]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/player.qc
Don't even try to count damage as score if it's null
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
index 2fcd3016395bf1492bfe209242392909a1a816c8..b8d3c903c541cab860c1f596bf118037d534d017 100644 (file)
@@ -3,9 +3,9 @@
 #include <common/effects/all.qh>
 #include "bot/api.qh"
 #include "cheats.qh"
+#include "clientkill.qh"
 #include "g_damage.qh"
 #include "handicap.qh"
-#include "g_subs.qh"
 #include "miscfunctions.qh"
 #include "portals.qh"
 #include "teamplay.qh"
 #include "../common/anim.qh"
 #include "../common/animdecide.qh"
 #include "../common/csqcmodel_settings.qh"
+#include "../common/gamemodes/sv_rules.qh"
 #include "../common/deathtypes/all.qh"
-#include "../common/triggers/subs.qh"
+#include "../common/mapobjects/subs.qh"
 #include "../common/playerstats.qh"
 #include "../lib/csqcmodel/sv_model.qh"
 
 #include "../common/minigames/sv_minigames.qh"
 
+#include <common/gamemodes/_mod.qh>
+
 #include "../common/physics/player.qh"
 #include "../common/effects/qc/_mod.qh"
 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
-#include "../common/triggers/include.qh"
+#include "../common/mapobjects/_mod.qh"
 #include "../common/wepent.qh"
 
 #include "weapons/weaponstats.qh"
@@ -74,6 +77,7 @@ void CopyBody(entity this, float keepvelocity)
        clone.effects = this.effects;
        clone.glowmod = this.glowmod;
        clone.event_damage = this.event_damage;
+       clone.event_heal = this.event_heal;
        clone.anim_state = this.anim_state;
        clone.anim_time = this.anim_time;
        clone.anim_lower_action = this.anim_lower_action;
@@ -89,8 +93,8 @@ void CopyBody(entity this, float keepvelocity)
        clone.dphitcontentsmask = this.dphitcontentsmask;
        clone.death_time = this.death_time;
        clone.pain_finished = this.pain_finished;
-       clone.health = this.health;
-       clone.armorvalue = this.armorvalue;
+       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;
@@ -173,7 +177,7 @@ 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(this.armorvalue, 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;
 
@@ -192,8 +196,8 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da
        if (take > 100)
                Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
 
-       this.armorvalue = this.armorvalue - save;
-       this.health = this.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);
 
@@ -201,7 +205,7 @@ 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 (this.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;
@@ -306,62 +310,63 @@ 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)
 {
-       float take, save, dh, da;
        vector v;
-       float excess;
-
-       dh = max(this.health, 0);
-       da = max(this.armorvalue, 0);
+       float dh = max(GetResource(this, RES_HEALTH), 0);
+       float da = max(GetResource(this, RES_ARMOR), 0);
+       float take = 0, save = 0;
 
-       if(!DEATH_ISSPECIAL(deathtype))
+       if (damage)
        {
-               damage *= Handicap_GetTotalHandicap(this);
-               if (this != attacker && IS_PLAYER(attacker))
+               if(!DEATH_ISSPECIAL(deathtype))
                {
-                       damage /= Handicap_GetTotalHandicap(attacker);
+                       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 (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)
+               if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
                {
-                       hitloc = ear1;
-                       force = force * -1;
+                       // 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
-               {
-                       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(this.armorvalue, 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)
        {
@@ -388,9 +393,9 @@ 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), this.health);
-       save = bound(0, M_ARGV(5, float), this.armorvalue);
-       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))
        {
@@ -411,8 +416,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        {
                if (!(this.flags & FL_GODMODE))
                {
-                       this.armorvalue = this.armorvalue - save;
-                       this.health = this.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);
@@ -432,19 +437,19 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                                                                animdecide_setaction(this, ANIMACTION_PAIN2, true);
                                                }
                                        }
-
+                                       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))
-                                       if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
-                                       if(this.health > 1)
                                        // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
                                        {
                                                if(deathtype == DEATH_FALL.m_id)
                                                        PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
-                                               else if(this.health > 75)
+                                               else if(myhp > 75)
                                                        PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
-                                               else if(this.health > 50)
+                                               else if(myhp > 50)
                                                        PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
-                                               else if(this.health > 25)
+                                               else if(myhp > 25)
                                                        PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
                                                else
                                                        PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
@@ -454,13 +459,24 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
                        // throw off bot aim temporarily
                        float shake;
-                       if(IS_BOT_CLIENT(this) && this.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;
                                this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
                                this.v_angle_x = bound(-90, this.v_angle.x, 90);
                        }
+
+                       float realdmg = damage - excess;
+                       if (this != attacker && realdmg)
+                       {
+                               if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) {
+                                       GameRules_scoring_add(attacker, DMG, realdmg);
+                               }
+                               if (IS_PLAYER(this)) {
+                                       GameRules_scoring_add(this, DMGTAKEN, realdmg);
+                               }
+                       }
                }
                else
                        this.max_armorvalue += (save + take);
@@ -469,16 +485,6 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
        this.dmg_inflictor = inflictor;
 
-       if (this != attacker) {
-               float realdmg = damage - excess;
-               if (IS_PLAYER(attacker)) {
-                       GameRules_scoring_add(attacker, DMG, realdmg);
-               }
-               if (IS_PLAYER(this)) {
-                       GameRules_scoring_add(this, DMGTAKEN, realdmg);
-               }
-       }
-
        bool abot = (IS_BOT_CLIENT(attacker));
        bool vbot = (IS_BOT_CLIENT(this));
 
@@ -497,8 +503,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                valid_damage_for_weaponstats = true;
        }
 
-       dh = dh - max(this.health, 0);
-       da = da - max(this.armorvalue, 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);
@@ -506,7 +512,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
        MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
 
-       if (this.health < 1)
+       if (GetResource(this, RES_HEALTH) < 1)
        {
                float defer_ClientKill_Now_TeamChange;
                defer_ClientKill_Now_TeamChange = false;
@@ -547,10 +553,10 @@ 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);
+               // increment frag counter for used weapon type
+               Weapon w = DEATH_WEAPONOF(deathtype);
                if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
                        CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
 
@@ -580,7 +586,7 @@ 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(this.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
@@ -588,8 +594,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
                // when we get here, player actually dies
 
-               Unfreeze(this); // remove any icy remains
-               this.health = 0; // Unfreeze resets health, so we need to set it back
+               Unfreeze(this, false); // remove any icy remains
 
                // clear waypoints
                WaypointSprite_PlayerDead(this);
@@ -629,6 +634,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
                // set damage function to corpse damage
                this.event_damage = PlayerCorpseDamage;
+               this.event_heal = func_null;
                // call the corpse damage function just in case it wants to gib
                this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force);
 
@@ -664,371 +670,11 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        }
 }
 
-bool MoveToTeam(entity client, int team_colour, int type)
+bool PlayerHeal(entity targ, entity inflictor, float amount, float limit)
 {
-       int lockteams_backup = lockteams;  // backup any team lock
-       lockteams = 0;  // disable locked teams
-       TeamchangeFrags(client);  // move the players frags
-       if (!SetPlayerTeamSimple(client, team_colour))
-       {
+       if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= limit)
                return false;
-       }
-       Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, DMG_NOWEP, client.origin, '0 0 0');  // kill the player
-       lockteams = lockteams_backup;  // restore the team lock
-       LogTeamchange(client.playerid, client.team, type);
-       return true;
-}
-
-/** print(), but only print if the server is not local */
-void dedicated_print(string input)
-{
-       if (server_is_dedicated) print(input);
-}
-
-void PrintToChat(entity player, string text)
-{
-       text = strcat("\{1}^7", text, "\n");
-       sprint(player, text);
-}
-
-void DebugPrintToChat(entity player, string text)
-{
-       if (autocvar_developer)
-       {
-               PrintToChat(player, text);
-       }
-}
-
-void PrintToChatAll(string text)
-{
-       text = strcat("\{1}^7", text, "\n");
-       bprint(text);
-}
-
-void DebugPrintToChatAll(string text)
-{
-       if (autocvar_developer)
-       {
-               PrintToChatAll(text);
-       }
-}
-
-void PrintToChatTeam(int teamnum, string text)
-{
-       text = strcat("\{1}^7", text, "\n");
-       FOREACH_CLIENT(IS_REAL_CLIENT(it),
-       {
-               if (it.team == teamnum)
-               {
-                       sprint(it, text);
-               }
-       });
-}
-
-void DebugPrintToChatTeam(int teamnum, string text)
-{
-       if (autocvar_developer)
-       {
-               PrintToChatTeam(teamnum, text);
-       }
-}
-
-/**
- * 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))
-               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 == "") {
-        msgstr = cmsgstr = "";
-       } else {
-               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))
-       {
-               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))
-       {
-               if (!game_stopped)
-               if ((privatesay && IS_PLAYER(privatesay)) && ((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) && 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) && 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;
+       GiveResourceWithLimit(targ, RES_HEALTH, amount, limit);
+       return true;
 }