mirror of
https://github.com/alliedmodders/amxmodx.git
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128 lines
4.1 KiB
SourcePawn
128 lines
4.1 KiB
SourcePawn
// vim: set ts=4 sw=4 tw=99 noet:
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//
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// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
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// Copyright (C) The AMX Mod X Development Team.
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//
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// This software is licensed under the GNU General Public License, version 3 or higher.
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// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
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// https://alliedmods.net/amxmodx-license
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//
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// Message Stocks
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//
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#if defined _message_stocks_included
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#endinput
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#endif
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#define _message_stocks_included
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/* Creates a death message. */
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stock dod_make_deathmsg(killer, victim, weaponNUM)
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{
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message_begin(MSG_ALL, get_user_msgid("DeathMsg"), {0,0,0}, 0);
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write_byte(killer);
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write_byte(victim);
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write_byte(weaponNUM);
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message_end();
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return 1;
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}
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/* Kills a user without a message. */
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stock user_silentkill(index)
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{
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static msgid = 0;
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new msgblock;
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if (!msgid)
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{
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msgid = get_user_msgid("DeathMsg");
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}
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msgblock = get_msg_block(msgid);
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set_msg_block(msgid, BLOCK_ONCE);
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user_kill(index, 1);
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set_msg_block(msgid, msgblock);
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return 1;
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}
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/* Creates a death message. */
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stock make_deathmsg(killer, victim, headshot, const weapon[])
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{
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message_begin(MSG_ALL, get_user_msgid("DeathMsg"), {0,0,0}, 0);
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write_byte(killer);
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write_byte(victim);
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new mod_name[32];
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get_modname(mod_name, 31);
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if (equal(mod_name, "cstrike") || equal(mod_name, "czero") || equal(mod_name, "csv15") || equal(mod_name, "cs13"))
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write_byte(headshot);
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write_string(weapon);
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message_end();
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return 1;
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}
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/**
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* Sends a predefined text message to player.
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* Predefined texts are default game messages which will be translated
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* to player's game language, e.g. #Game_join_ct.
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*
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* @note Set index to 0 to send text globally.
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*
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* @note There does not necessarily have to be a total of 6 arguments.
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* It will depend if message takes arguments, e.g.:
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* client_printex(id, print_chat, "#Game_join_ct", "Pimp Daddy")
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* client_printex(id, print_chat, "1", "#Game_radio", "Pimp Daddy", "Hello world!")
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*
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* @param index Index of the player, use 0 to send to all players.
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* @param type The message destination. See print_* constants.
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* @param msg_name The custom or predefined message to send.
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* @param msg_param1 Optional message argument.
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* @param msg_param2 Optional message argument.
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* @param msg_param3 Optional message argument.
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* @param msg_param4 Optional message argument.
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*
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* @noreturn
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*/
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stock client_printex(index, type, const msg_name[], const msg_param1[] = "", const msg_param2[] = "", const msg_param3[] = "", const msg_param4[] = "")
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{
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new ch = msg_name[0];
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// If not a predefined message, we don't care about it and forward directly to client_print.
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// Special case for radio message. msg_name is an index, msg_param1 #Game_radio*, etc. Checking index should be enough.
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if (ch != '#' && (type != print_radio || !strtol(msg_name)))
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{
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return client_print(index, type, msg_name, msg_param1, msg_param2, msg_param3, msg_param4);
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}
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// Even if message starts with '#', we should check its length for safety.
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new length = strlen(msg_name);
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// If string is larger than expected, we forward to client_print which will cut message properly.
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// This means also this can't be a predefined game message.
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// Max console length: 128 = \n (126) + \0 (127)
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// Max SayText length: 192 = \n (190) + \0 (191)
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if ((length > 126 && (print_notify <= type <= print_console))
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|| ( length > 190 && (print_chat <= type <= print_radio)))
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{
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return client_print(index, type, msg_name, msg_param1, msg_param2, msg_param3, msg_param4);
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}
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static msgTextMsg;
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if (!msgTextMsg)
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{
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msgTextMsg = get_user_msgid("TextMsg");
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}
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message_begin(index > 0 ? MSG_ONE_UNRELIABLE : MSG_BROADCAST, msgTextMsg, .player = index);
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write_byte(type);
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write_string(msg_name);
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if (msg_param1[0]) { write_string(msg_param1); }
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if (msg_param2[0]) { write_string(msg_param2); }
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if (msg_param3[0]) { write_string(msg_param3); }
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if (msg_param4[0]) { write_string(msg_param4); }
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message_end();
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return 1;
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}
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