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 player msg hack is code-redundant and can't handle clientnum 
Very Annoying
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and here is the fix Smile
Code:
static void PlayerConsoleOut_conf(std::istream &s)
{
                    int receiver = se_ReadUser(s);

          tString msg_core;
                    msg_core.ReadLine( s, true );
 
                    tColoredString toServer;
                    se_AppendChat( toServer, msg_core );
                    toServer << '\n';
 
                    // log locally
                    sn_ConsoleOut(toServer,0);
 
                    // send to receiver
                    sn_ConsoleOut(toServer, receiver);
                    return;
}

static tConfItemFunc PlayerConsoleOut_c("PLAYER_MESSAGE",&PlayerConsoleOut_conf);


so this version of player_message can handle client numbers and doesn't repeat the code to get the client num a given player has

this version obeys to the same rules as kick, ban, kill, silence, voice, allow_team_change_player, disallow_team_change_player like wrtl says Razz

btw, he also said that
wrtlprnft, in #armagetron wrote:
with your version ed's scripts will screw up if you have a player named 1, but with the player ID 7
which is true
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thats really good, but u dont usually get players named 1/2/3

if u do they are usually noobs, who u dont wanna message

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A key that opens many doors is a master key. A lock that is opened by many keys is a shit lock
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Reply with quote
it also applies to kicking, banning and all things related to pointing a player

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Very Annoying
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that's for better integration...except it implies some rewrite of the ctwf scripts...that's why voodoo could not accept it(d'uh we lazy french ppl Very Happy)
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