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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