/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include #include #include "player.h" #include #include #include "gamecontext.h" #include #include #include #include "gamemodes/DDRace.h" #include #include MACRO_ALLOC_POOL_ID_IMPL(CPlayer, MAX_CLIENTS) IServer *CPlayer::Server() const { return m_pGameServer->Server(); } CPlayer::CPlayer(CGameContext *pGameServer, int ClientID, int Team) { m_pGameServer = pGameServer; m_ClientID = ClientID; m_Team = GameServer()->m_pController->ClampTeam(Team); m_pCharacter = 0; m_NumInputs = 0; m_KillMe = 0; Reset(); } CPlayer::~CPlayer() { delete m_pCharacter; m_pCharacter = 0; } void CPlayer::Reset() { m_RespawnTick = Server()->Tick(); m_DieTick = Server()->Tick(); m_JoinTick = Server()->Tick(); if (m_pCharacter) delete m_pCharacter; m_pCharacter = 0; m_KillMe = 0; m_SpectatorID = SPEC_FREEVIEW; m_LastActionTick = Server()->Tick(); m_TeamChangeTick = Server()->Tick(); int* idMap = Server()->GetIdMap(m_ClientID); for (int i = 1;i < VANILLA_MAX_CLIENTS;i++) { idMap[i] = -1; } idMap[0] = m_ClientID; // DDRace m_LastCommandPos = 0; m_LastPlaytime = time_get(); m_Sent1stAfkWarning = 0; m_Sent2ndAfkWarning = 0; m_ChatScore = 0; m_EyeEmote = true; m_TimerType = g_Config.m_SvDefaultTimerType; m_DefEmote = EMOTE_NORMAL; m_Afk = false; m_LastWhisperTo = -1; m_LastSetSpectatorMode = 0; m_TimeoutCode[0] = '\0'; m_TuneZone = 0; m_TuneZoneOld = m_TuneZone; m_Halloween = false; m_FirstPacket = true; m_SendVoteIndex = -1; if (g_Config.m_SvEvents) { time_t rawtime; struct tm* timeinfo; char d[16], m[16], y[16]; int dd, mm; time ( &rawtime ); timeinfo = localtime ( &rawtime ); strftime (d,sizeof(y),"%d",timeinfo); strftime (m,sizeof(m),"%m",timeinfo); strftime (y,sizeof(y),"%Y",timeinfo); dd = atoi(d); mm = atoi(m); if ((mm == 12 && dd == 31) || (mm == 1 && dd == 1)) { // New Year m_DefEmote = EMOTE_HAPPY; } else if ((mm == 10 && dd == 31) || (mm == 11 && dd == 1)) { // Halloween m_DefEmote = EMOTE_ANGRY; m_Halloween = true; } else { m_DefEmote = EMOTE_NORMAL; } } m_DefEmoteReset = -1; GameServer()->Score()->PlayerData(m_ClientID)->Reset(); m_ClientVersion = VERSION_VANILLA; m_ShowOthers = g_Config.m_SvShowOthersDefault; m_ShowAll = g_Config.m_SvShowAllDefault; m_SpecTeam = 0; m_NinjaJetpack = false; m_Paused = PAUSED_NONE; m_DND = false; m_NextPauseTick = 0; // Variable initialized: m_Last_Team = 0; #if defined(CONF_SQL) m_LastSQLQuery = 0; #endif int64 Now = Server()->Tick(); int64 TickSpeed = Server()->TickSpeed(); // If the player joins within ten seconds of the server becoming // non-empty, allow them to vote immediately. This allows players to // vote after map changes or when they join an empty server. // // Otherwise, block voting for 60 seconds after joining. if(Now > GameServer()->m_NonEmptySince + 10 * TickSpeed) { m_FirstVoteTick = Now + 60 * TickSpeed; } else { m_FirstVoteTick = Now; } } void CPlayer::Tick() { #ifdef CONF_DEBUG if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies) #endif if(!Server()->ClientIngame(m_ClientID)) return; if(m_KillMe != 0) { KillCharacter(m_KillMe); m_KillMe = 0; return; } if (m_ChatScore > 0) m_ChatScore--; if (m_ForcePauseTime > 0) m_ForcePauseTime--; Server()->SetClientScore(m_ClientID, m_Score); // do latency stuff { IServer::CClientInfo Info; if(Server()->GetClientInfo(m_ClientID, &Info)) { m_Latency.m_Accum += Info.m_Latency; m_Latency.m_AccumMax = max(m_Latency.m_AccumMax, Info.m_Latency); m_Latency.m_AccumMin = min(m_Latency.m_AccumMin, Info.m_Latency); } // each second if(Server()->Tick()%Server()->TickSpeed() == 0) { m_Latency.m_Avg = m_Latency.m_Accum/Server()->TickSpeed(); m_Latency.m_Max = m_Latency.m_AccumMax; m_Latency.m_Min = m_Latency.m_AccumMin; m_Latency.m_Accum = 0; m_Latency.m_AccumMin = 1000; m_Latency.m_AccumMax = 0; } } if(((CServer *)Server())->m_NetServer.ErrorString(m_ClientID)[0]) { char aBuf[512]; str_format(aBuf, sizeof(aBuf), "'%s' would have timed out, but can use timeout protection now", Server()->ClientName(m_ClientID)); GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); ((CServer *)(Server()))->m_NetServer.ResetErrorString(m_ClientID); } if(!GameServer()->m_World.m_Paused) { if(!m_pCharacter && m_Team == TEAM_SPECTATORS && m_SpectatorID == SPEC_FREEVIEW) m_ViewPos -= vec2(clamp(m_ViewPos.x-m_LatestActivity.m_TargetX, -500.0f, 500.0f), clamp(m_ViewPos.y-m_LatestActivity.m_TargetY, -400.0f, 400.0f)); if(!m_pCharacter && m_DieTick+Server()->TickSpeed()*3 <= Server()->Tick()) m_Spawning = true; if(m_pCharacter) { if(m_pCharacter->IsAlive()) { if(m_Paused >= PAUSED_FORCE) { if(m_ForcePauseTime == 0) m_Paused = PAUSED_NONE; ProcessPause(); } else if(m_Paused == PAUSED_PAUSED && m_NextPauseTick < Server()->Tick()) { if((!m_pCharacter->GetWeaponGot(WEAPON_NINJA) || m_pCharacter->m_FreezeTime) && m_pCharacter->IsGrounded() && m_pCharacter->m_Pos == m_pCharacter->m_PrevPos) ProcessPause(); } else if(m_NextPauseTick < Server()->Tick()) { ProcessPause(); } if(!m_Paused) m_ViewPos = m_pCharacter->m_Pos; } else if(!m_pCharacter->IsPaused()) { delete m_pCharacter; m_pCharacter = 0; } } else if(m_Spawning && m_RespawnTick <= Server()->Tick()) TryRespawn(); } else { ++m_RespawnTick; ++m_DieTick; ++m_JoinTick; ++m_LastActionTick; ++m_TeamChangeTick; } m_TuneZoneOld = m_TuneZone; // determine needed tunings with viewpos int CurrentIndex = GameServer()->Collision()->GetMapIndex(m_ViewPos); m_TuneZone = GameServer()->Collision()->IsTune(CurrentIndex); if (m_TuneZone != m_TuneZoneOld) // dont send tunigs all the time { GameServer()->SendTuningParams(m_ClientID, m_TuneZone); } } void CPlayer::PostTick() { // update latency value if(m_PlayerFlags&PLAYERFLAG_SCOREBOARD) { for(int i = 0; i < MAX_CLIENTS; ++i) { if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS) m_aActLatency[i] = GameServer()->m_apPlayers[i]->m_Latency.m_Min; } } // update view pos for spectators if((m_Team == TEAM_SPECTATORS || m_Paused) && m_SpectatorID != SPEC_FREEVIEW && GameServer()->m_apPlayers[m_SpectatorID] && GameServer()->m_apPlayers[m_SpectatorID]->GetCharacter()) m_ViewPos = GameServer()->m_apPlayers[m_SpectatorID]->GetCharacter()->m_Pos; } void CPlayer::Snap(int SnappingClient) { #ifdef CONF_DEBUG if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies) #endif if(!Server()->ClientIngame(m_ClientID)) return; int id = m_ClientID; if (SnappingClient > -1 && !Server()->Translate(id, SnappingClient)) return; CNetObj_ClientInfo *pClientInfo = static_cast(Server()->SnapNewItem(NETOBJTYPE_CLIENTINFO, id, sizeof(CNetObj_ClientInfo))); if(!pClientInfo) return; StrToInts(&pClientInfo->m_Name0, 4, Server()->ClientName(m_ClientID)); StrToInts(&pClientInfo->m_Clan0, 3, Server()->ClientClan(m_ClientID)); pClientInfo->m_Country = Server()->ClientCountry(m_ClientID); if (m_StolenSkin && SnappingClient != m_ClientID && g_Config.m_SvSkinStealAction == 1) { StrToInts(&pClientInfo->m_Skin0, 6, "pinky"); pClientInfo->m_UseCustomColor = 0; pClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody; pClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet; } else { StrToInts(&pClientInfo->m_Skin0, 6, m_TeeInfos.m_SkinName); pClientInfo->m_UseCustomColor = m_TeeInfos.m_UseCustomColor; pClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody; pClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet; } CNetObj_PlayerInfo *pPlayerInfo = static_cast(Server()->SnapNewItem(NETOBJTYPE_PLAYERINFO, id, sizeof(CNetObj_PlayerInfo))); if(!pPlayerInfo) return; pPlayerInfo->m_Latency = SnappingClient == -1 ? m_Latency.m_Min : GameServer()->m_apPlayers[SnappingClient]->m_aActLatency[m_ClientID]; pPlayerInfo->m_Local = 0; pPlayerInfo->m_ClientID = id; pPlayerInfo->m_Score = abs(m_Score) * -1; pPlayerInfo->m_Team = (m_Paused != PAUSED_SPEC || m_ClientID != SnappingClient) && m_Paused < PAUSED_PAUSED ? m_Team : TEAM_SPECTATORS; if(m_ClientID == SnappingClient) pPlayerInfo->m_Local = 1; if(m_ClientID == SnappingClient && (m_Team == TEAM_SPECTATORS || m_Paused)) { CNetObj_SpectatorInfo *pSpectatorInfo = static_cast(Server()->SnapNewItem(NETOBJTYPE_SPECTATORINFO, m_ClientID, sizeof(CNetObj_SpectatorInfo))); if(!pSpectatorInfo) return; pSpectatorInfo->m_SpectatorID = m_SpectatorID; pSpectatorInfo->m_X = m_ViewPos.x; pSpectatorInfo->m_Y = m_ViewPos.y; } // send 0 if times of others are not shown if(SnappingClient != m_ClientID && g_Config.m_SvHideScore) pPlayerInfo->m_Score = -9999; else pPlayerInfo->m_Score = abs(m_Score) * -1; } void CPlayer::FakeSnap(int SnappingClient) { // This is problematic when it's sent before we know whether it's a non-64-player-client // Then we can't spectate players at the start IServer::CClientInfo info; Server()->GetClientInfo(SnappingClient, &info); CGameContext *GameContext = (CGameContext *) GameServer(); if (SnappingClient > -1 && GameContext->m_apPlayers[SnappingClient] && GameContext->m_apPlayers[SnappingClient]->m_ClientVersion >= VERSION_DDNET_OLD) return; int id = VANILLA_MAX_CLIENTS - 1; CNetObj_ClientInfo *pClientInfo = static_cast(Server()->SnapNewItem(NETOBJTYPE_CLIENTINFO, id, sizeof(CNetObj_ClientInfo))); if(!pClientInfo) return; StrToInts(&pClientInfo->m_Name0, 4, " "); StrToInts(&pClientInfo->m_Clan0, 3, Server()->ClientClan(m_ClientID)); StrToInts(&pClientInfo->m_Skin0, 6, m_TeeInfos.m_SkinName); } void CPlayer::OnDisconnect(const char *pReason) { KillCharacter(); if(Server()->ClientIngame(m_ClientID)) { char aBuf[512]; if(pReason && *pReason) str_format(aBuf, sizeof(aBuf), "'%s' has left the game (%s)", Server()->ClientName(m_ClientID), pReason); else str_format(aBuf, sizeof(aBuf), "'%s' has left the game", Server()->ClientName(m_ClientID)); GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); str_format(aBuf, sizeof(aBuf), "leave player='%d:%s'", m_ClientID, Server()->ClientName(m_ClientID)); GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "game", aBuf); } CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController; Controller->m_Teams.SetForceCharacterTeam(m_ClientID, 0); } void CPlayer::OnPredictedInput(CNetObj_PlayerInput *NewInput) { // skip the input if chat is active if((m_PlayerFlags&PLAYERFLAG_CHATTING) && (NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING)) return; AfkVoteTimer(NewInput); m_NumInputs++; if(m_pCharacter && !m_Paused) m_pCharacter->OnPredictedInput(NewInput); // Magic number when we can hope that client has successfully identified itself if(m_NumInputs == 20) { if(g_Config.m_SvClientSuggestion[0] != '\0' && m_ClientVersion <= VERSION_DDNET_OLD) GameServer()->SendBroadcast(g_Config.m_SvClientSuggestion, m_ClientID); } } void CPlayer::OnDirectInput(CNetObj_PlayerInput *NewInput) { if (AfkTimer(NewInput->m_TargetX, NewInput->m_TargetY)) return; // we must return if kicked, as player struct is already deleted AfkVoteTimer(NewInput); if(NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING) { // skip the input if chat is active if(m_PlayerFlags&PLAYERFLAG_CHATTING) return; // reset input if(m_pCharacter) m_pCharacter->ResetInput(); m_PlayerFlags = NewInput->m_PlayerFlags; return; } m_PlayerFlags = NewInput->m_PlayerFlags; if(m_pCharacter) { if(!m_Paused) m_pCharacter->OnDirectInput(NewInput); else m_pCharacter->ResetInput(); } if(!m_pCharacter && m_Team != TEAM_SPECTATORS && (NewInput->m_Fire&1)) m_Spawning = true; if(((!m_pCharacter && m_Team == TEAM_SPECTATORS) || m_Paused) && m_SpectatorID == SPEC_FREEVIEW) m_ViewPos = vec2(NewInput->m_TargetX, NewInput->m_TargetY); // check for activity if(NewInput->m_Direction || m_LatestActivity.m_TargetX != NewInput->m_TargetX || m_LatestActivity.m_TargetY != NewInput->m_TargetY || NewInput->m_Jump || NewInput->m_Fire&1 || NewInput->m_Hook) { m_LatestActivity.m_TargetX = NewInput->m_TargetX; m_LatestActivity.m_TargetY = NewInput->m_TargetY; m_LastActionTick = Server()->Tick(); } } CCharacter *CPlayer::GetCharacter() { if(m_pCharacter && m_pCharacter->IsAlive()) return m_pCharacter; return 0; } void CPlayer::ThreadKillCharacter(int Weapon) { m_KillMe = Weapon; } void CPlayer::KillCharacter(int Weapon) { if(m_pCharacter) { if (m_RespawnTick > Server()->Tick()) return; m_pCharacter->Die(m_ClientID, Weapon); delete m_pCharacter; m_pCharacter = 0; } } void CPlayer::Respawn() { if(m_Team != TEAM_SPECTATORS) m_Spawning = true; } CCharacter* CPlayer::ForceSpawn(vec2 Pos) { m_Spawning = false; m_pCharacter = new(m_ClientID) CCharacter(&GameServer()->m_World); m_pCharacter->Spawn(this, Pos); m_Team = 0; return m_pCharacter; } void CPlayer::SetTeam(int Team, bool DoChatMsg) { // clamp the team Team = GameServer()->m_pController->ClampTeam(Team); if(m_Team == Team) return; char aBuf[512]; if(DoChatMsg) { str_format(aBuf, sizeof(aBuf), "'%s' joined the %s", Server()->ClientName(m_ClientID), GameServer()->m_pController->GetTeamName(Team)); GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); } if(Team == TEAM_SPECTATORS) { CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController; Controller->m_Teams.SetForceCharacterTeam(m_ClientID, 0); } KillCharacter(); m_Team = Team; m_LastSetTeam = Server()->Tick(); m_LastActionTick = Server()->Tick(); m_SpectatorID = SPEC_FREEVIEW; // we got to wait 0.5 secs before respawning m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2; str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", m_ClientID, Server()->ClientName(m_ClientID), m_Team); GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf); //GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[m_ClientID]); if(Team == TEAM_SPECTATORS) { // update spectator modes for(int i = 0; i < MAX_CLIENTS; ++i) { if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_SpectatorID == m_ClientID) GameServer()->m_apPlayers[i]->m_SpectatorID = SPEC_FREEVIEW; } } } void CPlayer::TryRespawn() { vec2 SpawnPos; if(!GameServer()->m_pController->CanSpawn(m_Team, &SpawnPos)) return; CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController; m_Spawning = false; m_pCharacter = new(m_ClientID) CCharacter(&GameServer()->m_World); m_pCharacter->Spawn(this, SpawnPos); GameServer()->CreatePlayerSpawn(SpawnPos, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID)); if(g_Config.m_SvTeam == 3) { int NewTeam = 0; for(; NewTeam < TEAM_SUPER; NewTeam++) if(Controller->m_Teams.Count(NewTeam) == 0) break; if(NewTeam == TEAM_SUPER) NewTeam = 0; Controller->m_Teams.SetForceCharacterTeam(GetCID(), NewTeam); } } bool CPlayer::AfkTimer(int NewTargetX, int NewTargetY) { /* afk timer (x, y = mouse coordinates) Since a player has to move the mouse to play, this is a better method than checking the player's position in the game world, because it can easily be bypassed by just locking a key. Frozen players could be kicked as well, because they can't move. It also works for spectators. returns true if kicked */ if(m_Authed) return false; // don't kick admins if(g_Config.m_SvMaxAfkTime == 0) return false; // 0 = disabled if(NewTargetX != m_LastTarget_x || NewTargetY != m_LastTarget_y) { m_LastPlaytime = time_get(); m_LastTarget_x = NewTargetX; m_LastTarget_y = NewTargetY; m_Sent1stAfkWarning = 0; // afk timer's 1st warning after 50% of sv_max_afk_time m_Sent2ndAfkWarning = 0; } else { if(!m_Paused) { // not playing, check how long if(m_Sent1stAfkWarning == 0 && m_LastPlaytime < time_get()-time_freq()*(int)(g_Config.m_SvMaxAfkTime*0.5)) { sprintf( m_pAfkMsg, "You have been afk for %d seconds now. Please note that you get kicked after not playing for %d seconds.", (int)(g_Config.m_SvMaxAfkTime*0.5), g_Config.m_SvMaxAfkTime ); m_pGameServer->SendChatTarget(m_ClientID, m_pAfkMsg); m_Sent1stAfkWarning = 1; } else if(m_Sent2ndAfkWarning == 0 && m_LastPlaytime < time_get()-time_freq()*(int)(g_Config.m_SvMaxAfkTime*0.9)) { sprintf( m_pAfkMsg, "You have been afk for %d seconds now. Please note that you get kicked after not playing for %d seconds.", (int)(g_Config.m_SvMaxAfkTime*0.9), g_Config.m_SvMaxAfkTime ); m_pGameServer->SendChatTarget(m_ClientID, m_pAfkMsg); m_Sent2ndAfkWarning = 1; } else if(m_LastPlaytime < time_get()-time_freq()*g_Config.m_SvMaxAfkTime) { CServer* serv = (CServer*)m_pGameServer->Server(); serv->Kick(m_ClientID,"Away from keyboard"); return true; } } } return false; } void CPlayer::AfkVoteTimer(CNetObj_PlayerInput *NewTarget) { if(g_Config.m_SvMaxAfkVoteTime == 0) return; if(mem_comp(NewTarget, &m_LastTarget, sizeof(CNetObj_PlayerInput)) != 0) { m_LastPlaytime = time_get(); mem_copy(&m_LastTarget, NewTarget, sizeof(CNetObj_PlayerInput)); } else if(m_LastPlaytime < time_get()-time_freq()*g_Config.m_SvMaxAfkVoteTime) { m_Afk = true; return; } m_Afk = false; } void CPlayer::ProcessPause() { if(!m_pCharacter) return; char aBuf[128]; if(m_Paused >= PAUSED_PAUSED) { if(!m_pCharacter->IsPaused()) { m_pCharacter->Pause(true); if(g_Config.m_SvPauseMessages) { str_format(aBuf, sizeof(aBuf), (m_Paused == PAUSED_PAUSED) ? "'%s' paused" : "'%s' was force-paused for %ds", Server()->ClientName(m_ClientID), m_ForcePauseTime/Server()->TickSpeed()); GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); } GameServer()->CreateDeath(m_pCharacter->m_Pos, m_ClientID, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID)); GameServer()->CreateSound(m_pCharacter->m_Pos, SOUND_PLAYER_DIE, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID)); m_NextPauseTick = Server()->Tick() + g_Config.m_SvPauseFrequency * Server()->TickSpeed(); } } else { if(m_pCharacter->IsPaused()) { m_pCharacter->Pause(false); if(g_Config.m_SvPauseMessages) { str_format(aBuf, sizeof(aBuf), "'%s' resumed", Server()->ClientName(m_ClientID)); GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf); } GameServer()->CreatePlayerSpawn(m_pCharacter->m_Pos, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID)); m_NextPauseTick = Server()->Tick() + g_Config.m_SvPauseFrequency * Server()->TickSpeed(); } } } bool CPlayer::IsPlaying() { if(m_pCharacter && m_pCharacter->IsAlive()) return true; return false; } void CPlayer::FindDuplicateSkins() { if (m_TeeInfos.m_UseCustomColor == 0 && !m_StolenSkin) return; m_StolenSkin = 0; for (int i = 0; i < MAX_CLIENTS; ++i) { if (i == m_ClientID) continue; if(GameServer()->m_apPlayers[i]) { if (GameServer()->m_apPlayers[i]->m_StolenSkin) continue; if ((GameServer()->m_apPlayers[i]->m_TeeInfos.m_UseCustomColor == m_TeeInfos.m_UseCustomColor) && (GameServer()->m_apPlayers[i]->m_TeeInfos.m_ColorFeet == m_TeeInfos.m_ColorFeet) && (GameServer()->m_apPlayers[i]->m_TeeInfos.m_ColorBody == m_TeeInfos.m_ColorBody) && !str_comp(GameServer()->m_apPlayers[i]->m_TeeInfos.m_SkinName, m_TeeInfos.m_SkinName)) { m_StolenSkin = 1; return; } } } }