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572 lines
17 KiB
572 lines
17 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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// copied from portal2 code; original code came with client-predicted counterpart, |
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// but implementing predictable triggers in tf2 wasn't trivial so this is just the |
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// server component. it works but causes prediction errors. |
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#include "cbase.h" |
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#include "movevars_shared.h" |
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#if defined( GAME_DLL ) |
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#include "trigger_catapult.h" |
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#include "tf_player.h" |
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#include "vcollide_parse.h" |
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#include "props.h" |
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#else |
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#include "c_trigger_catapult.h" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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ConVar catapult_physics_drag_boost( "catapult_physics_drag_boost", "2.1", FCVAR_REPLICATED ); |
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//----------------------------------------------------------------------------- |
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// Purpose: calculates the launch vector between the entity that touched the |
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// catapult trigger and the catapult target |
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//----------------------------------------------------------------------------- |
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Vector CTriggerCatapult::CalculateLaunchVector( CBaseEntity *pVictim, CBaseEntity *pTarget ) |
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{ |
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#if defined( CLIENT_DLL ) |
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if( !GetPredictable() || !pVictim->GetPredictable() ) |
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return vec3_origin; |
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#endif |
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// Find where we're going |
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Vector vecSourcePos = pVictim->GetAbsOrigin(); |
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Vector vecTargetPos = pTarget->GetAbsOrigin(); |
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// If victim is player, adjust target position so player's center will hit the target |
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if ( pVictim->IsPlayer() ) |
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{ |
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vecTargetPos.z -= 32.0f; |
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} |
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float flSpeed = (pVictim->IsPlayer()) ? (float)m_flPlayerVelocity : (float)m_flPhysicsVelocity; // u/sec |
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float flGravity = GetCurrentGravity(); |
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Vector vecVelocity = (vecTargetPos - vecSourcePos); |
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// throw at a constant time |
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float time = vecVelocity.Length( ) / flSpeed; |
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vecVelocity = vecVelocity * (1.f / time); // CatapultLaunchVelocityMultiplier |
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// adjust upward toss to compensate for gravity loss |
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vecVelocity.z += flGravity * time * 0.5; |
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return vecVelocity; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: calculates the launch vector between the entity that touched the |
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// catapult trigger and the catapult target |
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//----------------------------------------------------------------------------- |
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Vector CTriggerCatapult::CalculateLaunchVectorPreserve( Vector vecInitialVelocity, CBaseEntity *pVictim, CBaseEntity *pTarget, bool bForcePlayer ) |
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{ |
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#if defined( CLIENT_DLL ) |
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if( !GetPredictable() || !pVictim->GetPredictable() ) |
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return vec3_origin; |
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#endif |
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// Find where we're going |
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Vector vecSourcePos = pVictim->GetAbsOrigin(); |
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Vector vecTargetPos = pTarget->GetAbsOrigin(); |
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// If victim is player, adjust target position so player's center will hit the target |
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if ( pVictim->IsPlayer() || bForcePlayer ) |
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{ |
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vecTargetPos.z -= 32.0f; |
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} |
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Vector vecDiff = (vecTargetPos - vecSourcePos); |
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float flHeight = vecDiff.z; |
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float flDist = vecDiff.Length2D(); |
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float flVelocity = (pVictim->IsPlayer() || bForcePlayer ) ? (float)m_flPlayerVelocity : (float)m_flPhysicsVelocity; |
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float flGravity = -1.0f*GetCurrentGravity(); |
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if( flDist == 0.f ) |
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{ |
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DevWarning( "Bad location input for catapult!\n" ); |
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return CalculateLaunchVector(pVictim, pTarget); |
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} |
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float flRadical = flVelocity*flVelocity*flVelocity*flVelocity - flGravity*(flGravity*flDist*flDist - 2.f*flHeight*flVelocity*flVelocity); |
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if( flRadical <= 0.f ) |
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{ |
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DevWarning( "Catapult can't hit target! Add more speed!\n" ); |
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return CalculateLaunchVector(pVictim, pTarget); |
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} |
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flRadical = ( sqrt( flRadical ) ); |
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float flTestAngle1 = flVelocity*flVelocity; |
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float flTestAngle2 = flTestAngle1; |
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flTestAngle1 = -atan( (flTestAngle1 + flRadical) / (flGravity*flDist) ); |
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flTestAngle2 = -atan( (flTestAngle2 - flRadical) / (flGravity*flDist) ); |
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Vector vecTestVelocity1 = vecDiff; |
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vecTestVelocity1.z = 0; |
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vecTestVelocity1.NormalizeInPlace(); |
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Vector vecTestVelocity2 = vecTestVelocity1; |
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vecTestVelocity1 *= flVelocity*cos( flTestAngle1 ); |
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vecTestVelocity1.z = flVelocity*sin( flTestAngle1 ); |
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vecTestVelocity2 *= flVelocity*cos( flTestAngle2 ); |
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vecTestVelocity2.z = flVelocity*sin( flTestAngle2 ); |
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vecInitialVelocity.NormalizeInPlace(); |
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if( m_ExactVelocityChoice == 1 ) |
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{ |
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return vecTestVelocity1; |
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} |
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else if( m_ExactVelocityChoice == 2 ) |
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{ |
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return vecTestVelocity2; |
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} |
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if( vecInitialVelocity.Dot( vecTestVelocity1 ) > vecInitialVelocity.Dot( vecTestVelocity2 ) ) |
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{ |
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return vecTestVelocity1; |
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} |
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return vecTestVelocity2; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTriggerCatapult::LaunchByTarget( CBaseEntity *pVictim, CBaseEntity *pTarget ) |
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{ |
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#if defined( CLIENT_DLL ) |
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if( !GetPredictable() || !pVictim->GetPredictable() ) |
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return; |
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#endif |
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Vector vecVictim; |
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if ( pVictim->VPhysicsGetObject() ) |
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{ |
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pVictim->VPhysicsGetObject()->GetVelocity( &vecVictim, NULL ); |
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} |
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else |
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{ |
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vecVictim = pVictim->GetAbsVelocity(); |
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} |
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// get the launch vector |
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Vector vecVelocity = m_bUseExactVelocity ? |
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CalculateLaunchVectorPreserve( vecVictim, pVictim, pTarget ): |
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CalculateLaunchVector( pVictim, pTarget ); |
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// Handle a player |
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if ( pVictim->IsPlayer() ) |
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{ |
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// Send us flying |
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if ( pVictim->GetFlags() & FL_ONGROUND ) |
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{ |
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pVictim->SetGroundEntity( NULL ); |
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pVictim->SetGroundChangeTime( gpGlobals->curtime + 0.5f ); |
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} |
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CTFPlayer *pPlayer = ToTFPlayer( pVictim ); |
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if ( pPlayer ) |
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{ |
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float flSupressionTimeInSeconds = 0.25f; |
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if ( m_flAirControlSupressionTime > 0 ) |
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{ |
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// If set in the map, use this override time |
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flSupressionTimeInSeconds = m_flAirControlSupressionTime; |
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} |
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//pPlayer->SetAirControlSupressionTime( flSupressionTimeInSeconds * 1000.0f ); // fix units, this method expects milliseconds |
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pVictim->Teleport( NULL, NULL, &vecVelocity ); |
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OnLaunchedVictim( pVictim ); |
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#if defined( GAME_DLL ) && !defined( _GAMECONSOLE ) && !defined( NO_STEAM ) |
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//g_PortalGameStats.Event_Catapult_LaunchByTarget( pPlayer, vecVelocity ); |
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#endif |
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} |
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} |
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else |
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{ |
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if ( pVictim->GetMoveType() == MOVETYPE_VPHYSICS ) |
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{ |
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// Launch! |
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IPhysicsObject *pPhysObject = pVictim->VPhysicsGetObject(); |
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if ( pPhysObject ) |
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{ |
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AngularImpulse angImpulse = m_bApplyAngularImpulse ? RandomAngularImpulse( -150.0f, 150.0f ) : vec3_origin; |
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pPhysObject->SetVelocityInstantaneous( &vecVelocity, &angImpulse ); |
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// UNDONE: don't mess with physics properties |
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#if defined( GAME_DLL ) |
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CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pVictim); |
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if ( pProp != NULL ) |
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{ |
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//HACK! |
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pProp->OnPhysGunDrop( UTIL_GetLocalPlayer(), LAUNCHED_BY_CANNON ); |
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} |
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#endif |
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} |
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} |
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OnLaunchedVictim( pVictim ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTriggerCatapult::LaunchByDirection( CBaseEntity *pVictim ) |
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{ |
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#if defined( CLIENT_DLL ) |
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if( !GetPredictable() || !pVictim->GetPredictable() ) |
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return; |
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#endif |
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Vector vecForward; |
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AngleVectors( m_vecLaunchAngles, &vecForward, NULL, NULL ); |
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// Handle a player |
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if ( pVictim->IsPlayer() ) |
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{ |
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// Simply push us forward |
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Vector vecPush = vecForward * m_flPlayerVelocity; |
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// Hack on top of magic |
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if( CloseEnough( vecPush[0], 0.f ) && CloseEnough( vecPush[1],0.f ) ) |
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{ |
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vecPush[2] = m_flPlayerVelocity * 1.5f; // FIXME: Magic! |
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} |
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// Send us flying |
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if ( pVictim->GetFlags() & FL_ONGROUND ) |
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{ |
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pVictim->SetGroundEntity( NULL ); |
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pVictim->SetGroundChangeTime( gpGlobals->curtime + 0.5f ); |
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} |
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pVictim->SetAbsVelocity( vecPush ); |
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OnLaunchedVictim( pVictim ); |
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// Do air control suppression |
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if( m_bDirectionSuppressAirControl ) |
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{ |
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float flSupressionTimeInSeconds = 0.25f; |
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if ( m_flAirControlSupressionTime > 0 ) |
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{ |
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// If set in the map, use this override time |
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flSupressionTimeInSeconds = m_flAirControlSupressionTime; |
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} |
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//CTFPlayer* pTFPlayer = static_cast<CTFPlayer*>(pVictim); |
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//pTFPlayer->SetAirControlSupressionTime( flSupressionTimeInSeconds * 1000.0f ); // fix units, this method expects milliseconds |
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} |
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#if defined( GAME_DLL ) && !defined( _GAMECONSOLE ) && !defined( NO_STEAM ) |
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//g_PortalGameStats.Event_Catapult_LaunchByDirection( ToPortalPlayer(pVictim), vecPush ); |
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#endif |
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} |
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#if defined( GAME_DLL ) |
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else |
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{ |
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if ( pVictim->GetMoveType() == MOVETYPE_VPHYSICS ) |
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{ |
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// Launch! |
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IPhysicsObject *pPhysObject = pVictim->VPhysicsGetObject(); |
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if ( pPhysObject ) |
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{ |
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Vector vecVelocity = vecForward * m_flPhysicsVelocity; |
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vecVelocity[2] = m_flPhysicsVelocity; |
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AngularImpulse angImpulse = RandomAngularImpulse( -50.0f, 50.0f ); |
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pPhysObject->SetVelocityInstantaneous( &vecVelocity, &angImpulse ); |
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// Force this! |
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float flNull = 0.0f; |
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pPhysObject->SetDragCoefficient( &flNull, &flNull ); |
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pPhysObject->SetDamping( &flNull, &flNull ); |
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CPhysicsProp *pProp = dynamic_cast<CPhysicsProp *>(pVictim); |
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if ( pProp != NULL ) |
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{ |
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//HACK! |
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pProp->OnPhysGunDrop( UTIL_GetLocalPlayer(), LAUNCHED_BY_CANNON ); |
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} |
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} |
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} |
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OnLaunchedVictim( pVictim ); |
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} |
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#endif |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTriggerCatapult::OnLaunchedVictim( CBaseEntity *pVictim ) |
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{ |
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#if defined( CLIENT_DLL ) |
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if( !GetPredictable() || !pVictim->GetPredictable() ) |
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return; |
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#endif |
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#if defined( GAME_DLL ) |
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m_OnCatapulted.FireOutput( pVictim, this ); |
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#endif |
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if ( pVictim->IsPlayer() ) |
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{ |
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CTFPlayer *pPlayer = static_cast< CTFPlayer* >( pVictim ); |
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int nRefireIndex = pPlayer->entindex(); |
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#if defined( GAME_DLL ) |
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m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK! |
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#else |
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m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK! |
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#endif |
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} |
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else |
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{ |
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#if defined( GAME_DLL ) |
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m_flRefireDelay[ 0 ] = gpGlobals->curtime + 0.5f; // HACK! |
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#else |
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m_flRefireDelay[ 0 ] = gpGlobals->curtime + 0.5f; // HACK! |
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#endif |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CTriggerCatapult::StartTouch( CBaseEntity *pOther ) |
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{ |
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if ( pOther == NULL ) |
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return; |
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#if defined( CLIENT_DLL ) |
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if( !GetPredictable() || !pOther->GetPredictable() ) |
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return; |
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#endif |
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//Warning( "CTriggerCatapult::StartTouch( %i %s %f )\n", entindex(), gpGlobals->IsClient() ? "client" : "server", gpGlobals->curtime ); |
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#if defined( GAME_DLL ) |
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if ( PassesTriggerFilters( pOther ) == false ) |
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#else |
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if( !(pOther->IsPlayer() && m_bPlayersPassTriggerFilters) ) |
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#endif |
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{ |
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return; |
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} |
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// Don't refire too quickly |
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int nRefireIndex = pOther->IsPlayer() ? static_cast< CBasePlayer* >( pOther )->entindex() : 0; |
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if ( nRefireIndex >= MAX_PLAYERS + 1 ) |
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{ |
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Warning( "CTriggerCatapult::StartTouch Trying to store a refire index for an entity( %d ) outside the expected range ( < %d ).\n", nRefireIndex, MAX_PLAYERS + 1 ); |
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nRefireIndex = 0; |
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} |
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if ( m_flRefireDelay[ nRefireIndex ] > gpGlobals->curtime ) |
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{ |
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// but also don't forget to try again |
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if ( m_hAbortedLaunchees.Find( pOther ) == -1 ) |
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{ |
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m_hAbortedLaunchees.AddToTail( pOther ); |
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} |
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SetThink( &CTriggerCatapult::LaunchThink ); |
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SetNextThink( gpGlobals->curtime + 0.05f ); |
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return; |
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} |
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#if defined( GAME_DLL ) |
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// Don't touch things the player is holding |
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if ( pOther->VPhysicsGetObject() && (pOther->VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD) ) |
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{ |
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if ( m_hAbortedLaunchees.Find( pOther ) == -1 ) |
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{ |
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m_hAbortedLaunchees.AddToTail( pOther ); |
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} |
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SetThink( &CTriggerCatapult::LaunchThink ); |
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SetNextThink( gpGlobals->curtime + 0.05f ); |
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return; |
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} |
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else if ( pOther->IsPlayer() ) |
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{ |
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// Always keep players in this list in case the were trapped under another player in the previous launch |
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if ( m_hAbortedLaunchees.Find( pOther ) == -1 ) |
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{ |
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m_hAbortedLaunchees.AddToTail( pOther ); |
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} |
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SetThink( &CTriggerCatapult::LaunchThink ); |
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SetNextThink( gpGlobals->curtime + 0.05f ); |
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} |
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#endif |
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// Get the target |
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CBaseEntity *pLaunchTarget = m_hLaunchTarget; |
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// See if we're attempting to hit a target |
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if ( pLaunchTarget ) |
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{ |
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// See if we are using the threshold check |
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if ( m_bUseThresholdCheck ) |
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{ |
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// Get the velocity of the physics objects / players touching the catapult |
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Vector vecVictim; |
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if ( pOther->IsPlayer() ) |
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{ |
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vecVictim = pOther->GetAbsVelocity(); |
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} |
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else if( pOther->VPhysicsGetObject() ) |
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{ |
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pOther->VPhysicsGetObject()->GetVelocity( &vecVictim, NULL ); |
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} |
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else |
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{ |
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// DevMsg("Catapult fail!! Object is not a player and has no physics object! BUG THIS\n"); |
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vecVictim = vec3_origin; |
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} |
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float flVictimSpeed = vecVictim.Length(); |
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// get the speed needed to hit the target |
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Vector vecVelocity; |
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if( m_bUseExactVelocity ) |
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{ |
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vecVelocity = CalculateLaunchVectorPreserve( vecVictim, pOther, pLaunchTarget ); |
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} |
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else |
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{ |
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vecVelocity = CalculateLaunchVector( pOther, pLaunchTarget ); |
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} |
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float flLaunchSpeed = vecVelocity.Length(); |
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// is the victim facing the target? |
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Vector vecDirection = ( pLaunchTarget->GetAbsOrigin() - pOther->GetAbsOrigin() ); |
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Vector necNormalizedVictim = vecVictim; |
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Vector vecNormalizedDirection = vecDirection; |
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necNormalizedVictim.NormalizeInPlace(); |
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vecNormalizedDirection.NormalizeInPlace(); |
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float flDot = DotProduct( necNormalizedVictim, vecNormalizedDirection ); |
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if ( flDot >= m_flEntryAngleTolerance ) |
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{ |
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// Is the victim speed within tolerance to launch them? |
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if ( ( ( flLaunchSpeed - (flLaunchSpeed * m_flLowerThreshold ) ) < flVictimSpeed ) && ( ( flLaunchSpeed + (flLaunchSpeed * m_flUpperThreshold ) ) > flVictimSpeed ) ) |
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{ |
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if( m_bOnlyVelocityCheck ) |
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{ |
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OnLaunchedVictim( pOther ); |
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} |
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else |
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{ |
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// Launch! |
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LaunchByTarget( pOther, pLaunchTarget ); |
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// DevMsg( 1, "Catapult \"%s\" is adjusting velocity of \"%s\" so it will hit the target. (Object Velocity: %.1f -- Object needed to be between %.1f and %.1f \n", STRING(GetEntityName()), pOther->GetClassname(), flVictimSpeed, flLaunchSpeed - (flLaunchSpeed * m_flLowerThreshold ), flLaunchSpeed + (flLaunchSpeed * m_flUpperThreshold ) ); |
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} |
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} |
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else |
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{ |
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// DevMsg( 1, "Catapult \"%s\" ignoring object \"%s\" because its velocity is outside of the threshold. (Object Velocity: %.1f -- Object needed to be between %.1f and %.1f \n", STRING(GetEntityName()), pOther->GetClassname(), flVictimSpeed, flLaunchSpeed - (flLaunchSpeed * m_flLowerThreshold ), flLaunchSpeed + (flLaunchSpeed * m_flUpperThreshold ) ); |
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// since we attempted a fling set the refire delay |
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#if defined( GAME_DLL ) |
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m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK! |
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#else |
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m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK! |
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#endif |
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} |
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} |
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else |
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{ |
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// we're facing the wrong way. set the refire delay. |
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#if defined( GAME_DLL ) |
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m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK! |
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#else |
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m_flRefireDelay[ nRefireIndex ] = gpGlobals->curtime + 0.5f; // HACK! |
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#endif |
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} |
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} |
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else |
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{ |
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LaunchByTarget( pOther, pLaunchTarget ); |
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} |
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} |
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else |
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{ |
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#if defined( CLIENT_DLL ) |
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if( m_hLaunchTarget.IsValid() ) |
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{ |
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Warning( "Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n" |
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"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n" |
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"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n" |
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"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n" |
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"Catapult launch target not networked to client! This will make prediction fail! Fix this in the map.\n" ); |
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} |
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#endif |
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bool bShouldLaunch = true; |
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if( m_bUseThresholdCheck ) |
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{ |
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// Get the velocity of the physics objects / players touching the catapult |
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Vector vecVictim; |
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if ( pOther->IsPlayer() ) |
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{ |
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vecVictim = pOther->GetAbsVelocity(); |
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} |
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else if( pOther->VPhysicsGetObject() ) |
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{ |
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pOther->VPhysicsGetObject()->GetVelocity( &vecVictim, NULL ); |
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} |
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else |
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{ |
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// DevMsg("Catapult fail!! Object is not a player and has no physics object! BUG THIS\n"); |
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vecVictim = vec3_origin; |
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} |
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Vector vecForward; |
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AngleVectors( m_vecLaunchAngles, &vecForward, NULL, NULL ); |
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|
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float flDot = DotProduct( vecForward, vecVictim ); |
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float flLower = m_flPlayerVelocity - (m_flPlayerVelocity * m_flLowerThreshold); |
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float flUpper = m_flPlayerVelocity + (m_flPlayerVelocity * m_flUpperThreshold); |
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if( flDot < flLower || flDot > flUpper ) |
|
{ |
|
bShouldLaunch = false; |
|
} |
|
} |
|
|
|
if( bShouldLaunch ) |
|
{ |
|
#if defined( CLIENT_DLL ) |
|
CEG_PROTECT_VIRTUAL_FUNCTION ( CTriggerCatapult_StartTouch ); |
|
#endif |
|
if( m_bOnlyVelocityCheck ) |
|
{ |
|
OnLaunchedVictim( pOther ); |
|
} |
|
else |
|
{ |
|
LaunchByDirection( pOther ); |
|
} |
|
} |
|
} |
|
}
|
|
|