Beispiel #1
0
//-----------------------------------------------------------------------------
// Purpose: Reads in a player's Chat text from the server
//-----------------------------------------------------------------------------
void CHudChat::MsgFunc_SayText2( bf_read &msg )
{
	int client = msg.ReadByte();
	bool bWantsToChat = msg.ReadByte() ? true : false;

	wchar_t szBuf[6][256];
	char untranslated_msg_text[256];
	wchar_t *msg_text = ReadLocalizedString( msg, szBuf[0], sizeof( szBuf[0] ), false, untranslated_msg_text, sizeof( untranslated_msg_text ) );

	// keep reading strings and using C format strings for subsituting the strings into the localised text string
	ReadChatTextString ( msg, szBuf[1], sizeof( szBuf[1] ) );		// player name
	ReadChatTextString ( msg, szBuf[2], sizeof( szBuf[2] ) );		// chat text
	ReadLocalizedString( msg, szBuf[3], sizeof( szBuf[3] ), true );
	ReadLocalizedString( msg, szBuf[4], sizeof( szBuf[4] ), true );

	g_pVGuiLocalize->ConstructString( szBuf[5], sizeof( szBuf[5] ), msg_text, 4, szBuf[1], szBuf[2], szBuf[3], szBuf[4] );

	char ansiString[512];
	g_pVGuiLocalize->ConvertUnicodeToANSI( ConvertCRtoNL( szBuf[5] ), ansiString, sizeof( ansiString ) );

	if ( bWantsToChat )
	{
		// print raw chat text
		ChatPrintf( client, CHAT_FILTER_NONE, "%s", ansiString );

		Msg( "%s\n", RemoveColorMarkup(ansiString) );
	}
	else
	{
		// print raw chat text
		ChatPrintf( client, CHAT_FILTER_NONE, "%s", ansiString );
	}
}
Beispiel #2
0
void CBaseHudChat::MsgFunc_VoiceSubtitle( bf_read &msg )
{
	// Got message during connection
	if ( !g_PR )
		return;

	if ( !cl_showtextmsg.GetInt() )
		return;

	char szString[2048];
	char szPrefix[64];	//(Voice)
	wchar_t szBuf[128];

	int client = msg.ReadByte();
	int iMenu = msg.ReadByte();
	int iItem = msg.ReadByte();

	const char *pszSubtitle = "";

	CGameRules *pGameRules = GameRules();

	CMultiplayRules *pMultiRules = dynamic_cast< CMultiplayRules * >( pGameRules );

	Assert( pMultiRules );

	if ( pMultiRules )
	{
		pszSubtitle = pMultiRules->GetVoiceCommandSubtitle( iMenu, iItem );
	}

	SetVoiceSubtitleState( true );

	const wchar_t *pBuf = g_pVGuiLocalize->Find( pszSubtitle );
	if ( pBuf )
	{
		// Copy pBuf into szBuf[i].
		int nMaxChars = sizeof( szBuf ) / sizeof( wchar_t );
		wcsncpy( szBuf, pBuf, nMaxChars );
		szBuf[nMaxChars-1] = 0;
	}
	else
	{
		g_pVGuiLocalize->ConvertANSIToUnicode( pszSubtitle, szBuf, sizeof(szBuf) );
	}

	int len;
	g_pVGuiLocalize->ConvertUnicodeToANSI( szBuf, szString, sizeof(szString) );
	len = strlen( szString );
	if ( len && szString[len-1] != '\n' && szString[len-1] != '\r' )
	{
		Q_strncat( szString, "\n", sizeof(szString), 1 );
	}

	const wchar_t *pVoicePrefix = g_pVGuiLocalize->Find( "#Voice" );
	g_pVGuiLocalize->ConvertUnicodeToANSI( pVoicePrefix, szPrefix, sizeof(szPrefix) );
	
	ChatPrintf( client, CHAT_FILTER_NONE, "%c(%s) %s%c: %s", COLOR_PLAYERNAME, szPrefix, GetDisplayedSubtitlePlayerName( client ), COLOR_NORMAL, ConvertCRtoNL( szString ) );

	SetVoiceSubtitleState( false );
}
Beispiel #3
0
//-----------------------------------------------------------------------------
// Purpose: Reads in a player's Chat text from the server
//-----------------------------------------------------------------------------
void CBaseHudChat::MsgFunc_SayText2( bf_read &msg )
{
	// Got message during connection
	if ( !g_PR )
		return;

	int client = msg.ReadByte();
	bool bWantsToChat = msg.ReadByte();

	wchar_t szBuf[6][256];
	char untranslated_msg_text[256];
	wchar_t *msg_text = ReadLocalizedString( msg, szBuf[0], sizeof( szBuf[0] ), false, untranslated_msg_text, sizeof( untranslated_msg_text ) );

	// keep reading strings and using C format strings for subsituting the strings into the localised text string
	ReadChatTextString ( msg, szBuf[1], sizeof( szBuf[1] ) );		// player name
	ReadChatTextString ( msg, szBuf[2], sizeof( szBuf[2] ) );		// chat text
	ReadLocalizedString( msg, szBuf[3], sizeof( szBuf[3] ), true );
	ReadLocalizedString( msg, szBuf[4], sizeof( szBuf[4] ), true );

	g_pVGuiLocalize->ConstructString( szBuf[5], sizeof( szBuf[5] ), msg_text, 4, szBuf[1], szBuf[2], szBuf[3], szBuf[4] );

	char ansiString[512];
	g_pVGuiLocalize->ConvertUnicodeToANSI( ConvertCRtoNL( szBuf[5] ), ansiString, sizeof( ansiString ) );

	if ( bWantsToChat )
	{
		int iFilter = CHAT_FILTER_NONE;

		if ( client > 0 && (g_PR->GetTeam( client ) != g_PR->GetTeam( GetLocalPlayerIndex() )) )
		{
			iFilter = CHAT_FILTER_PUBLICCHAT;
		}

		// print raw chat text
		ChatPrintf( client, iFilter, "%s", ansiString );

		Msg( "%s\n", RemoveColorMarkup(ansiString) );

		CLocalPlayerFilter filter;
		C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HudChat.Message" );
	}
	else
	{
		// print raw chat text
		ChatPrintf( client, GetFilterForString( untranslated_msg_text), "%s", ansiString );
	}
}
Beispiel #4
0
void CBaseHudChat::Printf( int iFilter, const char *fmt, ... )
{
	va_list marker;
	char msg[4096];

	va_start(marker, fmt);
	Q_vsnprintf(msg, sizeof( msg), fmt, marker);
	va_end(marker);

	ChatPrintf( 0, iFilter, "%s", msg );
}
Beispiel #5
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseHudChat::FireGameEvent( IGameEvent *event )
{
#ifndef _XBOX
	const char *eventname = event->GetName();

	if ( Q_strcmp( "hltv_chat", eventname ) == 0 )
	{
		C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();

		if ( !player )
			return;
		
		ChatPrintf( player->entindex(), CHAT_FILTER_NONE, "(SourceTV) %s", event->GetString( "text" ) );
	}
#endif
}
Beispiel #6
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pszName - 
//			iSize - 
//			*pbuf - 
//-----------------------------------------------------------------------------
void CHudChat::MsgFunc_SayText( bf_read &msg )
{
	char szString[256];

	int client = msg.ReadByte();
	msg.ReadString( szString, sizeof(szString) );
	bool bWantsToChat = msg.ReadByte();
	
	if ( bWantsToChat )
	{
		// print raw chat text
		 ChatPrintf( client, "%s", szString );
	}
	else
	{
		// try to lookup translated string
		 Printf( "%s", hudtextmessage->LookupString( szString ) );
	}

	Msg( "%s", szString );
}
Beispiel #7
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pszName - 
//			iSize - 
//			*pbuf - 
//-----------------------------------------------------------------------------
void CBaseHudChat::MsgFunc_SayText( bf_read &msg )
{
	char szString[256];

	int client = msg.ReadByte();
	msg.ReadString( szString, sizeof(szString) );
	bool bWantsToChat = msg.ReadByte();

	if ( bWantsToChat )
	{
		// print raw chat text
		ChatPrintf( client, CHAT_FILTER_NONE, "%s", szString );
	}
	else
	{
		// try to lookup translated string
		Printf( CHAT_FILTER_NONE, "%s", hudtextmessage->LookupString( szString ) );
	}

	CLocalPlayerFilter filter;
	C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HudChat.Message" );

	Msg( "%s", szString );
}