nuclide/base/src/client/game_event.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
void
Game_Parse_Event(float fHeader)
{
switch (fHeader) {
case EV_CHAT:
float fSender = readbyte();
float fTeam = readbyte();
string sMessage = readstring();
CSQC_Parse_Print(sprintf("%s: %s", getplayerkeyvalue(fSender, "name"), sMessage), PRINT_CHAT);
break;
case EV_CHAT_TEAM:
float fSender2 = readbyte();
float fTeam2 = readbyte();
string sMessage2 = readstring();
CSQC_Parse_Print(sprintf("[TEAM] %s: %s", getplayerkeyvalue(fSender2, "name"), sMessage2), PRINT_CHAT);
break;
}
}