inflictor, this, deathtype, weaponentity); // increment frag counter for used weapon type Weapon w = DEATH_WEAPONOF(deathtype); @@ -584,7 +503,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, // player could have been miraculously resuscitated ;) // e.g. players in freezetag get frozen, they don't really die - if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body")) + if(GetResource(this, RES_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body")) return; if (!this.respawn_time) // can be set in the mutator hook PlayerDies @@ -612,8 +531,17 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, this.avelocity = '0 0 0'; // view from the floor this.view_ofs = '0 0 -8'; - // toss the corpse - set_movetype(this, MOVETYPE_TOSS); + if(this.move_movetype == MOVETYPE_NOCLIP) + { + // don't toss the corpse in this case, it can get stuck in solid (causing low fps) + // or fall indefinitely into the void if out of the map + this.velocity = '0 0 0'; + } + else + { + // toss the corpse + set_movetype(this, MOVETYPE_TOSS); + } // shootable corpse this.solid = SOLID_CORPSE; PS(this).ballistics_density = autocvar_g_ballistics_density_corpse; @@ -670,314 +598,9 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, bool PlayerHeal(entity targ, entity inflictor, float amount, float limit) { - if(GetResourceAmount(targ, RESOURCE_HEALTH) <= 0 || GetResourceAmount(targ, RESOURCE_HEALTH) >= limit) + if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= limit) return false; - GiveResourceWithLimit(targ, RESOURCE_HEALTH, amount, limit); + GiveResourceWithLimit(targ, RES_HEALTH, amount, limit); return true; } - -/** - * message "": do not say, just test flood control - * return value: - * 1 = accept - * 0 = reject - * -1 = fake accept - */ -int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol) -{ - if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ") - msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!) - - if (source) - msgin = formatmessage(source, msgin); - - string colorstr; - if (!(IS_PLAYER(source) || source.caplayer)) - colorstr = "^0"; // black for spectators - else if(teamplay) - colorstr = Team_ColorCode(source.team); - else - { - colorstr = ""; - teamsay = false; - } - - if(game_stopped) - teamsay = false; - - if (!source) { - colorstr = ""; - teamsay = false; - } - - if(msgin != "") - msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin); - - /* - * using bprint solves this... me stupid - // how can we prevent the message from appearing in a listen server? - // for now, just give "say" back and only handle say_team - if(!teamsay) - { - clientcommand(source, strcat("say ", msgin)); - return; - } - */ - - string namestr = ""; - if (source) - namestr = playername(source, autocvar_g_chat_teamcolors); - - string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7"; - - string msgstr = "", cmsgstr = ""; - string privatemsgprefix = string_null; - int privatemsgprefixlen = 0; - if (msgin != "") - { - if(privatesay) - { - msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7"); - privatemsgprefixlen = strlen(msgstr); - msgstr = strcat(msgstr, msgin); - cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin); - privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7"); - } - else if(teamsay) - { - if(strstrofs(msgin, "/me", 0) >= 0) - { - //msgin = strreplace("/me", "", msgin); - //msgin = substring(msgin, 3, strlen(msgin)); - msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin); - msgstr = strcat("\{1}\{13}^4* ", "^7", msgin); - } - else - msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin); - cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin); - } - else - { - if(strstrofs(msgin, "/me", 0) >= 0) - { - //msgin = strreplace("/me", "", msgin); - //msgin = substring(msgin, 3, strlen(msgin)); - msgin = strreplace("/me", strcat(colorprefix, namestr), msgin); - msgstr = strcat("\{1}^4* ", "^7", msgin); - } - else { - msgstr = "\{1}"; - msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7"); - msgstr = strcat(msgstr, msgin); - } - cmsgstr = ""; - } - msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint - } - - string fullmsgstr = msgstr; - string fullcmsgstr = cmsgstr; - - // FLOOD CONTROL - int flood = 0; - var .float flood_field = floodcontrol_chat; - if(floodcontrol && source) - { - float flood_spl; - float flood_burst; - float flood_lmax; - float lines; - if(privatesay) - { - flood_spl = autocvar_g_chat_flood_spl_tell; - flood_burst = autocvar_g_chat_flood_burst_tell; - flood_lmax = autocvar_g_chat_flood_lmax_tell; - flood_field = floodcontrol_chattell; - } - else if(teamsay) - { - flood_spl = autocvar_g_chat_flood_spl_team; - flood_burst = autocvar_g_chat_flood_burst_team; - flood_lmax = autocvar_g_chat_flood_lmax_team; - flood_field = floodcontrol_chatteam; - } - else - { - flood_spl = autocvar_g_chat_flood_spl; - flood_burst = autocvar_g_chat_flood_burst; - flood_lmax = autocvar_g_chat_flood_lmax; - flood_field = floodcontrol_chat; - } - flood_burst = max(0, flood_burst - 1); - // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four! - - // do flood control for the default line size - if(msgstr != "") - { - getWrappedLine_remaining = msgstr; - msgstr = ""; - lines = 0; - while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax)) - { - msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width - ++lines; - } - msgstr = substring(msgstr, 1, strlen(msgstr) - 1); - - if(getWrappedLine_remaining != "") - { - msgstr = strcat(msgstr, "\n"); - flood = 2; - } - - if (time >= source.(flood_field)) - { - source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl; - } - else - { - flood = 1; - msgstr = fullmsgstr; - } - } - else - { - if (time >= source.(flood_field)) - source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl; - else - flood = 1; - } - - if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection - source.(flood_field) = flood = 0; - } - - string sourcemsgstr, sourcecmsgstr; - if(flood == 2) // cannot happen for empty msgstr - { - if(autocvar_g_chat_flood_notify_flooder) - { - sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n"); - sourcecmsgstr = ""; - } - else - { - sourcemsgstr = fullmsgstr; - sourcecmsgstr = fullcmsgstr; - } - cmsgstr = ""; - } - else - { - sourcemsgstr = msgstr; - sourcecmsgstr = cmsgstr; - } - - if (!privatesay && source && !(IS_PLAYER(source) || source.caplayer)) - { - if (!game_stopped) - if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)) - teamsay = -1; // spectators - } - - if(flood) - LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding."); - - // build sourcemsgstr by cutting off a prefix and replacing it by the other one - if(privatesay) - sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1)); - - int ret; - if(source && CS(source).muted) - { - // always fake the message - ret = -1; - } - else if(flood == 1) - { - if (autocvar_g_chat_flood_notify_flooder) - { - sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n")); - ret = 0; - } - else - ret = -1; - } - else - { - ret = 1; - } - - if (privatesay && source && !(IS_PLAYER(source) || source.caplayer)) - { - if (!game_stopped) - if ((privatesay && (IS_PLAYER(privatesay) || privatesay.caplayer)) && ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))) - ret = -1; // just hide the message completely - } - - MUTATOR_CALLHOOK(ChatMessage, source, ret); - ret = M_ARGV(1, int); - - if(sourcemsgstr != "" && ret != 0) - { - if(ret < 0) // faked message, because the player is muted - { - sprint(source, sourcemsgstr); - if(sourcecmsgstr != "" && !privatesay) - centerprint(source, sourcecmsgstr); - } - else if(privatesay) // private message, between 2 people only - { - sprint(source, sourcemsgstr); - if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled - if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source)) - { - sprint(privatesay, msgstr); - if(cmsgstr != "") - centerprint(privatesay, cmsgstr); - } - } - else if ( teamsay && CS(source).active_minigame ) - { - sprint(source, sourcemsgstr); - dedicated_print(msgstr); // send to server console too - FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), { - sprint(it, msgstr); - }); - } - else if(teamsay > 0) // team message, only sent to team mates - { - sprint(source, sourcemsgstr); - dedicated_print(msgstr); // send to server console too - if(sourcecmsgstr != "") - centerprint(source, sourcecmsgstr); - FOREACH_CLIENT((IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), { - sprint(it, msgstr); - if(cmsgstr != "") - centerprint(it, cmsgstr); - }); - } - else if(teamsay < 0) // spectator message, only sent to spectators - { - sprint(source, sourcemsgstr); - dedicated_print(msgstr); // send to server console too - FOREACH_CLIENT(!(IS_PLAYER(it) || it.caplayer) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), { - sprint(it, msgstr); - }); - } - else - { - if (source) { - sprint(source, sourcemsgstr); - dedicated_print(msgstr); // send to server console too - MX_Say(strcat(playername(source, true), "^7: ", msgin)); - } - FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), { - sprint(it, msgstr); - }); - } - } - - return ret; -}