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SourceMod Developer
Join Date: Sep 2004
Location: WI, USA
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01-03-2005
, 18:05
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#7
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Like I said, you can't access pfnDrawSetTextColor server-side...
Yes, there are messages, such as SayText. But there are not any arguments for dealing with color for such a message. If a mod had such a message for printing normal text (not HUD text) in different colors, then of course something like that would be possible. But in CS, that doesn't seem to be the case. You'd have to use HUD messages to use different colors...
Messages aren't exactly direct access to the client anyways. The client DLL has hooks/callbacks set up for what to do when a message is received from the server. I would agree with Geesu here that the client determines the color based on what team the talking player is on.
When a player talks with say or say_team, that information is sent to the server. The server then will send a SayText message to all clients that should be able to see that message, which would be different depending on whether or not that player is dead or if he or she used say_team. The client DLL must have a hook set up for SayText. So when the client receives the SayText message from the server, it will determine how that text should be displayed on the player's screen. The first argument of SayText is the entity index of the player who sent the message. The client DLL must use that information to determine what team the player is on and then use the appropriate color. Then after that, it's actually displayed on the player's screens.
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エル・プサイ・コングルゥ
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