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messing with built in location chat
This commit is contained in:
parent
e50273e024
commit
845ebcae14
2 changed files with 13 additions and 5 deletions
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@ -1311,18 +1311,18 @@ const char *CFF_SH_Rules::GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer )
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{
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{
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if ( pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
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if ( pPlayer->GetTeamNumber() == TEAM_SPECTATOR )
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{
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{
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pszFormat = "HL2MP_Chat_Spec";
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pszFormat = "FF_Chat_Spec";
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}
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}
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else
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else
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{
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{
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const char *chatLocation = GetChatLocation( bTeamOnly, pPlayer );
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const char *chatLocation = GetChatLocation( bTeamOnly, pPlayer );
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if ( chatLocation && *chatLocation )
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if ( chatLocation && *chatLocation )
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{
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{
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pszFormat = "HL2MP_Chat_Team_Loc";
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pszFormat = "FF_Chat_Team_Loc";
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}
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}
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else
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else
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{
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{
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pszFormat = "HL2MP_Chat_Team";
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pszFormat = "FF_Chat_Team";
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}
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}
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}
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}
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}
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}
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@ -1331,17 +1331,23 @@ const char *CFF_SH_Rules::GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer )
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{
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{
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if ( pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
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if ( pPlayer->GetTeamNumber() != TEAM_SPECTATOR )
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{
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{
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pszFormat = "HL2MP_Chat_All";
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pszFormat = "FF_Chat_All";
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}
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}
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else
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else
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{
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{
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pszFormat = "HL2MP_Chat_AllSpec";
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pszFormat = "FF_Chat_AllSpec";
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}
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}
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}
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}
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return pszFormat;
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return pszFormat;
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}
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}
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const char *CFF_SH_Rules::GetChatLocation( bool bTeamOnly, CBasePlayer *pPlayer )
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{
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// TODO:
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return "FF LUA LOCATION HERE";
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}
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bool CFF_SH_Rules::IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer )
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bool CFF_SH_Rules::IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer )
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{
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{
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if ( !pSpot || pSpot->GetLocalOrigin() == vec3_origin )
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if ( !pSpot || pSpot->GetLocalOrigin() == vec3_origin )
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@ -136,6 +136,8 @@ public:
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void ManageObjectRelocation( void );
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void ManageObjectRelocation( void );
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void CheckChatForReadySignal( CFF_SH_Player *pPlayer, const char *chatmsg );
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void CheckChatForReadySignal( CFF_SH_Player *pPlayer, const char *chatmsg );
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const char *GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer );
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const char *GetChatFormat( bool bTeamOnly, CBasePlayer *pPlayer );
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virtual const char *GetChatLocation( bool bTeamOnly, CBasePlayer *pPlayer );
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bool IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer );
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bool IsSpawnPointValid( CBaseEntity *pSpot, CBasePlayer *pPlayer );
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void AddTeam( const char *pTeamName, const int iNum );
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void AddTeam( const char *pTeamName, const int iNum );
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