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