1 #include "cl_player.qh"
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.movetype = this.movetype;
95 clone.solid = this.solid;
96 clone.ballistics_density = this.ballistics_density;
97 clone.takedamage = this.takedamage;
98 setcefc(clone, getcefc(this));
99 clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
100 clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
101 if (keepvelocity == 1)
102 clone.velocity = this.velocity;
103 clone.oldvelocity = clone.velocity;
104 clone.alpha = this.alpha;
105 clone.fade_time = this.fade_time;
106 clone.fade_rate = this.fade_rate;
107 //clone.weapon = this.weapon;
108 setorigin(clone, this.origin);
109 setsize(clone, this.mins, this.maxs);
110 clone.prevorigin = this.origin;
111 clone.reset = SUB_Remove;
112 clone._ps = this._ps;
114 Drag_MoveDrag(this, clone);
116 if(clone.colormap <= maxclients && clone.colormap > 0)
117 clone.colormap = 1024 + this.clientcolors;
119 CSQCMODEL_AUTOINIT(clone);
120 clone.CopyBody_nextthink = this.nextthink;
121 clone.CopyBody_think = getthink(this);
122 clone.nextthink = time;
123 setthink(clone, CopyBody_Think);
124 // "bake" the current animation frame for clones (they don't get clientside animation)
125 animdecide_load_if_needed(clone);
126 animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
129 void player_setupanimsformodel(entity this)
131 // load animation info
132 animdecide_load_if_needed(this);
133 animdecide_setstate(this, 0, false);
136 void player_anim(entity this)
138 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
141 // Decide on which death animation to use.
143 deadbits = ANIMSTATE_DEAD1;
145 deadbits = ANIMSTATE_DEAD2;
148 // Clear a previous death animation.
151 int animbits = deadbits;
152 if(STAT(FROZEN, this))
153 animbits |= ANIMSTATE_FROZEN;
154 if(this.movetype == MOVETYPE_FOLLOW)
155 animbits |= ANIMSTATE_FOLLOW;
157 animbits |= ANIMSTATE_DUCK;
158 animdecide_setstate(this, animbits, false);
159 animdecide_setimplicitstate(this, IS_ONGROUND(this));
162 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
166 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
168 // damage resistance (ignore most of the damage from a bullet or similar)
169 damage = max(damage - 5, 1);
171 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
175 if(sound_allowed(MSG_BROADCAST, attacker))
178 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
180 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
182 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
186 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
188 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
190 this.armorvalue = this.armorvalue - save;
191 this.health = this.health - take;
192 // pause regeneration for 5 seconds
193 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
195 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
196 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
197 this.dmg_inflictor = inflictor;
199 if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
201 // don't use any animations as a gib
203 // view just above the floor
204 this.view_ofs = '0 0 4';
206 Violence_GibSplash(this, 1, 1, attacker);
208 this.solid = SOLID_NOT; // restore later
209 this.takedamage = DAMAGE_NO; // restore later
210 this.damagedbycontents = false;
214 void calculate_player_respawn_time(entity this)
219 float gametype_setting_tmp;
220 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
221 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
222 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
223 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
224 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
225 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
227 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
230 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
231 if(it.team == this.team)
234 if (sdelay_small_count == 0)
235 sdelay_small_count = 1;
236 if (sdelay_large_count == 0)
237 sdelay_large_count = 1;
241 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
244 if (sdelay_small_count == 0)
248 // Players play independently. No point in requiring enemies.
249 sdelay_small_count = 1;
253 // Players play AGAINST each other. Enemies required.
254 sdelay_small_count = 2;
257 if (sdelay_large_count == 0)
261 // Players play independently. No point in requiring enemies.
262 sdelay_large_count = 1;
266 // Players play AGAINST each other. Enemies required.
267 sdelay_large_count = 2;
274 if (pcount <= sdelay_small_count)
275 sdelay = sdelay_small;
276 else if (pcount >= sdelay_large_count)
277 sdelay = sdelay_large;
278 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
279 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
282 this.respawn_time = ceil((time + sdelay) / waves) * waves;
284 this.respawn_time = time + sdelay;
286 if(sdelay < sdelay_max)
287 this.respawn_time_max = time + sdelay_max;
289 this.respawn_time_max = this.respawn_time;
291 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
292 this.respawn_countdown = 10; // first number to count down from is 10
294 this.respawn_countdown = -1; // do not count down
296 if(autocvar_g_forced_respawn)
297 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
300 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
302 float take, save, dh, da;
304 float valid_damage_for_weaponstats;
307 dh = max(this.health, 0);
308 da = max(this.armorvalue, 0);
310 if(!DEATH_ISSPECIAL(deathtype))
312 damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
314 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
317 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
319 // tuba causes blood to come out of the ears
324 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
326 makevectors(this.angles);
327 ear1 += v_right * -10;
328 ear2 += v_right * +10;
329 d = inflictor.origin - this.origin;
331 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
333 f = 0; // Assum ecenter.
334 force = v_right * vlen(force);
335 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
336 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
345 // force is already good
349 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
352 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
358 // don't reset pushltime for this damage as it may be an attempt to
359 // escape a lava pit or similar
360 //this.pushltime = 0;
363 else if(IS_PLAYER(attacker))
365 this.pusher = attacker;
366 this.pushltime = time + autocvar_g_maxpushtime;
367 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
369 else if(time < this.pushltime)
371 attacker = this.pusher;
372 this.pushltime = max(this.pushltime, time + 0.6);
380 if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
382 vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
387 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
388 take = bound(0, M_ARGV(4, float), this.health);
389 save = bound(0, M_ARGV(5, float), this.armorvalue);
390 excess = max(0, damage - take - save);
392 if(sound_allowed(MSG_BROADCAST, attacker))
395 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
397 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
399 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
403 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
405 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
407 if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
409 if (!(this.flags & FL_GODMODE))
411 this.armorvalue = this.armorvalue - save;
412 this.health = this.health - take;
413 // pause regeneration for 5 seconds
415 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
417 if (time > this.pain_finished) //Don't switch pain sequences like crazy
419 this.pain_finished = time + 0.5; //Supajoe
421 if(autocvar_sv_gentle < 1) {
422 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
424 if (!this.animstate_override)
427 animdecide_setaction(this, ANIMACTION_PAIN1, true);
429 animdecide_setaction(this, ANIMACTION_PAIN2, true);
433 if(sound_allowed(MSG_BROADCAST, attacker))
434 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
436 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
438 if(deathtype == DEATH_FALL.m_id)
439 PlayerSound(this, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
440 else if(this.health > 75)
441 PlayerSound(this, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
442 else if(this.health > 50)
443 PlayerSound(this, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
444 else if(this.health > 25)
445 PlayerSound(this, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
447 PlayerSound(this, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
452 // throw off bot aim temporarily
454 if(IS_BOT_CLIENT(this) && this.health >= 1)
456 shake = damage * 5 / (bound(0,skill,100) + 1);
457 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
458 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
459 this.v_angle_x = bound(-90, this.v_angle.x, 90);
463 this.max_armorvalue += (save + take);
465 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
466 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
467 this.dmg_inflictor = inflictor;
469 if (this != attacker) {
470 float realdmg = damage - excess;
471 if (IS_PLAYER(attacker)) {
472 PlayerScore_Add(attacker, SP_DMG, realdmg);
474 if (IS_PLAYER(this)) {
475 PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
479 bool abot = (IS_BOT_CLIENT(attacker));
480 bool vbot = (IS_BOT_CLIENT(this));
482 valid_damage_for_weaponstats = 0;
483 Weapon awep = WEP_Null;
485 if(vbot || IS_REAL_CLIENT(this))
486 if(abot || IS_REAL_CLIENT(attacker))
487 if(attacker && this != attacker)
488 if(DIFF_TEAM(this, attacker))
490 if(DEATH_ISSPECIAL(deathtype))
491 awep = PS(attacker).m_weapon;
493 awep = DEATH_WEAPONOF(deathtype);
494 valid_damage_for_weaponstats = 1;
497 dh = dh - max(this.health, 0);
498 da = da - max(this.armorvalue, 0);
499 if(valid_damage_for_weaponstats)
501 WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da);
505 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
510 float defer_ClientKill_Now_TeamChange;
511 defer_ClientKill_Now_TeamChange = false;
515 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
519 if(valid_damage_for_weaponstats)
520 WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot);
522 if(autocvar_sv_gentle < 1)
523 if(sound_allowed(MSG_BROADCAST, attacker))
525 if(deathtype == DEATH_DROWN.m_id)
526 PlayerSound(this, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
528 PlayerSound(this, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
531 // get rid of kill indicator
532 if(this.killindicator)
534 remove(this.killindicator);
535 this.killindicator = NULL;
536 if(this.killindicator_teamchange)
537 defer_ClientKill_Now_TeamChange = true;
539 if(this.classname == "body")
540 if(deathtype == DEATH_KILL.m_id)
542 // for the lemmings fans, a small harmless explosion
543 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
547 // print an obituary message
548 if(this.classname != "body")
549 Obituary (attacker, inflictor, this, deathtype);
551 // increment frag counter for used weapon type
552 Weapon w = DEATH_WEAPONOF(deathtype);
554 if(accuracy_isgooddamage(attacker, this))
555 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
557 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
558 excess = M_ARGV(4, float);
560 Weapon wep = PS(this).m_weapon;
561 wep.wr_playerdeath(wep, this);
563 RemoveGrapplingHook(this);
565 Portal_ClearAllLater(this);
567 this.fixangle = true;
569 if(defer_ClientKill_Now_TeamChange)
570 ClientKill_Now_TeamChange(this); // can turn player into spectator
572 // player could have been miraculously resuscitated ;)
573 // e.g. players in freezetag get frozen, they don't really die
574 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
577 // when we get here, player actually dies
579 Unfreeze(this); // remove any icy remains
580 this.health = 0; // Unfreeze resets health, so we need to set it back
583 WaypointSprite_PlayerDead(this);
585 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id);
587 // become fully visible
588 this.alpha = default_player_alpha;
589 // make the corpse upright (not tilted)
593 this.avelocity = '0 0 0';
594 // view from the floor
595 this.view_ofs = '0 0 -8';
597 this.movetype = MOVETYPE_TOSS;
599 this.solid = SOLID_CORPSE;
600 this.ballistics_density = autocvar_g_ballistics_density_corpse;
601 // don't stick to the floor
602 UNSET_ONGROUND(this);
604 this.deadflag = DEAD_DYING;
606 // when to allow respawn
607 calculate_player_respawn_time(this);
609 this.death_time = time;
611 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
613 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
617 setsize(this, this.mins, this.maxs);
619 // set damage function to corpse damage
620 this.event_damage = PlayerCorpseDamage;
621 // call the corpse damage function just in case it wants to gib
622 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
624 // set up to fade out later
625 SUB_SetFade (this, time + 6 + random (), 1);
626 // reset body think wrapper broken by SUB_SetFade
627 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
628 this.CopyBody_think = getthink(this);
629 this.CopyBody_nextthink = this.nextthink;
630 setthink(this, CopyBody_Think);
631 this.nextthink = time;
634 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
636 // clones don't run any animation code any more, so we must gib them when they die :(
637 PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
640 // reset fields the weapons may use just in case
641 FOREACH(Weapons, it != WEP_Null, LAMBDA(
642 it.wr_resetplayer(it, this);
643 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
645 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
651 void MoveToTeam(entity client, int team_colour, int type)
653 int lockteams_backup = lockteams; // backup any team lock
654 lockteams = 0; // disable locked teams
655 TeamchangeFrags(client); // move the players frags
656 SetPlayerColors(client, team_colour - 1); // set the players colour
657 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
658 lockteams = lockteams_backup; // restore the team lock
659 LogTeamchange(client.playerid, client.team, type);
662 /** print(), but only print if the server is not local */
663 void dedicated_print(string input)
665 if (server_is_dedicated) print(input);
669 * message "": do not say, just test flood control
675 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
677 if (!teamsay && !privatesay) if (substring(msgin, 0, 1) == " ")
678 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
680 msgin = formatmessage(source, msgin);
683 if (!IS_PLAYER(source))
684 colorstr = "^0"; // black for spectators
686 colorstr = Team_ColorCode(source.team);
693 if(intermission_running)
702 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
705 * using bprint solves this... me stupid
706 // how can we prevent the message from appearing in a listen server?
707 // for now, just give "say" back and only handle say_team
710 clientcommand(source, strcat("say ", msgin));
717 namestr = autocvar_g_chat_teamcolors ? playername(source) : source.netname;
719 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
721 string msgstr, cmsgstr;
722 string privatemsgprefix = string_null;
723 int privatemsgprefixlen = 0;
725 msgstr = cmsgstr = "";
729 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
730 privatemsgprefixlen = strlen(msgstr);
731 msgstr = strcat(msgstr, msgin);
732 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
733 if(autocvar_g_chat_teamcolors)
734 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
736 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
740 if(strstrofs(msgin, "/me", 0) >= 0)
742 //msgin = strreplace("/me", "", msgin);
743 //msgin = substring(msgin, 3, strlen(msgin));
744 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
745 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
748 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
749 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
753 if(strstrofs(msgin, "/me", 0) >= 0)
755 //msgin = strreplace("/me", "", msgin);
756 //msgin = substring(msgin, 3, strlen(msgin));
757 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
758 msgstr = strcat("\{1}^4* ", "^7", msgin);
762 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
763 msgstr = strcat(msgstr, msgin);
767 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
770 string fullmsgstr = msgstr;
771 string fullcmsgstr = cmsgstr;
775 var .float flood_field = floodcontrol_chat;
784 flood_spl = autocvar_g_chat_flood_spl_tell;
785 flood_burst = autocvar_g_chat_flood_burst_tell;
786 flood_lmax = autocvar_g_chat_flood_lmax_tell;
787 flood_field = floodcontrol_chattell;
791 flood_spl = autocvar_g_chat_flood_spl_team;
792 flood_burst = autocvar_g_chat_flood_burst_team;
793 flood_lmax = autocvar_g_chat_flood_lmax_team;
794 flood_field = floodcontrol_chatteam;
798 flood_spl = autocvar_g_chat_flood_spl;
799 flood_burst = autocvar_g_chat_flood_burst;
800 flood_lmax = autocvar_g_chat_flood_lmax;
801 flood_field = floodcontrol_chat;
803 flood_burst = max(0, flood_burst - 1);
804 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
806 // do flood control for the default line size
809 getWrappedLine_remaining = msgstr;
812 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
814 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
817 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
819 if(getWrappedLine_remaining != "")
821 msgstr = strcat(msgstr, "\n");
825 if (time >= source.(flood_field))
827 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
837 if (time >= source.(flood_field))
838 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
843 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
844 source.(flood_field) = flood = 0;
847 string sourcemsgstr, sourcecmsgstr;
848 if(flood == 2) // cannot happen for empty msgstr
850 if(autocvar_g_chat_flood_notify_flooder)
852 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
857 sourcemsgstr = fullmsgstr;
858 sourcecmsgstr = fullcmsgstr;
864 sourcemsgstr = msgstr;
865 sourcecmsgstr = cmsgstr;
868 if (!privatesay && source && !IS_PLAYER(source))
870 if (!intermission_running)
871 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
872 teamsay = -1; // spectators
876 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
878 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
880 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
885 // always fake the message
890 if (autocvar_g_chat_flood_notify_flooder)
892 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
903 if(sourcemsgstr != "" && ret != 0)
905 if(ret < 0) // faked message, because the player is muted
907 sprint(source, sourcemsgstr);
908 if(sourcecmsgstr != "" && !privatesay)
909 centerprint(source, sourcecmsgstr);
911 else if(privatesay) // private message, between 2 people only
913 sprint(source, sourcemsgstr);
914 sprint(privatesay, msgstr);
915 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
917 centerprint(privatesay, cmsgstr);
919 else if ( teamsay && source.active_minigame )
921 sprint(source, sourcemsgstr);
922 dedicated_print(msgstr); // send to server console too
923 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, sprint(it, msgstr));
925 else if(teamsay > 0) // team message, only sent to team mates
927 sprint(source, sourcemsgstr);
928 dedicated_print(msgstr); // send to server console too
929 if(sourcecmsgstr != "")
930 centerprint(source, sourcecmsgstr);
931 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, {
934 centerprint(it, cmsgstr);
937 else if(teamsay < 0) // spectator message, only sent to spectators
939 sprint(source, sourcemsgstr);
940 dedicated_print(msgstr); // send to server console too
941 FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
946 sprint(source, sourcemsgstr);
947 dedicated_print(msgstr); // send to server console too
948 MX_Say(strcat(playername(source), "^7: ", msgin));
950 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));