on my server.. My biggest problem is people continue to use the basecomm portion! That causes the poerson who muted/gaged/silenced to get reported as console...
Code:
#include <sourcemod>
#include <sdktools>
#undef REQUIRE_PLUGIN
#include <adminmenu>
#pragma semicolon 1
public Plugin:myinfo =
{
name = "Basic Comm Control",
author = "AlliedModders LLC",
description = "Provides methods of controlling communication.",
version = "no menu 0.1",
url = "http://www.sourcemod.net/"
};
new bool:g_Muted[MAXPLAYERS+1]; // Is the player muted?
new bool:g_Gagged[MAXPLAYERS+1]; // Is the player gagged?
new Handle:g_Cvar_Deadtalk = INVALID_HANDLE; // Holds the handle for sm_deadtalk
new Handle:g_Cvar_Alltalk = INVALID_HANDLE; // Holds the handle for sv_alltalk
new bool:g_Hooked = false; // Tracks if we've hooked events for deadtalk
new Handle:hTopMenu = INVALID_HANDLE;
new g_GagTarget[MAXPLAYERS+1];
#include "basecomm/gag.sp"
#include "basecomm/natives.sp"
#include "basecomm/forwards.sp"
public APLRes:AskPluginLoad2(Handle:myself, bool:late, String:error[], err_max)
{
CreateNative("BaseComm_IsClientGagged", Native_IsClientGagged);
CreateNative("BaseComm_IsClientMuted", Native_IsClientMuted);
CreateNative("BaseComm_SetClientGag", Native_SetClientGag);
CreateNative("BaseComm_SetClientMute", Native_SetClientMute);
RegPluginLibrary("basecomm");
return APLRes_Success;
}
public OnPluginStart()
{
LoadTranslations("common.phrases");
LoadTranslations("basecomm.phrases");
g_Cvar_Deadtalk = CreateConVar("sm_deadtalk", "0", "Controls how dead communicate. 0 - Off. 1 - Dead players ignore teams. 2 - Dead players talk to living teammates.", 0, true, 0.0, true, 2.0);
g_Cvar_Alltalk = FindConVar("sv_alltalk");
RegAdminCmd("sm_mute", Command_Mute, ADMFLAG_CHAT, "sm_mute <player> - Removes a player's ability to use voice.");
RegAdminCmd("sm_gag", Command_Gag, ADMFLAG_CHAT, "sm_gag <player> - Removes a player's ability to use chat.");
RegAdminCmd("sm_silence", Command_Silence, ADMFLAG_CHAT, "sm_silence <player> - Removes a player's ability to use voice or chat.");
RegAdminCmd("sm_unmute", Command_Unmute, ADMFLAG_CHAT, "sm_unmute <player> - Restores a player's ability to use voice.");
RegAdminCmd("sm_ungag", Command_Ungag, ADMFLAG_CHAT, "sm_ungag <player> - Restores a player's ability to use chat.");
RegAdminCmd("sm_unsilence", Command_Unsilence, ADMFLAG_CHAT, "sm_unsilence <player> - Restores a player's ability to use voice and chat.");
HookConVarChange(g_Cvar_Deadtalk, ConVarChange_Deadtalk);
HookConVarChange(g_Cvar_Alltalk, ConVarChange_Alltalk);
/* Account for late loading
new Handle:topmenu;
if (LibraryExists("adminmenu") && ((topmenu = GetAdminTopMenu()) != INVALID_HANDLE))
{
OnAdminMenuReady(topmenu);
}
*/
// Normally, OnClientSayCommand would be aqequate and more appropirate here, but it does
// not catch attempted chat triggers, which we also want to be blocked if a player is gagged.
AddCommandListener(Command_Say, "say");
AddCommandListener(Command_Say, "say_team");
new String:gameDir[64];
GetGameFolderName(gameDir, sizeof(gameDir));
if (StrEqual(gameDir, "insurgency", false))
{
AddCommandListener(Command_Say, "say2");
}
else if (StrEqual(gameDir, "nucleardawn", false))
{
AddCommandListener(Command_Say, "say_squad");
}
}
public ConVarChange_Deadtalk(Handle:convar, const String:oldValue[], const String:newValue[])
{
if (GetConVarInt(g_Cvar_Deadtalk))
{
HookEvent("player_spawn", Event_PlayerSpawn, EventHookMode_Post);
HookEvent("player_death", Event_PlayerDeath, EventHookMode_Post);
g_Hooked = true;
}
else if (g_Hooked)
{
UnhookEvent("player_spawn", Event_PlayerSpawn);
UnhookEvent("player_death", Event_PlayerDeath);
g_Hooked = false;
}
}
public bool:OnClientConnect(client, String:rejectmsg[], maxlen)
{
g_Gagged[client] = false;
g_Muted[client] = false;
return true;
}
public Action:Command_Say(client, const String:command[], argc)
{
if (client)
{
if (g_Gagged[client])
{
return Plugin_Stop;
}
}
return Plugin_Continue;
}
public ConVarChange_Alltalk(Handle:convar, const String:oldValue[], const String:newValue[])
{
new mode = GetConVarInt(g_Cvar_Deadtalk);
for (new i = 1; i <= MaxClients; i++)
{
if (!IsClientInGame(i))
{
continue;
}
if (g_Muted[i])
{
SetClientListeningFlags(i, VOICE_MUTED);
}
else if (GetConVarBool(g_Cvar_Alltalk))
{
SetClientListeningFlags(i, VOICE_NORMAL);
}
else if (!IsPlayerAlive(i))
{
if (mode == 1)
{
SetClientListeningFlags(i, VOICE_LISTENALL);
}
else if (mode == 2)
{
SetClientListeningFlags(i, VOICE_TEAM);
}
}
}
}
public Event_PlayerSpawn(Handle:event, const String:name[], bool:dontBroadcast)
{
new client = GetClientOfUserId(GetEventInt(event, "userid"));
if (!client)
{
return;
}
if (g_Muted[client])
{
SetClientListeningFlags(client, VOICE_MUTED);
}
else
{
SetClientListeningFlags(client, VOICE_NORMAL);
}
}
public Event_PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
{
new client = GetClientOfUserId(GetEventInt(event, "userid"));
if (!client)
{
return;
}
if (g_Muted[client])
{
SetClientListeningFlags(client, VOICE_MUTED);
return;
}
if (GetConVarBool(g_Cvar_Alltalk))
{
SetClientListeningFlags(client, VOICE_NORMAL);
return;
}
new mode = GetConVarInt(g_Cvar_Deadtalk);
if (mode == 1)
{
SetClientListeningFlags(client, VOICE_LISTENALL);
}
else if (mode == 2)
{
SetClientListeningFlags(client, VOICE_TEAM);
}
}
Just wanna make sure I've done nothing game breaking here.. Everything with sourcecomms seems to be working fine.. Also how can I share this in the forums post so that people can use this? I know im not allowed to post edits to official plugins!