Refactor code
It would seem I was wrong (was I drunk?). It doesn't support custom message using formating (%s). This simplifies things, as this stock is now meant to be used only on predefined message. * If not a predefined message, we redirect to client_print, as there is more checks and can deal with ML. * If length goes above known limits, we redirect to client_print to be cut properly. * Changed MSG_ONE to MSG_UNRELIABLE and MSG_ALL to MSG_BROADCAST. * Updated documention.
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@ -58,7 +58,7 @@ stock make_deathmsg(killer, victim, headshot, const weapon[])
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}
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}
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/**
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/**
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* Sends a custom or predefined text message to player.
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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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* 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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* to player's game language, e.g. #Game_join_ct.
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*
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*
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@ -66,8 +66,8 @@ stock make_deathmsg(killer, victim, headshot, const weapon[])
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*
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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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* @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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* It will depend if message takes arguments, e.g.:
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* Predefined message: client_printex(id, print_chat, "#Game_join_ct", "Pimp Daddy")
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* client_printex(id, print_chat, "#Game_join_ct", "Pimp Daddy")
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* Custom message : client_printex(id, print_chat, "%s is joining the Counter-Terrorist force", "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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*
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* @param index Index of the player, use 0 to send to all players.
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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 type The message destination. See print_* constants.
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@ -81,28 +81,38 @@ stock make_deathmsg(killer, victim, headshot, const weapon[])
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*/
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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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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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{
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static msgTextMsg;
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new ch = msg_name[0];
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if (!msgTextMsg)
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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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{
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msgTextMsg = get_user_msgid("TextMsg");
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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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}
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message_begin(index > 0 ? MSG_ONE : MSG_ALL, msgTextMsg, .player = index);
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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; msgTextMsg || (msgTextMsg = get_user_msgid("TextMsg"));
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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_byte(type);
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write_string(msg_name);
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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_param1[0])
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if (msg_param2[0]) { write_string(msg_param2); }
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write_string(msg_param1);
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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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if (msg_param2[0])
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write_string(msg_param2);
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if (msg_param3[0])
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write_string(msg_param3);
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if (msg_param4[0])
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write_string(msg_param4);
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message_end();
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message_end();
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return 1;
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}
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}
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