3 #include <common/effects/all.qh>
9 #include "miscfunctions.qh"
11 #include "teamplay.qh"
12 #include "weapons/throwing.qh"
13 #include "command/common.qh"
14 #include "../common/state.qh"
15 #include "../common/anim.qh"
16 #include "../common/animdecide.qh"
17 #include "../common/csqcmodel_settings.qh"
18 #include "../common/deathtypes/all.qh"
19 #include "../common/triggers/subs.qh"
20 #include "../common/playerstats.qh"
21 #include "../lib/csqcmodel/sv_model.qh"
23 #include "../common/minigames/sv_minigames.qh"
25 #include "../common/physics/player.qh"
26 #include "../common/effects/qc/_mod.qh"
27 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
28 #include "../common/triggers/include.qh"
29 #include "../common/wepent.qh"
31 #include "weapons/weaponstats.qh"
33 #include "../common/animdecide.qh"
35 void Drop_Special_Items(entity player)
37 // called when the player has become stuck or frozen
38 // so objective items aren't stuck with the player
40 MUTATOR_CALLHOOK(DropSpecialItems, player);
43 void CopyBody_Think(entity this)
45 if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
47 this.CopyBody_think(this);
50 this.CopyBody_nextthink = this.nextthink;
51 this.CopyBody_think = getthink(this);
52 setthink(this, CopyBody_Think);
54 CSQCMODEL_AUTOUPDATE(this);
55 this.nextthink = time;
57 void CopyBody(entity this, float keepvelocity)
59 if (this.effects & EF_NODRAW)
61 entity clone = new(body);
64 clone.colormap = this.colormap;
65 clone.iscreature = this.iscreature;
66 clone.teleportable = this.teleportable;
67 clone.damagedbycontents = this.damagedbycontents;
68 if(clone.damagedbycontents)
69 IL_PUSH(g_damagedbycontents, clone);
70 clone.angles = this.angles;
71 clone.v_angle = this.v_angle;
72 clone.avelocity = this.avelocity;
73 clone.damageforcescale = this.damageforcescale;
74 clone.effects = this.effects;
75 clone.glowmod = this.glowmod;
76 clone.event_damage = this.event_damage;
77 clone.anim_state = this.anim_state;
78 clone.anim_time = this.anim_time;
79 clone.anim_lower_action = this.anim_lower_action;
80 clone.anim_lower_time = this.anim_lower_time;
81 clone.anim_upper_action = this.anim_upper_action;
82 clone.anim_upper_time = this.anim_upper_time;
83 clone.anim_implicit_state = this.anim_implicit_state;
84 clone.anim_implicit_time = this.anim_implicit_time;
85 clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
86 clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
87 clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
88 clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
89 clone.dphitcontentsmask = this.dphitcontentsmask;
90 clone.death_time = this.death_time;
91 clone.pain_finished = this.pain_finished;
92 clone.health = this.health;
93 clone.armorvalue = this.armorvalue;
94 clone.armortype = this.armortype;
95 clone.model = this.model;
96 clone.modelindex = this.modelindex;
97 clone.skin = this.skin;
98 clone.species = this.species;
99 clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
100 set_movetype(clone, this.move_movetype);
101 clone.solid = this.solid;
102 clone.takedamage = this.takedamage;
103 setcefc(clone, getcefc(this));
104 clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
105 clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
106 if (keepvelocity == 1)
107 clone.velocity = this.velocity;
108 clone.oldvelocity = clone.velocity;
109 clone.alpha = this.alpha;
110 clone.fade_time = this.fade_time;
111 clone.fade_rate = this.fade_rate;
112 //clone.weapon = this.weapon;
113 setorigin(clone, this.origin);
114 setsize(clone, this.mins, this.maxs);
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, {
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, {
254 if (sdelay_small_count == 0)
256 if (IS_INDEPENDENT_PLAYER(this))
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)
269 if (IS_INDEPENDENT_PLAYER(this))
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;
316 dh = max(this.health, 0);
317 da = max(this.armorvalue, 0);
319 if(!DEATH_ISSPECIAL(deathtype))
321 damage *= Handicap_GetTotalHandicap(this);
322 if (this != attacker && IS_PLAYER(attacker))
324 damage /= Handicap_GetTotalHandicap(attacker);
328 if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
329 damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
331 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
333 // tuba causes blood to come out of the ears
338 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
340 makevectors(this.angles);
341 ear1 += v_right * -10;
342 ear2 += v_right * +10;
343 d = inflictor.origin - this.origin;
345 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
347 f = 0; // Assum ecenter.
348 force = v_right * vlen(force);
349 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
350 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
359 // force is already good
363 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
365 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
371 // don't reset pushltime for this damage as it may be an attempt to
372 // escape a lava pit or similar
373 //this.pushltime = 0;
376 else if(IS_PLAYER(attacker))
378 this.pusher = attacker;
379 this.pushltime = time + autocvar_g_maxpushtime;
380 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
382 else if(time < this.pushltime)
384 attacker = this.pusher;
385 this.pushltime = max(this.pushltime, time + 0.6);
393 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
394 take = bound(0, M_ARGV(4, float), this.health);
395 save = bound(0, M_ARGV(5, float), this.armorvalue);
396 excess = max(0, damage - take - save);
398 if(sound_allowed(MSG_BROADCAST, attacker))
401 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
403 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
405 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
409 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
411 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
413 if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
415 if (!(this.flags & FL_GODMODE))
417 this.armorvalue = this.armorvalue - save;
418 this.health = this.health - take;
419 // pause regeneration for 5 seconds
421 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
423 if (time > this.pain_finished) //Don't switch pain sequences like crazy
425 this.pain_finished = time + 0.5; //Supajoe
427 if(autocvar_sv_gentle < 1) {
428 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
430 if (!this.animstate_override)
433 animdecide_setaction(this, ANIMACTION_PAIN1, true);
435 animdecide_setaction(this, ANIMACTION_PAIN2, true);
439 if(sound_allowed(MSG_BROADCAST, attacker))
440 if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
442 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
444 if(deathtype == DEATH_FALL.m_id)
445 PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
446 else if(this.health > 75)
447 PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
448 else if(this.health > 50)
449 PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
450 else if(this.health > 25)
451 PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
453 PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
458 // throw off bot aim temporarily
460 if(IS_BOT_CLIENT(this) && this.health >= 1)
462 shake = damage * 5 / (bound(0,skill,100) + 1);
463 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
464 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
465 this.v_angle_x = bound(-90, this.v_angle.x, 90);
469 this.max_armorvalue += (save + take);
471 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
472 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
473 this.dmg_inflictor = inflictor;
475 if (this != attacker) {
476 float realdmg = damage - excess;
477 if (IS_PLAYER(attacker)) {
478 GameRules_scoring_add(attacker, DMG, realdmg);
480 if (IS_PLAYER(this)) {
481 GameRules_scoring_add(this, DMGTAKEN, realdmg);
485 bool abot = (IS_BOT_CLIENT(attacker));
486 bool vbot = (IS_BOT_CLIENT(this));
488 bool valid_damage_for_weaponstats = false;
489 Weapon awep = WEP_Null;
490 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
492 if(vbot || IS_REAL_CLIENT(this))
493 if(abot || IS_REAL_CLIENT(attacker))
494 if(attacker && this != attacker)
495 if(DIFF_TEAM(this, attacker))
497 if(DEATH_ISSPECIAL(deathtype))
498 awep = attacker.(weaponentity).m_weapon;
500 awep = DEATH_WEAPONOF(deathtype);
501 valid_damage_for_weaponstats = true;
504 dh = dh - max(this.health, 0);
505 da = da - max(this.armorvalue, 0);
506 if(valid_damage_for_weaponstats)
508 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
511 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
515 float defer_ClientKill_Now_TeamChange;
516 defer_ClientKill_Now_TeamChange = false;
520 PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
524 if(valid_damage_for_weaponstats)
525 WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).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 CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
561 this.respawn_time = 0;
562 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
563 damage = M_ARGV(4, float);
564 excess = max(0, damage - take - save);
566 //Weapon wep = this.(weaponentity).m_weapon;
567 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
569 .entity went = weaponentities[slot];
570 if(!this.(weaponentity))
571 continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
572 Weapon wep = this.(weaponentity).m_weapon;
573 wep.wr_playerdeath(wep, this, went);
576 RemoveGrapplingHooks(this);
578 Portal_ClearAllLater(this);
580 this.fixangle = true;
582 if(defer_ClientKill_Now_TeamChange)
583 ClientKill_Now_TeamChange(this); // can turn player into spectator
585 // player could have been miraculously resuscitated ;)
586 // e.g. players in freezetag get frozen, they don't really die
587 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
590 if (!this.respawn_time) // can be set in the mutator hook PlayerDies
591 calculate_player_respawn_time(this);
593 // when we get here, player actually dies
595 Unfreeze(this); // remove any icy remains
596 this.health = 0; // Unfreeze resets health, so we need to set it back
599 WaypointSprite_PlayerDead(this);
601 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
603 .entity went = weaponentities[slot];
604 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
607 // become fully visible
608 this.alpha = default_player_alpha;
609 // make the corpse upright (not tilted)
613 this.avelocity = '0 0 0';
614 // view from the floor
615 this.view_ofs = '0 0 -8';
617 set_movetype(this, MOVETYPE_TOSS);
619 this.solid = SOLID_CORPSE;
620 PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
621 // don't stick to the floor
622 UNSET_ONGROUND(this);
624 this.deadflag = DEAD_DYING;
626 STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
628 this.death_time = time;
630 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
632 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
636 setsize(this, this.mins, this.maxs);
638 // set damage function to corpse damage
639 this.event_damage = PlayerCorpseDamage;
640 // call the corpse damage function just in case it wants to gib
641 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
643 // set up to fade out later
644 SUB_SetFade (this, time + 6 + random (), 1);
645 // reset body think wrapper broken by SUB_SetFade
646 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
647 this.CopyBody_think = getthink(this);
648 this.CopyBody_nextthink = this.nextthink;
649 setthink(this, CopyBody_Think);
650 this.nextthink = time;
653 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
655 // clones don't run any animation code any more, so we must gib them when they die :(
656 PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
659 // reset fields the weapons may use just in case
660 if(this.classname != "body")
662 FOREACH(Weapons, it != WEP_Null,
664 it.wr_resetplayer(it, this);
665 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
667 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
671 MUTATOR_CALLHOOK(PlayerDied, this);
675 bool MoveToTeam(entity client, int team_colour, int type)
677 int lockteams_backup = lockteams; // backup any team lock
678 lockteams = 0; // disable locked teams
679 TeamchangeFrags(client); // move the players frags
680 if (!SetPlayerTeamSimple(client, team_colour))
684 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
685 lockteams = lockteams_backup; // restore the team lock
686 LogTeamchange(client.playerid, client.team, type);
690 /** print(), but only print if the server is not local */
691 void dedicated_print(string input)
693 if (server_is_dedicated) print(input);
696 void PrintToChat(entity player, string text)
698 text = strcat("\{1}^7", text, "\n");
699 sprint(player, text);
702 void DebugPrintToChat(entity player, string text)
704 if (autocvar_developer)
706 PrintToChat(player, text);
710 void PrintToChatAll(string text)
712 text = strcat("\{1}^7", text, "\n");
716 void DebugPrintToChatAll(string text)
718 if (autocvar_developer)
720 PrintToChatAll(text);
724 void PrintToChatTeam(int teamnum, string text)
726 text = strcat("\{1}^7", text, "\n");
727 FOREACH_CLIENT(IS_REAL_CLIENT(it),
729 if (it.team == teamnum)
736 void DebugPrintToChatTeam(int teamnum, string text)
738 if (autocvar_developer)
740 PrintToChatTeam(teamnum, text);
745 * message "": do not say, just test flood control
751 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
753 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
754 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
757 msgin = formatmessage(source, msgin);
760 if (!IS_PLAYER(source))
761 colorstr = "^0"; // black for spectators
763 colorstr = Team_ColorCode(source.team);
779 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
782 * using bprint solves this... me stupid
783 // how can we prevent the message from appearing in a listen server?
784 // for now, just give "say" back and only handle say_team
787 clientcommand(source, strcat("say ", msgin));
794 namestr = playername(source, autocvar_g_chat_teamcolors);
796 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
798 string msgstr, cmsgstr;
799 string privatemsgprefix = string_null;
800 int privatemsgprefixlen = 0;
802 msgstr = cmsgstr = "";
806 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
807 privatemsgprefixlen = strlen(msgstr);
808 msgstr = strcat(msgstr, msgin);
809 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
810 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
814 if(strstrofs(msgin, "/me", 0) >= 0)
816 //msgin = strreplace("/me", "", msgin);
817 //msgin = substring(msgin, 3, strlen(msgin));
818 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
819 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
822 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
823 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
827 if(strstrofs(msgin, "/me", 0) >= 0)
829 //msgin = strreplace("/me", "", msgin);
830 //msgin = substring(msgin, 3, strlen(msgin));
831 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
832 msgstr = strcat("\{1}^4* ", "^7", msgin);
836 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
837 msgstr = strcat(msgstr, msgin);
841 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
844 string fullmsgstr = msgstr;
845 string fullcmsgstr = cmsgstr;
849 var .float flood_field = floodcontrol_chat;
850 if(floodcontrol && source)
858 flood_spl = autocvar_g_chat_flood_spl_tell;
859 flood_burst = autocvar_g_chat_flood_burst_tell;
860 flood_lmax = autocvar_g_chat_flood_lmax_tell;
861 flood_field = floodcontrol_chattell;
865 flood_spl = autocvar_g_chat_flood_spl_team;
866 flood_burst = autocvar_g_chat_flood_burst_team;
867 flood_lmax = autocvar_g_chat_flood_lmax_team;
868 flood_field = floodcontrol_chatteam;
872 flood_spl = autocvar_g_chat_flood_spl;
873 flood_burst = autocvar_g_chat_flood_burst;
874 flood_lmax = autocvar_g_chat_flood_lmax;
875 flood_field = floodcontrol_chat;
877 flood_burst = max(0, flood_burst - 1);
878 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
880 // do flood control for the default line size
883 getWrappedLine_remaining = msgstr;
886 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
888 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
891 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
893 if(getWrappedLine_remaining != "")
895 msgstr = strcat(msgstr, "\n");
899 if (time >= source.(flood_field))
901 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
911 if (time >= source.(flood_field))
912 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
917 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
918 source.(flood_field) = flood = 0;
921 string sourcemsgstr, sourcecmsgstr;
922 if(flood == 2) // cannot happen for empty msgstr
924 if(autocvar_g_chat_flood_notify_flooder)
926 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
931 sourcemsgstr = fullmsgstr;
932 sourcecmsgstr = fullcmsgstr;
938 sourcemsgstr = msgstr;
939 sourcecmsgstr = cmsgstr;
942 if (!privatesay && source && !IS_PLAYER(source))
945 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
946 teamsay = -1; // spectators
950 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.");
952 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
954 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
957 if(source && CS(source).muted)
959 // always fake the message
964 if (autocvar_g_chat_flood_notify_flooder)
966 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
977 if (privatesay && source && !IS_PLAYER(source))
980 if ((privatesay && !IS_PLAYER(privatesay)) || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
981 ret = -1; // just hide the message completely
984 MUTATOR_CALLHOOK(ChatMessage, source, ret);
985 ret = M_ARGV(1, int);
987 if(sourcemsgstr != "" && ret != 0)
989 if(ret < 0) // faked message, because the player is muted
991 sprint(source, sourcemsgstr);
992 if(sourcecmsgstr != "" && !privatesay)
993 centerprint(source, sourcecmsgstr);
995 else if(privatesay) // private message, between 2 people only
997 sprint(source, sourcemsgstr);
998 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
999 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
1001 sprint(privatesay, msgstr);
1003 centerprint(privatesay, cmsgstr);
1006 else if ( teamsay && CS(source).active_minigame )
1008 sprint(source, sourcemsgstr);
1009 dedicated_print(msgstr); // send to server console too
1010 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1012 else if(teamsay > 0) // team message, only sent to team mates
1014 sprint(source, sourcemsgstr);
1015 dedicated_print(msgstr); // send to server console too
1016 if(sourcecmsgstr != "")
1017 centerprint(source, sourcecmsgstr);
1018 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
1021 centerprint(it, cmsgstr);
1024 else if(teamsay < 0) // spectator message, only sent to spectators
1026 sprint(source, sourcemsgstr);
1027 dedicated_print(msgstr); // send to server console too
1028 FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1033 sprint(source, sourcemsgstr);
1034 dedicated_print(msgstr); // send to server console too
1035 MX_Say(strcat(playername(source, true), "^7: ", msgin));
1037 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));