27 #define CHAT_NOSPECTATORS() ((autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !warmup_stage)) 29 int Say(
entity source,
int teamsay,
entity privatesay,
string msgin,
bool floodcontrol);
float nearest_length[NUM_NEAREST_ENTITIES]
float autocvar_g_chat_flood_spl_team
float autocvar_g_chat_flood_lmax_team
void DebugPrintToChatTeam(int team_num, string text)
Print the string to chat of all clients of the specified team if the server cvar "developer" is not 0...
float floodcontrol_chatteam
float autocvar_g_chat_flood_lmax_tell
bool autocvar_g_chat_flood_notify_flooder
bool autocvar_g_chat_teamcolors
string formatmessage(entity this, string msg)
void PrintToChatTeam(int team_num, string text)
Print the string to chat of all clients of the specified team.
entity nearest_entity[NUM_NEAREST_ENTITIES]
float autocvar_g_chat_flood_burst_team
bool autocvar_g_chat_tellprivacy
float autocvar_g_chat_flood_burst
float autocvar_g_chat_flood_spl_tell
const float NUM_NEAREST_ENTITIES
vector(float skel, float bonenum) _skel_get_boneabs_hidden
float floodcontrol_voiceteam
int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol)
message "": do not say, just test flood control return value: 1 = accept 0 = reject -1 = fake accept ...
void PrintToChat(entity client, string text)
Print the string to the client's chat.
int autocvar_g_chat_nospectators
void DebugPrintToChatAll(string text)
Prints the string to all clients' chat if the server cvar "developer" is not 0.
float autocvar_g_chat_flood_spl
string NearestLocation(vector p)
void PrintToChatAll(string text)
Prints the string to all clients' chat.
float autocvar_g_chat_flood_lmax
float autocvar_g_chat_flood_burst_tell
void DebugPrintToChat(entity client, string text)
Print the string to the client's chat if the server cvar "developer" is not 0.
float floodcontrol_chattell