From b45a0e65fded9b8f1e4011236da4c146a0cc83c8 Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Sat, 26 Nov 2011 09:39:16 +0100 Subject: [PATCH] use the engine's progsdefs.qc. This may break stuff, please test! --- qcsrc/server/builtins.qh | 72 --- qcsrc/server/miscfunctions.qc | 18 +- qcsrc/server/progsdefs.qc | 507 ++++++++++++++++++++ qcsrc/server/sys.qh | 160 +----- qcsrc/server/tturrets/system/system_main.qc | 2 +- 5 files changed, 532 insertions(+), 227 deletions(-) create mode 100644 qcsrc/server/progsdefs.qc diff --git a/qcsrc/server/builtins.qh b/qcsrc/server/builtins.qh index cf0198b4c..e69de29bb 100644 --- a/qcsrc/server/builtins.qh +++ b/qcsrc/server/builtins.qh @@ -1,72 +0,0 @@ - -void makevectors (vector ang) = #1; -void setorigin (entity e, vector o) = #2; -void setmodel (entity e, string m) = #3; -void setsize (entity e, vector min, vector max) = #4; - -void crash (void) = #6; -float random (void) = #7; -//void(entity e, float chan, string samp, float vol, float atten) sound = #8; -vector normalize (vector v) = #9; -void error (string e) = #10; -void objerror_builtin (string e) = #11; // do not call, use objerror wrapper -float vlen (vector v) = #12; -float vectoyaw (vector v) = #13; -entity spawn (void) = #14; -void remove_builtin (entity e) = #15; -void traceline (vector v1, vector v2, float nomonst, entity forent) = #16; -entity checkclient (void) = #17; -entity find (entity start, .string fld, string match) = #18; -//string precache_sound (string s) = #19; -string precache_model (string s) = #20; -void(entity client, string s) stuffcmd = #21; -entity findradius (vector org, float rad) = #22; -void bprint (string s, ...) = #23; -void(entity client, string s) sprint = #24; -void dprint (string s, ...) = #25; -string ftos (float f) = #26; -string vtos (vector v) = #27; -void coredump (void) = #28; -void traceon (void) = #29; -void traceoff (void) = #30; -void eprint (entity e) = #31; -float walkmove (float yaw, float dist) = #32; - -float droptofloor_builtin () = #34; -void lightstyle (float style, string value) = #35; -float rint (float v) = #36; -float floor (float v) = #37; -float ceil (float v) = #38; - -float checkbottom (entity e) = #40; -float pointcontents (vector v) = #41; - -float fabs (float f) = #43; -vector(entity e, float speed) aim = #44; -float cvar (string s) = #45; -void localcmd (string s, ...) = #46; -entity nextent (entity e) = #47; -void particle (vector v, vector d, float colour, float count) = #48; -void ChangeYaw (void) = #49; - -vector vectoangles (vector v, ...) = #51; -void(float to, float f) WriteByte = #52; -void(float to, float f) WriteChar = #53; -void(float to, float f) WriteShort = #54; -void(float to, float f) WriteLong = #55; -void(float to, float f) WriteCoord = #56; -void(float to, float f) WriteAngle = #57; -void(float to, string s) WriteString = #58; -void(float to, entity s) WriteEntity = #59; -void movetogoal (float step) = #67; -string precache_file (string s) = #68; -void makestatic (entity e) = #69; -void changelevel (string s) = #70; - -void cvar_set (string var, string val) = #72; -void(entity client, string s) centerprint = #73; -void ambientsound (vector pos, string samp, float vol, float atten) = #74; -string precache_model2 (string s) = #75; -string precache_sound2 (string s) = #76; -string precache_file2 (string s) = #77; -void(entity e) setspawnparms = #78; diff --git a/qcsrc/server/miscfunctions.qc b/qcsrc/server/miscfunctions.qc index 2fe562774..4eed8f0c9 100644 --- a/qcsrc/server/miscfunctions.qc +++ b/qcsrc/server/miscfunctions.qc @@ -1266,12 +1266,12 @@ float sound_allowed(float dest, entity e) } #ifdef COMPAT_XON010_CHANNELS -void(entity e, float chan, string samp, float vol, float atten) sound_builtin = #8; +void(entity e, float chan, string samp, float vol, float atten) builtin_sound = #8; void sound(entity e, float chan, string samp, float vol, float atten) { if (!sound_allowed(MSG_BROADCAST, e)) return; - sound_builtin(e, chan, samp, vol, atten); + builtin_sound(e, chan, samp, vol, atten); } #else #undef sound @@ -1696,7 +1696,7 @@ void make_safe_for_remove(entity e) void objerror(string s) { make_safe_for_remove(self); - objerror_builtin(s); + builtin_objerror(s); } .float remove_except_protected_forbidden; @@ -1704,20 +1704,20 @@ void remove_except_protected(entity e) { if(e.remove_except_protected_forbidden) error("not allowed to remove this at this point"); - remove_builtin(e); + builtin_remove(e); } void remove_unsafely(entity e) { if(e.classname == "spike") error("Removing spikes is forbidden (crylink bug), please report"); - remove_builtin(e); + builtin_remove(e); } void remove_safely(entity e) { make_safe_for_remove(e); - remove_builtin(e); + builtin_remove(e); } void InitializeEntity(entity e, void(void) func, float order) @@ -1778,7 +1778,7 @@ void InitializeEntitiesRun() { entity e_old; e_old = self.enemy; - remove_builtin(self); + builtin_remove(self); self = e_old; } //dprint("Delayed initialization: ", self.classname, "\n"); @@ -1875,7 +1875,7 @@ void adaptor_think2use_hittype_splash() // for timed projectile detonation // deferred dropping void DropToFloor_Handler() { - droptofloor_builtin(); + builtin_droptofloor(); self.dropped_origin = self.origin; } @@ -3050,7 +3050,7 @@ float cvar_normal(string n) return stof(cvar_string_normal(n)); } #endif -#define cvar_set_normal cvar_set_builtin +#define cvar_set_normal builtin_cvar_set void defer_think() { diff --git a/qcsrc/server/progsdefs.qc b/qcsrc/server/progsdefs.qc new file mode 100644 index 000000000..912c3ecab --- /dev/null +++ b/qcsrc/server/progsdefs.qc @@ -0,0 +1,507 @@ +/* +============================================================================== + + SOURCE FOR GLOBALVARS_T C STRUCTURE + MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR + +============================================================================== +*/ + +// +// system globals +// +entity self; +entity other; +entity world; +float time; +float frametime; + +float force_retouch; // force all entities to touch triggers + // next frame. this is needed because + // non-moving things don't normally scan + // for triggers, and when a trigger is + // created (like a teleport trigger), it + // needs to catch everything. + // decremented each frame, so set to 2 + // to guarantee everything is touched +string mapname; + +float deathmatch; +float coop; +float teamplay; + +float serverflags; // propagated from level to level, used to + // keep track of completed episodes + +float total_secrets; +float total_monsters; + +float found_secrets; // number of secrets found +float killed_monsters; // number of monsters killed + + +// spawnparms are used to encode information about clients across server +// level changes +float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16; + +// +// global variables set by built in functions +// +vector v_forward, v_up, v_right; // set by makevectors() + +// set by traceline / tracebox +float trace_allsolid; +float trace_startsolid; +float trace_fraction; +vector trace_endpos; +vector trace_plane_normal; +float trace_plane_dist; +entity trace_ent; +float trace_inopen; +float trace_inwater; + +entity msg_entity; // destination of single entity writes + +// +// required prog functions +// +void() main; // only for testing + +void() StartFrame; + +void() PlayerPreThink; +void() PlayerPostThink; + +void() ClientKill; +void() ClientConnect; +void() PutClientInServer; // call after setting the parm1... parms +void() ClientDisconnect; + +void() SetNewParms; // called when a client first connects to + // a server. sets parms so they can be + // saved off for restarts + +void() SetChangeParms; // call to set parms for self so they can + // be saved for a level transition + + +//================================================ +void end_sys_globals; // flag for structure dumping +//================================================ + +/* +============================================================================== + + SOURCE FOR ENTVARS_T C STRUCTURE + MUST NOT BE MODIFIED, OR CRC ERRORS WILL APPEAR + +============================================================================== +*/ + +// +// system fields (*** = do not set in prog code, maintained by C code) +// +.float modelindex; // *** model index in the precached list +.vector absmin, absmax; // *** origin + mins / maxs + +.float ltime; // local time for entity +.float movetype; +.float solid; + +.vector origin; // *** +.vector oldorigin; // *** +.vector velocity; +.vector angles; +.vector avelocity; + +.vector punchangle; // temp angle adjust from damage or recoil + +.string classname; // spawn function +.string model; +.float frame; +.float skin; +.float effects; + +.vector mins, maxs; // bounding box extents reletive to origin +.vector size; // maxs - mins + +.void() touch; +.void() use; +.void() think; +.void() blocked; // for doors or plats, called when can't push other + +.float nextthink; +.entity groundentity; + +// stats +.float health; +.float frags; +.float weapon; // one of the IT_SHOTGUN, etc flags +.string weaponmodel; +.float weaponframe; +.float currentammo; +.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; + +.float items; // bit flags + +.float takedamage; +.entity chain; +.float deadflag; + +.vector view_ofs; // add to origin to get eye point + + +.float button0; // fire +.float button1; // use +.float button2; // jump + +.float impulse; // weapon changes + +.float fixangle; +.vector v_angle; // view / targeting angle for players +.float idealpitch; // calculated pitch angle for lookup up slopes + + +.string netname; + +.entity enemy; + +.float flags; + +.float colormap; +.float team; + +.float max_health; // players maximum health is stored here + +.float teleport_time; // don't back up + +.float armortype; // save this fraction of incoming damage +.float armorvalue; + +.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes +.float watertype; // a contents value + +.float ideal_yaw; +.float yaw_speed; + +.entity aiment; + +.entity goalentity; // a movetarget or an enemy + +.float spawnflags; + +.string target; +.string targetname; + +// damage is accumulated through a frame. and sent as one single +// message, so the super shotgun doesn't generate huge messages +.float dmg_take; +.float dmg_save; +.entity dmg_inflictor; + +.entity owner; // who launched a missile +.vector movedir; // mostly for doors, but also used for waterjump + +.string message; // trigger messages + +.float sounds; // either a cd track number or sound number + +.string noise, noise1, noise2, noise3; // contains names of wavs to play + +//================================================ +void end_sys_fields; // flag for structure dumping +//================================================ + +/* +============================================================================== + + CONSTANT DEFINITIONS + +============================================================================== +*/ + + +// +// constants +// + +float FALSE = 0; +float TRUE = 1; + +// edict.flags +float FL_FLY = 1; +float FL_SWIM = 2; +float FL_CLIENT = 8; // set for all client edicts +float FL_INWATER = 16; // for enter / leave water splash +float FL_MONSTER = 32; +float FL_GODMODE = 64; // player cheat +float FL_NOTARGET = 128; // player cheat +float FL_ITEM = 256; // extra wide size for bonus items +float FL_ONGROUND = 512; // standing on something +float FL_PARTIALGROUND = 1024; // not all corners are valid +float FL_WATERJUMP = 2048; // player jumping out of water +float FL_JUMPRELEASED = 4096; // for jump debouncing + +// edict.movetype values +float MOVETYPE_NONE = 0; // never moves +//float MOVETYPE_ANGLENOCLIP = 1; +//float MOVETYPE_ANGLECLIP = 2; +float MOVETYPE_WALK = 3; // players only +float MOVETYPE_STEP = 4; // discrete, not real time unless fall +float MOVETYPE_FLY = 5; +float MOVETYPE_TOSS = 6; // gravity +float MOVETYPE_PUSH = 7; // no clip to world, push and crush +float MOVETYPE_NOCLIP = 8; +float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters +float MOVETYPE_BOUNCE = 10; +float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size + +// edict.solid values +float SOLID_NOT = 0; // no interaction with other objects +float SOLID_TRIGGER = 1; // touch on edge, but not blocking +float SOLID_BBOX = 2; // touch on edge, block +float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground +float SOLID_BSP = 4; // bsp clip, touch on edge, block + +// range values +float RANGE_MELEE = 0; +float RANGE_NEAR = 1; +float RANGE_MID = 2; +float RANGE_FAR = 3; + +// deadflag values + +float DEAD_NO = 0; +float DEAD_DYING = 1; +float DEAD_DEAD = 2; +float DEAD_RESPAWNABLE = 3; +float DEAD_RESPAWNING = 4; // dead, waiting for buttons to be released + +// takedamage values + +float DAMAGE_NO = 0; +float DAMAGE_YES = 1; +float DAMAGE_AIM = 2; + +// items +float IT_AXE = 4096; +float IT_SHOTGUN = 1; +float IT_SUPER_SHOTGUN = 2; +float IT_NAILGUN = 4; +float IT_SUPER_NAILGUN = 8; +float IT_GRENADE_LAUNCHER = 16; +float IT_ROCKET_LAUNCHER = 32; +float IT_LIGHTNING = 64; +float IT_EXTRA_WEAPON = 128; + +float IT_SHELLS = 256; +float IT_NAILS = 512; +float IT_ROCKETS = 1024; +float IT_CELLS = 2048; + +float IT_ARMOR1 = 8192; +float IT_ARMOR2 = 16384; +float IT_ARMOR3 = 32768; +float IT_SUPERHEALTH = 65536; + +float IT_KEY1 = 131072; +float IT_KEY2 = 262144; + +float IT_INVISIBILITY = 524288; +float IT_INVULNERABILITY = 1048576; +float IT_SUIT = 2097152; +float IT_QUAD = 4194304; + +// point content values + +float CONTENT_EMPTY = -1; +float CONTENT_SOLID = -2; +float CONTENT_WATER = -3; +float CONTENT_SLIME = -4; +float CONTENT_LAVA = -5; +float CONTENT_SKY = -6; + +float STATE_TOP = 0; +float STATE_BOTTOM = 1; +float STATE_UP = 2; +float STATE_DOWN = 3; + +vector VEC_ORIGIN = '0 0 0'; +vector VEC_HULL_MIN = '-16 -16 -24'; +vector VEC_HULL_MAX = '16 16 32'; + +vector VEC_HULL2_MIN = '-32 -32 -24'; +vector VEC_HULL2_MAX = '32 32 64'; + +// protocol bytes +float SVC_TEMPENTITY = 23; +float SVC_KILLEDMONSTER = 27; +float SVC_FOUNDSECRET = 28; +float SVC_INTERMISSION = 30; +float SVC_FINALE = 31; +float SVC_CDTRACK = 32; +float SVC_SELLSCREEN = 33; + + +float TE_SPIKE = 0; +float TE_SUPERSPIKE = 1; +float TE_GUNSHOT = 2; +float TE_EXPLOSION = 3; +float TE_TAREXPLOSION = 4; +float TE_LIGHTNING1 = 5; +float TE_LIGHTNING2 = 6; +float TE_WIZSPIKE = 7; +float TE_KNIGHTSPIKE = 8; +float TE_LIGHTNING3 = 9; +float TE_LAVASPLASH = 10; +float TE_TELEPORT = 11; + +// sound channels +// channel 0 never willingly overrides +// other channels (1-7) allways override a playing sound on that channel +float CHAN_AUTO = 0; +float CHAN_WEAPON = 1; +float CHAN_VOICE = 2; +float CHAN_ITEM = 3; +float CHAN_BODY = 4; + +float ATTN_NONE = 0; +float ATTN_NORM = 1; +float ATTN_IDLE = 2; +float ATTN_STATIC = 3; + +// update types + +float UPDATE_GENERAL = 0; +float UPDATE_STATIC = 1; +float UPDATE_BINARY = 2; +float UPDATE_TEMP = 3; + +// entity effects + +float EF_BRIGHTFIELD = 1; +float EF_MUZZLEFLASH = 2; +float EF_BRIGHTLIGHT = 4; +float EF_DIMLIGHT = 8; + + +// messages +float MSG_BROADCAST = 0; // unreliable to all +float MSG_ONE = 1; // reliable to one (msg_entity) +float MSG_ALL = 2; // reliable to all +float MSG_INIT = 3; // write to the init string + +//=========================================================================== + +// +// builtin functions +// + +void(vector ang) makevectors = #1; // sets v_forward, etc globals +void(entity e, vector o) setorigin = #2; +void(entity e, string m) setmodel = #3; // set movetype and solid first +void(entity e, vector min, vector max) setsize = #4; +// #5 was removed +void() break = #6; +float() random = #7; // returns 0 - 1 +void(entity e, float chan, string samp, float vol, float atten) sound = #8; +vector(vector v) normalize = #9; +void(string e, ...) error = #10; +void(string e, ...) objerror = #11; +float(vector v) vlen = #12; +float(vector v) vectoyaw = #13; +entity() spawn = #14; +void(entity e) remove = #15; + +// sets trace_* globals +// nomonsters can be: +// An entity will also be ignored for testing if forent == test, +// forent->owner == test, or test->owner == forent +// a forent of world is ignored +void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16; + +entity() checkclient = #17; // returns a client to look for +entity(entity start, .string fld, string match) find = #18; +string(string s) precache_sound = #19; +string(string s) precache_model = #20; +void(entity client, string s, ...)stuffcmd = #21; +entity(vector org, float rad) findradius = #22; +void(string s, ...) bprint = #23; +void(entity client, string s, ...) sprint = #24; +void(string s, ...) dprint = #25; +string(float f) ftos = #26; +string(vector v) vtos = #27; +void() coredump = #28; // prints all edicts +void() traceon = #29; // turns statment trace on +void() traceoff = #30; +void(entity e) eprint = #31; // prints an entire edict +float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE +// #33 was removed +float() droptofloor= #34; // TRUE if landed on floor +void(float style, string value) lightstyle = #35; +float(float v) rint = #36; // round to nearest int +float(float v) floor = #37; // largest integer <= v +float(float v) ceil = #38; // smallest integer >= v +// #39 was removed +float(entity e) checkbottom = #40; // true if self is on ground +float(vector v) pointcontents = #41; // returns a CONTENT_* +// #42 was removed +float(float f) fabs = #43; +vector(entity e, float speed) aim = #44; // returns the shooting vector +float(string s) cvar = #45; // return cvar.value +void(string s, ...) localcmd = #46; // put string into local que +entity(entity e) nextent = #47; // for looping through all ents +void(vector o, vector d, float color, float count) particle = #48;// start a particle effect +void() ChangeYaw = #49; // turn towards self.ideal_yaw + // at self.yaw_speed +// #50 was removed +vector(vector v) vectoangles = #51; + +// +// direct client message generation +// +void(float to, float f) WriteByte = #52; +void(float to, float f) WriteChar = #53; +void(float to, float f) WriteShort = #54; +void(float to, float f) WriteLong = #55; +void(float to, float f) WriteCoord = #56; +void(float to, float f) WriteAngle = #57; +void(float to, string s, ...) WriteString = #58; +void(float to, entity s) WriteEntity = #59; + +// +// broadcast client message generation +// + +// void(float f) bWriteByte = #59; +// void(float f) bWriteChar = #60; +// void(float f) bWriteShort = #61; +// void(float f) bWriteLong = #62; +// void(float f) bWriteCoord = #63; +// void(float f) bWriteAngle = #64; +// void(string s) bWriteString = #65; +// void(entity e) bWriteEntity = #66; + +void(float step) movetogoal = #67; + +string(string s) precache_file = #68; // no effect except for -copy +void(entity e) makestatic = #69; +void(string s) changelevel = #70; + +//#71 was removed + +void(string var, string val) cvar_set = #72; // sets cvar.value + +void(entity client, string s, ...) centerprint = #73; // sprint, but in middle + +void(vector pos, string samp, float vol, float atten) ambientsound = #74; + +string(string s) precache_model2 = #75; // registered version only +string(string s) precache_sound2 = #76; // registered version only +string(string s) precache_file2 = #77; // registered version only + +void(entity e) setspawnparms = #78; // set parm1... to the + // values at level start + // for coop respawn + +//============================================================================ diff --git a/qcsrc/server/sys.qh b/qcsrc/server/sys.qh index 98ac726ba..9c0548385 100644 --- a/qcsrc/server/sys.qh +++ b/qcsrc/server/sys.qh @@ -1,147 +1,17 @@ -#pragma flag off fastarrays // make dp behave with new fteqcc versions. remove when dp bug with fteqcc fastarrays is fixed #define SVQC -// DO NOT modify the contents of this file, or you will risk incompatibility with the game engine. - -entity self; -entity other; -entity world; - -float time; -float frametime; -float force_retouch; -string mapname; -float deathmatch; -float coop; -float teamplay; -float serverflags; -float total_secrets; -float total_monsters; -float found_secrets; -float killed_monsters; -float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16; -vector v_forward, v_up, v_right; -float trace_allsolid; -float trace_startsolid; -float trace_fraction; -vector trace_endpos; -vector trace_plane_normal; -float trace_plane_dist; -entity trace_ent; -float trace_inopen; -float trace_inwater; - -entity msg_entity; - -void main (void); -void StartFrame (void); -void PlayerPreThink (void); -void PlayerPostThink (void); -void ClientKill (void); -void ClientConnect (void); -void PutClientInServer (void); -void ClientDisconnect (void); -void SetNewParms (void); -void SetChangeParms (void); - -///////////////////////////////////////////////////////// -void end_sys_globals; -///////////////////////////////////////////////////////// - -.float modelindex; - -.vector absmin, absmax; - -.float ltime; -.float movetype; -.float solid; - -.vector origin; -.vector oldorigin; -.vector velocity; -.vector angles; -.vector avelocity; -.vector punchangle; - -.string classname; -.string model; - -.float frame; -.float skin; -.float effects; - -.vector mins, maxs; -.vector size; - -.void() touch; -.void() use; -.void() think; -.void() blocked; - -.float nextthink; - -.entity groundentity; - -.float health; -.float frags; - -.float weapon; -.string weaponmodel; -.float weaponframe; - -.float currentammo; -.float ammo_shells, ammo_nails, ammo_rockets, ammo_cells; -.float items; - -.float takedamage; - -.entity chain; - -.float deadflag; - -.vector view_ofs; - -.float button0; -.float button1; -.float button2; -.float impulse; -.float fixangle; -.vector v_angle; -.float idealpitch; - -.string netname; -.entity enemy; - -.float flags; -.float colormap; -.float team; -.float max_health; -.float teleport_time; // movement input is blocked till that time; set e.g. by waterjump logic - BUT, movement and friction still takes place -.float armortype; -.float armorvalue; -.float waterlevel; -.float watertype; -.float ideal_yaw; -.float yaw_speed; - -.entity aiment; -.entity goalentity; - -.float spawnflags; - -.string target; -.string targetname; - -.float dmg_take; -.float dmg_save; -.entity dmg_inflictor; - -.entity owner; -.vector movedir; -.string message; -.float sounds; -.string noise, noise1, noise2, noise3; - -///////////////////////////////////////////////////////// -void end_sys_fields; -///////////////////////////////////////////////////////// +#define ATTN_NORM builtin_ATTN_NORM +#define objerror builtin_objerror +#define droptofloor builtin_droptofloor +#define sound builtin_sound +#define remove builtin_remove +#define cvar_set builtin_cvar_set + +#include "progsdefs.qc" + +#undef ATTN_NORM +#undef objerror +#undef droptofloor +#undef sound +#undef remove +#undef cvar_set diff --git a/qcsrc/server/tturrets/system/system_main.qc b/qcsrc/server/tturrets/system/system_main.qc index 570310a25..6b92f8bb0 100644 --- a/qcsrc/server/tturrets/system/system_main.qc +++ b/qcsrc/server/tturrets/system/system_main.qc @@ -1041,7 +1041,7 @@ float turret_stdproc_init (string cvar_base_name, string base, string head, floa } if not (self.spawnflags & TSF_SUSPENDED) - droptofloor_builtin(); + builtin_droptofloor(); // why can't we use regular droptofloor here? // Terrainbase spawnflag. This puts a enlongated model // under the turret, so it looks ok on uneaven surfaces. -- 2.39.2