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 clone.angles = this.angles;
67 clone.v_angle = this.v_angle;
68 clone.avelocity = this.avelocity;
69 clone.damageforcescale = this.damageforcescale;
70 clone.effects = this.effects;
71 clone.glowmod = this.glowmod;
72 clone.event_damage = this.event_damage;
73 clone.anim_state = this.anim_state;
74 clone.anim_time = this.anim_time;
75 clone.anim_lower_action = this.anim_lower_action;
76 clone.anim_lower_time = this.anim_lower_time;
77 clone.anim_upper_action = this.anim_upper_action;
78 clone.anim_upper_time = this.anim_upper_time;
79 clone.anim_implicit_state = this.anim_implicit_state;
80 clone.anim_implicit_time = this.anim_implicit_time;
81 clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
82 clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
83 clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
84 clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
85 clone.dphitcontentsmask = this.dphitcontentsmask;
86 clone.death_time = this.death_time;
87 clone.pain_finished = this.pain_finished;
88 clone.health = this.health;
89 clone.armorvalue = this.armorvalue;
90 clone.armortype = this.armortype;
91 clone.model = this.model;
92 clone.modelindex = this.modelindex;
93 clone.skin = this.skin;
94 clone.species = this.species;
95 clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
96 set_movetype(clone, this.move_movetype);
97 clone.solid = this.solid;
98 clone.ballistics_density = this.ballistics_density;
99 clone.takedamage = this.takedamage;
100 setcefc(clone, getcefc(this));
101 clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
102 clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
103 if (keepvelocity == 1)
104 clone.velocity = this.velocity;
105 clone.oldvelocity = clone.velocity;
106 clone.alpha = this.alpha;
107 clone.fade_time = this.fade_time;
108 clone.fade_rate = this.fade_rate;
109 //clone.weapon = this.weapon;
110 setorigin(clone, this.origin);
111 setsize(clone, this.mins, this.maxs);
112 clone.prevorigin = this.origin;
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 this.damagedbycontents = false;
220 void calculate_player_respawn_time(entity this)
225 float gametype_setting_tmp;
226 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
227 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
228 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
229 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
230 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
231 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
233 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
236 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
237 if(it.team == this.team)
240 if (sdelay_small_count == 0)
241 sdelay_small_count = 1;
242 if (sdelay_large_count == 0)
243 sdelay_large_count = 1;
247 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
250 if (sdelay_small_count == 0)
254 // Players play independently. No point in requiring enemies.
255 sdelay_small_count = 1;
259 // Players play AGAINST each other. Enemies required.
260 sdelay_small_count = 2;
263 if (sdelay_large_count == 0)
267 // Players play independently. No point in requiring enemies.
268 sdelay_large_count = 1;
272 // Players play AGAINST each other. Enemies required.
273 sdelay_large_count = 2;
280 if (pcount <= sdelay_small_count)
281 sdelay = sdelay_small;
282 else if (pcount >= sdelay_large_count)
283 sdelay = sdelay_large;
284 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
285 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
288 this.respawn_time = ceil((time + sdelay) / waves) * waves;
290 this.respawn_time = time + sdelay;
292 if(sdelay < sdelay_max)
293 this.respawn_time_max = time + sdelay_max;
295 this.respawn_time_max = this.respawn_time;
297 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
298 this.respawn_countdown = 10; // first number to count down from is 10
300 this.respawn_countdown = -1; // do not count down
302 if(autocvar_g_forced_respawn)
303 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
306 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
308 float take, save, dh, da;
310 float valid_damage_for_weaponstats;
313 dh = max(this.health, 0);
314 da = max(this.armorvalue, 0);
316 if(!DEATH_ISSPECIAL(deathtype))
318 damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
320 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
323 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
325 // tuba causes blood to come out of the ears
330 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
332 makevectors(this.angles);
333 ear1 += v_right * -10;
334 ear2 += v_right * +10;
335 d = inflictor.origin - this.origin;
337 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
339 f = 0; // Assum ecenter.
340 force = v_right * vlen(force);
341 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
342 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
351 // force is already good
355 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
358 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
364 // don't reset pushltime for this damage as it may be an attempt to
365 // escape a lava pit or similar
366 //this.pushltime = 0;
369 else if(IS_PLAYER(attacker))
371 this.pusher = attacker;
372 this.pushltime = time + autocvar_g_maxpushtime;
373 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
375 else if(time < this.pushltime)
377 attacker = this.pusher;
378 this.pushltime = max(this.pushltime, time + 0.6);
386 if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
388 vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage);
393 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
394 take = bound(0, M_ARGV(4, float), this.health);
395 save = bound(0, M_ARGV(5, float), this.armorvalue);
396 excess = max(0, damage - take - save);
398 if(sound_allowed(MSG_BROADCAST, attacker))
401 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
403 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
405 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
409 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
411 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
413 if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
415 if (!(this.flags & FL_GODMODE))
417 this.armorvalue = this.armorvalue - save;
418 this.health = this.health - take;
419 // pause regeneration for 5 seconds
421 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
423 if (time > this.pain_finished) //Don't switch pain sequences like crazy
425 this.pain_finished = time + 0.5; //Supajoe
427 if(autocvar_sv_gentle < 1) {
428 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
430 if (!this.animstate_override)
433 animdecide_setaction(this, ANIMACTION_PAIN1, true);
435 animdecide_setaction(this, ANIMACTION_PAIN2, true);
439 if(sound_allowed(MSG_BROADCAST, attacker))
440 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
442 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
444 if(deathtype == DEATH_FALL.m_id)
445 PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
446 else if(this.health > 75)
447 PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
448 else if(this.health > 50)
449 PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
450 else if(this.health > 25)
451 PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
453 PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
458 // throw off bot aim temporarily
460 if(IS_BOT_CLIENT(this) && this.health >= 1)
462 shake = damage * 5 / (bound(0,skill,100) + 1);
463 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
464 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
465 this.v_angle_x = bound(-90, this.v_angle.x, 90);
469 this.max_armorvalue += (save + take);
471 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
472 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
473 this.dmg_inflictor = inflictor;
475 if (this != attacker) {
476 float realdmg = damage - excess;
477 if (IS_PLAYER(attacker)) {
478 PlayerScore_Add(attacker, SP_DMG, realdmg);
480 if (IS_PLAYER(this)) {
481 PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
485 bool abot = (IS_BOT_CLIENT(attacker));
486 bool vbot = (IS_BOT_CLIENT(this));
488 valid_damage_for_weaponstats = 0;
489 Weapon awep = WEP_Null;
490 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
492 if(vbot || IS_REAL_CLIENT(this))
493 if(abot || IS_REAL_CLIENT(attacker))
494 if(attacker && this != attacker)
495 if(DIFF_TEAM(this, attacker))
497 if(DEATH_ISSPECIAL(deathtype))
498 awep = attacker.(weaponentity).m_weapon;
500 awep = DEATH_WEAPONOF(deathtype);
501 valid_damage_for_weaponstats = 1;
504 dh = dh - max(this.health, 0);
505 da = da - max(this.armorvalue, 0);
506 if(valid_damage_for_weaponstats)
508 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
512 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype);
517 float defer_ClientKill_Now_TeamChange;
518 defer_ClientKill_Now_TeamChange = false;
522 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
526 if(valid_damage_for_weaponstats)
527 WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
529 if(autocvar_sv_gentle < 1)
530 if(sound_allowed(MSG_BROADCAST, attacker))
532 if(deathtype == DEATH_DROWN.m_id)
533 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
535 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
538 // get rid of kill indicator
539 if(this.killindicator)
541 delete(this.killindicator);
542 this.killindicator = NULL;
543 if(this.killindicator_teamchange)
544 defer_ClientKill_Now_TeamChange = true;
546 if(this.classname == "body")
547 if(deathtype == DEATH_KILL.m_id)
549 // for the lemmings fans, a small harmless explosion
550 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
554 // print an obituary message
555 if(this.classname != "body")
556 Obituary (attacker, inflictor, this, deathtype);
558 // increment frag counter for used weapon type
559 Weapon w = DEATH_WEAPONOF(deathtype);
560 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
561 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
563 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
564 excess = M_ARGV(4, float);
566 Weapon wep = this.(weaponentity).m_weapon;
567 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
569 .entity wepent = weaponentities[slot];
570 wep.wr_playerdeath(wep, this, wepent);
573 RemoveGrapplingHooks(this);
575 Portal_ClearAllLater(this);
577 this.fixangle = true;
579 if(defer_ClientKill_Now_TeamChange)
580 ClientKill_Now_TeamChange(this); // can turn player into spectator
582 // player could have been miraculously resuscitated ;)
583 // e.g. players in freezetag get frozen, they don't really die
584 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
587 // when we get here, player actually dies
589 Unfreeze(this); // remove any icy remains
590 this.health = 0; // Unfreeze resets health, so we need to set it back
593 WaypointSprite_PlayerDead(this);
595 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
597 .entity wepent = weaponentities[slot];
598 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(wepent).m_switchweapon.m_id, wepent);
601 // become fully visible
602 this.alpha = default_player_alpha;
603 // make the corpse upright (not tilted)
607 this.avelocity = '0 0 0';
608 // view from the floor
609 this.view_ofs = '0 0 -8';
611 set_movetype(this, MOVETYPE_TOSS);
613 this.solid = SOLID_CORPSE;
614 this.ballistics_density = autocvar_g_ballistics_density_corpse;
615 // don't stick to the floor
616 UNSET_ONGROUND(this);
618 this.deadflag = DEAD_DYING;
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 FOREACH(Weapons, it != WEP_Null, LAMBDA(
656 it.wr_resetplayer(it, this);
657 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
659 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
665 void MoveToTeam(entity client, int team_colour, int type)
667 int lockteams_backup = lockteams; // backup any team lock
668 lockteams = 0; // disable locked teams
669 TeamchangeFrags(client); // move the players frags
670 SetPlayerColors(client, team_colour - 1); // set the players colour
671 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
672 lockteams = lockteams_backup; // restore the team lock
673 LogTeamchange(client.playerid, client.team, type);
676 /** print(), but only print if the server is not local */
677 void dedicated_print(string input)
679 if (server_is_dedicated) print(input);
683 * message "": do not say, just test flood control
689 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
691 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
692 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
694 msgin = formatmessage(source, msgin);
697 if (!IS_PLAYER(source))
698 colorstr = "^0"; // black for spectators
700 colorstr = Team_ColorCode(source.team);
707 if(intermission_running)
716 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
719 * using bprint solves this... me stupid
720 // how can we prevent the message from appearing in a listen server?
721 // for now, just give "say" back and only handle say_team
724 clientcommand(source, strcat("say ", msgin));
731 namestr = autocvar_g_chat_teamcolors ? playername(source) : source.netname;
733 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
735 string msgstr, cmsgstr;
736 string privatemsgprefix = string_null;
737 int privatemsgprefixlen = 0;
739 msgstr = cmsgstr = "";
743 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
744 privatemsgprefixlen = strlen(msgstr);
745 msgstr = strcat(msgstr, msgin);
746 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
747 if(autocvar_g_chat_teamcolors)
748 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
750 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
754 if(strstrofs(msgin, "/me", 0) >= 0)
756 //msgin = strreplace("/me", "", msgin);
757 //msgin = substring(msgin, 3, strlen(msgin));
758 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
759 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
762 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
763 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
767 if(strstrofs(msgin, "/me", 0) >= 0)
769 //msgin = strreplace("/me", "", msgin);
770 //msgin = substring(msgin, 3, strlen(msgin));
771 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
772 msgstr = strcat("\{1}^4* ", "^7", msgin);
776 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
777 msgstr = strcat(msgstr, msgin);
781 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
784 string fullmsgstr = msgstr;
785 string fullcmsgstr = cmsgstr;
789 var .float flood_field = floodcontrol_chat;
798 flood_spl = autocvar_g_chat_flood_spl_tell;
799 flood_burst = autocvar_g_chat_flood_burst_tell;
800 flood_lmax = autocvar_g_chat_flood_lmax_tell;
801 flood_field = floodcontrol_chattell;
805 flood_spl = autocvar_g_chat_flood_spl_team;
806 flood_burst = autocvar_g_chat_flood_burst_team;
807 flood_lmax = autocvar_g_chat_flood_lmax_team;
808 flood_field = floodcontrol_chatteam;
812 flood_spl = autocvar_g_chat_flood_spl;
813 flood_burst = autocvar_g_chat_flood_burst;
814 flood_lmax = autocvar_g_chat_flood_lmax;
815 flood_field = floodcontrol_chat;
817 flood_burst = max(0, flood_burst - 1);
818 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
820 // do flood control for the default line size
823 getWrappedLine_remaining = msgstr;
826 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
828 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
831 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
833 if(getWrappedLine_remaining != "")
835 msgstr = strcat(msgstr, "\n");
839 if (time >= source.(flood_field))
841 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
851 if (time >= source.(flood_field))
852 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
857 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
858 source.(flood_field) = flood = 0;
861 string sourcemsgstr, sourcecmsgstr;
862 if(flood == 2) // cannot happen for empty msgstr
864 if(autocvar_g_chat_flood_notify_flooder)
866 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
871 sourcemsgstr = fullmsgstr;
872 sourcecmsgstr = fullcmsgstr;
878 sourcemsgstr = msgstr;
879 sourcecmsgstr = cmsgstr;
882 if (!privatesay && source && !IS_PLAYER(source))
884 if (!intermission_running)
885 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
886 teamsay = -1; // spectators
890 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
892 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
894 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
899 // always fake the message
904 if (autocvar_g_chat_flood_notify_flooder)
906 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
917 if(sourcemsgstr != "" && ret != 0)
919 if(ret < 0) // faked message, because the player is muted
921 sprint(source, sourcemsgstr);
922 if(sourcecmsgstr != "" && !privatesay)
923 centerprint(source, sourcecmsgstr);
925 else if(privatesay) // private message, between 2 people only
927 sprint(source, sourcemsgstr);
928 sprint(privatesay, msgstr);
929 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
931 centerprint(privatesay, cmsgstr);
933 else if ( teamsay && source.active_minigame )
935 sprint(source, sourcemsgstr);
936 dedicated_print(msgstr); // send to server console too
937 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, sprint(it, msgstr));
939 else if(teamsay > 0) // team message, only sent to team mates
941 sprint(source, sourcemsgstr);
942 dedicated_print(msgstr); // send to server console too
943 if(sourcecmsgstr != "")
944 centerprint(source, sourcecmsgstr);
945 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, {
948 centerprint(it, cmsgstr);
951 else if(teamsay < 0) // spectator message, only sent to spectators
953 sprint(source, sourcemsgstr);
954 dedicated_print(msgstr); // send to server console too
955 FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));
960 sprint(source, sourcemsgstr);
961 dedicated_print(msgstr); // send to server console too
962 MX_Say(strcat(playername(source), "^7: ", msgin));
964 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr));