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);
42 if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
44 self.CopyBody_think();
47 self.CopyBody_nextthink = self.nextthink;
48 self.CopyBody_think = self.think;
49 self.think = CopyBody_Think;
51 CSQCMODEL_AUTOUPDATE(self);
52 self.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 clone.customizeentityforclient = this.customizeentityforclient;
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 = this.think;
122 clone.nextthink = time;
123 clone.think = 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()
131 // load animation info
132 animdecide_load_if_needed(self);
133 animdecide_setstate(self, 0, false);
138 int deadbits = (self.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, self))
153 animbits |= ANIMSTATE_FROZEN;
154 if(self.movetype == MOVETYPE_FOLLOW)
155 animbits |= ANIMSTATE_FOLLOW;
157 animbits |= ANIMSTATE_DUCK;
158 animdecide_setstate(self, animbits, false);
159 animdecide_setimplicitstate(self, IS_ONGROUND(self));
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 frag_damage = damage;
388 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save);
389 take = bound(0, damage_take, this.health);
390 save = bound(0, damage_save, this.armorvalue);
391 excess = max(0, damage - take - save);
393 if(sound_allowed(MSG_BROADCAST, attacker))
396 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
398 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
400 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
404 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
406 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
408 if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
410 if (!(this.flags & FL_GODMODE))
412 this.armorvalue = this.armorvalue - save;
413 this.health = this.health - take;
414 // pause regeneration for 5 seconds
416 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
418 if (time > this.pain_finished) //Don't switch pain sequences like crazy
420 this.pain_finished = time + 0.5; //Supajoe
422 if(autocvar_sv_gentle < 1) {
423 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
425 if (!this.animstate_override)
428 animdecide_setaction(this, ANIMACTION_PAIN1, true);
430 animdecide_setaction(this, ANIMACTION_PAIN2, true);
434 if(sound_allowed(MSG_BROADCAST, attacker))
435 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
437 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
439 if(deathtype == DEATH_FALL.m_id)
440 PlayerSound(this, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
441 else if(this.health > 75)
442 PlayerSound(this, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
443 else if(this.health > 50)
444 PlayerSound(this, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
445 else if(this.health > 25)
446 PlayerSound(this, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
448 PlayerSound(this, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
453 // throw off bot aim temporarily
455 if(IS_BOT_CLIENT(this) && this.health >= 1)
457 shake = damage * 5 / (bound(0,skill,100) + 1);
458 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
459 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
460 this.v_angle_x = bound(-90, this.v_angle.x, 90);
464 this.max_armorvalue += (save + take);
466 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
467 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
468 this.dmg_inflictor = inflictor;
470 if (this != attacker) {
471 float realdmg = damage - excess;
472 if (IS_PLAYER(attacker)) {
473 PlayerScore_Add(attacker, SP_DMG, realdmg);
475 if (IS_PLAYER(this)) {
476 PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
480 bool abot = (IS_BOT_CLIENT(attacker));
481 bool vbot = (IS_BOT_CLIENT(this));
483 valid_damage_for_weaponstats = 0;
484 Weapon awep = WEP_Null;
486 if(vbot || IS_REAL_CLIENT(this))
487 if(abot || IS_REAL_CLIENT(attacker))
488 if(attacker && this != attacker)
489 if(DIFF_TEAM(this, attacker))
491 if(DEATH_ISSPECIAL(deathtype))
492 awep = PS(attacker).m_weapon;
494 awep = DEATH_WEAPONOF(deathtype);
495 valid_damage_for_weaponstats = 1;
498 if(valid_damage_for_weaponstats)
500 dh = dh - max(this.health, 0);
501 da = da - max(this.armorvalue, 0);
502 WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da);
503 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
508 float defer_ClientKill_Now_TeamChange;
509 defer_ClientKill_Now_TeamChange = false;
513 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
517 if(valid_damage_for_weaponstats)
518 WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot);
520 if(autocvar_sv_gentle < 1)
521 if(sound_allowed(MSG_BROADCAST, attacker))
523 if(deathtype == DEATH_DROWN.m_id)
524 PlayerSound(this, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
526 PlayerSound(this, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
529 // get rid of kill indicator
530 if(this.killindicator)
532 remove(this.killindicator);
533 this.killindicator = world;
534 if(this.killindicator_teamchange)
535 defer_ClientKill_Now_TeamChange = true;
537 if(this.classname == "body")
538 if(deathtype == DEATH_KILL.m_id)
540 // for the lemmings fans, a small harmless explosion
541 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
545 // print an obituary message
546 if(this.classname != "body")
547 Obituary (attacker, inflictor, this, deathtype);
549 // increment frag counter for used weapon type
550 Weapon w = DEATH_WEAPONOF(deathtype);
552 if(accuracy_isgooddamage(attacker, this))
553 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
555 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype);
556 excess = frag_damage;
558 Weapon wep = PS(this).m_weapon;
559 WITH(entity, self, this, wep.wr_playerdeath(wep));
561 RemoveGrapplingHook(this);
563 Portal_ClearAllLater(this);
565 this.fixangle = true;
567 if(defer_ClientKill_Now_TeamChange)
568 ClientKill_Now_TeamChange(this); // can turn player into spectator
570 // player could have been miraculously resuscitated ;)
571 // e.g. players in freezetag get frozen, they don't really die
572 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
575 // when we get here, player actually dies
577 Unfreeze(this); // remove any icy remains
578 this.health = 0; // Unfreeze resets health, so we need to set it back
581 WaypointSprite_PlayerDead(this);
583 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id);
585 // become fully visible
586 this.alpha = default_player_alpha;
587 // make the corpse upright (not tilted)
591 this.avelocity = '0 0 0';
592 // view from the floor
593 this.view_ofs = '0 0 -8';
595 this.movetype = MOVETYPE_TOSS;
597 this.solid = SOLID_CORPSE;
598 this.ballistics_density = autocvar_g_ballistics_density_corpse;
599 // don't stick to the floor
600 UNSET_ONGROUND(this);
602 this.deadflag = DEAD_DYING;
604 // when to allow respawn
605 calculate_player_respawn_time(this);
607 this.death_time = time;
609 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
611 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
615 setsize(this, this.mins, this.maxs);
617 // set damage function to corpse damage
618 this.event_damage = PlayerCorpseDamage;
619 // call the corpse damage function just in case it wants to gib
620 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
622 // set up to fade out later
623 SUB_SetFade (this, time + 6 + random (), 1);
624 // reset body think wrapper broken by SUB_SetFade
625 if(this.classname == "body" && this.think != CopyBody_Think) {
626 this.CopyBody_think = this.think;
627 this.CopyBody_nextthink = this.nextthink;
628 this.think = CopyBody_Think;
629 this.nextthink = time;
632 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
634 // clones don't run any animation code any more, so we must gib them when they die :(
635 PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
638 // reset fields the weapons may use just in case
639 FOREACH(Weapons, it != WEP_Null, LAMBDA(
640 WITH(entity, self, this, it.wr_resetplayer(it));
641 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
643 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
649 void MoveToTeam(entity client, int team_colour, int type)
651 int lockteams_backup = lockteams; // backup any team lock
652 lockteams = 0; // disable locked teams
653 TeamchangeFrags(client); // move the players frags
654 SetPlayerColors(client, team_colour - 1); // set the players colour
655 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
656 lockteams = lockteams_backup; // restore the team lock
657 LogTeamchange(client.playerid, client.team, type);
661 * message "": do not say, just test flood control
667 int Say(entity source, float teamsay, entity privatesay, string msgin, bool floodcontrol)
669 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
671 var .float flood_field;
673 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
675 if(!teamsay && !privatesay)
676 if(substring(msgin, 0, 1) == " ")
677 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
679 msgin = formatmessage(msgin);
681 if (!IS_PLAYER(source))
682 colorstr = "^0"; // black for spectators
684 colorstr = Team_ColorCode(source.team);
691 if(intermission_running)
695 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
698 * using bprint solves this... me stupid
699 // how can we prevent the message from appearing in a listen server?
700 // for now, just give "say" back and only handle say_team
703 clientcommand(self, strcat("say ", msgin));
708 if(autocvar_g_chat_teamcolors)
709 namestr = playername(source);
711 namestr = source.netname;
713 if(strdecolorize(namestr) == namestr)
722 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
723 privatemsgprefixlen = strlen(msgstr);
724 msgstr = strcat(msgstr, msgin);
725 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
726 if(autocvar_g_chat_teamcolors)
727 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
729 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
733 if(strstrofs(msgin, "/me", 0) >= 0)
735 //msgin = strreplace("/me", "", msgin);
736 //msgin = substring(msgin, 3, strlen(msgin));
737 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
738 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
741 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
742 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
746 if(strstrofs(msgin, "/me", 0) >= 0)
748 //msgin = strreplace("/me", "", msgin);
749 //msgin = substring(msgin, 3, strlen(msgin));
750 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
751 msgstr = strcat("\{1}^4* ", "^7", msgin);
754 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
757 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
761 msgstr = cmsgstr = "";
765 fullcmsgstr = cmsgstr;
769 flood_field = floodcontrol_chat;
778 flood_spl = autocvar_g_chat_flood_spl_tell;
779 flood_burst = autocvar_g_chat_flood_burst_tell;
780 flood_lmax = autocvar_g_chat_flood_lmax_tell;
781 flood_field = floodcontrol_chattell;
785 flood_spl = autocvar_g_chat_flood_spl_team;
786 flood_burst = autocvar_g_chat_flood_burst_team;
787 flood_lmax = autocvar_g_chat_flood_lmax_team;
788 flood_field = floodcontrol_chatteam;
792 flood_spl = autocvar_g_chat_flood_spl;
793 flood_burst = autocvar_g_chat_flood_burst;
794 flood_lmax = autocvar_g_chat_flood_lmax;
795 flood_field = floodcontrol_chat;
797 flood_burst = max(0, flood_burst - 1);
798 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
800 // do flood control for the default line size
803 getWrappedLine_remaining = msgstr;
806 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
808 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
811 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
813 if(getWrappedLine_remaining != "")
815 msgstr = strcat(msgstr, "\n");
819 if (time >= source.(flood_field))
821 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
831 if (time >= source.(flood_field))
832 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
837 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
838 source.(flood_field) = flood = 0;
841 if(flood == 2) // cannot happen for empty msgstr
843 if(autocvar_g_chat_flood_notify_flooder)
845 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
850 sourcemsgstr = fullmsgstr;
851 sourcecmsgstr = fullcmsgstr;
857 sourcemsgstr = msgstr;
858 sourcecmsgstr = cmsgstr;
862 if (!IS_PLAYER(source))
864 if (!intermission_running)
865 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
866 teamsay = -1; // spectators
870 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
872 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
874 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
878 // always fake the message
883 if (autocvar_g_chat_flood_notify_flooder)
885 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
896 if(sourcemsgstr != "" && ret != 0)
898 if(ret < 0) // faked message, because the player is muted
900 sprint(source, sourcemsgstr);
901 if(sourcecmsgstr != "" && !privatesay)
902 centerprint(source, sourcecmsgstr);
904 else if(privatesay) // private message, between 2 people only
906 sprint(source, sourcemsgstr);
907 sprint(privatesay, msgstr);
908 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
910 centerprint(privatesay, cmsgstr);
912 else if ( teamsay && source.active_minigame )
914 sprint(source, sourcemsgstr);
915 dedicated_print(msgstr); // send to server console too
916 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, LAMBDA(sprint(it, msgstr)));
918 else if(teamsay > 0) // team message, only sent to team mates
920 sprint(source, sourcemsgstr);
921 dedicated_print(msgstr); // send to server console too
922 if(sourcecmsgstr != "")
923 centerprint(source, sourcecmsgstr);
924 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, LAMBDA(
927 centerprint(it, cmsgstr);
930 else if(teamsay < 0) // spectator message, only sent to spectators
932 sprint(source, sourcemsgstr);
933 dedicated_print(msgstr); // send to server console too
934 FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
936 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
938 sprint(source, sourcemsgstr);
939 dedicated_print(msgstr); // send to server console too
940 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
943 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.