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Added Game Maker Language
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384
samples/Game Maker Language/processClientCommands.gml
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384
samples/Game Maker Language/processClientCommands.gml
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/*
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Originally from /Source/gg2/Scripts/GameServer/processClientCommands.gml in Gang Garrison 2
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Copyright (C) 2008-2013 Faucet Software
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http://www.ganggarrison.com
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This program is free software;
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you can redistribute it and/or modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 3 of the License, or (at your option)
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any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with this program; if not,
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see <http://www.gnu.org/licenses>.
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Additional permission under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or combining it with the Game Maker runtime library,
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the 39dll library/extension, Hobbel's Download Manager DLL, or modified versions of these libraries,
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the licensors of this Program grant you additional permission to convey the resulting work.
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*/
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var player, playerId, commandLimitRemaining;
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player = argument0;
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playerId = argument1;
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// To prevent players from flooding the server, limit the number of commands to process per step and player.
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commandLimitRemaining = 10;
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with(player) {
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if(!variable_local_exists("commandReceiveState")) {
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// 0: waiting for command byte.
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// 1: waiting for command data length (1 byte)
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// 2: waiting for command data.
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commandReceiveState = 0;
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commandReceiveExpectedBytes = 1;
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commandReceiveCommand = 0;
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}
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}
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while(commandLimitRemaining > 0) {
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var socket;
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socket = player.socket;
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if(!tcp_receive(socket, player.commandReceiveExpectedBytes)) {
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return 0;
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}
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switch(player.commandReceiveState)
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{
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case 0:
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player.commandReceiveCommand = read_ubyte(socket);
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switch(commandBytes[player.commandReceiveCommand]) {
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case commandBytesInvalidCommand:
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// Invalid byte received. Wait for another command byte.
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break;
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case commandBytesPrefixLength1:
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player.commandReceiveState = 1;
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player.commandReceiveExpectedBytes = 1;
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break;
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case commandBytesPrefixLength2:
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player.commandReceiveState = 3;
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player.commandReceiveExpectedBytes = 2;
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break;
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default:
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player.commandReceiveState = 2;
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player.commandReceiveExpectedBytes = commandBytes[player.commandReceiveCommand];
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break;
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}
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break;
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case 1:
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player.commandReceiveState = 2;
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player.commandReceiveExpectedBytes = read_ubyte(socket);
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break;
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case 3:
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player.commandReceiveState = 2;
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player.commandReceiveExpectedBytes = read_ushort(socket);
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break;
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case 2:
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player.commandReceiveState = 0;
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player.commandReceiveExpectedBytes = 1;
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commandLimitRemaining -= 1;
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switch(player.commandReceiveCommand)
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{
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case PLAYER_LEAVE:
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socket_destroy(player.socket);
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player.socket = -1;
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break;
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case PLAYER_CHANGECLASS:
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var class;
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class = read_ubyte(socket);
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if(getCharacterObject(player.team, class) != -1)
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{
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if(player.object != -1)
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{
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with(player.object)
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{
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if (collision_point(x,y,SpawnRoom,0,0) < 0)
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{
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if (!instance_exists(lastDamageDealer) || lastDamageDealer == player)
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{
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sendEventPlayerDeath(player, player, noone, BID_FAREWELL);
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doEventPlayerDeath(player, player, noone, BID_FAREWELL);
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}
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else
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{
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var assistant;
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assistant = secondToLastDamageDealer;
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if (lastDamageDealer.object)
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if (lastDamageDealer.object.healer)
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assistant = lastDamageDealer.object.healer;
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sendEventPlayerDeath(player, lastDamageDealer, assistant, FINISHED_OFF);
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doEventPlayerDeath(player, lastDamageDealer, assistant, FINISHED_OFF);
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}
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}
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else
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instance_destroy();
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}
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}
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else if(player.alarm[5]<=0)
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player.alarm[5] = 1;
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class = checkClasslimits(player, player.team, class);
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player.class = class;
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ServerPlayerChangeclass(playerId, player.class, global.sendBuffer);
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}
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break;
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case PLAYER_CHANGETEAM:
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var newTeam, balance, redSuperiority;
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newTeam = read_ubyte(socket);
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redSuperiority = 0 //calculate which team is bigger
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with(Player)
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{
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if(team == TEAM_RED)
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redSuperiority += 1;
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else if(team == TEAM_BLUE)
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redSuperiority -= 1;
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}
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if(redSuperiority > 0)
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balance = TEAM_RED;
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else if(redSuperiority < 0)
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balance = TEAM_BLUE;
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else
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balance = -1;
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if(balance != newTeam)
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{
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if(getCharacterObject(newTeam, player.class) != -1 or newTeam==TEAM_SPECTATOR)
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{
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if(player.object != -1)
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{
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with(player.object)
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{
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if (!instance_exists(lastDamageDealer) || lastDamageDealer == player)
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{
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sendEventPlayerDeath(player, player, noone, BID_FAREWELL);
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doEventPlayerDeath(player, player, noone, BID_FAREWELL);
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}
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else
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{
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var assistant;
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assistant = secondToLastDamageDealer;
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if (lastDamageDealer.object)
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if (lastDamageDealer.object.healer)
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assistant = lastDamageDealer.object.healer;
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sendEventPlayerDeath(player, lastDamageDealer, assistant, FINISHED_OFF);
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doEventPlayerDeath(player, lastDamageDealer, assistant, FINISHED_OFF);
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}
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}
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player.alarm[5] = global.Server_Respawntime;
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}
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else if(player.alarm[5]<=0)
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player.alarm[5] = 1;
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var newClass;
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newClass = checkClasslimits(player, newTeam, player.class);
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if newClass != player.class
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{
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player.class = newClass;
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ServerPlayerChangeclass(playerId, player.class, global.sendBuffer);
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}
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player.team = newTeam;
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ServerPlayerChangeteam(playerId, player.team, global.sendBuffer);
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ServerBalanceTeams();
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}
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}
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break;
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case CHAT_BUBBLE:
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var bubbleImage;
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bubbleImage = read_ubyte(socket);
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if(global.aFirst) {
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bubbleImage = 0;
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}
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write_ubyte(global.sendBuffer, CHAT_BUBBLE);
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write_ubyte(global.sendBuffer, playerId);
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write_ubyte(global.sendBuffer, bubbleImage);
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setChatBubble(player, bubbleImage);
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break;
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case BUILD_SENTRY:
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if(player.object != -1)
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{
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if(player.class == CLASS_ENGINEER
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and collision_circle(player.object.x, player.object.y, 50, Sentry, false, true) < 0
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and player.object.nutsNBolts == 100
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and (collision_point(player.object.x,player.object.y,SpawnRoom,0,0) < 0)
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and !player.sentry
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and !player.object.onCabinet)
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{
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write_ubyte(global.sendBuffer, BUILD_SENTRY);
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write_ubyte(global.sendBuffer, playerId);
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write_ushort(global.serializeBuffer, round(player.object.x*5));
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write_ushort(global.serializeBuffer, round(player.object.y*5));
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write_byte(global.serializeBuffer, player.object.image_xscale);
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buildSentry(player, player.object.x, player.object.y, player.object.image_xscale);
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}
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}
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break;
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case DESTROY_SENTRY:
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with(player.sentry)
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instance_destroy();
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break;
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case DROP_INTEL:
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if (player.object != -1)
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{
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if (player.object.intel)
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{
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sendEventDropIntel(player);
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doEventDropIntel(player);
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}
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}
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break;
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case OMNOMNOMNOM:
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if(player.object != -1) {
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if(!player.humiliated
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and !player.object.taunting
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and !player.object.omnomnomnom
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and player.object.canEat
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and player.class==CLASS_HEAVY)
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{
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write_ubyte(global.sendBuffer, OMNOMNOMNOM);
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write_ubyte(global.sendBuffer, playerId);
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with(player.object)
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{
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omnomnomnom = true;
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if player.team == TEAM_RED {
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omnomnomnomindex=0;
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omnomnomnomend=31;
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} else if player.team==TEAM_BLUE {
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omnomnomnomindex=32;
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omnomnomnomend=63;
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}
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xscale=image_xscale;
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}
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}
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}
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break;
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case TOGGLE_ZOOM:
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if player.object != -1 {
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if player.class == CLASS_SNIPER {
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write_ubyte(global.sendBuffer, TOGGLE_ZOOM);
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write_ubyte(global.sendBuffer, playerId);
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toggleZoom(player.object);
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}
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}
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break;
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case PLAYER_CHANGENAME:
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var nameLength;
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nameLength = socket_receivebuffer_size(socket);
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if(nameLength > MAX_PLAYERNAME_LENGTH)
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{
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write_ubyte(player.socket, KICK);
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write_ubyte(player.socket, KICK_NAME);
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socket_destroy(player.socket);
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player.socket = -1;
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}
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else
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{
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with(player)
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{
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if(variable_local_exists("lastNamechange"))
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if(current_time - lastNamechange < 1000)
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break;
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lastNamechange = current_time;
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name = read_string(socket, nameLength);
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if(string_count("#",name) > 0)
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{
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name = "I <3 Bacon";
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}
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write_ubyte(global.sendBuffer, PLAYER_CHANGENAME);
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write_ubyte(global.sendBuffer, playerId);
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write_ubyte(global.sendBuffer, string_length(name));
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write_string(global.sendBuffer, name);
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}
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}
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break;
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case INPUTSTATE:
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if(player.object != -1)
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{
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with(player.object)
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{
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keyState = read_ubyte(socket);
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netAimDirection = read_ushort(socket);
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aimDirection = netAimDirection*360/65536;
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event_user(1);
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}
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}
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break;
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case REWARD_REQUEST:
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player.rewardId = read_string(socket, socket_receivebuffer_size(socket));
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player.challenge = rewardCreateChallenge();
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write_ubyte(socket, REWARD_CHALLENGE_CODE);
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write_binstring(socket, player.challenge);
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break;
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case REWARD_CHALLENGE_RESPONSE:
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var answer, i, authbuffer;
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answer = read_binstring(socket, 16);
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with(player)
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if(variable_local_exists("challenge") and variable_local_exists("rewardId"))
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rewardAuthStart(player, answer, challenge, true, rewardId);
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break;
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case PLUGIN_PACKET:
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var packetID, buf, success;
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packetID = read_ubyte(socket);
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// get packet data
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buf = buffer_create();
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write_buffer_part(buf, socket, socket_receivebuffer_size(socket));
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// try to enqueue
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success = _PluginPacketPush(packetID, buf, player);
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// if it returned false, packetID was invalid
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if (!success)
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{
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// clear up buffer
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buffer_destroy(buf);
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// kick player
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write_ubyte(player.socket, KICK);
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write_ubyte(player.socket, KICK_BAD_PLUGIN_PACKET);
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socket_destroy(player.socket);
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player.socket = -1;
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}
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break;
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case CLIENT_SETTINGS:
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var mirror;
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mirror = read_ubyte(player.socket);
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player.queueJump = mirror;
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write_ubyte(global.sendBuffer, CLIENT_SETTINGS);
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write_ubyte(global.sendBuffer, playerId);
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write_ubyte(global.sendBuffer, mirror);
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break;
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}
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break;
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}
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}
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