//----------------------------------------------------------------------------- // 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 ); } }
//----------------------------------------------------------------------------- // 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 ); } }