}\r
\r
void AnnounceTo(entity e, string snd) {\r
- msg_entity = e;\r
- WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
- WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
- WriteString(MSG_ONE, snd);\r
+ if (clienttype(e) == CLIENTTYPE_REAL)\r
+ {\r
+ msg_entity = e;\r
+ WriteByte(MSG_ONE, SVC_TEMPENTITY);\r
+ WriteByte(MSG_ONE, TE_CSQC_ANNOUNCE);\r
+ WriteString(MSG_ONE, snd);\r
+ }\r
}\r
\r
float ClientData_Send(entity to, float sf)\r
Returns a valid one in doubt.\r
=============\r
*/\r
-// string FallbackPlayerModel = "models/player/vixen.zym";\r
-string FallbackPlayerModel = "models/onslaught/generator.md3"; // TEMPORARY !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\r
+string FallbackPlayerModel = "models/player/vixen.zym";\r
string CheckPlayerModel(string plyermodel) {\r
if(strlen(plyermodel) < 4)\r
return FallbackPlayerModel;\r
{\r
if(substring(plyermodel,-4,4) != ".zym")\r
if(substring(plyermodel,-4,4) != ".dpm")\r
+ if(substring(plyermodel,-4,4) != ".iqm")\r
if(substring(plyermodel,-4,4) != ".md3")\r
if(substring(plyermodel,-4,4) != ".psk")\r
return FallbackPlayerModel;\r
return plyermodel;\r
}\r
\r
-void setmodel_apply(string modelname)\r
+void setmodel_apply(string modelname, float reset_anims)\r
{\r
precache_model(modelname);\r
setmodel(self, modelname); // players have high precision\r
- player_setupanimsformodel();\r
+ if(reset_anims)\r
+ player_setupanimsformodel();\r
}\r
\r
string setmodel_state()\r
// set the proper belly model depending on how full we are\r
string newmodel_name, newmodel_extension, applymodel;\r
\r
- tokenizebyseparator(self.playermodel, ".");\r
- newmodel_name = argv(0);\r
- newmodel_extension = argv(1);\r
+ // 4 is the extension length\r
+ newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
+ newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
\r
- if(self.stomach_load >= 3)\r
- applymodel = strcat(newmodel_name, "_state3.", newmodel_extension);\r
- else if(self.stomach_load >= 2)\r
- applymodel = strcat(newmodel_name, "_state2.", newmodel_extension);\r
- else if(self.stomach_load >= 1)\r
- applymodel = strcat(newmodel_name, "_state1.", newmodel_extension);\r
+ if(self.stomach_load)\r
+ applymodel = strcat(newmodel_name, "_state", ftos(floor(self.stomach_load)), newmodel_extension);\r
else\r
applymodel = self.playermodel;\r
\r
applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
m1 = self.mins;\r
m2 = self.maxs;\r
- setmodel_apply(applymodel);\r
+ setmodel_apply(applymodel, FALSE);\r
setsize (self, m1, m2);\r
}\r
\r
float Client_customizeentityforclient()\r
{\r
entity modelsource;\r
+ string stomachmodel;\r
\r
if(self.modelindex == 0)\r
return TRUE;\r
#endif\r
\r
// now change the predator's player model into a stomach model for the prey\r
- // in other words, when a player is swallowed by another player, the eater becomes an inward stomach model so the prey can see theirself in the stomach\r
+ // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
// this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
+ stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
\r
- // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
- if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug\r
- {\r
- Client_setmodel(setmodel_state());\r
- return TRUE;\r
- }\r
if(other.spectatee_status)\r
other = other.enemy; // also do this for the player we are spectating\r
- if(other.eater == self)\r
+\r
+ // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
+ if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
+ if(other.predator == self || other.fakepredator == self)\r
{\r
- tokenizebyseparator(self.playermodel, ".");\r
- Client_setmodel(strcat(argv(0), "_stomach.md3"));\r
+ Client_setmodel(stomachmodel);\r
+ self.alpha = other.cvar_cl_vore_stomachmodel;\r
return TRUE;\r
}\r
+\r
Client_setmodel(setmodel_state());\r
+ if not(self.stat_eaten || self.fakeprey)\r
+ self.alpha = default_player_alpha;\r
+ else if(self.predator == other.predator && self != other && !(other.cvar_chase_active || other.classname == "observer"))\r
+ self.alpha = default_player_alpha;\r
+ else\r
+ self.alpha = -1; // hide all prey\r
return TRUE;\r
}\r
\r
WriteEntity(MSG_ONE, self);\r
}\r
\r
+ Vore_Disconnect();\r
+\r
kh_Key_DropAll(self, TRUE);\r
\r
if(self.flagcarried)\r
self.armorvalue = cvar("g_balance_armor_start");\r
self.pauserotarmor_finished = 0;\r
self.pauserothealth_finished = 0;\r
- self.pauseregen_finished = 0;\r
+ self.pauseregenhealth_finished = 0;\r
+ self.pauseregenarmor_finished = 0;\r
self.damageforcescale = 0;\r
self.death_time = 0;\r
self.dead_frame = 0;\r
{\r
m1 = self.mins;\r
m2 = self.maxs;\r
- setmodel_apply (defaultmodel);\r
+ setmodel_apply (defaultmodel, TRUE);\r
setsize (self, m1, m2);\r
chmdl = TRUE;\r
}\r
self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
m1 = self.mins;\r
m2 = self.maxs;\r
- setmodel_apply (self.playermodel);\r
+ setmodel_apply (self.playermodel, TRUE);\r
setsize (self, m1, m2);\r
chmdl = TRUE;\r
}\r
\r
RemoveGrabber(self); // Wazat's Grabber\r
\r
+ Vore_DeadPrey_Detach(self);\r
+ self.fakeprey = FALSE; // clear the fakeprey status\r
+\r
self.classname = "player";\r
self.wasplayer = TRUE;\r
self.iscreature = TRUE;\r
self.movetype = MOVETYPE_WALK;\r
- self.solid = SOLID_SLIDEBOX;\r
- if(cvar("g_playerclip_collisions"))\r
- self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;\r
+ if(cvar("g_player_colisions"))\r
+ self.solid = SOLID_SLIDEBOX;\r
else\r
- self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY;\r
+ self.solid = SOLID_CORPSE;\r
+ self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID;\r
+ if(cvar("g_playerclip_collisions"))\r
+ self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;\r
+ if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions"))\r
+ self.dphitcontentsmask |= DPCONTENTS_BOTCLIP;\r
self.frags = FRAGS_PLAYER;\r
if(independent_players)\r
MAKE_INDEPENDENT_PLAYER(self);\r
self.switchweapon = w_getbestweapon(self);\r
self.cnt = self.switchweapon;\r
self.weapon = 0;\r
- self.jump_interval = time;\r
\r
self.spawnshieldtime = time + cvar("g_spawnshieldtime");\r
self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");\r
self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");\r
self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn");\r
- self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
+ self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn");\r
+ self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn");\r
//extend the pause of rotting if client was reset at the beginning of the countdown\r
if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted?\r
self.spawnshieldtime += game_starttime - time;\r
self.pauserotarmor_finished += game_starttime - time;\r
self.pauserothealth_finished += game_starttime - time;\r
- self.pauseregen_finished += game_starttime - time;\r
+ self.pauseregenhealth_finished += game_starttime - time;\r
+ self.pauseregenarmor_finished += game_starttime - time;\r
}\r
self.damageforcescale = 2;\r
self.death_time = 0;\r
// don't reset back to last position, even if new position is stuck in solid\r
self.oldorigin = self.origin;\r
self.prevorigin = self.origin;\r
- self.lastrocket = world; // stop rocket guiding, no revenge from the grave!\r
+ self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
\r
if(g_arena)\r
{\r
\r
// reset fields the weapons may use\r
for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
+ {\r
weapon_action(j, WR_RESETPLAYER);\r
\r
+ // all weapons must be fully loaded when we spawn\r
+ entity e;\r
+ e = get_weaponinfo(j);\r
+ if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
+ self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+ }\r
+\r
oldself = self;\r
self = spot;\r
activator = oldself;\r
WriteString(MSG_ENTITY, world.fog);\r
else\r
WriteString(MSG_ENTITY, "");\r
+ WriteCoord(MSG_ENTITY, cvar("g_campaign"));\r
WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
\r
+ WriteCoord(MSG_ENTITY, cvar("g_vore"));\r
WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit"));\r
- WriteCoord(MSG_ENTITY, cvar("g_vore_showpreyhealth"));\r
return TRUE;\r
}\r
\r
remove(self);\r
return;\r
}\r
- if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && self.owner.eater.classname != "player")\r
+ if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
#ifdef TETRIS\r
|| self.owner.tetris_on\r
#endif\r
}\r
}\r
\r
-\r
void TeamBubbleThink()\r
{\r
self.nextthink = time;\r
return;\r
}\r
// setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now\r
- if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.eater.classname == "player")\r
+ if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.stat_eaten)\r
self.model = "";\r
else\r
- self.model = self.mdl;\r
-\r
+ {\r
+ if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
+ if(self.owner.health < cvar("g_balance_vore_teamheal_stable"))\r
+ setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed\r
+ else\r
+ setmodel(self, "models/misc/teambubble.spr");\r
+ }\r
};\r
\r
float TeamBubble_customizeentityforclient()\r
// setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth\r
- self.teambubbleentity.mdl = self.teambubbleentity.model;\r
- self.teambubbleentity.model = self.teambubbleentity.mdl;\r
+// self.teambubbleentity.mdl = self.teambubbleentity.model;\r
+// self.teambubbleentity.model = self.teambubbleentity.mdl;\r
self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
self.teambubbleentity.effects = EF_LOWPRECISION;\r
}\r
else self.colormod = '1 1 1';\r
};*/\r
\r
+.float oldcolormap;\r
void respawn(void)\r
{\r
+ if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
+ {\r
+ self.solid = SOLID_NOT;\r
+ self.takedamage = DAMAGE_NO;\r
+ self.movetype = MOVETYPE_FLY;\r
+ self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed");\r
+ self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3;\r
+ self.effects |= EF_ADDITIVE;\r
+ self.oldcolormap = self.colormap;\r
+ self.colormap = 512;\r
+ pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1);\r
+ if(cvar("g_respawn_ghosts_maxtime"))\r
+ SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5);\r
+ }\r
+\r
CopyBody(1);\r
self.effects |= EF_NODRAW; // prevent another CopyBody\r
+ if(self.oldcolormap)\r
+ {\r
+ self.colormap = self.oldcolormap;\r
+ self.oldcolormap = 0;\r
+ }\r
PutClientInServer();\r
}\r
\r
return max(stable, current + (stable - current) * rotfactor * rotframetime);\r
}\r
\r
-float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit)\r
+.float regen_soundtime;\r
+float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit, string regensound)\r
{\r
if(current > rotstable)\r
{\r
{\r
current = CalcRegen(current, regenstable, regenfactor, regenframetime);\r
current = min(regenstable, current + regenlinear * regenframetime);\r
+\r
+ if(regensound != "")\r
+ if(regenfactor || regenlinear)\r
+ {\r
+ if(self.regen_soundtime < time)\r
+ {\r
+ msg_entity = self;\r
+ if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
+ soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
+ }\r
+ self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
+ }\r
}\r
}\r
\r
\r
if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
{\r
- self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita);\r
- self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith);\r
+ self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav");\r
+ self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav");\r
\r
// if player rotted to death... die!\r
if(self.health < 1)\r
}\r
\r
if not(self.items & IT_UNLIMITED_WEAPON_AMMO)\r
- self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);\r
+ self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf, "");\r
}\r
\r
float zoomstate_set;\r
self.armortype = spectatee.armortype;\r
self.armorvalue = spectatee.armorvalue;\r
self.ammo_fuel = spectatee.ammo_fuel;\r
+ self.clip_load = spectatee.clip_load;\r
+ self.clip_size = spectatee.clip_size;\r
self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
self.health = spectatee.health;\r
self.impulse = 0;\r
self.items = spectatee.items;\r
+ self.last_pickup = spectatee.last_pickup;\r
self.strength_finished = spectatee.strength_finished;\r
self.invincible_finished = spectatee.invincible_finished;\r
self.pressedkeys = spectatee.pressedkeys;\r
self.dmg_save = spectatee.dmg_save;\r
self.dmg_inflictor = spectatee.dmg_inflictor;\r
self.angles = spectatee.v_angle;\r
+ self.scale = spectatee.scale;\r
self.fixangle = TRUE;\r
self.stomach_load = spectatee.stomach_load;\r
self.stat_eaten = spectatee.stat_eaten;\r
+ self.stat_stomachload = spectatee.stat_stomachload;\r
+ self.stat_digesting = spectatee.stat_digesting;\r
+ self.stat_canleave = spectatee.stat_canleave;\r
+ self.stat_canswallow = spectatee.stat_canswallow;\r
+ self.stat_sbring1_type = spectatee.stat_sbring1_type;\r
+ self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
+ self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
+ self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
setorigin(self, spectatee.origin);\r
setsize(self, spectatee.mins, spectatee.maxs);\r
SetZoomState(spectatee.zoomstate);\r
return vercmp_recursive(v1, v2);\r
}\r
\r
+void ApplyHealthSize()\r
+{\r
+ // change player scale based on the amount of health we have\r
+\r
+ if not(cvar("g_healthsize"))\r
+ return;\r
+\r
+ self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+\r
+ // The following code sets the bounding box to match the player's size.\r
+ // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+ // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+ // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+ if(self.crouch)\r
+ {\r
+ //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+ if(!self.stat_eaten)\r
+ self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+ }\r
+ else\r
+ {\r
+ //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+ if(!self.stat_eaten)\r
+ self.view_ofs = PL_VIEW_OFS * self.scale;\r
+ }\r
+}\r
+\r
void ObserverThink()\r
{\r
if (self.flags & FL_JUMPRELEASED) {\r
// core code for the vore system\r
Vore();\r
\r
- if(self.spectatee_status)\r
- Vore_Disconnect();\r
-\r
// version nagging\r
if(self.version_nagtime)\r
if(self.cvar_g_voretournamentversion)\r
{\r
if(frametime)\r
player_anim();\r
- button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_GRABBER || self.BUTTON_USE);\r
+ button_pressed = (self.BUTTON_ATCK || self.BUTTON_JUMP || self.BUTTON_ATCK2 || self.BUTTON_JETPACK || self.BUTTON_USE);\r
force_respawn = (g_lms || (g_ca) || cvar("g_forced_respawn"));\r
if (self.deadflag == DEAD_DYING)\r
{\r
}\r
}\r
\r
+ ApplyHealthSize();\r
+\r
FixPlayermodel();\r
\r
GrabberFrame();\r
if(self.taunt_soundtime)\r
if(time > self.taunt_soundtime)\r
{\r
+ switch(self.taunt_soundtype)\r
+ {\r
+ case TAUNTTYPE_DEATH:\r
+ PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+ break;\r
+ case TAUNTTYPE_VOREPRED:\r
+ PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+ break;\r
+ case TAUNTTYPE_VOREPREY:\r
+ PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+ break;\r
+ default:\r
+ dprint("Incorrect autotaunt type\n");\r
+ break;\r
+ }\r
+\r
self.taunt_soundtime = 0;\r
- PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+ self.taunt_soundtype = 0;\r
}\r
\r
target_voicescript_next(self);\r
+\r
+ // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
+ if(!self.weapon)\r
+ self.clip_load = self.clip_size = 0;\r
}\r
\r
float isInvisibleString(string s)\r
switch(c)\r
{\r
case 0:\r
- case 32:\r
- case 160:\r
+ case 32: // space\r
break;\r
+ case 192: // charmap space\r
+ if (!cvar("utf8_enable"))\r
+ break;\r
+ return FALSE;\r
+ case 160: // space in unicode fonts\r
+ case 0xE000 + 192: // utf8 charmap space\r
+ if (cvar("utf8_enable"))\r
+ break;\r
default:\r
return FALSE;\r
}\r