Merge pull request #10 from Arkshine/client_printex

Add client_printex Stock (bug 5828)
This commit is contained in:
Vincent Herbet 2014-05-13 14:33:23 +02:00
commit 7e6812f64a
2 changed files with 65 additions and 0 deletions

View File

@ -185,6 +185,7 @@ enum {
print_console, print_console,
print_chat, print_chat,
print_center, print_center,
print_radio /* Counter-Strike only */
}; };
/* Color types for client_print_color() */ /* Color types for client_print_color() */

View File

@ -56,3 +56,67 @@ stock make_deathmsg(killer, victim, headshot, const weapon[])
return 1; return 1;
} }
/**
* Sends a predefined text message to player.
* Predefined texts are default game messages which will be translated
* to player's game language, e.g. #Game_join_ct.
*
* @note Set index to 0 to send text globally.
*
* @note There does not necessarily have to be a total of 6 arguments.
* It will depend if message takes arguments, e.g.:
* client_printex(id, print_chat, "#Game_join_ct", "Pimp Daddy")
* client_printex(id, print_chat, "1", "#Game_radio", "Pimp Daddy", "Hello world!")
*
* @param index Index of the player, use 0 to send to all players.
* @param type The message destination. See print_* constants.
* @param msg_name The custom or predefined message to send.
* @param msg_param1 Optional message argument.
* @param msg_param2 Optional message argument.
* @param msg_param3 Optional message argument.
* @param msg_param4 Optional message argument.
*
* @noreturn
*/
stock client_printex(index, type, const msg_name[], const msg_param1[] = "", const msg_param2[] = "", const msg_param3[] = "", const msg_param4[] = "")
{
new ch = msg_name[0];
// If not a predefined message, we don't care about it and forward directly to client_print.
// Special case for radio message. msg_name is an index, msg_param1 #Game_radio*, etc. Checking index should be enough.
if (ch != '#' && (type != print_radio || !strtol(msg_name)))
{
return client_print(index, type, msg_name, msg_param1, msg_param2, msg_param3, msg_param4);
}
// Even if message starts with '#', we should check its length for safety.
new length = strlen(msg_name);
// If string is larger than expected, we forward to client_print which will cut message properly.
// This means also this can't be a predefined game message.
// Max console length: 128 = \n (126) + \0 (127)
// Max SayText length: 192 = \n (190) + \0 (191)
if ((length > 126 && (print_notify <= type <= print_console))
|| ( length > 190 && (print_chat <= type <= print_radio)))
{
return client_print(index, type, msg_name, msg_param1, msg_param2, msg_param3, msg_param4);
}
static msgTextMsg;
if (!msgTextMsg)
{
msgTextMsg = get_user_msgid("TextMsg");
}
message_begin(index > 0 ? MSG_ONE_UNRELIABLE : MSG_BROADCAST, msgTextMsg, .player = index);
write_byte(type);
write_string(msg_name);
if (msg_param1[0]) { write_string(msg_param1); }
if (msg_param2[0]) { write_string(msg_param2); }
if (msg_param3[0]) { write_string(msg_param3); }
if (msg_param4[0]) { write_string(msg_param4); }
message_end();
return 1;
}