]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qc
Reset weapon alignment on respawn and when dual wielding status changes, default...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index 265d2111da9a2f41f7ab60262fe79eed3fc45ea9..0276fbf63eacec7e78e4068e650390d7bceaed1f 100644 (file)
@@ -40,6 +40,7 @@
 #include "../common/mapobjects/teleporters.qh"
 #include "../common/mapobjects/target/spawnpoint.qh"
 #include <common/mapobjects/trigger/counter.qh>
+#include <common/mapobjects/trigger/swamp.qh>
 
 #include "../common/vehicles/all.qh"
 
@@ -232,7 +233,7 @@ void PutObserverInServer(entity this)
 
        if (IS_PLAYER(this))
        {
-               if(GetResourceAmount(this, RESOURCE_HEALTH) >= 1)
+               if(GetResource(this, RES_HEALTH) >= 1)
                {
                        // despawn effect
                        Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
@@ -311,14 +312,14 @@ void PutObserverInServer(entity this)
        if(this.damagedbycontents)
                IL_REMOVE(g_damagedbycontents, this);
        this.damagedbycontents = false;
-       SetResourceAmount(this, RESOURCE_HEALTH, FRAGS_SPECTATOR);
+       SetResourceExplicit(this, RES_HEALTH, FRAGS_SPECTATOR);
        SetSpectatee_status(this, etof(this));
        this.takedamage = DAMAGE_NO;
        this.solid = SOLID_NOT;
        set_movetype(this, MOVETYPE_FLY_WORLDONLY); // user preference is controlled by playerprethink
        this.flags = FL_CLIENT | FL_NOTARGET;
        this.effects = 0;
-       SetResourceAmount(this, RESOURCE_ARMOR, autocvar_g_balance_armor_start); // was 666?!
+       SetResourceExplicit(this, RES_ARMOR, autocvar_g_balance_armor_start); // was 666?!
        this.pauserotarmor_finished = 0;
        this.pauserothealth_finished = 0;
        this.pauseregen_finished = 0;
@@ -557,24 +558,24 @@ void PutPlayerInServer(entity this)
        this.effects = EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
 
        if (warmup_stage) {
-               SetResourceAmount(this, RESOURCE_SHELLS, warmup_start_ammo_shells);
-               SetResourceAmount(this, RESOURCE_BULLETS, warmup_start_ammo_nails);
-               SetResourceAmount(this, RESOURCE_ROCKETS, warmup_start_ammo_rockets);
-               SetResourceAmount(this, RESOURCE_CELLS, warmup_start_ammo_cells);
-               SetResourceAmount(this, RESOURCE_PLASMA, warmup_start_ammo_plasma);
-               SetResourceAmount(this, RESOURCE_FUEL, warmup_start_ammo_fuel);
-               SetResourceAmount(this, RESOURCE_HEALTH, warmup_start_health);
-               SetResourceAmount(this, RESOURCE_ARMOR, warmup_start_armorvalue);
+               SetResource(this, RES_SHELLS, warmup_start_ammo_shells);
+               SetResource(this, RES_BULLETS, warmup_start_ammo_nails);
+               SetResource(this, RES_ROCKETS, warmup_start_ammo_rockets);
+               SetResource(this, RES_CELLS, warmup_start_ammo_cells);
+               SetResource(this, RES_PLASMA, warmup_start_ammo_plasma);
+               SetResource(this, RES_FUEL, warmup_start_ammo_fuel);
+               SetResource(this, RES_HEALTH, warmup_start_health);
+               SetResource(this, RES_ARMOR, warmup_start_armorvalue);
                STAT(WEAPONS, this) = WARMUP_START_WEAPONS;
        } else {
-               SetResourceAmount(this, RESOURCE_SHELLS, start_ammo_shells);
-               SetResourceAmount(this, RESOURCE_BULLETS, start_ammo_nails);
-               SetResourceAmount(this, RESOURCE_ROCKETS, start_ammo_rockets);
-               SetResourceAmount(this, RESOURCE_CELLS, start_ammo_cells);
-               SetResourceAmount(this, RESOURCE_PLASMA, start_ammo_plasma);
-               SetResourceAmount(this, RESOURCE_FUEL, start_ammo_fuel);
-               SetResourceAmount(this, RESOURCE_HEALTH, start_health);
-               SetResourceAmount(this, RESOURCE_ARMOR, start_armorvalue);
+               SetResource(this, RES_SHELLS, start_ammo_shells);
+               SetResource(this, RES_BULLETS, start_ammo_nails);
+               SetResource(this, RES_ROCKETS, start_ammo_rockets);
+               SetResource(this, RES_CELLS, start_ammo_cells);
+               SetResource(this, RES_PLASMA, start_ammo_plasma);
+               SetResource(this, RES_FUEL, start_ammo_fuel);
+               SetResource(this, RES_HEALTH, start_health);
+               SetResource(this, RES_ARMOR, start_armorvalue);
                STAT(WEAPONS, this) = start_weapons;
                if (MUTATOR_CALLHOOK(ForbidRandomStartWeapons, this) == false)
                {
@@ -604,7 +605,7 @@ void PutPlayerInServer(entity this)
                this.pauseregen_finished += f;
        }
 
-       this.damageforcescale = 2;
+       this.damageforcescale = autocvar_g_player_damageforcescale;
        this.death_time = 0;
        this.respawn_flags = 0;
        this.respawn_time = 0;
@@ -640,6 +641,10 @@ void PutPlayerInServer(entity this)
        STAT(REVIVE_PROGRESS, this) = 0;
        this.revival_time = 0;
 
+       // TODO: we can't set these in the PlayerSpawn hook since the target code is called before it!
+       STAT(BUFFS, this) = 0;
+       STAT(BUFF_TIME, this) = 0;
+
        this.air_finished = time + 12;
        this.waterlevel = WATERLEVEL_NONE;
        this.watertype = CONTENT_EMPTY;
@@ -678,6 +683,9 @@ void PutPlayerInServer(entity this)
        if(this.conveyor)
                IL_REMOVE(g_conveyed, this);
        this.conveyor = NULL; // prevent conveyors at the previous location from moving a freshly spawned player
+       if(this.swampslug)
+               delete(this.swampslug);
+       this.in_swamp = false;
        STAT(HUD, this) = HUD_NORMAL;
 
        this.event_damage = PlayerDamage;
@@ -705,10 +713,7 @@ void PutPlayerInServer(entity this)
        for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
                .entity weaponentity = weaponentities[slot];
-               entity oldwep = this.(weaponentity);
                CL_SpawnWeaponentity(this, weaponentity);
-               if(oldwep && oldwep.owner == this)
-                       this.(weaponentity).m_gunalign = oldwep.m_gunalign;
        }
        this.alpha = default_player_alpha;
        this.colormod = '1 1 1' * autocvar_g_player_brightness;
@@ -735,10 +740,12 @@ void PutPlayerInServer(entity this)
        });
 
        {
-               //string s = spot.target;
-               //spot.target = string_null;
+               string s = spot.target;
+               if(g_assault || g_race) // TODO: make targeting work in assault & race without this hack
+                       spot.target = string_null;
                SUB_UseTargets(spot, this, NULL);
-               //spot.target = s;
+               if(g_assault || g_race)
+                       spot.target = s;
        }
 
        Unfreeze(this, false);
@@ -768,6 +775,7 @@ void PutPlayerInServer(entity this)
 
        if (CS(this).impulse) ImpulseCommands(this);
 
+       W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
                .entity weaponentity = weaponentities[slot];
@@ -1319,34 +1327,39 @@ void respawn(entity this)
        PutClientInServer(this);
 }
 
+ERASEABLE
 void PrintToChat(entity client, string text)
 {
        text = strcat("\{1}^7", text, "\n");
        sprint(client, text);
 }
 
+ERASEABLE
 void DebugPrintToChat(entity client, string text)
 {
-       if (autocvar_developer)
+       if (autocvar_developer > 0)
        {
                PrintToChat(client, text);
        }
 }
 
+ERASEABLE
 void PrintToChatAll(string text)
 {
        text = strcat("\{1}^7", text, "\n");
        bprint(text);
 }
 
+ERASEABLE
 void DebugPrintToChatAll(string text)
 {
-       if (autocvar_developer)
+       if (autocvar_developer > 0)
        {
                PrintToChatAll(text);
        }
 }
 
+ERASEABLE
 void PrintToChatTeam(int team_num, string text)
 {
        text = strcat("\{1}^7", text, "\n");
@@ -1359,9 +1372,10 @@ void PrintToChatTeam(int team_num, string text)
        });
 }
 
+ERASEABLE
 void DebugPrintToChatTeam(int team_num, string text)
 {
-       if (autocvar_developer)
+       if (autocvar_developer > 0)
        {
                PrintToChatTeam(team_num, text);
        }
@@ -1575,25 +1589,25 @@ void player_regen(entity this)
                float mina, maxa, limith, limita;
                maxa = autocvar_g_balance_armor_rotstable;
                mina = autocvar_g_balance_armor_regenstable;
-               limith = GetResourceLimit(this, RESOURCE_HEALTH);
-               limita = GetResourceLimit(this, RESOURCE_ARMOR);
+               limith = GetResourceLimit(this, RES_HEALTH);
+               limita = GetResourceLimit(this, RES_ARMOR);
 
                regen_health_rotstable = regen_health_rotstable * max_mod;
                regen_health_stable = regen_health_stable * max_mod;
                limith = limith * limit_mod;
                limita = limita * limit_mod;
 
-               SetResourceAmount(this, RESOURCE_ARMOR, CalcRotRegen(GetResourceAmount(this, RESOURCE_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
+               SetResource(this, RES_ARMOR, CalcRotRegen(GetResource(this, RES_ARMOR), mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, 
                                                                        regen_mod * frametime * (time > this.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear,
                                                                        rot_mod * frametime * (time > this.pauserotarmor_finished), limita));
-               SetResourceAmount(this, RESOURCE_HEALTH, CalcRotRegen(GetResourceAmount(this, RESOURCE_HEALTH), regen_health_stable, regen_health, regen_health_linear,
+               SetResource(this, RES_HEALTH, CalcRotRegen(GetResource(this, RES_HEALTH), regen_health_stable, regen_health, regen_health_linear,
                                                                        regen_mod * frametime * (time > this.pauseregen_finished), regen_health_rotstable, regen_health_rot, regen_health_rotlinear,
                                                                        rot_mod * frametime * (time > this.pauserothealth_finished), limith));
        }
 
        // if player rotted to death...  die!
        // check this outside above checks, as player may still be able to rot to death
-       if(GetResourceAmount(this, RESOURCE_HEALTH) < 1)
+       if(GetResource(this, RES_HEALTH) < 1)
        {
                if(this.vehicle)
                        vehicles_exit(this.vehicle, VHEF_RELEASE);
@@ -1601,15 +1615,15 @@ void player_regen(entity this)
                        this.event_damage(this, this, this, 1, DEATH_ROT.m_id, DMG_NOWEP, this.origin, '0 0 0');
        }
 
-       if (!(this.items & IT_UNLIMITED_WEAPON_AMMO))
+       if (!(this.items & IT_UNLIMITED_AMMO))
        {
                float minf, maxf, limitf;
 
                maxf = autocvar_g_balance_fuel_rotstable;
                minf = autocvar_g_balance_fuel_regenstable;
-               limitf = GetResourceLimit(this, RESOURCE_FUEL);
+               limitf = GetResourceLimit(this, RES_FUEL);
 
-               SetResourceAmount(this, RESOURCE_FUEL, CalcRotRegen(GetResourceAmount(this, RESOURCE_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
+               SetResource(this, RES_FUEL, CalcRotRegen(GetResource(this, RES_FUEL), minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, 
                                                                                frametime * (time > this.pauseregen_finished) * ((this.items & ITEM_JetpackRegen.m_itemid) != 0),
                                                                                maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > this.pauserotfuel_finished), limitf));
        }
@@ -1657,16 +1671,17 @@ void SpectateCopy(entity this, entity spectatee)
        MUTATOR_CALLHOOK(SpectateCopy, spectatee, this);
        PS(this) = PS(spectatee);
        this.armortype = spectatee.armortype;
-       SetResourceAmount(this, RESOURCE_ARMOR, GetResourceAmount(spectatee, RESOURCE_ARMOR));
-       SetResourceAmount(this, RESOURCE_CELLS, GetResourceAmount(spectatee, RESOURCE_CELLS));
-       SetResourceAmount(this, RESOURCE_PLASMA, GetResourceAmount(spectatee, RESOURCE_PLASMA));
-       SetResourceAmount(this, RESOURCE_SHELLS, GetResourceAmount(spectatee, RESOURCE_SHELLS));
-       SetResourceAmount(this, RESOURCE_BULLETS, GetResourceAmount(spectatee, RESOURCE_BULLETS));
-       SetResourceAmount(this, RESOURCE_ROCKETS, GetResourceAmount(spectatee, RESOURCE_ROCKETS));
-       SetResourceAmount(this, RESOURCE_FUEL, GetResourceAmount(spectatee, RESOURCE_FUEL));
+       SetResourceExplicit(this, RES_ARMOR, GetResource(spectatee, RES_ARMOR));
+       SetResourceExplicit(this, RES_CELLS, GetResource(spectatee, RES_CELLS));
+       SetResourceExplicit(this, RES_PLASMA, GetResource(spectatee, RES_PLASMA));
+       SetResourceExplicit(this, RES_SHELLS, GetResource(spectatee, RES_SHELLS));
+       SetResourceExplicit(this, RES_BULLETS, GetResource(spectatee, RES_BULLETS));
+       SetResourceExplicit(this, RES_ROCKETS, GetResource(spectatee, RES_ROCKETS));
+       SetResourceExplicit(this, RES_FUEL, GetResource(spectatee, RES_FUEL));
        this.effects = spectatee.effects & EFMASK_CHEAP; // eat performance
-       SetResourceAmount(this, RESOURCE_HEALTH, GetResourceAmount(spectatee, RESOURCE_HEALTH));
+       SetResourceExplicit(this, RES_HEALTH, GetResource(spectatee, RES_HEALTH));
        CS(this).impulse = 0;
+       this.disableclientprediction = 1; // no need to run prediction on a spectator
        this.items = spectatee.items;
        STAT(LAST_PICKUP, this) = STAT(LAST_PICKUP, spectatee);
        STAT(HIT_TIME, this) = STAT(HIT_TIME, spectatee);
@@ -2036,12 +2051,21 @@ void PrintWelcomeMessage(entity this)
        {
                if(PHYS_INPUT_BUTTON_INFO(this)) // BUTTON_INFO hides initial MOTD
                        CS(this).motd_actived_time = -2; // wait until BUTTON_INFO gets released
-               else if(CS(this).motd_actived_time == -2 || IS_PLAYER(this) || IS_SPEC(this))
+               else if (CS(this).motd_actived_time == -2)
                {
-                       // instanctly hide MOTD
+                       // instantly hide MOTD
                        CS(this).motd_actived_time = 0;
                        Kill_Notification(NOTIF_ONE_ONLY, this, MSG_CENTER, CPID_MOTD);
                }
+               else if (IS_PLAYER(this) || IS_SPEC(this))
+               {
+                       // FIXME occasionally for some reason MOTD never goes away
+                       // delay MOTD removal a little bit in the hope it fixes this bug
+                       if (CS(this).motd_actived_time == -1) // MOTD marked to fade away as soon as client becomes player or spectator
+                               CS(this).motd_actived_time = -(5 + floor(random() * 10)); // add small delay
+                       else //if (CS(this).motd_actived_time < -2)
+                               CS(this).motd_actived_time++;
+               }
        }
 }
 
@@ -2059,6 +2083,7 @@ bool joinAllowed(entity this)
 
 .int items_added;
 .string shootfromfixedorigin;
+.bool dualwielding_prev;
 bool PlayerThink(entity this)
 {
        if (game_stopped || intermission_running) {
@@ -2161,6 +2186,15 @@ bool PlayerThink(entity this)
                stuffcmd(this, sprintf("\ncl_shootfromfixedorigin \"%s\"\n", autocvar_g_shootfromfixedorigin));
        }
 
+       // reset gun alignment when dual wielding status changes
+       // to ensure guns are always aligned right and left
+       bool dualwielding = W_DualWielding(this);
+       if(this.dualwielding_prev != dualwielding)
+       {
+               W_ResetGunAlign(this, CS(this).cvar_cl_gunalign);
+               this.dualwielding_prev = dualwielding;
+       }
+
        // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers
        //if(frametime)
        {
@@ -2169,11 +2203,13 @@ bool PlayerThink(entity this)
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
                        .entity weaponentity = weaponentities[slot];
+                       if(WEP_CVAR(vortex, charge_always))
+                               W_Vortex_Charge(this, weaponentity, frametime);
                        W_WeaponFrame(this, weaponentity);
                }
 
                this.items_added = 0;
-               if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResourceAmount(this, RESOURCE_FUEL) >= 0.01))
+               if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || GetResource(this, RES_FUEL) >= 0.01))
             this.items_added |= IT_FUEL;
 
                this.items |= this.items_added;
@@ -2322,19 +2358,15 @@ void PlayerUseKey(entity this)
        }
        else if(autocvar_g_vehicles_enter)
        {
-               if(!STAT(FROZEN, this))
-               if(!IS_DEAD(this))
-               if(!game_stopped)
+               if(!game_stopped && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
                {
                        entity head, closest_target = NULL;
                        head = WarpZone_FindRadius(this.origin, autocvar_g_vehicles_enter_radius, true);
 
                        while(head) // find the closest acceptable target to enter
                        {
-                               if(IS_VEHICLE(head))
-                               if(!IS_DEAD(head))
+                               if(IS_VEHICLE(head) && !IS_DEAD(head) && head.takedamage != DAMAGE_NO)
                                if(!head.owner || ((head.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(head.owner, this)))
-                               if(head.takedamage != DAMAGE_NO)
                                {
                                        if(closest_target)
                                        {
@@ -2388,9 +2420,18 @@ void PlayerPreThink (entity this)
        if (this.netname == "" || this.netname != CS(this).netname_previous)
        {
                bool assume_unchanged = (CS(this).netname_previous == "");
+               if (autocvar_sv_name_maxlength > 0 && strlennocol(this.netname) > autocvar_sv_name_maxlength)
+               {
+                       int new_length = textLengthUpToLength(this.netname, autocvar_sv_name_maxlength, strlennocol);
+                       this.netname = strzone(strcat(substring(this.netname, 0, new_length), "^7"));
+                       sprint(this, sprintf("Warning: your name is longer than %d characters, it has been truncated.\n", autocvar_sv_name_maxlength));
+                       assume_unchanged = false;
+                       // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
+               }
                if (isInvisibleString(this.netname))
                {
                        this.netname = strzone(sprintf("Player#%d", this.playerid));
+                       sprint(this, "Warning: invisible names are not allowed.\n");
                        assume_unchanged = false;
                        // stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
                }
@@ -2429,7 +2470,7 @@ void PlayerPreThink (entity this)
                if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
                {
                        STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) + frametime * this.revive_speed, 1);
-                       SetResourceAmount(this, RESOURCE_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
+                       SetResourceExplicit(this, RES_HEALTH, max(1, STAT(REVIVE_PROGRESS, this) * start_health));
                        this.iceblock.alpha = bound(0.2, 1 - STAT(REVIVE_PROGRESS, this), 1);
 
                        if (STAT(REVIVE_PROGRESS, this) >= 1)
@@ -2438,9 +2479,9 @@ void PlayerPreThink (entity this)
                else if (STAT(FROZEN, this) == FROZEN_TEMP_DYING)
                {
                        STAT(REVIVE_PROGRESS, this) = bound(0, STAT(REVIVE_PROGRESS, this) - frametime * this.revive_speed, 1);
-                       SetResourceAmount(this, RESOURCE_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
+                       SetResourceExplicit(this, RES_HEALTH, max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * STAT(REVIVE_PROGRESS, this)));
 
-                       if (GetResourceAmount(this, RESOURCE_HEALTH) < 1)
+                       if (GetResource(this, RES_HEALTH) < 1)
                        {
                                if (this.vehicle)
                                        vehicles_exit(this.vehicle, VHEF_RELEASE);
@@ -2455,22 +2496,21 @@ void PlayerPreThink (entity this)
        MUTATOR_CALLHOOK(PlayerPreThink, this);
 
        if(autocvar_g_vehicles_enter && (time > this.last_vehiclecheck) && !game_stopped && !this.vehicle)
-       if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this))
+       if(IS_PLAYER(this) && !STAT(FROZEN, this) && !IS_DEAD(this) && !IS_INDEPENDENT_PLAYER(this))
        {
-               FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it),
+               FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_vehicles_enter_radius, IS_VEHICLE(it) && !IS_DEAD(it) && it.takedamage != DAMAGE_NO,
                {
-                       if(!IS_DEAD(it) && it.takedamage != DAMAGE_NO)
-                       if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
-                       {
-                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
-                       }
-                       else if(!it.owner)
+                       if(!it.owner)
                        {
                                if(!it.team || SAME_TEAM(this, it))
                                        Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER);
                                else if(autocvar_g_vehicles_steal)
                                        Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_STEAL);
                        }
+                       else if((it.vehicle_flags & VHF_MULTISLOT) && SAME_TEAM(it.owner, this))
+                       {
+                               Send_Notification(NOTIF_ONE, this, MSG_CENTER, CENTER_VEHICLE_ENTER_GUNNER);
+                       }
                });
 
                this.last_vehiclecheck = time + 1;
@@ -2682,7 +2722,7 @@ void PlayerPostThink (entity this)
        }
 
        if (this.waypointsprite_attachedforcarrier) {
-               float hp = healtharmor_maxdamage(GetResourceAmount(this, RESOURCE_HEALTH), GetResourceAmount(this, RESOURCE_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
+               float hp = healtharmor_maxdamage(GetResource(this, RES_HEALTH), GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, DEATH_WEAPON.m_id).x;
                WaypointSprite_UpdateHealth(this.waypointsprite_attachedforcarrier, hp);
        }
 
@@ -3027,7 +3067,7 @@ void PM_UpdateButtons(entity this, entity store)
                store.impulse = this.impulse;
        this.impulse = 0;
 
-       bool typing = this.buttonchat || this.button14;
+       bool typing = this.buttonchat || this.button12;
 
        store.button0 = (typing) ? 0 : this.button0;
        //button1?!