You would probably need to hook pfnAlertMessage to get those, I could be
wrong.

- voogru

-----Original Message-----
From: Brian A. Stumm [mailto:[EMAIL PROTECTED]
Sent: Monday, February 09, 2004 7:36 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Server say (chat) messages

On Mon, 9 Feb 2004, Jeffrey "botman" Broome wrote:

> Brian A. Stumm wrote:
>
> > Can I get a push in the right direction here?
> >
> > I'm looking to capture with metamod "say" messages that are typed to
the
> > console (and later probably will want for remote console - rcon).
> >
> > I've logged hundreds of megs of data reflecting all pfnMessageBegin,
> > WriteByte, WriteString (and the rest) as well as hooking
pfnServerCommand
> > and logging any of those that come through. Not a damn one of the
lines in
> > this 500+ megs of text looks remotely like a "Server say" message.
And
> > with voting etc my server "says" stuff all the time.
>
> In the default SDK code, chat messages are handled with the "say"
> command in ClientCommand() found in the client.cpp file...
>
> if ( FStrEq(pcmd, "say" ) )
> {
>     Host_Say( pEntity, 0 );
> }
>
> Host_Say() will propagate the text message to all clients.  Other MODs
> may do this differently (server voting, etc. might not work the same
way).

Forgive my ignorance here Im thinking perhaps I was misunderstood. I am
ALREADY getting say and say_team commands that the PLAYERS issue but do
not get server says via that. What I am looking for is if I the server
owner sit down in front of my linux box and at the hlds console type
"say
hello world". Your saying this comes from ClientCommand? ClientCommand
has
a pEntity with it? Whats the pEntity for the server itself?


void ClientCommand( edict_t * pEntity )
{

        // don't care about bots
        if (pEntity->v.flags & FL_FAKECLIENT)
                RETURN_META(MRES_IGNORED);

        // is it a "say" client command to all players
        if (strcmp(CMD_ARGV(0), "say") == 0)
        {



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