remove unused stuff, more standards compliance
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					@ -36,6 +36,8 @@
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[warnings]
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					[warnings]
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	ALL = true
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						ALL = true
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						ASSIGN_FUNCTION_TYPES = false
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						USED_UNINITIALIZED = false
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[optimizations]
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					[optimizations]
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	PEEPHOLE             = true
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						PEEPHOLE             = true
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			||||||
							
								
								
									
										61
									
								
								source/ai.qc
									
									
									
									
									
								
							
							
						
						
									
										61
									
								
								source/ai.qc
									
									
									
									
									
								
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					@ -31,11 +31,6 @@ walkmove(angle, speed) primitive is all or nothing
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*/
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					*/
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//
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// globals
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//
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float current_yaw;
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//
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					//
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// when a monster becomes angry at a player, that monster will be used
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					// when a monster becomes angry at a player, that monster will be used
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// as the sight target the next frame so that monsters near that one
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					// as the sight target the next frame so that monsters near that one
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					@ -211,62 +206,6 @@ float(entity targ) infront = {
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};
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					};
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//============================================================================
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/*
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===========
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ChangeYaw
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Turns towards self.ideal_yaw at self.yaw_speed
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Sets the global variable current_yaw
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Called every 0.1 sec by monsters
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============
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*/
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/*
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void() ChangeYaw =
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{
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	local float ideal, move;
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//current_yaw = self.ideal_yaw;
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// mod down the current angle
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	current_yaw = anglemod(self.angles_y );
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	ideal = self.ideal_yaw;
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	if(current_yaw == ideal)
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		return;
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	move = ideal - current_yaw;
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	if(ideal > current_yaw)
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	{
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		if(move > 180)
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			move = move - 360;
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	}
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	else
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	{
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		if(move < -180)
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			move = move + 360;
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	}
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	if(move > 0)
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	{
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		if(move > self.yaw_speed)
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			move = self.yaw_speed;
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	}
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	else
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	{
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		if(move < 0-self.yaw_speed )
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			move = 0-self.yaw_speed;
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	}
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	current_yaw = anglemod(current_yaw + move);
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	self.angles_y = current_yaw;
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};
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*/
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//============================================================================
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					//============================================================================
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void() HuntTarget = {
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					void() HuntTarget = {
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					@ -1,5 +1,6 @@
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// system globals ------------------------------------------------------------|
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					// system globals ------------------------------------------------------------|
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					#pragma noref 1
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entity self;
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					entity self;
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entity other;
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					entity other;
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entity world;
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					entity world;
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					@ -46,6 +47,7 @@ float trace_inopen;
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float trace_inwater;
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					float trace_inwater;
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entity msg_entity; // destination of single entity writes
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					entity msg_entity; // destination of single entity writes
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					#pragma noref 0
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// required prog functions
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					// required prog functions
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void() main; // only for testing
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					void() main; // only for testing
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					@ -80,7 +82,7 @@ void end_sys_globals; // flag for structure dumping
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.float solid;
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					.float solid;
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.vector origin;
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					.vector origin;
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.vector oldorigin;
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					.vector oldorigin; // only used by secret door
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.vector velocity;
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					.vector velocity;
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.vector angles;
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					.vector angles;
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.vector avelocity;
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					.vector avelocity;
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					@ -185,8 +187,6 @@ void(vector ang) makevectors = #1; // sets v_forward, etc globals
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void(entity e, vector o) setorigin = #2;
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					void(entity e, vector o) setorigin = #2;
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void(entity e, string m) setmodel = #3; // set movetype and solid first
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					void(entity e, string m) setmodel = #3; // set movetype and solid first
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void(entity e, vector min, vector max) setsize = #4;
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					void(entity e, vector min, vector max) setsize = #4;
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// #5 was removed
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void() break = #6;
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float() random = #7; // returns 0 - 1
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					float() random = #7; // returns 0 - 1
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void(entity e, float chan, string samp, float vol, float atten) sound = #8;
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					void(entity e, float chan, string samp, float vol, float atten) sound = #8;
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vector(vector v) normalize = #9;
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					vector(vector v) normalize = #9;
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					@ -221,16 +221,13 @@ void() traceon = #29; // turns statment trace on
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void() traceoff = #30;
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					void() traceoff = #30;
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void(entity e) eprint = #31; // prints an entire edict
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					void(entity e) eprint = #31; // prints an entire edict
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float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
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					float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
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// #33 was removed
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float() droptofloor = #34; // TRUE if landed on floor
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					float() droptofloor = #34; // TRUE if landed on floor
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void(float style, string value) lightstyle = #35;
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					void(float style, string value) lightstyle = #35;
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float(float v) rint = #36; // round to nearest int
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					float(float v) rint = #36; // round to nearest int
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float(float v) floor = #37; // largest integer <= v
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					float(float v) floor = #37; // largest integer <= v
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float(float v) ceil = #38; // smallest integer >= v
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					float(float v) ceil = #38; // smallest integer >= v
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// #39 was removed
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float(entity e) checkbottom = #40; // true if self is on ground
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					float(entity e) checkbottom = #40; // true if self is on ground
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float(vector v) pointcontents = #41; // returns a CONTENT_*
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					float(vector v) pointcontents = #41; // returns a CONTENT_*
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// #42 was removed
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float(float f) fabs = #43;
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					float(float f) fabs = #43;
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vector(entity e, float speed) aim = #44; // returns the shooting vector
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					vector(entity e, float speed) aim = #44; // returns the shooting vector
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float(string s) cvar = #45; // return cvar.value
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					float(string s) cvar = #45; // return cvar.value
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					@ -239,7 +236,6 @@ entity(entity e) nextent = #47; // for looping through all ents
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// start a particle effect
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					// start a particle effect
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void(vector o, vector d, float color, float count) particle = #48;
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					void(vector o, vector d, float color, float count) particle = #48;
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void() ChangeYaw = #49; // turn towards self.ideal_yaw at self.yaw_speed
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					void() ChangeYaw = #49; // turn towards self.ideal_yaw at self.yaw_speed
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// #50 was removed
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vector(vector v) vectoangles = #51;
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					vector(vector v) vectoangles = #51;
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// direct client message generation
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					// direct client message generation
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					@ -257,7 +253,6 @@ void(float step) movetogoal = #67;
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string(string s) precache_file = #68; // no effect except for -copy
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					string(string s) precache_file = #68; // no effect except for -copy
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void(entity e) makestatic = #69;
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					void(entity e) makestatic = #69;
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void(string s) changelevel = #70;
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					void(string s) changelevel = #70;
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//#71 was removed
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void(string var, string val) cvar_set = #72; // sets cvar.value
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					void(string var, string val) cvar_set = #72; // sets cvar.value
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void(entity client, string s) centerprint = #73; // sprint, but in middle
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					void(entity client, string s) centerprint = #73; // sprint, but in middle
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void(vector pos, string samp, float vol, float atten) ambientsound = #74;
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					void(vector pos, string samp, float vol, float atten) ambientsound = #74;
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					@ -474,7 +469,6 @@ float movedist;
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float gameover; // set when a rule exits
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					float gameover; // set when a rule exits
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string string_null; // null string, nothing should be held here
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					string string_null; // null string, nothing should be held here
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float empty_float;
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entity newmis; // launch_spike sets this after spawning it
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					entity newmis; // launch_spike sets this after spawning it
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					@ -549,8 +543,6 @@ float skill;
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.string mdl;
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					.string mdl;
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.vector mangle; // angle at start
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					.vector mangle; // angle at start
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.vector oldorigin; // only used by secret door
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.float t_length, t_width;
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					.float t_length, t_width;
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// doors, etc
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					// doors, etc
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					@ -1,9 +1,10 @@
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					enum {
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const float DOOR_START_OPEN = 1;
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						DOOR_START_OPEN = 1,
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const float DOOR_DONT_LINK = 4;
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						DOOR_DONT_LINK = 4,
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const float DOOR_GOLD_KEY = 8;
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						DOOR_GOLD_KEY = 8,
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const float DOOR_SILVER_KEY = 16;
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						DOOR_SILVER_KEY = 16,
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const float DOOR_TOGGLE = 32;
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						DOOR_TOGGLE = 32,
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					};
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/*
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					/*
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					@ -531,11 +532,13 @@ void() fd_secret_move5;
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void() fd_secret_move6;
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					void() fd_secret_move6;
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void() fd_secret_done;
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					void() fd_secret_done;
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const float SECRET_OPEN_ONCE = 1; // stays open
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					enum {
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const float SECRET_1ST_LEFT = 2; // 1st move is left of arrow
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						SECRET_OPEN_ONCE = 1, // stays open
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const float SECRET_1ST_DOWN = 4; // 1st move is down from arrow
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						SECRET_1ST_LEFT = 2, // 1st move is left of arrow
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const float SECRET_NO_SHOOT = 8; // only opened by trigger
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						SECRET_1ST_DOWN = 4, // 1st move is down from arrow
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const float SECRET_YES_SHOOT = 16; // shootable even if targeted
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						SECRET_NO_SHOOT = 8, // only opened by trigger
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						SECRET_YES_SHOOT = 16, // shootable even if targeted
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					};
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void() fd_secret_use = {
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					void() fd_secret_use = {
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					@ -101,8 +101,10 @@ rot you down to your maximum health limit,
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one point per second.
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					one point per second.
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*/
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					*/
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const float H_ROTTEN = 1;
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					enum {
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const float H_MEGA = 2;
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						H_ROTTEN = 1,
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						H_MEGA = 2,
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					};
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.float healamount, healtype;
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					.float healamount, healtype;
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void() health_touch;
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					void() health_touch;
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void() item_megahealth_rot;
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					void() item_megahealth_rot;
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					@ -666,7 +668,9 @@ void() ammo_touch = {
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const float WEAPON_BIG2 = 1;
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					enum {
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						WEAPON_BIG2 = 1,
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					};
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/*QUAKED item_shells(0 .5 .8) (0 0 0) (32 32 32) big
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					/*QUAKED item_shells(0 .5 .8) (0 0 0) (32 32 32) big
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*/
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					*/
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					@ -758,10 +762,12 @@ void() item_cells = {
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DO NOT USE THIS!!!! IT WILL BE REMOVED!
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					DO NOT USE THIS!!!! IT WILL BE REMOVED!
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*/
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					*/
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const float WEAPON_SHOTGUN = 1;
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					enum {
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const float WEAPON_ROCKET = 2;
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						WEAPON_SHOTGUN = 1,
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const float WEAPON_SPIKES = 4;
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						WEAPON_ROCKET = 2,
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const float WEAPON_BIG = 8;
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						WEAPON_SPIKES = 4,
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						WEAPON_BIG = 8,
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					};
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void() item_weapon = {
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					void() item_weapon = {
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	self.touch = ammo_touch;
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						self.touch = ammo_touch;
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					@ -29,7 +29,7 @@ $frame painb10 painb11
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//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
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					//frame attack1 attack2 attack3 attack4 attack5 attack6 attack7
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//frame attack8 attack9 attack10 attack11
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					//frame attack8 attack9 attack10 attack11
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$frame attackb1 attackb1 attackb2 attackb3 attackb4 attackb5
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					$frame attackb1 attackb2 attackb3 attackb4 attackb5
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$frame attackb6 attackb7 attackb8 attackb9 attackb10
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					$frame attackb6 attackb7 attackb8 attackb9 attackb10
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$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
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					$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 walk8 walk9
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						 | 
					@ -14,7 +14,9 @@ void() info_notnull = {
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//============================================================================
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					//============================================================================
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const float START_OFF = 1;
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					enum {
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						START_OFF = 1,
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					};
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void() light_use = {
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					void() light_use = {
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	if(self.spawnflags & START_OFF) {
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						if(self.spawnflags & START_OFF) {
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						 | 
					@ -155,13 +157,12 @@ Lava Balls
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void() fire_fly;
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					void() fire_fly;
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void() fire_touch;
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					void() fire_touch;
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void() misc_fireball = {
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					void() misc_fireball = {
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	precache_model("progs/lavaball.mdl");
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						precache_model("progs/lavaball.mdl");
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	self.classname = "fireball";
 | 
						self.classname = "fireball";
 | 
				
			||||||
	self.nextthink = time + (random() * 5);
 | 
						self.nextthink = time + (random() * 5);
 | 
				
			||||||
	self.think = fire_fly;
 | 
						self.think = fire_fly;
 | 
				
			||||||
	if(!self.speed) {
 | 
						if(!self.speed) {
 | 
				
			||||||
		self.speed == 1000;
 | 
							self.speed = 1000;
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					@ -269,8 +270,10 @@ void() misc_explobox2 = {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//============================================================================
 | 
					//============================================================================
 | 
				
			||||||
 | 
					
 | 
				
			||||||
const float SPAWNFLAG_SUPERSPIKE = 1;
 | 
					enum {
 | 
				
			||||||
const float SPAWNFLAG_LASER = 2;
 | 
						SPAWNFLAG_SUPERSPIKE = 1,
 | 
				
			||||||
 | 
						SPAWNFLAG_LASER = 2,
 | 
				
			||||||
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void(vector org, vector vec) LaunchLaser;
 | 
					void(vector org, vector vec) LaunchLaser;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -26,7 +26,7 @@ $frame old30 old31 old32 old33 old34 old35 old36 old37 old38 old39
 | 
				
			||||||
$frame old40 old41 old42 old43 old44 old45 old46
 | 
					$frame old40 old41 old42 old43 old44 old45 old46
 | 
				
			||||||
 | 
					
 | 
				
			||||||
$frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8
 | 
					$frame shake1 shake2 shake3 shake4 shake5 shake6 shake7 shake8
 | 
				
			||||||
$frame shake9 shake10 shake11 shake12 shake12 shake13 shake14
 | 
					$frame shake9 shake10 shake11 shake12 shake13 shake14
 | 
				
			||||||
$frame shake15 shake16 shake17 shake18 shake19 shake20
 | 
					$frame shake15 shake16 shake17 shake18 shake19 shake20
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//void() old_stand =[ $old1, old_stand ] {};
 | 
					//void() old_stand =[ $old1, old_stand ] {};
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -6,7 +6,10 @@ void() plat_trigger_use;
 | 
				
			||||||
void() plat_go_up;
 | 
					void() plat_go_up;
 | 
				
			||||||
void() plat_go_down;
 | 
					void() plat_go_down;
 | 
				
			||||||
void() plat_crush;
 | 
					void() plat_crush;
 | 
				
			||||||
const float PLAT_LOW_TRIGGER = 1;
 | 
					
 | 
				
			||||||
 | 
					enum {
 | 
				
			||||||
 | 
						PLAT_LOW_TRIGGER = 1,
 | 
				
			||||||
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void() plat_spawn_inside_trigger = {
 | 
					void() plat_spawn_inside_trigger = {
 | 
				
			||||||
	local entity trigger;
 | 
						local entity trigger;
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -1,15 +1,14 @@
 | 
				
			||||||
 | 
					
 | 
				
			||||||
entity stemp, otemp, s, old;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
void() trigger_reactivate = {
 | 
					void() trigger_reactivate = {
 | 
				
			||||||
	self.solid = SOLID_TRIGGER;
 | 
						self.solid = SOLID_TRIGGER;
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//=============================================================================
 | 
					//=============================================================================
 | 
				
			||||||
 | 
					
 | 
				
			||||||
const float SPAWNFLAG_NOMESSAGE = 1;
 | 
					enum {
 | 
				
			||||||
const float SPAWNFLAG_NOTOUCH = 1;
 | 
						SPAWNFLAG_NOMESSAGE = 1,
 | 
				
			||||||
 | 
						SPAWNFLAG_NOTOUCH = 1,
 | 
				
			||||||
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
// the wait time has passed, so set back up for another activation
 | 
					// the wait time has passed, so set back up for another activation
 | 
				
			||||||
void() multi_wait = {
 | 
					void() multi_wait = {
 | 
				
			||||||
| 
						 | 
					@ -256,8 +255,10 @@ TELEPORT TRIGGERS
 | 
				
			||||||
==============================================================================
 | 
					==============================================================================
 | 
				
			||||||
*/
 | 
					*/
 | 
				
			||||||
 | 
					
 | 
				
			||||||
const float PLAYER_ONLY = 1;
 | 
					enum {
 | 
				
			||||||
const float SILENT = 2;
 | 
						PLAYER_ONLY = 1,
 | 
				
			||||||
 | 
						SILENT = 2,
 | 
				
			||||||
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void() play_teleport = {
 | 
					void() play_teleport = {
 | 
				
			||||||
	local float v;
 | 
						local float v;
 | 
				
			||||||
| 
						 | 
					@ -281,6 +282,8 @@ void() play_teleport = {
 | 
				
			||||||
};
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void(vector org) spawn_tfog = {
 | 
					void(vector org) spawn_tfog = {
 | 
				
			||||||
 | 
						local entity s;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	s = spawn();
 | 
						s = spawn();
 | 
				
			||||||
	s.origin = org;
 | 
						s.origin = org;
 | 
				
			||||||
	s.nextthink = time + 0.2;
 | 
						s.nextthink = time + 0.2;
 | 
				
			||||||
| 
						 | 
					@ -533,7 +536,9 @@ void() trigger_hurt = {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//============================================================================
 | 
					//============================================================================
 | 
				
			||||||
 | 
					
 | 
				
			||||||
const float PUSH_ONCE = 1;
 | 
					enum {
 | 
				
			||||||
 | 
						PUSH_ONCE = 1,
 | 
				
			||||||
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void() trigger_push_touch = {
 | 
					void() trigger_push_touch = {
 | 
				
			||||||
	if(other.classname == "grenade") {
 | 
						if(other.classname == "grenade") {
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -50,7 +50,9 @@ $frame paine29 paine30
 | 
				
			||||||
 | 
					
 | 
				
			||||||
$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6
 | 
					$frame cruc_1 cruc_2 cruc_3 cruc_4 cruc_5 cruc_6
 | 
				
			||||||
 | 
					
 | 
				
			||||||
const float SPAWN_CRUCIFIED = 1;
 | 
					enum {
 | 
				
			||||||
 | 
						SPAWN_CRUCIFIED = 1,
 | 
				
			||||||
 | 
					};
 | 
				
			||||||
 | 
					
 | 
				
			||||||
//=============================================================================
 | 
					//=============================================================================
 | 
				
			||||||
 | 
					
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
		Loading…
	
		Reference in New Issue
	
	Block a user