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Engine.PlayerPawn


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//=============================================================================
// PlayerPawn.
// player controlled pawns
// Note that Pawns which implement functions for the PlayerTick messages
// must handle player control in these functions
//=============================================================================
class PlayerPawn expands Pawn
    config(user)
    native
    nativereplication;

// Player info.
var const player Player;
var globalconfig string Password;   // for restarting coop savegames

var travel    float DodgeClickTimer; // max double click interval for dodge move
var(Movement) globalconfig float    DodgeClickTime;
var(Movement) globalconfig float Bob;
var           float             LandBob, AppliedBob;
var float bobtime;

// Camera info.
var int ShowFlags;
var int RendMap;
var int Misc1;
var int Misc2;

var actor ViewTarget;
var vector FlashScale, FlashFog;
var HUD myHUD;
var ScoreBoard Scoring;
var class<hud> HUDType;
var class<scoreboard> ScoringType;

var float DesiredFlashScale, ConstantGlowScale, InstantFlash;
var vector DesiredFlashFog, ConstantGlowFog, InstantFog;
var globalconfig float DesiredFOV;
var globalconfig float DefaultFOV;

// Music info.
var music Song;
var byte  SongSection;
var byte  CdTrack;
var EMusicTransition Transition;

var float shaketimer; // player uses this for shaking view
var int shakemag;   // max magnitude in degrees of shaking
var float shakevert; // max vertical shake magnitude
var float maxshake;
var float verttimer;
var(Pawn) class<carcass> CarcassType;
var travel globalconfig float MyAutoAim;
var travel globalconfig float Handedness;
var(Sounds) sound JumpSound;

// Player control flags
var bool        bAdmin;
var() globalconfig bool         bLookUpStairs;  // look up/down stairs (player)
var() globalconfig bool     bSnapToLevel;   // Snap to level eyeheight when not mouselooking
var() globalconfig bool     bAlwaysMouseLook;
var globalconfig bool       bKeyboardLook;  // no snapping when true
var bool        bWasForward;    // used for dodge move 
var bool        bWasBack;
var bool        bWasLeft;
var bool        bWasRight;
var bool        bEdgeForward;
var bool        bEdgeBack;
var bool        bEdgeLeft;
var bool        bEdgeRight;
var bool        bIsCrouching;
var bool        bShakeDir;          
var bool        bAnimTransition;
var bool        bIsTurning;
var bool        bFrozen;
var bool        bBadConnectionAlert;
var globalconfig bool   bInvertMouse;
var bool        bShowScores;
var bool        bShowMenu;
var bool        bSpecialMenu;
var bool        bWokeUp;
var bool        bPressedJump;
var bool        bUpdatePosition;
var bool        bDelayedCommand;
var bool        bRising;
var bool        bReducedVis;
var bool        bCenterView;
var() globalconfig bool bMaxMouseSmoothing;
var bool        bMouseZeroed;
var bool        bReadyToPlay;
var globalconfig bool bNoFlash;
var globalconfig bool bNoVoices;
var globalconfig bool bMessageBeep;
var bool        bZooming;
var() bool      bSinglePlayer;      // this class allowed in single player
var bool        bJustFired;
var bool        bJustAltFired;
var bool        bIsTyping;
var bool        bFixedCamera;
var globalconfig bool   bNeverAutoSwitch;   // if true, don't automatically switch to picked up weapon
var bool        bJumpStatus;    // used in net games
var bool        bUpdating;
var bool        bCheatsEnabled;

var float       ZoomLevel;

var class<menu> SpecialMenu;
var string DelayedCommand;
var globalconfig float  MouseSensitivity;

var globalconfig name   WeaponPriority[50]; //weapon class priorities (9 is highest)

var float SmoothMouseX, SmoothMouseY, BorrowedMouseX, BorrowedMouseY;
var() globalconfig float MouseSmoothThreshold;
var float MouseZeroTime;

// Input axes.
var input float 
    aBaseX, aBaseY, aBaseZ,
    aMouseX, aMouseY,
    aForward, aTurn, aStrafe, aUp, 
    aLookUp, aExtra4, aExtra3, aExtra2,
    aExtra1, aExtra0;

// Move Buffering.
var SavedMove SavedMoves;
var SavedMove FreeMoves;
var SavedMove PendingMove;
var float CurrentTimeStamp,LastUpdateTime,ServerTimeStamp,TimeMargin, ClientUpdateTime;
var globalconfig float MaxTimeMargin;

// Progess Indicator.
var string ProgressMessage[8];
var color ProgressColor[8];
var float ProgressTimeOut;

// Localized strings
var localized string QuickSaveString;
var localized string NoPauseMessage;
var localized string ViewingFrom;
var localized string OwnCamera;
var localized string FailedView;

// ReplicationInfo
var GameReplicationInfo GameReplicationInfo;

// ngWorldStats Logging
var() globalconfig private string ngWorldSecret;
var() globalconfig bool ngSecretSet;
var bool ReceivedSecretChecksum;

// Remote Pawn ViewTargets
var rotator TargetViewRotation; 
var float TargetEyeHeight;
var vector TargetWeaponViewOffset;

// Demo recording view rotation
var int DemoViewPitch;
var int DemoViewYaw;

var float LastPlaySound;

// text message sending
var float LastMessageWindow;

replication
{
    // Things the server should send to the client.
    reliable if( bNetOwner && Role==ROLE_Authority )
        ViewTarget, ScoringType, HUDType, GameReplicationInfo, bFixedCamera, bCheatsEnabled;
    unreliable if ( bNetOwner && Role==ROLE_Authority )
        TargetViewRotation, TargetEyeHeight, TargetWeaponViewOffset;
    reliable if( bDemoRecording && Role==ROLE_Authority )
        DemoViewPitch, DemoViewYaw;

    // Things the client should send to the server
    reliable if ( Role<ROLE_Authority )
        Password, bReadyToPlay;

    // Functions client can call.
    unreliable if( Role<ROLE_Authority )
        CallForHelp;
    reliable if( Role<ROLE_Authority )
        ShowPath, RememberSpot, Speech, Say, TeamSay, RestartLevel, SwitchWeapon, Pause, SetPause, ServerSetHandedness,
        PrevItem, ActivateItem, ShowInventory, Grab, ServerFeignDeath, ServerSetWeaponPriority,
        ChangeName, ChangeTeam, God, Suicide, ViewClass, ViewPlayerNum, ViewSelf, ViewPlayer, ServerSetSloMo, ServerAddBots,
        PlayersOnly, ThrowWeapon, ServerRestartPlayer, NeverSwitchOnPickup, BehindView, ServerNeverSwitchOnPickup, 
        PrevWeapon, NextWeapon, GetWeapon, ServerReStartGame, ServerUpdateWeapons, ServerTaunt, ServerChangeSkin,
        SwitchLevel, SwitchCoopLevel, Kick, KickBan, KillAll, Summon, ActivateTranslator, Admin, AdminLogin, AdminLogout, Typing, Mutate;
    unreliable if( Role<ROLE_Authority )
        ServerMove, Fly, Walk, Ghost;

    // Functions server can call.
    reliable if( Role==ROLE_Authority && !bDemoRecording )
        ClientTravel;
    reliable if( Role==ROLE_Authority )
        ClientReliablePlaySound, ClientReplicateSkins, ClientAdjustGlow, ClientChangeTeam, ClientSetMusic, StartZoom, ToggleZoom, StopZoom, EndZoom, SetDesiredFOV, ClearProgressMessages, SetProgressColor, SetProgressMessage, SetProgressTime, ClientWeaponEvent;
    unreliable if( Role==ROLE_Authority )
        SetFOVAngle, ClientShake, ClientFlash, ClientInstantFlash;
    unreliable if( Role==ROLE_Authority && !bDemoRecording )
        ClientPlaySound;
    unreliable if( RemoteRole==ROLE_AutonomousProxy )//***
        ClientAdjustPosition;
}

//
// native client-side functions.
//
native event ClientTravel( string URL, ETravelType TravelType, bool bItems );
native(544) final function ResetKeyboard();
native(546) final function UpdateURL(string NewOption, string NewValue, bool bSaveDefault);
native final function string GetDefaultURL(string Option);
native final function LevelInfo GetEntryLevel();
native final function string GetPlayerNetworkAddress();
// Execute a console command in the context of this player, then forward to Actor.ConsoleCommand.
native function string ConsoleCommand( string Command );
native function CopyToClipboard( string Text );
native function string PasteFromClipboard();

function InitPlayerReplicationInfo()
{
    Super.InitPlayerReplicationInfo();

    PlayerReplicationInfo.bAdmin = bAdmin;
}

event PreClientTravel()
{
}

exec function Ping()
{
    ClientMessage("Current ping is"@PlayerReplicationInfo.Ping);
}

function ClientWeaponEvent(name EventType)
{
    if ( Weapon != None )
        Weapon.ClientWeaponEvent(EventType);
}

simulated event RenderOverlays( canvas Canvas )
{
    if ( Weapon != None )
        Weapon.RenderOverlays(Canvas);

    if ( myHUD != None )
        myHUD.RenderOverlays(Canvas);
}

function ClientReplicateSkins(texture Skin1, optional texture Skin2, optional texture Skin3, optional texture Skin4)
{
    // do nothing (just loading other player skins onto client)
    log("Getting "$Skin1$", "$Skin2$", "$Skin3$", "$Skin4);
    return;
}

function CheckBob(float DeltaTime, float Speed2D, vector Y)
{
    local float OldBobTime;

    OldBobTime = BobTime;
    if ( Speed2D < 10 )
        BobTime += 0.2 * DeltaTime;
    else
        BobTime += DeltaTime * (0.3 + 0.7 * Speed2D/GroundSpeed);
    WalkBob = Y * 0.65 * Bob * Speed2D * sin(6 * BobTime);
    AppliedBob = AppliedBob * (1 - FMin(1, 16 * deltatime));
    if ( LandBob > 0.01 )
    {
        AppliedBob += FMin(1, 16 * deltatime) * LandBob;
        LandBob *= (1 - 8*Deltatime);
    }
    if ( Speed2D < 10 )
        WalkBob.Z = AppliedBob + Bob * 30 * sin(12 * BobTime);
    else
        WalkBob.Z = AppliedBob + Bob * Speed2D * sin(12 * BobTime);
}

exec function ViewPlayerNum(optional int num)
{
    local Pawn P;

    if ( !PlayerReplicationInfo.bIsSpectator && !Level.Game.bTeamGame )
        return;
    if ( num >= 0 )
    {
        P = Pawn(ViewTarget);
        if ( (P != None) && P.bIsPlayer && (P.PlayerReplicationInfo.TeamID == num) )
        {
            ViewTarget = None;
            bBehindView = false;
            return;
        }
        for ( P=Level.PawnList; P!=None; P=P.NextPawn )
            if ( (P.PlayerReplicationInfo != None) && (P.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team)
                && !P.PlayerReplicationInfo.bIsSpectator
                && (P.PlayerReplicationInfo.TeamID == num) )
            {
                if ( P != self )
                {
                    ViewTarget = P;
                    bBehindView = true;
                }
                return;
            }
        return;
    }
    if ( Role == ROLE_Authority )
    {
        ViewClass(class'Pawn', true);
        While ( (ViewTarget != None) 
                && (!Pawn(ViewTarget).bIsPlayer || Pawn(ViewTarget).PlayerReplicationInfo.bIsSpectator) )
            ViewClass(class'Pawn', true);

        if ( ViewTarget != None )
            ClientMessage(ViewingFrom@Pawn(ViewTarget).PlayerReplicationInfo.PlayerName, 'Event', true);
        else
            ClientMessage(ViewingFrom@OwnCamera, 'Event', true);
    }
}

exec function Profile()
{
    //TEMP for performance measurement

    log("Average AI Time"@Level.AvgAITime);
    log(" < 5% "$Level.AIProfile[0]);
    log(" < 10% "$Level.AIProfile[1]);
    log(" < 15% "$Level.AIProfile[2]);
    log(" < 20% "$Level.AIProfile[3]);
    log(" < 25% "$Level.AIProfile[4]);
    log(" < 30% "$Level.AIProfile[5]);
    log(" < 35% "$Level.AIProfile[6]);
    log(" > 35% "$Level.AIProfile[7]);
}

// Execute an administrative console command on the server.
exec function Admin( string CommandLine )
{
    local string Result;
    if( bAdmin )
        Result = ConsoleCommand( CommandLine );
    if( Result!="" )
        ClientMessage( Result );
}

// Login as the administrator.
exec function AdminLogin( string Password )
{
    Level.Game.AdminLogin( Self, Password );
}

// Logout as the administrator.
exec function AdminLogout()
{
    Level.Game.AdminLogout( Self );
}

exec function SShot()
{
    local float b;
    b = float(ConsoleCommand("get ini:Engine.Engine.ViewportManager Brightness"));
    ConsoleCommand("set ini:Engine.Engine.ViewportManager Brightness 1");
    ConsoleCommand("flush");
    ConsoleCommand("shot");
    ConsoleCommand("set ini:Engine.Engine.ViewportManager Brightness "$string(B));
    ConsoleCommand("flush");
}

exec function PlayerList()
{
    local PlayerReplicationInfo PRI;

    log("Player List:");
    ForEach AllActors(class'PlayerReplicationInfo', PRI)
        log(PRI.PlayerName@"( ping"@PRI.Ping$")");
}

//
// Native ClientSide Functions
//

event ReceiveLocalizedMessage( class<LocalMessage> Message, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject )
{
    Message.Static.ClientReceive( Self, Switch, RelatedPRI_1, RelatedPRI_2, OptionalObject );
}

event ClientMessage( coerce string S, optional Name Type, optional bool bBeep )
{
    if (Player == None)
        return;

    if (Type == '')
        Type = 'Event';

    if (Player.Console != None)
        Player.Console.Message( PlayerReplicationInfo, S, Type );
    if (bBeep && bMessageBeep)
        PlayBeepSound();
    if ( myHUD != None )
        myHUD.Message( PlayerReplicationInfo, S, Type );
}

event TeamMessage( PlayerReplicationInfo PRI, coerce string S, name Type, optional bool bBeep  )
{
    if (Player.Console != None)
        Player.Console.Message ( PRI, S, Type );
    if (bBeep && bMessageBeep)
        PlayBeepSound();
    if ( myHUD != None )
        myHUD.Message( PRI, S, Type );
}

function ClientVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID)
{
    local VoicePack V;

    if ( (Sender == None) || (Sender.voicetype == None) || (Player.Console == None) )
        return;
        
    V = Spawn(Sender.voicetype, self);
    if ( V != None )
        V.ClientInitialize(Sender, Recipient, messagetype, messageID);
}

simulated function PlayBeepSound();

//
// Send movement to the server.
// Passes acceleration in components so it doesn't get rounded.
//
function ServerMove
(
    float TimeStamp, 
    vector InAccel, 
    vector ClientLoc,
    bool NewbRun,
    bool NewbDuck,
    bool NewbJumpStatus, 
    bool bFired,
    bool bAltFired,
    bool bForceFire,
    bool bForceAltFire,
    eDodgeDir DodgeMove, 
    byte ClientRoll, 
    int View,
    optional byte OldTimeDelta,
    optional int OldAccel
)
{
    local float DeltaTime, clientErr, OldTimeStamp;
    local rotator DeltaRot, Rot;
    local vector Accel, LocDiff;
    local int maxPitch, ViewPitch, ViewYaw;
    local actor OldBase;
    local bool NewbPressedJump, OldbRun, OldbDuck;
    local eDodgeDir OldDodgeMove;

    // If this move is outdated, discard it.
    if ( CurrentTimeStamp >= TimeStamp )
        return;

    // if OldTimeDelta corresponds to a lost packet, process it first
    if (  OldTimeDelta != 0 )
    {
        OldTimeStamp = TimeStamp - float(OldTimeDelta)/500 - 0.001;
        if ( CurrentTimeStamp < OldTimeStamp - 0.001 )
        {
            // split out components of lost move (approx)
            Accel.X = OldAccel >>> 23;
            if ( Accel.X > 127 )
                Accel.X = -1 * (Accel.X - 128);
            Accel.Y = (OldAccel >>> 15) & 255;
            if ( Accel.Y > 127 )
                Accel.Y = -1 * (Accel.Y - 128);
            Accel.Z = (OldAccel >>> 7) & 255;
            if ( Accel.Z > 127 )
                Accel.Z = -1 * (Accel.Z - 128);
            Accel *= 20;
            
            OldbRun = ( (OldAccel & 64) != 0 );
            OldbDuck = ( (OldAccel & 32) != 0 );
            NewbPressedJump = ( (OldAccel & 16) != 0 );
            if ( NewbPressedJump )
                bJumpStatus = NewbJumpStatus;

            switch (OldAccel & 7)
            {
                case 0:
                    OldDodgeMove = DODGE_None;
                    break;
                case 1:
                    OldDodgeMove = DODGE_Left;
                    break;
                case 2:
                    OldDodgeMove = DODGE_Right;
                    break;
                case 3:
                    OldDodgeMove = DODGE_Forward;
                    break;
                case 4:
                    OldDodgeMove = DODGE_Back;
                    break;
            }
            //log("Recovered move from "$OldTimeStamp$" acceleration "$Accel$" from "$OldAccel);
            MoveAutonomous(OldTimeStamp - CurrentTimeStamp, OldbRun, OldbDuck, NewbPressedJump, OldDodgeMove, Accel, rot(0,0,0));
            CurrentTimeStamp = OldTimeStamp;
        }
    }       

    // View components
    ViewPitch = View/32768;
    ViewYaw = 2 * (View - 32768 * ViewPitch);
    ViewPitch *= 2;
    // Make acceleration.
    Accel = InAccel/10;

    NewbPressedJump = (bJumpStatus != NewbJumpStatus);
    bJumpStatus = NewbJumpStatus;

    // handle firing and alt-firing
    if ( bFired )
    {
        if ( bForceFire && (Weapon != None) )
            Weapon.ForceFire();
        else if ( bFire == 0 )
            Fire(0);
        bFire = 1;
    }
    else
        bFire = 0;


    if ( bAltFired )
    {
        if ( bForceAltFire && (Weapon != None) )
            Weapon.ForceAltFire();
        else if ( bAltFire == 0 )
            AltFire(0);
        bAltFire = 1;
    }
    else
        bAltFire = 0;

    // Save move parameters.
    DeltaTime = TimeStamp - CurrentTimeStamp;
    if ( ServerTimeStamp > 0 )
    {
        // allow 1% error
        TimeMargin += DeltaTime - 1.01 * (Level.TimeSeconds - ServerTimeStamp);
        if ( TimeMargin > MaxTimeMargin )
        {
            // player is too far ahead
            TimeMargin -= DeltaTime;
            if ( TimeMargin < 0.5 )
                MaxTimeMargin = Default.MaxTimeMargin;
            else
                MaxTimeMargin = 0.5;
            DeltaTime = 0;
        }
    }

    CurrentTimeStamp = TimeStamp;
    ServerTimeStamp = Level.TimeSeconds;
    Rot.Roll = 256 * ClientRoll;
    Rot.Yaw = ViewYaw;
    if ( (Physics == PHYS_Swimming) || (Physics == PHYS_Flying) )
        maxPitch = 2;
    else
        maxPitch = 1;
    If ( (ViewPitch > maxPitch * RotationRate.Pitch) && (ViewPitch < 65536 - maxPitch * RotationRate.Pitch) )
    {
        If (ViewPitch < 32768) 
            Rot.Pitch = maxPitch * RotationRate.Pitch;
        else
            Rot.Pitch = 65536 - maxPitch * RotationRate.Pitch;
    }
    else
        Rot.Pitch = ViewPitch;
    DeltaRot = (Rotation - Rot);
    ViewRotation.Pitch = ViewPitch;
    ViewRotation.Yaw = ViewYaw;
    ViewRotation.Roll = 0;
    SetRotation(Rot);

    OldBase = Base;

    // Perform actual movement.
    if ( (Level.Pauser == "") && (DeltaTime > 0) )
        MoveAutonomous(DeltaTime, NewbRun, NewbDuck, NewbPressedJump, DodgeMove, Accel, DeltaRot);

    // Accumulate movement error.
    if ( Level.TimeSeconds - LastUpdateTime > 500.0/Player.CurrentNetSpeed )
        ClientErr = 10000;
    else if ( Level.TimeSeconds - LastUpdateTime > 180.0/Player.CurrentNetSpeed )
    {
        LocDiff = Location - ClientLoc;
        ClientErr = LocDiff Dot LocDiff;
    }

    // If client has accumulated a noticeable positional error, correct him.
    if ( ClientErr > 3 )
    {
        if ( Mover(Base) != None )
            ClientLoc = Location - Base.Location;
        else
            ClientLoc = Location;
        //log("Client Error at "$TimeStamp$" is "$ClientErr$" with acceleration "$Accel$" LocDiff "$LocDiff$" Physics "$Physics);
        LastUpdateTime = Level.TimeSeconds;
        ClientAdjustPosition
        (
            TimeStamp, 
            GetStateName(), 
            Physics, 
            ClientLoc.X, 
            ClientLoc.Y, 
            ClientLoc.Z, 
            Velocity.X, 
            Velocity.Y, 
            Velocity.Z,
            Base
        );
    }
    //log("Server "$Role$" moved "$self$" stamp "$TimeStamp$" location "$Location$" Acceleration "$Acceleration$" Velocity "$Velocity);
}   

function ProcessMove ( float DeltaTime, vector newAccel, eDodgeDir DodgeMove, rotator DeltaRot)
{
    Acceleration = newAccel;
}

final function MoveAutonomous
(   
    float DeltaTime,    
    bool NewbRun,
    bool NewbDuck,
    bool NewbPressedJump, 
    eDodgeDir DodgeMove, 
    vector newAccel, 
    rotator DeltaRot
)
{
    if ( NewbRun )
        bRun = 1;
    else
        bRun = 0;

    if ( NewbDuck )
        bDuck = 1;
    else
        bDuck = 0;
    bPressedJump = NewbPressedJump;

    HandleWalking();
    ProcessMove(DeltaTime, newAccel, DodgeMove, DeltaRot);  
    AutonomousPhysics(DeltaTime);
    //log("Role "$Role$" moveauto time "$100 * DeltaTime$" ("$Level.TimeDilation$")");
}

// ClientAdjustPosition - pass newloc and newvel in components so they don't get rounded

function ClientAdjustPosition
(
    float TimeStamp, 
    name newState, 
    EPhysics newPhysics,
    float NewLocX, 
    float NewLocY, 
    float NewLocZ, 
    float NewVelX, 
    float NewVelY, 
    float NewVelZ,
    Actor NewBase
)
{
    local Decoration Carried;
    local vector OldLoc, NewLocation;

    if ( CurrentTimeStamp > TimeStamp )
        return;
    CurrentTimeStamp = TimeStamp;

    NewLocation.X = NewLocX;
    NewLocation.Y = NewLocY;
    NewLocation.Z = NewLocZ;
    Velocity.X = NewVelX;
    Velocity.Y = NewVelY;
    Velocity.Z = NewVelZ;

    SetBase(NewBase);
    if ( Mover(NewBase) != None )
        NewLocation += NewBase.Location;

    //log("Client "$Role$" adjust "$self$" stamp "$TimeStamp$" location "$Location);
    Carried = CarriedDecoration;
    OldLoc = Location;
    bCanTeleport = false;
    SetLocation(NewLocation);
    bCanTeleport = true;
    if ( Carried != None )
    {
        CarriedDecoration = Carried;
        CarriedDecoration.SetLocation(NewLocation + CarriedDecoration.Location - OldLoc);
        CarriedDecoration.SetPhysics(PHYS_None);
        CarriedDecoration.SetBase(self);
    }
    SetPhysics(newPhysics);

    if ( !IsInState(newState) )
        GotoState(newState);

    bUpdatePosition = true;
}

function ClientUpdatePosition()
{
    local SavedMove CurrentMove;
    local int realbRun, realbDuck;
    local bool bRealJump;

    local float TotalTime, AdjPCol;
    local pawn P;
    local vector Dir;

    bUpdatePosition = false;
    realbRun= bRun;
    realbDuck = bDuck;
    bRealJump = bPressedJump;
    CurrentMove = SavedMoves;
    bUpdating = true;
    while ( CurrentMove != None )
    {
        if ( CurrentMove.TimeStamp <= CurrentTimeStamp )
        {
            SavedMoves = CurrentMove.NextMove;
            CurrentMove.NextMove = FreeMoves;
            FreeMoves = CurrentMove;
            FreeMoves.Clear();
            CurrentMove = SavedMoves;
        }
        else
        {
            // adjust radius of nearby players with uncertain location
            if ( TotalTime > 0 )
                ForEach AllActors(class'Pawn', P)
                    if ( (P != self) && (P.Velocity != vect(0,0,0)) && P.bBlockPlayers )
                    {
                        Dir = Normal(P.Location - Location);
                        if ( (Velocity Dot Dir > 0) && (P.Velocity Dot Dir > 0) )
                        {
                            // if other pawn moving away from player, push it away if its close
                            // since the client-side position is behind the server side position
                            if ( VSize(P.Location - Location) < P.CollisionRadius + CollisionRadius + CurrentMove.Delta * GroundSpeed )
                                P.MoveSmooth(P.Velocity * 0.5 * PlayerReplicationInfo.Ping);
                        }
                    } 
            TotalTime += CurrentMove.Delta;
            MoveAutonomous(CurrentMove.Delta, CurrentMove.bRun, CurrentMove.bDuck, CurrentMove.bPressedJump, CurrentMove.DodgeMove, CurrentMove.Acceleration, rot(0,0,0));
            CurrentMove = CurrentMove.NextMove;
        }
    }
    bUpdating = false;
    bDuck = realbDuck;
    bRun = realbRun;
    bPressedJump = bRealJump;
    //log("Client adjusted "$self$" stamp "$CurrentTimeStamp$" location "$Location$" dodge "$DodgeDir);
}

final function SavedMove GetFreeMove()
{
    local SavedMove s;

    if ( FreeMoves == None )
        return Spawn(class'SavedMove');
    else
    {
        s = FreeMoves;
        FreeMoves = FreeMoves.NextMove;
        s.NextMove = None;
        return s;
    }   
}

function int CompressAccel(int C)
{
    if ( C >= 0 )
        C = Min(C, 127);
    else
        C = Min(abs(C), 127) + 128;
    return C;
}

//
// Replicate this client's desired movement to the server.
//
function ReplicateMove
(
    float DeltaTime, 
    vector NewAccel, 
    eDodgeDir DodgeMove, 
    rotator DeltaRot
)
{
    local SavedMove NewMove, OldMove, LastMove;
    local byte ClientRoll;
    local int i;
    local float OldTimeDelta, TotalTime, NetMoveDelta;
    local int OldAccel;
    local vector BuildAccel, AccelNorm;

    local float AdjPCol;
    local pawn P;
    local vector Dir;

    // Get a SavedMove actor to store the movement in.
    if ( PendingMove != None )
    {
        //add this move to the pending move
        PendingMove.TimeStamp = Level.TimeSeconds; 
        if ( VSize(NewAccel) > 3072 )
            NewAccel = 3072 * Normal(NewAccel);
        TotalTime = PendingMove.Delta + DeltaTime;
        PendingMove.Acceleration = (DeltaTime * NewAccel + PendingMove.Delta * PendingMove.Acceleration)/TotalTime;

        // Set this move's data.
        if ( PendingMove.DodgeMove == DODGE_None )
            PendingMove.DodgeMove = DodgeMove;
        PendingMove.bRun = (bRun > 0);
        PendingMove.bDuck = (bDuck > 0);
        PendingMove.bPressedJump = bPressedJump || PendingMove.bPressedJump;
        PendingMove.bFire = PendingMove.bFire || bJustFired || (bFire != 0);
        PendingMove.bForceFire = PendingMove.bForceFire || bJustFired;
        PendingMove.bAltFire = PendingMove.bAltFire || bJustAltFired || (bAltFire != 0);
        PendingMove.bForceAltFire = PendingMove.bForceAltFire || bJustFired;
        PendingMove.Delta = TotalTime;
    }
    if ( SavedMoves != None )
    {
        NewMove = SavedMoves;
        AccelNorm = Normal(NewAccel);
        while ( NewMove.NextMove != None )
        {
            // find most recent interesting move to send redundantly
            if ( NewMove.bPressedJump || ((NewMove.DodgeMove != Dodge_NONE) && (NewMove.DodgeMove < 5))
                || ((NewMove.Acceleration != NewAccel) && ((normal(NewMove.Acceleration) Dot AccelNorm) < 0.95)) )
                OldMove = NewMove;
            NewMove = NewMove.NextMove;
        }
        if ( NewMove.bPressedJump || ((NewMove.DodgeMove != Dodge_NONE) && (NewMove.DodgeMove < 5))
            || ((NewMove.Acceleration != NewAccel) && ((normal(NewMove.Acceleration) Dot AccelNorm) < 0.95)) )
            OldMove = NewMove;
    }

    LastMove = NewMove;
    NewMove = GetFreeMove();
    NewMove.Delta = DeltaTime;
    if ( VSize(NewAccel) > 3072 )
        NewAccel = 3072 * Normal(NewAccel);
    NewMove.Acceleration = NewAccel;

    // Set this move's data.
    NewMove.DodgeMove = DodgeMove;
    NewMove.TimeStamp = Level.TimeSeconds;
    NewMove.bRun = (bRun > 0);
    NewMove.bDuck = (bDuck > 0);
    NewMove.bPressedJump = bPressedJump;
    NewMove.bFire = (bJustFired || (bFire != 0));
    NewMove.bForceFire = bJustFired;
    NewMove.bAltFire = (bJustAltFired || (bAltFire != 0));
    NewMove.bForceAltFire = bJustAltFired;
    if ( Weapon != None ) // approximate pointing so don't have to replicate
        Weapon.bPointing = ((bFire != 0) || (bAltFire != 0));
    bJustFired = false;
    bJustAltFired = false;
    
    // adjust radius of nearby players with uncertain location
    ForEach AllActors(class'Pawn', P)
        if ( (P != self) && (P.Velocity != vect(0,0,0)) && P.bBlockPlayers )
        {
            Dir = Normal(P.Location - Location);
            if ( (Velocity Dot Dir > 0) && (P.Velocity Dot Dir > 0) )
            {
                // if other pawn moving away from player, push it away if its close
                // since the client-side position is behind the server side position
                if ( VSize(P.Location - Location) < P.CollisionRadius + CollisionRadius + NewMove.Delta * GroundSpeed )
                    P.MoveSmooth(P.Velocity * 0.5 * PlayerReplicationInfo.Ping);
            }
        } 

    // Simulate the movement locally.
    ProcessMove(NewMove.Delta, NewMove.Acceleration, NewMove.DodgeMove, DeltaRot);
    AutonomousPhysics(NewMove.Delta);

    //log("Role "$Role$" repmove at "$Level.TimeSeconds$" Move time "$100 * DeltaTime$" ("$Level.TimeDilation$")");

    // Decide whether to hold off on move
    // send if dodge, jump, or fire unless really too soon, or if newmove.delta big enough
    // on client side, save extra buffered time in LastUpdateTime
    if ( PendingMove == None )
        PendingMove = NewMove;
    else
    {
        NewMove.NextMove = FreeMoves;
        FreeMoves = NewMove;
        FreeMoves.Clear();
        NewMove = PendingMove;
    }
    NetMoveDelta = FMax(64.0/Player.CurrentNetSpeed, 0.011);
    
    if ( !PendingMove.bForceFire && !PendingMove.bForceAltFire && !PendingMove.bPressedJump
        && (PendingMove.Delta < NetMoveDelta - ClientUpdateTime) )
    {
        // save as pending move
        return;
    }
    else if ( (ClientUpdateTime < 0) && (PendingMove.Delta < NetMoveDelta - ClientUpdateTime) )
        return;
    else
    {
        ClientUpdateTime = PendingMove.Delta - NetMoveDelta;
        if ( SavedMoves == None )
            SavedMoves = PendingMove;
        else
            LastMove.NextMove = PendingMove;
        PendingMove = None;
    }

    // check if need to redundantly send previous move
    if ( OldMove != None )
    {
        // log("Redundant send timestamp "$OldMove.TimeStamp$" accel "$OldMove.Acceleration$" at "$Level.Timeseconds$" New accel "$NewAccel);
        // old move important to replicate redundantly
        OldTimeDelta = FMin(255, (Level.TimeSeconds - OldMove.TimeStamp) * 500);
        BuildAccel = 0.05 * OldMove.Acceleration + vect(0.5, 0.5, 0.5);
        OldAccel = (CompressAccel(BuildAccel.X) << 23) 
                    + (CompressAccel(BuildAccel.Y) << 15) 
                    + (CompressAccel(BuildAccel.Z) << 7);
        if ( OldMove.bRun )
            OldAccel += 64;
        if ( OldMove.bDuck )
            OldAccel += 32;
        if ( OldMove.bPressedJump )
            OldAccel += 16;
        OldAccel += OldMove.DodgeMove;
    }
    //else
    //	log("No redundant timestamp at "$Level.TimeSeconds$" with accel "$NewAccel);

    // Send to the server
    ClientRoll = (Rotation.Roll >> 8) & 255;
    if ( NewMove.bPressedJump )
        bJumpStatus = !bJumpStatus;
    ServerMove
    (
        NewMove.TimeStamp, 
        NewMove.Acceleration * 10, 
        Location, 
        NewMove.bRun,
        NewMove.bDuck,
        bJumpStatus, 
        NewMove.bFire,
        NewMove.bAltFire,
        NewMove.bForceFire,
        NewMove.bForceAltFire,
        NewMove.DodgeMove, 
        ClientRoll,
        (32767 & (ViewRotation.Pitch/2)) * 32768 + (32767 & (ViewRotation.Yaw/2)),
        OldTimeDelta,
        OldAccel 
    );
    //log("Replicated "$self$" stamp "$NewMove.TimeStamp$" location "$Location$" dodge "$NewMove.DodgeMove$" to "$DodgeDir);
}

function HandleWalking()
{
    local rotator carried;

    bIsWalking = ((bRun != 0) || (bDuck != 0)) && !Region.Zone.IsA('WarpZoneInfo'); 
    if ( CarriedDecoration != None )
    {
        if ( (Role == ROLE_Authority) && (standingcount == 0) ) 
            CarriedDecoration = None;
        if ( CarriedDecoration != None ) //verify its still in front
        {
            bIsWalking = true;
            if ( Role == ROLE_Authority )
            {
                carried = Rotator(CarriedDecoration.Location - Location);
                carried.Yaw = ((carried.Yaw & 65535) - (Rotation.Yaw & 65535)) & 65535;
                if ( (carried.Yaw > 3072) && (carried.Yaw < 62463) )
                    DropDecoration();
            }
        }
    }
}

//----------------------------------------------

simulated event Destroyed()
{
    Super.Destroyed();
    if ( myHud != None )
        myHud.Destroy();
    if ( Scoring != None )
        Scoring.Destroy();

    While ( FreeMoves != None )
    {
        FreeMoves.Destroy();
        FreeMoves = FreeMoves.NextMove;
    }

    While ( SavedMoves != None )
    {
        SavedMoves.Destroy();
        SavedMoves = SavedMoves.NextMove;
    }
}

function ServerReStartGame()
{
}

function PlayHit(float Damage, vector HitLocation, name damageType, vector Momentum)
{
    Level.Game.SpecialDamageString = "";
}

function SetFOVAngle(float newFOV)
{
    FOVAngle = newFOV;
}
     
function ClientFlash( float scale, vector fog )
{
    DesiredFlashScale = scale;
    DesiredFlashFog = 0.001 * fog;
}

function ClientInstantFlash( float scale, vector fog )
{
    InstantFlash = scale;
    InstantFog = 0.001 * fog;
}

//Play a sound client side (so only client will hear it
simulated function ClientPlaySound(sound ASound, optional bool bInterrupt, optional bool bVolumeControl )
{   
    local actor SoundPlayer;

    LastPlaySound = Level.TimeSeconds;  // so voice messages won't overlap
    if ( ViewTarget != None )
        SoundPlayer = ViewTarget;
    else
        SoundPlayer = self;

    SoundPlayer.PlaySound(ASound, SLOT_None, 16.0, bInterrupt);
    SoundPlayer.PlaySound(ASound, SLOT_Interface, 16.0, bInterrupt);
    SoundPlayer.PlaySound(ASound, SLOT_Misc, 16.0, bInterrupt);
    SoundPlayer.PlaySound(ASound, SLOT_Talk, 16.0, bInterrupt);
}

simulated function ClientReliablePlaySound(sound ASound, optional bool bInterrupt, optional bool bVolumeControl )
{
    ClientPlaySound(ASound, bInterrupt, bVolumeControl);
}
   
function ClientAdjustGlow( float scale, vector fog )
{
    ConstantGlowScale += scale;
    ConstantGlowFog += 0.001 * fog;
}

function ClientShake(vector shake)
{
    if ( (shakemag < shake.X) || (shaketimer <= 0.01 * shake.Y) )
    {
        shakemag = shake.X;
        shaketimer = 0.01 * shake.Y;    
        maxshake = 0.01 * shake.Z;
        verttimer = 0;
        ShakeVert = -1.1 * maxshake;
    }
}

function ShakeView( float shaketime, float RollMag, float vertmag)
{
    local vector shake;

    shake.X = RollMag;
    shake.Y = 100 * shaketime;
    shake.Z = 100 * vertmag;
    ClientShake(shake);
}

function ClientSetMusic( music NewSong, byte NewSection, byte NewCdTrack, EMusicTransition NewTransition )
{
    Song        = NewSong;
    SongSection = NewSection;
    CdTrack     = NewCdTrack;
    Transition  = NewTransition;
}

function ServerFeignDeath()
{
}

function ServerSetHandedness( float hand)
{
    Handedness = hand;
    if ( Weapon != None )
        Weapon.SetHand(Handedness);
}

function ServerReStartPlayer()
{
}

function ServerChangeSkin( coerce string SkinName, coerce string FaceName, byte TeamNum )
{
    local string MeshName;

    MeshName = GetItemName(string(Mesh));
    if ( Level.Game.bCanChangeSkin )
    {
        Self.static.SetMultiSkin(Self, SkinName, FaceName, TeamNum );
    }
}

//*************************************************************************************
// Normal gameplay execs
// Type the name of the exec function at the console to execute it

exec function ShowSpecialMenu( string ClassName )
{
    local class<menu> aMenuClass;

    aMenuClass = class<menu>( DynamicLoadObject( ClassName, class'Class' ) );
    if( aMenuClass!=None )
    {
        bSpecialMenu = true;
        SpecialMenu = aMenuClass;
        ShowMenu();
    }
}
    
exec function Jump( optional float F )
{
    if ( !bShowMenu && (Level.Pauser == PlayerReplicationInfo.PlayerName) )
        SetPause(False);
    else
        bPressedJump = true;
}

exec function CauseEvent( name N )
{
    local actor A;
    if( !bCheatsEnabled )
        return;
    if( (bAdmin || (Level.Netmode == NM_Standalone)) && (N != '') )
        foreach AllActors( class 'Actor', A, N )
            A.Trigger( Self, Self );
}

exec function Taunt( name Sequence )
{
    if ( GetAnimGroup(Sequence) == 'Gesture' ) 
    {
        ServerTaunt(Sequence);
        PlayAnim(Sequence, 0.7, 0.2);
    }
}

function ServerTaunt(name Sequence )
{
    PlayAnim(Sequence, 0.7, 0.2);
}

exec function FeignDeath()
{
}

exec function CallForHelp()
{
    local Pawn P;

    if ( !Level.Game.bTeamGame || (Enemy == None) || (Enemy.Health <= 0) )
        return;

    for ( P=Level.PawnList; P!=None; P=P.NextPawn )
        if ( P.bIsPlayer && (P.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team) )
            P.HandleHelpMessageFrom(self);
}

function damageAttitudeTo(pawn Other)
{
    if ( Other != Self )
        Enemy = Other;
}

exec function Grab()
{
    if (CarriedDecoration == None)
        GrabDecoration();
    else
        DropDecoration();
}

// Send a voice message of a certain type to a certain player.
exec function Speech( int Type, int Index, int Callsign )
{
    local VoicePack V;

    V = Spawn( PlayerReplicationInfo.VoiceType, Self );
    if (V != None)
        V.PlayerSpeech( Type, Index, Callsign );
}

function PlayChatting();

function Typing( bool bTyping )
{
    bIsTyping = bTyping;
    if (bTyping)
    {
        if (Level.Game.WorldLog != None)
            Level.Game.WorldLog.LogTypingEvent(True, Self);
        if (Level.Game.LocalLog != None)
            Level.Game.LocalLog.LogTypingEvent(True, Self);
        PlayChatting();
    } 
    else 
    {
        if (Level.Game.WorldLog != None)
            Level.Game.WorldLog.LogTypingEvent(False, Self);
        if (Level.Game.LocalLog != None)
            Level.Game.LocalLog.LogTypingEvent(False, Self);
    }
}


// Send a message to all players.
exec function Say( string Msg )
{
    local Pawn P;

    if ( bAdmin && (left(Msg,1) == "#") )
    {
        Msg = right(Msg,len(Msg)-1);
        for( P=Level.PawnList; P!=None; P=P.nextPawn )
            if( P.IsA('PlayerPawn') )
            {
                PlayerPawn(P).SetProgressTime(6);
                PlayerPawn(P).SetProgressMessage(Msg,0);
            }
        return;
    }
    if ( Level.Game.AllowsBroadcast(self, Len(Msg)) )
        for( P=Level.PawnList; P!=None; P=P.nextPawn )
            if( P.bIsPlayer || P.IsA('MessagingSpectator') )
            {
                if ( (Level.Game != None) && (Level.Game.MessageMutator != None) )
                {
                    if ( Level.Game.MessageMutator.MutatorTeamMessage(Self, P, PlayerReplicationInfo, Msg, 'Say', true) )
                        P.TeamMessage( PlayerReplicationInfo, Msg, 'Say', true );
                } else
                    P.TeamMessage( PlayerReplicationInfo, Msg, 'Say', true );
            }
    return;
}

exec function TeamSay( string Msg )
{
    local Pawn P;

    if ( !Level.Game.bTeamGame )
    {
        Say(Msg);
        return;
    }

    if ( Msg ~= "Help" )
    {
        CallForHelp();
        return;
    }
            
    if ( Level.Game.AllowsBroadcast(self, Len(Msg)) )
        for( P=Level.PawnList; P!=None; P=P.nextPawn )
            if( P.bIsPlayer && (P.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team) )
            {
                if ( P.IsA('PlayerPawn') )
                {
                    if ( (Level.Game != None) && (Level.Game.MessageMutator != None) )
                    {
                        if ( Level.Game.MessageMutator.MutatorTeamMessage(Self, P, PlayerReplicationInfo, Msg, 'TeamSay', true) )
                            P.TeamMessage( PlayerReplicationInfo, Msg, 'TeamSay', true );
                    } else
                        P.TeamMessage( PlayerReplicationInfo, Msg, 'TeamSay', true );
                }
            }
}

exec function RestartLevel()
{
    if( bAdmin || Level.Netmode==NM_Standalone )
        ClientTravel( "?restart", TRAVEL_Relative, false );
}

exec function LocalTravel( string URL )
{
    if( bAdmin || Level.Netmode==NM_Standalone )
        ClientTravel( URL, TRAVEL_Relative, true );
}

exec function ThrowWeapon()
{
    if( Level.NetMode == NM_Client )
        return;
    if( Weapon==None || (Weapon.Class==Level.Game.BaseMutator.MutatedDefaultWeapon())
        || !Weapon.bCanThrow )
        return;
    Weapon.Velocity = Vector(ViewRotation) * 500 + vect(0,0,220);
    Weapon.bTossedOut = true;
    TossWeapon();
    if ( Weapon == None )
        SwitchToBestWeapon();
}

function ToggleZoom()
{
    if ( DefaultFOV != DesiredFOV )
        EndZoom();
    else
        StartZoom();
}
    
function StartZoom()
{
    ZoomLevel = 0.0;
    bZooming = true;
}

function StopZoom()
{
    bZooming = false;
}

function EndZoom()
{
    bZooming = false;
    DesiredFOV = DefaultFOV;
}

exec function FOV(float F)
{
    SetDesiredFOV(F);
}
    
exec function SetDesiredFOV(float F)
{
    if( (F >= 80.0) || Level.bAllowFOV || bAdmin || (Level.Netmode==NM_Standalone) )
    {
        DefaultFOV = FClamp(F, 1, 170);
        DesiredFOV = DefaultFOV;
        SaveConfig();
    }
}

/* PrevWeapon()
- switch to previous inventory group weapon
*/
exec function PrevWeapon()
{
    local int prevGroup;
    local Inventory inv;
    local Weapon realWeapon, w, Prev;
    local bool bFoundWeapon;

    if( bShowMenu || Level.Pauser!="" )
        return;
    if ( Weapon == None )
    {
        SwitchToBestWeapon();
        return;
    }
    prevGroup = 0;
    realWeapon = Weapon;
    if ( PendingWeapon != None )
        Weapon = PendingWeapon;
    PendingWeapon = None;
    
    for (inv=Inventory; inv!=None; inv=inv.Inventory)
    {
        w = Weapon(inv);
        if ( w != None )
        {
            if ( w.InventoryGroup == Weapon.InventoryGroup )
            {
                if ( w == Weapon )
                {
                    bFoundWeapon = true;
                    if ( Prev != None )
                    {
                        PendingWeapon = Prev;
                        break;
                    }
                }
                else if ( !bFoundWeapon && ((w.AmmoType == None) || (w.AmmoType.AmmoAmount>0)) )
                    Prev = W;
            }
            else if ( (w.InventoryGroup < Weapon.InventoryGroup) 
                    && ((w.AmmoType == None) || (w.AmmoType.AmmoAmount>0)) 
                    && (w.InventoryGroup >= prevGroup) )
            {
                prevGroup = w.InventoryGroup;
                PendingWeapon = w;
            }
        }
    }
    bFoundWeapon = false;
    prevGroup = Weapon.InventoryGroup;
    if ( PendingWeapon == None )
        for (inv=Inventory; inv!=None; inv=inv.Inventory)
        {
            w = Weapon(inv);
            if ( w != None )
            {
                if ( w.InventoryGroup == Weapon.InventoryGroup )
                {
                    if ( w == Weapon )
                        bFoundWeapon = true;
                    else if ( bFoundWeapon && (PendingWeapon == None) && ((w.AmmoType == None) || (w.AmmoType.AmmoAmount>0)) )
                        PendingWeapon = W;
                }
                else if ( (w.InventoryGroup > PrevGroup) 
                        && ((w.AmmoType == None) || (w.AmmoType.AmmoAmount>0)) ) 
                {
                    prevGroup = w.InventoryGroup;
                    PendingWeapon = w;
                }
            }
        }

    Weapon = realWeapon;
    if ( PendingWeapon == None )
        return;

    Weapon.PutDown();
}

/* NextWeapon()
- switch to next inventory group weapon
*/
exec function NextWeapon()
{
    local int nextGroup;
    local Inventory inv;
    local Weapon realWeapon, w, Prev;
    local bool bFoundWeapon;

    if( bShowMenu || Level.Pauser!="" )
        return;
    if ( Weapon == None )
    {
        SwitchToBestWeapon();
        return;
    }
    nextGroup = 100;
    realWeapon = Weapon;
    if ( PendingWeapon != None )
        Weapon = PendingWeapon;
    PendingWeapon = None;

    for (inv=Inventory; inv!=None; inv=inv.Inventory)
    {
        w = Weapon(inv);
        if ( w != None )
        {
            if ( w.InventoryGroup == Weapon.InventoryGroup )
            {
                if ( w == Weapon )
                    bFoundWeapon = true;
                else if ( bFoundWeapon && ((w.AmmoType == None) || (w.AmmoType.AmmoAmount>0)) )
                {
                    PendingWeapon = W;
                    break;
                }
            }
            else if ( (w.InventoryGroup > Weapon.InventoryGroup) 
                    && ((w.AmmoType == None) || (w.AmmoType.AmmoAmount>0)) 
                    && (w.InventoryGroup < nextGroup) )
            {
                nextGroup = w.InventoryGroup;
                PendingWeapon = w;
            }
        }
    }

    bFoundWeapon = false;
    nextGroup = Weapon.InventoryGroup;
    if ( PendingWeapon == None )
        for (inv=Inventory; inv!=None; inv=inv.Inventory)
        {
            w = Weapon(Inv);
            if ( w != None )
            {
                if ( w.InventoryGroup == Weapon.InventoryGroup )
                {
                    if ( w == Weapon )
                    {
                        bFoundWeapon = true;
                        if ( Prev != None )
                            PendingWeapon = Prev;
                    }
                    else if ( !bFoundWeapon && (PendingWeapon == None) && ((w.AmmoType == None) || (w.AmmoType.AmmoAmount>0)) )
                        Prev = W;
                }
                else if ( (w.InventoryGroup < nextGroup) 
                    && ((w.AmmoType == None) || (w.AmmoType.AmmoAmount>0)) ) 
                {
                    nextGroup = w.InventoryGroup;
                    PendingWeapon = w;
                }
            }
        }

    Weapon = realWeapon;
    if ( PendingWeapon == None )
        return;

    Weapon.PutDown();
}

exec function Mutate(string MutateString)
{
    if( Level.NetMode == NM_Client )
        return;
    Level.Game.BaseMutator.Mutate(MutateString, Self);
}

exec function QuickSave()
{
    if ( (Health > 0) 
        && (Level.NetMode == NM_Standalone)
        && !Level.Game.bDeathMatch )
    {
        ClientMessage(QuickSaveString);
        ConsoleCommand("SaveGame 9");
    }
}

exec function QuickLoad()
{
    if ( (Level.NetMode == NM_Standalone)
        && !Level.Game.bDeathMatch )
        ClientTravel( "?load=9", TRAVEL_Absolute, false);
}

exec function Kick( string S ) 
{
    local Pawn aPawn;
    if( !bAdmin )
        return;
    for( aPawn=Level.PawnList; aPawn!=None; aPawn=aPawn.NextPawn )
        if
        (   aPawn.bIsPlayer
            &&  aPawn.PlayerReplicationInfo.PlayerName~=S 
            &&  (PlayerPawn(aPawn)==None || NetConnection(PlayerPawn(aPawn).Player)!=None ) )
        {
            aPawn.Destroy();
            return;
        }
}

exec function KickBan( string S ) 
{
    local Pawn aPawn;
    local string IP;
    local int j;
    if( !bAdmin )
        return;
    for( aPawn=Level.PawnList; aPawn!=None; aPawn=aPawn.NextPawn )
        if
        (   aPawn.bIsPlayer
            &&  aPawn.PlayerReplicationInfo.PlayerName~=S 
            &&  (PlayerPawn(aPawn)==None || NetConnection(PlayerPawn(aPawn).Player)!=None ) )
        {
            IP = PlayerPawn(aPawn).GetPlayerNetworkAddress();
            if(Level.Game.CheckIPPolicy(IP))
            {
                IP = Left(IP, InStr(IP, ":"));
                Log("Adding IP Ban for: "$IP);
                for(j=0;j<50;j++)
                    if(Level.Game.IPPolicies[j] == "")
                        break;
                if(j < 50)
                    Level.Game.IPPolicies[j] = "DENY,"$IP;
                Level.Game.SaveConfig();
            }
            aPawn.Destroy();
            return;
        }
}

// Try to set the pause state; returns success indicator.
function bool SetPause( BOOL bPause )
{
    return Level.Game.SetPause(bPause, self);
}

exec function SetMouseSmoothThreshold( float F )
{
    MouseSmoothThreshold = FClamp(F, 0, 0.1);
    SaveConfig();
}

exec function SetMaxMouseSmoothing( bool B )
{
    bMaxMouseSmoothing = B;
    SaveConfig();
}

// Try to pause the game.
exec function Pause()
{
    if ( bShowMenu )
        return;
    if( !SetPause(Level.Pauser=="") )
        ClientMessage(NoPauseMessage);
}

// Activate specific inventory item
exec function ActivateInventoryItem( class InvItem )
{
    local Inventory Inv;

    Inv = FindInventoryType(InvItem);
    if ( Inv != None )
        Inv.Activate();
}

// Translator Hotkey
exec function ActivateTranslator()
{
    if ( bShowMenu || Level.Pauser!="" )
        return;
    If (Inventory!=None) Inventory.ActivateTranslator(False);
}

// Translator Hotkey
exec function ActivateHint()
{
    if ( bShowMenu || Level.Pauser!="" )
        return;
    If (Inventory!=None) Inventory.ActivateTranslator(True);
}

// HUD
exec function ChangeHud()
{
    if ( myHud != None )
        myHUD.ChangeHud(1);
    myHUD.SaveConfig();
}

// Crosshair
exec function ChangeCrosshair()
{
    if ( myHud != None ) 
        myHUD.ChangeCrosshair(1);
    myHUD.SaveConfig();
}


event PreRender( canvas Canvas )
{
    if ( myHud != None )    
        myHUD.PreRender(Canvas);
    else if ( (Viewport(Player) != None) && (HUDType != None) )
        myHUD = spawn(HUDType, self);
}

event PostRender( canvas Canvas )
{
    if ( myHud != None )    
        myHUD.PostRender(Canvas);
    else if ( (Viewport(Player) != None) && (HUDType != None) )
        myHUD = spawn(HUDType, self);
}

//=============================================================================
// Inventory-related input notifications.

// Handle function keypress for F1-F10.
exec function FunctionKey( byte Num )
{
}

// The player wants to switch to weapon group numer I.
exec function SwitchWeapon (byte F )
{
    local weapon newWeapon;

    if ( bShowMenu || Level.Pauser!="" )
    {
        if ( myHud != None )
            myHud.InputNumber(F);
        return;
    }
    if ( Inventory == None )
        return;
    if ( (Weapon != None) && (Weapon.Inventory != None) )
        newWeapon = Weapon.Inventory.WeaponChange(F);
    else
        newWeapon = None;   
    if ( newWeapon == None )
        newWeapon = Inventory.WeaponChange(F);
    if ( newWeapon == None )
        return;

    if ( Weapon == None )
    {
        PendingWeapon = newWeapon;
        ChangedWeapon();
    }
    else if ( Weapon != newWeapon )
    {
        PendingWeapon = newWeapon;
        if ( !Weapon.PutDown() )
            PendingWeapon = None;
    }
}

exec function GetWeapon(class<Weapon> NewWeaponClass )
{
    local Inventory Inv;

    if ( (Inventory == None) || (NewWeaponClass == None)
        || ((Weapon != None) && (Weapon.Class == NewWeaponClass)) )
        return;

    for ( Inv=Inventory; Inv!=None; Inv=Inv.Inventory )
        if ( Inv.Class == NewWeaponClass )
        {
            PendingWeapon = Weapon(Inv);
            if ( (PendingWeapon.AmmoType != None) && (PendingWeapon.AmmoType.AmmoAmount <= 0) )
            {
                Pawn(Owner).ClientMessage( PendingWeapon.ItemName$PendingWeapon.MessageNoAmmo );
                PendingWeapon = None;
                return;
            }
            Weapon.PutDown();
            return;
        }
}
    
// The player wants to select previous item
exec function PrevItem()
{
    local Inventory Inv, LastItem;

    if ( bShowMenu || Level.Pauser!="" )
        return;
    if (SelectedItem==None) {
        SelectedItem = Inventory.SelectNext();
        Return;
    }
    if (SelectedItem.Inventory!=None) 
        for( Inv=SelectedItem.Inventory; Inv!=None; Inv=Inv.Inventory ) {
            if (Inv==None) Break;
            if (Inv.bActivatable) LastItem=Inv;
        }
    for( Inv=Inventory; Inv!=SelectedItem; Inv=Inv.Inventory ) {
        if (Inv==None) Break;
        if (Inv.bActivatable) LastItem=Inv;
    }
    if (LastItem!=None) {
        SelectedItem = LastItem;
        ClientMessage(SelectedItem.ItemName$SelectedItem.M_Selected);
    }
}

// The player wants to active selected item
exec function ActivateItem()
{
    if( bShowMenu || Level.Pauser!="" )
        return;
    if (SelectedItem!=None) 
        SelectedItem.Activate();
}

// The player wants to fire.
exec function Fire( optional float F )
{
    bJustFired = true;
    if( bShowMenu || (Level.Pauser!="") || (Role < ROLE_Authority) )
    {
        if( (Role < ROLE_Authority) && (Weapon!=None) )
            bJustFired = Weapon.ClientFire(F);
        if ( !bShowMenu && (Level.Pauser == PlayerReplicationInfo.PlayerName)  )
            SetPause(False);
        return;
    }
    if( Weapon!=None )
    {
        Weapon.bPointing = true;
        PlayFiring();
        Weapon.Fire(F);
    }
}

// The player wants to alternate-fire.
exec function AltFire( optional float F )
{
    bJustAltFired = true;
    if( bShowMenu || (Level.Pauser!="") || (Role < ROLE_Authority) )
    {
        if( (Role < ROLE_Authority) && (Weapon!=None) )
            bJustAltFired = Weapon.ClientAltFire(F);
        if ( !bShowMenu && (Level.Pauser == PlayerReplicationInfo.PlayerName) )
            SetPause(False);
        return;
    }
    if( Weapon!=None )
    {
        Weapon.bPointing = true;
        PlayFiring();
        Weapon.AltFire(F);
    }
}

//Player Jumped
function DoJump( optional float F )
{
    if ( CarriedDecoration != None )
        return;
    if ( !bIsCrouching && (Physics == PHYS_Walking) )
    {
        if ( !bUpdating )
            PlayOwnedSound(JumpSound, SLOT_Talk, 1.5, true, 1200, 1.0 );
        if ( (Level.Game != None) && (Level.Game.Difficulty > 0) )
            MakeNoise(0.1 * Level.Game.Difficulty);
        PlayInAir();
        if ( bCountJumps && (Role == ROLE_Authority) && (Inventory != None) )
            Inventory.OwnerJumped();
        Velocity.Z = JumpZ;
        if ( (Base != Level) && (Base != None) )
            Velocity.Z += Base.Velocity.Z; 
        SetPhysics(PHYS_Falling);
    }
}

exec function Suicide()
{
    KilledBy( None );
}

exec function AlwaysMouseLook( Bool B )
{
    ChangeAlwaysMouseLook(B);
    SaveConfig();
}

function ChangeAlwaysMouseLook(Bool B)
{
    bAlwaysMouseLook = B;
    if ( bAlwaysMouseLook )
        bLookUpStairs = false;
}
    
exec function SnapView( bool B )
{
    ChangeSnapView(B);
    SaveConfig();
}

function ChangeSnapView( bool B )
{
    bSnapToLevel = B;
}
    
exec function StairLook( bool B )
{
    ChangeStairLook(B);
    SaveConfig();
}

function ChangeStairLook( bool B )
{
    bLookUpStairs = B;
    if ( bLookUpStairs )
        bAlwaysMouseLook = false;
}

exec function SetDodgeClickTime( float F )
{
    ChangeDodgeClickTime(F);
    SaveConfig();
}

function ChangeDodgeClickTime( float F )
{
    DodgeClickTime = FMin(0.3, F);
}

final function ReplaceText(out string Text, string Replace, string With)
{
    local int i;
    local string Input;
        
    Input = Text;
    Text = "";
    i = InStr(Input, Replace);
    while(i != -1)
    {   
        Text = Text $ Left(Input, i) $ With;
        Input = Mid(Input, i + Len(Replace));   
        i = InStr(Input, Replace);
    }
    Text = Text $ Input;
}

exec function SetName( coerce string S )
{
    if ( Len(S) > 28 )
        S = left(S,28);
    ReplaceText(S, " ", "_");
    ChangeName(S);
    UpdateURL("Name", S, true);
    SaveConfig();
}

exec function Name( coerce string S )
{
    SetName(S);
}

function ChangeName( coerce string S )
{
    Level.Game.ChangeName( self, S, false );
}

function ChangeTeam( int N )
{
    local int OldTeam;

    OldTeam = PlayerReplicationInfo.Team;
    Level.Game.ChangeTeam(self, N);
    if ( Level.Game.bTeamGame && (PlayerReplicationInfo.Team != OldTeam) )
        Died( None, '', Location );
}

function ClientChangeTeam( int N )
{
    local Pawn P;
        
    if ( PlayerReplicationInfo != None )
        PlayerReplicationInfo.Team = N;

    // if listen server, this may be called for non-local players that are logging in
    // if so, don't update URL
    if ( (Level.NetMode == NM_ListenServer) && (Player == None) )
    {
        // check if any other players exist
        for ( P=Level.PawnList; P!=None; P=P.NextPawn )
            if ( P.IsA('PlayerPawn') && (ViewPort(PlayerPawn(P).Player) != None) )
                return;
    }
        
    UpdateURL("Team",string(N), true);  
}

exec function SetAutoAim( float F )
{
    ChangeAutoAim(F);
    SaveConfig();
}

function ChangeAutoAim( float F )
{
    MyAutoAim = FMax(Level.Game.AutoAim, F);
}

exec function PlayersOnly()
{
    if ( Level.Netmode != NM_Standalone )
        return;

    Level.bPlayersOnly = !Level.bPlayersOnly;
}

exec function SetHand( string S )
{
    ChangeSetHand(S);
    SaveConfig();
}

function ChangeSetHand( string S )
{
    if ( S ~= "Left" )
        Handedness = 1;
    else if ( S~= "Right" )
        Handedness = -1;
    else if ( S ~= "Center" )
        Handedness = 0;
    else if ( S ~= "Hidden" )
        Handedness = 2;
    ServerSetHandedness(Handedness);
}

exec function ViewPlayer( string S )
{
    local pawn P;

    for ( P=Level.pawnList; P!=None; P= P.NextPawn )
        if ( P.bIsPlayer && (P.PlayerReplicationInfo.PlayerName ~= S) )
            break;

    if ( (P != None) && Level.Game.CanSpectate(self, P) )
    {
        ClientMessage(ViewingFrom@P.PlayerReplicationInfo.PlayerName, 'Event', true);
        if ( P == self)
            ViewTarget = None;
        else
            ViewTarget = P;
    }
    else
        ClientMessage(FailedView);

    bBehindView = ( ViewTarget != None );
    if ( bBehindView )
        ViewTarget.BecomeViewTarget();
}

exec function CheatView( class<actor> aClass )
{
    local actor other, first;
    local bool bFound;

    if( !bCheatsEnabled )
        return;

    if( !bAdmin && Level.NetMode!=NM_Standalone )
        return;

    first = None;
    ForEach AllActors( aClass, other )
    {
        if ( (first == None) && (other != self) )
        {
            first = other;
            bFound = true;
        }
        if ( other == ViewTarget ) 
            first = None;
    }  

    if ( first != None )
    {
        if ( first.IsA('Pawn') && Pawn(first).bIsPlayer && (Pawn(first).PlayerReplicationInfo.PlayerName != "") )
            ClientMessage(ViewingFrom@Pawn(first).PlayerReplicationInfo.PlayerName, 'Event', true);
        else
            ClientMessage(ViewingFrom@first, 'Event', true);
        ViewTarget = first;
    }
    else
    {
        if ( bFound )
            ClientMessage(ViewingFrom@OwnCamera, 'Event', true);
        else
            ClientMessage(FailedView, 'Event', true);
        ViewTarget = None;
    }

    bBehindView = ( ViewTarget != None );
    if ( bBehindView )
        ViewTarget.BecomeViewTarget();
}

exec function ViewSelf()
{
    bBehindView = false;
    Viewtarget = None;
    ClientMessage(ViewingFrom@OwnCamera, 'Event', true);
}

exec function ViewClass( class<actor> aClass, optional bool bQuiet )
{
    local actor other, first;
    local bool bFound;

    if ( (Level.Game != None) && !Level.Game.bCanViewOthers )
        return;

    first = None;
    ForEach AllActors( aClass, other )
    {
        if ( (first == None) && (other != self)
             && ( (bAdmin && Level.Game==None) || Level.Game.CanSpectate(self, other) ) )
        {
            first = other;
            bFound = true;
        }
        if ( other == ViewTarget ) 
            first = None;
    }  

    if ( first != None )
    {
        if ( !bQuiet )
        {
            if ( first.IsA('Pawn') && Pawn(first).bIsPlayer && (Pawn(first).PlayerReplicationInfo.PlayerName != "") )
                ClientMessage(ViewingFrom@Pawn(first).PlayerReplicationInfo.PlayerName, 'Event', true);
            else
                ClientMessage(ViewingFrom@first, 'Event', true);
        }
        ViewTarget = first;
    }
    else
    {
        if ( !bQuiet )
        {
            if ( bFound )
                ClientMessage(ViewingFrom@OwnCamera, 'Event', true);
            else
                ClientMessage(FailedView, 'Event', true);
        }
        ViewTarget = None;
    }

    bBehindView = ( ViewTarget != None );
    if ( bBehindView )
        ViewTarget.BecomeViewTarget();
}

exec function NeverSwitchOnPickup( bool B )
{
    bNeverAutoSwitch = B;
    bNeverSwitchOnPickup = B;
    ServerNeverSwitchOnPickup(B);
    SaveConfig();
}
    
function ServerNeverSwitchOnPickup(bool B)
{
    bNeverSwitchOnPickup = B;
}

exec function InvertMouse( bool B )
{
    bInvertMouse = B;
    SaveConfig();
}

exec function SwitchLevel( string URL )
{
    if( bAdmin || Player.IsA('ViewPort') )
        Level.ServerTravel( URL, false );
}

exec function SwitchCoopLevel( string URL )
{
    if( bAdmin || Player.IsA('ViewPort') )
        Level.ServerTravel( URL, true );
}

exec function ShowScores()
{
    bShowScores = !bShowScores;
}
 
exec function ShowMenu()
{
    WalkBob = vect(0,0,0);
    bShowMenu = true; // menu is responsible for turning this off
    Player.Console.GotoState('Menuing');
        
    if( Level.Netmode == NM_Standalone )
        SetPause(true);
}

exec function ShowLoadMenu()
{
    ShowMenu();
}

exec function AddBots(int N)
{
    ServerAddBots(N);
}

function ServerAddBots(int N)
{
    local int i;

    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;

    if ( !Level.Game.bDeathMatch )
        return;

    for ( i=0; i<N; i++ )
        Level.Game.ForceAddBot();
}

    
//*************************************************************************************
// Special purpose/cheat execs

exec function ClearProgressMessages()
{
    local int i;

    for (i=0; i<8; i++)
    {
        ProgressMessage[i] = "";
        ProgressColor[i].R = 255;
        ProgressColor[i].G = 255;
        ProgressColor[i].B = 255;
    }
}

exec function SetProgressMessage( string S, int Index )
{
    if (Index < 8)
        ProgressMessage[Index] = S;
}

exec function SetProgressColor( color C, int Index )
{
    if (Index < 8)
        ProgressColor[Index] = C;
}

exec function SetProgressTime( float T )
{
    ProgressTimeOut = T + Level.TimeSeconds;
}

exec event ShowUpgradeMenu();

exec function Amphibious()
{
    if( !bCheatsEnabled )
        return;

    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;
    UnderwaterTime = +999999.0;
}
    
exec function Fly()
{
    if( !bCheatsEnabled )
        return;

    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;
        
    UnderWaterTime = Default.UnderWaterTime;    
    ClientMessage("You feel much lighter");
    SetCollision(true, true , true);
    bCollideWorld = true;
    GotoState('CheatFlying');
}

exec function SetWeaponStay( bool B)
{
    local Weapon W;

    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;

    Level.Game.bCoopWeaponMode = B;
    ForEach AllActors(class'Weapon', W)
    {
        W.bWeaponStay = false;
        W.SetWeaponStay();
    }
}

exec function Walk()
{   
    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;

    StartWalk();
}

function StartWalk()
{
    UnderWaterTime = Default.UnderWaterTime;    
    SetCollision(true, true , true);
    SetPhysics(PHYS_Walking);
    bCollideWorld = true;
    ClientReStart();    
}

exec function Ghost()
{
    if( !bCheatsEnabled )
        return;

    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;
    
    UnderWaterTime = -1.0;  
    ClientMessage("You feel ethereal");
    SetCollision(false, false, false);
    bCollideWorld = false;
    GotoState('CheatFlying');
}

exec function ShowInventory()
{
    local Inventory Inv;
    
    if( Weapon!=None )
        log( "   Weapon: " $ Weapon.Class );
    for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory ) 
        log( "Inv: "$Inv $ " state "$Inv.GetStateName());
    if ( SelectedItem != None )
        log( "Selected Item"@SelectedItem@"Charge"@SelectedItem.Charge );
}

exec function AllAmmo()
{
    local Inventory Inv;

    if( !bCheatsEnabled )
        return;

    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;

    for( Inv=Inventory; Inv!=None; Inv=Inv.Inventory ) 
        if (Ammo(Inv)!=None) 
        {
            Ammo(Inv).AmmoAmount  = 999;
            Ammo(Inv).MaxAmmo  = 999;               
        }
}   

exec function Invisible(bool B)
{
    if( !bCheatsEnabled )
        return;

    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;

    if (B)
    {
        bHidden = true;
        Visibility = 0;
    }
    else
    {
        bHidden = false;
        Visibility = Default.Visibility;
    }   
}
    
exec function God()
{
    if( !bCheatsEnabled )
        return;

    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;

    if ( ReducedDamageType == 'All' )
    {
        ReducedDamageType = '';
        ClientMessage("God mode off");
        return;
    }

    ReducedDamageType = 'All'; 
    ClientMessage("God Mode on");
}

exec function BehindView( Bool B )
{
    bBehindView = B;
}

exec function SetBob(float F)
{
    UpdateBob(F);
    SaveConfig();
}

function UpdateBob(float F)
{
    Bob = FClamp(F,0,0.032);
}

exec function SetSensitivity(float F)
{
    UpdateSensitivity(F);
    SaveConfig();
}

function UpdateSensitivity(float F)
{
    MouseSensitivity = FMax(0,F);
}

exec function SloMo( float T )
{
        ServerSetSloMo(T);
}

function ServerSetSloMo(float T)
{
    if ( bAdmin || (Level.Netmode == NM_Standalone) )
    {
        Level.Game.SetGameSpeed(T);
        Level.Game.SaveConfig(); 
        Level.Game.GameReplicationInfo.SaveConfig();
    }
}

exec function SetJumpZ( float F )
{
    if( !bCheatsEnabled )
        return;
    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;
    JumpZ = F;
}

exec function SetFriction( float F )
{
    local ZoneInfo Z;
    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;
    ForEach AllActors(class'ZoneInfo', Z)
        Z.ZoneGroundFriction = F;
}

exec function SetSpeed( float F )
{
    if( !bCheatsEnabled )
        return;
    if ( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;
    GroundSpeed = Default.GroundSpeed * f;
    WaterSpeed = Default.WaterSpeed * f;
}

exec function KillAll(class<actor> aClass)
{
    local Actor A;

    if( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;
    ForEach AllActors(class 'Actor', A)
        if ( ClassIsChildOf(A.class, aClass) )
            A.Destroy();
}

exec function KillPawns()
{
    local Pawn P;
    
    if( !bCheatsEnabled || (Level.Netmode != NM_Standalone) )
        return;
    ForEach AllActors(class 'Pawn', P)
        if (PlayerPawn(P) == None)
            P.Destroy();
}

exec function Summon( string ClassName )
{
    local class<actor> NewClass;
    if( !bCheatsEnabled )
        return;
    if( !bAdmin && (Level.Netmode != NM_Standalone) )
        return;
    log( "Fabricate " $ ClassName );
    NewClass = class<actor>( DynamicLoadObject( ClassName, class'Class' ) );
    if( NewClass!=None )
        Spawn( NewClass,,,Location + 72 * Vector(Rotation) + vect(0,0,1) * 15 );
}


//==============
// Navigation Aids
exec function ShowPath()
{
    //find next path to remembered spot
    local Actor node;
    node = FindPathTo(Destination);
    if (node != None)
    {
        log("found path");
        Spawn(class 'WayBeacon', self, '', node.location);
    }
    else
        log("didn't find path");
}

exec function RememberSpot()
{
    //remember spot
    Destination = Location;
}
    
//=============================================================================
// Input related functions.

// Postprocess the player's input.

event PlayerInput( float DeltaTime )
{
    local float SmoothTime, FOVScale, MouseScale, AbsSmoothX, AbsSmoothY, MouseTime;

    if ( bShowMenu && (myHud != None) ) 
    {
        if ( myHud.MainMenu != None )
            myHud.MainMenu.MenuTick( DeltaTime );
        // clear inputs
        bEdgeForward = false;
        bEdgeBack = false;
        bEdgeLeft = false;
        bEdgeRight = false;
        bWasForward = false;
        bWasBack = false;
        bWasLeft = false;
        bWasRight = false;
        aStrafe = 0;
        aTurn = 0;
        aForward = 0;
        aLookUp = 0;
        return;
    }
    else if ( bDelayedCommand )
    {
        bDelayedCommand = false;
        ConsoleCommand(DelayedCommand);
    }
                
    // Check for Dodge move
    // flag transitions
    bEdgeForward = (bWasForward ^^ (aBaseY > 0));
    bEdgeBack = (bWasBack ^^ (aBaseY < 0));
    bEdgeLeft = (bWasLeft ^^ (aStrafe > 0));
    bEdgeRight = (bWasRight ^^ (aStrafe < 0));
    bWasForward = (aBaseY > 0);
    bWasBack = (aBaseY < 0);
    bWasLeft = (aStrafe > 0);
    bWasRight = (aStrafe < 0);
    
    // Smooth and amplify mouse movement
    SmoothTime = FMin(0.2, 3 * DeltaTime * Level.TimeDilation);
    FOVScale = DesiredFOV * 0.01111; 
    MouseScale = MouseSensitivity * FOVScale;

    aMouseX *= MouseScale;
    aMouseY *= MouseScale;

//************************************************************************

    //log("X "$aMouseX$" Smooth "$SmoothMouseX$" Borrowed "$BorrowedMouseX$" zero time "$(Level.TimeSeconds - MouseZeroTime)$" vs "$MouseSmoothThreshold);
    AbsSmoothX = SmoothMouseX;
    AbsSmoothY = SmoothMouseY;
    MouseTime = (Level.TimeSeconds - MouseZeroTime)/Level.TimeDilation;
    if ( bMaxMouseSmoothing && (aMouseX == 0) && (MouseTime < MouseSmoothThreshold) )
    {
        SmoothMouseX = 0.5 * (MouseSmoothThreshold - MouseTime) * AbsSmoothX/MouseSmoothThreshold;
        BorrowedMouseX += SmoothMouseX;
    }
    else
    {
        if ( (SmoothMouseX == 0) || (aMouseX == 0) 
                || ((SmoothMouseX > 0) != (aMouseX > 0)) )
        {
            SmoothMouseX = aMouseX;
            BorrowedMouseX = 0;
        }
        else
        {
            SmoothMouseX = 0.5 * (SmoothMouseX + aMouseX - BorrowedMouseX);
            if ( (SmoothMouseX > 0) != (aMouseX > 0) )
            {
                if ( AMouseX > 0 )
                    SmoothMouseX = 1;
                else
                    SmoothMouseX = -1;
            } 
            BorrowedMouseX = SmoothMouseX - aMouseX;
        }
        AbsSmoothX = SmoothMouseX;
    }
    if ( bMaxMouseSmoothing && (aMouseY == 0) && (MouseTime < MouseSmoothThreshold) )
    {
        SmoothMouseY = 0.5 * (MouseSmoothThreshold - MouseTime) * AbsSmoothY/MouseSmoothThreshold;
        BorrowedMouseY += SmoothMouseY;
    }
    else
    {
        if ( (SmoothMouseY == 0) || (aMouseY == 0) 
                || ((SmoothMouseY > 0) != (aMouseY > 0)) )
        {
            SmoothMouseY = aMouseY;
            BorrowedMouseY = 0;
        }
        else
        {
            SmoothMouseY = 0.5 * (SmoothMouseY + aMouseY - BorrowedMouseY);
            if ( (SmoothMouseY > 0) != (aMouseY > 0) )
            {
                if ( AMouseY > 0 )
                    SmoothMouseY = 1;
                else
                    SmoothMouseY = -1;
            } 
            BorrowedMouseY = SmoothMouseY - aMouseY;
        }
        AbsSmoothY = SmoothMouseY;
    }
    if ( (aMouseX != 0) || (aMouseY != 0) )
        MouseZeroTime = Level.TimeSeconds;

    // adjust keyboard and joystick movements
    aLookUp *= FOVScale;
    aTurn   *= FOVScale;

    // Remap raw x-axis movement.
    if( bStrafe!=0 )
    {
        // Strafe.
        aStrafe += aBaseX + SmoothMouseX;
        aBaseX   = 0;
    }
    else
    {
        // Forward.
        aTurn  += aBaseX * FOVScale + SmoothMouseX;
        aBaseX  = 0;
    }

    // Remap mouse y-axis movement.
    if( (bStrafe == 0) && (bAlwaysMouseLook || (bLook!=0)) )
    {
        // Look up/down.
        if ( bInvertMouse )
            aLookUp -= SmoothMouseY;
        else
            aLookUp += SmoothMouseY;
    }
    else
    {
        // Move forward/backward.
        aForward += SmoothMouseY;
    }
    SmoothMouseX = AbsSmoothX;
    SmoothMouseY = AbsSmoothY;

    if ( bSnapLevel != 0 )
    {
        bCenterView = true;
        bKeyboardLook = false;
    }
    else if (aLookUp != 0)
    {
        bCenterView = false;
        bKeyboardLook = true;
    }
    else if ( bSnapToLevel && !bAlwaysMouseLook )
    {
        bCenterView = true;
        bKeyboardLook = false;
    }

    // Remap other y-axis movement.
    if ( bFreeLook != 0 )
    {
        bKeyboardLook = true;
        aLookUp += 0.5 * aBaseY * FOVScale;
    }
    else
        aForward += aBaseY;

    aBaseY = 0;

    // Handle walking.
    HandleWalking();
}

//=============================================================================
// functions.

event UpdateEyeHeight(float DeltaTime)
{
    local float smooth, bound;
    
    // smooth up/down stairs
    If( (Physics==PHYS_Walking) && !bJustLanded )
    {
        smooth = FMin(1.0, 10.0 * DeltaTime/Level.TimeDilation);
        EyeHeight = (EyeHeight - Location.Z + OldLocation.Z) * (1 - smooth) + ( ShakeVert + BaseEyeHeight) * smooth;
        bound = -0.5 * CollisionHeight;
        if (EyeHeight < bound)
            EyeHeight = bound;
        else
        {
            bound = CollisionHeight + FClamp((OldLocation.Z - Location.Z), 0.0, MaxStepHeight); 
            if ( EyeHeight > bound )
                EyeHeight = bound;
        }
    }
    else
    {
        smooth = FClamp(10.0 * DeltaTime/Level.TimeDilation, 0.35,1.0);
        bJustLanded = false;
        EyeHeight = EyeHeight * ( 1 - smooth) + (BaseEyeHeight + ShakeVert) * smooth;
    }

    // teleporters affect your FOV, so adjust it back down
    if ( FOVAngle != DesiredFOV )
    {
        if ( FOVAngle > DesiredFOV )
            FOVAngle = FOVAngle - FMax(7, 0.9 * DeltaTime * (FOVAngle - DesiredFOV)); 
        else 
            FOVAngle = FOVAngle - FMin(-7, 0.9 * DeltaTime * (FOVAngle - DesiredFOV)); 
        if ( Abs(FOVAngle - DesiredFOV) <= 10 )
            FOVAngle = DesiredFOV;
    }

    // adjust FOV for weapon zooming
    if ( bZooming )
    {   
        ZoomLevel += DeltaTime * 1.0;
        if (ZoomLevel > 0.9)
            ZoomLevel = 0.9;
        DesiredFOV = FClamp(90.0 - (ZoomLevel * 88.0), 1, 170);
    } 
}

event PlayerTimeOut()
{
    if (Health > 0)
        Died(None, 'Suicided', Location);
}

// Just changed to pendingWeapon
function ChangedWeapon()
{
    Super.ChangedWeapon();
    if ( PendingWeapon != None )
        PendingWeapon.SetHand(Handedness);
}

function JumpOffPawn()
{
    Velocity += 60 * VRand();
    Velocity.Z = 120;
    SetPhysics(PHYS_Falling);
}

event TravelPostAccept()
{
    if ( Health <= 0 )
        Health = Default.Health;
}

// This pawn was possessed by a player.
event Possess()
{
    if ( Level.Netmode == NM_Client )
    {
        // replicate client weapon preferences to server
        ServerNeverSwitchOnPickup(bNeverAutoSwitch);
        ServerSetHandedness(Handedness);
        UpdateWeaponPriorities();
    }
    ServerUpdateWeapons();
    bIsPlayer = true;
    DodgeClickTime = FMin(0.3, DodgeClickTime);
    EyeHeight = BaseEyeHeight;
    NetPriority = 3;
    StartWalk();
}

function UpdateWeaponPriorities()
{
    local byte i;

    // send new priorities to server
    if ( Level.Netmode == NM_Client )
        for ( i=0; i<ArrayCount(WeaponPriority); i++ )
            ServerSetWeaponPriority(i, WeaponPriority[i]);
}

function ServerSetWeaponPriority(byte i, name WeaponName )
{
    local inventory inv;

    WeaponPriority[i] = WeaponName;

    for ( inv=Inventory; inv!=None; inv=inv.inventory )
        if ( inv.class.name == WeaponName )
            Weapon(inv).SetSwitchPriority(self);
}

// This pawn was unpossessed by a player.
event UnPossess()
{
    log(Self$" being unpossessed");
    if ( myHUD != None )
        myHUD.Destroy();
    bIsPlayer = false;
    EyeHeight = 0.8 * CollisionHeight;
}

function Carcass SpawnCarcass()
{
    local carcass carc;

    carc = Spawn(CarcassType);
    if ( carc == None )
        return None;
    carc.Initfor(self);
    if (Player != None)
        carc.bPlayerCarcass = true;
    if ( !Level.Game.bGameEnded && (Carcass(ViewTarget) == None) )
        ViewTarget = carc; //for Player 3rd person views
    return carc;
}

function bool Gibbed(name damageType)
{
    if ( (damageType == 'decapitated') || (damageType == 'shot') )
        return false;   
    if ( (Health < -80) || ((Health < -40) && (FRand() < 0.6)) )
        return true;
    return false;
}

function SpawnGibbedCarcass()
{
    local carcass carc;

    carc = Spawn(CarcassType);
    if ( carc != None )
    {
        carc.Initfor(self);
        carc.ChunkUp(-1 * Health);
    }
}

event PlayerTick( float Time );

//
// Called immediately before gameplay begins.
//
event PreBeginPlay()
{
    bIsPlayer = true;
    Super.PreBeginPlay();
}

event PostBeginPlay()
{
    Super.PostBeginPlay();
    if (Level.LevelEnterText != "" )
        ClientMessage(Level.LevelEnterText);
    if ( Level.NetMode != NM_Client )
    {
        HUDType = Level.Game.HUDType;
        ScoringType = Level.Game.ScoreboardType;
        MyAutoAim = FMax(MyAutoAim, Level.Game.AutoAim);
    }
    bIsPlayer = true;
    DodgeClickTime = FMin(0.3, DodgeClickTime);
    DesiredFOV = DefaultFOV;
    EyeHeight = BaseEyeHeight;
    if ( Level.Game.IsA('SinglePlayer') && (Level.NetMode == NM_Standalone) )
        FlashScale = vect(0,0,0);
}

function ServerUpdateWeapons()
{
    local inventory Inv;

    For ( Inv=Inventory; Inv!=None; Inv=Inv.Inventory )
        if ( Inv.IsA('Weapon') )
            Weapon(Inv).SetSwitchPriority(self); 
}

//=============================================================================
// Animation playing - should be implemented in subclass, 
//

function PlayDodge(eDodgeDir DodgeMove)
{
    PlayDuck();
}

function PlayTurning();

function PlaySwimming()
{
    PlayRunning();
}

function PlayFeignDeath();
function PlayRising();

/* Adjust hit location - adjusts the hit location in for pawns, and returns
true if it was really a hit, and false if not (for ducking, etc.)
*/
simulated function bool AdjustHitLocation(out vector HitLocation, vector TraceDir)
{
    local float adjZ, maxZ;

    TraceDir = Normal(TraceDir);
    HitLocation = HitLocation + 0.5 * CollisionRadius * TraceDir;
    if ( BaseEyeHeight == Default.BaseEyeHeight )
        return true;

    maxZ = Location.Z + EyeHeight + 0.25 * CollisionHeight;
    if ( HitLocation.Z > maxZ )
    {
        if ( TraceDir.Z >= 0 )
            return false;
        adjZ = (maxZ - HitLocation.Z)/TraceDir.Z;
        HitLocation.Z = maxZ;
        HitLocation.X = HitLocation.X + TraceDir.X * adjZ;
        HitLocation.Y = HitLocation.Y + TraceDir.Y * adjZ;
        if ( VSize(HitLocation - Location) > CollisionRadius )  
            return false;
    }
    return true;
}

/* AdjustAim()
Calls this version for player aiming help.
Aimerror not used in this version.
Only adjusts aiming at pawns
*/

function rotator AdjustAim(float projSpeed, vector projStart, int aimerror, bool bLeadTarget, bool bWarnTarget)
{
    local vector FireDir, AimSpot, HitNormal, HitLocation;
    local actor BestTarget;
    local float bestAim, bestDist;
    local actor HitActor;
    
    FireDir = vector(ViewRotation);
    HitActor = Trace(HitLocation, HitNormal, projStart + 4000 * FireDir, projStart, true);
    if ( (HitActor != None) && HitActor.bProjTarget )
    {
        if ( bWarnTarget && HitActor.IsA('Pawn') )
            Pawn(HitActor).WarnTarget(self, projSpeed, FireDir);
        return ViewRotation;
    }

    bestAim = FMin(0.93, MyAutoAim);
    BestTarget = PickTarget(bestAim, bestDist, FireDir, projStart);

    if ( bWarnTarget && (Pawn(BestTarget) != None) )
        Pawn(BestTarget).WarnTarget(self, projSpeed, FireDir);  

    if ( (Level.NetMode != NM_Standalone) || (Level.Game.Difficulty > 2) 
        || bAlwaysMouseLook || ((BestTarget != None) && (bestAim < MyAutoAim)) || (MyAutoAim >= 1) )
        return ViewRotation;
    
    if ( BestTarget == None )
    {
        bestAim = MyAutoAim;
        BestTarget = PickAnyTarget(bestAim, bestDist, FireDir, projStart);
        if ( BestTarget == None )
            return ViewRotation;
    }

    AimSpot = projStart + FireDir * bestDist;
    AimSpot.Z = BestTarget.Location.Z + 0.3 * BestTarget.CollisionHeight;

    return rotator(AimSpot - projStart);
}

function Falling()
    {
        //SetPhysics(PHYS_Falling); //Note - physics changes type to PHYS_Falling by default
        //log(class$" Falling");
        PlayInAir();
    }

function Landed(vector HitNormal)
{
    //Note - physics changes type to PHYS_Walking by default for landed pawns
    if ( bUpdating )
        return;
    PlayLanded(Velocity.Z);
    LandBob = FMin(50, 0.055 * Velocity.Z); 
    TakeFallingDamage();
    bJustLanded = true;
}

function Died(pawn Killer, name damageType, vector HitLocation)
{
    StopZoom();

    Super.Died(Killer, damageType, HitLocation);    
}

function eAttitude AttitudeTo(Pawn Other)
{
    if (Other.bIsPlayer)
        return AttitudeToPlayer;
    else 
        return Other.AttitudeToPlayer;
}


function string KillMessage( name damageType, pawn Other )
{
    return ( Level.Game.PlayerKillMessage(damageType, Other.PlayerReplicationInfo)$PlayerReplicationInfo.PlayerName );
}
    
//=============================================================================
// Player Control

function KilledBy( pawn EventInstigator )
{
    Health = 0;
    Died( EventInstigator, 'Suicided', Location );
}

// Player view.
// Compute the rendering viewpoint for the player.
//

function CalcBehindView(out vector CameraLocation, out rotator CameraRotation, float Dist)
{
    local vector View,HitLocation,HitNormal;
    local float ViewDist;

    CameraRotation = ViewRotation;
    View = vect(1,0,0) >> CameraRotation;
    if( Trace( HitLocation, HitNormal, CameraLocation - (Dist + 30) * vector(CameraRotation), CameraLocation ) != None )
        ViewDist = FMin( (CameraLocation - HitLocation) Dot View, Dist );
    else
        ViewDist = Dist;
    CameraLocation -= (ViewDist - 30) * View; 
}

event PlayerCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
{
    local Pawn PTarget;

    if ( ViewTarget != None )
    {
        ViewActor = ViewTarget;
        CameraLocation = ViewTarget.Location;
        CameraRotation = ViewTarget.Rotation;
        PTarget = Pawn(ViewTarget);
        if ( PTarget != None )
        {
            if ( Level.NetMode == NM_Client )
            {
                if ( PTarget.bIsPlayer )
                    PTarget.ViewRotation = TargetViewRotation;
                PTarget.EyeHeight = TargetEyeHeight;
                if ( PTarget.Weapon != None )
                    PTarget.Weapon.PlayerViewOffset = TargetWeaponViewOffset;
            }
            if ( PTarget.bIsPlayer )
                CameraRotation = PTarget.ViewRotation;
            if ( !bBehindView )
                CameraLocation.Z += PTarget.EyeHeight;
        }
        if ( bBehindView )
            CalcBehindView(CameraLocation, CameraRotation, 180);
        return;
    }

    ViewActor = Self;
    CameraLocation = Location;

    if( bBehindView ) //up and behind
        CalcBehindView(CameraLocation, CameraRotation, 150);
    else
    {
        // First-person view.
        CameraRotation = ViewRotation;
        CameraLocation.Z += EyeHeight;
        CameraLocation += WalkBob;
    }
}

exec function SetViewFlash(bool B)
{
    bNoFlash = !B;
}

function ViewFlash(float DeltaTime)
{
    local vector goalFog;
    local float goalscale, delta;

    if ( bNoFlash )
    {
        InstantFlash = 0;
        InstantFog = vect(0,0,0);
    }

    delta = FMin(0.1, DeltaTime);
    goalScale = 1 + DesiredFlashScale + ConstantGlowScale + HeadRegion.Zone.ViewFlash.X; 
    goalFog = DesiredFlashFog + ConstantGlowFog + HeadRegion.Zone.ViewFog;
    DesiredFlashScale -= DesiredFlashScale * 2 * delta;  
    DesiredFlashFog -= DesiredFlashFog * 2 * delta;
    FlashScale.X += (goalScale - FlashScale.X + InstantFlash) * 10 * delta;
    FlashFog += (goalFog - FlashFog + InstantFog) * 10 * delta;
    InstantFlash = 0;
    InstantFog = vect(0,0,0);

    if ( FlashScale.X > 0.981 )
        FlashScale.X = 1;
    FlashScale = FlashScale.X * vect(1,1,1);

    if ( FlashFog.X < 0.019 )
        FlashFog.X = 0;
    if ( FlashFog.Y < 0.019 )
        FlashFog.Y = 0;
    if ( FlashFog.Z < 0.019 )
        FlashFog.Z = 0;
}

function ViewShake(float DeltaTime)
{
    if (shaketimer > 0.0) //shake view
    {
        shaketimer -= DeltaTime;
        if ( verttimer == 0 )
        {
            verttimer = 0.1;
            ShakeVert = -1.1 * maxshake;
        }
        else
        {
            verttimer -= DeltaTime;
            if ( verttimer < 0 )
            {
                verttimer = 0.2 * FRand();
                shakeVert = (2 * FRand() - 1) * maxshake;  
            }
        }
        ViewRotation.Roll = ViewRotation.Roll & 65535;
        if (bShakeDir)
        {
            ViewRotation.Roll += Int( 10 * shakemag * FMin(0.1, DeltaTime));
            bShakeDir = (ViewRotation.Roll > 32768) || (ViewRotation.Roll < (0.5 + FRand()) * shakemag);
            if ( (ViewRotation.Roll < 32768) && (ViewRotation.Roll > 1.3 * shakemag) )
            {
                ViewRotation.Roll = 1.3 * shakemag;
                bShakeDir = false;
            }
            else if (FRand() < 3 * DeltaTime)
                bShakeDir = !bShakeDir;
        }
        else
        {
            ViewRotation.Roll -= Int( 10 * shakemag * FMin(0.1, DeltaTime));
            bShakeDir = (ViewRotation.Roll > 32768) && (ViewRotation.Roll < 65535 - (0.5 + FRand()) * shakemag);
            if ( (ViewRotation.Roll > 32768) && (ViewRotation.Roll < 65535 - 1.3 * shakemag) )
            {
                ViewRotation.Roll = 65535 - 1.3 * shakemag;
                bShakeDir = true;
            }
            else if (FRand() < 3 * DeltaTime)
                bShakeDir = !bShakeDir;
        }
    }
    else
    {
        ShakeVert = 0;
        ViewRotation.Roll = ViewRotation.Roll & 65535;
        if (ViewRotation.Roll < 32768)
        {
            if ( ViewRotation.Roll > 0 )
                ViewRotation.Roll = Max(0, ViewRotation.Roll - (Max(ViewRotation.Roll,500) * 10 * FMin(0.1,DeltaTime)));
        }
        else
        {
            ViewRotation.Roll += ((65536 - Max(500,ViewRotation.Roll)) * 10 * FMin(0.1,DeltaTime));
            if ( ViewRotation.Roll > 65534 )
                ViewRotation.Roll = 0;
        }
    } 
}

function UpdateRotation(float DeltaTime, float maxPitch)
{
    local rotator newRotation;
    
    DesiredRotation = ViewRotation; //save old rotation
    ViewRotation.Pitch += 32.0 * DeltaTime * aLookUp;
    ViewRotation.Pitch = ViewRotation.Pitch & 65535;
    If ((ViewRotation.Pitch > 18000) && (ViewRotation.Pitch < 49152))
    {
        If (aLookUp > 0) 
            ViewRotation.Pitch = 18000;
        else
            ViewRotation.Pitch = 49152;
    }
    ViewRotation.Yaw += 32.0 * DeltaTime * aTurn;
    ViewShake(deltaTime);
    ViewFlash(deltaTime);
        
    newRotation = Rotation;
    newRotation.Yaw = ViewRotation.Yaw;
    newRotation.Pitch = ViewRotation.Pitch;
    If ( (newRotation.Pitch > maxPitch * RotationRate.Pitch) && (newRotation.Pitch < 65536 - maxPitch * RotationRate.Pitch) )
    {
        If (ViewRotation.Pitch < 32768) 
            newRotation.Pitch = maxPitch * RotationRate.Pitch;
        else
            newRotation.Pitch = 65536 - maxPitch * RotationRate.Pitch;
    }
    setRotation(newRotation);
}

function SwimAnimUpdate(bool bNotForward)
{
    if ( !bAnimTransition && (GetAnimGroup(AnimSequence) != 'Gesture') )
    {
        if ( bNotForward )
        {
             if ( GetAnimGroup(AnimSequence) != 'Waiting' )
                TweenToWaiting(0.1);
        }
        else if ( GetAnimGroup(AnimSequence) == 'Waiting' )
            TweenToSwimming(0.1);
    }
}

auto state InvalidState
{
    event PlayerTick( float DeltaTime )
    {
        log(self$" invalid state");
        if ( bUpdatePosition )
            ClientUpdatePosition();

        PlayerMove(DeltaTime);
    }

    function PlayerMove( float DeltaTime )
    {
        if ( Role < ROLE_Authority ) // then save this move and replicate it
            ReplicateMove(DeltaTime, vect(0,0,0), Dodge_None, rot(0,0,0));
    }
}

// Player movement.
// Player Standing, walking, running, falling.
state PlayerWalking
{
ignores SeePlayer, HearNoise, Bump;

    exec function FeignDeath()
    {
        if ( Physics == PHYS_Walking )
        {
            ServerFeignDeath();
            Acceleration = vect(0,0,0);
            GotoState('FeigningDeath');
        }
    }

    function ServerFeignDeath()
    {
        local Weapon W;

        W = Weapon;
        PendingWeapon = None;
        if ( Weapon != None )
            Weapon.PutDown();
        PendingWeapon = W;
        GotoState('FeigningDeath');
    }

    function ZoneChange( ZoneInfo NewZone )
    {
        if (NewZone.bWaterZone)
        {
            setPhysics(PHYS_Swimming);
            GotoState('PlayerSwimming');
        }
    }

    function AnimEnd()
    {
        local name MyAnimGroup;

        bAnimTransition = false;
        if (Physics == PHYS_Walking)
        {
            if (bIsCrouching)
            {
                if ( !bIsTurning && ((Velocity.X * Velocity.X + Velocity.Y * Velocity.Y) < 1000) )
                    PlayDuck(); 
                else
                    PlayCrawling();
            }
            else
            {
                MyAnimGroup = GetAnimGroup(AnimSequence);
                if ((Velocity.X * Velocity.X + Velocity.Y * Velocity.Y) < 1000)
                {
                    if ( MyAnimGroup == 'Waiting' )
                        PlayWaiting();
                    else
                    {
                        bAnimTransition = true;
                        TweenToWaiting(0.2);
                    }
                }   
                else if (bIsWalking)
                {
                    if ( (MyAnimGroup == 'Waiting') || (MyAnimGroup == 'Landing') || (MyAnimGroup == 'Gesture') || (MyAnimGroup == 'TakeHit')  )
                    {
                        TweenToWalking(0.1);
                        bAnimTransition = true;
                    }
                    else 
                        PlayWalking();
                }
                else
                {
                    if ( (MyAnimGroup == 'Waiting') || (MyAnimGroup == 'Landing') || (MyAnimGroup == 'Gesture') || (MyAnimGroup == 'TakeHit')  )
                    {
                        bAnimTransition = true;
                        TweenToRunning(0.1);
                    }
                    else
                        PlayRunning();
                }
            }
        }
        else
            PlayInAir();
    }

    function Landed(vector HitNormal)
    {
        Global.Landed(HitNormal);
        if (DodgeDir == DODGE_Active)
        {
            DodgeDir = DODGE_Done;
            DodgeClickTimer = 0.0;
            Velocity *= 0.1;
        }
        else
            DodgeDir = DODGE_None;
    }

    function Dodge(eDodgeDir DodgeMove)
    {
        local vector X,Y,Z;

        if ( bIsCrouching || (Physics != PHYS_Walking) )
            return;

        GetAxes(Rotation,X,Y,Z);
        if (DodgeMove == DODGE_Forward)
            Velocity = 1.5*GroundSpeed*X + (Velocity Dot Y)*Y;
        else if (DodgeMove == DODGE_Back)
            Velocity = -1.5*GroundSpeed*X + (Velocity Dot Y)*Y; 
        else if (DodgeMove == DODGE_Left)
            Velocity = 1.5*GroundSpeed*Y + (Velocity Dot X)*X; 
        else if (DodgeMove == DODGE_Right)
            Velocity = -1.5*GroundSpeed*Y + (Velocity Dot X)*X; 

        Velocity.Z = 160;
        PlayOwnedSound(JumpSound, SLOT_Talk, 1.0, true, 800, 1.0 );
        PlayDodge(DodgeMove);
        DodgeDir = DODGE_Active;
        SetPhysics(PHYS_Falling);
    }
    
    function ProcessMove(float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)   
    {
        local vector OldAccel;
        
        OldAccel = Acceleration;
        Acceleration = NewAccel;
        bIsTurning = ( Abs(DeltaRot.Yaw/DeltaTime) > 5000 );
        if ( (DodgeMove == DODGE_Active) && (Physics == PHYS_Falling) )
            DodgeDir = DODGE_Active;    
        else if ( (DodgeMove != DODGE_None) && (DodgeMove < DODGE_Active) )
            Dodge(DodgeMove);

        if ( bPressedJump )
            DoJump();
        if ( (Physics == PHYS_Walking) && (GetAnimGroup(AnimSequence) != 'Dodge') )
        {
            if (!bIsCrouching)
            {
                if (bDuck != 0)
                {
                    bIsCrouching = true;
                    PlayDuck();
                }
            }
            else if (bDuck == 0)
            {
                OldAccel = vect(0,0,0);
                bIsCrouching = false;
                TweenToRunning(0.1);
            }

            if ( !bIsCrouching )
            {
                if ( (!bAnimTransition || (AnimFrame > 0)) && (GetAnimGroup(AnimSequence) != 'Landing') )
                {
                    if ( Acceleration != vect(0,0,0) )
                    {
                        if ( (GetAnimGroup(AnimSequence) == 'Waiting') || (GetAnimGroup(AnimSequence) == 'Gesture') || (GetAnimGroup(AnimSequence) == 'TakeHit') )
                        {
                            bAnimTransition = true;
                            TweenToRunning(0.1);
                        }
                    }
                    else if ( (Velocity.X * Velocity.X + Velocity.Y * Velocity.Y < 1000) 
                        && (GetAnimGroup(AnimSequence) != 'Gesture') ) 
                    {
                        if ( GetAnimGroup(AnimSequence) == 'Waiting' )
                        {
                            if ( bIsTurning && (AnimFrame >= 0) ) 
                            {
                                bAnimTransition = true;
                                PlayTurning();
                            }
                        }
                        else if ( !bIsTurning ) 
                        {
                            bAnimTransition = true;
                            TweenToWaiting(0.2);
                        }
                    }
                }
            }
            else
            {
                if ( (OldAccel == vect(0,0,0)) && (Acceleration != vect(0,0,0)) )
                    PlayCrawling();
                else if ( !bIsTurning && (Acceleration == vect(0,0,0)) && (AnimFrame > 0.1) )
                    PlayDuck();
            }
        }
    }
            
    event PlayerTick( float DeltaTime )
    {
        if ( bUpdatePosition )
            ClientUpdatePosition();

        PlayerMove(DeltaTime);
    }

    function PlayerMove( float DeltaTime )
    {
        local vector X,Y,Z, NewAccel;
        local EDodgeDir OldDodge;
        local eDodgeDir DodgeMove;
        local rotator OldRotation;
        local float Speed2D;
        local bool  bSaveJump;
        local name AnimGroupName;

        GetAxes(Rotation,X,Y,Z);

        aForward *= 0.4;
        aStrafe  *= 0.4;
        aLookup  *= 0.24;
        aTurn    *= 0.24;

        // Update acceleration.
        NewAccel = aForward*X + aStrafe*Y; 
        NewAccel.Z = 0;
        // Check for Dodge move
        if ( DodgeDir == DODGE_Active )
            DodgeMove = DODGE_Active;
        else
            DodgeMove = DODGE_None;
        if (DodgeClickTime > 0.0)
        {
            if ( DodgeDir < DODGE_Active )
            {
                OldDodge = DodgeDir;
                DodgeDir = DODGE_None;
                if (bEdgeForward && bWasForward)
                    DodgeDir = DODGE_Forward;
                if (bEdgeBack && bWasBack)
                    DodgeDir = DODGE_Back;
                if (bEdgeLeft && bWasLeft)
                    DodgeDir = DODGE_Left;
                if (bEdgeRight && bWasRight)
                    DodgeDir = DODGE_Right;
                if ( DodgeDir == DODGE_None)
                    DodgeDir = OldDodge;
                else if ( DodgeDir != OldDodge )
                    DodgeClickTimer = DodgeClickTime + 0.5 * DeltaTime;
                else 
                    DodgeMove = DodgeDir;
            }
    
            if (DodgeDir == DODGE_Done)
            {
                DodgeClickTimer -= DeltaTime;
                if (DodgeClickTimer < -0.35) 
                {
                    DodgeDir = DODGE_None;
                    DodgeClickTimer = DodgeClickTime;
                }
            }       
            else if ((DodgeDir != DODGE_None) && (DodgeDir != DODGE_Active))
            {
                DodgeClickTimer -= DeltaTime;           
                if (DodgeClickTimer < 0)
                {
                    DodgeDir = DODGE_None;
                    DodgeClickTimer = DodgeClickTime;
                }
            }
        }
        
        AnimGroupName = GetAnimGroup(AnimSequence);     
        if ( (Physics == PHYS_Walking) && (AnimGroupName != 'Dodge') )
        {
            //if walking, look up/down stairs - unless player is rotating view
            if ( !bKeyboardLook && (bLook == 0) )
            {
                if ( bLookUpStairs )
                    ViewRotation.Pitch = FindStairRotation(deltaTime);
                else if ( bCenterView )
                {
                    ViewRotation.Pitch = ViewRotation.Pitch & 65535;
                    if (ViewRotation.Pitch > 32768)
                        ViewRotation.Pitch -= 65536;
                    ViewRotation.Pitch = ViewRotation.Pitch * (1 - 12 * FMin(0.0833, deltaTime));
                    if ( Abs(ViewRotation.Pitch) < 1000 )
                        ViewRotation.Pitch = 0; 
                }
            }

            Speed2D = Sqrt(Velocity.X * Velocity.X + Velocity.Y * Velocity.Y);
            //add bobbing when walking
            if ( !bShowMenu )
                CheckBob(DeltaTime, Speed2D, Y);
        }   
        else if ( !bShowMenu )
        { 
            BobTime = 0;
            WalkBob = WalkBob * (1 - FMin(1, 8 * deltatime));
        }

        // Update rotation.
        OldRotation = Rotation;
        UpdateRotation(DeltaTime, 1);

        if ( bPressedJump && (AnimGroupName == 'Dodge') )
        {
            bSaveJump = true;
            bPressedJump = false;
        }
        else
            bSaveJump = false;

        if ( Role < ROLE_Authority ) // then save this move and replicate it
            ReplicateMove(DeltaTime, NewAccel, DodgeMove, OldRotation - Rotation);
        else
            ProcessMove(DeltaTime, NewAccel, DodgeMove, OldRotation - Rotation);
        bPressedJump = bSaveJump;
    }

    function BeginState()
    {
        if ( Mesh == None )
            SetMesh();
        WalkBob = vect(0,0,0);
        DodgeDir = DODGE_None;
        bIsCrouching = false;
        bIsTurning = false;
        bPressedJump = false;
        if (Physics != PHYS_Falling) SetPhysics(PHYS_Walking);
        if ( !IsAnimating() )
            PlayWaiting();
    }
    
    function EndState()
    {
        WalkBob = vect(0,0,0);
        bIsCrouching = false;
    }
}

state FeigningDeath
{
ignores SeePlayer, HearNoise, Bump;

    function ZoneChange( ZoneInfo NewZone )
    {
        if (NewZone.bWaterZone)
        {
            setPhysics(PHYS_Swimming);
            GotoState('PlayerSwimming');
        }
    }

    exec function Fire( optional float F )
    {
        bJustFired = true;
    }

    exec function AltFire( optional float F )
    {
        bJustFired = true;
    }

    function PlayChatting()
    {
    }

    exec function Taunt( name Sequence )
    {
    }

    function AnimEnd()
    {
        if ( Role < ROLE_Authority )
            return;
        if ( Health <= 0 )
        {
            GotoState('Dying');
            return;
        }
        GotoState('PlayerWalking');
        PendingWeapon.SetDefaultDisplayProperties();
        ChangedWeapon();
    }
    
    function Landed(vector HitNormal)
    {
        if ( Role == ROLE_Authority )
            PlaySound(Land, SLOT_Interact, 0.3, false, 800, 1.0);
        if ( bUpdating )
            return;
        TakeFallingDamage();
        bJustLanded = true;             
    }

    function Rise()
    {
        if ( (Role == ROLE_Authority) && (Health <= 0) )
        {
            GotoState('Dying');
            return;
        }
        if ( !bRising )
        {
            Enable('AnimEnd');
            BaseEyeHeight = Default.BaseEyeHeight;
            bRising = true;
            PlayRising();
        }
    }

    function ProcessMove(float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)   
    {
        if ( bJustFired || bPressedJump || (NewAccel.Z > 0) )
            Rise();
        Acceleration = vect(0,0,0);
    }

    event PlayerTick( float DeltaTime )
    {
        Weapon = None; // in case client confused because of weapon switch just before feign death
        if ( bUpdatePosition )
            ClientUpdatePosition();
        
        PlayerMove(DeltaTime);
    }

    function ServerMove
    (
        float TimeStamp, 
        vector Accel, 
        vector ClientLoc,
        bool NewbRun,
        bool NewbDuck,
        bool NewbJumpStatus, 
        bool bFired,
        bool bAltFired,
        bool bForceFire,
        bool bForceAltFire,
        eDodgeDir DodgeMove, 
        byte ClientRoll, 
        int View,
        optional byte OldTimeDelta,
        optional int OldAccel
    )
    {
        Global.ServerMove(TimeStamp, Accel, ClientLoc, NewbRun, NewbDuck, NewbJumpStatus,
                            bFired, bAltFired, bForceFire, bForceAltFire, DodgeMove, ClientRoll, (32767 & (Rotation.Pitch/2)) * 32768 + (32767 & (Rotation.Yaw/2)));
    }

    function PlayerMove( float DeltaTime)
    {
        local rotator currentRot;
        local vector NewAccel;

        aLookup  *= 0.24;
        aTurn    *= 0.24;

        // Update acceleration.
        if ( !IsAnimating() && (aForward != 0) || (aStrafe != 0) )
            NewAccel = vect(0,0,1);
        else
            NewAccel = vect(0,0,0);

        // Update view rotation.
        currentRot = Rotation;
        UpdateRotation(DeltaTime, 1);
        SetRotation(currentRot);

        if ( Role < ROLE_Authority ) // then save this move and replicate it
            ReplicateMove(DeltaTime, NewAccel, DODGE_None, Rot(0,0,0));
        else
            ProcessMove(DeltaTime, NewAccel, DODGE_None, Rot(0,0,0));
        bPressedJump = false;
    }

    function PlayTakeHit(float tweentime, vector HitLoc, int Damage)
    {
        if ( IsAnimating() )
        {
            Enable('AnimEnd');
            Global.PlayTakeHit(tweentime, HitLoc, Damage);
        }
    }
    
    function PlayDying(name DamageType, vector HitLocation)
    {
        BaseEyeHeight = Default.BaseEyeHeight;
        if ( bRising || IsAnimating() )
            Global.PlayDying(DamageType, HitLocation);
    }
    
    function ChangedWeapon()
    {
        Weapon = None;
        Inventory.ChangedWeapon();
    }

    function EndState()
    {
        bJustFired = false;
        PlayerReplicationInfo.bFeigningDeath = false;
    }

    function BeginState()
    {
        local rotator NewRot;
        if ( carriedDecoration != None )
            DropDecoration();
        NewRot = Rotation;
        NewRot.Pitch = 0;
        SetRotation(NewRot);
        BaseEyeHeight = -0.5 * CollisionHeight;
        bIsCrouching = false;
        bPressedJump = false;
        bJustFired = false;
        bRising = false;
        Disable('AnimEnd');
        PlayFeignDeath();
        PlayerReplicationInfo.bFeigningDeath = true;
    }
}

// Player movement.
// Player Swimming
state PlayerSwimming
{
ignores SeePlayer, HearNoise, Bump;

    event UpdateEyeHeight(float DeltaTime)
    {
        local float smooth, bound;
        
        // smooth up/down stairs
        if( !bJustLanded )
        {
            smooth = FMin(1.0, 10.0 * DeltaTime/Level.TimeDilation);
            EyeHeight = (EyeHeight - Location.Z + OldLocation.Z) * (1 - smooth) + ( ShakeVert + BaseEyeHeight) * smooth;
            bound = -0.5 * CollisionHeight;
            if (EyeHeight < bound)
                EyeHeight = bound;
            else
            {
                bound = CollisionHeight + FClamp((OldLocation.Z - Location.Z), 0.0, MaxStepHeight); 
                 if ( EyeHeight > bound )
                    EyeHeight = bound;
            }
        }
        else
        {
            smooth = FClamp(10.0 * DeltaTime/Level.TimeDilation, 0.35, 1.0);
            bJustLanded = false;
            EyeHeight = EyeHeight * ( 1 - smooth) + (BaseEyeHeight + ShakeVert) * smooth;
        }

        // teleporters affect your FOV, so adjust it back down
        if ( FOVAngle != DesiredFOV )
        {
            if ( FOVAngle > DesiredFOV )
                FOVAngle = FOVAngle - FMax(7, 0.9 * DeltaTime * (FOVAngle - DesiredFOV)); 
            else 
                FOVAngle = FOVAngle - FMin(-7, 0.9 * DeltaTime * (FOVAngle - DesiredFOV)); 
            if ( Abs(FOVAngle - DesiredFOV) <= 10 )
                FOVAngle = DesiredFOV;
        }

        // adjust FOV for weapon zooming
        if ( bZooming )
        {   
            ZoomLevel += DeltaTime * 1.0;
            if (ZoomLevel > 0.9)
                ZoomLevel = 0.9;
            DesiredFOV = FClamp(90.0 - (ZoomLevel * 88.0), 1, 170);
        } 
    }

    function Landed(vector HitNormal)
    {
        if ( !bUpdating )
        {
            //log(class$" Landed while swimming");
            PlayLanded(Velocity.Z);
            TakeFallingDamage();
            bJustLanded = true;
        }
        if ( Region.Zone.bWaterZone )
            SetPhysics(PHYS_Swimming);
        else
        {
            GotoState('PlayerWalking');
            AnimEnd();
        }
    }

    function AnimEnd()
    {
        local vector X,Y,Z;
        GetAxes(Rotation, X,Y,Z);
        if ( (Acceleration Dot X) <= 0 )
        {
            if ( GetAnimGroup(AnimSequence) == 'TakeHit' )
            {
                bAnimTransition = true;
                TweenToWaiting(0.2);
            } 
            else
                PlayWaiting();
        }   
        else
        {
            if ( GetAnimGroup(AnimSequence) == 'TakeHit' )
            {
                bAnimTransition = true;
                TweenToSwimming(0.2);
            } 
            else
                PlaySwimming();
        }
    }
    
    function ZoneChange( ZoneInfo NewZone )
    {
        local actor HitActor;
        local vector HitLocation, HitNormal, checkpoint;

        if (!NewZone.bWaterZone)
        {
            SetPhysics(PHYS_Falling);
            if (bUpAndOut && CheckWaterJump(HitNormal)) //check for waterjump
            {
                velocity.Z = 330 + 2 * CollisionRadius; //set here so physics uses this for remainder of tick
                PlayDuck();
                GotoState('PlayerWalking');
            }               
            else if (!FootRegion.Zone.bWaterZone || (Velocity.Z > 160) )
            {
                GotoState('PlayerWalking');
                AnimEnd();
            }
            else //check if in deep water
            {
                checkpoint = Location;
                checkpoint.Z -= (CollisionHeight + 6.0);
                HitActor = Trace(HitLocation, HitNormal, checkpoint, Location, false);
                if (HitActor != None)
                {
                    GotoState('PlayerWalking');
                    AnimEnd();
                }
                else
                {
                    Enable('Timer');
                    SetTimer(0.7,false);
                }
            }
            //log("Out of water");
        }
        else
        {
            Disable('Timer');
            SetPhysics(PHYS_Swimming);
        }
    }

    function ProcessMove(float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)   
    {
        local vector X,Y,Z, Temp;
    
        GetAxes(ViewRotation,X,Y,Z);
        Acceleration = NewAccel;

        SwimAnimUpdate( (X Dot Acceleration) <= 0 );

        bUpAndOut = ((X Dot Acceleration) > 0) && ((Acceleration.Z > 0) || (ViewRotation.Pitch > 2048));
        if ( bUpAndOut && !Region.Zone.bWaterZone && CheckWaterJump(Temp) ) //check for waterjump
        {
            velocity.Z = 330 + 2 * CollisionRadius; //set here so physics uses this for remainder of tick
            PlayDuck();
            GotoState('PlayerWalking');
        }               
    }

    event PlayerTick( float DeltaTime )
    {
        if ( bUpdatePosition )
            ClientUpdatePosition();
        
        PlayerMove(DeltaTime);
    }

    function PlayerMove(float DeltaTime)
    {
        local rotator oldRotation;
        local vector X,Y,Z, NewAccel;
        local float Speed2D;
    
        GetAxes(ViewRotation,X,Y,Z);

        aForward *= 0.2;
        aStrafe  *= 0.1;
        aLookup  *= 0.24;
        aTurn    *= 0.24;
        aUp      *= 0.1;  
        
        NewAccel = aForward*X + aStrafe*Y + aUp*vect(0,0,1); 
    
        //add bobbing when swimming
        if ( !bShowMenu )
        {
            Speed2D = Sqrt(Velocity.X * Velocity.X + Velocity.Y * Velocity.Y);
            WalkBob = Y * Bob *  0.5 * Speed2D * sin(4.0 * Level.TimeSeconds);
            WalkBob.Z = Bob * 1.5 * Speed2D * sin(8.0 * Level.TimeSeconds);
        }

        // Update rotation.
        oldRotation = Rotation;
        UpdateRotation(DeltaTime, 2);

        if ( Role < ROLE_Authority ) // then save this move and replicate it
            ReplicateMove(DeltaTime, NewAccel, DODGE_None, OldRotation - Rotation);
        else
            ProcessMove(DeltaTime, NewAccel, DODGE_None, OldRotation - Rotation);
        bPressedJump = false;
    }

    function Timer()
    {
        if ( !Region.Zone.bWaterZone && (Role == ROLE_Authority) )
        {
            //log("timer out of water");
            GotoState('PlayerWalking');
            AnimEnd();
        }
    
        Disable('Timer');
    }
    
    function BeginState()
    {
        Disable('Timer');
        if ( !IsAnimating() )
            TweenToWaiting(0.3);
        //log("player swimming");
    }
}

state PlayerFlying
{
ignores SeePlayer, HearNoise, Bump;
        
    function AnimEnd()
    {
        PlaySwimming();
    }
    
    event PlayerTick( float DeltaTime )
    {
        if ( bUpdatePosition )
            ClientUpdatePosition();
    
        PlayerMove(DeltaTime);
    }

    function PlayerMove(float DeltaTime)
    {
        local rotator newRotation;
        local vector X,Y,Z;

        GetAxes(Rotation,X,Y,Z);

        aForward *= 0.2;
        aStrafe  *= 0.2;
        aLookup  *= 0.24;
        aTurn    *= 0.24;

        Acceleration = aForward*X + aStrafe*Y;  
        // Update rotation.
        UpdateRotation(DeltaTime, 2);

        if ( Role < ROLE_Authority ) // then save this move and replicate it
            ReplicateMove(DeltaTime, Acceleration, DODGE_None, rot(0,0,0));
        else
            ProcessMove(DeltaTime, Acceleration, DODGE_None, rot(0,0,0));
    }
    
    function BeginState()
    {
        SetPhysics(PHYS_Flying);
        if  ( !IsAnimating() ) PlayWalking();
        //log("player flying");
    }
}

state CheatFlying
{
ignores SeePlayer, HearNoise, Bump, TakeDamage;
        
    function AnimEnd()
    {
        PlaySwimming();
    }
    
    function ProcessMove(float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)   
    {
        Acceleration = Normal(NewAccel);
        Velocity = Normal(NewAccel) * 300;
        AutonomousPhysics(DeltaTime);
    }

    event PlayerTick( float DeltaTime )
    {
        if ( bUpdatePosition )
            ClientUpdatePosition();

        PlayerMove(DeltaTime);
    }

    function PlayerMove(float DeltaTime)
    {
        local rotator newRotation;
        local vector X,Y,Z;

        GetAxes(ViewRotation,X,Y,Z);

        aForward *= 0.1;
        aStrafe  *= 0.1;
        aLookup  *= 0.24;
        aTurn    *= 0.24;
        aUp      *= 0.1;
    
        Acceleration = aForward*X + aStrafe*Y + aUp*vect(0,0,1);  

        UpdateRotation(DeltaTime, 1);

        if ( Role < ROLE_Authority ) // then save this move and replicate it
            ReplicateMove(DeltaTime, Acceleration, DODGE_None, rot(0,0,0));
        else
            ProcessMove(DeltaTime, Acceleration, DODGE_None, rot(0,0,0));
    }

    function BeginState()
    {
        EyeHeight = BaseEyeHeight;
        SetPhysics(PHYS_Flying);
        if  ( !IsAnimating() ) PlaySwimming();
        // log("cheat flying");
    }
}

state PlayerWaiting
{
ignores SeePlayer, HearNoise, Bump, TakeDamage, Died, ZoneChange, FootZoneChange;

    exec function Jump( optional float F )
    {
    }

    exec function Suicide()
    {
    }

    function ChangeTeam( int N )
    {
        Level.Game.ChangeTeam(self, N);
    }

    exec function Fire(optional float F)
    {
        bReadyToPlay = true;
    }
    
    exec function AltFire(optional float F)
    {
        bReadyToPlay = true;
    }
        
    function ProcessMove(float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)   
    {
        Acceleration = NewAccel;
        MoveSmooth(Acceleration * DeltaTime);
    }

    function PlayWaiting() {}

    event PlayerTick( float DeltaTime )
    {
        if ( bUpdatePosition )
            ClientUpdatePosition();

        PlayerMove(DeltaTime);
    }

    function PlayerMove(float DeltaTime)
    {
        local rotator newRotation;
        local vector X,Y,Z;

        GetAxes(ViewRotation,X,Y,Z);

        aForward *= 0.1;
        aStrafe  *= 0.1;
        aLookup  *= 0.24;
        aTurn    *= 0.24;
        aUp      *= 0.1;
    
        Acceleration = aForward*X + aStrafe*Y + aUp*vect(0,0,1);  

        UpdateRotation(DeltaTime, 1);

        if ( Role < ROLE_Authority ) // then save this move and replicate it
            ReplicateMove(DeltaTime, Acceleration, DODGE_None, rot(0,0,0));
        else
            ProcessMove(DeltaTime, Acceleration, DODGE_None, rot(0,0,0));
    }

    function EndState()
    {
        SetMesh();
        PlayerReplicationInfo.bIsSpectator = false;
        PlayerReplicationInfo.bWaitingPlayer = false;
        SetCollision(true,true,true);
    }

    function BeginState()
    {
        Mesh = None;
        if ( PlayerReplicationInfo != None )
        {
            PlayerReplicationInfo.bIsSpectator = true;
            PlayerReplicationInfo.bWaitingPlayer = true;
        }
        SetCollision(false,false,false);
        EyeHeight = BaseEyeHeight;
        SetPhysics(PHYS_None);
    }
}

state PlayerSpectating
{
ignores SeePlayer, HearNoise, Bump, TakeDamage, Died, ZoneChange, FootZoneChange;

    exec function Suicide()
    {
    }

    function SendVoiceMessage(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageID, name broadcasttype)
    {
    }

    exec function AltFire( optional float F )
    {
        bBehindView = false;
        Viewtarget = None;
        ClientMessage(ViewingFrom@OwnCamera, 'Event', true);
    }

    function ChangeTeam( int N )
    {
        Level.Game.ChangeTeam(self, N);
    }

    exec function Fire( optional float F )
    {
        if ( Role == ROLE_Authority )
        {
            ViewPlayerNum(-1);
            bBehindView = true;
        }
    } 

    function ProcessMove(float DeltaTime, vector NewAccel, eDodgeDir DodgeMove, rotator DeltaRot)   
    {
        Acceleration = NewAccel;
        MoveSmooth(Acceleration * DeltaTime);
    }

    event PlayerTick( float DeltaTime )
    {
        if ( bUpdatePosition )
            ClientUpdatePosition();

        PlayerMove(DeltaTime);
    }

    function PlayerMove(float DeltaTime)
    {
        local rotator newRotation;
        local vector X,Y,Z;

        GetAxes(ViewRotation,X,Y,Z);

        aForward *= 0.1;
        aStrafe  *= 0.1;
        aLookup  *= 0.24;
        aTurn    *= 0.24;
        aUp      *= 0.1;
    
        Acceleration = aForward*X + aStrafe*Y + aUp*vect(0,0,1);  

        UpdateRotation(DeltaTime, 1);

        if ( Role < ROLE_Authority ) // then save this move and replicate it
            ReplicateMove(DeltaTime, Acceleration, DODGE_None, rot(0,0,0));
        else
            ProcessMove(DeltaTime, Acceleration, DODGE_None, rot(0,0,0));
    }

    function EndState()
    {
        PlayerReplicationInfo.bIsSpectator = false;
        PlayerReplicationInfo.bWaitingPlayer = false;
        SetMesh();
        SetCollision(true,true,true);
    }

    function BeginState()
    {
        PlayerReplicationInfo.bIsSpectator = true;
        PlayerReplicationInfo.bWaitingPlayer = true;
        bShowScores = true;
        Mesh = None;
        SetCollision(false,false,false);
        EyeHeight = Default.BaseEyeHeight;
        SetPhysics(PHYS_None);
    }
}
//===============================================================================
state PlayerWaking
{
ignores SeePlayer, HearNoise, KilledBy, Bump, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, SwitchWeapon, Falling;

    function Timer()
    {
        BaseEyeHeight = Default.BaseEyeHeight;
    }

    event PlayerTick( float DeltaTime )
    {
        if ( bUpdatePosition )
            ClientUpdatePosition();

        PlayerMove(DeltaTime);
    }

    function PlayerMove(Float DeltaTime)
    {
        ViewFlash(deltaTime * 0.5);
        if ( TimerRate == 0 )
        {
            ViewRotation.Pitch -= DeltaTime * 12000;
            if ( ViewRotation.Pitch < 0 )
            {
                ViewRotation.Pitch = 0;
                GotoState('PlayerWalking');
            }
        }

        if ( Role < ROLE_Authority ) // then save this move and replicate it
            ReplicateMove(DeltaTime, vect(0,0,0), DODGE_None, rot(0,0,0));
        else
            ProcessMove(DeltaTime, vect(0,0,0), DODGE_None, rot(0,0,0));
    }

    function BeginState()
    {
        if ( bWokeUp )
        {
            ViewRotation.Pitch = 0;
            SetTimer(0, false);
            return;
        }
        BaseEyeHeight = 0;
        EyeHeight = 0;
        SetTimer(3.0, false);
        bWokeUp = true;
    }
}

state Dying
{
ignores SeePlayer, HearNoise, KilledBy, Bump, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, SwitchWeapon, Falling, PainTimer;

    exec function Suicide()
    {
    }

    function ServerReStartPlayer()
    {
        //log("calling restartplayer in dying with netmode "$Level.NetMode);
        if ( (bFrozen && (TimerRate>0.0)) || (Level.NetMode == NM_Client) )
            return;
        if( Level.Game.RestartPlayer(self) )
        {
            ServerTimeStamp = 0;
            TimeMargin = 0;
            Enemy = None;
            Level.Game.StartPlayer(self);
            if ( Mesh != None )
                PlayWaiting();
            ClientReStart();
        }
        else
            log("Restartplayer failed");
    }

    exec function Fire( optional float F )
    {
        if ( (Level.NetMode == NM_Standalone) && !Level.Game.bDeathMatch )
        {
            if ( bFrozen )
                return;
            ShowLoadMenu();
        }
        else if ( !bFrozen || (TimerRate <= 0.0) )
            ServerReStartPlayer();
    }
    
    exec function AltFire( optional float F )
    {
        Fire(F);
    }

    function PlayChatting()
    {
    }

    exec function Taunt( name Sequence )
    {
    }

    function ServerMove
    (
        float TimeStamp, 
        vector Accel, 
        vector ClientLoc,
        bool NewbRun,
        bool NewbDuck,
        bool NewbJumpStatus,
        bool bFired,
        bool bAltFired,
        bool bForceFire,
        bool bForceAltFire,
        eDodgeDir DodgeMove, 
        byte ClientRoll, 
        int View,
        optional byte OldTimeDelta,
        optional int OldAccel
    )
    {
        Global.ServerMove(
                    TimeStamp,
                    Accel, 
                    ClientLoc,
                    false,
                    false,
                    false, 
                    false,
                    false,
                    false,
                    false,
                    DodgeMove, 
                    ClientRoll, 
                    View);
    }

    function PlayerCalcView(out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )
    {
        local vector View,HitLocation,HitNormal, FirstHit, spot;
        local float DesiredDist, ViewDist, WallOutDist;
        local actor HitActor;
        local Pawn PTarget;

        if ( ViewTarget != None )
        {
            ViewActor = ViewTarget;
            CameraLocation = ViewTarget.Location;
            CameraRotation = ViewTarget.Rotation;
            PTarget = Pawn(ViewTarget);
            if ( PTarget != None )
            {
                if ( Level.NetMode == NM_Client )
                {
                    if ( PTarget.bIsPlayer )
                        PTarget.ViewRotation = TargetViewRotation;
                    PTarget.EyeHeight = TargetEyeHeight;
                    if ( PTarget.Weapon != None )
                        PTarget.Weapon.PlayerViewOffset = TargetWeaponViewOffset;
                }
                if ( PTarget.bIsPlayer )
                    CameraRotation = PTarget.ViewRotation;
                CameraLocation.Z += PTarget.EyeHeight;
            }

            if ( Carcass(ViewTarget) != None )
            {
                if ( bBehindView || (ViewTarget.Physics == PHYS_None) )
                    CameraRotation = ViewRotation;
                else 
                    ViewRotation = CameraRotation;
                if ( bBehindView )
                    CalcBehindView(CameraLocation, CameraRotation, 190);
            }
            else if ( bBehindView )
                CalcBehindView(CameraLocation, CameraRotation, 180);

            return;
        }

        // View rotation.
        CameraRotation = ViewRotation;
        DesiredFOV = DefaultFOV;        
        ViewActor = self;
        if( bBehindView ) //up and behind (for death scene)
            CalcBehindView(CameraLocation, CameraRotation, 180);
        else
        {
            // First-person view.
            CameraLocation = Location;
            CameraLocation.Z += Default.BaseEyeHeight;
        }
    }

    event PlayerTick( float DeltaTime )
    {
        if ( bUpdatePosition )
            ClientUpdatePosition();
        
        PlayerMove(DeltaTime);
    }

    function PlayerMove(float DeltaTime)
    {
        local vector X,Y,Z;

        if ( !bFrozen )
        {
            if ( bPressedJump )
            {
                Fire(0);
                bPressedJump = false;
            }
            GetAxes(ViewRotation,X,Y,Z);
            // Update view rotation.
            aLookup  *= 0.24;
            aTurn    *= 0.24;
            ViewRotation.Yaw += 32.0 * DeltaTime * aTurn;
            ViewRotation.Pitch += 32.0 * DeltaTime * aLookUp;
            ViewRotation.Pitch = ViewRotation.Pitch & 65535;
            If ((ViewRotation.Pitch > 18000) && (ViewRotation.Pitch < 49152))
            {
                If (aLookUp > 0) 
                    ViewRotation.Pitch = 18000;
                else
                    ViewRotation.Pitch = 49152;
            }
            if ( Role < ROLE_Authority ) // then save this move and replicate it
                ReplicateMove(DeltaTime, vect(0,0,0), DODGE_None, rot(0,0,0));
        }
        ViewShake(DeltaTime);
        ViewFlash(DeltaTime);
    }

    function FindGoodView()
    {
        local vector cameraLoc;
        local rotator cameraRot;
        local int tries, besttry;
        local float bestdist, newdist;
        local int startYaw;
        local actor ViewActor;
        
        //fixme - try to pick view with killer visible
        //fixme - also try varying starting pitch
        ////log("Find good death scene view");
        ViewRotation.Pitch = 56000;
        tries = 0;
        besttry = 0;
        bestdist = 0.0;
        startYaw = ViewRotation.Yaw;
        
        for (tries=0; tries<16; tries++)
        {
            cameraLoc = Location;
            PlayerCalcView(ViewActor, cameraLoc, cameraRot);
            newdist = VSize(cameraLoc - Location);
            if (newdist > bestdist)
            {
                bestdist = newdist; 
                besttry = tries;
            }
            ViewRotation.Yaw += 4096;
        }
            
        ViewRotation.Yaw = startYaw + besttry * 4096;
    }
    
    function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                            Vector momentum, name damageType)
    {
        if ( !bHidden )
            Super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType);
    }
    
    function Timer()
    {
        bFrozen = false;
        bShowScores = true;
        bPressedJump = false;
    }
    
    function BeginState()
    {
        BaseEyeheight = Default.BaseEyeHeight;
        EyeHeight = BaseEyeHeight;
        if ( Carcass(ViewTarget) == None )
            bBehindView = true;
        bFrozen = true;
        bPressedJump = false;
        bJustFired = false;
        bJustAltFired = false;
        FindGoodView();
        if ( (Role == ROLE_Authority) && !bHidden )
            Super.Timer(); 
        SetTimer(1.0, false);

        // clean out saved moves
        while ( SavedMoves != None )
        {
            SavedMoves.Destroy();
            SavedMoves = SavedMoves.NextMove;
        }
        if ( PendingMove != None )
        {
            PendingMove.Destroy();
            PendingMove = None;
        }
    }
    
    function EndState()
    {
        // clean out saved moves
        while ( SavedMoves != None )
        {
            SavedMoves.Destroy();
            SavedMoves = SavedMoves.NextMove;
        }
        if ( PendingMove != None )
        {
            PendingMove.Destroy();
            PendingMove = None;
        }
        Velocity = vect(0,0,0);
        Acceleration = vect(0,0,0);
        bBehindView = false;
        bShowScores = false;
        bJustFired = false;
        bJustAltFired = false;
        bPressedJump = false;
        if ( Carcass(ViewTarget) != None )
            ViewTarget = None;
        //Log(self$" exiting dying with remote role "$RemoteRole$" and role "$Role);
    }
}

state GameEnded
{
ignores SeePlayer, HearNoise, KilledBy, Bump, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, Falling, TakeDamage, PainTimer, Died, Suicide;

    exec function ThrowWeapon()
    {
    }

    exec function Taunt( name Sequence )
    {
        if ( Health > 0 )
            Global.Taunt(Sequence);
    }

    exec function ViewClass( class<actor> aClass, optional bool bQuiet )
    {
    }
    exec function ViewPlayer( string S )
    {
    }


    function ServerReStartGame()
    {
        Level.Game.RestartGame();
    }

    exec function Fire( optional float F )
    {
        if ( Role < ROLE_Authority)
            return;
        if ( !bFrozen )
            ServerReStartGame();
        else if ( TimerRate <= 0 )
            SetTimer(1.5, false);
    }
    
    exec function AltFire( optional float F )
    {
        Fire(F);
    }

    event PlayerTick( float DeltaTime )
    {
        if ( bUpdatePosition )
            ClientUpdatePosition();

        PlayerMove(DeltaTime);
    }

    function PlayerMove(float DeltaTime)
    {
        local vector X,Y,Z;
        
        GetAxes(ViewRotation,X,Y,Z);
        // Update view rotation.

        if ( !bFixedCamera )
        {
            aLookup  *= 0.24;
            aTurn    *= 0.24;
            ViewRotation.Yaw += 32.0 * DeltaTime * aTurn;
            ViewRotation.Pitch += 32.0 * DeltaTime * aLookUp;
            ViewRotation.Pitch = ViewRotation.Pitch & 65535;
            If ((ViewRotation.Pitch > 18000) && (ViewRotation.Pitch < 49152))
            {
                If (aLookUp > 0) 
                    ViewRotation.Pitch = 18000;
                else
                    ViewRotation.Pitch = 49152;
            }
        }
        else if ( ViewTarget != None )
            ViewRotation = ViewTarget.Rotation;

        ViewShake(DeltaTime);
        ViewFlash(DeltaTime);

        if ( Role < ROLE_Authority ) // then save this move and replicate it
            ReplicateMove(DeltaTime, vect(0,0,0), DODGE_None, rot(0,0,0));
        else
            ProcessMove(DeltaTime, vect(0,0,0), DODGE_None, rot(0,0,0));
        bPressedJump = false;
    }

    function ServerMove
    (
        float TimeStamp, 
        vector InAccel, 
        vector ClientLoc,
        bool NewbRun,
        bool NewbDuck,
        bool NewbJumpStatus, 
        bool bFired,
        bool bAltFired,
        bool bForceFire,
        bool bForceAltFire,
        eDodgeDir DodgeMove, 
        byte ClientRoll, 
        int View,
        optional byte OldTimeDelta,
        optional int OldAccel
    )
    {
        Global.ServerMove(TimeStamp, InAccel, ClientLoc, NewbRun, NewbDuck, NewbJumpStatus,
                            bFired, bAltFired, bForceFire, bForceAltFire, DodgeMove, ClientRoll, (32767 & (ViewRotation.Pitch/2)) * 32768 + (32767 & (ViewRotation.Yaw/2)) );

    }

    function FindGoodView()
    {
        local vector cameraLoc;
        local rotator cameraRot;
        local int tries, besttry;
        local float bestdist, newdist;
        local int startYaw;
        local actor ViewActor;
        
        ViewRotation.Pitch = 56000;
        tries = 0;
        besttry = 0;
        bestdist = 0.0;
        startYaw = ViewRotation.Yaw;
        
        for (tries=0; tries<16; tries++)
        {
            if ( ViewTarget != None )
                cameraLoc = ViewTarget.Location;
            else
                cameraLoc = Location;
            PlayerCalcView(ViewActor, cameraLoc, cameraRot);
            newdist = VSize(cameraLoc - Location);
            if (newdist > bestdist)
            {
                bestdist = newdist; 
                besttry = tries;
            }
            ViewRotation.Yaw += 4096;
        }
            
        ViewRotation.Yaw = startYaw + besttry * 4096;
    }
    
    function Timer()
    {
        bFrozen = false;
    }
    
    function BeginState()
    {
        local Pawn P;

        EndZoom();
        AnimRate = 0.0;
        SimAnim.Y = 0;
        bFire = 0;
        bAltFire = 0;
        SetCollision(false,false,false);
        bShowScores = true;
        bFrozen = true;
        if ( !bFixedCamera )
        {
            FindGoodView();
            bBehindView = true;
        }
        SetTimer(1.5, false);
        SetPhysics(PHYS_None);
        ForEach AllActors(class'Pawn', P)
        {
            P.Velocity = vect(0,0,0);
            P.SetPhysics(PHYS_None);
        }
    }
}

// ngStats Accessors
function string GetNGSecret()
{
    return ngWorldSecret;
}

function SetNGSecret(string newSecret)
{
    ngWorldSecret = newSecret;
}

defaultproperties
{
     DodgeClickTime=0.250000
     Bob=0.016000
     FlashScale=(X=1.000000,Y=1.000000,Z=1.000000)
     DesiredFOV=90.000000
     DefaultFOV=90.000000
     CdTrack=255
     MyAutoAim=1.000000
     Handedness=-1.000000
     bAlwaysMouseLook=True
     bMaxMouseSmoothing=True
     bNoFlash=True
     bMessageBeep=True
     MouseSensitivity=3.000000
     WeaponPriority(0)=Translocator
     WeaponPriority(1)=ChainSaw
     WeaponPriority(2)=ImpactHammer
     WeaponPriority(3)=enforcer
     WeaponPriority(4)=doubleenforcer
     WeaponPriority(5)=ShockRifle
     WeaponPriority(6)=ut_biorifle
     WeaponPriority(7)=PulseGun
     WeaponPriority(8)=SniperRifle
     WeaponPriority(9)=ripper
     WeaponPriority(10)=minigun2
     WeaponPriority(11)=UT_FlakCannon
     WeaponPriority(12)=UT_Eightball
     WeaponPriority(13)=WarheadLauncher
     MouseSmoothThreshold=0.070000
     MaxTimeMargin=3.000000
     QuickSaveString="Quick Saving"
     NoPauseMessage="Game is not pauseable"
     ViewingFrom="Now viewing from"
     OwnCamera="own camera"
     FailedView="Failed to change view."
     bIsPlayer=True
     bCanJump=True
     bViewTarget=True
     DesiredSpeed=0.300000
     SightRadius=4100.000000
     bStasis=False
     bTravel=True
     NetPriority=3.000000
}

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Class file time: Sun 14/2/2010 02:15:28.000 - Creation time: Sun 14/2/2010 02:19:39.105 - Created with UnCodeX