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"
27 #include "../common/wepent.qh"
29 #include "weapons/weaponstats.qh"
31 #include "../common/animdecide.qh"
33 void Drop_Special_Items(entity player)
35 // called when the player has become stuck or frozen
36 // so objective items aren't stuck with the player
38 MUTATOR_CALLHOOK(DropSpecialItems, player);
41 void CopyBody_Think(entity this)
43 if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
45 this.CopyBody_think(this);
48 this.CopyBody_nextthink = this.nextthink;
49 this.CopyBody_think = getthink(this);
50 setthink(this, CopyBody_Think);
52 CSQCMODEL_AUTOUPDATE(this);
53 this.nextthink = time;
55 void CopyBody(entity this, float keepvelocity)
57 if (this.effects & EF_NODRAW)
59 entity clone = new(body);
62 clone.colormap = this.colormap;
63 clone.iscreature = this.iscreature;
64 clone.teleportable = this.teleportable;
65 clone.damagedbycontents = this.damagedbycontents;
66 if(clone.damagedbycontents)
67 IL_PUSH(g_damagedbycontents, clone);
68 clone.angles = this.angles;
69 clone.v_angle = this.v_angle;
70 clone.avelocity = this.avelocity;
71 clone.damageforcescale = this.damageforcescale;
72 clone.effects = this.effects;
73 clone.glowmod = this.glowmod;
74 clone.event_damage = this.event_damage;
75 clone.anim_state = this.anim_state;
76 clone.anim_time = this.anim_time;
77 clone.anim_lower_action = this.anim_lower_action;
78 clone.anim_lower_time = this.anim_lower_time;
79 clone.anim_upper_action = this.anim_upper_action;
80 clone.anim_upper_time = this.anim_upper_time;
81 clone.anim_implicit_state = this.anim_implicit_state;
82 clone.anim_implicit_time = this.anim_implicit_time;
83 clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
84 clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
85 clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
86 clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
87 clone.dphitcontentsmask = this.dphitcontentsmask;
88 clone.death_time = this.death_time;
89 clone.pain_finished = this.pain_finished;
90 clone.health = this.health;
91 clone.armorvalue = this.armorvalue;
92 clone.armortype = this.armortype;
93 clone.model = this.model;
94 clone.modelindex = this.modelindex;
95 clone.skin = this.skin;
96 clone.species = this.species;
97 clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
98 set_movetype(clone, this.move_movetype);
99 clone.solid = this.solid;
100 clone.takedamage = this.takedamage;
101 setcefc(clone, getcefc(this));
102 clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
103 clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
104 if (keepvelocity == 1)
105 clone.velocity = this.velocity;
106 clone.oldvelocity = clone.velocity;
107 clone.alpha = this.alpha;
108 clone.fade_time = this.fade_time;
109 clone.fade_rate = this.fade_rate;
110 //clone.weapon = this.weapon;
111 setorigin(clone, this.origin);
112 setsize(clone, this.mins, this.maxs);
113 clone.reset = SUB_Remove;
114 clone._ps = this._ps;
116 Drag_MoveDrag(this, clone);
118 if(clone.colormap <= maxclients && clone.colormap > 0)
119 clone.colormap = 1024 + this.clientcolors;
121 CSQCMODEL_AUTOINIT(clone);
122 clone.CopyBody_nextthink = this.nextthink;
123 clone.CopyBody_think = getthink(this);
124 clone.nextthink = time;
125 setthink(clone, CopyBody_Think);
126 // "bake" the current animation frame for clones (they don't get clientside animation)
127 animdecide_load_if_needed(clone);
128 animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
130 IL_PUSH(g_clones, clone);
132 MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
135 void player_setupanimsformodel(entity this)
137 // load animation info
138 animdecide_load_if_needed(this);
139 animdecide_setstate(this, 0, false);
142 void player_anim(entity this)
144 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
147 // Decide on which death animation to use.
149 deadbits = ANIMSTATE_DEAD1;
151 deadbits = ANIMSTATE_DEAD2;
154 // Clear a previous death animation.
157 int animbits = deadbits;
158 if(STAT(FROZEN, this))
159 animbits |= ANIMSTATE_FROZEN;
160 if(this.move_movetype == MOVETYPE_FOLLOW)
161 animbits |= ANIMSTATE_FOLLOW;
163 animbits |= ANIMSTATE_DUCK;
164 animdecide_setstate(this, animbits, false);
165 animdecide_setimplicitstate(this, IS_ONGROUND(this));
168 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
172 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
174 // damage resistance (ignore most of the damage from a bullet or similar)
175 damage = max(damage - 5, 1);
177 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
181 if(sound_allowed(MSG_BROADCAST, attacker))
184 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
186 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
188 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
192 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
194 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
196 this.armorvalue = this.armorvalue - save;
197 this.health = this.health - take;
198 // pause regeneration for 5 seconds
199 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
201 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
202 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
203 this.dmg_inflictor = inflictor;
205 if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
207 // don't use any animations as a gib
209 // view just above the floor
210 this.view_ofs = '0 0 4';
212 Violence_GibSplash(this, 1, 1, attacker);
214 this.solid = SOLID_NOT; // restore later
215 this.takedamage = DAMAGE_NO; // restore later
216 if(this.damagedbycontents)
217 IL_REMOVE(g_damagedbycontents, this);
218 this.damagedbycontents = false;
222 void calculate_player_respawn_time(entity this)
227 float gametype_setting_tmp;
228 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
229 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
230 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
231 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
232 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
233 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
235 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
238 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
239 if(it.team == this.team)
242 if (sdelay_small_count == 0)
243 sdelay_small_count = 1;
244 if (sdelay_large_count == 0)
245 sdelay_large_count = 1;
249 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
252 if (sdelay_small_count == 0)
254 if (IS_INDEPENDENT_PLAYER(this))
256 // Players play independently. No point in requiring enemies.
257 sdelay_small_count = 1;
261 // Players play AGAINST each other. Enemies required.
262 sdelay_small_count = 2;
265 if (sdelay_large_count == 0)
267 if (IS_INDEPENDENT_PLAYER(this))
269 // Players play independently. No point in requiring enemies.
270 sdelay_large_count = 1;
274 // Players play AGAINST each other. Enemies required.
275 sdelay_large_count = 2;
282 if (pcount <= sdelay_small_count)
283 sdelay = sdelay_small;
284 else if (pcount >= sdelay_large_count)
285 sdelay = sdelay_large;
286 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
287 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
290 this.respawn_time = ceil((time + sdelay) / waves) * waves;
292 this.respawn_time = time + sdelay;
294 if(sdelay < sdelay_max)
295 this.respawn_time_max = time + sdelay_max;
297 this.respawn_time_max = this.respawn_time;
299 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
300 this.respawn_countdown = 10; // first number to count down from is 10
302 this.respawn_countdown = -1; // do not count down
304 if(autocvar_g_forced_respawn)
305 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
308 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
310 float take, save, dh, da;
314 dh = max(this.health, 0);
315 da = max(this.armorvalue, 0);
317 if(!DEATH_ISSPECIAL(deathtype))
319 damage *= bound(1.0, this.cvar_cl_handicap, 10.0);
321 damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0);
324 if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
325 damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
327 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
329 // tuba causes blood to come out of the ears
334 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
336 makevectors(this.angles);
337 ear1 += v_right * -10;
338 ear2 += v_right * +10;
339 d = inflictor.origin - this.origin;
341 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
343 f = 0; // Assum ecenter.
344 force = v_right * vlen(force);
345 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
346 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
355 // force is already good
359 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
361 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
367 // don't reset pushltime for this damage as it may be an attempt to
368 // escape a lava pit or similar
369 //this.pushltime = 0;
372 else if(IS_PLAYER(attacker))
374 this.pusher = attacker;
375 this.pushltime = time + autocvar_g_maxpushtime;
376 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
378 else if(time < this.pushltime)
380 attacker = this.pusher;
381 this.pushltime = max(this.pushltime, time + 0.6);
389 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
390 take = bound(0, M_ARGV(4, float), this.health);
391 save = bound(0, M_ARGV(5, float), this.armorvalue);
392 excess = max(0, damage - take - save);
394 if(sound_allowed(MSG_BROADCAST, attacker))
397 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
399 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
401 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
405 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
407 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
409 if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
411 if (!(this.flags & FL_GODMODE))
413 this.armorvalue = this.armorvalue - save;
414 this.health = this.health - take;
415 // pause regeneration for 5 seconds
417 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
419 if (time > this.pain_finished) //Don't switch pain sequences like crazy
421 this.pain_finished = time + 0.5; //Supajoe
423 if(autocvar_sv_gentle < 1) {
424 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
426 if (!this.animstate_override)
429 animdecide_setaction(this, ANIMACTION_PAIN1, true);
431 animdecide_setaction(this, ANIMACTION_PAIN2, true);
435 if(sound_allowed(MSG_BROADCAST, attacker))
436 if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
438 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
440 if(deathtype == DEATH_FALL.m_id)
441 PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
442 else if(this.health > 75)
443 PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
444 else if(this.health > 50)
445 PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
446 else if(this.health > 25)
447 PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
449 PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
454 // throw off bot aim temporarily
456 if(IS_BOT_CLIENT(this) && this.health >= 1)
458 shake = damage * 5 / (bound(0,skill,100) + 1);
459 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
460 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
461 this.v_angle_x = bound(-90, this.v_angle.x, 90);
465 this.max_armorvalue += (save + take);
467 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
468 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
469 this.dmg_inflictor = inflictor;
471 if (this != attacker) {
472 float realdmg = damage - excess;
473 if (IS_PLAYER(attacker)) {
474 PlayerScore_Add(attacker, SP_DMG, realdmg);
476 if (IS_PLAYER(this)) {
477 PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
481 bool abot = (IS_BOT_CLIENT(attacker));
482 bool vbot = (IS_BOT_CLIENT(this));
484 bool valid_damage_for_weaponstats = false;
485 Weapon awep = WEP_Null;
486 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
488 if(vbot || IS_REAL_CLIENT(this))
489 if(abot || IS_REAL_CLIENT(attacker))
490 if(attacker && this != attacker)
491 if(DIFF_TEAM(this, attacker))
493 if(DEATH_ISSPECIAL(deathtype))
494 awep = attacker.(weaponentity).m_weapon;
496 awep = DEATH_WEAPONOF(deathtype);
497 valid_damage_for_weaponstats = true;
500 dh = dh - max(this.health, 0);
501 da = da - max(this.armorvalue, 0);
502 if(valid_damage_for_weaponstats)
504 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
507 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
511 float defer_ClientKill_Now_TeamChange;
512 defer_ClientKill_Now_TeamChange = false;
516 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
520 if(valid_damage_for_weaponstats)
521 WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
523 if(autocvar_sv_gentle < 1)
524 if(sound_allowed(MSG_BROADCAST, attacker))
526 if(deathtype == DEATH_DROWN.m_id)
527 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
529 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
532 // get rid of kill indicator
533 if(this.killindicator)
535 delete(this.killindicator);
536 this.killindicator = NULL;
537 if(CS(this).killindicator_teamchange)
538 defer_ClientKill_Now_TeamChange = true;
540 if(this.classname == "body")
541 if(deathtype == DEATH_KILL.m_id)
543 // for the lemmings fans, a small harmless explosion
544 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
548 // print an obituary message
549 if(this.classname != "body")
550 Obituary (attacker, inflictor, this, deathtype);
552 // increment frag counter for used weapon type
553 Weapon w = DEATH_WEAPONOF(deathtype);
554 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
555 CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
557 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
558 damage = M_ARGV(4, float);
559 excess = max(0, damage - take - save);
561 //Weapon wep = this.(weaponentity).m_weapon;
562 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
564 .entity went = weaponentities[slot];
565 if(!this.(weaponentity))
566 continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
567 Weapon wep = this.(weaponentity).m_weapon;
568 wep.wr_playerdeath(wep, this, went);
571 RemoveGrapplingHooks(this);
573 Portal_ClearAllLater(this);
575 this.fixangle = true;
577 if(defer_ClientKill_Now_TeamChange)
578 ClientKill_Now_TeamChange(this); // can turn player into spectator
580 // player could have been miraculously resuscitated ;)
581 // e.g. players in freezetag get frozen, they don't really die
582 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
585 // when we get here, player actually dies
587 Unfreeze(this); // remove any icy remains
588 this.health = 0; // Unfreeze resets health, so we need to set it back
591 WaypointSprite_PlayerDead(this);
593 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
595 .entity went = weaponentities[slot];
596 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
599 // become fully visible
600 this.alpha = default_player_alpha;
601 // make the corpse upright (not tilted)
605 this.avelocity = '0 0 0';
606 // view from the floor
607 this.view_ofs = '0 0 -8';
609 set_movetype(this, MOVETYPE_TOSS);
611 this.solid = SOLID_CORPSE;
612 PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
613 // don't stick to the floor
614 UNSET_ONGROUND(this);
616 this.deadflag = DEAD_DYING;
618 STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
620 // when to allow respawn
621 calculate_player_respawn_time(this);
623 this.death_time = time;
625 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
627 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
631 setsize(this, this.mins, this.maxs);
633 // set damage function to corpse damage
634 this.event_damage = PlayerCorpseDamage;
635 // call the corpse damage function just in case it wants to gib
636 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
638 // set up to fade out later
639 SUB_SetFade (this, time + 6 + random (), 1);
640 // reset body think wrapper broken by SUB_SetFade
641 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
642 this.CopyBody_think = getthink(this);
643 this.CopyBody_nextthink = this.nextthink;
644 setthink(this, CopyBody_Think);
645 this.nextthink = time;
648 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
650 // clones don't run any animation code any more, so we must gib them when they die :(
651 PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
654 // reset fields the weapons may use just in case
655 if(this.classname != "body")
657 FOREACH(Weapons, it != WEP_Null,
659 it.wr_resetplayer(it, this);
660 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
662 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
666 MUTATOR_CALLHOOK(PlayerDied, this);
670 void MoveToTeam(entity client, int team_colour, int type)
672 int lockteams_backup = lockteams; // backup any team lock
673 lockteams = 0; // disable locked teams
674 TeamchangeFrags(client); // move the players frags
675 SetPlayerColors(client, team_colour - 1); // set the players colour
676 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
677 lockteams = lockteams_backup; // restore the team lock
678 LogTeamchange(client.playerid, client.team, type);
681 /** print(), but only print if the server is not local */
682 void dedicated_print(string input)
684 if (server_is_dedicated) print(input);
687 void PrintToChat(entity player, string text)
689 text = strcat("\{1}^7", text, "\n");
690 sprint(player, text);
693 void DebugPrintToChat(entity player, string text)
695 if (autocvar_developer)
697 PrintToChat(player, text);
701 void PrintToChatAll(string text)
703 text = strcat("\{1}^7", text, "\n");
707 void DebugPrintToChatAll(string text)
709 if (autocvar_developer)
711 PrintToChatAll(text);
715 void PrintToChatTeam(int teamnum, string text)
717 text = strcat("\{1}^7", text, "\n");
718 FOREACH_CLIENT(IS_REAL_CLIENT(it),
720 if (it.team == teamnum)
727 void DebugPrintToChatTeam(int teamnum, string text)
729 if (autocvar_developer)
731 PrintToChatTeam(teamnum, text);
736 * message "": do not say, just test flood control
742 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
744 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
745 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
748 msgin = formatmessage(source, msgin);
751 if (!IS_PLAYER(source))
752 colorstr = "^0"; // black for spectators
754 colorstr = Team_ColorCode(source.team);
770 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
773 * using bprint solves this... me stupid
774 // how can we prevent the message from appearing in a listen server?
775 // for now, just give "say" back and only handle say_team
778 clientcommand(source, strcat("say ", msgin));
785 namestr = playername(source, autocvar_g_chat_teamcolors);
787 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
789 string msgstr, cmsgstr;
790 string privatemsgprefix = string_null;
791 int privatemsgprefixlen = 0;
793 msgstr = cmsgstr = "";
797 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
798 privatemsgprefixlen = strlen(msgstr);
799 msgstr = strcat(msgstr, msgin);
800 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
801 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
805 if(strstrofs(msgin, "/me", 0) >= 0)
807 //msgin = strreplace("/me", "", msgin);
808 //msgin = substring(msgin, 3, strlen(msgin));
809 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
810 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
813 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
814 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
818 if(strstrofs(msgin, "/me", 0) >= 0)
820 //msgin = strreplace("/me", "", msgin);
821 //msgin = substring(msgin, 3, strlen(msgin));
822 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
823 msgstr = strcat("\{1}^4* ", "^7", msgin);
827 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
828 msgstr = strcat(msgstr, msgin);
832 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
835 string fullmsgstr = msgstr;
836 string fullcmsgstr = cmsgstr;
840 var .float flood_field = floodcontrol_chat;
841 if(floodcontrol && source)
849 flood_spl = autocvar_g_chat_flood_spl_tell;
850 flood_burst = autocvar_g_chat_flood_burst_tell;
851 flood_lmax = autocvar_g_chat_flood_lmax_tell;
852 flood_field = floodcontrol_chattell;
856 flood_spl = autocvar_g_chat_flood_spl_team;
857 flood_burst = autocvar_g_chat_flood_burst_team;
858 flood_lmax = autocvar_g_chat_flood_lmax_team;
859 flood_field = floodcontrol_chatteam;
863 flood_spl = autocvar_g_chat_flood_spl;
864 flood_burst = autocvar_g_chat_flood_burst;
865 flood_lmax = autocvar_g_chat_flood_lmax;
866 flood_field = floodcontrol_chat;
868 flood_burst = max(0, flood_burst - 1);
869 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
871 // do flood control for the default line size
874 getWrappedLine_remaining = msgstr;
877 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
879 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
882 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
884 if(getWrappedLine_remaining != "")
886 msgstr = strcat(msgstr, "\n");
890 if (time >= source.(flood_field))
892 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
902 if (time >= source.(flood_field))
903 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
908 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
909 source.(flood_field) = flood = 0;
912 string sourcemsgstr, sourcecmsgstr;
913 if(flood == 2) // cannot happen for empty msgstr
915 if(autocvar_g_chat_flood_notify_flooder)
917 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
922 sourcemsgstr = fullmsgstr;
923 sourcecmsgstr = fullcmsgstr;
929 sourcemsgstr = msgstr;
930 sourcecmsgstr = cmsgstr;
933 if (!privatesay && source && !IS_PLAYER(source))
936 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
937 teamsay = -1; // spectators
941 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.\n");
943 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
945 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
948 if(source && CS(source).muted)
950 // always fake the message
955 if (autocvar_g_chat_flood_notify_flooder)
957 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
968 if (privatesay && source && !IS_PLAYER(source))
971 if ((privatesay && !IS_PLAYER(privatesay)) || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
972 ret = -1; // just hide the message completely
975 MUTATOR_CALLHOOK(ChatMessage, source, ret);
976 ret = M_ARGV(1, int);
978 if(sourcemsgstr != "" && ret != 0)
980 if(ret < 0) // faked message, because the player is muted
982 sprint(source, sourcemsgstr);
983 if(sourcecmsgstr != "" && !privatesay)
984 centerprint(source, sourcecmsgstr);
986 else if(privatesay) // private message, between 2 people only
988 sprint(source, sourcemsgstr);
989 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
990 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
992 sprint(privatesay, msgstr);
994 centerprint(privatesay, cmsgstr);
997 else if ( teamsay && CS(source).active_minigame )
999 sprint(source, sourcemsgstr);
1000 dedicated_print(msgstr); // send to server console too
1001 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1003 else if(teamsay > 0) // team message, only sent to team mates
1005 sprint(source, sourcemsgstr);
1006 dedicated_print(msgstr); // send to server console too
1007 if(sourcecmsgstr != "")
1008 centerprint(source, sourcecmsgstr);
1009 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
1012 centerprint(it, cmsgstr);
1015 else if(teamsay < 0) // spectator message, only sent to spectators
1017 sprint(source, sourcemsgstr);
1018 dedicated_print(msgstr); // send to server console too
1019 FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1024 sprint(source, sourcemsgstr);
1025 dedicated_print(msgstr); // send to server console too
1026 MX_Say(strcat(playername(source, true), "^7: ", msgin));
1028 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));