It's not a very difficult problem, so I can see no tutorial being written,
say text is dealt with in client.cpp, Host_Say function. Something like
this should do:

        CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance(
pEntity );

        BOOL playerDead = ( FNullEnt( pPlayer->pev )                      ||
                            FNullEnt(pPlayer->edict())                    ||
                            FStrEq( STRING( pPlayer->pev->netname ), "" ) ||
                            !pPlayer->IsAlive()
                          );
...
        while ( ((client = (CBasePlayer*)UTIL_FindEntityByClassname(
client, "player" )) != NULL) && (!FNullEnt(client->edict())) )
        {
....
                // Dead players can't talk to alive ones
                if ( playerDead && client->IsAlive() )
                        continue;

....

Just keeps the entity dll from forwarding the messages for dead players to
other non-dead players.. ;).

At 12:05 PM 10/20/2003 -0400, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
hey guys i have another good question that i hope you can help me out
with. we have a multiplayer team based mod in development and one thing
that i dont like is that dead people in spectator mode can still talk
(voice comm and text) to any players that are alive in the game. basically
i wanna shut them up so they cant be giving away info (cheating) to there
team. how would i go about doing this? or even where would i start. ive
looked through the sdk and i cant seem to find anything... even the
internet doesnt have a tutorial on this subject. once i figure this out im
going to write one. thanks alot again!

--


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