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;
150 if(STAT(FROZEN, self))
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, (IS_ONGROUND(self)));
160 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
164 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
166 // damage resistance (ignore most of the damage from a bullet or similar)
167 damage = max(damage - 5, 1);
169 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
173 if(sound_allowed(MSG_BROADCAST, attacker))
176 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
178 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
180 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
184 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
186 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
188 this.armorvalue = this.armorvalue - save;
189 this.health = this.health - take;
190 // pause regeneration for 5 seconds
191 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
193 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
194 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
195 this.dmg_inflictor = inflictor;
197 if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
199 // don't use any animations as a gib
201 // view just above the floor
202 this.view_ofs = '0 0 4';
204 Violence_GibSplash(this, 1, 1, attacker);
206 this.solid = SOLID_NOT; // restore later
207 this.takedamage = DAMAGE_NO; // restore later
208 this.damagedbycontents = false;
212 void calculate_player_respawn_time(entity this)
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".
228 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
229 if(it.team == this.team)
232 if (sdelay_small_count == 0)
233 sdelay_small_count = 1;
234 if (sdelay_large_count == 0)
235 sdelay_large_count = 1;
239 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
242 if (sdelay_small_count == 0)
246 // Players play independently. No point in requiring enemies.
247 sdelay_small_count = 1;
251 // Players play AGAINST each other. Enemies required.
252 sdelay_small_count = 2;
255 if (sdelay_large_count == 0)
259 // Players play independently. No point in requiring enemies.
260 sdelay_large_count = 1;
264 // Players play AGAINST each other. Enemies required.
265 sdelay_large_count = 2;
272 if (pcount <= sdelay_small_count)
273 sdelay = sdelay_small;
274 else if (pcount >= sdelay_large_count)
275 sdelay = sdelay_large;
276 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
277 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
280 this.respawn_time = ceil((time + sdelay) / waves) * waves;
282 this.respawn_time = time + sdelay;
284 if(sdelay < sdelay_max)
285 this.respawn_time_max = time + sdelay_max;
287 this.respawn_time_max = this.respawn_time;
289 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
290 this.respawn_countdown = 10; // first number to count down from is 10
292 this.respawn_countdown = -1; // do not count down
294 if(autocvar_g_forced_respawn)
295 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
298 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
300 float take, save, dh, da;
302 float valid_damage_for_weaponstats;
305 dh = max(this.health, 0);
306 da = max(this.armorvalue, 0);
308 if(!DEATH_ISSPECIAL(deathtype))
310 damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
312 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
315 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
317 // tuba causes blood to come out of the ears
322 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
324 makevectors(this.angles);
325 ear1 += v_right * -10;
326 ear2 += v_right * +10;
327 d = inflictor.origin - this.origin;
329 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
331 f = 0; // Assum ecenter.
332 force = v_right * vlen(force);
333 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
334 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
343 // force is already good
347 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
350 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
356 // don't reset pushltime for this damage as it may be an attempt to
357 // escape a lava pit or similar
358 //this.pushltime = 0;
361 else if(IS_PLAYER(attacker))
363 this.pusher = attacker;
364 this.pushltime = time + autocvar_g_maxpushtime;
365 this.istypefrag = this.BUTTON_CHAT;
367 else if(time < this.pushltime)
369 attacker = this.pusher;
370 this.pushltime = max(this.pushltime, time + 0.6);
378 frag_damage = damage;
379 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save);
380 take = bound(0, damage_take, this.health);
381 save = bound(0, damage_save, this.armorvalue);
382 excess = max(0, damage - take - save);
384 if(sound_allowed(MSG_BROADCAST, attacker))
387 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
389 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
391 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
395 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
397 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
399 if (time >= this.spawnshieldtime)
401 if (!(this.flags & FL_GODMODE))
403 this.armorvalue = this.armorvalue - save;
404 this.health = this.health - take;
405 // pause regeneration for 5 seconds
407 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
409 if (time > this.pain_finished) //Don't switch pain sequences like crazy
411 this.pain_finished = time + 0.5; //Supajoe
413 if(autocvar_sv_gentle < 1) {
414 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
416 if (!this.animstate_override)
419 animdecide_setaction(this, ANIMACTION_PAIN1, true);
421 animdecide_setaction(this, ANIMACTION_PAIN2, true);
425 if(sound_allowed(MSG_BROADCAST, attacker))
426 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
428 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
430 if(deathtype == DEATH_FALL.m_id)
431 PlayerSound(this, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
432 else if(this.health > 75) // TODO make a "gentle" version?
433 PlayerSound(this, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
434 else if(this.health > 50)
435 PlayerSound(this, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
436 else if(this.health > 25)
437 PlayerSound(this, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
439 PlayerSound(this, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
444 // throw off bot aim temporarily
446 if(IS_BOT_CLIENT(this) && this.health >= 1)
448 shake = damage * 5 / (bound(0,skill,100) + 1);
449 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
450 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
451 this.v_angle_x = bound(-90, this.v_angle.x, 90);
455 this.max_armorvalue += (save + take);
457 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
458 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
459 this.dmg_inflictor = inflictor;
461 if (this != attacker) {
462 float realdmg = damage - excess;
463 if (IS_PLAYER(attacker)) {
464 PlayerScore_Add(attacker, SP_DMG, realdmg);
466 if (IS_PLAYER(this)) {
467 PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
471 bool abot = (IS_BOT_CLIENT(attacker));
472 bool vbot = (IS_BOT_CLIENT(this));
474 valid_damage_for_weaponstats = 0;
475 Weapon awep = WEP_Null;
477 if(vbot || IS_REAL_CLIENT(this))
478 if(abot || IS_REAL_CLIENT(attacker))
479 if(attacker && this != attacker)
480 if(DIFF_TEAM(this, attacker))
482 if(DEATH_ISSPECIAL(deathtype))
483 awep = PS(attacker).m_weapon;
485 awep = DEATH_WEAPONOF(deathtype);
486 valid_damage_for_weaponstats = 1;
489 if(valid_damage_for_weaponstats)
491 dh = dh - max(this.health, 0);
492 da = da - max(this.armorvalue, 0);
493 WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da);
494 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
499 float defer_ClientKill_Now_TeamChange;
500 defer_ClientKill_Now_TeamChange = false;
504 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
508 if(valid_damage_for_weaponstats)
509 WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot);
511 if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
512 if(sound_allowed(MSG_BROADCAST, attacker))
514 if(deathtype == DEATH_DROWN.m_id)
515 PlayerSound(this, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
517 PlayerSound(this, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
520 // get rid of kill indicator
521 if(this.killindicator)
523 remove(this.killindicator);
524 this.killindicator = world;
525 if(this.killindicator_teamchange)
526 defer_ClientKill_Now_TeamChange = true;
528 if(this.classname == "body")
529 if(deathtype == DEATH_KILL.m_id)
531 // for the lemmings fans, a small harmless explosion
532 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
536 // print an obituary message
537 if(this.classname != "body")
538 Obituary (attacker, inflictor, this, deathtype);
540 // increment frag counter for used weapon type
541 Weapon w = DEATH_WEAPONOF(deathtype);
543 if(accuracy_isgooddamage(attacker, this))
544 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
546 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype);
547 excess = frag_damage;
549 Weapon wep = PS(this).m_weapon;
550 WITH(entity, self, this, wep.wr_playerdeath(wep));
552 RemoveGrapplingHook(this);
554 Portal_ClearAllLater(this);
556 this.fixangle = true;
558 if(defer_ClientKill_Now_TeamChange)
559 ClientKill_Now_TeamChange(this); // can turn player into spectator
561 // player could have been miraculously resuscitated ;)
562 // e.g. players in freezetag get frozen, they don't really die
563 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
566 // when we get here, player actually dies
568 Unfreeze(this); // remove any icy remains
569 this.health = 0; // Unfreeze resets health, so we need to set it back
572 WaypointSprite_PlayerDead(this);
574 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id);
576 // become fully visible
577 this.alpha = default_player_alpha;
578 // make the corpse upright (not tilted)
582 this.avelocity = '0 0 0';
583 // view from the floor
584 this.view_ofs = '0 0 -8';
586 this.movetype = MOVETYPE_TOSS;
588 this.solid = SOLID_CORPSE;
589 this.ballistics_density = autocvar_g_ballistics_density_corpse;
590 // don't stick to the floor
591 UNSET_ONGROUND(this);
593 this.deadflag = DEAD_DYING;
595 // when to allow respawn
596 calculate_player_respawn_time(this);
598 this.death_time = time;
600 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
602 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
606 setsize(this, this.mins, this.maxs);
608 // set damage function to corpse damage
609 this.event_damage = PlayerCorpseDamage;
610 // call the corpse damage function just in case it wants to gib
611 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
613 // set up to fade out later
614 SUB_SetFade (this, time + 6 + random (), 1);
615 // reset body think wrapper broken by SUB_SetFade
616 if(this.classname == "body" && this.think != CopyBody_Think) {
617 this.CopyBody_think = this.think;
618 this.CopyBody_nextthink = this.nextthink;
619 this.think = CopyBody_Think;
620 this.nextthink = time;
623 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
625 // clones don't run any animation code any more, so we must gib them when they die :(
626 PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
629 // reset fields the weapons may use just in case
630 FOREACH(Weapons, it != WEP_Null, LAMBDA(
631 WITH(entity, self, this, it.wr_resetplayer(it));
632 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
634 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
640 void MoveToTeam(entity client, int team_colour, int type)
642 int lockteams_backup = lockteams; // backup any team lock
643 lockteams = 0; // disable locked teams
644 TeamchangeFrags(client); // move the players frags
645 SetPlayerColors(client, team_colour - 1); // set the players colour
646 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
647 lockteams = lockteams_backup; // restore the team lock
648 LogTeamchange(client.playerid, client.team, type);
652 * message "": do not say, just test flood control
658 int Say(entity source, float teamsay, entity privatesay, string msgin, bool floodcontrol)
660 string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix;
662 var .float flood_field;
664 string privatemsgprefix = string_null; float privatemsgprefixlen = 0;
666 if(!teamsay && !privatesay)
667 if(substring(msgin, 0, 1) == " ")
668 msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!)
670 msgin = formatmessage(msgin);
672 if (!IS_PLAYER(source))
673 colorstr = "^0"; // black for spectators
675 colorstr = Team_ColorCode(source.team);
682 if(intermission_running)
686 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
689 * using bprint solves this... me stupid
690 // how can we prevent the message from appearing in a listen server?
691 // for now, just give "say" back and only handle say_team
694 clientcommand(self, strcat("say ", msgin));
699 if(autocvar_g_chat_teamcolors)
700 namestr = playername(source);
702 namestr = source.netname;
704 if(strdecolorize(namestr) == namestr)
713 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
714 privatemsgprefixlen = strlen(msgstr);
715 msgstr = strcat(msgstr, msgin);
716 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
717 if(autocvar_g_chat_teamcolors)
718 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
720 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
724 if(strstrofs(msgin, "/me", 0) >= 0)
726 //msgin = strreplace("/me", "", msgin);
727 //msgin = substring(msgin, 3, strlen(msgin));
728 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
729 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
732 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
733 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
737 if(strstrofs(msgin, "/me", 0) >= 0)
739 //msgin = strreplace("/me", "", msgin);
740 //msgin = substring(msgin, 3, strlen(msgin));
741 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
742 msgstr = strcat("\{1}^4* ", "^7", msgin);
745 msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin);
748 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
752 msgstr = cmsgstr = "";
756 fullcmsgstr = cmsgstr;
760 flood_field = floodcontrol_chat;
769 flood_spl = autocvar_g_chat_flood_spl_tell;
770 flood_burst = autocvar_g_chat_flood_burst_tell;
771 flood_lmax = autocvar_g_chat_flood_lmax_tell;
772 flood_field = floodcontrol_chattell;
776 flood_spl = autocvar_g_chat_flood_spl_team;
777 flood_burst = autocvar_g_chat_flood_burst_team;
778 flood_lmax = autocvar_g_chat_flood_lmax_team;
779 flood_field = floodcontrol_chatteam;
783 flood_spl = autocvar_g_chat_flood_spl;
784 flood_burst = autocvar_g_chat_flood_burst;
785 flood_lmax = autocvar_g_chat_flood_lmax;
786 flood_field = floodcontrol_chat;
788 flood_burst = max(0, flood_burst - 1);
789 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
791 // do flood control for the default line size
794 getWrappedLine_remaining = msgstr;
797 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
799 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
802 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
804 if(getWrappedLine_remaining != "")
806 msgstr = strcat(msgstr, "\n");
810 if (time >= source.(flood_field))
812 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
822 if (time >= source.(flood_field))
823 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
828 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
829 source.(flood_field) = flood = 0;
832 if(flood == 2) // cannot happen for empty msgstr
834 if(autocvar_g_chat_flood_notify_flooder)
836 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
841 sourcemsgstr = fullmsgstr;
842 sourcecmsgstr = fullcmsgstr;
848 sourcemsgstr = msgstr;
849 sourcecmsgstr = cmsgstr;
853 if (!IS_PLAYER(source))
855 if (!intermission_running)
856 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
857 teamsay = -1; // spectators
861 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
863 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
865 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
869 // always fake the message
874 if (autocvar_g_chat_flood_notify_flooder)
876 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
887 if(sourcemsgstr != "" && ret != 0)
889 if(ret < 0) // faked message, because the player is muted
891 sprint(source, sourcemsgstr);
892 if(sourcecmsgstr != "" && !privatesay)
893 centerprint(source, sourcecmsgstr);
895 else if(privatesay) // private message, between 2 people only
897 sprint(source, sourcemsgstr);
898 sprint(privatesay, msgstr);
899 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
901 centerprint(privatesay, cmsgstr);
903 else if ( teamsay && source.active_minigame )
905 sprint(source, sourcemsgstr);
906 dedicated_print(msgstr); // send to server console too
907 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, LAMBDA(sprint(it, msgstr)));
909 else if(teamsay > 0) // team message, only sent to team mates
911 sprint(source, sourcemsgstr);
912 dedicated_print(msgstr); // send to server console too
913 if(sourcecmsgstr != "")
914 centerprint(source, sourcecmsgstr);
915 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, LAMBDA(
918 centerprint(it, cmsgstr);
921 else if(teamsay < 0) // spectator message, only sent to spectators
923 sprint(source, sourcemsgstr);
924 dedicated_print(msgstr); // send to server console too
925 FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
927 else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
929 sprint(source, sourcemsgstr);
930 dedicated_print(msgstr); // send to server console too
931 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr)));
934 bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.