if(sourcemsgstr != "" && ret != 0)
{
- if(ret < 0) // fake
+ if(ret < 0) // faked message, because the player is muted
{
sprint(source, sourcemsgstr);
if(sourcecmsgstr != "" && !privatesay)
centerprint(source, sourcecmsgstr);
}
- else if(privatesay)
+ else if(privatesay) // private message, between 2 people only, not sent to server console
{
sprint(source, sourcemsgstr);
sprint(privatesay, msgstr);
if(cmsgstr != "")
centerprint(privatesay, cmsgstr);
}
- else if(teamsay > 0)
+ else if(teamsay > 0) // team message, only sent to team mates
{
sprint(source, sourcemsgstr);
+ //print(msgstr); // send to server console too
if(sourcecmsgstr != "")
centerprint(source, sourcecmsgstr);
FOR_EACH_REALPLAYER(head) if(head.team == source.team)
centerprint(head, cmsgstr);
}
}
- else if(teamsay < 0)
+ else if(teamsay < 0) // spectator message, only sent to spectators
{
sprint(source, sourcemsgstr);
+ //print(msgstr); // send to server console too
FOR_EACH_REALCLIENT(head) if(head.classname != "player")
if(head != source)
sprint(head, msgstr);
}
- else if(sourcemsgstr != msgstr)
+ else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players
{
sprint(source, sourcemsgstr);
+ //print(msgstr); // send to server console too
FOR_EACH_REALCLIENT(head)
if(head != source)
sprint(head, msgstr);
}
else
- bprint(msgstr);
+ bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too.
}
return ret;