1 #include "cl_player.qh"
7 #include "miscfunctions.qh"
10 #include "weapons/throwing.qh"
11 #include "command/common.qh"
12 #include "../common/anim.qh"
13 #include "../common/animdecide.qh"
14 #include "../common/csqcmodel_settings.qh"
15 #include "../common/deathtypes/all.qh"
16 #include "../common/triggers/subs.qh"
17 #include "../common/playerstats.qh"
18 #include "../lib/csqcmodel/sv_model.qh"
20 #include "../common/minigames/sv_minigames.qh"
22 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
23 #include "../common/triggers/include.qh"
25 #include "weapons/weaponstats.qh"
27 #include "../common/animdecide.qh"
29 void Drop_Special_Items(entity player)
31 // called when the player has become stuck or frozen
32 // so objective items aren't stuck with the player
34 MUTATOR_CALLHOOK(DropSpecialItems, player);
39 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
41 self.CopyBody_think();
44 self.CopyBody_nextthink = self.nextthink;
45 self.CopyBody_think = self.think;
46 self.think = CopyBody_Think;
48 CSQCMODEL_AUTOUPDATE(self);
49 self.nextthink = time;
51 void CopyBody(float keepvelocity)
53 if (self.effects & EF_NODRAW)
58 self.colormap = this.colormap;
59 self.iscreature = this.iscreature;
60 self.teleportable = this.teleportable;
61 self.damagedbycontents = this.damagedbycontents;
62 self.angles = this.angles;
63 self.v_angle = this.v_angle;
64 self.avelocity = this.avelocity;
65 self.damageforcescale = this.damageforcescale;
66 self.effects = this.effects;
67 self.glowmod = this.glowmod;
68 self.event_damage = this.event_damage;
69 self.anim_state = this.anim_state;
70 self.anim_time = this.anim_time;
71 self.anim_lower_action = this.anim_lower_action;
72 self.anim_lower_time = this.anim_lower_time;
73 self.anim_upper_action = this.anim_upper_action;
74 self.anim_upper_time = this.anim_upper_time;
75 self.anim_implicit_state = this.anim_implicit_state;
76 self.anim_implicit_time = this.anim_implicit_time;
77 self.anim_lower_implicit_action = this.anim_lower_implicit_action;
78 self.anim_lower_implicit_time = this.anim_lower_implicit_time;
79 self.anim_upper_implicit_action = this.anim_upper_implicit_action;
80 self.anim_upper_implicit_time = this.anim_upper_implicit_time;
81 self.dphitcontentsmask = this.dphitcontentsmask;
82 self.death_time = this.death_time;
83 self.pain_finished = this.pain_finished;
84 self.health = this.health;
85 self.armorvalue = this.armorvalue;
86 self.armortype = this.armortype;
87 self.model = this.model;
88 self.modelindex = this.modelindex;
89 self.skin = this.skin;
90 self.species = this.species;
91 self.movetype = this.movetype;
92 self.solid = this.solid;
93 self.ballistics_density = this.ballistics_density;
94 self.takedamage = this.takedamage;
95 self.customizeentityforclient = this.customizeentityforclient;
96 self.uncustomizeentityforclient = this.uncustomizeentityforclient;
97 self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
98 if (keepvelocity == 1)
99 self.velocity = this.velocity;
100 self.oldvelocity = self.velocity;
101 self.alpha = this.alpha;
102 self.fade_time = this.fade_time;
103 self.fade_rate = this.fade_rate;
104 //self.weapon = this.weapon;
105 setorigin(self, this.origin);
106 setsize(self, this.mins, this.maxs);
107 self.prevorigin = this.origin;
108 self.reset = SUB_Remove;
110 Drag_MoveDrag(this, self);
112 if(self.colormap <= maxclients && self.colormap > 0)
113 self.colormap = 1024 + this.clientcolors;
115 CSQCMODEL_AUTOINIT(self);
116 self.CopyBody_nextthink = this.nextthink;
117 self.CopyBody_think = this.think;
118 self.nextthink = time;
119 self.think = CopyBody_Think;
120 // "bake" the current animation frame for clones (they don't get clientside animation)
121 animdecide_load_if_needed(self);
122 animdecide_setframes(self, false, frame, frame1time, frame2, frame2time);
127 void player_setupanimsformodel()
129 // load animation info
130 animdecide_load_if_needed(self);
131 animdecide_setstate(self, 0, false);
136 int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
139 // Decide on which death animation to use.
141 deadbits = ANIMSTATE_DEAD1;
143 deadbits = ANIMSTATE_DEAD2;
146 // Clear a previous death animation.
149 int animbits = deadbits;
151 animbits |= ANIMSTATE_FROZEN;
152 if(self.movetype == MOVETYPE_FOLLOW)
153 animbits |= ANIMSTATE_FOLLOW;
155 animbits |= ANIMSTATE_DUCK;
156 animdecide_setstate(self, animbits, false);
157 animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
160 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
164 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
166 // damage resistance (ignore most of the damage from a bullet or similar)
167 damage = max(damage - 5, 1);
169 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
173 if(sound_allowed(MSG_BROADCAST, attacker))
176 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
178 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
180 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
184 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
186 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
188 self.armorvalue = self.armorvalue - save;
189 self.health = self.health - take;
190 // pause regeneration for 5 seconds
191 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
193 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
194 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
195 self.dmg_inflictor = inflictor;
197 if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0)
199 // don't use any animations as a gib
201 // view just above the floor
202 self.view_ofs = '0 0 4';
204 Violence_GibSplash(self, 1, 1, attacker);
206 self.solid = SOLID_NOT; // restore later
207 self.takedamage = DAMAGE_NO; // restore later
208 self.damagedbycontents = false;
212 void calculate_player_respawn_time()
217 float gametype_setting_tmp;
218 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
219 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
220 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
221 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
222 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
223 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
225 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
231 if (pl.team == self.team)
233 if (sdelay_small_count == 0)
234 sdelay_small_count = 1;
235 if (sdelay_large_count == 0)
236 sdelay_large_count = 1;
243 if (sdelay_small_count == 0)
247 // Players play independently. No point in requiring enemies.
248 sdelay_small_count = 1;
252 // Players play AGAINST each other. Enemies required.
253 sdelay_small_count = 2;
256 if (sdelay_large_count == 0)
260 // Players play independently. No point in requiring enemies.
261 sdelay_large_count = 1;
265 // Players play AGAINST each other. Enemies required.
266 sdelay_large_count = 2;
273 if (pcount <= sdelay_small_count)
274 sdelay = sdelay_small;
275 else if (pcount >= sdelay_large_count)
276 sdelay = sdelay_large;
277 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
278 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
281 self.respawn_time = ceil((time + sdelay) / waves) * waves;
283 self.respawn_time = time + sdelay;
285 if(sdelay < sdelay_max)
286 self.respawn_time_max = time + sdelay_max;
288 self.respawn_time_max = self.respawn_time;
290 if((sdelay + waves >= 5.0) && (self.respawn_time - time > 1.75))
291 self.respawn_countdown = 10; // first number to count down from is 10
293 self.respawn_countdown = -1; // do not count down
295 if(autocvar_g_forced_respawn)
296 self.respawn_flags = self.respawn_flags | RESPAWN_FORCE;
299 void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
301 float take, save, dh, da;
304 float valid_damage_for_weaponstats;
307 dh = max(self.health, 0);
308 da = max(self.armorvalue, 0);
310 if(!DEATH_ISSPECIAL(deathtype))
312 damage *= sqrt(bound(1.0, self.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 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8
326 makevectors(self.angles);
327 ear1 += v_right * -10;
328 ear2 += v_right * +10;
329 d = inflictor.origin - self.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), self, attacker);
336 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker);
345 // force is already good
349 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker);
352 v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
358 // don't reset pushltime for self damage as it may be an attempt to
359 // escape a lava pit or similar
360 //self.pushltime = 0;
363 else if(IS_PLAYER(attacker))
365 self.pusher = attacker;
366 self.pushltime = time + autocvar_g_maxpushtime;
367 self.istypefrag = self.BUTTON_CHAT;
369 else if(time < self.pushltime)
371 attacker = self.pusher;
372 self.pushltime = max(self.pushltime, time + 0.6);
380 frag_damage = damage;
381 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save);
382 take = bound(0, damage_take, self.health);
383 save = bound(0, damage_save, self.armorvalue);
384 excess = max(0, damage - take - save);
386 if(sound_allowed(MSG_BROADCAST, attacker))
389 sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
391 sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
393 sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
397 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker);
399 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker);
401 if (time >= self.spawnshieldtime)
403 if (!(self.flags & FL_GODMODE))
405 self.armorvalue = self.armorvalue - save;
406 self.health = self.health - take;
407 // pause regeneration for 5 seconds
409 self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
411 if (time > self.pain_finished) //Don't switch pain sequences like crazy
413 self.pain_finished = time + 0.5; //Supajoe
415 if(autocvar_sv_gentle < 1) {
416 if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
418 if (!self.animstate_override)
421 animdecide_setaction(self, ANIMACTION_PAIN1, true);
423 animdecide_setaction(self, ANIMACTION_PAIN2, true);
427 if(sound_allowed(MSG_BROADCAST, attacker))
428 if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
430 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
432 if(deathtype == DEATH_FALL.m_id)
433 PlayerSound(self, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
434 else if(self.health > 75) // TODO make a "gentle" version?
435 PlayerSound(self, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
436 else if(self.health > 50)
437 PlayerSound(self, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
438 else if(self.health > 25)
439 PlayerSound(self, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
441 PlayerSound(self, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
446 // throw off bot aim temporarily
448 if(IS_BOT_CLIENT(self) && self.health >= 1)
450 shake = damage * 5 / (bound(0,skill,100) + 1);
451 self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake;
452 self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake;
453 self.v_angle_x = bound(-90, self.v_angle.x, 90);
457 self.max_armorvalue += (save + take);
459 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
460 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
461 self.dmg_inflictor = inflictor;
463 if (self != attacker) {
464 float realdmg = damage - excess;
465 if (IS_PLAYER(attacker)) {
466 PlayerScore_Add(attacker, SP_DMG, realdmg);
468 if (IS_PLAYER(self)) {
469 PlayerScore_Add(self, SP_DMGTAKEN, realdmg);
473 bool abot = (IS_BOT_CLIENT(attacker));
474 bool vbot = (IS_BOT_CLIENT(self));
476 valid_damage_for_weaponstats = 0;
477 Weapon awep = WEP_Null;
479 if(vbot || IS_REAL_CLIENT(self))
480 if(abot || IS_REAL_CLIENT(attacker))
481 if(attacker && self != attacker)
482 if(DIFF_TEAM(self, attacker))
484 if(DEATH_ISSPECIAL(deathtype))
485 awep = get_weaponinfo(attacker.weapon);
487 awep = DEATH_WEAPONOF(deathtype);
488 valid_damage_for_weaponstats = 1;
491 if(valid_damage_for_weaponstats)
493 dh = dh - max(self.health, 0);
494 da = da - max(self.armorvalue, 0);
495 WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
496 MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
501 float defer_ClientKill_Now_TeamChange;
502 defer_ClientKill_Now_TeamChange = false;
506 PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
510 if(valid_damage_for_weaponstats)
511 WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
513 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
514 if(sound_allowed(MSG_BROADCAST, attacker))
516 if(deathtype == DEATH_DROWN.m_id)
517 PlayerSound(self, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
519 PlayerSound(self, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
522 // get rid of kill indicator
523 if(self.killindicator)
525 remove(self.killindicator);
526 self.killindicator = world;
527 if(self.killindicator_teamchange)
528 defer_ClientKill_Now_TeamChange = true;
530 if(self.classname == "body")
531 if(deathtype == DEATH_KILL.m_id)
533 // for the lemmings fans, a small harmless explosion
534 Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
538 // print an obituary message
539 if(self.classname != "body")
540 Obituary (attacker, inflictor, self, deathtype);
542 // increment frag counter for used weapon type
543 Weapon w = DEATH_WEAPONOF(deathtype);
545 if(accuracy_isgooddamage(attacker, self))
546 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
548 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
549 excess = frag_damage;
551 Weapon wep = get_weaponinfo(self.weapon);
552 wep.wr_playerdeath(wep);
554 RemoveGrapplingHook(self);
556 Portal_ClearAllLater(self);
558 self.fixangle = true;
560 if(defer_ClientKill_Now_TeamChange)
561 ClientKill_Now_TeamChange(); // can turn player into spectator
563 // player could have been miraculously resuscitated ;)
564 // e.g. players in freezetag get frozen, they don't really die
565 if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
568 // when we get here, player actually dies
570 Unfreeze(self); // remove any icy remains
571 self.health = 0; // Unfreeze resets health, so we need to set it back
574 WaypointSprite_PlayerDead();
576 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
578 // become fully visible
579 self.alpha = default_player_alpha;
580 // make the corpse upright (not tilted)
584 self.avelocity = '0 0 0';
585 // view from the floor
586 self.view_ofs = '0 0 -8';
588 self.movetype = MOVETYPE_TOSS;
590 self.solid = SOLID_CORPSE;
591 self.ballistics_density = autocvar_g_ballistics_density_corpse;
592 // don't stick to the floor
593 self.flags &= ~FL_ONGROUND;
595 self.deadflag = DEAD_DYING;
597 // when to allow respawn
598 calculate_player_respawn_time();
600 self.death_time = time;
602 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true);
604 animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true);
608 setsize(self, self.mins, self.maxs);
610 // set damage function to corpse damage
611 self.event_damage = PlayerCorpseDamage;
612 // call the corpse damage function just in case it wants to gib
613 self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force);
615 // set up to fade out later
616 SUB_SetFade (self, time + 6 + random (), 1);
617 // reset body think wrapper broken by SUB_SetFade
618 if(self.classname == "body" && self.think != CopyBody_Think) {
619 self.CopyBody_think = self.think;
620 self.CopyBody_nextthink = self.nextthink;
621 self.think = CopyBody_Think;
622 self.nextthink = time;
625 if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") {
627 // clones don't run any animation code any more, so we must gib them when they die :(
628 PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
631 // reset fields the weapons may use just in case
632 for (j = WEP_FIRST; j <= WEP_LAST; ++j)
634 Weapon w = get_weaponinfo(j);
636 for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
638 ATTACK_FINISHED_FOR(self, j, slot) = 0;
644 void MoveToTeam(entity client, int team_colour, int type)
646 int lockteams_backup = lockteams; // backup any team lock
647 lockteams = 0; // disable locked teams
648 TeamchangeFrags(client); // move the players frags
649 SetPlayerColors(client, team_colour - 1); // set the players colour
650 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
651 lockteams = lockteams_backup; // restore the team lock
652 LogTeamchange(client.playerid, client.team, type);
656 * message "": do not say, just test flood control
662 int Say(entity source, float teamsay, entity privatesay, string msgin, bool floodcontrol)
664 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
666 var .float flood_field;
669 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
671 if(!teamsay && !privatesay)
672 if(substring(msgin, 0, 1) == " ")
673 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
675 msgin = formatmessage(msgin);
677 if (!IS_PLAYER(source))
678 colorstr = "^0"; // black for spectators
680 colorstr = Team_ColorCode(source.team);
687 if(intermission_running)
691 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
694 * using bprint solves this... me stupid
695 // how can we prevent the message from appearing in a listen server?
696 // for now, just give "say" back and only handle say_team
699 clientcommand(self, strcat("say ", msgin));
704 if(autocvar_g_chat_teamcolors)
705 namestr = playername(source);
707 namestr = source.netname;
709 if(strdecolorize(namestr) == namestr)
718 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
719 privatemsgprefixlen = strlen(msgstr);
720 msgstr = strcat(msgstr, msgin);
721 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
722 if(autocvar_g_chat_teamcolors)
723 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
725 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
729 if(strstrofs(msgin, "/me", 0) >= 0)
731 //msgin = strreplace("/me", "", msgin);
732 //msgin = substring(msgin, 3, strlen(msgin));
733 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
734 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
737 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
738 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
742 if(strstrofs(msgin, "/me", 0) >= 0)
744 //msgin = strreplace("/me", "", msgin);
745 //msgin = substring(msgin, 3, strlen(msgin));
746 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
747 msgstr = strcat("\{1}^4* ", "^7", msgin);
750 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
753 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
757 msgstr = cmsgstr = "";
761 fullcmsgstr = cmsgstr;
765 flood_field = floodcontrol_chat;
774 flood_spl = autocvar_g_chat_flood_spl_tell;
775 flood_burst = autocvar_g_chat_flood_burst_tell;
776 flood_lmax = autocvar_g_chat_flood_lmax_tell;
777 flood_field = floodcontrol_chattell;
781 flood_spl = autocvar_g_chat_flood_spl_team;
782 flood_burst = autocvar_g_chat_flood_burst_team;
783 flood_lmax = autocvar_g_chat_flood_lmax_team;
784 flood_field = floodcontrol_chatteam;
788 flood_spl = autocvar_g_chat_flood_spl;
789 flood_burst = autocvar_g_chat_flood_burst;
790 flood_lmax = autocvar_g_chat_flood_lmax;
791 flood_field = floodcontrol_chat;
793 flood_burst = max(0, flood_burst - 1);
794 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
796 // do flood control for the default line size
799 getWrappedLine_remaining = msgstr;
802 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
804 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
807 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
809 if(getWrappedLine_remaining != "")
811 msgstr = strcat(msgstr, "\n");
815 if (time >= source.(flood_field))
817 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
827 if (time >= source.(flood_field))
828 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
833 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
834 source.(flood_field) = flood = 0;
837 if(flood == 2) // cannot happen for empty msgstr
839 if(autocvar_g_chat_flood_notify_flooder)
841 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
846 sourcemsgstr = fullmsgstr;
847 sourcecmsgstr = fullcmsgstr;
853 sourcemsgstr = msgstr;
854 sourcecmsgstr = cmsgstr;
858 if (!IS_PLAYER(source))
860 if (!intermission_running)
861 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
862 teamsay = -1; // spectators
866 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
868 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
870 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
874 // always fake the message
879 if (autocvar_g_chat_flood_notify_flooder)
881 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
892 if(sourcemsgstr != "" && ret != 0)
894 if(ret < 0) // faked message, because the player is muted
896 sprint(source, sourcemsgstr);
897 if(sourcecmsgstr != "" && !privatesay)
898 centerprint(source, sourcecmsgstr);
900 else if(privatesay) // private message, between 2 people only
902 sprint(source, sourcemsgstr);
903 sprint(privatesay, msgstr);
904 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
906 centerprint(privatesay, cmsgstr);
908 else if ( teamsay && source.active_minigame )
910 sprint(source, sourcemsgstr);
911 dedicated_print(msgstr); // send to server console too
912 FOR_EACH_REALCLIENT(head)
914 if(head.active_minigame == source.active_minigame)
915 sprint(head, msgstr);
917 else if(teamsay > 0) // team message, only sent to team mates
919 sprint(source, sourcemsgstr);
920 dedicated_print(msgstr); // send to server console too
921 if(sourcecmsgstr != "")
922 centerprint(source, sourcecmsgstr);
923 FOR_EACH_REALPLAYER(head) if(head.team == source.team)
926 sprint(head, msgstr);
928 centerprint(head, cmsgstr);
931 else if(teamsay < 0) // spectator message, only sent to spectators
933 sprint(source, sourcemsgstr);
934 dedicated_print(msgstr); // send to server console too
935 FOR_EACH_REALCLIENT(head) if (!IS_PLAYER(head))
937 sprint(head, msgstr);
939 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
941 sprint(source, sourcemsgstr);
942 dedicated_print(msgstr); // send to server console too
943 FOR_EACH_REALCLIENT(head)
945 sprint(head, msgstr);
948 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.