(svn r6932) -Codechange: Send server messages with format NETWORK_ACTION_SERVER_MESSAGE so it is
general colour like the rest of the server messages. Spectators speak in grey.
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								network.c
									
									
									
									
									
								
							
							
						
						
									
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								network.c
									
									
									
									
									
								
							@@ -130,11 +130,17 @@ void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send
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	va_end(va);
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	switch (action) {
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		case NETWORK_ACTION_SERVER_MESSAGE:
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			color = 1;
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			snprintf(message, sizeof(message), "*** %s", buf);
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			break;
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		case NETWORK_ACTION_JOIN:
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			color = 1;
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			GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp));
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			snprintf(message, sizeof(message), "*** %s %s", name, temp);
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			break;
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		case NETWORK_ACTION_LEAVE:
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			color = 1;
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			GetString(temp, STR_NETWORK_ERR_LEFT, lastof(temp));
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			snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
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			break;
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@@ -303,13 +309,13 @@ void CheckMinPlayers(void)
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		_min_players_paused = true;
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		DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
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		NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
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		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
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	} else {
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		if (!_min_players_paused) return;
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		_min_players_paused = false;
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		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
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		NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
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		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
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	}
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}
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@@ -605,7 +611,7 @@ void NetworkCloseClient(NetworkClientState *cs)
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	/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
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	if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
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		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
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		NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
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		NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
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	}
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	closesocket(cs->socket);
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@@ -98,6 +98,7 @@ typedef enum {
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typedef enum {
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	NETWORK_ACTION_JOIN,
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	NETWORK_ACTION_LEAVE,
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	NETWORK_ACTION_SERVER_MESSAGE,
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	NETWORK_ACTION_CHAT,
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	NETWORK_ACTION_CHAT_COMPANY,
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	NETWORK_ACTION_CHAT_CLIENT,
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@@ -752,7 +752,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
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			/* Now pause the game till the client is in sync */
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			DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
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			NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
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			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (incoming client)", NETWORK_SERVER_INDEX);
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		}
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	} else {
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		// Wrong status for this packet, give a warning to client, and close connection
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@@ -958,7 +958,7 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
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		if (_network_pause_on_join) {
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			DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
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			NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
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			NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (client connected)", NETWORK_SERVER_INDEX);
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		}
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		CheckMinPlayers();
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@@ -30,10 +30,9 @@
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uint16 GetDrawStringPlayerColor(PlayerID player)
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{
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	/* Get the color for DrawString-subroutines which matches the color of the
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	 * player
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	 */
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	if (player == PLAYER_SPECTATOR || player == PLAYER_SPECTATOR - 1) return 1;
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	/* Get the color for DrawString-subroutines which matches the color
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	 * of the player */
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	if (!IsValidPlayer(player)) return _colour_gradient[COLOUR_WHITE][4] | IS_PALETTE_COLOR;
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	return (_colour_gradient[_player_colors[player]][4]) | IS_PALETTE_COLOR;
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}
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