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"
27 #include "../common/wepent.qh"
29 #include "weapons/weaponstats.qh"
31 #include "../common/animdecide.qh"
33 void Drop_Special_Items(entity player)
35 // called when the player has become stuck or frozen
36 // so objective items aren't stuck with the player
38 MUTATOR_CALLHOOK(DropSpecialItems, player);
41 void CopyBody_Think(entity this)
43 if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
45 this.CopyBody_think(this);
48 this.CopyBody_nextthink = this.nextthink;
49 this.CopyBody_think = getthink(this);
50 setthink(this, CopyBody_Think);
52 CSQCMODEL_AUTOUPDATE(this);
53 this.nextthink = time;
55 void CopyBody(entity this, float keepvelocity)
57 if (this.effects & EF_NODRAW)
59 entity clone = new(body);
62 clone.colormap = this.colormap;
63 clone.iscreature = this.iscreature;
64 clone.teleportable = this.teleportable;
65 clone.damagedbycontents = this.damagedbycontents;
66 if(clone.damagedbycontents)
67 IL_PUSH(g_damagedbycontents, clone);
68 clone.angles = this.angles;
69 clone.v_angle = this.v_angle;
70 clone.avelocity = this.avelocity;
71 clone.damageforcescale = this.damageforcescale;
72 clone.effects = this.effects;
73 clone.glowmod = this.glowmod;
74 clone.event_damage = this.event_damage;
75 clone.anim_state = this.anim_state;
76 clone.anim_time = this.anim_time;
77 clone.anim_lower_action = this.anim_lower_action;
78 clone.anim_lower_time = this.anim_lower_time;
79 clone.anim_upper_action = this.anim_upper_action;
80 clone.anim_upper_time = this.anim_upper_time;
81 clone.anim_implicit_state = this.anim_implicit_state;
82 clone.anim_implicit_time = this.anim_implicit_time;
83 clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
84 clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
85 clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
86 clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
87 clone.dphitcontentsmask = this.dphitcontentsmask;
88 clone.death_time = this.death_time;
89 clone.pain_finished = this.pain_finished;
90 clone.health = this.health;
91 clone.armorvalue = this.armorvalue;
92 clone.armortype = this.armortype;
93 clone.model = this.model;
94 clone.modelindex = this.modelindex;
95 clone.skin = this.skin;
96 clone.species = this.species;
97 clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
98 set_movetype(clone, this.move_movetype);
99 clone.solid = this.solid;
100 clone.ballistics_density = this.ballistics_density;
101 clone.takedamage = this.takedamage;
102 setcefc(clone, getcefc(this));
103 clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
104 clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
105 if (keepvelocity == 1)
106 clone.velocity = this.velocity;
107 clone.oldvelocity = clone.velocity;
108 clone.alpha = this.alpha;
109 clone.fade_time = this.fade_time;
110 clone.fade_rate = this.fade_rate;
111 //clone.weapon = this.weapon;
112 setorigin(clone, this.origin);
113 setsize(clone, this.mins, this.maxs);
114 clone.prevorigin = this.origin;
115 clone.reset = SUB_Remove;
116 clone._ps = this._ps;
118 Drag_MoveDrag(this, clone);
120 if(clone.colormap <= maxclients && clone.colormap > 0)
121 clone.colormap = 1024 + this.clientcolors;
123 CSQCMODEL_AUTOINIT(clone);
124 clone.CopyBody_nextthink = this.nextthink;
125 clone.CopyBody_think = getthink(this);
126 clone.nextthink = time;
127 setthink(clone, CopyBody_Think);
128 // "bake" the current animation frame for clones (they don't get clientside animation)
129 animdecide_load_if_needed(clone);
130 animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
132 IL_PUSH(g_clones, clone);
134 MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
137 void player_setupanimsformodel(entity this)
139 // load animation info
140 animdecide_load_if_needed(this);
141 animdecide_setstate(this, 0, false);
144 void player_anim(entity this)
146 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
149 // Decide on which death animation to use.
151 deadbits = ANIMSTATE_DEAD1;
153 deadbits = ANIMSTATE_DEAD2;
156 // Clear a previous death animation.
159 int animbits = deadbits;
160 if(STAT(FROZEN, this))
161 animbits |= ANIMSTATE_FROZEN;
162 if(this.move_movetype == MOVETYPE_FOLLOW)
163 animbits |= ANIMSTATE_FOLLOW;
165 animbits |= ANIMSTATE_DUCK;
166 animdecide_setstate(this, animbits, false);
167 animdecide_setimplicitstate(this, IS_ONGROUND(this));
170 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
174 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
176 // damage resistance (ignore most of the damage from a bullet or similar)
177 damage = max(damage - 5, 1);
179 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
183 if(sound_allowed(MSG_BROADCAST, attacker))
186 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
188 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
190 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
194 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
196 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
198 this.armorvalue = this.armorvalue - save;
199 this.health = this.health - take;
200 // pause regeneration for 5 seconds
201 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
203 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
204 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
205 this.dmg_inflictor = inflictor;
207 if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
209 // don't use any animations as a gib
211 // view just above the floor
212 this.view_ofs = '0 0 4';
214 Violence_GibSplash(this, 1, 1, attacker);
216 this.solid = SOLID_NOT; // restore later
217 this.takedamage = DAMAGE_NO; // restore later
218 if(this.damagedbycontents)
219 IL_REMOVE(g_damagedbycontents, this);
220 this.damagedbycontents = false;
224 void calculate_player_respawn_time(entity this)
229 float gametype_setting_tmp;
230 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
231 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
232 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
233 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
234 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
235 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
237 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
240 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
241 if(it.team == this.team)
244 if (sdelay_small_count == 0)
245 sdelay_small_count = 1;
246 if (sdelay_large_count == 0)
247 sdelay_large_count = 1;
251 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
254 if (sdelay_small_count == 0)
258 // Players play independently. No point in requiring enemies.
259 sdelay_small_count = 1;
263 // Players play AGAINST each other. Enemies required.
264 sdelay_small_count = 2;
267 if (sdelay_large_count == 0)
271 // Players play independently. No point in requiring enemies.
272 sdelay_large_count = 1;
276 // Players play AGAINST each other. Enemies required.
277 sdelay_large_count = 2;
284 if (pcount <= sdelay_small_count)
285 sdelay = sdelay_small;
286 else if (pcount >= sdelay_large_count)
287 sdelay = sdelay_large;
288 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
289 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
292 this.respawn_time = ceil((time + sdelay) / waves) * waves;
294 this.respawn_time = time + sdelay;
296 if(sdelay < sdelay_max)
297 this.respawn_time_max = time + sdelay_max;
299 this.respawn_time_max = this.respawn_time;
301 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
302 this.respawn_countdown = 10; // first number to count down from is 10
304 this.respawn_countdown = -1; // do not count down
306 if(autocvar_g_forced_respawn)
307 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
310 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
312 float take, save, dh, da;
314 float valid_damage_for_weaponstats;
317 dh = max(this.health, 0);
318 da = max(this.armorvalue, 0);
320 if(!DEATH_ISSPECIAL(deathtype))
322 damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
324 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
327 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
329 // tuba causes blood to come out of the ears
334 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
336 makevectors(this.angles);
337 ear1 += v_right * -10;
338 ear2 += v_right * +10;
339 d = inflictor.origin - this.origin;
341 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
343 f = 0; // Assum ecenter.
344 force = v_right * vlen(force);
345 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
346 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
355 // force is already good
359 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
362 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
368 // don't reset pushltime for this damage as it may be an attempt to
369 // escape a lava pit or similar
370 //this.pushltime = 0;
373 else if(IS_PLAYER(attacker))
375 this.pusher = attacker;
376 this.pushltime = time + autocvar_g_maxpushtime;
377 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
379 else if(time < this.pushltime)
381 attacker = this.pusher;
382 this.pushltime = max(this.pushltime, time + 0.6);
390 if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
392 vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
397 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
398 take = bound(0, M_ARGV(4, float), this.health);
399 save = bound(0, M_ARGV(5, float), this.armorvalue);
400 excess = max(0, damage - take - save);
402 if(sound_allowed(MSG_BROADCAST, attacker))
405 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
407 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
409 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
413 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
415 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
417 if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
419 if (!(this.flags & FL_GODMODE))
421 this.armorvalue = this.armorvalue - save;
422 this.health = this.health - take;
423 // pause regeneration for 5 seconds
425 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
427 if (time > this.pain_finished) //Don't switch pain sequences like crazy
429 this.pain_finished = time + 0.5; //Supajoe
431 if(autocvar_sv_gentle < 1) {
432 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
434 if (!this.animstate_override)
437 animdecide_setaction(this, ANIMACTION_PAIN1, true);
439 animdecide_setaction(this, ANIMACTION_PAIN2, true);
443 if(sound_allowed(MSG_BROADCAST, attacker))
444 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
446 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
448 if(deathtype == DEATH_FALL.m_id)
449 PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
450 else if(this.health > 75)
451 PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
452 else if(this.health > 50)
453 PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
454 else if(this.health > 25)
455 PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
457 PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
462 // throw off bot aim temporarily
464 if(IS_BOT_CLIENT(this) && this.health >= 1)
466 shake = damage * 5 / (bound(0,skill,100) + 1);
467 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
468 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
469 this.v_angle_x = bound(-90, this.v_angle.x, 90);
473 this.max_armorvalue += (save + take);
475 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
476 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
477 this.dmg_inflictor = inflictor;
479 if (this != attacker) {
480 float realdmg = damage - excess;
481 if (IS_PLAYER(attacker)) {
482 PlayerScore_Add(attacker, SP_DMG, realdmg);
484 if (IS_PLAYER(this)) {
485 PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
489 bool abot = (IS_BOT_CLIENT(attacker));
490 bool vbot = (IS_BOT_CLIENT(this));
492 valid_damage_for_weaponstats = 0;
493 Weapon awep = WEP_Null;
494 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
496 if(vbot || IS_REAL_CLIENT(this))
497 if(abot || IS_REAL_CLIENT(attacker))
498 if(attacker && this != attacker)
499 if(DIFF_TEAM(this, attacker))
501 if(DEATH_ISSPECIAL(deathtype))
502 awep = attacker.(weaponentity).m_weapon;
504 awep = DEATH_WEAPONOF(deathtype);
505 valid_damage_for_weaponstats = 1;
508 dh = dh - max(this.health, 0);
509 da = da - max(this.armorvalue, 0);
510 if(valid_damage_for_weaponstats)
512 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
516 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
521 float defer_ClientKill_Now_TeamChange;
522 defer_ClientKill_Now_TeamChange = false;
526 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
530 if(valid_damage_for_weaponstats)
531 WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
533 if(autocvar_sv_gentle < 1)
534 if(sound_allowed(MSG_BROADCAST, attacker))
536 if(deathtype == DEATH_DROWN.m_id)
537 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
539 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
542 // get rid of kill indicator
543 if(this.killindicator)
545 delete(this.killindicator);
546 this.killindicator = NULL;
547 if(this.killindicator_teamchange)
548 defer_ClientKill_Now_TeamChange = true;
550 if(this.classname == "body")
551 if(deathtype == DEATH_KILL.m_id)
553 // for the lemmings fans, a small harmless explosion
554 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
558 // print an obituary message
559 if(this.classname != "body")
560 Obituary (attacker, inflictor, this, deathtype);
562 // increment frag counter for used weapon type
563 Weapon w = DEATH_WEAPONOF(deathtype);
564 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
565 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
567 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
568 excess = M_ARGV(4, float);
570 Weapon wep = this.(weaponentity).m_weapon;
571 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
573 .entity went = weaponentities[slot];
574 wep.wr_playerdeath(wep, this, went);
577 RemoveGrapplingHooks(this);
579 Portal_ClearAllLater(this);
581 this.fixangle = true;
583 if(defer_ClientKill_Now_TeamChange)
584 ClientKill_Now_TeamChange(this); // can turn player into spectator
586 // player could have been miraculously resuscitated ;)
587 // e.g. players in freezetag get frozen, they don't really die
588 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
591 // when we get here, player actually dies
593 Unfreeze(this); // remove any icy remains
594 this.health = 0; // Unfreeze resets health, so we need to set it back
597 WaypointSprite_PlayerDead(this);
599 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
601 .entity went = weaponentities[slot];
602 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_switchweapon.m_id, went);
605 // become fully visible
606 this.alpha = default_player_alpha;
607 // make the corpse upright (not tilted)
611 this.avelocity = '0 0 0';
612 // view from the floor
613 this.view_ofs = '0 0 -8';
615 set_movetype(this, MOVETYPE_TOSS);
617 this.solid = SOLID_CORPSE;
618 this.ballistics_density = autocvar_g_ballistics_density_corpse;
619 // don't stick to the floor
620 UNSET_ONGROUND(this);
622 this.deadflag = DEAD_DYING;
624 // when to allow respawn
625 calculate_player_respawn_time(this);
627 this.death_time = time;
629 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
631 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
635 setsize(this, this.mins, this.maxs);
637 // set damage function to corpse damage
638 this.event_damage = PlayerCorpseDamage;
639 // call the corpse damage function just in case it wants to gib
640 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
642 // set up to fade out later
643 SUB_SetFade (this, time + 6 + random (), 1);
644 // reset body think wrapper broken by SUB_SetFade
645 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
646 this.CopyBody_think = getthink(this);
647 this.CopyBody_nextthink = this.nextthink;
648 setthink(this, CopyBody_Think);
649 this.nextthink = time;
652 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
654 // clones don't run any animation code any more, so we must gib them when they die :(
655 PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
658 // reset fields the weapons may use just in case
659 FOREACH(Weapons, it != WEP_Null, LAMBDA(
660 it.wr_resetplayer(it, this);
661 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
663 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
669 void MoveToTeam(entity client, int team_colour, int type)
671 int lockteams_backup = lockteams; // backup any team lock
672 lockteams = 0; // disable locked teams
673 TeamchangeFrags(client); // move the players frags
674 SetPlayerColors(client, team_colour - 1); // set the players colour
675 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
676 lockteams = lockteams_backup; // restore the team lock
677 LogTeamchange(client.playerid, client.team, type);
680 /** print(), but only print if the server is not local */
681 void dedicated_print(string input)
683 if (server_is_dedicated) print(input);
687 * message "": do not say, just test flood control
693 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
695 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
696 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
698 msgin = formatmessage(source, msgin);
701 if (!IS_PLAYER(source))
702 colorstr = "^0"; // black for spectators
704 colorstr = Team_ColorCode(source.team);
711 if(intermission_running)
720 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
723 * using bprint solves this... me stupid
724 // how can we prevent the message from appearing in a listen server?
725 // for now, just give "say" back and only handle say_team
728 clientcommand(source, strcat("say ", msgin));
735 namestr = autocvar_g_chat_teamcolors ? playername(source) : source.netname;
737 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
739 string msgstr, cmsgstr;
740 string privatemsgprefix = string_null;
741 int privatemsgprefixlen = 0;
743 msgstr = cmsgstr = "";
747 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
748 privatemsgprefixlen = strlen(msgstr);
749 msgstr = strcat(msgstr, msgin);
750 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
751 if(autocvar_g_chat_teamcolors)
752 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
754 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
758 if(strstrofs(msgin, "/me", 0) >= 0)
760 //msgin = strreplace("/me", "", msgin);
761 //msgin = substring(msgin, 3, strlen(msgin));
762 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
763 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
766 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
767 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
771 if(strstrofs(msgin, "/me", 0) >= 0)
773 //msgin = strreplace("/me", "", msgin);
774 //msgin = substring(msgin, 3, strlen(msgin));
775 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
776 msgstr = strcat("\{1}^4* ", "^7", msgin);
780 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
781 msgstr = strcat(msgstr, msgin);
785 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
788 string fullmsgstr = msgstr;
789 string fullcmsgstr = cmsgstr;
793 var .float flood_field = floodcontrol_chat;
802 flood_spl = autocvar_g_chat_flood_spl_tell;
803 flood_burst = autocvar_g_chat_flood_burst_tell;
804 flood_lmax = autocvar_g_chat_flood_lmax_tell;
805 flood_field = floodcontrol_chattell;
809 flood_spl = autocvar_g_chat_flood_spl_team;
810 flood_burst = autocvar_g_chat_flood_burst_team;
811 flood_lmax = autocvar_g_chat_flood_lmax_team;
812 flood_field = floodcontrol_chatteam;
816 flood_spl = autocvar_g_chat_flood_spl;
817 flood_burst = autocvar_g_chat_flood_burst;
818 flood_lmax = autocvar_g_chat_flood_lmax;
819 flood_field = floodcontrol_chat;
821 flood_burst = max(0, flood_burst - 1);
822 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
824 // do flood control for the default line size
827 getWrappedLine_remaining = msgstr;
830 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
832 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
835 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
837 if(getWrappedLine_remaining != "")
839 msgstr = strcat(msgstr, "\n");
843 if (time >= source.(flood_field))
845 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
855 if (time >= source.(flood_field))
856 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
861 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
862 source.(flood_field) = flood = 0;
865 string sourcemsgstr, sourcecmsgstr;
866 if(flood == 2) // cannot happen for empty msgstr
868 if(autocvar_g_chat_flood_notify_flooder)
870 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
875 sourcemsgstr = fullmsgstr;
876 sourcecmsgstr = fullcmsgstr;
882 sourcemsgstr = msgstr;
883 sourcecmsgstr = cmsgstr;
886 if (!privatesay && source && !IS_PLAYER(source))
888 if (!intermission_running)
889 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
890 teamsay = -1; // spectators
894 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
896 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
898 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
903 // always fake the message
908 if (autocvar_g_chat_flood_notify_flooder)
910 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
921 if(sourcemsgstr != "" && ret != 0)
923 if(ret < 0) // faked message, because the player is muted
925 sprint(source, sourcemsgstr);
926 if(sourcecmsgstr != "" && !privatesay)
927 centerprint(source, sourcecmsgstr);
929 else if(privatesay) // private message, between 2 people only
931 sprint(source, sourcemsgstr);
932 sprint(privatesay, msgstr);
933 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
935 centerprint(privatesay, cmsgstr);
937 else if ( teamsay && source.active_minigame )
939 sprint(source, sourcemsgstr);
940 dedicated_print(msgstr); // send to server console too
941 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, sprint(it, msgstr));
943 else if(teamsay > 0) // team message, only sent to team mates
945 sprint(source, sourcemsgstr);
946 dedicated_print(msgstr); // send to server console too
947 if(sourcecmsgstr != "")
948 centerprint(source, sourcecmsgstr);
949 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, {
952 centerprint(it, cmsgstr);
955 else if(teamsay < 0) // spectator message, only sent to spectators
957 sprint(source, sourcemsgstr);
958 dedicated_print(msgstr); // send to server console too
959 FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
964 sprint(source, sourcemsgstr);
965 dedicated_print(msgstr); // send to server console too
966 MX_Say(strcat(playername(source), "^7: ", msgin));
968 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));