//----------------------------------------------------------------------------- // 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 ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int C_TF_PlayerResource::GetCountForPlayerClass( int iTeam, int iClass, bool bExcludeLocalPlayer /*=false*/ ) { int count = 0; int iLocalPlayerIndex = GetLocalPlayerIndex(); for ( int i = 1 ; i <= MAX_PLAYERS ; i++ ) { if ( bExcludeLocalPlayer && ( i == iLocalPlayerIndex ) ) { continue; } if ( ( GetTeam( i ) == iTeam ) && ( GetPlayerClass( i ) == iClass ) ) { count++; } } return count; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDoDHudHealth::OnThink() { BaseClass::OnThink(); C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer(); if ( pPlayer ) { int nTeam = pPlayer->GetTeamNumber(); if ( nTeam == TEAM_ALLIES || nTeam == TEAM_AXIS ) { C_DODTeam *pTeam = dynamic_cast<C_DODTeam *>( GetGlobalTeam( nTeam ) ); C_DOD_PlayerResource *dod_PR = dynamic_cast<C_DOD_PlayerResource *>( g_PR ); int nClass = dod_PR->GetPlayerClass( GetLocalPlayerIndex() ); if ( nClass != PLAYERCLASS_UNDEFINED ) { if ( ( nClass != m_nPrevClass ) || ( nTeam != TEAM_INVALID && ( nTeam == TEAM_AXIS || nTeam == TEAM_ALLIES ) && nTeam != m_nPrevTeam ) ) { m_nPrevClass = nClass; m_nPrevTeam = nTeam; if ( m_pClassImage ) { m_pClassImage->SetImage( ( pTeam->GetPlayerClassInfo( nClass ) ).m_szClassHealthImage ); } if ( m_pClassImageBG ) { m_pClassImageBG->SetImage( ( pTeam->GetPlayerClassInfo( nClass ) ).m_szClassHealthImageBG ); } } } } } }
void C_Camera::CalcChaseCamView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov) { C_SDKPlayer *pLocal = C_SDKPlayer::GetLocalSDKPlayer(); C_BaseEntity *pTarget = NULL; if ((pLocal->m_nButtons & IN_ZOOM) && !pLocal->IsObserver() && g_PR->GetTeamPosType(GetLocalPlayerIndex()) == POS_GK && GetMatchBall() && Sign(GetMatchBall()->GetLocalOrigin().y - SDKGameRules()->m_vKickOff.GetY()) == pLocal->GetTeam()->m_nForward) { CalcHawkEyeView(eyeOrigin, eyeAngles, fov); return; } if (pLocal->IsObserver()) pTarget = GetTarget(); else pTarget = pLocal; if (!pTarget || !pTarget->GetBaseAnimating() && !pTarget->GetModel()) { CalcRoamingView( eyeOrigin, eyeAngles, fov ); return; } eyeOrigin = pTarget->EyePosition(); eyeAngles = pTarget->EyeAngles(); const QAngle camAngles = ::input->GetCameraAngles(); Vector &camOffset = ::input->GetCameraOffset(); float dist = cl_cam_firstperson.GetBool() ? -10 : cl_cam_dist.GetFloat(); float height = cl_cam_firstperson.GetBool() ? 8 : cl_cam_height.GetFloat(); if (pLocal->IsObserver() && GetCamMode() == CAM_MODE_LOCKED_CHASE && !dynamic_cast<C_MatchBall *>(pTarget)) { camOffset[PITCH] = eyeAngles[PITCH]; camOffset[YAW] = eyeAngles[YAW]; } else { camOffset[PITCH] = camAngles[PITCH]; camOffset[YAW] = camAngles[YAW]; } if (camOffset[PITCH] >= 0) { camOffset[ROLL] = dist; } else { float coeff = clamp(cos(DEG2RAD(camOffset[PITCH] + 90)), 0.001f, 1.0f); camOffset[ROLL] = min((VEC_VIEW.z + height - 5) / coeff, dist); } eyeAngles[PITCH] = camOffset[PITCH]; eyeAngles[YAW] = camOffset[YAW]; eyeAngles[ROLL] = 0; Vector camForward, camRight, camUp; AngleVectors(eyeAngles, &camForward, &camRight, &camUp); VectorMA(eyeOrigin, -camOffset[ROLL], camForward, eyeOrigin); eyeOrigin.z += height; if (!pLocal->IsObserver()) { // Apply a smoothing offset to smooth out prediction errors. Vector vSmoothOffset; pLocal->GetPredictionErrorSmoothingVector( vSmoothOffset ); eyeOrigin += Vector(vSmoothOffset.x, vSmoothOffset.y, 0); } fov = pLocal->GetFOV(); }