7 #include "miscfunctions.qh"
10 #include "weapons/throwing.qh"
11 #include "command/common.qh"
12 #include "../common/state.qh"
13 #include "../common/anim.qh"
14 #include "../common/animdecide.qh"
15 #include "../common/csqcmodel_settings.qh"
16 #include "../common/deathtypes/all.qh"
17 #include "../common/triggers/subs.qh"
18 #include "../common/playerstats.qh"
19 #include "../lib/csqcmodel/sv_model.qh"
21 #include "../common/minigames/sv_minigames.qh"
23 #include "../common/physics/player.qh"
24 #include "../common/effects/qc/all.qh"
25 #include "../common/mutators/mutator/waypoints/waypointsprites.qh"
26 #include "../common/triggers/include.qh"
28 #include "weapons/weaponstats.qh"
30 #include "../common/animdecide.qh"
32 void Drop_Special_Items(entity player)
34 // called when the player has become stuck or frozen
35 // so objective items aren't stuck with the player
37 MUTATOR_CALLHOOK(DropSpecialItems, player);
40 void CopyBody_Think(entity this)
42 if(this.CopyBody_nextthink && time > this.CopyBody_nextthink)
44 this.CopyBody_think(this);
47 this.CopyBody_nextthink = this.nextthink;
48 this.CopyBody_think = getthink(this);
49 setthink(this, CopyBody_Think);
51 CSQCMODEL_AUTOUPDATE(this);
52 this.nextthink = time;
54 void CopyBody(entity this, float keepvelocity)
56 if (this.effects & EF_NODRAW)
58 entity clone = new(body);
61 clone.colormap = this.colormap;
62 clone.iscreature = this.iscreature;
63 clone.teleportable = this.teleportable;
64 clone.damagedbycontents = this.damagedbycontents;
65 if(clone.damagedbycontents)
66 IL_PUSH(g_damagedbycontents, clone);
67 clone.angles = this.angles;
68 clone.v_angle = this.v_angle;
69 clone.avelocity = this.avelocity;
70 clone.damageforcescale = this.damageforcescale;
71 clone.effects = this.effects;
72 clone.glowmod = this.glowmod;
73 clone.event_damage = this.event_damage;
74 clone.anim_state = this.anim_state;
75 clone.anim_time = this.anim_time;
76 clone.anim_lower_action = this.anim_lower_action;
77 clone.anim_lower_time = this.anim_lower_time;
78 clone.anim_upper_action = this.anim_upper_action;
79 clone.anim_upper_time = this.anim_upper_time;
80 clone.anim_implicit_state = this.anim_implicit_state;
81 clone.anim_implicit_time = this.anim_implicit_time;
82 clone.anim_lower_implicit_action = this.anim_lower_implicit_action;
83 clone.anim_lower_implicit_time = this.anim_lower_implicit_time;
84 clone.anim_upper_implicit_action = this.anim_upper_implicit_action;
85 clone.anim_upper_implicit_time = this.anim_upper_implicit_time;
86 clone.dphitcontentsmask = this.dphitcontentsmask;
87 clone.death_time = this.death_time;
88 clone.pain_finished = this.pain_finished;
89 clone.health = this.health;
90 clone.armorvalue = this.armorvalue;
91 clone.armortype = this.armortype;
92 clone.model = this.model;
93 clone.modelindex = this.modelindex;
94 clone.skin = this.skin;
95 clone.species = this.species;
96 clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
97 set_movetype(clone, this.move_movetype);
98 clone.solid = this.solid;
99 clone.ballistics_density = this.ballistics_density;
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.prevorigin = this.origin;
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)
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)
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;
313 float valid_damage_for_weaponstats;
316 dh = max(this.health, 0);
317 da = max(this.armorvalue, 0);
319 if(!DEATH_ISSPECIAL(deathtype))
321 damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0));
323 damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
326 if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
327 damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
329 if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
331 // tuba causes blood to come out of the ears
336 ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8
338 makevectors(this.angles);
339 ear1 += v_right * -10;
340 ear2 += v_right * +10;
341 d = inflictor.origin - this.origin;
343 f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right!
345 f = 0; // Assum ecenter.
346 force = v_right * vlen(force);
347 Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker);
348 Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker);
357 // force is already good
361 Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker);
363 v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage);
369 // don't reset pushltime for this damage as it may be an attempt to
370 // escape a lava pit or similar
371 //this.pushltime = 0;
374 else if(IS_PLAYER(attacker))
376 this.pusher = attacker;
377 this.pushltime = time + autocvar_g_maxpushtime;
378 this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this);
380 else if(time < this.pushltime)
382 attacker = this.pusher;
383 this.pushltime = max(this.pushltime, time + 0.6);
391 MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage);
392 take = bound(0, M_ARGV(4, float), this.health);
393 save = bound(0, M_ARGV(5, float), this.armorvalue);
394 excess = max(0, damage - take - save);
396 if(sound_allowed(MSG_BROADCAST, attacker))
399 sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
401 sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
403 sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
407 Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker);
409 Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
411 if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
413 if (!(this.flags & FL_GODMODE))
415 this.armorvalue = this.armorvalue - save;
416 this.health = this.health - take;
417 // pause regeneration for 5 seconds
419 this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
421 if (time > this.pain_finished) //Don't switch pain sequences like crazy
423 this.pain_finished = time + 0.5; //Supajoe
425 if(autocvar_sv_gentle < 1) {
426 if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models
428 if (!this.animstate_override)
431 animdecide_setaction(this, ANIMACTION_PAIN1, true);
433 animdecide_setaction(this, ANIMACTION_PAIN2, true);
437 if(sound_allowed(MSG_BROADCAST, attacker))
438 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
440 // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
442 if(deathtype == DEATH_FALL.m_id)
443 PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
444 else if(this.health > 75)
445 PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
446 else if(this.health > 50)
447 PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
448 else if(this.health > 25)
449 PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
451 PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
456 // throw off bot aim temporarily
458 if(IS_BOT_CLIENT(this) && this.health >= 1)
460 shake = damage * 5 / (bound(0,skill,100) + 1);
461 this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake;
462 this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
463 this.v_angle_x = bound(-90, this.v_angle.x, 90);
467 this.max_armorvalue += (save + take);
469 this.dmg_save = this.dmg_save + save;//max(save - 10, 0);
470 this.dmg_take = this.dmg_take + take;//max(take - 10, 0);
471 this.dmg_inflictor = inflictor;
473 if (this != attacker) {
474 float realdmg = damage - excess;
475 if (IS_PLAYER(attacker)) {
476 PlayerScore_Add(attacker, SP_DMG, realdmg);
478 if (IS_PLAYER(this)) {
479 PlayerScore_Add(this, SP_DMGTAKEN, realdmg);
483 bool abot = (IS_BOT_CLIENT(attacker));
484 bool vbot = (IS_BOT_CLIENT(this));
486 valid_damage_for_weaponstats = 0;
487 Weapon awep = WEP_Null;
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 = PS(attacker).m_weapon;
497 awep = DEATH_WEAPONOF(deathtype);
498 valid_damage_for_weaponstats = 1;
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, PS(this).m_weapon.m_id, vbot, dh + da);
509 MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
514 float defer_ClientKill_Now_TeamChange;
515 defer_ClientKill_Now_TeamChange = false;
519 PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime);
523 if(valid_damage_for_weaponstats)
524 WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot);
526 if(autocvar_sv_gentle < 1)
527 if(sound_allowed(MSG_BROADCAST, attacker))
529 if(deathtype == DEATH_DROWN.m_id)
530 PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
532 PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND);
535 // get rid of kill indicator
536 if(this.killindicator)
538 delete(this.killindicator);
539 this.killindicator = NULL;
540 if(this.killindicator_teamchange)
541 defer_ClientKill_Now_TeamChange = true;
543 if(this.classname == "body")
544 if(deathtype == DEATH_KILL.m_id)
546 // for the lemmings fans, a small harmless explosion
547 Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1);
551 // print an obituary message
552 if(this.classname != "body")
553 Obituary (attacker, inflictor, this, deathtype);
555 // increment frag counter for used weapon type
556 Weapon w = DEATH_WEAPONOF(deathtype);
557 if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
558 attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
560 MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
561 excess = M_ARGV(4, float);
563 Weapon wep = PS(this).m_weapon;
564 /*for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
566 .entity weaponentity = weaponentities[slot];
567 wep.wr_playerdeath(wep, this, weaponentity);
569 .entity weaponentity = weaponentities[0]; // TODO: unhardcode
570 wep.wr_playerdeath(wep, this, weaponentity);
572 RemoveGrapplingHook(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 SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id);
596 // become fully visible
597 this.alpha = default_player_alpha;
598 // make the corpse upright (not tilted)
602 this.avelocity = '0 0 0';
603 // view from the floor
604 this.view_ofs = '0 0 -8';
606 set_movetype(this, MOVETYPE_TOSS);
608 this.solid = SOLID_CORPSE;
609 this.ballistics_density = autocvar_g_ballistics_density_corpse;
610 // don't stick to the floor
611 UNSET_ONGROUND(this);
613 this.deadflag = DEAD_DYING;
615 // when to allow respawn
616 calculate_player_respawn_time(this);
618 this.death_time = time;
620 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true);
622 animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true);
626 setsize(this, this.mins, this.maxs);
628 // set damage function to corpse damage
629 this.event_damage = PlayerCorpseDamage;
630 // call the corpse damage function just in case it wants to gib
631 this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force);
633 // set up to fade out later
634 SUB_SetFade (this, time + 6 + random (), 1);
635 // reset body think wrapper broken by SUB_SetFade
636 if(this.classname == "body" && getthink(this) != CopyBody_Think) {
637 this.CopyBody_think = getthink(this);
638 this.CopyBody_nextthink = this.nextthink;
639 setthink(this, CopyBody_Think);
640 this.nextthink = time;
643 if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") {
645 // clones don't run any animation code any more, so we must gib them when they die :(
646 PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
649 // reset fields the weapons may use just in case
650 FOREACH(Weapons, it != WEP_Null, LAMBDA(
651 it.wr_resetplayer(it, this);
652 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
654 ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
660 void MoveToTeam(entity client, int team_colour, int type)
662 int lockteams_backup = lockteams; // backup any team lock
663 lockteams = 0; // disable locked teams
664 TeamchangeFrags(client); // move the players frags
665 SetPlayerColors(client, team_colour - 1); // set the players colour
666 Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0'); // kill the player
667 lockteams = lockteams_backup; // restore the team lock
668 LogTeamchange(client.playerid, client.team, type);
671 /** print(), but only print if the server is not local */
672 void dedicated_print(string input)
674 if (server_is_dedicated) print(input);
678 * message "": do not say, just test flood control
684 int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
686 if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
687 msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
689 msgin = formatmessage(source, msgin);
692 if (!IS_PLAYER(source))
693 colorstr = "^0"; // black for spectators
695 colorstr = Team_ColorCode(source.team);
702 if(intermission_running)
711 msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin);
714 * using bprint solves this... me stupid
715 // how can we prevent the message from appearing in a listen server?
716 // for now, just give "say" back and only handle say_team
719 clientcommand(source, strcat("say ", msgin));
726 namestr = autocvar_g_chat_teamcolors ? playername(source) : source.netname;
728 string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7";
730 string msgstr, cmsgstr;
731 string privatemsgprefix = string_null;
732 int privatemsgprefixlen = 0;
734 msgstr = cmsgstr = "";
738 msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7");
739 privatemsgprefixlen = strlen(msgstr);
740 msgstr = strcat(msgstr, msgin);
741 cmsgstr = strcat(colorstr, colorprefix, namestr, "^3 tells you:\n^7", msgin);
742 if(autocvar_g_chat_teamcolors)
743 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", playername(privatesay), ": ^7");
745 privatemsgprefix = strcat("\{1}\{13}* ^3You tell ", privatesay.netname, ": ^7");
749 if(strstrofs(msgin, "/me", 0) >= 0)
751 //msgin = strreplace("/me", "", msgin);
752 //msgin = substring(msgin, 3, strlen(msgin));
753 msgin = strreplace("/me", strcat(colorstr, "(", colorprefix, namestr, colorstr, ")^7"), msgin);
754 msgstr = strcat("\{1}\{13}^4* ", "^7", msgin);
757 msgstr = strcat("\{1}\{13}", colorstr, "(", colorprefix, namestr, colorstr, ") ^7", msgin);
758 cmsgstr = strcat(colorstr, "(", colorprefix, namestr, colorstr, ")\n^7", msgin);
762 if(strstrofs(msgin, "/me", 0) >= 0)
764 //msgin = strreplace("/me", "", msgin);
765 //msgin = substring(msgin, 3, strlen(msgin));
766 msgin = strreplace("/me", strcat(colorprefix, namestr), msgin);
767 msgstr = strcat("\{1}^4* ", "^7", msgin);
771 msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7");
772 msgstr = strcat(msgstr, msgin);
776 msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint
779 string fullmsgstr = msgstr;
780 string fullcmsgstr = cmsgstr;
784 var .float flood_field = floodcontrol_chat;
793 flood_spl = autocvar_g_chat_flood_spl_tell;
794 flood_burst = autocvar_g_chat_flood_burst_tell;
795 flood_lmax = autocvar_g_chat_flood_lmax_tell;
796 flood_field = floodcontrol_chattell;
800 flood_spl = autocvar_g_chat_flood_spl_team;
801 flood_burst = autocvar_g_chat_flood_burst_team;
802 flood_lmax = autocvar_g_chat_flood_lmax_team;
803 flood_field = floodcontrol_chatteam;
807 flood_spl = autocvar_g_chat_flood_spl;
808 flood_burst = autocvar_g_chat_flood_burst;
809 flood_lmax = autocvar_g_chat_flood_lmax;
810 flood_field = floodcontrol_chat;
812 flood_burst = max(0, flood_burst - 1);
813 // to match explanation in default.cfg, a value of 3 must allow three-line bursts and not four!
815 // do flood control for the default line size
818 getWrappedLine_remaining = msgstr;
821 while(getWrappedLine_remaining && (!flood_lmax || lines <= flood_lmax))
823 msgstr = strcat(msgstr, " ", getWrappedLineLen(82.4289758859709, strlennocol)); // perl averagewidth.pl < gfx/vera-sans.width
826 msgstr = substring(msgstr, 1, strlen(msgstr) - 1);
828 if(getWrappedLine_remaining != "")
830 msgstr = strcat(msgstr, "\n");
834 if (time >= source.(flood_field))
836 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + lines * flood_spl;
846 if (time >= source.(flood_field))
847 source.(flood_field) = max(time - flood_burst * flood_spl, source.(flood_field)) + flood_spl;
852 if (timeout_status == TIMEOUT_ACTIVE) // when game is paused, no flood protection
853 source.(flood_field) = flood = 0;
856 string sourcemsgstr, sourcecmsgstr;
857 if(flood == 2) // cannot happen for empty msgstr
859 if(autocvar_g_chat_flood_notify_flooder)
861 sourcemsgstr = strcat(msgstr, "\n^3FLOOD CONTROL: ^7message too long, trimmed\n");
866 sourcemsgstr = fullmsgstr;
867 sourcecmsgstr = fullcmsgstr;
873 sourcemsgstr = msgstr;
874 sourcecmsgstr = cmsgstr;
877 if (!privatesay && source && !IS_PLAYER(source))
879 if (!intermission_running)
880 if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover)))
881 teamsay = -1; // spectators
885 LOG_INFO("NOTE: ", playername(source), "^7 is flooding.\n");
887 // build sourcemsgstr by cutting off a prefix and replacing it by the other one
889 sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
894 // always fake the message
899 if (autocvar_g_chat_flood_notify_flooder)
901 sprint(source, strcat("^3FLOOD CONTROL: ^7wait ^1", ftos(source.(flood_field) - time), "^3 seconds\n"));
912 MUTATOR_CALLHOOK(ChatMessage, source, ret);
913 ret = M_ARGV(1, int);
915 if(sourcemsgstr != "" && ret != 0)
917 if(ret < 0) // faked message, because the player is muted
919 sprint(source, sourcemsgstr);
920 if(sourcecmsgstr != "" && !privatesay)
921 centerprint(source, sourcecmsgstr);
923 else if(privatesay) // private message, between 2 people only
925 sprint(source, sourcemsgstr);
926 if (!autocvar_g_chat_tellprivacy) { dedicated_print(msgstr); } // send to server console too if "tellprivacy" is disabled
927 if(!MUTATOR_CALLHOOK(ChatMessageTo, privatesay, source))
929 sprint(privatesay, msgstr);
931 centerprint(privatesay, cmsgstr);
934 else if ( teamsay && source.active_minigame )
936 sprint(source, sourcemsgstr);
937 dedicated_print(msgstr); // send to server console too
938 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
940 else if(teamsay > 0) // team message, only sent to team mates
942 sprint(source, sourcemsgstr);
943 dedicated_print(msgstr); // send to server console too
944 if(sourcecmsgstr != "")
945 centerprint(source, sourcecmsgstr);
946 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), {
949 centerprint(it, cmsgstr);
952 else if(teamsay < 0) // spectator message, only sent to spectators
954 sprint(source, sourcemsgstr);
955 dedicated_print(msgstr); // send to server console too
956 FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
961 sprint(source, sourcemsgstr);
962 dedicated_print(msgstr); // send to server console too
963 MX_Say(strcat(playername(source), "^7: ", msgin));
965 FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));