mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 01:11:27 +00:00
413cea6b4a
And clean up some remaining keydest refs (still a few more to go). Need to sort out default bindings for key_demo, though.
617 lines
15 KiB
C
617 lines
15 KiB
C
/*
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cl_input.c
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builds an intended movement command to send to the server
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/checksum.h"
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#include "QF/cmd.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/input.h"
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#include "QF/keys.h"
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#include "QF/msg.h"
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#include "QF/sys.h"
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#include "QF/teamplay.h"
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#include "QF/va.h"
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#include "QF/input/event.h"
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#include "compat.h"
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#include "client/input.h"
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#include "client/view.h"
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#include "qw/msg_ucmd.h"
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#include "qw/include/chase.h"
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#include "qw/include/cl_cam.h"
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#include "qw/include/cl_demo.h"
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#include "qw/include/cl_input.h"
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#include "qw/include/cl_parse.h"
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#include "qw/include/client.h"
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#include "qw/include/host.h"
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int cl_game_context;
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int cl_demo_context;
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static int cl_event_id;
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cvar_t *cl_nodelta;
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cvar_t *cl_maxnetfps;
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cvar_t *cl_spamimpulse;
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in_axis_t viewdelta_position_forward = {
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.mode = ina_set,
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.name = "move.forward",
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.description = "Move forward (negative) or backward (positive)",
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};
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in_axis_t viewdelta_position_side = {
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.mode = ina_set,
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.name = "move.side",
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.description = "Move right (positive) or left (negative)",
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};
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in_axis_t viewdelta_position_up = {
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.mode = ina_set,
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.name = "move.up",
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.description = "Move up (positive) or down (negative)",
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};
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in_axis_t viewdelta_angles_pitch = {
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.mode = ina_set,
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.name = "move.pitch",
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.description = "Pitch axis",
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};
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in_axis_t viewdelta_angles_yaw = {
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.mode = ina_set,
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.name = "move.yaw",
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.description = "Yaw axis",
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};
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in_axis_t viewdelta_angles_roll = {
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.mode = ina_set,
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.name = "move.roll",
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.description = "Roll axis",
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};
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in_button_t in_left = {
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.name = "left",
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.description = "When active the player is turning left"
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};
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in_button_t in_right = {
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.name = "right",
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.description = "When active the player is turning right"
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};
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in_button_t in_forward = {
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.name = "forward",
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.description = "When active the player is moving forward"
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};
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in_button_t in_back = {
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.name = "back",
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.description = "When active the player is moving backwards"
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};
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in_button_t in_lookup = {
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.name = "lookup",
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.description = "When active the player's view is looking up"
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};
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in_button_t in_lookdown = {
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.name = "lookdown",
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.description = "When active the player's view is looking down"
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};
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in_button_t in_moveleft = {
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.name = "moveleft",
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.description = "When active the player is strafing left"
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};
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in_button_t in_moveright = {
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.name = "moveright",
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.description = "When active the player is strafing right"
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};
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in_button_t in_use = {
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.name = "use",
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.description = "Left over command for opening doors and triggering"
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" switches"
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};
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in_button_t in_jump = {
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.name = "jump",
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.description = "When active the player is jumping"
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};
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in_button_t in_attack = {
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.name = "attack",
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.description = "When active player is firing/using current weapon"
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};
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in_button_t in_up = {
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.name = "moveup",
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.description = "When active the player is swimming up in a liquid"
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};
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in_button_t in_down = {
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.name = "movedown",
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.description = "When active the player is swimming down in a liquid"
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};
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in_button_t in_strafe = {
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.name = "strafe",
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.description = "When active, +left and +right function like +moveleft and"
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" +moveright"
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};
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in_button_t in_klook = {
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.name = "klook",
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.description = "When active, +forward and +back perform +lookup and"
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" +lookdown"
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};
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in_button_t in_speed = {
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.name = "speed",
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.description = "When active the player is running"
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};
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in_button_t in_mlook = {
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.name = "mlook",
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.description = "When active moving the mouse or joystick forwards "
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"and backwards performs +lookup and "
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"+lookdown"
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};
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static in_axis_t *cl_in_axes[] = {
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&viewdelta_position_forward,
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&viewdelta_position_side,
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&viewdelta_position_up,
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&viewdelta_angles_pitch,
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&viewdelta_angles_yaw,
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&viewdelta_angles_roll,
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0,
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};
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static in_button_t *cl_in_buttons[] = {
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&in_left,
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&in_right,
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&in_forward,
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&in_back,
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&in_lookup,
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&in_lookdown,
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&in_moveleft,
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&in_moveright,
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&in_use,
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&in_jump,
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&in_attack,
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&in_up,
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&in_down,
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&in_strafe,
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&in_klook,
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&in_speed,
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&in_mlook,
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0
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};
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int in_impulse;
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static void
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IN_Impulse (void *data)
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{
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in_impulse = atoi (Cmd_Argv (1));
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if (Cmd_Argc () <= 2)
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return;
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Team_BestWeaponImpulse (); // HACK HACK HACK
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}
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cvar_t *cl_anglespeedkey;
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cvar_t *cl_backspeed;
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cvar_t *cl_forwardspeed;
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cvar_t *cl_movespeedkey;
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cvar_t *cl_pitchspeed;
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cvar_t *cl_sidespeed;
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cvar_t *cl_upspeed;
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cvar_t *cl_yawspeed;
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/*
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CL_AdjustAngles
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Moves the local angle positions
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*/
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static void
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CL_AdjustAngles (void)
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{
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float down, up;
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float pitchspeed, yawspeed;
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pitchspeed = cl_pitchspeed->value;
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yawspeed = cl_yawspeed->value;
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if (in_speed.state & inb_down) {
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pitchspeed *= cl_anglespeedkey->value;
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yawspeed *= cl_anglespeedkey->value;
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}
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if ((cl.fpd & FPD_LIMIT_PITCH) && pitchspeed > FPD_MAXPITCH)
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pitchspeed = FPD_MAXPITCH;
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if ((cl.fpd & FPD_LIMIT_YAW) && yawspeed > FPD_MAXYAW)
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yawspeed = FPD_MAXYAW;
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pitchspeed *= host_frametime;
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yawspeed *= host_frametime;
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if (!(in_strafe.state & inb_down)) {
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cl.viewstate.angles[YAW] -= yawspeed * IN_ButtonState (&in_right);
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cl.viewstate.angles[YAW] += yawspeed * IN_ButtonState (&in_left);
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cl.viewstate.angles[YAW] = anglemod (cl.viewstate.angles[YAW]);
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}
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if (in_klook.state & inb_down) {
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V_StopPitchDrift ();
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cl.viewstate.angles[PITCH] -= pitchspeed * IN_ButtonState (&in_forward);
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cl.viewstate.angles[PITCH] += pitchspeed * IN_ButtonState (&in_back);
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}
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up = IN_ButtonState (&in_lookup);
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down = IN_ButtonState (&in_lookdown);
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cl.viewstate.angles[PITCH] -= pitchspeed * up;
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cl.viewstate.angles[PITCH] += pitchspeed * down;
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if (up || down)
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V_StopPitchDrift ();
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// FIXME: Need to clean up view angle limits
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if (cl.viewstate.angles[PITCH] > 80)
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cl.viewstate.angles[PITCH] = 80;
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if (cl.viewstate.angles[PITCH] < -70)
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cl.viewstate.angles[PITCH] = -70;
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if (cl.viewstate.angles[ROLL] > 50)
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cl.viewstate.angles[ROLL] = 50;
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if (cl.viewstate.angles[ROLL] < -50)
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cl.viewstate.angles[ROLL] = -50;
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}
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/*
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CL_BaseMove
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Send the intended movement message to the server
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*/
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void
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CL_BaseMove (usercmd_t *cmd)
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{
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if (IN_ButtonReleased (&in_mlook) && !freelook && lookspring->int_val) {
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V_StartPitchDrift ();
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}
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if (cls.state != ca_active) {
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return;
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}
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CL_AdjustAngles ();
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memset (cmd, 0, sizeof (*cmd));
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VectorCopy (cl.viewstate.angles, cmd->angles);
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if (in_strafe.state & inb_down) {
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cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_right);
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cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_left);
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}
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cmd->sidemove += cl_sidespeed->value * IN_ButtonState (&in_moveright);
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cmd->sidemove -= cl_sidespeed->value * IN_ButtonState (&in_moveleft);
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cmd->upmove += cl_upspeed->value * IN_ButtonState (&in_up);
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cmd->upmove -= cl_upspeed->value * IN_ButtonState (&in_down);
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if (!(in_klook.state & inb_down)) {
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cmd->forwardmove += cl_forwardspeed->value * IN_ButtonState (&in_forward);
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cmd->forwardmove -= cl_backspeed->value * IN_ButtonState (&in_back);
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}
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// adjust for speed key
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if (in_speed.state & inb_down) {
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cmd->forwardmove *= cl_movespeedkey->value;
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cmd->sidemove *= cl_movespeedkey->value;
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cmd->upmove *= cl_movespeedkey->value;
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}
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if (freelook)
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V_StopPitchDrift ();
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// adjust for chase camera angles
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/*FIXME:chase figure out just what this does and get it working
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if (cl.chase
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&& (chase_active->int_val == 2 || chase_active->int_val == 3)) {
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vec3_t forward, right, up, f, r;
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vec3_t dir = {0, 0, 0};
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dir[1] = r_data->refdef->viewangles[1] - cl.viewstate.angles[1];
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AngleVectors (dir, forward, right, up);
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VectorScale (forward, cmd->forwardmove, f);
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VectorScale (right, cmd->sidemove, r);
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cmd->forwardmove = f[0] + r[0];
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cmd->sidemove = f[1] + r[1];
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VectorScale (forward, viewdelta.position[2], f);
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VectorScale (right, viewdelta.position[0], r);
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viewdelta.position[2] = f[0] + r[0];
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viewdelta.position[0] = (f[1] + r[1]) * -1;
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}
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*/
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cmd->forwardmove -= IN_UpdateAxis (&viewdelta_position_forward) * m_forward->value;
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cmd->sidemove += IN_UpdateAxis (&viewdelta_position_side) * m_side->value;
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cmd->upmove -= IN_UpdateAxis (&viewdelta_position_up);
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cl.viewstate.angles[PITCH] -= IN_UpdateAxis (&viewdelta_angles_pitch) * m_pitch->value;
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cl.viewstate.angles[YAW] -= IN_UpdateAxis (&viewdelta_angles_yaw) * m_yaw->value;
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cl.viewstate.angles[ROLL] -= IN_UpdateAxis (&viewdelta_angles_roll) * m_pitch->value;
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if (freelook && !(in_strafe.state & inb_down)) {
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cl.viewstate.angles[PITCH]
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= bound (-70, cl.viewstate.angles[PITCH], 80);
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}
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}
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static int
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MakeChar (int i)
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{
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i &= ~3;
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if (i < -127 * 4)
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i = -127 * 4;
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if (i > 127 * 4)
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i = 127 * 4;
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return i;
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}
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static void
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CL_FinishMove (usercmd_t *cmd)
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{
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int ms, i;
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static double accum = 0.0;
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// always dump the first two message, because it may contain leftover
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// inputs from the last level
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if (++cl.movemessages <= 2)
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return;
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// figure button bits
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cmd->buttons |= IN_ButtonPressed (&in_attack) << 0;
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cmd->buttons |= IN_ButtonPressed (&in_jump) << 1;
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cmd->buttons |= IN_ButtonPressed (&in_use) << 2;
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// send milliseconds of time to apply the move
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accum += (host_frametime * 1000.0);
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ms = accum + 0.5;
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accum -= ms;
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if (ms > 250) {
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ms = 100; // time was unreasonable
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accum = 0.0;
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}
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cmd->msec = ms;
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VectorCopy (cl.viewstate.angles, cmd->angles);
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cmd->impulse = in_impulse;
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in_impulse = 0;
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// chop down so no extra bits are kept that the server wouldn't get
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cmd->forwardmove = MakeChar (cmd->forwardmove);
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cmd->sidemove = MakeChar (cmd->sidemove);
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cmd->upmove = MakeChar (cmd->upmove);
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for (i = 0; i < 3; i++)
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cmd->angles[i] = ((int) (cmd->angles[i] * (65536.0 / 360.0)) & 65535) *
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(360.0 / 65536.0);
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}
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static inline int
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pps_check (int dontdrop)
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{
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static float pps_balance = 0.0;
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static int dropcount = 0;
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pps_balance += host_frametime;
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// never drop more than 2 messages in a row -- that'll cause PL
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// and don't drop if one of the last two movemessages have an impulse
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if (pps_balance > 0.0 || dropcount >= 2 || dontdrop) {
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float pps;
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if (!(pps = cl_maxnetfps->int_val))
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pps = rate->value / 80.0;
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pps = bound (1, pps, 72);
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pps_balance -= 1.0 / pps;
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pps_balance = bound (-0.1, pps_balance, 0.1);
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dropcount = 0;
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return 1;
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} else {
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int i;
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// don't count this message when calculating PL
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i = cls.netchan.outgoing_sequence & UPDATE_MASK;
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cl.frames[i].receivedtime = -3;
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// drop this message
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cls.netchan.outgoing_sequence++;
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dropcount++;
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return 0;
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}
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}
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static inline void
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build_cmd (usercmd_t *cmd)
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{
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// get basic movement from keyboard, mouse, etc
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CL_BaseMove (cmd);
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// if we are spectator, try autocam
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if (cl.spectator)
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Cam_Track (cmd);
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CL_FinishMove (cmd);
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Cam_FinishMove (cmd);
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}
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void
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CL_SendCmd (void)
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{
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byte data[128];
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int checksumIndex, lost, seq_hash, frame;
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qboolean dontdrop; // FIXME: needed without cl_c2sImpulseBackup?
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sizebuf_t buf;
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usercmd_t *cmd, *oldcmd;
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if (cls.demoplayback && !cls.demoplayback2)
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return; // sendcmds come from the demo
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// save this command off for prediction
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frame = cls.netchan.outgoing_sequence & UPDATE_MASK;
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cmd = &cl.frames[frame].cmd;
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cl.frames[frame].senttime = realtime;
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cl.frames[frame].receivedtime = -1; // we haven't gotten a reply yet
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// seq_hash = (cls.netchan.outgoing_sequence & 0xffff) ; // ^ QW_CHECK_HASH;
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seq_hash = cls.netchan.outgoing_sequence;
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build_cmd (cmd);
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if (cls.demoplayback2) {
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cls.netchan.outgoing_sequence++;
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return;
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}
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// send this and the previous cmds in the message, so
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// if the last packet was dropped, it can be recovered
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buf.maxsize = 128;
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buf.cursize = 0;
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buf.data = data;
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MSG_WriteByte (&buf, clc_move);
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// save the position for a checksum byte
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checksumIndex = buf.cursize;
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MSG_WriteByte (&buf, 0);
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// write our lossage percentage
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lost = CL_CalcNet ();
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MSG_WriteByte (&buf, (byte) lost);
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dontdrop = false;
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frame = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;
|
|
cmd = &cl.frames[frame].cmd;
|
|
if (cl_spamimpulse->int_val >= 2)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
frame = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
|
|
cmd = &cl.frames[frame].cmd;
|
|
if (cl_spamimpulse->int_val >= 3)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
frame = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
|
|
cmd = &cl.frames[frame].cmd;
|
|
if (cl_spamimpulse->int_val >= 1)
|
|
dontdrop = dontdrop || cmd->impulse;
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
|
|
// calculate a checksum over the move commands
|
|
buf.data[checksumIndex] =
|
|
COM_BlockSequenceCRCByte (buf.data + checksumIndex + 1,
|
|
buf.cursize - checksumIndex - 1, seq_hash);
|
|
|
|
// request delta compression of entities
|
|
if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP - 1)
|
|
cl.validsequence = 0;
|
|
|
|
if (cl.validsequence && !cl_nodelta->int_val && cls.state == ca_active
|
|
&& !cls.demorecording) {
|
|
cl.frames[frame].delta_sequence = cl.validsequence;
|
|
MSG_WriteByte (&buf, clc_delta);
|
|
MSG_WriteByte (&buf, cl.validsequence & 255);
|
|
} else {
|
|
cl.frames[frame].delta_sequence = -1;
|
|
}
|
|
|
|
if (cls.demorecording)
|
|
CL_WriteDemoCmd (cmd);
|
|
|
|
// deliver the message
|
|
if (pps_check (dontdrop))
|
|
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
|
|
}
|
|
|
|
static int
|
|
cl_event_handler (const IE_event_t *ie_event, void *unused)
|
|
{
|
|
if (ie_event->type == ie_key) {
|
|
if (ie_event->key.code == QFK_ESCAPE) {
|
|
// FIXME this should bring up the menu
|
|
Con_SetState (con_active);
|
|
return 1;
|
|
}
|
|
}
|
|
return IN_Binding_HandleEvent (ie_event);
|
|
}
|
|
|
|
void
|
|
CL_Input_Init (void)
|
|
{
|
|
cl_event_id = IE_Add_Handler (cl_event_handler, 0);
|
|
|
|
for (int i = 0; cl_in_axes[i]; i++) {
|
|
IN_RegisterAxis (cl_in_axes[i]);
|
|
}
|
|
for (int i = 0; cl_in_buttons[i]; i++) {
|
|
IN_RegisterButton (cl_in_buttons[i]);
|
|
}
|
|
cl_game_context = IMT_CreateContext ("key_game");
|
|
IMT_SetContextCbuf (cl_game_context, cl_cbuf);
|
|
cl_demo_context = IMT_CreateContext ("key_demo");
|
|
IMT_SetContextCbuf (cl_demo_context, cl_cbuf);
|
|
Cmd_AddDataCommand ("impulse", IN_Impulse, 0,
|
|
"Call a game function or QuakeC function.");
|
|
CL_Legacy_Init ();
|
|
}
|
|
|
|
void
|
|
CL_Input_Activate (void)
|
|
{
|
|
IMT_SetContext (cls.demoplayback ? cl_demo_context : cl_game_context);
|
|
IE_Set_Focus (cl_event_id);
|
|
}
|
|
|
|
void
|
|
CL_Input_Init_Cvars (void)
|
|
{
|
|
cl_nodelta = Cvar_Get ("cl_nodelta", "0", CVAR_NONE, NULL,
|
|
"Disable player delta compression. Set to 1 if you "
|
|
"have a poor ISP and get many U_REMOVE warnings.");
|
|
cl_maxnetfps = Cvar_Get ("cl_maxnetfps", "0", CVAR_ARCHIVE, NULL,
|
|
"Controls number of command packets sent per "
|
|
"second. Default 0 is unlimited.");
|
|
cl_spamimpulse = Cvar_Get ("cl_spamimpulse", "3", CVAR_NONE, NULL,
|
|
"Controls number of duplicate packets sent if "
|
|
"an impulse is being sent. Default (id "
|
|
"behavior) is 3.");
|
|
}
|