//++ BulliT #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "weapons.h" #include "game.h" #include "gamerules.h" #include "teamplay_gamerules.h" #include "aggamerules.h" #include "agclient.h" #ifndef NO_VOICEGAMEMGR #include "voice_gamemgr.h" extern CVoiceGameMgr g_VoiceGameMgr; #endif #ifdef AGMSGSTAT #include "agmsgstat.h" #endif extern cvar_t timeleft, fragsleft; extern int gmsgSayText; extern int gmsgLocation; extern int gmsgAuthID; ////////////////////////////////////////////////////////////////////// // Construction/Destruction ////////////////////////////////////////////////////////////////////// extern int gmsgPlaySound; extern int gmsgTeamInfo; extern int g_teamplay; AgClient::AgClient() { } AgClient::~AgClient() { } FILE_GLOBAL char* s_szCommands[] = { "hud_spectatebar <1,0> - Spectator bar with information.", "hud_timer <0-3> - Timer mode, 0 off, 1 = Time remaining, 2 = Effective time, 3 clock.", "hud_playerid <1,0> - Player id.", "hud_settings <1,0> - Show server settings.", "cl_matchreport <1,0> - Save matchreport in /report directory.", "cl_autowepswitch <2,1,0> - Switch to better weapon when you walk over it. 2 = Ag switch", "cl_scores <0 - 32> - Amount of scores to draw on hud.", "cl_only_team_talk <1,0> - Only print team talk.", "auth - Authenticate you as an admin.", "newpass - Change password.", "settings - Shows server settings.", "timeleft - Shows time left.", "timeout - Call 1 minute timeout.", "play_team - Players wave file to m8's.", "play_close - Players wave file to m8's that are close.", "say enhancements - %%h health, %%a armour, %%q ammo, %%w weapon, %%l location", "more say - %%p longjump status %%s your score", "say_close - Says a message to team m8's close to you.", "spectate - Leave/enter spectator mode.", "ready/notready - Set ready mode.", "winamp play/pause/stop/forward/back/next/prev/close/shuffle/repeat/volume 0-255", "dropitems - Drops flag in CTF mode", }; bool AgClient::HandleCommand(CBasePlayer* pPlayer) { ASSERT(NULL != pPlayer); if (!pPlayer) return false; ASSERT(NULL != pPlayer->pev); if (!pPlayer->pev) return false; ASSERT(NULL != g_pGameRules); if (!g_pGameRules || 0 == CMD_ARGC()) return false; if (FStrEq(CMD_ARGV(0), "_special")) { return true; } else if (FStrEq(CMD_ARGV(0), "say")) { Say(pPlayer, All); return true; } else if (FStrEq(CMD_ARGV(0), "say_team")) { Say(pPlayer, Team); return true; } else if (FStrEq(CMD_ARGV(0), "say_close")) { Say(pPlayer, Close); return true; } else if (FStrEq(CMD_ARGV(0), "spectate" )) { if (pPlayer->IsProxy()) return pPlayer->Spectate_HLTV(); //Dont spectate if player is in game in arena. //Use sound and text flood checks, We dont want lamers to change to often. if( ( pPlayer->IsIngame() && ARENA == AgGametype() ) || pPlayer->FloodCheck() || pPlayer->FloodSound()) return true; if (2 == CMD_ARGC() && 1 == atoi(CMD_ARGV(1))) pPlayer->Spectate_Start(); else if (2 == CMD_ARGC() && 0 == atoi(CMD_ARGV(1))) pPlayer->Spectate_Stop(); else pPlayer->Spectate_Spectate(); return true; } else if (FStrEq(CMD_ARGV(0), "follownext") && 2 == CMD_ARGC()) { bool bReverse = 1 == atoi(CMD_ARGV(1)); pPlayer->Spectate_Nextplayer(bReverse); return true; } else if (FStrEq(CMD_ARGV(0), "spec_mode") && 2 == CMD_ARGC()) { int iSpecMode = atoi(CMD_ARGV(1)); pPlayer->Spectate_SetMode(iSpecMode); return true; } else if (FStrEq(CMD_ARGV(0), "jointeam" ) && 2 == CMD_ARGC()) { if (pPlayer->IsProxy()) return true; if (g_teamplay) { const char* pszTeamName = ""; const char* pszTeamNumber = CMD_ARGV(1); int iTeam = atoi(pszTeamNumber)-1; if (5 == iTeam && g_teamplay) { if (!g_pGameRules->IsValidTeam(pPlayer->TeamID())) { ((CHalfLifeTeamplay*)g_pGameRules)->RecountTeams(); pszTeamName = ((CHalfLifeTeamplay*)g_pGameRules)->TeamWithFewestPlayers(); } } else pszTeamName = g_pGameRules->GetIndexedTeamName(iTeam); if (strlen(pszTeamName)) g_pGameRules->ChangePlayerTeam(pPlayer,pszTeamName,TRUE,TRUE); } if (pPlayer->IsSpectator()) pPlayer->Spectate_Stop(); return true; } else if (FStrEq(CMD_ARGV(0), "timeleft" )) { if (timelimit.value && timeleft.value) AgConsole(UTIL_VarArgs("timeleft = %.0f",timeleft.value),pPlayer); return true; } else if (FStrEq(CMD_ARGV(0), "timeout" )) { if (ARENA != AgGametype() || LMS != AgGametype()) g_pGameRules->m_Timeout.Timeout(pPlayer); return true; } else if (FStrEq(CMD_ARGV(0), "ready" )) { if (ARENA == AgGametype()) { g_pGameRules->m_Arena.Ready(pPlayer); return true; } else if (LMS == AgGametype()) { ClientPrint( pPlayer->pev, HUD_PRINTCONSOLE, "Changed mode to READY.\n"); if (!pPlayer->m_bReady) { pPlayer->m_bReady = true; //Send new team name if (g_pGameRules->IsTeamplay()) { MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo ); WRITE_BYTE( pPlayer->entindex() ); WRITE_STRING( pPlayer->TeamID() ); MESSAGE_END(); } } return true; } } else if (FStrEq(CMD_ARGV(0), "notready" )) { if (ARENA == AgGametype()) { g_pGameRules->m_Arena.NotReady(pPlayer); return true; } else if (LMS == AgGametype()) { ClientPrint( pPlayer->pev, HUD_PRINTCONSOLE, "Changed mode to NOT READY.\n"); if (pPlayer->m_bReady) { pPlayer->m_bReady = false; pPlayer->SetIngame(false); //Cant respawn if(!pPlayer->IsSpectator()) { pPlayer->Spectate_Start(true); pPlayer->Spectate_SetMode(OBS_IN_EYE); } else { //Send new team name (blank for specs) if (g_pGameRules->IsTeamplay()) { MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo ); WRITE_BYTE( pPlayer->entindex() ); WRITE_STRING( pPlayer->TeamID() ); MESSAGE_END(); } } } return true; } } else if (FStrEq(CMD_ARGV(0), "play_team" )) { if (2 == CMD_ARGC()) { Play(pPlayer, Team, CMD_ARGV(1)); } return true; } else if (FStrEq(CMD_ARGV(0), "play_close" )) { if (2 == CMD_ARGC()) { Play(pPlayer, Close, CMD_ARGV(1)); } return true; } else if (FStrEq(CMD_ARGV(0), "auth" )) { if (3 == CMD_ARGC()) { AdminCache.Auth(CMD_ARGV(1), CMD_ARGV(2), pPlayer); } return true; } else if (FStrEq(CMD_ARGV(0), "newpass" )) { if (3 == CMD_ARGC()) { AdminCache.Newpass(CMD_ARGV(1), CMD_ARGV(2), pPlayer); } return true; } else if (FStrEq(CMD_ARGV(0), "help")) { for (int i = 0; i < sizeof(s_szCommands)/sizeof(s_szCommands[0]); i++) AgConsole(s_szCommands[i],pPlayer); //Continue with more help commands. return false; } else if (FStrEq(CMD_ARGV(0), "settings")) { pPlayer->SetDisplayGamemode(0); return true; } #ifndef AG_NO_CLIENT_DLL else if (FStrEq(CMD_ARGV(0), "dropitems") && CTF == AgGametype()) { g_pGameRules->m_CTF.PlayerDropFlag(pPlayer,true); return true; } #ifdef _DEBUG else if (FStrEq(CMD_ARGV(0), "addctfitem")) #else else if (FStrEq(CMD_ARGV(0), "addctfitem") && g_bLangame) #endif { if (2 == CMD_ARGC()) { g_pGameRules->m_CTF.m_FileItemCache.Add(CMD_ARGV(1), pPlayer); } return true; } #ifdef _DEBUG else if (FStrEq(CMD_ARGV(0), "dellastctfitem")) #else else if (FStrEq(CMD_ARGV(0), "dellastctfitem") && g_bLangame) #endif { if (1 == CMD_ARGC()) { g_pGameRules->m_CTF.m_FileItemCache.Del(pPlayer); } return true; } #ifdef _DEBUG else if (FStrEq(CMD_ARGV(0), "listctfitem")) #else else if (FStrEq(CMD_ARGV(0), "listctfitem") && g_bLangame) #endif { if (1 == CMD_ARGC()) { g_pGameRules->m_CTF.m_FileItemCache.List(pPlayer); } return true; } //++ muphicks #ifdef _DEBUG else if (FStrEq(CMD_ARGV(0), "adddomitem")) #else else if (FStrEq(CMD_ARGV(0), "adddomitem") && g_bLangame) #endif { if (2 == CMD_ARGC()) { g_pGameRules->m_DOM.m_FileItemCache.Add(CMD_ARGV(1), pPlayer); } return true; } #ifdef _DEBUG else if (FStrEq(CMD_ARGV(0), "dellastdomitem")) #else else if (FStrEq(CMD_ARGV(0), "dellastdomitem") && g_bLangame) #endif { if (1 == CMD_ARGC()) { g_pGameRules->m_DOM.m_FileItemCache.Del(pPlayer); } return true; } #ifdef _DEBUG else if (FStrEq(CMD_ARGV(0), "listdomitem")) #else else if (FStrEq(CMD_ARGV(0), "listdomitem") && g_bLangame) #endif { if (1 == CMD_ARGC()) { g_pGameRules->m_DOM.m_FileItemCache.List(pPlayer); } return true; } //-- muphicks #endif else if (FStrEq(CMD_ARGV(0), "changeteam")) { #define MENU_TEAM 2 pPlayer->ShowVGUI(MENU_TEAM); return true; } else if (FStrEq(CMD_ARGV(0), "fullupdate")) { pPlayer->ForceClientDllUpdate(); return true; } else if (FStrEq(CMD_ARGV(0), "agosinfo")) { AgConsole(AgOSVersion(),pPlayer); return true; } #ifndef AG_NO_CLIENT_DLL else if (FStrEq(CMD_ARGV(0), "maplist")) { g_pGameRules->SendMapListToClient(pPlayer,true); return true; } #endif #ifdef AGMSGSTAT else if (FStrEq(CMD_ARGV(0), "agmsgstat")) { g_MsgStat.DumpStats(); return true; } #endif /* else if (FStrEq(CMD_ARGV(0), "botme")) { edict_t* pEntity = g_engfuncs.pfnCreateFakeClient( "botme" ); entvars_t *pev = &pEntity->v; CBasePlayer* pBot = GetClassPtr((CBasePlayer*)pev); //Link bot object to the edict pBot->Init(); pev->flags |= FL_FAKECLIENT; // bot is fakeclient pBot->Spawn(); pev->flags |= FL_FAKECLIENT; // bot is fakeclient pBot = (CBasePlayer *)CBasePlayer::Instance(pEntity); g_pGameRules->PlayerThink( pBot); g_engfuncs.pfnSetClientKeyValue( pPlayer->entindex(), g_engfuncs.pfnGetInfoKeyBuffer(pEntity), "model", "xxx"); } */ return false; } CBaseEntity* FindEntityForward( CBasePlayer* pMe ) { TraceResult tr; UTIL_MakeVectors(pMe->pev->v_angle); UTIL_TraceLine(pMe->pev->origin + pMe->pev->view_ofs,pMe->pev->origin + pMe->pev->view_ofs + gpGlobals->v_forward * 2048,missile, pMe->edict(), &tr ); if ( tr.flFraction != 1.0 && !FNullEnt( tr.pHit) ) { CBaseEntity* pHit = CBaseEntity::Instance( tr.pHit ); return pHit; } return NULL; } void AgClient::Say(CBasePlayer* pPlayer, say_type Type ) { char* pSayText = (char*)CMD_ARGS(); if ( CMD_ARGC() < 2 || 128 < strlen(pSayText) || !pPlayer || !g_pGameRules || 1 > strlen(pSayText)) return; //Check if the user is flooding us with nonsens. if( ( ( All == Type || pPlayer->IsSpectator() ) && pPlayer->FloodCheck() ) || pPlayer->FloodText()) return; bool bSendLocation = false; bool bSendDeathLocation = false; char szText[256]; char* pText = szText; if (pPlayer->IsSpectator() && Team == Type) pText = pText + sprintf(pText,"%c(ST) %s: ", 2, pPlayer->GetName()); else if (pPlayer->IsSpectator()) pText = pText + sprintf(pText,"%c(S) %s: ", 2, pPlayer->GetName()); else if (Team == Type) pText = pText + sprintf(pText,"%c(T) %s: ", 2, pPlayer->GetName()); else if (Close == Type) pText = pText + sprintf(pText,"%c(C) %s: ", 2, pPlayer->GetName()); else pText = pText + sprintf(pText,"%c(A) %s: ", 2, pPlayer->GetName()); //Remove quotes if (*pSayText == '"') { pSayText++; pSayText[strlen(pSayText)-1] = 0; } if (1 > strlen(pSayText)) return; //Check AG teambind while (*pSayText && (pText - szText) < 200) //Dont overflow the string. Stop when its 200 chars. { if ('%' == *pSayText) { pSayText++; if ('h' == *pSayText || 'H' == *pSayText) { //Health. if (pPlayer && pPlayer->IsAlive() && !pPlayer->IsSpectator()) pText = pText + sprintf(pText,"%.0f",pPlayer->pev->health); pSayText++; continue; } else if ('a' == *pSayText || 'A' == *pSayText) { //Armour. if (pPlayer && pPlayer->IsAlive() && !pPlayer->IsSpectator()) pText = pText + sprintf(pText,"%.0f",pPlayer->pev->armorvalue); pSayText++; continue; } else if ('q' == *pSayText || 'Q' == *pSayText) { //Ammo. if (pPlayer && pPlayer->IsAlive() && !pPlayer->IsSpectator() && pPlayer->m_pActiveItem && pPlayer->m_pActiveItem->m_iId < MAX_AMMO_SLOTS) { CBasePlayerWeapon* pWeapon = (CBasePlayerWeapon*)pPlayer->m_pActiveItem->GetWeaponPtr(); if (pWeapon) { int iAmmoIndex1 = -1; int iAmmoIndex2 = -1; if (pWeapon->pszAmmo1()) iAmmoIndex1 = pPlayer->GetAmmoIndex( pWeapon->pszAmmo1() ); if (pWeapon->pszAmmo2()) iAmmoIndex2 = pPlayer->GetAmmoIndex( pWeapon->pszAmmo2() ); if (iAmmoIndex1 != -1 && iAmmoIndex2 != -1) pText = pText + sprintf(pText,"%d/%d",(int)(pPlayer->m_rgAmmo[iAmmoIndex1] + pWeapon->m_iClip),(int)(pPlayer->m_rgAmmo[iAmmoIndex2])); else if (iAmmoIndex1 != -1) pText = pText + sprintf(pText,"%d",(int)(pPlayer->m_rgAmmo[iAmmoIndex1] + pWeapon->m_iClip)); else if (iAmmoIndex2 != -1) pText = pText + sprintf(pText,"%d",(int)(pPlayer->m_rgAmmo[iAmmoIndex2] + pWeapon->m_iClip)); else pText = pText + sprintf(pText,"0"); } } pSayText++; continue; } else if ('w' == *pSayText || 'W' == *pSayText) { //Weapon if (pPlayer && pPlayer->IsAlive() && !pPlayer->IsSpectator() && pPlayer->m_pActiveItem && pPlayer->m_pActiveItem->m_iId < MAX_WEAPONS) { char* pWeapon = (char*)strstr(pPlayer->m_pActiveItem->pszName(),"weapon_"); if (pWeapon) { pText = pText + sprintf(pText,"%s",&pWeapon[7]); } } pSayText++; continue; } else if ('p' == *pSayText || 'P' == *pSayText) { //LJ Status if (pPlayer && pPlayer->IsAlive() && !pPlayer->IsSpectator()) { if (pPlayer->m_fLongJump) pText = pText + sprintf(pText,"got LJ"); else pText = pText + sprintf(pText,"no LJ"); } pSayText++; continue; } /* else if ('o' == *pSayText || 'o' == *pSayText) { //Looking at. if (pPlayer && pPlayer->IsAlive() && !pPlayer->IsSpectator()) { CBaseEntity* pEntity = FindEntityForward(pPlayer); if (pEntity && pEntity->pev) pText = pText + sprintf(pText,STRING(pEntity->pev->classname)); } pSayText++; continue; } */ else if ('s' == *pSayText || 'S' == *pSayText) { //Score if (pPlayer && pPlayer->IsAlive() && !pPlayer->IsSpectator()) pText = pText + sprintf(pText,"%.0f/%d",pPlayer->pev->frags,pPlayer->m_iDeaths); pSayText++; continue; } else if ('f' == *pSayText || 'F' == *pSayText) { //Flag info if (pPlayer && pPlayer->IsAlive() && !pPlayer->IsSpectator()) { if (pPlayer->m_bFlagTeam1) pText = pText + sprintf(pText,CTF_TEAM1_NAME); else if (pPlayer->m_bFlagTeam2) pText = pText + sprintf(pText,CTF_TEAM2_NAME); } pSayText++; continue; } else if ('l' == *pSayText || 'L' == *pSayText) { #ifdef AG_NO_CLIENT_DLL pText = pText + sprintf(pText,g_pGameRules->m_LocationCache.Location(pPlayer->pev->origin).c_str()); pSayText++; continue; #else bSendLocation = true; pText[0] = '%'; pText++; #endif } else if ('d' == *pSayText || 'D' == *pSayText) { #ifdef AG_NO_CLIENT_DLL pText = pText + sprintf(pText,g_pGameRules->m_LocationCache.Location(pPlayer->GetKilledPosition()).c_str()); pSayText++; continue; #else bSendDeathLocation = true; pText[0] = '%'; pText++; #endif } else { pText[0] = '%'; pText++; continue; } } *pText = *pSayText; pText++; pSayText++; } *pText = '\0'; #ifdef AG_NO_CLIENT_DLL AgStripColors(szText); #endif // team match? char * temp; if (All == Type) temp = "say"; else temp = "say_team"; if ( g_teamplay ) { UTIL_LogPrintf( "\"%s<%i><%s><%s>\" %s \"%s\"\n", STRING( pPlayer->edict()->v.netname ), GETPLAYERUSERID( pPlayer->edict() ), GETPLAYERAUTHID( pPlayer->edict() ), g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" ), temp, szText ); } else { UTIL_LogPrintf( "\"%s<%i><%s><%i>\" %s \"%s\"\n", STRING( pPlayer->edict()->v.netname ), GETPLAYERUSERID( pPlayer->edict() ), GETPLAYERAUTHID( pPlayer->edict() ), GETPLAYERUSERID( pPlayer->edict() ), temp, szText ); } if (pPlayer->IsSpectator()) { //Spectators can talk to team m8 //Loop through all players for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer* pPlayerLoop = AgPlayerByIndex(i); if (pPlayerLoop && pPlayerLoop->IsNetClient()) { #ifndef NO_VOICEGAMEMGR // can the receiver hear the sender? or has he muted him? if ( g_VoiceGameMgr.PlayerHasBlockedPlayer( pPlayerLoop, pPlayer ) ) continue; #endif //Sort team messages. Only talk to team m8's that are spectators if ( (Team == Type || Close == Type ) && !pPlayerLoop->IsSpectator() && pPlayer != pPlayerLoop) continue; //Dont let specs talk to all if spectalk = 0 if it aint an admin on a match if (0 == ag_spectalk.value && !pPlayer->IsAdmin() && All == Type && 0 < ag_match_running.value && pPlayer != pPlayerLoop) continue; #ifndef AG_NO_CLIENT_DLL if (bSendLocation) { MESSAGE_BEGIN( MSG_ONE, gmsgLocation, NULL, pPlayerLoop->edict() ); WRITE_BYTE( ENTINDEX(pPlayer->edict()) ); WRITE_COORD( pPlayer->pev->origin[0]); WRITE_COORD( pPlayer->pev->origin[1]); WRITE_COORD( pPlayer->pev->origin[2]); MESSAGE_END(); } if (bSendDeathLocation) { MESSAGE_BEGIN( MSG_ONE, gmsgLocation, NULL, pPlayerLoop->edict() ); WRITE_BYTE( ENTINDEX(pPlayer->edict()) ); WRITE_COORD( pPlayer->GetKilledPosition()[0]); WRITE_COORD( pPlayer->GetKilledPosition()[1]); WRITE_COORD( pPlayer->GetKilledPosition()[2]); MESSAGE_END(); } #endif //Ok to send text. MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, pPlayerLoop->edict() ); WRITE_BYTE( pPlayer->entindex() ); WRITE_STRING( UTIL_VarArgs("%s\n", szText) ); MESSAGE_END(); } } } else { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer* pPlayerLoop = AgPlayerByIndex(i); if (pPlayerLoop && pPlayerLoop->IsNetClient()) { #ifndef NO_VOICEGAMEMGR // can the receiver hear the sender? or has he muted him? if ( g_VoiceGameMgr.PlayerHasBlockedPlayer( pPlayerLoop, pPlayer ) ) continue; #endif if (Close == Type && pPlayer != pPlayerLoop) { //Check if team m8 is close enough. vec3_t vDist = pPlayerLoop->pev->origin - pPlayer->pev->origin; if (vDist .Length () > 700) continue; } // for team or close we only say to our own team if ( (Team == Type || Close == Type ) && g_pGameRules->PlayerRelationship(pPlayerLoop, pPlayer) != GR_TEAMMATE && pPlayer != pPlayerLoop) continue; //Dont let spectators read your team talk. if ( (Team == Type || Close == Type ) && pPlayerLoop->IsSpectator()) continue; #ifndef AG_NO_CLIENT_DLL if (bSendLocation) { MESSAGE_BEGIN( MSG_ONE, gmsgLocation, NULL, pPlayerLoop->edict() ); WRITE_BYTE( ENTINDEX(pPlayer->edict()) ); WRITE_COORD( pPlayer->pev->origin[0]); WRITE_COORD( pPlayer->pev->origin[1]); WRITE_COORD( pPlayer->pev->origin[2]); MESSAGE_END(); } if (bSendDeathLocation) { MESSAGE_BEGIN( MSG_ONE, gmsgLocation, NULL, pPlayerLoop->edict() ); WRITE_BYTE( ENTINDEX(pPlayer->edict()) ); WRITE_COORD( pPlayer->GetKilledPosition()[0]); WRITE_COORD( pPlayer->GetKilledPosition()[1]); WRITE_COORD( pPlayer->GetKilledPosition()[2]); MESSAGE_END(); } #endif //Ok to send text. MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, pPlayerLoop->edict() ); WRITE_BYTE( pPlayer->entindex() ); WRITE_STRING( UTIL_VarArgs("%s\n", szText) ); MESSAGE_END(); } } } // echo to server console AgConsole(szText); } void AgClient::Play(CBasePlayer* pPlayer, say_type Type, const char* pszWave) { //Check for flooding if spectator if( ( pPlayer->IsSpectator() && pPlayer->FloodCheck() ) || !g_pGameRules->IsTeamplay() || pPlayer->FloodSound()) return; //Play sound to teammates. for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer* pPlayerLoop = AgPlayerByIndex(i); // for team or close we only play to our own team if ( (Team == Type || Close == Type) && !(pPlayerLoop == pPlayer || g_pGameRules->PlayerRelationship( pPlayer, pPlayerLoop ) == GR_TEAMMATE)) continue; vec3_t vDist = pPlayerLoop->pev->origin - pPlayer->pev->origin; if (Type == Close && vDist.Length () > 700) continue; //Dont let spectators hear your team talk. if ( (Team == Type || Close == Type ) && pPlayerLoop->IsSpectator()) continue; #ifdef AG_NO_CLIENT_DLL AgSound(pPlayerLoop, pszWave); #else MESSAGE_BEGIN( MSG_ONE_UNRELIABLE, gmsgPlaySound, NULL, pPlayerLoop->pev ); WRITE_BYTE( pPlayer->entindex()); WRITE_COORD( pPlayer->pev->origin[0]); WRITE_COORD( pPlayer->pev->origin[1]); WRITE_COORD( pPlayer->pev->origin[2]); WRITE_STRING(pszWave); MESSAGE_END(); #endif /* MESSAGE_BEGIN( MSG_ONE, gmsgPlaySound, NULL, pPlayerLoop->pev ); WRITE_SHORT( pPlayer->entindex()); WRITE_STRING(CMD_ARGV(1)); MESSAGE_END(); */ } } //-- Martin Webrant