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@@ -46,7 +46,7 @@ |
||
46 | 46 | |
47 | 47 | // Don't lose more exp than you have |
48 | 48 | $lost_xp = min($player->getExperience(), |
49 | - IRound(SmrPort::getBaseExperience($amount, $good_distance))); |
|
49 | + IRound(SmrPort::getBaseExperience($amount, $good_distance))); |
|
50 | 50 | $player->decreaseExperience($lost_xp); |
51 | 51 | $player->increaseHOF($lost_xp, array('Trade', 'Experience', 'Jettisoned'), HOF_PUBLIC); |
52 | 52 |
@@ -94,7 +94,7 @@ discard block |
||
94 | 94 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
95 | 95 | return $return; |
96 | 96 | } |
97 | - $damage =& $this->getModifiedDamage(); |
|
97 | + $damage = & $this->getModifiedDamage(); |
|
98 | 98 | if ($targetPlayer->getShip()->isFederal()) { // do less damage to fed ships |
99 | 99 | $damage['MaxDamage'] = IRound($damage['MaxDamage'] * self::FED_SHIP_DAMAGE_MODIFIER); |
100 | 100 | $damage['Shield'] = IRound($damage['Shield'] * self::FED_SHIP_DAMAGE_MODIFIER); |
@@ -131,12 +131,12 @@ discard block |
||
131 | 131 | } |
132 | 132 | |
133 | 133 | protected function &doForceDamageToPlayer(array &$return, SmrForce $forces, AbstractSmrPlayer $targetPlayer, $minesAreAttacker = false) { |
134 | - $return['WeaponDamage'] =& $this->getModifiedForceDamageAgainstPlayer($forces, $targetPlayer, $minesAreAttacker); |
|
135 | - $return['ActualDamage'] =& $targetPlayer->getShip()->doMinesDamage($return['WeaponDamage']); |
|
134 | + $return['WeaponDamage'] = & $this->getModifiedForceDamageAgainstPlayer($forces, $targetPlayer, $minesAreAttacker); |
|
135 | + $return['ActualDamage'] = & $targetPlayer->getShip()->doMinesDamage($return['WeaponDamage']); |
|
136 | 136 | $return['ActualDamage']['Launched'] = ICeil($return['WeaponDamage']['Launched'] * $return['ActualDamage']['TotalDamage'] / $return['WeaponDamage']['MaxDamage']); |
137 | 137 | |
138 | 138 | if ($return['ActualDamage']['KillingShot']) { |
139 | - $return['KillResults'] =& $targetPlayer->killPlayerByForces($forces); |
|
139 | + $return['KillResults'] = & $targetPlayer->killPlayerByForces($forces); |
|
140 | 140 | } |
141 | 141 | return $return; |
142 | 142 | } |
@@ -80,7 +80,7 @@ |
||
80 | 80 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
81 | 81 | return $return; |
82 | 82 | } |
83 | - $damage =& $this->getModifiedDamage(); |
|
83 | + $damage = & $this->getModifiedDamage(); |
|
84 | 84 | $damage['Launched'] = ICeil($this->getNumberOfSDs() * $this->getModifiedForceAccuracyAgainstPlayer($forces, $targetPlayer) / 100); |
85 | 85 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
86 | 86 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
@@ -20,7 +20,7 @@ |
||
20 | 20 | } |
21 | 21 | } |
22 | 22 | $missingLocs = array_diff(array_keys(SmrLocation::getAllLocations()), |
23 | - array_keys($existingLocs)); |
|
23 | + array_keys($existingLocs)); |
|
24 | 24 | $missingLocNames = []; |
25 | 25 | foreach ($missingLocs as $locID) { |
26 | 26 | $missingLocNames[] = SmrLocation::getLocation($locID)->getName(); |
@@ -132,7 +132,7 @@ discard block |
||
132 | 132 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
133 | 133 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
134 | 134 | } |
135 | - $damage =& $this->getModifiedDamage(); |
|
135 | + $damage = & $this->getModifiedDamage(); |
|
136 | 136 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedAccuracyAgainstForces($weaponPlayer, $forces) / 100); |
137 | 137 | $damage['Kamikaze'] = 0; |
138 | 138 | if ($weaponPlayer->isCombatDronesKamikazeOnMines()) { // If kamikaze then damage is same as MINE_ARMOUR |
@@ -156,7 +156,7 @@ discard block |
||
156 | 156 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
157 | 157 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
158 | 158 | } |
159 | - $damage =& $this->getModifiedDamage(); |
|
159 | + $damage = & $this->getModifiedDamage(); |
|
160 | 160 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedAccuracyAgainstPort($weaponPlayer, $port) / 100); |
161 | 161 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage']); |
162 | 162 | $damage['Shield'] = ICeil($damage['Launched'] * $damage['Shield']); |
@@ -170,7 +170,7 @@ discard block |
||
170 | 170 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
171 | 171 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
172 | 172 | } |
173 | - $damage =& $this->getModifiedDamage(); |
|
173 | + $damage = & $this->getModifiedDamage(); |
|
174 | 174 | $damage['Launched'] = ICeil($this->getNumberOfCDs() * $this->getModifiedAccuracyAgainstPlanet($weaponPlayer, $planet) / 100); |
175 | 175 | $planetMod = self::PLANET_DAMAGE_MOD; |
176 | 176 | $damage['MaxDamage'] = ICeil($damage['Launched'] * $damage['MaxDamage'] * $planetMod); |
@@ -185,7 +185,7 @@ discard block |
||
185 | 185 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
186 | 186 | return $return; |
187 | 187 | } |
188 | - $damage =& $this->getModifiedDamage(); |
|
188 | + $damage = & $this->getModifiedDamage(); |
|
189 | 189 | if ($targetPlayer->getShip()->hasDCS()) { |
190 | 190 | $damage['MaxDamage'] *= DCS_PLAYER_DAMAGE_DECIMAL_PERCENT; |
191 | 191 | $damage['Shield'] *= DCS_PLAYER_DAMAGE_DECIMAL_PERCENT; |
@@ -203,7 +203,7 @@ discard block |
||
203 | 203 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
204 | 204 | return $return; |
205 | 205 | } |
206 | - $damage =& $this->getModifiedDamage(); |
|
206 | + $damage = & $this->getModifiedDamage(); |
|
207 | 207 | |
208 | 208 | if ($targetPlayer->getShip()->hasDCS()) { |
209 | 209 | $damage['MaxDamage'] *= DCS_FORCE_DAMAGE_DECIMAL_PERCENT; |
@@ -223,7 +223,7 @@ discard block |
||
223 | 223 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
224 | 224 | return $return; |
225 | 225 | } |
226 | - $damage =& $this->getModifiedDamage(); |
|
226 | + $damage = & $this->getModifiedDamage(); |
|
227 | 227 | |
228 | 228 | if ($targetPlayer->getShip()->hasDCS()) { |
229 | 229 | $damage['MaxDamage'] *= DCS_PORT_DAMAGE_DECIMAL_PERCENT; |
@@ -242,7 +242,7 @@ discard block |
||
242 | 242 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
243 | 243 | return $return; |
244 | 244 | } |
245 | - $damage =& $this->getModifiedDamage(); |
|
245 | + $damage = & $this->getModifiedDamage(); |
|
246 | 246 | |
247 | 247 | if ($targetPlayer->getShip()->hasDCS()) { |
248 | 248 | $damage['MaxDamage'] *= DCS_PLANET_DAMAGE_DECIMAL_PERCENT; |
@@ -469,8 +469,9 @@ |
||
469 | 469 | |
470 | 470 | if (!$player->isDead() && $player->getNewbieTurns() <= NEWBIE_TURNS_WARNING_LIMIT && |
471 | 471 | $player->getNewbieWarning() && |
472 | - $var['url'] != 'newbie_warning_processing.php') |
|
473 | - forward(create_container('newbie_warning_processing.php')); |
|
472 | + $var['url'] != 'newbie_warning_processing.php') { |
|
473 | + forward(create_container('newbie_warning_processing.php')); |
|
474 | + } |
|
474 | 475 | } |
475 | 476 | |
476 | 477 | // Initialize the template |
@@ -119,7 +119,7 @@ discard block |
||
119 | 119 | } |
120 | 120 | |
121 | 121 | try { |
122 | - $TRADE_ROUTE =& $GLOBALS['TRADE_ROUTE']; |
|
122 | + $TRADE_ROUTE = & $GLOBALS['TRADE_ROUTE']; |
|
123 | 123 | debug('Action #' . $actions); |
124 | 124 | |
125 | 125 | //We have to reload player on each loop |
@@ -138,14 +138,14 @@ discard block |
||
138 | 138 | } |
139 | 139 | |
140 | 140 | if (!isset($TRADE_ROUTE)) { //We only want to change trade route if there isn't already one set. |
141 | - $TRADE_ROUTES =& findRoutes($player); |
|
142 | - $TRADE_ROUTE =& changeRoute($TRADE_ROUTES); |
|
141 | + $TRADE_ROUTES = & findRoutes($player); |
|
142 | + $TRADE_ROUTE = & changeRoute($TRADE_ROUTES); |
|
143 | 143 | } |
144 | 144 | |
145 | 145 | if ($player->isDead()) { |
146 | 146 | debug('Some evil person killed us, let\'s move on now.'); |
147 | 147 | $previousContainer = null; //We died, we don't care what we were doing beforehand. |
148 | - $TRADE_ROUTE =& changeRoute($TRADE_ROUTES); //Change route |
|
148 | + $TRADE_ROUTE = & changeRoute($TRADE_ROUTES); //Change route |
|
149 | 149 | processContainer(create_container('death_processing.php')); |
150 | 150 | } |
151 | 151 | if ($player->getNewbieTurns() <= NEWBIE_TURNS_WARNING_LIMIT && $player->getNewbieWarning()) { |
@@ -227,7 +227,7 @@ discard block |
||
227 | 227 | processContainer(tradeGoods($goodID, $player, $port)); |
228 | 228 | } else { |
229 | 229 | //Move to next route or fed. |
230 | - if (($TRADE_ROUTE =& changeRoute($TRADE_ROUTES)) === false) { |
|
230 | + if (($TRADE_ROUTE = & changeRoute($TRADE_ROUTES)) === false) { |
|
231 | 231 | debug('Changing Route Failed'); |
232 | 232 | processContainer(plotToFed($player)); |
233 | 233 | } else { |
@@ -254,7 +254,7 @@ discard block |
||
254 | 254 | processContainer(tradeGoods($goodID, $player, $port)); |
255 | 255 | } else { |
256 | 256 | //Move to next route or fed. |
257 | - if (($TRADE_ROUTE =& changeRoute($TRADE_ROUTES)) === false) { |
|
257 | + if (($TRADE_ROUTE = & changeRoute($TRADE_ROUTES)) === false) { |
|
258 | 258 | debug('Changing Route Failed'); |
259 | 259 | processContainer(plotToFed($player)); |
260 | 260 | } else { |
@@ -586,9 +586,9 @@ discard block |
||
586 | 586 | return $false; |
587 | 587 | } |
588 | 588 | $routeKey = array_rand($tradeRoutes); |
589 | - $tradeRoute =& $tradeRoutes[$routeKey]; |
|
589 | + $tradeRoute = & $tradeRoutes[$routeKey]; |
|
590 | 590 | unset($tradeRoutes[$routeKey]); |
591 | - $GLOBALS['TRADE_ROUTE'] =& $tradeRoute; |
|
591 | + $GLOBALS['TRADE_ROUTE'] = & $tradeRoute; |
|
592 | 592 | debug('Switched route', $tradeRoute); |
593 | 593 | return $tradeRoute; |
594 | 594 | } |
@@ -197,7 +197,7 @@ discard block |
||
197 | 197 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
198 | 198 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
199 | 199 | } |
200 | - $damage =& $this->getModifiedDamage(); |
|
200 | + $damage = & $this->getModifiedDamage(); |
|
201 | 201 | return $damage; |
202 | 202 | } |
203 | 203 | |
@@ -206,7 +206,7 @@ discard block |
||
206 | 206 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
207 | 207 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
208 | 208 | } |
209 | - $damage =& $this->getModifiedDamage(); |
|
209 | + $damage = & $this->getModifiedDamage(); |
|
210 | 210 | return $damage; |
211 | 211 | } |
212 | 212 | |
@@ -215,7 +215,7 @@ discard block |
||
215 | 215 | // If we can't shoot forces then just return a damageless array and don't waste resources calculated any damage mods. |
216 | 216 | return array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
217 | 217 | } |
218 | - $damage =& $this->getModifiedDamage(); |
|
218 | + $damage = & $this->getModifiedDamage(); |
|
219 | 219 | |
220 | 220 | $planetMod = self::PLANET_DAMAGE_MOD; |
221 | 221 | $damage['MaxDamage'] = ICeil($damage['MaxDamage'] * $planetMod); |
@@ -235,7 +235,7 @@ discard block |
||
235 | 235 | $return = array('MaxDamage' => 0, 'Shield' => 0, 'Armour' => 0, 'Rollover' => $this->isDamageRollover()); |
236 | 236 | return $return; |
237 | 237 | } |
238 | - $damage =& $this->getModifiedDamage(); |
|
238 | + $damage = & $this->getModifiedDamage(); |
|
239 | 239 | return $damage; |
240 | 240 | } |
241 | 241 |
@@ -1,35 +1,35 @@ discard block |
||
1 | 1 | <?php |
2 | -$CombatPort =& $PortCombatResults['Port']; |
|
2 | +$CombatPort = & $PortCombatResults['Port']; |
|
3 | 3 | $TotalDamage = $PortCombatResults['TotalDamage']; |
4 | -if($MinimalDisplay) { |
|
4 | +if ($MinimalDisplay) { |
|
5 | 5 | echo $CombatPort->getDisplayName(); |
6 | - if($TotalDamage > 0) { |
|
6 | + if ($TotalDamage > 0) { |
|
7 | 7 | ?> hit for a total of <span class="red"><?php echo $TotalDamage ?></span> damage in this round of combat of which <span class="red"><?php echo $PortCombatResults['TotalDamagePerTargetPlayer'][$ThisPlayer->getAccountID()]; ?></span> was done to you<?php |
8 | 8 | } else { |
9 | 9 | ?> does no damage this round<?php |
10 | 10 | } ?>. <?php echo $AttackLogLink; |
11 | 11 | return; |
12 | 12 | } |
13 | -if(isset($PortCombatResults['Weapons']) && is_array($PortCombatResults['Weapons'])) { |
|
14 | - foreach($PortCombatResults['Weapons'] as $WeaponResults) { |
|
15 | - $ShootingWeapon =& $WeaponResults['Weapon']; |
|
16 | - $ShotHit =& $WeaponResults['Hit']; |
|
17 | - $ActualDamage =& $WeaponResults['ActualDamage']; |
|
18 | - $WeaponDamage =& $WeaponResults['WeaponDamage']; |
|
19 | - $TargetPlayer =& $WeaponResults['TargetPlayer']; |
|
13 | +if (isset($PortCombatResults['Weapons']) && is_array($PortCombatResults['Weapons'])) { |
|
14 | + foreach ($PortCombatResults['Weapons'] as $WeaponResults) { |
|
15 | + $ShootingWeapon = & $WeaponResults['Weapon']; |
|
16 | + $ShotHit = & $WeaponResults['Hit']; |
|
17 | + $ActualDamage = & $WeaponResults['ActualDamage']; |
|
18 | + $WeaponDamage = & $WeaponResults['WeaponDamage']; |
|
19 | + $TargetPlayer = & $WeaponResults['TargetPlayer']; |
|
20 | 20 | |
21 | - echo $CombatPort->getDisplayName() ?> fires an <?php echo $ShootingWeapon->getName() ?> at <?php if($ShotHit && $ActualDamage['TargetAlreadyDead']){ ?> the debris that was once <?php } echo $TargetPlayer->getDisplayName(); |
|
21 | + echo $CombatPort->getDisplayName() ?> fires an <?php echo $ShootingWeapon->getName() ?> at <?php if ($ShotHit && $ActualDamage['TargetAlreadyDead']) { ?> the debris that was once <?php } echo $TargetPlayer->getDisplayName(); |
|
22 | 22 | if (!$ShotHit || !$ActualDamage['TargetAlreadyDead']) { |
23 | - if(!$ShotHit) { |
|
23 | + if (!$ShotHit) { |
|
24 | 24 | ?> and misses<?php |
25 | - } else if($ActualDamage['TotalDamage'] == 0) { |
|
26 | - if($WeaponDamage['Shield'] > 0) { |
|
27 | - if($ActualDamage['HasCDs']) { |
|
25 | + } else if ($ActualDamage['TotalDamage'] == 0) { |
|
26 | + if ($WeaponDamage['Shield'] > 0) { |
|
27 | + if ($ActualDamage['HasCDs']) { |
|
28 | 28 | ?> which proves ineffective against their combat drones<?php |
29 | 29 | } else { |
30 | 30 | ?> which washes harmlessly over their hull<?php |
31 | 31 | } |
32 | - } else if($WeaponDamage['Armour'] > 0) { |
|
32 | + } else if ($WeaponDamage['Armour'] > 0) { |
|
33 | 33 | ?> which is deflected by their shields<?php |
34 | 34 | } else { |
35 | 35 | ?> but it cannot do any damage<?php |
@@ -37,49 +37,49 @@ discard block |
||
37 | 37 | } else { |
38 | 38 | ?> destroying <?php |
39 | 39 | $DamageTypes = 0; |
40 | - if($ActualDamage['Shield'] > 0){ $DamageTypes = $DamageTypes+1; } |
|
41 | - if($ActualDamage['NumCDs'] > 0){ $DamageTypes = $DamageTypes+1; } |
|
42 | - if($ActualDamage['Armour'] > 0){ $DamageTypes = $DamageTypes+1; } |
|
40 | + if ($ActualDamage['Shield'] > 0) { $DamageTypes = $DamageTypes + 1; } |
|
41 | + if ($ActualDamage['NumCDs'] > 0) { $DamageTypes = $DamageTypes + 1; } |
|
42 | + if ($ActualDamage['Armour'] > 0) { $DamageTypes = $DamageTypes + 1; } |
|
43 | 43 | |
44 | - if($ActualDamage['Shield'] > 0) { |
|
44 | + if ($ActualDamage['Shield'] > 0) { |
|
45 | 45 | ?><span class="shields"><?php echo number_format($ActualDamage['Shield']) ?></span> shields<?php |
46 | 46 | $this->doDamageTypeReductionDisplay($DamageTypes); |
47 | 47 | } |
48 | - if($ActualDamage['NumCDs'] > 0) { |
|
48 | + if ($ActualDamage['NumCDs'] > 0) { |
|
49 | 49 | ?><span class="cds"><?php echo number_format($ActualDamage['NumCDs']) ?></span> combat drones<?php |
50 | 50 | $this->doDamageTypeReductionDisplay($DamageTypes); |
51 | 51 | } |
52 | - if($ActualDamage['Armour'] > 0) { |
|
52 | + if ($ActualDamage['Armour'] > 0) { |
|
53 | 53 | ?><span class="red"><?php echo number_format($ActualDamage['Armour']) ?></span> plates of armour<?php |
54 | 54 | } |
55 | 55 | } |
56 | 56 | } ?>. |
57 | 57 | <br /><?php |
58 | 58 | if ($ShotHit && $ActualDamage['KillingShot']) { |
59 | - $this->includeTemplate('includes/TraderCombatKillMessage.inc',array('KillResults'=>$WeaponResults['KillResults'],'TargetPlayer'=>$TargetPlayer)); |
|
59 | + $this->includeTemplate('includes/TraderCombatKillMessage.inc', array('KillResults'=>$WeaponResults['KillResults'], 'TargetPlayer'=>$TargetPlayer)); |
|
60 | 60 | } |
61 | 61 | } |
62 | 62 | } |
63 | -if(isset($PortCombatResults['Drones'])) { |
|
64 | - $Drones =& $PortCombatResults['Drones']; |
|
65 | - $ActualDamage =& $Drones['ActualDamage']; |
|
66 | - $WeaponDamage =& $Drones['WeaponDamage']; |
|
67 | - $TargetPlayer =& $Drones['TargetPlayer']; |
|
63 | +if (isset($PortCombatResults['Drones'])) { |
|
64 | + $Drones = & $PortCombatResults['Drones']; |
|
65 | + $ActualDamage = & $Drones['ActualDamage']; |
|
66 | + $WeaponDamage = & $Drones['WeaponDamage']; |
|
67 | + $TargetPlayer = & $Drones['TargetPlayer']; |
|
68 | 68 | |
69 | 69 | echo $CombatPort->getDisplayName(); |
70 | - if($WeaponDamage['Launched'] == 0) { |
|
70 | + if ($WeaponDamage['Launched'] == 0) { |
|
71 | 71 | ?> fails to launch it's combat drones<?php |
72 | 72 | } else { |
73 | - ?> launches <span class="cds"><?php echo $WeaponDamage['Launched'] ?></span> combat drones at <?php if($ActualDamage['TargetAlreadyDead']){ ?>the debris that was once <?php } echo $TargetPlayer->getDisplayName(); |
|
74 | - if(!$ActualDamage['TargetAlreadyDead']) { |
|
75 | - if($ActualDamage['TotalDamage'] == 0) { |
|
76 | - if($WeaponDamage['Shield'] > 0) { |
|
77 | - if($ActualDamage['HasCDs']) { |
|
73 | + ?> launches <span class="cds"><?php echo $WeaponDamage['Launched'] ?></span> combat drones at <?php if ($ActualDamage['TargetAlreadyDead']) { ?>the debris that was once <?php } echo $TargetPlayer->getDisplayName(); |
|
74 | + if (!$ActualDamage['TargetAlreadyDead']) { |
|
75 | + if ($ActualDamage['TotalDamage'] == 0) { |
|
76 | + if ($WeaponDamage['Shield'] > 0) { |
|
77 | + if ($ActualDamage['HasCDs']) { |
|
78 | 78 | ?> which prove ineffective against their combat drones<?php |
79 | 79 | } else { |
80 | 80 | ?> which washes harmlessly over their hull<?php |
81 | 81 | } |
82 | - } else if($WeaponDamage['Armour'] > 0) { |
|
82 | + } else if ($WeaponDamage['Armour'] > 0) { |
|
83 | 83 | ?> which is deflected by their shields<?php |
84 | 84 | } else { |
85 | 85 | ?> but they cannot do any damage<?php |