game-source/fbxa/bot_ai.qc

834 lines
21 KiB
C++

/***********************************************
* *
* FrikBot General AI *
* "The I'd rather be playing Quake AI" *
* *
***********************************************/
/*
This program is in the Public Domain. My crack legal
team would like to add:
RYAN "FRIKAC" SMITH IS PROVIDING THIS SOFTWARE "AS IS"
AND MAKES NO WARRANTY, EXPRESS OR IMPLIED, AS TO THE
ACCURACY, CAPABILITY, EFFICIENCY, MERCHANTABILITY, OR
FUNCTIONING OF THIS SOFTWARE AND/OR DOCUMENTATION. IN
NO EVENT WILL RYAN "FRIKAC" SMITH BE LIABLE FOR ANY
GENERAL, CONSEQUENTIAL, INDIRECT, INCIDENTAL,
EXEMPLARY, OR SPECIAL DAMAGES, EVEN IF RYAN "FRIKAC"
SMITH HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES, IRRESPECTIVE OF THE CAUSE OF SUCH DAMAGES.
You accept this software on the condition that you
indemnify and hold harmless Ryan "FrikaC" Smith from
any and all liability or damages to third parties,
including attorney fees, court costs, and other
related costs and expenses, arising out of your use
of this software irrespective of the cause of said
liability.
The export from the United States or the subsequent
reexport of this software is subject to compliance
with United States export control and munitions
control restrictions. You agree that in the event you
seek to export this software, you assume full
responsibility for obtaining all necessary export
licenses and approvals and for assuring compliance
with applicable reexport restrictions.
Any reproduction of this software must contain
this notice in its entirety.
*/
#include "libfrikbot.h"
float stagger_think;
@implementation Bot (AI)
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
targetOnstack
checks to see if an entity is on the bot's stack
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(integer)targetOnstack:(Target)scot
{
if (scot == NIL)
return FALSE;
else if (targets[0] == scot)
return 1;
else if (targets[1] == scot)
return 2;
else if (targets[2] == scot)
return 3;
else if (targets[3] == scot)
return 4;
else
return FALSE;
}
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
targetAdd
adds a new entity to the stack, since it's a
LIFO stack, this will be the bot's new target1
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)targetAdd:(Target)e
{
if (e == NIL)
return;
if ([self targetOnstack:e])
return;
targets[3] = targets[2];
targets[2] = targets[1];
targets[1] = targets[0];
targets[0] = e;
ent.search_time = time + 5;
}
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
targetDrop
Removes an entity from the bot's target stack.
The stack will empty everything up to the object
So if you have target2 item_health, target1
waypoint, and you drop the health, the waypoint
is gone too.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)targetDrop:(Target)e
{
switch ([self targetOnstack:e]) {
case 1:
targets[0] = targets[1];
targets[1] = targets[2];
targets[2] = targets[3];
targets[3] = NIL;
break;
case 2:
targets[0] = targets[2];
targets[1] = targets[3];
targets[2] = targets[3] = NIL;
break;
case 3:
targets[0] = targets[3];
targets[1] = targets[2] = targets[3] = NIL;
break;
case 4:
targets[0] = targets[1] = targets[2] = targets[3] = NIL;
default:
break;
}
ent.search_time = time + 5;
}
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
bot_lost
Bot has lost its target.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)lost:(Waypoint)targ :(integer)success
{
if (!targ)
return;
[self targetDrop:targ];
if (targ.ent.classname == "waypoint")
targ.b_sound &= ~b_clientflag;
// find a new route
if (!success) {
targets[0] = targets[1] = targets[2] = targets[3] = NIL;
last_way = [self findWaypoint:current_way];
[Waypoint clearMyRoute:self];
b_aiflags = 0;
} else {
if (targ.ent.classname == "item_artifact_invisibility")
if (ent.items & IT_INVISIBILITY)
[self startTopic:3];
if (targ.ent.flags & FL_ITEM) {
/*XXX
if (!targ.ent.model)
targ.prev = NIL;
else
targ.prev = ent;
*/
}
}
if (targ.ent.classname != "player")
targ.search_time = time + 5;
}
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
checkLost
decide if my most immediate target should be
removed.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)checkLost:(Waypoint)targ
{
local vector dist;
if (targ == NIL)
return;
dist = [targ realorigin] - ent.origin;
dist_z = 0;
// waypoints and items are lost if you get close enough to them
if (targ.ent.flags & FL_ITEM) {
if (vlen (targ.ent.origin - ent.origin) < 32)
[self lost:targ :TRUE];
else if (!targ.ent.model)
[self lost:targ :TRUE];
} else if (targ.ent.classname == "waypoint") {
if (!(b_aiflags & (AI_SNIPER | AI_AMBUSH))) {
if (b_aiflags & AI_RIDE_TRAIN) {
if (vlen (targ.origin - ent.origin) < 48)
[self lost:targ :TRUE];
} else if (b_aiflags & AI_PRECISION) {
if (vlen (targ.origin - ent.origin) < 24)
[self lost:targ :TRUE];
} else if (vlen (targ.origin - ent.origin) < 32)
[self lost:targ :TRUE];
}
} else if (targ.ent.classname == "temp_waypoint") {
if (vlen (targ.origin - ent.origin) < 32)
[self lost:targ :TRUE];
} else if (targ.ent.classname == "player") {
if (targ.ent.health <= 0)
[self lost:targ :TRUE];
else if ((coop) || (teamplay && targ.ent.team == ent.team)) {
if (targ.targets[0].ent.classname == "player") {
//XXX if (!targ.targets[0].ishuman)
[self lost:targ :TRUE];
} else if (targ.ent.teleport_time > time) {
// try not to telefrag teammates
keys &= ~KEY_MOVE;
} else if (vlen (targ.origin - ent.origin) < 128) {
if (vlen (targ.origin - ent.origin) < 48)
[self walkmove: ent.origin - targ.origin];
else {
keys &= ~KEY_MOVE;
[self startTopic:4];
}
ent.search_time = time + 5; // never time out
} else if (![self canSee:targ])
[self lost:targ :FALSE];
} else if (waypoint_mode > WM_LOADED) {
if (vlen (targ.origin - ent.origin) < 128) {
[self lost:targ :TRUE];
}
}
} else if (targ.ent.classname == "func_button") {
// buttons are lost of their frame changes
if (targ.ent.frame) {
[self lost:targ :TRUE];
if (ent.enemy == targ.ent)
ent.enemy = NIL;
// if (target[0])
// [self getPath:target[0] :TRUE];
}
} else if ((targ.ent.movetype == MOVETYPE_NONE) && (targ.ent.solid == SOLID_TRIGGER)) {
// trigger_multiple style triggers are lost if their thinktime changes
if (targ.ent.nextthink >= time) {
[self lost:targ :TRUE];
// if (target[0])
// [self getPath:target[0] :TRUE];
}
}
// lose any target way above the bot's head
// FIXME: if the bot can fly in your mod..
if ((targ.ent.origin_z - ent.origin_z) > 64) {
dist = targ.ent.origin - ent.origin;
dist_z = 0;
if (vlen (dist) < 32)
if (ent.flags & FL_ONGROUND)
if (![self recognizePlat:FALSE])
[self lost:targ :FALSE];
} else if (targ.ent.classname == "train") {
if ([self recognizePlat:FALSE])
[self lost:targ :TRUE];
}
// targets are lost if the bot's search time has expired
if (time > ent.search_time)
[self lost:targ :FALSE];
}
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
handleAI
This is a 0.10 addition. Handles any action
based b_aiflags.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)handleAI
{
local entity newt;
local vector v;
// handle ai flags -- note, not all aiflags are handled
// here, just those that perform some sort of action
// wait is used by the ai to stop the bot until his search time expires / or route changes
if (b_aiflags & AI_WAIT)
keys &= ~KEY_MOVE;
if (b_aiflags & AI_DOORFLAG) {
// was on a door when spawned
// if there is nothing there now
if (![last_way recognizePlat:FALSE]) {
newt = [self findThing: "door"]; // this is likely the door responsible (crossfingers)
if (b_aiflags & AI_DOOR_NO_OPEN) {
if (newt.nextthink)
keys &= ~KEY_MOVE; // wait until it closes
else {
[self lost:last_way :FALSE];
}
} else {
if (newt.targetname) {
newt = find (NIL, target, newt.targetname);
if (newt.health > 0) {
ent.enemy = newt;
[self weaponSwitch:1];
} else {
// targetDrop (last_way);
[self targetAdd:[Target forEntity:newt]];
// [self getPath:newt :TRUE];
}
}
b_aiflags &= ~AI_DOORFLAG;
}
}
}
if (b_aiflags & AI_JUMP) {
if (ent.flags & FL_ONGROUND) {
[self jump];
b_aiflags &= ~AI_JUMP;
}
} else if (b_aiflags & AI_SUPER_JUMP) {
if (ent.weapon != 32)
ent.impulse = 7;
else if (ent.flags & FL_ONGROUND) {
b_aiflags &= ~AI_SUPER_JUMP;
if ([self canRJ]) {
[self jump];
ent.v_angle_x = b_angle.x = 80;
buttons |= 1;
} else
[self lost: targets[0] :FALSE];
}
}
if (b_aiflags & AI_SURFACE) {
if (ent.waterlevel > 2) {
keys = KEY_MOVEUP;
buttons |= 4; // swim!
} else
b_aiflags &= ~AI_SURFACE;
}
if (b_aiflags & AI_RIDE_TRAIN) {
// simple, but effective
// this can probably be used for a lot of different
// things, not just trains (door elevators come to mind)
if (![last_way recognizePlat:FALSE]) {
// if there is nothing there now
keys &= ~KEY_MOVE;
} else {
if ([self recognizePlat:FALSE]) {
v = realorigin (trace_ent) + trace_ent.origin - ent.origin;
v_z = 0;
if (vlen (v) < 24)
keys &= ~KEY_MOVE;
else {
b_aiflags |= AI_PRECISION;
keys |= [self keysForDir:v];
}
}
}
}
if (b_aiflags & AI_PLAT_BOTTOM) {
newt = [self findThing:"plat"];
if (newt.state != 1) {
v = ent.origin - realorigin (newt);
v_z = 0;
if (vlen (v) > 96)
keys &= ~KEY_MOVE;
else
[self walkmove:v];
} else
b_aiflags &= ~AI_PLAT_BOTTOM;
}
if (b_aiflags & AI_DIRECTIONAL) {
if ((normalize (last_way.origin - ent.origin) * b_dir) > 0.4) {
b_aiflags &= ~AI_DIRECTIONAL;
[self lost:targets[0] :TRUE];
}
}
if (b_aiflags & AI_SNIPER) {
b_aiflags |= AI_WAIT | AI_PRECISION | AI_SNIPER;
// FIXME: Add a switch to wep command
// FIXME: increase delay?
}
if (b_aiflags & AI_AMBUSH) {
b_aiflags |= AI_WAIT | AI_AMBUSH;
// FIXME: Add a switch to wep command
// FIXME: increase delay?
}
}
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
bot_path
Bot will follow a route generated by the
beginRoute set of functions in bot_way.qc.
This code, while it works pretty well, can get
confused
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)path
{
local Waypoint jj;
local entity e, tele;
[self checkLost:targets[0]];
if (!targets[0]) {
keys=0;
return;
}
if ([self targetOnstack:last_way])
return; // old waypoint still being hunted
jj = [self findRoute:last_way];
if (!jj) {
// this is an ugly hack
/*XXX
if (targets[0].current_way != last_way) {
if (targets[0].classname != "temp_waypoint")
if (targets[0].classname != "player")
[self lost:targets[0] :FALSE];
}
*/
return;
}
// update the bot's special ai features
// Readahed types are AI conditions to perform while heading to a waypoint
// point types are AI flags that should be executed once reaching a waypoint
b_aiflags = (jj.flags & AI_READAHEAD_TYPES) | (last_way.flags & AI_POINT_TYPES);
[self targetAdd:jj];
if (last_way) {
if ([last_way isLinkedTo:jj] == 2) {
// waypoints are telelinked
tele = [self findThing:"trigger_teleport"]; // this is probbly the teleport responsible
[self targetAdd:[Target forEntity:tele]];
}
traceline (last_way.origin, jj.origin, FALSE, ent); // check for blockage
if (trace_fraction != 1) {
if (trace_ent.classname == "door" && !(b_aiflags & AI_DOOR_NO_OPEN)) {
// a door blocks the way
// linked doors fix
if (trace_ent.owner)
trace_ent = trace_ent.owner;
if ((trace_ent.health > 0) && (ent.enemy == NIL)) {
ent.enemy = trace_ent;
[self weaponSwitch:1];
b_aiflags = b_aiflags | AI_BLIND; // nick knack paddy hack
} else if (trace_ent.targetname) {
e = find (NIL, target, trace_ent.targetname);
if (e.health > 0) {
ent.enemy = e;
[self weaponSwitch:1];
} else {
// targetDrop (jj);
[self targetAdd:[Target forEntity:e]];
// [self getPath:tele :TRUE];
b_aiflags |= AI_BLIND; // give a bot a bone
return;
}
}
} else if (trace_ent.classname == "func_wall") {
// give up
[self lost:targets[0] :FALSE];
return;
}
}
}
// this is used for AI_DRIECTIONAL
b_dir = normalize (jj.origin - last_way.origin);
last_way = jj;
}
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Bot Priority Look. What a stupid name. This is where
the bot finds things it wants to kill/grab.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
// priority scale
// 0 - 10 virtually ignore
// 10 - 30 normal item range
// 30 - 50 bot will consider this a target worth changing course for
// 50 - 90 bot will hunt these as vital items
// *!* Make sure you add code to checkLost to remove the target *!*
-(float)priorityForThing:(entity)thing
{
local float thisp;
thisp = 0;
// This is the most executed function in the bot. Careful what you do here.
if ((thing.flags & FL_ITEM) && thing.model && thing.search_time < time) {
// ugly hack
//XXX if (thing._last != ent)
//XXX thisp = 20;
if (thing.classname == "item_artifact_super_damage")
thisp = 65;
else if (thing.classname == "item_artifact_invulnerability")
thisp = 65;
else if (thing.classname == "item_health") {
if (thing.spawnflags & 2)
thisp = 55;
if (ent.health < 40)
thisp = thisp + 50;
} else if (thing.model == "progs/armor.mdl") {
if (ent.armorvalue < 200) {
if (thing.skin == 2)
thisp = 60;
else if (ent.armorvalue < 100)
thisp = thisp + 25;
}
} else if (thing.classname == "weapon_supershotgun") {
if (!(ent.items & IT_SUPER_SHOTGUN))
thisp = 25;
} else if (thing.classname == "weapon_nailgun") {
if (!(ent.items & IT_NAILGUN))
thisp = 30;
} else if (thing.classname == "weapon_supernailgun") {
if (!(ent.items & IT_SUPER_NAILGUN))
thisp = 35;
} else if (thing.classname == "weapon_grenadelauncher") {
if (!(ent.items & IT_GRENADE_LAUNCHER))
thisp = 45;
} else if (thing.classname == "weapon_rocketlauncher") {
if (!(ent.items & IT_ROCKET_LAUNCHER))
thisp = 60;
} else if (thing.classname == "weapon_lightning") {
if (!(ent.items & IT_LIGHTNING))
thisp = 50;
}
} else if ((thing.flags & FL_MONSTER) && thing.health > 0)
thisp = 45;
else if (thing.classname == "player") {
if (thing.health > 0) {
if (thing == ent)
return 0;
else {
if (thing.items & IT_INVISIBILITY) //FIXME
thisp = 2;
else if (coop) {
thisp = 100;
//XXX if (thing.targets[0].classname == "player")
//XXX if (!thing.targets[0].ishuman)
//XXX return 0;
} else if (teamplay && thing.team == ent.team) {
thisp = 100;
//XXX if (thing.targets[0].classname == "player")
//XXX return 0;
} else
thisp = 30;
}
}
} else if (thing.classname == "waypoint") {
//XXX if (thing.b_aiflags & AI_SNIPER)
//XXX thisp = 30;
//XXX else if (thing.b_aiflags & AI_AMBUSH)
//XXX thisp = 30;
}
if (pointcontents (thing.origin) < -3)
return 0;
if (thisp) {
/*XXX
if (thing.current_way) {
// check to see if it's unreachable
if (thing.current_way.items == -1)
return 0;
else
thisp += (13000 - thing.current_way.items) * 0.05;
}
*/
}
return thisp;
}
-(void)lookForCrap:(integer)scope
{
local entity foe, best = NIL;
local float thatp, bestp, dist;
if (scope == 1)
foe = findradius (ent.origin, 13000);
else
foe = findradius (ent.origin, 500);
bestp = 1;
while (foe) {
thatp = [self priorityForThing:foe];
if (thatp)
if (!scope)
if (!sisible (ent, foe))
thatp = 0;
if (thatp > bestp) {
bestp = thatp;
best = foe;
dist = vlen (ent.origin - foe.origin);
}
foe = foe.chain;
}
if (best == NIL)
return;
if (![self targetOnstack:best]) {
[self targetAdd:[Target forEntity:best]];
if (scope) {
[self getPath:best :FALSE];
b_aiflags |= AI_WAIT;
}
}
}
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
angleSet
Sets the bots look keys & b_angle to point at
the target - used for fighting and just
generally making the bot look good.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)angleSet
{
local float h;
local vector view;
if (ent.enemy) {
if (ent.enemy.items & IT_INVISIBILITY)
if (random () > 0.2)
return;
if (missile_speed == 0)
missile_speed = 10000;
if (ent.enemy.solid == SOLID_BSP) {
view = (((ent.enemy.absmin + ent.enemy.absmax) * 0.5) - ent.origin);
} else {
h = vlen (ent.enemy.origin - ent.origin) / missile_speed;
if (ent.enemy.flags & FL_ONGROUND)
view = ent.enemy.velocity * h;
else
view = (ent.enemy.velocity - (sv_gravity * '0 0 1') * h) * h;
view = ent.enemy.origin + view;
// FIXME: ?
traceline (ent.enemy.origin, view, FALSE, ent);
view = trace_endpos;
if (ent.weapon == 32)
view = view - '0 0 22';
view = normalize (view - ent.origin);
}
view = vectoangles (view);
view_x = view_x * -1;
b_angle = view;
} else if (targets[0]) {
view = [targets[0] realorigin];
if (targets[0].ent.flags & FL_ITEM)
view = view + '0 0 48';
view -= (ent.origin + ent.view_ofs);
view = vectoangles (view);
view_x *= -1;
b_angle = view;
} else
b_angle.x = 0;
// HACK HACK HACK HACK
// The bot falls off ledges a lot because of "turning around"
// so let the bot use instant turn around when not hunting a player
if (b_skill == 3) {
keys &= ~KEY_LOOK;
ent.v_angle = b_angle;
while (ent.v_angle.x < -180)
ent.v_angle.x += 360;
while (ent.v_angle.x > 180)
ent.v_angle.x -= 360;
} else if ((ent.enemy == NIL || ent.enemy.movetype == MOVETYPE_PUSH)
&& targets[0].ent.classname != "player") {
keys &= ~KEY_LOOK;
ent.v_angle = b_angle;
while (ent.v_angle.x < -180)
ent.v_angle.x += 360;
while (ent.v_angle.x > 180)
ent.v_angle.x -= 360;
} else if (b_skill < 2) {
// skill 2 handled in bot_phys
if (b_angle.x > 180)
b_angle.x -= 360;
keys &= ~KEY_LOOK;
if (angcomp (b_angle.y, ent.v_angle.y) > 10)
keys |= KEY_LOOKLEFT;
else if (angcomp(b_angle.y, ent.v_angle.y) < -10)
keys |= KEY_LOOKRIGHT;
if (angcomp(b_angle.x, ent.v_angle.x) < -10)
keys |= KEY_LOOKUP;
else if (angcomp (b_angle.x, ent.v_angle.x) > 10)
keys |= KEY_LOOKDOWN;
}
}
/*
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
BotAI
This is the main ai loop. Though called every
frame, the ai_time limits it's actual updating
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/
-(void)AI
{
// am I dead? Fire randomly until I respawn
// health < 1 is used because fractional healths show up as 0 on normal player
// status bars, and the mod probably already compensated for that
if (ent.health < 1) {
buttons = (integer) (random() * 2);
keys = 0;
b_aiflags = 0;
[Waypoint clearMyRoute:self];
targets[0] = targets[1] = targets[2] = targets[3] = NIL;
ent.enemy = NIL;
last_way = NIL;
return;
}
// stagger the bot's AI out so they all don't think at the same time, causing game
// 'spikes'
if (b_skill < 2) {
if (ai_time > time)
return;
ai_time = time + 0.05;
if (bot_count > 0) {
if ((time - stagger_think) < (0.1 / bot_count))
ai_time += 0.1 / (2 * bot_count);
} else
return;
}
if (ent.view_ofs == '0 0 0')
[self startTopic:7];
stagger_think = time;
// shut the bot's buttons off, various functions will turn them on by AI end
buttons = 0;
// target1 is like goalentity in normal Quake monster AI.
// it's the bot's most immediate target
if (route_table == self) {
if (busy_waypoints <= 0) {
if (waypoint_mode < WM_EDITOR)
[self lookForCrap:TRUE];
}
b_aiflags = 0;
keys = 0;
} else if (targets[0]) {
[self movetogoal];
[self path];
} else {
if (waypoint_mode < WM_EDITOR) {
if (route_failed) {
[self roam];
route_failed = 0;
} else if (![self beginRoute]) {
[self lookForCrap:FALSE];
}
keys = 0;
} else {
b_aiflags = AI_WAIT;
keys = 0;
}
}
// angleSet points the bot at it's goal (ent.enemy or target1)
[self angleSet];
// fight my enemy. Enemy is probably a field QC coders will most likely
// use a lot for their own needs, since it's unused on a normal player
// FIXME
if (ent.enemy)
[self fightStyle];
else if (random () < 0.2)
if (random () < 0.2)
[self weaponSwitch:-1];
[self dodgeStuff];
// checks to see if bot needs to start going up for air
if (ent.waterlevel > 2) {
if (time > (ent.air_finished - 2)) {
traceline (ent.origin, ent.origin + '0 0 6800', TRUE, ent);
if (trace_inopen) {
keys = KEY_MOVEUP;
buttons |= 4; // swim!
return; // skip ai flags for now - this is life or death
}
}
}
// b_aiflags handling
if (b_aiflags)
[self handleAI];
else
[self chat]; // don't want chat to screw him up if he's rjing or something
}
@end