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.ballistics_density = this.ballistics_density;
101 clone.takedamage = this.takedamage;
102 setcefc(clone, getcefc(this));
103 clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
104 clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set;
105 if (keepvelocity == 1)
106 clone.velocity = this.velocity;
107 clone.oldvelocity = clone.velocity;
108 clone.alpha = this.alpha;
109 clone.fade_time = this.fade_time;
110 clone.fade_rate = this.fade_rate;
111 //clone.weapon = this.weapon;
112 setorigin(clone, this.origin);
113 setsize(clone, this.mins, this.maxs);
114 clone.reset = SUB_Remove;
115 clone._ps = this._ps;
117 Drag_MoveDrag(this, clone);
119 if(clone.colormap <= maxclients && clone.colormap > 0)
120 clone.colormap = 1024 + this.clientcolors;
122 CSQCMODEL_AUTOINIT(clone);
123 clone.CopyBody_nextthink = this.nextthink;
124 clone.CopyBody_think = getthink(this);
125 clone.nextthink = time;
126 setthink(clone, CopyBody_Think);
127 // "bake" the current animation frame for clones (they don't get clientside animation)
128 animdecide_load_if_needed(clone);
129 animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time);
131 IL_PUSH(g_clones, clone);
133 MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity);
136 void player_setupanimsformodel(entity this)
138 // load animation info
139 animdecide_load_if_needed(this);
140 animdecide_setstate(this, 0, false);
143 void player_anim(entity this)
145 int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
148 // Decide on which death animation to use.
150 deadbits = ANIMSTATE_DEAD1;
152 deadbits = ANIMSTATE_DEAD2;
155 // Clear a previous death animation.
158 int animbits = deadbits;
159 if(STAT(FROZEN, this))
160 animbits |= ANIMSTATE_FROZEN;
161 if(this.move_movetype == MOVETYPE_FOLLOW)
162 animbits |= ANIMSTATE_FOLLOW;
164 animbits |= ANIMSTATE_DUCK;
165 animdecide_setstate(this, animbits, false);
166 animdecide_setimplicitstate(this, IS_ONGROUND(this));
169 void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
173 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
175 // damage resistance (ignore most of the damage from a bullet or similar)
176 damage = max(damage - 5, 1);
178 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
182 if(sound_allowed(MSG_BROADCAST, attacker))
185 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
187 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
189 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
193 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
195 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
197 this.armorvalue = this.armorvalue - save;
198 this.health = this.health - take;
199 // pause regeneration for 5 seconds
200 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
202 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
203 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
204 this.dmg_inflictor = inflictor;
206 if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0)
208 // don't use any animations as a gib
210 // view just above the floor
211 this.view_ofs = '0 0 4';
213 Violence_GibSplash(this, 1, 1, attacker);
215 this.solid = SOLID_NOT; // restore later
216 this.takedamage = DAMAGE_NO; // restore later
217 if(this.damagedbycontents)
218 IL_REMOVE(g_damagedbycontents, this);
219 this.damagedbycontents = false;
223 void calculate_player_respawn_time(entity this)
228 float gametype_setting_tmp;
229 float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
230 float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
231 float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large);
232 float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count);
233 float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count);
234 float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves);
236 float pcount = 1; // Include myself whether or not team is already set right and I'm a "player".
239 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
240 if(it.team == this.team)
243 if (sdelay_small_count == 0)
244 sdelay_small_count = 1;
245 if (sdelay_large_count == 0)
246 sdelay_large_count = 1;
250 FOREACH_CLIENT(IS_PLAYER(it) && it != this, LAMBDA(
253 if (sdelay_small_count == 0)
255 if (IS_INDEPENDENT_PLAYER(this))
257 // Players play independently. No point in requiring enemies.
258 sdelay_small_count = 1;
262 // Players play AGAINST each other. Enemies required.
263 sdelay_small_count = 2;
266 if (sdelay_large_count == 0)
268 if (IS_INDEPENDENT_PLAYER(this))
270 // Players play independently. No point in requiring enemies.
271 sdelay_large_count = 1;
275 // Players play AGAINST each other. Enemies required.
276 sdelay_large_count = 2;
283 if (pcount <= sdelay_small_count)
284 sdelay = sdelay_small;
285 else if (pcount >= sdelay_large_count)
286 sdelay = sdelay_large;
287 else // NOTE: this case implies sdelay_large_count > sdelay_small_count.
288 sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count);
291 this.respawn_time = ceil((time + sdelay) / waves) * waves;
293 this.respawn_time = time + sdelay;
295 if(sdelay < sdelay_max)
296 this.respawn_time_max = time + sdelay_max;
298 this.respawn_time_max = this.respawn_time;
300 if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75))
301 this.respawn_countdown = 10; // first number to count down from is 10
303 this.respawn_countdown = -1; // do not count down
305 if(autocvar_g_forced_respawn)
306 this.respawn_flags = this.respawn_flags | RESPAWN_FORCE;
309 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
311 float take, save, dh, da;
315 dh = max(this.health, 0);
316 da = max(this.armorvalue, 0);
318 if(!DEATH_ISSPECIAL(deathtype))
320 damage *= bound(1.0, this.cvar_cl_handicap, 10.0);
322 damage /= bound(1.0, attacker.cvar_cl_handicap, 10.0);
325 if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
326 damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
328 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
330 // tuba causes blood to come out of the ears
335 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
337 makevectors(this.angles);
338 ear1 += v_right * -10;
339 ear2 += v_right * +10;
340 d = inflictor.origin - this.origin;
342 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
344 f = 0; // Assum ecenter.
345 force = v_right * vlen(force);
346 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
347 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
356 // force is already good
360 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
362 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
368 // don't reset pushltime for this damage as it may be an attempt to
369 // escape a lava pit or similar
370 //this.pushltime = 0;
373 else if(IS_PLAYER(attacker))
375 this.pusher = attacker;
376 this.pushltime = time + autocvar_g_maxpushtime;
377 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
379 else if(time < this.pushltime)
381 attacker = this.pusher;
382 this.pushltime = max(this.pushltime, time + 0.6);
390 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
391 take = bound(0, M_ARGV(4, float), this.health);
392 save = bound(0, M_ARGV(5, float), this.armorvalue);
393 excess = max(0, damage - take - save);
395 if(sound_allowed(MSG_BROADCAST, attacker))
398 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
400 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
402 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
406 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
408 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
410 if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
412 if (!(this.flags & FL_GODMODE))
414 this.armorvalue = this.armorvalue - save;
415 this.health = this.health - take;
416 // pause regeneration for 5 seconds
418 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
420 if (time > this.pain_finished) //Don't switch pain sequences like crazy
422 this.pain_finished = time + 0.5; //Supajoe
424 if(autocvar_sv_gentle < 1) {
425 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
427 if (!this.animstate_override)
430 animdecide_setaction(this, ANIMACTION_PAIN1, true);
432 animdecide_setaction(this, ANIMACTION_PAIN2, true);
436 if(sound_allowed(MSG_BROADCAST, attacker))
437 if(this.health < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this)
439 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
441 if(deathtype == DEATH_FALL.m_id)
442 PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
443 else if(this.health > 75)
444 PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
445 else if(this.health > 50)
446 PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
447 else if(this.health > 25)
448 PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
450 PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
455 // throw off bot aim temporarily
457 if(IS_BOT_CLIENT(this) && this.health >= 1)
459 shake = damage * 5 / (bound(0,skill,100) + 1);
460 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
461 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
462 this.v_angle_x = bound(-90, this.v_angle.x, 90);
466 this.max_armorvalue += (save + take);
468 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
469 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
470 this.dmg_inflictor = inflictor;
472 if (this != attacker) {
473 float realdmg = damage - excess;
474 if (IS_PLAYER(attacker)) {
475 PlayerScore_Add(attacker, SP_DMG, realdmg);
477 if (IS_PLAYER(this)) {
478 PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
482 bool abot = (IS_BOT_CLIENT(attacker));
483 bool vbot = (IS_BOT_CLIENT(this));
485 bool valid_damage_for_weaponstats = false;
486 Weapon awep = WEP_Null;
487 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
489 if(vbot || IS_REAL_CLIENT(this))
490 if(abot || IS_REAL_CLIENT(attacker))
491 if(attacker && this != attacker)
492 if(DIFF_TEAM(this, attacker))
494 if(DEATH_ISSPECIAL(deathtype))
495 awep = attacker.(weaponentity).m_weapon;
497 awep = DEATH_WEAPONOF(deathtype);
498 valid_damage_for_weaponstats = true;
501 dh = dh - max(this.health, 0);
502 da = da - max(this.armorvalue, 0);
503 if(valid_damage_for_weaponstats)
505 WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
508 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
512 float defer_ClientKill_Now_TeamChange;
513 defer_ClientKill_Now_TeamChange = false;
517 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
521 if(valid_damage_for_weaponstats)
522 WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot);
524 if(autocvar_sv_gentle < 1)
525 if(sound_allowed(MSG_BROADCAST, attacker))
527 if(deathtype == DEATH_DROWN.m_id)
528 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
530 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
533 // get rid of kill indicator
534 if(this.killindicator)
536 delete(this.killindicator);
537 this.killindicator = NULL;
538 if(CS(this).killindicator_teamchange)
539 defer_ClientKill_Now_TeamChange = true;
541 if(this.classname == "body")
542 if(deathtype == DEATH_KILL.m_id)
544 // for the lemmings fans, a small harmless explosion
545 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
549 // print an obituary message
550 if(this.classname != "body")
551 Obituary (attacker, inflictor, this, deathtype);
553 // increment frag counter for used weapon type
554 Weapon w = DEATH_WEAPONOF(deathtype);
555 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
556 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
558 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
559 damage = M_ARGV(4, float);
560 excess = max(0, damage - take - save);
562 //Weapon wep = this.(weaponentity).m_weapon;
563 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
565 .entity went = weaponentities[slot];
566 if(!this.(weaponentity))
567 continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
568 Weapon wep = this.(weaponentity).m_weapon;
569 wep.wr_playerdeath(wep, this, went);
572 RemoveGrapplingHooks(this);
574 Portal_ClearAllLater(this);
576 this.fixangle = true;
578 if(defer_ClientKill_Now_TeamChange)
579 ClientKill_Now_TeamChange(this); // can turn player into spectator
581 // player could have been miraculously resuscitated ;)
582 // e.g. players in freezetag get frozen, they don't really die
583 if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body"))
586 // when we get here, player actually dies
588 Unfreeze(this); // remove any icy remains
589 this.health = 0; // Unfreeze resets health, so we need to set it back
592 WaypointSprite_PlayerDead(this);
594 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
596 .entity went = weaponentities[slot];
597 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went);
600 // become fully visible
601 this.alpha = default_player_alpha;
602 // make the corpse upright (not tilted)
606 this.avelocity = '0 0 0';
607 // view from the floor
608 this.view_ofs = '0 0 -8';
610 set_movetype(this, MOVETYPE_TOSS);
612 this.solid = SOLID_CORPSE;
613 this.ballistics_density = autocvar_g_ballistics_density_corpse;
614 // don't stick to the floor
615 UNSET_ONGROUND(this);
617 this.deadflag = DEAD_DYING;
619 // when to allow respawn
620 calculate_player_respawn_time(this);
622 this.death_time = time;
624 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
626 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
630 setsize(this, this.mins, this.maxs);
632 // set damage function to corpse damage
633 this.event_damage = PlayerCorpseDamage;
634 // call the corpse damage function just in case it wants to gib
635 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
637 // set up to fade out later
638 SUB_SetFade (this, time + 6 + random (), 1);
639 // reset body think wrapper broken by SUB_SetFade
640 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
641 this.CopyBody_think = getthink(this);
642 this.CopyBody_nextthink = this.nextthink;
643 setthink(this, CopyBody_Think);
644 this.nextthink = time;
647 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
649 // clones don't run any animation code any more, so we must gib them when they die :(
650 PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
653 // reset fields the weapons may use just in case
654 if(this.classname != "body")
656 FOREACH(Weapons, it != WEP_Null,
658 it.wr_resetplayer(it, this);
659 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
661 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
665 MUTATOR_CALLHOOK(PlayerDied, this);
669 void MoveToTeam(entity client, int team_colour, int type)
671 int lockteams_backup = lockteams; // backup any team lock
672 lockteams = 0; // disable locked teams
673 TeamchangeFrags(client); // move the players frags
674 SetPlayerColors(client, team_colour - 1); // set the players colour
675 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
676 lockteams = lockteams_backup; // restore the team lock
677 LogTeamchange(client.playerid, client.team, type);
680 /** print(), but only print if the server is not local */
681 void dedicated_print(string input)
683 if (server_is_dedicated) print(input);
686 void PrintToChat(entity player, string text)
688 text = strcat("\{1}^7", text, "\n");
689 sprint(player, text);
692 void DebugPrintToChat(entity player, string text)
694 if (autocvar_developer)
696 PrintToChat(player, text);
700 void PrintToChatAll(string text)
702 text = strcat("\{1}^7", text, "\n");
706 void DebugPrintToChatAll(string text)
708 if (autocvar_developer)
710 PrintToChatAll(text);
714 void PrintToChatTeam(int teamnum, string text)
716 text = strcat("\{1}^7", text, "\n");
717 FOREACH_CLIENT(IS_REAL_CLIENT(it),
719 if (it.team == teamnum)
726 void DebugPrintToChatTeam(int teamnum, string text)
728 if (autocvar_developer)
730 PrintToChatTeam(teamnum, text);
735 * message "": do not say, just test flood control
741 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
743 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
744 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
747 msgin = formatmessage(source, msgin);
750 if (!IS_PLAYER(source))
751 colorstr = "^0"; // black for spectators
753 colorstr = Team_ColorCode(source.team);
769 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
772 * using bprint solves this... me stupid
773 // how can we prevent the message from appearing in a listen server?
774 // for now, just give "say" back and only handle say_team
777 clientcommand(source, strcat("say ", msgin));
784 namestr = playername(source, autocvar_g_chat_teamcolors);
786 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
788 string msgstr, cmsgstr;
789 string privatemsgprefix = string_null;
790 int privatemsgprefixlen = 0;
792 msgstr = cmsgstr = "";
796 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
797 privatemsgprefixlen = strlen(msgstr);
798 msgstr = strcat(msgstr, msgin);
799 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
800 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay, autocvar_g_chat_teamcolors), ": ^7");
804 if(strstrofs(msgin, "/me", 0) >= 0)
806 //msgin = strreplace("/me", "", msgin);
807 //msgin = substring(msgin, 3, strlen(msgin));
808 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
809 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
812 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
813 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
817 if(strstrofs(msgin, "/me", 0) >= 0)
819 //msgin = strreplace("/me", "", msgin);
820 //msgin = substring(msgin, 3, strlen(msgin));
821 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
822 msgstr = strcat("\{1}^4* ", "^7", msgin);
826 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
827 msgstr = strcat(msgstr, msgin);
831 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
834 string fullmsgstr = msgstr;
835 string fullcmsgstr = cmsgstr;
839 var .float flood_field = floodcontrol_chat;
840 if(floodcontrol && source)
848 flood_spl = autocvar_g_chat_flood_spl_tell;
849 flood_burst = autocvar_g_chat_flood_burst_tell;
850 flood_lmax = autocvar_g_chat_flood_lmax_tell;
851 flood_field = floodcontrol_chattell;
855 flood_spl = autocvar_g_chat_flood_spl_team;
856 flood_burst = autocvar_g_chat_flood_burst_team;
857 flood_lmax = autocvar_g_chat_flood_lmax_team;
858 flood_field = floodcontrol_chatteam;
862 flood_spl = autocvar_g_chat_flood_spl;
863 flood_burst = autocvar_g_chat_flood_burst;
864 flood_lmax = autocvar_g_chat_flood_lmax;
865 flood_field = floodcontrol_chat;
867 flood_burst = max(0, flood_burst - 1);
868 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
870 // do flood control for the default line size
873 getWrappedLine_remaining = msgstr;
876 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
878 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
881 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
883 if(getWrappedLine_remaining != "")
885 msgstr = strcat(msgstr, "\n");
889 if (time >= source.(flood_field))
891 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
901 if (time >= source.(flood_field))
902 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
907 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
908 source.(flood_field) = flood = 0;
911 string sourcemsgstr, sourcecmsgstr;
912 if(flood == 2) // cannot happen for empty msgstr
914 if(autocvar_g_chat_flood_notify_flooder)
916 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
921 sourcemsgstr = fullmsgstr;
922 sourcecmsgstr = fullcmsgstr;
928 sourcemsgstr = msgstr;
929 sourcecmsgstr = cmsgstr;
932 if (!privatesay && source && !IS_PLAYER(source))
935 if (teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
936 teamsay = -1; // spectators
940 LOG_INFO("NOTE: ", playername(source, true), "^7 is flooding.\n");
942 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
944 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
947 if(source && CS(source).muted)
949 // always fake the message
954 if (autocvar_g_chat_flood_notify_flooder)
956 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
967 if (privatesay && source && !IS_PLAYER(source))
970 if ((privatesay && !IS_PLAYER(privatesay)) || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage))
971 ret = -1; // just hide the message completely
974 MUTATOR_CALLHOOK(ChatMessage, source, ret);
975 ret = M_ARGV(1, int);
977 if(sourcemsgstr != "" && ret != 0)
979 if(ret < 0) // faked message, because the player is muted
981 sprint(source, sourcemsgstr);
982 if(sourcecmsgstr != "" && !privatesay)
983 centerprint(source, sourcecmsgstr);
985 else if(privatesay) // private message, between 2 people only
987 sprint(source, sourcemsgstr);
988 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
989 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
991 sprint(privatesay, msgstr);
993 centerprint(privatesay, cmsgstr);
996 else if ( teamsay && CS(source).active_minigame )
998 sprint(source, sourcemsgstr);
999 dedicated_print(msgstr); // send to server console too
1000 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1002 else if(teamsay > 0) // team message, only sent to team mates
1004 sprint(source, sourcemsgstr);
1005 dedicated_print(msgstr); // send to server console too
1006 if(sourcecmsgstr != "")
1007 centerprint(source, sourcecmsgstr);
1008 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
1011 centerprint(it, cmsgstr);
1014 else if(teamsay < 0) // spectator message, only sent to spectators
1016 sprint(source, sourcemsgstr);
1017 dedicated_print(msgstr); // send to server console too
1018 FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
1023 sprint(source, sourcemsgstr);
1024 dedicated_print(msgstr); // send to server console too
1025 MX_Say(strcat(playername(source, true), "^7: ", msgin));
1027 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));