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sg_client.cpp
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sg_client.cpp
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development
This file is part of Daemon.
Daemon is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Daemon is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Daemon; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "sg_local.h"
#include "engine/qcommon/q_unicode.h"
#include "CBSE.h"
// sg_client.c -- client functions that don't happen every frame
static const vec3_t playerMins = { -15, -15, -24 };
static const vec3_t playerMaxs = { 15, 15, 32 };
/*
===============
G_AddCreditToClient
===============
*/
void G_AddCreditToClient( gclient_t *client, short credit, bool cap )
{
int capAmount;
if ( !client || client->pers.connected != CON_CONNECTED )
{
return;
}
if ( cap && credit > 0 )
{
capAmount = client->pers.team == TEAM_ALIENS ?
ALIEN_MAX_CREDITS : HUMAN_MAX_CREDITS;
if ( client->pers.credit < capAmount )
{
client->pers.credit += credit;
if ( client->pers.credit > capAmount )
{
client->pers.credit = capAmount;
}
}
}
else
{
client->pers.credit += credit;
}
if ( client->pers.credit < 0 )
{
client->pers.credit = 0;
}
// Copy to ps so the client can access it
client->ps.persistant[ PERS_CREDIT ] = client->pers.credit;
client->pers.infoChangeTime = level.time;
}
/*
================
SpotWouldTelefrag
================
*/
bool SpotWouldTelefrag( gentity_t *spot )
{
int i, num;
int touch[ MAX_GENTITIES ];
gentity_t *hit;
vec3_t mins, maxs;
VectorAdd( spot->s.origin, playerMins, mins );
VectorAdd( spot->s.origin, playerMaxs, maxs );
num = trap_EntitiesInBox( mins, maxs, touch, MAX_GENTITIES );
for ( i = 0; i < num; i++ )
{
hit = &g_entities[ touch[ i ] ];
//if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
if ( hit->client )
{
return true;
}
}
return false;
}
/*
===========
G_SelectRandomFurthestSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
gentity_t *G_SelectRandomFurthestSpawnPoint( vec3_t avoidPoint, vec3_t origin, vec3_t angles )
{
gentity_t *spot = nullptr;
vec3_t delta;
float dist;
float list_dist[ 64 ];
gentity_t *list_spot[ 64 ];
int numSpots, rnd, i, j;
numSpots = 0;
while ( ( spot = G_IterateEntitiesOfClass( spot, S_POS_PLAYER_SPAWN ) ) != nullptr )
{
if ( SpotWouldTelefrag( spot ) )
{
continue;
}
VectorSubtract( spot->s.origin, avoidPoint, delta );
dist = VectorLength( delta );
for ( i = 0; i < numSpots; i++ )
{
if ( dist > list_dist[ i ] )
{
if ( numSpots >= 64 )
{
numSpots = 64 - 1;
}
for ( j = numSpots; j > i; j-- )
{
list_dist[ j ] = list_dist[ j - 1 ];
list_spot[ j ] = list_spot[ j - 1 ];
}
list_dist[ i ] = dist;
list_spot[ i ] = spot;
numSpots++;
if ( numSpots > 64 )
{
numSpots = 64;
}
break;
}
}
if ( i >= numSpots && numSpots < 64 )
{
list_dist[ numSpots ] = dist;
list_spot[ numSpots ] = spot;
numSpots++;
}
}
if ( !numSpots )
{
spot = G_IterateEntitiesOfClass( nullptr, S_POS_PLAYER_SPAWN );
if ( !spot )
{
G_Error( "Couldn't find a spawn point" );
}
VectorCopy( spot->s.origin, origin );
origin[ 2 ] += 9;
VectorCopy( spot->s.angles, angles );
return spot;
}
// select a random spot from the spawn points furthest away
rnd = random() * ( numSpots / 2 );
VectorCopy( list_spot[ rnd ]->s.origin, origin );
origin[ 2 ] += 9;
VectorCopy( list_spot[ rnd ]->s.angles, angles );
return list_spot[ rnd ];
}
/*
================
G_SelectSpawnBuildable
find the nearest buildable of the right type that is
spawned/healthy/unblocked etc.
================
*/
static gentity_t *G_SelectSpawnBuildable( vec3_t preference, buildable_t buildable )
{
gentity_t *search = nullptr;
gentity_t *spot = nullptr;
while ( ( search = G_IterateEntitiesOfClass( search, BG_Buildable( buildable )->entityName ) ) != nullptr )
{
if ( !search->spawned )
{
continue;
}
if ( G_Dead( search ) )
{
continue;
}
if ( search->s.groundEntityNum == ENTITYNUM_NONE )
{
continue;
}
if ( search->clientSpawnTime > 0 )
{
continue;
}
if ( G_CheckSpawnPoint( search->s.number, search->s.origin,
search->s.origin2, buildable, nullptr ) != nullptr )
{
continue;
}
if ( !spot || DistanceSquared( preference, search->s.origin ) <
DistanceSquared( preference, spot->s.origin ) )
{
spot = search;
}
}
return spot;
}
/*
===========
G_SelectUnvanquishedSpawnPoint
Chooses a player start, deathmatch start, etc
============
*/
gentity_t *G_SelectUnvanquishedSpawnPoint( team_t team, vec3_t preference, vec3_t origin, vec3_t angles )
{
gentity_t *spot = nullptr;
/* team must exist, or there will be a sigsegv */
assert(team == TEAM_HUMANS || team == TEAM_ALIENS);
if( level.team[ team ].numSpawns <= 0 )
{
return nullptr;
}
if ( team == TEAM_ALIENS )
{
spot = G_SelectSpawnBuildable( preference, BA_A_SPAWN );
}
else if ( team == TEAM_HUMANS )
{
spot = G_SelectSpawnBuildable( preference, BA_H_SPAWN );
}
//no available spots
if ( !spot )
{
return nullptr;
}
if ( team == TEAM_ALIENS )
{
G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_A_SPAWN, origin );
}
else if ( team == TEAM_HUMANS )
{
G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_H_SPAWN, origin );
}
VectorCopy( spot->s.angles, angles );
angles[ ROLL ] = 0;
return spot;
}
/*
===========
G_SelectSpectatorSpawnPoint
============
*/
gentity_t *G_SelectSpectatorSpawnPoint( vec3_t origin, vec3_t angles )
{
FindIntermissionPoint();
VectorCopy( level.intermission_origin, origin );
VectorCopy( level.intermission_angle, angles );
return nullptr;
}
/*
===========
G_SelectAlienLockSpawnPoint
Historical wrapper which should be removed. See G_SelectLockSpawnPoint.
===========
*/
gentity_t *G_SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles )
{
return G_SelectLockSpawnPoint(origin, angles, S_POS_ALIEN_INTERMISSION );
}
/*
===========
G_SelectHumanLockSpawnPoint
Historical wrapper which should be removed. See G_SelectLockSpawnPoint.
===========
*/
gentity_t *G_SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles )
{
return G_SelectLockSpawnPoint(origin, angles, S_POS_HUMAN_INTERMISSION );
}
/*
===========
G_SelectLockSpawnPoint
Try to find a spawn point for a team intermission otherwise
use spectator intermission spawn.
============
*/
gentity_t *G_SelectLockSpawnPoint( vec3_t origin, vec3_t angles , char const* intermission )
{
gentity_t *spot;
spot = G_PickRandomEntityOfClass( intermission );
if ( !spot )
{
return G_SelectSpectatorSpawnPoint( origin, angles );
}
VectorCopy( spot->s.origin, origin );
VectorCopy( spot->s.angles, angles );
return spot;
}
/*
=======================================================================
BODYQUE
=======================================================================
*/
/*
=============
BodySink
After sitting around for five seconds, fall into the ground and dissapear
=============
*/
static void BodySink( gentity_t *ent )
{
//run on first BodySink call
if ( !ent->active )
{
ent->active = true;
//sinking bodies can't be infested
ent->killedBy = ent->s.misc = MAX_CLIENTS;
ent->timestamp = level.time;
}
if ( level.time - ent->timestamp > 6500 )
{
G_FreeEntity( ent );
return;
}
ent->nextthink = level.time + 100;
ent->s.pos.trBase[ 2 ] -= 1;
}
/*
=============
SpawnCorpse
A player is respawning, so make an entity that looks
just like the existing corpse to leave behind.
=============
*/
static void SpawnCorpse( gentity_t *ent )
{
gentity_t *body;
int contents;
vec3_t origin, mins;
VectorCopy( ent->r.currentOrigin, origin );
trap_UnlinkEntity( ent );
// if client is in a nodrop area, don't leave the body
contents = trap_PointContents( origin, -1 );
if ( contents & CONTENTS_NODROP )
{
return;
}
body = G_NewEntity();
VectorCopy( ent->s.apos.trBase, body->s.angles );
body->s.eFlags = EF_DEAD;
body->s.eType = ET_CORPSE;
body->timestamp = level.time;
body->s.event = 0;
body->r.contents = CONTENTS_CORPSE;
body->clipmask = MASK_DEADSOLID;
body->s.clientNum = ent->client->ps.stats[ STAT_CLASS ];
body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL;
if ( ent->client->pers.team == TEAM_HUMANS )
{
body->classname = "humanCorpse";
}
else
{
body->classname = "alienCorpse";
}
body->s.misc = MAX_CLIENTS;
body->think = BodySink;
body->nextthink = level.time + 20000;
body->s.legsAnim = ent->s.legsAnim;
if ( !body->nonSegModel )
{
switch ( body->s.legsAnim & ~ANIM_TOGGLEBIT )
{
case BOTH_DEATH1:
case BOTH_DEAD1:
body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1;
break;
case BOTH_DEATH2:
case BOTH_DEAD2:
body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2;
break;
case BOTH_DEATH3:
case BOTH_DEAD3:
default:
body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3;
break;
}
}
else
{
switch ( body->s.legsAnim & ~ANIM_TOGGLEBIT )
{
case NSPA_DEATH1:
case NSPA_DEAD1:
body->s.legsAnim = NSPA_DEAD1;
break;
case NSPA_DEATH2:
case NSPA_DEAD2:
body->s.legsAnim = NSPA_DEAD2;
break;
case NSPA_DEATH3:
case NSPA_DEAD3:
default:
body->s.legsAnim = NSPA_DEAD3;
break;
}
}
//change body dimensions
BG_ClassBoundingBox( ent->client->ps.stats[ STAT_CLASS ], mins, nullptr, nullptr, body->r.mins, body->r.maxs );
//drop down to match the *model* origins of ent and body
origin[2] += mins[ 2 ] - body->r.mins[ 2 ];
G_SetOrigin( body, origin );
body->s.pos.trType = TR_GRAVITY;
body->s.pos.trTime = level.time;
VectorCopy( ent->client->ps.velocity, body->s.pos.trDelta );
trap_LinkEntity( body );
}
//======================================================================
/*
==================
G_SetClientViewAngle
==================
*/
void G_SetClientViewAngle( gentity_t *ent, const vec3_t angle )
{
int i;
// set the delta angle
for ( i = 0; i < 3; i++ )
{
int cmdAngle;
cmdAngle = ANGLE2SHORT( angle[ i ] );
ent->client->ps.delta_angles[ i ] = cmdAngle - ent->client->pers.cmd.angles[ i ];
}
VectorCopy( angle, ent->s.angles );
VectorCopy( ent->s.angles, ent->client->ps.viewangles );
}
/*
================
respawn
================
*/
void respawn( gentity_t *ent )
{
int i;
SpawnCorpse( ent );
// Clients can't respawn - they must go through the class cmd
ent->client->pers.classSelection = PCL_NONE;
ClientSpawn( ent, nullptr, nullptr, nullptr );
// stop any following clients that don't have sticky spec on
for ( i = 0; i < level.maxclients; i++ )
{
if ( level.clients[ i ].sess.spectatorState == SPECTATOR_FOLLOW &&
level.clients[ i ].sess.spectatorClient == ent - g_entities )
{
if ( !( level.clients[ i ].pers.stickySpec ) )
{
if ( !G_FollowNewClient( &g_entities[ i ], 1 ) )
{
G_StopFollowing( &g_entities[ i ] );
}
}
else
{
G_FollowLockView( &g_entities[ i ] );
}
}
}
}
static bool G_IsEmoticon( const char *s, bool *escaped )
{
int i, j;
const char *p = s;
char emoticon[ MAX_EMOTICON_NAME_LEN ] = { "" };
bool escape = false;
if ( *p != '[' )
{
return false;
}
p++;
if ( *p == '[' )
{
escape = true;
p++;
}
i = 0;
while ( *p && i < ( MAX_EMOTICON_NAME_LEN - 1 ) )
{
if ( *p == ']' )
{
for ( j = 0; j < level.emoticonCount; j++ )
{
if ( !Q_stricmp( emoticon, level.emoticons[ j ].name ) )
{
*escaped = escape;
return true;
}
}
return false;
}
emoticon[ i++ ] = *p;
emoticon[ i ] = '\0';
p++;
}
return false;
}
/*
===========
G_IsUnnamed
============
*/
bool G_IsUnnamed( const char *name )
{
char testName[ MAX_NAME_LENGTH ];
int length;
Color::StripColors( (char *)name, testName, sizeof( testName ) );
if ( !Q_stricmp( testName, UNNAMED_PLAYER ) )
{
return true;
}
length = strlen( g_unnamedNamePrefix.string );
if ( g_unnamedNumbering.integer && length &&
!Q_strnicmp( testName, g_unnamedNamePrefix.string, length ) )
{
return true;
}
return false;
}
/*
===========
G_FindFreeUnnamed
============
*/
static unnamed_t G_FindFreeUnnamed( unnamed_t number )
{
int i;
do
{
for ( i = 0; i < level.maxclients; ++i )
{
if ( level.clients[i].pers.namelog && level.clients[i].pers.namelog->unnamedNumber == number )
{
number = ++number < 0 ? 1 : number;
break;
}
}
} while ( i != level.maxclients );
return number;
}
/*
===========
G_UnnamedClientName
============
*/
static const char *G_UnnamedClientName( gclient_t *client )
{
static unnamed_t nextNumber = 1;
static char name[ MAX_NAME_LENGTH ];
unnamed_t number;
if ( !g_unnamedNumbering.integer || !client )
{
return UNNAMED_PLAYER;
}
if( client->pers.namelog->unnamedNumber )
{
number = client->pers.namelog->unnamedNumber;
}
else
{
if( g_unnamedNumbering.integer > 0 )
{
// server op may have reset this, so check for numbers in use
number = G_FindFreeUnnamed( g_unnamedNumbering.integer );
trap_Cvar_Set( "g_unnamedNumbering", va( "%d", ( number + 1 < 0 ? 1 : number + 1 ) ) );
}
else
{
// checking for numbers in use here is probably overkill...
// however, belt and braces - could be a Long Game
number = G_FindFreeUnnamed( nextNumber );
nextNumber = number + 1 < 0 ? 1 : number + 1;
}
}
client->pers.namelog->unnamedNumber = number;
Com_sprintf( name, sizeof( name ), "%.*s%d", (int)sizeof( name ) - 11,
g_unnamedNamePrefix.string[ 0 ] ? g_unnamedNamePrefix.string : UNNAMED_PLAYER,
number );
return name;
}
/*
===========
G_ClientCleanName
============
*/
static void G_ClientCleanName( const char *in, char *out, int outSize, gclient_t *client )
{
--outSize;
bool has_visible_characters = false;
std::string out_string;
bool hasletter = false;
int spaces = 0;
for ( const auto& token : Color::Parser( in ) )
{
if ( out_string.size() + token.Size() > outSize )
{
break;
}
if ( token.Type() == Color::Token::CHARACTER )
{
int cp = Q_UTF8_CodePoint(token.Begin());
// don't allow leading spaces
if ( !has_visible_characters && std::isspace( cp ) )
{
continue;
}
// don't allow nonprinting characters or (dead) console keys
// but do allow UTF-8 (unvalidated)
if ( cp >= 0 && cp < ' ' )
{
continue;
}
bool escaped_emote = false;
// single trailing ^ will mess up some things
if ( cp == Color::Constants::ESCAPE && !*token.End() )
{
if ( out_string.size() + 2 > outSize )
{
break;
}
out_string += Color::Constants::ESCAPE;
}
else if ( !g_emoticonsAllowedInNames.integer && G_IsEmoticon( in, &escaped_emote ) )
{
if ( out_string.size() + 2 + token.Size() > outSize )
{
break;
}
out_string += "[[";
if ( escaped_emote )
{
continue;
}
}
if ( Q_Unicode_IsAlphaOrIdeo( cp ) )
{
hasletter = true;
}
// don't allow too many consecutive spaces
if ( std::isspace( cp ) )
{
spaces++;
if ( spaces > 3 )
{
continue;
}
}
else
{
spaces = 0;
has_visible_characters = true;
}
}
else if ( token.Type() == Color::Token::ESCAPE )
{
has_visible_characters = true;
}
out_string.append(token.Begin(), token.Size());
}
bool invalid = false;
// don't allow names beginning with S_SKIPNOTIFY because it messes up /ignore-related code
if ( !out_string.compare( 0, 12, S_SKIPNOTIFY ) )
{
invalid = true;
}
// don't allow comment-beginning strings because it messes up various parsers
if ( out_string.find( "//" ) != std::string::npos ||
out_string.find( "/*" ) != std::string::npos )
{
out_string.erase( std::remove( out_string.begin(), out_string.end(), '/' ) );
}
// don't allow empty names
if ( out_string.empty() || !hasletter )
{
invalid = true;
}
// don't allow names beginning with digits
else if ( std::isdigit( out_string[0] ) )
{
out_string.erase( out_string.begin(),
std::find_if_not( out_string.begin(), out_string.end(),
(int (*)(int))std::isdigit ) );
}
// if something made the name bad, put them back to UnnamedPlayer
if ( invalid )
{
Q_strncpyz( out, G_UnnamedClientName( client ), outSize );
}
else
{
Q_strncpyz( out, out_string.c_str(), outSize );
}
}
/*
===========
ClientUserInfoChanged
Called from ClientConnect when the player first connects and
directly by the server system when the player updates a userinfo variable.
The game can override any of the settings and call trap_SetUserinfo
if desired.
============
*/
const char *ClientUserinfoChanged( int clientNum, bool forceName )
{
gentity_t *ent;
const char *s;
char model[ MAX_QPATH ];
char buffer[ MAX_QPATH ];
char oldname[ MAX_NAME_LENGTH ];
char newname[ MAX_NAME_LENGTH ];
char err[ MAX_STRING_CHARS ];
bool revertName = false;
gclient_t *client;
char userinfo[ MAX_INFO_STRING ];
ent = g_entities + clientNum;
client = ent->client;
trap_GetUserinfo( clientNum, userinfo, sizeof( userinfo ) );
// check for malformed or illegal info strings
if ( !Info_Validate( userinfo ) )
{
trap_SendServerCommand( ent - g_entities,
"disconnect \"illegal or malformed userinfo\n\"" );
trap_DropClient( ent - g_entities,
"dropped: illegal or malformed userinfo" );
return "Illegal or malformed userinfo";
}
// If their userinfo overflowed, tremded is in the process of disconnecting them.
// If we send our own disconnect, it won't work, so just return to prevent crashes later
// in this function. This check must come after the Info_Validate call.
else if ( !userinfo[ 0 ] )
{
return "Empty (overflowed) userinfo";
}
// stickyspec toggle
s = Info_ValueForKey( userinfo, "cg_stickySpec" );
client->pers.stickySpec = atoi( s ) != 0;
// set name
Q_strncpyz( oldname, client->pers.netname, sizeof( oldname ) );
s = Info_ValueForKey( userinfo, "name" );
G_ClientCleanName( s, newname, sizeof( newname ), client );
if ( strcmp( oldname, newname ) )
{
if ( !forceName && client->pers.namelog->nameChangeTime &&
level.time - client->pers.namelog->nameChangeTime <=
g_minNameChangePeriod.value * 1000 )
{
trap_SendServerCommand( ent - g_entities, va(
"print_tr %s %d", QQ( N_("Name change spam protection (g_minNameChangePeriod = $1$)\n") ),
g_minNameChangePeriod.integer ) );
revertName = true;
}
else if ( !forceName && g_maxNameChanges.integer > 0 &&
client->pers.namelog->nameChanges >= g_maxNameChanges.integer )
{
trap_SendServerCommand( ent - g_entities, va(
"print_tr %s %d", QQ( N_("Maximum name changes reached (g_maxNameChanges = $1$)\n") ),
g_maxNameChanges.integer ) );
revertName = true;
}
else if ( !forceName && client->pers.namelog->muted )
{
trap_SendServerCommand( ent - g_entities,
va( "print_tr %s", QQ( N_("You cannot change your name while you are muted\n") ) ) );
revertName = true;
}
else if ( !G_admin_name_check( ent, newname, err, sizeof( err ) ) )
{
trap_SendServerCommand( ent - g_entities, va( "print_tr %s %s %s", QQ( "$1t$ $2$\n" ), Quote( err ), Quote( newname ) ) );
revertName = true;
}
if ( revertName )
{
Q_strncpyz( client->pers.netname, *oldname ? oldname : G_UnnamedClientName( client ),
sizeof( client->pers.netname ) );
}
else
{
if( G_IsUnnamed( newname ) )
{
Q_strncpyz( client->pers.netname, G_UnnamedClientName( client ), sizeof( client->pers.netname ) );
}
else
{
Q_strncpyz( client->pers.netname, newname, sizeof( client->pers.netname ) );
}
if ( !forceName && client->pers.connected == CON_CONNECTED )
{
client->pers.namelog->nameChangeTime = level.time;
client->pers.namelog->nameChanges++;
}
if ( *oldname )
{
G_LogPrintf( "ClientRename: %i [%s] (%s) \"%s^7\" -> \"%s^7\" \"%s^7\"\n",
clientNum, client->pers.ip.str, client->pers.guid,
oldname, client->pers.netname,
client->pers.netname );
}
}
G_namelog_update_name( client );
Info_SetValueForKey(userinfo, "name", client->pers.netname, false);
trap_SetUserinfo(clientNum, userinfo);
}
if ( client->pers.classSelection == PCL_NONE )
{
//This looks hacky and frankly it is. The clientInfo string needs to hold different
//model details to that of the spawning class or the info change will not be
//registered and an axis appears instead of the player model. There is zero chance
//the player can spawn with the battlesuit, hence this choice.
Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassModelConfig( PCL_HUMAN_BSUIT )->modelName,
BG_ClassModelConfig( PCL_HUMAN_BSUIT )->skinName );
}
else
{
Com_sprintf( buffer, MAX_QPATH, "%s/%s", BG_ClassModelConfig( client->pers.classSelection )->modelName,
BG_ClassModelConfig( client->pers.classSelection )->skinName );
if ( BG_ClassModelConfig( client->pers.classSelection )->segmented )
{
client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL;
}
else
{
client->ps.persistant[ PERS_STATE ] &= ~PS_NONSEGMODEL;
}
}
Q_strncpyz( model, buffer, sizeof( model ) );
// wallwalk follow
s = Info_ValueForKey( userinfo, "cg_wwFollow" );
if ( atoi( s ) )
{
client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGFOLLOW;
}
else