mirror of
https://github.com/nillerusr/source-engine.git
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588 lines
16 KiB
C++
588 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include <vgui/ISurface.h>
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#include "hud_numericdisplay.h"
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#include "iclientmode.h"
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#include <coordsize.h>
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#include "hud_macros.h"
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#include "vgui/IVGui.h"
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#include "vgui/ILocalize.h"
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#include "mapoverview.h"
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#include "hud_radar.h"
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#include "iclientvehicle.h"
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#define RADAR_DOT_NORMAL 0
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#define RADAR_IGNORE_Z (1<<6) //always draw this item as if it was at the same Z as the player
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#define RADAR_MAX_GHOST_ALPHA 25
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DECLARE_VGUI_SCREEN_FACTORY( CHudRadar, "jalopy_radar_panel" );
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#define RADAR_PANEL_MATERIAL "vgui/screens/radar"
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#define RADAR_CONTACT_LAMBDA_MATERIAL "vgui/icons/icon_lambda" // Lambda cache
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#define RADAR_CONTACT_BUSTER_MATERIAL "vgui/icons/icon_buster" // Striderbuster
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#define RADAR_CONTACT_STRIDER_MATERIAL "vgui/icons/icon_strider" // Strider
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#define RADAR_CONTACT_DOG_MATERIAL "vgui/icons/icon_dog" // Dog
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#define RADAR_CONTACT_BASE_MATERIAL "vgui/icons/icon_base" // Ally base
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static CHudRadar *s_Radar = NULL;
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CHudRadar *GetHudRadar()
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{
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return s_Radar;
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}
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DECLARE_HUDELEMENT( CMapOverview );
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//---------------------------------------------------------
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//---------------------------------------------------------
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CHudRadar::CHudRadar( vgui::Panel *parent, const char *panelName ) : BaseClass( parent, panelName )
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{
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m_pVehicle = NULL;
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m_iImageID = -1;
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m_textureID_IconLambda = -1;
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m_textureID_IconBuster = -1;
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m_textureID_IconStrider = -1;
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m_textureID_IconDog = -1;
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m_textureID_IconBase = -1;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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CHudRadar::~CHudRadar()
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{
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s_Radar = NULL;
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#if defined(_X360)
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if( m_iImageID != -1 )
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{
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vgui::surface()->DestroyTextureID( m_iImageID );
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m_iImageID = -1;
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}
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if( m_textureID_IconLambda != -1 )
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{
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vgui::surface()->DestroyTextureID( m_textureID_IconLambda );
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m_textureID_IconLambda = -1;
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}
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if( m_textureID_IconBuster != -1 )
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{
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vgui::surface()->DestroyTextureID( m_textureID_IconBuster );
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m_textureID_IconBuster = -1;
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}
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if( m_textureID_IconStrider != -1 )
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{
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vgui::surface()->DestroyTextureID( m_textureID_IconStrider );
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m_textureID_IconStrider = -1;
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}
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if( m_textureID_IconDog != -1 )
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{
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vgui::surface()->DestroyTextureID( m_textureID_IconDog );
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m_textureID_IconDog = -1;
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}
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if( m_textureID_IconBase != -1 )
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{
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vgui::surface()->DestroyTextureID( m_textureID_IconBase );
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m_textureID_IconBase = -1;
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}
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#endif//_X360
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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bool CHudRadar::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData )
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{
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bool result = BaseClass::Init( pKeyValues, pInitData );
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ClearAllRadarContacts();
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s_Radar = this;
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m_ghostAlpha = 0;
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m_flTimeStartGhosting = gpGlobals->curtime + 1.0f;
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return result;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CHudRadar::VidInit(void)
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{
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CHudRadar::MsgFunc_UpdateRadar(bf_read &msg )
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{
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}
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//---------------------------------------------------------
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// Purpose: Register a radar contact in the list of contacts
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//---------------------------------------------------------
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void CHudRadar::AddRadarContact( const Vector &vecOrigin, int iType, float flTimeToLive )
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{
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if( m_iNumRadarContacts == RADAR_MAX_CONTACTS )
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return;
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Vector v = vecOrigin;
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int iExistingContact = FindRadarContact( vecOrigin );
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if( iExistingContact > -1 )
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{
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// Just update this contact.
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m_radarContacts[iExistingContact].m_flTimeToRemove = gpGlobals->curtime + flTimeToLive;
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return;
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}
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m_radarContacts[m_iNumRadarContacts].m_vecOrigin = vecOrigin;
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m_radarContacts[m_iNumRadarContacts].m_iType = iType;
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m_radarContacts[m_iNumRadarContacts].m_flTimeToRemove = gpGlobals->curtime + flTimeToLive;
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m_iNumRadarContacts++;
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}
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//---------------------------------------------------------
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// Purpose: Search the contact list for a specific contact
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//---------------------------------------------------------
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int CHudRadar::FindRadarContact( const Vector &vecOrigin )
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{
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for( int i = 0 ; i < m_iNumRadarContacts ; i++ )
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{
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if( m_radarContacts[ i ].m_vecOrigin == vecOrigin )
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return i;
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}
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return -1;
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}
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//---------------------------------------------------------
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// Purpose: Go through all radar targets and see if any
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// have expired. If yes, remove them from the
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// list.
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//---------------------------------------------------------
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void CHudRadar::MaintainRadarContacts()
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{
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bool bKeepWorking = true;
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while( bKeepWorking )
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{
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bKeepWorking = false;
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for( int i = 0 ; i < m_iNumRadarContacts ; i++ )
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{
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CRadarContact *pContact = &m_radarContacts[ i ];
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if( gpGlobals->curtime >= pContact->m_flTimeToRemove )
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{
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// Time for this guy to go. Easiest thing is just to copy the last element
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// into this element's spot and then decrement the count of entities.
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bKeepWorking = true;
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m_radarContacts[ i ] = m_radarContacts[ m_iNumRadarContacts - 1 ];
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m_iNumRadarContacts--;
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break;
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}
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}
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CHudRadar::SetVisible(bool state)
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{
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BaseClass::SetVisible(state);
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if( g_pMapOverview && g_pMapOverview->GetMode() == CMapOverview::MAP_MODE_RADAR )
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{
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// We are the hud element still, but he is in charge of the new style now.
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g_pMapOverview->SetVisible( state );
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}
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}
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#define RADAR_BLIP_FADE_TIME 1.0f
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#define RADAR_USE_ICONS 1
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//---------------------------------------------------------
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// Purpose: Draw the radar panel.
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// We're probably doing too much other work in here
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//---------------------------------------------------------
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void CHudRadar::Paint()
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{
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if (m_iImageID == -1 )
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{
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// Set up the image ID's if they've somehow gone bad.
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m_textureID_IconLambda = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_textureID_IconLambda, RADAR_CONTACT_LAMBDA_MATERIAL, true, false );
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m_textureID_IconBuster = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_textureID_IconBuster, RADAR_CONTACT_BUSTER_MATERIAL, true, false );
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m_textureID_IconStrider = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_textureID_IconStrider, RADAR_CONTACT_STRIDER_MATERIAL, true, false );
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m_textureID_IconDog = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_textureID_IconDog, RADAR_CONTACT_DOG_MATERIAL, true, false );
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m_textureID_IconBase = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_textureID_IconBase, RADAR_CONTACT_BASE_MATERIAL, true, false );
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m_iImageID = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_iImageID, RADAR_PANEL_MATERIAL, true, false );
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}
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// Draw the radar background.
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int wide, tall;
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GetSize(wide, tall);
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int alpha = 255;
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vgui::surface()->DrawSetColor(255, 255, 255, alpha);
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vgui::surface()->DrawSetTexture(m_iImageID);
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vgui::surface()->DrawTexturedRect(0, 0, wide, tall);
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// Manage the CRT 'ghosting' effect
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if( gpGlobals->curtime > m_flTimeStartGhosting )
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{
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if( m_ghostAlpha < RADAR_MAX_GHOST_ALPHA )
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{
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m_ghostAlpha++;
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}
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else
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{
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m_flTimeStartGhosting = FLT_MAX;
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m_flTimeStopGhosting = gpGlobals->curtime + RandomFloat( 1.0f, 2.0f );// How long to ghost for
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}
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}
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else if( gpGlobals->curtime > m_flTimeStopGhosting )
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{
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// We're supposed to stop ghosting now.
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if( m_ghostAlpha > 0 )
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{
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// Still fading the effects.
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m_ghostAlpha--;
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}
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else
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{
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// DONE fading the effects. Now stop ghosting for a short while
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m_flTimeStartGhosting = gpGlobals->curtime + RandomFloat( 2.0f, 3.0f );// how long between ghosts
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m_flTimeStopGhosting = FLT_MAX;
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}
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}
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// Now go through the list of radar targets and represent them on the radar screen
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// by drawing their icons on top of the background.
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C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
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for( int i = 0 ; i < m_iNumRadarContacts ; i++ )
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{
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int alpha = 90;
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CRadarContact *pContact = &m_radarContacts[ i ];
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float deltaT = pContact->m_flTimeToRemove - gpGlobals->curtime;
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if ( deltaT < RADAR_BLIP_FADE_TIME )
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{
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float factor = deltaT / RADAR_BLIP_FADE_TIME;
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alpha = (int) ( ((float)alpha) * factor );
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if( alpha < 10 )
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alpha = 10;
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}
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if( RADAR_USE_ICONS )
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{
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int flicker = RandomInt( 0, 30 );
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DrawIconOnRadar( pContact->m_vecOrigin, pLocalPlayer, pContact->m_iType, RADAR_IGNORE_Z, 255, 255, 255, alpha + flicker );
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}
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else
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{
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DrawPositionOnRadar( pContact->m_vecOrigin, pLocalPlayer, pContact->m_iType, RADAR_IGNORE_Z, 255, 255, 255, alpha );
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}
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}
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MaintainRadarContacts();
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}
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ConVar radar_range("radar_range", "3000" ); // 180 feet
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//---------------------------------------------------------
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// Scale maps the distance of the target from the radar
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// source.
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//
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// 1.0 = target at or beyond radar range.
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// 0.5 = target at (radar_range * 0.5) units distance
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// 0.25 = target at (radar_range * 0.25) units distance
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// -etc-
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//---------------------------------------------------------
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bool CHudRadar::WorldToRadar( const Vector location, const Vector origin, const QAngle angles, float &x, float &y, float &z_delta, float &scale )
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{
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bool bInRange = true;
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float x_diff = location.x - origin.x;
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float y_diff = location.y - origin.y;
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// Supply epsilon values to avoid divide-by-zero
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if(x_diff == 0)
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x_diff = 0.00001f;
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if(y_diff == 0)
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y_diff = 0.00001f;
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int iRadarRadius = GetWide(); //width of the panel
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float fRange = radar_range.GetFloat();
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// This magic /2.15 makes the radar scale seem smaller than the VGUI panel so the icons clamp
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// to the outer ring in the radar graphic, not the very edge of the panel itself.
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float fScale = (iRadarRadius/2.15f) / fRange;
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float flOffset = atan(y_diff/x_diff);
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flOffset *= 180;
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flOffset /= M_PI;
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if ((x_diff < 0) && (y_diff >= 0))
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flOffset = 180 + flOffset;
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else if ((x_diff < 0) && (y_diff < 0))
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flOffset = 180 + flOffset;
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else if ((x_diff >= 0) && (y_diff < 0))
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flOffset = 360 + flOffset;
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y_diff = -1*(sqrt((x_diff)*(x_diff) + (y_diff)*(y_diff)));
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x_diff = 0;
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flOffset = angles.y - flOffset;
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flOffset *= M_PI;
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flOffset /= 180; // now theta is in radians
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// Transform relative to radar source
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float xnew_diff = x_diff * cos(flOffset) - y_diff * sin(flOffset);
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float ynew_diff = x_diff * sin(flOffset) + y_diff * cos(flOffset);
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if ( (-1 * y_diff) > fRange )
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{
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float flScale;
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flScale = ( -1 * y_diff) / fRange;
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xnew_diff /= (flScale);
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ynew_diff /= (flScale);
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bInRange = false;
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scale = 1.0f;
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}
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else
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{
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// scale
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float flDist = sqrt( ((xnew_diff)*(xnew_diff) + (ynew_diff)*(ynew_diff)) );
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scale = flDist / fRange;
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}
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// Scale the dot's position to match radar scale
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xnew_diff *= fScale;
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ynew_diff *= fScale;
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// Translate to screen coordinates
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x = (iRadarRadius/2) + (int)xnew_diff;
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y = (iRadarRadius/2) + (int)ynew_diff;
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z_delta = 0.0f;
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return bInRange;
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}
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void CHudRadar::DrawPositionOnRadar( Vector vecPos, C_BasePlayer *pLocalPlayer, int type, int flags, int r, int g, int b, int a )
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{
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float x, y, z_delta;
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int iBaseDotSize = 3;
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QAngle viewAngle = pLocalPlayer->EyeAngles();
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if( m_pVehicle != NULL )
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{
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viewAngle = m_pVehicle->GetAbsAngles();
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viewAngle.y += 90.0f;
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}
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float flScale;
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WorldToRadar( vecPos, pLocalPlayer->GetAbsOrigin(), viewAngle, x, y, z_delta, flScale );
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if( flags & RADAR_IGNORE_Z )
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z_delta = 0;
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switch( type )
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{
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case RADAR_CONTACT_GENERIC:
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r = 255; g = 170; b = 0;
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iBaseDotSize *= 2;
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break;
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case RADAR_CONTACT_MAGNUSSEN_RDU:
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r = 0; g = 200; b = 255;
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iBaseDotSize *= 2;
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break;
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case RADAR_CONTACT_ENEMY:
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r = 255; g = 0; b = 0;
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iBaseDotSize *= 2;
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break;
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case RADAR_CONTACT_LARGE_ENEMY:
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r = 255; g = 0; b = 0;
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iBaseDotSize *= 3;
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break;
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}
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DrawRadarDot( x, y, z_delta, iBaseDotSize, flags, r, g, b, a );
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}
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//---------------------------------------------------------
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// Purpose: Compute the proper position on the radar screen
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// for this object's position relative to the player.
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// Then draw the icon in the proper location on the
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// radar screen.
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//---------------------------------------------------------
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#define RADAR_ICON_MIN_SCALE 0.75f
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#define RADAR_ICON_MAX_SCALE 1.0f
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void CHudRadar::DrawIconOnRadar( Vector vecPos, C_BasePlayer *pLocalPlayer, int type, int flags, int r, int g, int b, int a )
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{
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float x, y, z_delta;
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int wide, tall;
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// for 'ghosting' CRT effects:
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int xmod;
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int ymod;
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int xoffset;
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int yoffset;
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// Assume we're going to use the player's location and orientation
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QAngle viewAngle = pLocalPlayer->EyeAngles();
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Vector viewOrigin = pLocalPlayer->GetAbsOrigin();
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// However, happily use those of the vehicle if available!
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if( m_pVehicle != NULL )
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{
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viewAngle = m_pVehicle->GetAbsAngles();
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viewAngle.y += 90.0f;
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viewOrigin = m_pVehicle->WorldSpaceCenter();
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}
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float flScale;
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WorldToRadar( vecPos, viewOrigin, viewAngle, x, y, z_delta, flScale );
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flScale = RemapVal( flScale, 1.0f, 0.0f, RADAR_ICON_MIN_SCALE, RADAR_ICON_MAX_SCALE );
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// Get the correct icon for this type of contact
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int iTextureID_Icon = -1;
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switch( type )
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{
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case RADAR_CONTACT_GENERIC:
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iTextureID_Icon = m_textureID_IconLambda;
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break;
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case RADAR_CONTACT_MAGNUSSEN_RDU:
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iTextureID_Icon = m_textureID_IconBuster;
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break;
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case RADAR_CONTACT_LARGE_ENEMY:
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case RADAR_CONTACT_ENEMY:
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iTextureID_Icon = m_textureID_IconStrider;
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break;
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case RADAR_CONTACT_DOG:
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iTextureID_Icon = m_textureID_IconDog;
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break;
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case RADAR_CONTACT_ALLY_INSTALLATION:
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iTextureID_Icon = m_textureID_IconBase;
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break;
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default:
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return;
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break;
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}
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vgui::surface()->DrawSetColor( r, g, b, a );
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vgui::surface()->DrawSetTexture( iTextureID_Icon );
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vgui::surface()->DrawGetTextureSize( iTextureID_Icon, wide, tall );
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wide = ( int((float)wide * flScale) );
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tall = ( int((float)tall * flScale) );
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if( type == RADAR_CONTACT_LARGE_ENEMY )
|
|
{
|
|
wide *= 2;
|
|
tall *= 2;
|
|
}
|
|
|
|
// Center the icon around its position.
|
|
x -= (wide >> 1);
|
|
y -= (tall >> 1);
|
|
|
|
vgui::surface()->DrawTexturedRect(x, y, x+wide, y+tall);
|
|
|
|
// Draw the crt 'ghost' if the icon is not pegged to the outer rim
|
|
if( flScale > RADAR_ICON_MIN_SCALE && m_ghostAlpha > 0 )
|
|
{
|
|
vgui::surface()->DrawSetColor( r, g, b, m_ghostAlpha );
|
|
xmod = RandomInt( 1, 4 );
|
|
ymod = RandomInt( 1, 4 );
|
|
xoffset = RandomInt( -1, 1 );
|
|
yoffset = RandomInt( -1, 1 );
|
|
x -= (xmod - xoffset);
|
|
y -= (ymod - yoffset);
|
|
wide += (xmod + xoffset);
|
|
tall += (ymod + yoffset);
|
|
vgui::surface()->DrawTexturedRect(x, y, x+wide, y+tall);
|
|
}
|
|
}
|
|
|
|
void CHudRadar::FillRect( int x, int y, int w, int h )
|
|
{
|
|
int panel_x, panel_y, panel_w, panel_h;
|
|
GetBounds( panel_x, panel_y, panel_w, panel_h );
|
|
vgui::surface()->DrawFilledRect( x, y, x+w, y+h );
|
|
}
|
|
|
|
void CHudRadar::DrawRadarDot( int x, int y, float z_diff, int iBaseDotSize, int flags, int r, int g, int b, int a )
|
|
{
|
|
vgui::surface()->DrawSetColor( r, g, b, a );
|
|
|
|
if ( z_diff < -128 ) // below the player
|
|
{
|
|
z_diff *= -1;
|
|
|
|
if ( z_diff > 3096 )
|
|
{
|
|
z_diff = 3096;
|
|
}
|
|
|
|
int iBar = (int)( z_diff / 400 ) + 2;
|
|
|
|
// Draw an upside-down T shape to symbolize the dot is below the player.
|
|
|
|
iBaseDotSize /= 2;
|
|
|
|
//horiz
|
|
FillRect( x-(2*iBaseDotSize), y, 5*iBaseDotSize, iBaseDotSize );
|
|
|
|
//vert
|
|
FillRect( x, y - iBar*iBaseDotSize, iBaseDotSize, iBar*iBaseDotSize );
|
|
}
|
|
else if ( z_diff > 128 ) // above the player
|
|
{
|
|
if ( z_diff > 3096 )
|
|
{
|
|
z_diff = 3096;
|
|
}
|
|
|
|
int iBar = (int)( z_diff / 400 ) + 2;
|
|
|
|
iBaseDotSize /= 2;
|
|
|
|
// Draw a T shape to symbolize the dot is above the player.
|
|
|
|
//horiz
|
|
FillRect( x-(2*iBaseDotSize), y, 5*iBaseDotSize, iBaseDotSize );
|
|
|
|
//vert
|
|
FillRect( x, y, iBaseDotSize, iBar*iBaseDotSize );
|
|
}
|
|
else
|
|
{
|
|
FillRect( x, y, iBaseDotSize, iBaseDotSize );
|
|
}
|
|
}
|