b8f08a5a1e09b35f28aa9d3e4ae6b852cd59d196
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / gamemodes / gamemode / domination / domination.qc
1 #include "domination.qh"
2
3 // TODO: sv_domination
4 #ifdef SVQC
5 #include <server/teamplay.qh>
6
7 bool g_domination;
8
9 int autocvar_g_domination_default_teams;
10 bool autocvar_g_domination_disable_frags;
11 int autocvar_g_domination_point_amt;
12 bool autocvar_g_domination_point_fullbright;
13 float autocvar_g_domination_round_timelimit;
14 float autocvar_g_domination_warmup;
15 float autocvar_g_domination_point_rate;
16 int autocvar_g_domination_teams_override;
17
18 void dom_EventLog(string mode, float team_before, entity actor) // use an alias for easy changing and quick editing later
19 {
20         if(autocvar_sv_eventlog)
21                 GameLogEcho(strcat(":dom:", mode, ":", ftos(team_before), ((actor != NULL) ? (strcat(":", ftos(actor.playerid))) : "")));
22 }
23
24 void set_dom_state(entity e)
25 {
26         STAT(DOM_TOTAL_PPS, e) = total_pps;
27         STAT(DOM_PPS_RED, e) = pps_red;
28         STAT(DOM_PPS_BLUE, e) = pps_blue;
29         if(domination_teams >= 3)
30                 STAT(DOM_PPS_YELLOW, e) = pps_yellow;
31         if(domination_teams >= 4)
32                 STAT(DOM_PPS_PINK, e) = pps_pink;
33 }
34
35 void dompoint_captured(entity this)
36 {
37         float old_delay, old_team, real_team;
38
39         // now that the delay has expired, switch to the latest team to lay claim to this point
40         entity head = this.owner;
41
42         real_team = this.cnt;
43         this.cnt = -1;
44
45         dom_EventLog("taken", this.team, this.dmg_inflictor);
46         this.dmg_inflictor = NULL;
47
48         this.goalentity = head;
49         this.model = head.mdl;
50         this.modelindex = head.dmg;
51         this.skin = head.skin;
52
53         float points, wait_time;
54         if (autocvar_g_domination_point_amt)
55                 points = autocvar_g_domination_point_amt;
56         else
57                 points = this.frags;
58         if (autocvar_g_domination_point_rate)
59                 wait_time = autocvar_g_domination_point_rate;
60         else
61                 wait_time = this.wait;
62
63         if(domination_roundbased)
64                 bprint(sprintf("^3%s^3%s\n", head.netname, this.message));
65         else
66                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_DOMINATION_CAPTURE_TIME, head.netname, this.message, points, wait_time);
67
68         if(this.enemy.playerid == this.enemy_playerid)
69                 GameRules_scoring_add(this.enemy, DOM_TAKES, 1);
70         else
71                 this.enemy = NULL;
72
73         if (head.noise != "")
74                 if(this.enemy)
75                         _sound(this.enemy, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
76                 else
77                         _sound(this, CH_TRIGGER, head.noise, VOL_BASE, ATTEN_NORM);
78         if (head.noise1 != "")
79                 play2all(head.noise1);
80
81         this.delay = time + wait_time;
82
83         // do trigger work
84         old_delay = this.delay;
85         old_team = this.team;
86         this.team = real_team;
87         this.delay = 0;
88         SUB_UseTargets (this, this, NULL);
89         this.delay = old_delay;
90         this.team = old_team;
91
92         entity msg = WP_DomNeut;
93         switch(real_team)
94         {
95                 case NUM_TEAM_1: msg = WP_DomRed; break;
96                 case NUM_TEAM_2: msg = WP_DomBlue; break;
97                 case NUM_TEAM_3: msg = WP_DomYellow; break;
98                 case NUM_TEAM_4: msg = WP_DomPink; break;
99         }
100
101         WaypointSprite_UpdateSprites(this.sprite, msg, WP_Null, WP_Null);
102
103         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
104         IL_EACH(g_dompoints, true,
105         {
106                 if (autocvar_g_domination_point_amt)
107                         points = autocvar_g_domination_point_amt;
108                 else
109                         points = it.frags;
110                 if (autocvar_g_domination_point_rate)
111                         wait_time = autocvar_g_domination_point_rate;
112                 else
113                         wait_time = it.wait;
114                 switch(it.goalentity.team)
115                 {
116                         case NUM_TEAM_1: pps_red += points/wait_time; break;
117                         case NUM_TEAM_2: pps_blue += points/wait_time; break;
118                         case NUM_TEAM_3: pps_yellow += points/wait_time; break;
119                         case NUM_TEAM_4: pps_pink += points/wait_time; break;
120                 }
121                 total_pps += points/wait_time;
122         });
123
124         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, colormapPaletteColor(this.goalentity.team - 1, 0));
125         WaypointSprite_Ping(this.sprite);
126
127         this.captime = time;
128
129         FOREACH_CLIENT(IS_REAL_CLIENT(it), { set_dom_state(it); });
130 }
131
132 void AnimateDomPoint(entity this)
133 {
134         if(this.pain_finished > time)
135                 return;
136         this.pain_finished = time + this.t_width;
137         if(this.nextthink > this.pain_finished)
138                 this.nextthink = this.pain_finished;
139
140         this.frame = this.frame + 1;
141         if(this.frame > this.t_length)
142                 this.frame = 0;
143 }
144
145 void dompointthink(entity this)
146 {
147         float fragamt;
148
149         this.nextthink = time + 0.1;
150
151         //this.frame = this.frame + 1;
152         //if(this.frame > 119)
153         //      this.frame = 0;
154         AnimateDomPoint(this);
155
156         // give points
157
158         if (game_stopped || this.delay > time || time < game_starttime) // game has ended, don't keep giving points
159                 return;
160
161         if(autocvar_g_domination_point_rate)
162                 this.delay = time + autocvar_g_domination_point_rate;
163         else
164                 this.delay = time + this.wait;
165
166         // give credit to the team
167         // NOTE: this defaults to 0
168         if (!domination_roundbased)
169         if (this.goalentity.netname != "")
170         {
171                 if(autocvar_g_domination_point_amt)
172                         fragamt = autocvar_g_domination_point_amt;
173                 else
174                         fragamt = this.frags;
175                 TeamScore_AddToTeam(this.goalentity.team, ST_SCORE, fragamt);
176                 TeamScore_AddToTeam(this.goalentity.team, ST_DOM_TICKS, fragamt);
177
178                 // give credit to the individual player, if he is still there
179                 if (this.enemy.playerid == this.enemy_playerid)
180                 {
181                         GameRules_scoring_add(this.enemy, SCORE, fragamt);
182                         GameRules_scoring_add(this.enemy, DOM_TICKS, fragamt);
183                 }
184                 else
185                         this.enemy = NULL;
186         }
187 }
188
189 void dompointtouch(entity this, entity toucher)
190 {
191         if(!IS_PLAYER(toucher))
192                 return;
193         if(GetResourceAmount(toucher, RESOURCE_HEALTH) < 1)
194                 return;
195
196         if(round_handler_IsActive() && !round_handler_IsRoundStarted())
197                 return;
198
199         if(time < this.captime + 0.3)
200                 return;
201
202         // only valid teams can claim it
203         entity head = find(NULL, classname, "dom_team");
204         while (head && head.team != toucher.team)
205                 head = find(head, classname, "dom_team");
206         if (!head || head.netname == "" || head == this.goalentity)
207                 return;
208
209         // delay capture
210
211         this.team = this.goalentity.team; // this stores the PREVIOUS team!
212
213         this.cnt = toucher.team;
214         this.owner = head; // team to switch to after the delay
215         this.dmg_inflictor = toucher;
216
217         // this.state = 1;
218         // this.delay = time + cvar("g_domination_point_capturetime");
219         //this.nextthink = time + cvar("g_domination_point_capturetime");
220         //this.think = dompoint_captured;
221
222         // go to neutral team in the mean time
223         head = find(NULL, classname, "dom_team");
224         while (head && head.netname != "")
225                 head = find(head, classname, "dom_team");
226         if(head == NULL)
227                 return;
228
229         WaypointSprite_UpdateSprites(this.sprite, WP_DomNeut, WP_Null, WP_Null);
230         WaypointSprite_UpdateTeamRadar(this.sprite, RADARICON_DOMPOINT, '0 1 1');
231         WaypointSprite_Ping(this.sprite);
232
233         this.goalentity = head;
234         this.model = head.mdl;
235         this.modelindex = head.dmg;
236         this.skin = head.skin;
237
238         this.enemy = toucher; // individual player scoring
239         this.enemy_playerid = toucher.playerid;
240         dompoint_captured(this);
241 }
242
243 void dom_controlpoint_setup(entity this)
244 {
245         entity head;
246         // find the spawnfunc_dom_team representing unclaimed points
247         head = find(NULL, classname, "dom_team");
248         while(head && head.netname != "")
249                 head = find(head, classname, "dom_team");
250         if (!head)
251                 objerror(this, "no spawnfunc_dom_team with netname \"\" found\n");
252
253         // copy important properties from spawnfunc_dom_team entity
254         this.goalentity = head;
255         _setmodel(this, head.mdl); // precision already set
256         this.skin = head.skin;
257
258         this.cnt = -1;
259
260         if(this.message == "")
261                 this.message = " has captured a control point";
262
263         if(this.frags <= 0)
264                 this.frags = 1;
265         if(this.wait <= 0)
266                 this.wait = 5;
267
268         float points, waittime;
269         if (autocvar_g_domination_point_amt)
270                 points = autocvar_g_domination_point_amt;
271         else
272                 points = this.frags;
273         if (autocvar_g_domination_point_rate)
274                 waittime = autocvar_g_domination_point_rate;
275         else
276                 waittime = this.wait;
277
278         total_pps += points/waittime;
279
280         if(!this.t_width)
281                 this.t_width = 0.02; // frame animation rate
282         if(!this.t_length)
283                 this.t_length = 239; // maximum frame
284
285         setthink(this, dompointthink);
286         this.nextthink = time;
287         settouch(this, dompointtouch);
288         this.solid = SOLID_TRIGGER;
289         if(!this.flags & FL_ITEM)
290                 IL_PUSH(g_items, this);
291         this.flags = FL_ITEM;
292         setsize(this, '-32 -32 -32', '32 32 32');
293         setorigin(this, this.origin + '0 0 20');
294         droptofloor(this);
295
296         waypoint_spawnforitem(this);
297         WaypointSprite_SpawnFixed(WP_DomNeut, this.origin + '0 0 32', this, sprite, RADARICON_DOMPOINT);
298 }
299
300 int total_control_points;
301 void Domination_count_controlpoints()
302 {
303         total_control_points = 0;
304         for (int i = 1; i <= NUM_TEAMS; ++i)
305         {
306                 Team_SetNumberOfControlPoints(Team_GetTeamFromIndex(i), 0);
307         }
308         IL_EACH(g_dompoints, true,
309         {
310                 ++total_control_points;
311                 if (!Entity_HasValidTeam(it.goalentity))
312                 {
313                         continue;
314                 }
315                 entity team_ = Entity_GetTeam(it.goalentity);
316                 int num_control_points = Team_GetNumberOfControlPoints(team_);
317                 ++num_control_points;
318                 Team_SetNumberOfControlPoints(team_, num_control_points);
319         });
320 }
321
322 int Domination_GetWinnerTeam()
323 {
324         int winner_team = 0;
325         if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(1)) ==
326                 total_control_points)
327         {
328                 winner_team = NUM_TEAM_1;
329         }
330         for (int i = 2; i <= NUM_TEAMS; ++i)
331         {
332                 if (Team_GetNumberOfControlPoints(Team_GetTeamFromIndex(i)) ==
333                         total_control_points)
334                 {
335                         if (winner_team != 0)
336                         {
337                                 return 0;
338                         }
339                         winner_team = Team_IndexToTeam(i);
340                 }
341         }
342         if (winner_team)
343         {
344                 return winner_team;
345         }
346         return -1; // no control points left?
347 }
348
349 float Domination_CheckWinner()
350 {
351         if(round_handler_GetEndTime() > 0 && round_handler_GetEndTime() - time <= 0)
352         {
353                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_OVER);
354                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_OVER);
355
356                 game_stopped = true;
357                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
358                 return 1;
359         }
360
361         Domination_count_controlpoints();
362
363         float winner_team = Domination_GetWinnerTeam();
364
365         if(winner_team == -1)
366                 return 0;
367
368         if(winner_team > 0)
369         {
370                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
371                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
372                 TeamScore_AddToTeam(winner_team, ST_DOM_CAPS, +1);
373         }
374         else if(winner_team == -1)
375         {
376                 Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_TIED);
377                 Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_TIED);
378         }
379
380         game_stopped = true;
381         round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
382
383         return 1;
384 }
385
386 float Domination_CheckPlayers()
387 {
388         return 1;
389 }
390
391 void Domination_RoundStart()
392 {
393         FOREACH_CLIENT(IS_PLAYER(it), { it.player_blocked = false; });
394 }
395
396 //go to best items, or control points you don't own
397 void havocbot_goalrating_controlpoints(entity this, float ratingscale, vector org, float sradius)
398 {
399         IL_EACH(g_dompoints, vdist((((it.absmin + it.absmax) * 0.5) - org), <, sradius),
400         {
401                 if(it.cnt > -1) // this is just being fought
402                         navigation_routerating(this, it, ratingscale, 5000);
403                 else if(it.goalentity.cnt == 0) // unclaimed
404                         navigation_routerating(this, it, ratingscale, 5000);
405                 else if(it.goalentity.team != this.team) // other team's point
406                         navigation_routerating(this, it, ratingscale, 5000);
407         });
408 }
409
410 void havocbot_role_dom(entity this)
411 {
412         if(IS_DEAD(this))
413                 return;
414
415         if (navigation_goalrating_timeout(this))
416         {
417                 navigation_goalrating_start(this);
418                 havocbot_goalrating_controlpoints(this, 10000, this.origin, 15000);
419                 havocbot_goalrating_items(this, 20000, this.origin, 8000);
420                 //havocbot_goalrating_enemyplayers(this, 1500, this.origin, 2000);
421                 havocbot_goalrating_waypoints(this, 1, this.origin, 3000);
422                 navigation_goalrating_end(this);
423
424                 navigation_goalrating_timeout_set(this);
425         }
426 }
427
428 MUTATOR_HOOKFUNCTION(dom, TeamBalance_CheckAllowedTeams)
429 {
430         // fallback?
431         M_ARGV(0, float) = domination_teams;
432         string ret_string = "dom_team";
433
434         entity head = find(NULL, classname, ret_string);
435         while(head)
436         {
437                 if(head.netname != "")
438                 {
439                         if (Team_IsValidTeam(head.team))
440                         {
441                                 M_ARGV(0, float) |= Team_TeamToBit(head.team);
442                         }
443                 }
444
445                 head = find(head, classname, ret_string);
446         }
447
448         M_ARGV(1, string) = string_null;
449
450         return true;
451 }
452
453 MUTATOR_HOOKFUNCTION(dom, reset_map_players)
454 {
455         total_pps = 0, pps_red = 0, pps_blue = 0, pps_yellow = 0, pps_pink = 0;
456         FOREACH_CLIENT(IS_PLAYER(it), {
457                 PutClientInServer(it);
458                 if(domination_roundbased)
459                         it.player_blocked = 1;
460                 if(IS_REAL_CLIENT(it))
461                         set_dom_state(it);
462         });
463         return true;
464 }
465
466 MUTATOR_HOOKFUNCTION(dom, PlayerSpawn)
467 {
468         entity player = M_ARGV(0, entity);
469
470         if(domination_roundbased)
471         if(!round_handler_IsRoundStarted())
472                 player.player_blocked = 1;
473         else
474                 player.player_blocked = 0;
475 }
476
477 MUTATOR_HOOKFUNCTION(dom, ClientConnect)
478 {
479         entity player = M_ARGV(0, entity);
480
481         set_dom_state(player);
482 }
483
484 MUTATOR_HOOKFUNCTION(dom, HavocBot_ChooseRole)
485 {
486         entity bot = M_ARGV(0, entity);
487
488         bot.havocbot_role = havocbot_role_dom;
489         return true;
490 }
491
492 /*QUAKED spawnfunc_dom_controlpoint (0 .5 .8) (-16 -16 -24) (16 16 32)
493 Control point for Domination gameplay.
494 */
495 spawnfunc(dom_controlpoint)
496 {
497         if(!g_domination)
498         {
499                 delete(this);
500                 return;
501         }
502         setthink(this, dom_controlpoint_setup);
503         this.nextthink = time + 0.1;
504         this.reset = dom_controlpoint_setup;
505
506         if(!this.scale)
507                 this.scale = 0.6;
508
509         this.effects = this.effects | EF_LOWPRECISION;
510         if (autocvar_g_domination_point_fullbright)
511                 this.effects |= EF_FULLBRIGHT;
512
513         IL_PUSH(g_dompoints, this);
514 }
515
516 /*QUAKED spawnfunc_dom_team (0 .5 .8) (-32 -32 -24) (32 32 32)
517 Team declaration for Domination gameplay, this allows you to decide what team
518 names and control point models are used in your map.
519
520 Note: If you use spawnfunc_dom_team entities you must define at least 3 and only two
521 can have netname set!  The nameless team owns all control points at start.
522
523 Keys:
524 "netname"
525  Name of the team (for example Red Team, Blue Team, Green Team, Yellow Team, Life, Death, etc)
526 "cnt"
527  Scoreboard color of the team (for example 4 is red and 13 is blue)
528 "model"
529  Model to use for control points owned by this team (for example
530  "progs/b_g_key.mdl" is a gold keycard, and "progs/b_s_key.mdl" is a silver
531  keycard)
532 "skin"
533  Skin of the model to use (for team skins on a single model)
534 "noise"
535  Sound to play when this team captures a point.
536  (this is a localized sound, like a small alarm or other effect)
537 "noise1"
538  Narrator speech to play when this team captures a point.
539  (this is a global sound, like "Red team has captured a control point")
540 */
541
542 spawnfunc(dom_team)
543 {
544         if(!g_domination || autocvar_g_domination_teams_override >= 2)
545         {
546                 delete(this);
547                 return;
548         }
549         precache_model(this.model);
550         if (this.noise != "")
551                 precache_sound(this.noise);
552         if (this.noise1 != "")
553                 precache_sound(this.noise1);
554         this.classname = "dom_team";
555         _setmodel(this, this.model); // precision not needed
556         this.mdl = this.model;
557         this.dmg = this.modelindex;
558         this.model = "";
559         this.modelindex = 0;
560         // this would have to be changed if used in quakeworld
561         if(this.cnt)
562                 this.team = this.cnt + 1; // WHY are these different anyway?
563 }
564
565 // scoreboard setup
566 void ScoreRules_dom(int teams)
567 {
568         if(domination_roundbased)
569         {
570             GameRules_scoring(teams, SFL_SORT_PRIO_PRIMARY, 0, {
571             field_team(ST_DOM_CAPS, "caps", SFL_SORT_PRIO_PRIMARY);
572             field(SP_DOM_TAKES, "takes", 0);
573             });
574         }
575         else
576         {
577                 float sp_domticks, sp_score;
578                 sp_score = sp_domticks = 0;
579                 if(autocvar_g_domination_disable_frags)
580                         sp_domticks = SFL_SORT_PRIO_PRIMARY;
581                 else
582                         sp_score = SFL_SORT_PRIO_PRIMARY;
583                 GameRules_scoring(teams, sp_score, sp_score, {
584             field_team(ST_DOM_TICKS, "ticks", sp_domticks);
585             field(SP_DOM_TICKS, "ticks", sp_domticks);
586             field(SP_DOM_TAKES, "takes", 0);
587                 });
588         }
589 }
590
591 // code from here on is just to support maps that don't have control point and team entities
592 void dom_spawnteam(string teamname, float teamcolor, string pointmodel, float pointskin, Sound capsound, string capnarration, string capmessage)
593 {
594         TC(Sound, capsound);
595         entity e = new_pure(dom_team);
596         e.netname = strzone(teamname);
597         e.cnt = teamcolor;
598         e.model = pointmodel;
599         e.skin = pointskin;
600         e.noise = strzone(Sound_fixpath(capsound));
601         e.noise1 = strzone(capnarration);
602         e.message = strzone(capmessage);
603
604         // this code is identical to spawnfunc_dom_team
605         _setmodel(e, e.model); // precision not needed
606         e.mdl = e.model;
607         e.dmg = e.modelindex;
608         e.model = "";
609         e.modelindex = 0;
610         // this would have to be changed if used in quakeworld
611         e.team = e.cnt + 1;
612
613         //eprint(e);
614 }
615
616 void dom_spawnpoint(vector org)
617 {
618         entity e = spawn();
619         e.classname = "dom_controlpoint";
620         setthink(e, spawnfunc_dom_controlpoint);
621         e.nextthink = time;
622         setorigin(e, org);
623         spawnfunc_dom_controlpoint(e);
624 }
625
626 // spawn some default teams if the map is not set up for domination
627 void dom_spawnteams(int teams)
628 {
629         TC(int, teams);
630         dom_spawnteam(Team_ColoredFullName(NUM_TEAM_1), NUM_TEAM_1-1, "models/domination/dom_red.md3", 0, SND_DOM_CLAIM, "", "Red team has captured a control point");
631         dom_spawnteam(Team_ColoredFullName(NUM_TEAM_2), NUM_TEAM_2-1, "models/domination/dom_blue.md3", 0, SND_DOM_CLAIM, "", "Blue team has captured a control point");
632         if(teams >= 3)
633                 dom_spawnteam(Team_ColoredFullName(NUM_TEAM_3), NUM_TEAM_3-1, "models/domination/dom_yellow.md3", 0, SND_DOM_CLAIM, "", "Yellow team has captured a control point");
634         if(teams >= 4)
635                 dom_spawnteam(Team_ColoredFullName(NUM_TEAM_4), NUM_TEAM_4-1, "models/domination/dom_pink.md3", 0, SND_DOM_CLAIM, "", "Pink team has captured a control point");
636         dom_spawnteam("", 0, "models/domination/dom_unclaimed.md3", 0, SND_Null, "", "");
637 }
638
639 void dom_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
640 {
641         // if no teams are found, spawn defaults
642         if(find(NULL, classname, "dom_team") == NULL || autocvar_g_domination_teams_override >= 2)
643         {
644                 LOG_TRACE("No \"dom_team\" entities found on this map, creating them anyway.");
645                 domination_teams = autocvar_g_domination_teams_override;
646                 if (domination_teams < 2)
647                         domination_teams = autocvar_g_domination_default_teams;
648                 domination_teams = bound(2, domination_teams, 4);
649                 dom_spawnteams(domination_teams);
650         }
651
652         entity balance = TeamBalance_CheckAllowedTeams(NULL);
653         int teams = TeamBalance_GetAllowedTeams(balance);
654         TeamBalance_Destroy(balance);
655         domination_teams = teams;
656
657         domination_roundbased = autocvar_g_domination_roundbased;
658
659         ScoreRules_dom(domination_teams);
660
661         if(domination_roundbased)
662         {
663                 round_handler_Spawn(Domination_CheckPlayers, Domination_CheckWinner, Domination_RoundStart);
664                 round_handler_Init(5, autocvar_g_domination_warmup, autocvar_g_domination_round_timelimit);
665         }
666 }
667
668 void dom_Initialize()
669 {
670         g_domination = true;
671         InitializeEntity(NULL, dom_DelayedInit, INITPRIO_GAMETYPE);
672 }
673 #endif