mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-11-18 10:41:32 +00:00
Merge branch 'next' into public_next
This commit is contained in:
commit
93f66c83b7
9 changed files with 221 additions and 217 deletions
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@ -1163,7 +1163,7 @@ void T_SpikeSector(levelspecthink_t *spikes)
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node = spikes->sector->touching_thinglist; // things touching this sector
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for (; node; node = node->m_snext)
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for (; node; node = node->m_thinglist_next)
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{
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thing = node->m_thing;
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if (!thing->player)
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@ -1316,7 +1316,7 @@ void T_BridgeThinker(levelspecthink_t *bridge)
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controlsec = §ors[k];
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// Is a player standing on me?
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for (node = sector->touching_thinglist; node; node = node->m_snext)
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for (node = sector->touching_thinglist; node; node = node->m_thinglist_next)
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{
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thing = node->m_thing;
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@ -1739,7 +1739,7 @@ wegotit:
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static mobj_t *SearchMarioNode(msecnode_t *node)
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{
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mobj_t *thing = NULL;
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for (; node; node = node->m_snext)
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for (; node; node = node->m_thinglist_next)
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{
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// Things which should NEVER be ejected from a MarioBlock, by type.
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switch (node->m_thing->type)
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@ -2003,7 +2003,7 @@ void T_NoEnemiesSector(levelspecthink_t *nobaddies)
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goto foundenemy;
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}
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node = node->m_snext;
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node = node->m_thinglist_next;
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}
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}
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}
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@ -2288,7 +2288,7 @@ void T_RaiseSector(levelspecthink_t *raise)
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sector = §ors[i];
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// Is a player standing on me?
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for (node = sector->touching_thinglist; node; node = node->m_snext)
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for (node = sector->touching_thinglist; node; node = node->m_thinglist_next)
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{
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thing = node->m_thing;
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96
src/p_map.c
96
src/p_map.c
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@ -3365,7 +3365,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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for (i = 0; i < sector->numattached; i++)
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{
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sec = §ors[sector->attached[i]];
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for (n = sec->touching_thinglist; n; n = n->m_snext)
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for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
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n->visited = false;
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sec->moved = true;
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@ -3377,7 +3377,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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do
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{
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for (n = sec->touching_thinglist; n; n = n->m_snext)
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for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
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if (!n->visited)
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{
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n->visited = true;
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@ -3398,12 +3398,12 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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// Mark all things invalid
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sector->moved = true;
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for (n = sector->touching_thinglist; n; n = n->m_snext)
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for (n = sector->touching_thinglist; n; n = n->m_thinglist_next)
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n->visited = false;
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do
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{
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for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list
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for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list
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if (!n->visited) // unprocessed thing found
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{
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n->visited = true; // mark thing as processed
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@ -3427,7 +3427,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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for (i = 0; i < sector->numattached; i++)
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{
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sec = §ors[sector->attached[i]];
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for (n = sec->touching_thinglist; n; n = n->m_snext)
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for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
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n->visited = false;
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sec->moved = true;
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@ -3439,7 +3439,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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do
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{
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for (n = sec->touching_thinglist; n; n = n->m_snext)
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for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
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if (!n->visited)
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{
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n->visited = true;
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@ -3457,12 +3457,12 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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// Mark all things invalid
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sector->moved = true;
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for (n = sector->touching_thinglist; n; n = n->m_snext)
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for (n = sector->touching_thinglist; n; n = n->m_thinglist_next)
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n->visited = false;
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do
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{
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for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list
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for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list
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if (!n->visited) // unprocessed thing found
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{
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n->visited = true; // mark thing as processed
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@ -3502,7 +3502,7 @@ static msecnode_t *P_GetSecnode(void)
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if (headsecnode)
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{
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node = headsecnode;
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headsecnode = headsecnode->m_snext;
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headsecnode = headsecnode->m_thinglist_next;
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}
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else
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node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL);
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@ -3516,7 +3516,7 @@ static mprecipsecnode_t *P_GetPrecipSecnode(void)
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if (headprecipsecnode)
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{
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node = headprecipsecnode;
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headprecipsecnode = headprecipsecnode->m_snext;
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headprecipsecnode = headprecipsecnode->m_thinglist_next;
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}
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else
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node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL);
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@ -3527,14 +3527,14 @@ static mprecipsecnode_t *P_GetPrecipSecnode(void)
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static inline void P_PutSecnode(msecnode_t *node)
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{
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node->m_snext = headsecnode;
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node->m_thinglist_next = headsecnode;
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headsecnode = node;
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}
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// Tails 08-25-2002
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static inline void P_PutPrecipSecnode(mprecipsecnode_t *node)
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{
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node->m_snext = headprecipsecnode;
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node->m_thinglist_next = headprecipsecnode;
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headprecipsecnode = node;
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}
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@ -3555,7 +3555,7 @@ static msecnode_t *P_AddSecnode(sector_t *s, mobj_t *thing, msecnode_t *nextnode
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node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
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return nextnode;
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}
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node = node->m_tnext;
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node = node->m_sectorlist_next;
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}
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// Couldn't find an existing node for this sector. Add one at the head
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@ -3568,17 +3568,17 @@ static msecnode_t *P_AddSecnode(sector_t *s, mobj_t *thing, msecnode_t *nextnode
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node->m_sector = s; // sector
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node->m_thing = thing; // mobj
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node->m_tprev = NULL; // prev node on Thing thread
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node->m_tnext = nextnode; // next node on Thing thread
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node->m_sectorlist_prev = NULL; // prev node on Thing thread
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node->m_sectorlist_next = nextnode; // next node on Thing thread
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if (nextnode)
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nextnode->m_tprev = node; // set back link on Thing
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nextnode->m_sectorlist_prev = node; // set back link on Thing
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// Add new node at head of sector thread starting at s->touching_thinglist
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node->m_sprev = NULL; // prev node on sector thread
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node->m_snext = s->touching_thinglist; // next node on sector thread
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node->m_thinglist_prev = NULL; // prev node on sector thread
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node->m_thinglist_next = s->touching_thinglist; // next node on sector thread
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if (s->touching_thinglist)
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node->m_snext->m_sprev = node;
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node->m_thinglist_next->m_thinglist_prev = node;
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s->touching_thinglist = node;
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return node;
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}
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@ -3596,7 +3596,7 @@ static mprecipsecnode_t *P_AddPrecipSecnode(sector_t *s, precipmobj_t *thing, mp
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node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
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return nextnode;
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}
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node = node->m_tnext;
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node = node->m_sectorlist_next;
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}
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// Couldn't find an existing node for this sector. Add one at the head
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@ -3609,17 +3609,17 @@ static mprecipsecnode_t *P_AddPrecipSecnode(sector_t *s, precipmobj_t *thing, mp
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node->m_sector = s; // sector
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node->m_thing = thing; // mobj
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node->m_tprev = NULL; // prev node on Thing thread
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node->m_tnext = nextnode; // next node on Thing thread
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node->m_sectorlist_prev = NULL; // prev node on Thing thread
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node->m_sectorlist_next = nextnode; // next node on Thing thread
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if (nextnode)
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nextnode->m_tprev = node; // set back link on Thing
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nextnode->m_sectorlist_prev = node; // set back link on Thing
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// Add new node at head of sector thread starting at s->touching_thinglist
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node->m_sprev = NULL; // prev node on sector thread
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node->m_snext = s->touching_preciplist; // next node on sector thread
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node->m_thinglist_prev = NULL; // prev node on sector thread
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node->m_thinglist_next = s->touching_preciplist; // next node on sector thread
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if (s->touching_preciplist)
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node->m_snext->m_sprev = node;
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node->m_thinglist_next->m_thinglist_prev = node;
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s->touching_preciplist = node;
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return node;
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}
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@ -3641,24 +3641,24 @@ static msecnode_t *P_DelSecnode(msecnode_t *node)
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// Unlink from the Thing thread. The Thing thread begins at
|
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// sector_list and not from mobj_t->touching_sectorlist.
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tp = node->m_tprev;
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tn = node->m_tnext;
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tp = node->m_sectorlist_prev;
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tn = node->m_sectorlist_next;
|
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if (tp)
|
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tp->m_tnext = tn;
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tp->m_sectorlist_next = tn;
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if (tn)
|
||||
tn->m_tprev = tp;
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tn->m_sectorlist_prev = tp;
|
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|
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// Unlink from the sector thread. This thread begins at
|
||||
// sector_t->touching_thinglist.
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||||
|
||||
sp = node->m_sprev;
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||||
sn = node->m_snext;
|
||||
sp = node->m_thinglist_prev;
|
||||
sn = node->m_thinglist_next;
|
||||
if (sp)
|
||||
sp->m_snext = sn;
|
||||
sp->m_thinglist_next = sn;
|
||||
else
|
||||
node->m_sector->touching_thinglist = sn;
|
||||
if (sn)
|
||||
sn->m_sprev = sp;
|
||||
sn->m_thinglist_prev = sp;
|
||||
|
||||
// Return this node to the freelist
|
||||
|
||||
|
@ -3680,24 +3680,24 @@ static mprecipsecnode_t *P_DelPrecipSecnode(mprecipsecnode_t *node)
|
|||
// Unlink from the Thing thread. The Thing thread begins at
|
||||
// sector_list and not from mobj_t->touching_sectorlist.
|
||||
|
||||
tp = node->m_tprev;
|
||||
tn = node->m_tnext;
|
||||
tp = node->m_sectorlist_prev;
|
||||
tn = node->m_sectorlist_next;
|
||||
if (tp)
|
||||
tp->m_tnext = tn;
|
||||
tp->m_sectorlist_next = tn;
|
||||
if (tn)
|
||||
tn->m_tprev = tp;
|
||||
tn->m_sectorlist_prev = tp;
|
||||
|
||||
// Unlink from the sector thread. This thread begins at
|
||||
// sector_t->touching_thinglist.
|
||||
|
||||
sp = node->m_sprev;
|
||||
sn = node->m_snext;
|
||||
sp = node->m_thinglist_prev;
|
||||
sn = node->m_thinglist_next;
|
||||
if (sp)
|
||||
sp->m_snext = sn;
|
||||
sp->m_thinglist_next = sn;
|
||||
else
|
||||
node->m_sector->touching_preciplist = sn;
|
||||
if (sn)
|
||||
sn->m_sprev = sp;
|
||||
sn->m_thinglist_prev = sp;
|
||||
|
||||
// Return this node to the freelist
|
||||
|
||||
|
@ -3812,7 +3812,7 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y)
|
|||
while (node)
|
||||
{
|
||||
node->m_thing = NULL;
|
||||
node = node->m_tnext;
|
||||
node = node->m_sectorlist_next;
|
||||
}
|
||||
|
||||
P_SetTarget(&tmthing, thing);
|
||||
|
@ -3850,11 +3850,11 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y)
|
|||
if (!node->m_thing)
|
||||
{
|
||||
if (node == sector_list)
|
||||
sector_list = node->m_tnext;
|
||||
sector_list = node->m_sectorlist_next;
|
||||
node = P_DelSecnode(node);
|
||||
}
|
||||
else
|
||||
node = node->m_tnext;
|
||||
node = node->m_sectorlist_next;
|
||||
}
|
||||
|
||||
/* cph -
|
||||
|
@ -3895,7 +3895,7 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y)
|
|||
while (node)
|
||||
{
|
||||
node->m_thing = NULL;
|
||||
node = node->m_tnext;
|
||||
node = node->m_sectorlist_next;
|
||||
}
|
||||
|
||||
tmprecipthing = thing;
|
||||
|
@ -3929,11 +3929,11 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y)
|
|||
if (!node->m_thing)
|
||||
{
|
||||
if (node == precipsector_list)
|
||||
precipsector_list = node->m_tnext;
|
||||
precipsector_list = node->m_sectorlist_next;
|
||||
node = P_DelPrecipSecnode(node);
|
||||
}
|
||||
else
|
||||
node = node->m_tnext;
|
||||
node = node->m_sectorlist_next;
|
||||
}
|
||||
|
||||
/* cph -
|
||||
|
|
20
src/p_mobj.c
20
src/p_mobj.c
|
@ -1530,7 +1530,7 @@ static void P_PushableCheckBustables(mobj_t *mo)
|
|||
mo->y += mo->momy;
|
||||
P_SetThingPosition(mo);
|
||||
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
@ -2013,12 +2013,14 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
|
|||
delta1 = mo->z - (bottomheight + ((topheight - bottomheight)/2));
|
||||
delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2));
|
||||
if (topheight > mo->floorz && abs(delta1) < abs(delta2)
|
||||
&& !(rover->flags & FF_REVERSEPLATFORM))
|
||||
&& !(rover->flags & FF_REVERSEPLATFORM)
|
||||
&& ((P_MobjFlip(mo)*mo->momz > 0) || (!(rover->flags & FF_PLATFORM)))) // In reverse gravity, only clip for FOFs that are intangible from their bottom (the "top" you're falling through) if you're coming from above ("below" in your frame of reference)
|
||||
{
|
||||
mo->floorz = topheight;
|
||||
}
|
||||
if (bottomheight < mo->ceilingz && abs(delta1) >= abs(delta2)
|
||||
&& !(rover->flags & FF_PLATFORM))
|
||||
&& !(rover->flags & FF_PLATFORM)
|
||||
&& ((P_MobjFlip(mo)*mo->momz > 0) || (!(rover->flags & FF_REVERSEPLATFORM)))) // In normal gravity, only clip for FOFs that are intangible from the top if you're coming from below
|
||||
{
|
||||
mo->ceilingz = bottomheight;
|
||||
}
|
||||
|
@ -2703,7 +2705,7 @@ static void P_PlayerZMovement(mobj_t *mo)
|
|||
msecnode_t *node;
|
||||
boolean stopmovecut = false;
|
||||
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
sector_t *sec = node->m_sector;
|
||||
subsector_t *newsubsec;
|
||||
|
@ -2880,7 +2882,7 @@ nightsdone:
|
|||
if (CheckForMarioBlocks && !(netgame && mo->player->spectator)) // Only let the player punch
|
||||
{
|
||||
// Search the touching sectors, from side-to-side...
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
if (!node->m_sector->ffloors)
|
||||
|
@ -3648,7 +3650,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
|
|||
if (!(netgame && mobj->player->spectator))
|
||||
{
|
||||
// Crumbling platforms
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
ffloor_t *rover;
|
||||
|
@ -3673,7 +3675,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
|
|||
{
|
||||
boolean thereiswater = false;
|
||||
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
|
@ -3694,7 +3696,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
|
|||
}
|
||||
if (thereiswater)
|
||||
{
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
|
@ -3807,7 +3809,7 @@ void P_RecalcPrecipInSector(sector_t *sector)
|
|||
|
||||
sector->moved = true; // Recalc lighting and things too, maybe
|
||||
|
||||
for (psecnode = sector->touching_preciplist; psecnode; psecnode = psecnode->m_snext)
|
||||
for (psecnode = sector->touching_preciplist; psecnode; psecnode = psecnode->m_thinglist_next)
|
||||
CalculatePrecipFloor(psecnode->m_thing);
|
||||
}
|
||||
|
||||
|
|
|
@ -1931,10 +1931,18 @@ static void P_GroupLines(void)
|
|||
// allocate linebuffers for each sector
|
||||
for (i = 0, sector = sectors; i < numsectors; i++, sector++)
|
||||
{
|
||||
sector->lines = Z_Calloc(sector->linecount * sizeof(line_t*), PU_LEVEL, NULL);
|
||||
if (sector->linecount == 0) // no lines found?
|
||||
{
|
||||
sector->lines = NULL;
|
||||
CONS_Debug(DBG_SETUP, "P_GroupLines: sector %d has no lines\n", i);
|
||||
}
|
||||
else
|
||||
{
|
||||
sector->lines = Z_Calloc(sector->linecount * sizeof(line_t*), PU_LEVEL, NULL);
|
||||
|
||||
// zero the count, since we'll later use this to track how many we've recorded
|
||||
sector->linecount = 0;
|
||||
// zero the count, since we'll later use this to track how many we've recorded
|
||||
sector->linecount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// iterate through lines, assigning them to sectors' linebuffers,
|
||||
|
@ -1952,11 +1960,14 @@ static void P_GroupLines(void)
|
|||
{
|
||||
M_ClearBox(bbox);
|
||||
|
||||
for (j = 0; j < sector->linecount; j++)
|
||||
if (sector->linecount != 0)
|
||||
{
|
||||
li = sector->lines[j];
|
||||
M_AddToBox(bbox, li->v1->x, li->v1->y);
|
||||
M_AddToBox(bbox, li->v2->x, li->v2->y);
|
||||
for (j = 0; j < sector->linecount; j++)
|
||||
{
|
||||
li = sector->lines[j];
|
||||
M_AddToBox(bbox, li->v1->x, li->v1->y);
|
||||
M_AddToBox(bbox, li->v2->x, li->v2->y);
|
||||
}
|
||||
}
|
||||
|
||||
// set the degenmobj_t to the middle of the bounding box
|
||||
|
@ -1966,6 +1977,35 @@ static void P_GroupLines(void)
|
|||
}
|
||||
}
|
||||
|
||||
//
|
||||
// P_LoadReject
|
||||
//
|
||||
// Detect if the REJECT lump is valid,
|
||||
// if not, rejectmatrix will be NULL
|
||||
static void P_LoadReject(lumpnum_t lumpnum)
|
||||
{
|
||||
size_t count;
|
||||
const char *lumpname = W_CheckNameForNum(lumpnum);
|
||||
|
||||
// Check if the lump exists, and if it's named "REJECT"
|
||||
if (!lumpname || memcmp(lumpname, "REJECT\0\0", 8) != 0)
|
||||
{
|
||||
rejectmatrix = NULL;
|
||||
CONS_Debug(DBG_SETUP, "P_LoadReject: No valid REJECT lump found\n");
|
||||
return;
|
||||
}
|
||||
|
||||
count = W_LumpLength(lumpnum);
|
||||
|
||||
if (!count) // zero length, someone probably used ZDBSP
|
||||
{
|
||||
rejectmatrix = NULL;
|
||||
CONS_Debug(DBG_SETUP, "P_LoadReject: REJECT lump has size 0, will not be loaded\n");
|
||||
}
|
||||
else
|
||||
rejectmatrix = W_CacheLumpNum(lumpnum, PU_LEVEL);
|
||||
}
|
||||
|
||||
#if 0
|
||||
static char *levellumps[] =
|
||||
{
|
||||
|
@ -2574,7 +2614,7 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
P_LoadSubsectors(lastloadedmaplumpnum + ML_SSECTORS);
|
||||
P_LoadNodes(lastloadedmaplumpnum + ML_NODES);
|
||||
P_LoadSegs(lastloadedmaplumpnum + ML_SEGS);
|
||||
rejectmatrix = W_CacheLumpNum(lastloadedmaplumpnum + ML_REJECT, PU_LEVEL);
|
||||
P_LoadReject(lastloadedmaplumpnum + ML_REJECT);
|
||||
P_GroupLines();
|
||||
|
||||
numdmstarts = numredctfstarts = numbluectfstarts = 0;
|
||||
|
|
|
@ -325,9 +325,12 @@ boolean P_CheckSight(mobj_t *t1, mobj_t *t2)
|
|||
s2 = t2->subsector->sector;
|
||||
pnum = (s1-sectors)*numsectors + (s2-sectors);
|
||||
|
||||
// Check in REJECT table.
|
||||
if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected
|
||||
return false;
|
||||
if (rejectmatrix != NULL)
|
||||
{
|
||||
// Check in REJECT table.
|
||||
if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected
|
||||
return false;
|
||||
}
|
||||
|
||||
// killough 11/98: shortcut for melee situations
|
||||
// same subsector? obviously visible
|
||||
|
|
24
src/p_spec.c
24
src/p_spec.c
|
@ -1642,7 +1642,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
|
|||
mo = node->m_thing;
|
||||
if (mo->flags & MF_PUSHABLE)
|
||||
numpush++;
|
||||
node = node->m_snext;
|
||||
node = node->m_thinglist_next;
|
||||
}
|
||||
|
||||
if (triggerline->flags & ML_NOCLIMB) // Need at least or more
|
||||
|
@ -3144,7 +3144,7 @@ void P_SetupSignExit(player_t *player)
|
|||
thinker_t *think;
|
||||
INT32 numfound = 0;
|
||||
|
||||
for (; node; node = node->m_snext)
|
||||
for (; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
if (thing->type != MT_SIGN)
|
||||
|
@ -3308,7 +3308,7 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
|
|||
return rover->master->frontsector;
|
||||
}
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (GETSECSPECIAL(node->m_sector->special, section) == number)
|
||||
{
|
||||
|
@ -4657,7 +4657,7 @@ void P_PlayerInSpecialSector(player_t *player)
|
|||
P_RunSpecialSectorCheck(player, sector);
|
||||
|
||||
// Iterate through touching_sectorlist
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
sector = node->m_sector;
|
||||
|
||||
|
@ -5308,7 +5308,7 @@ void T_LaserFlash(laserthink_t *flash)
|
|||
S_StartSound(§or->soundorg, sfx_laser);
|
||||
|
||||
// Seek out objects to DESTROY! MUAHAHHAHAHAA!!!*cough*
|
||||
for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_snext)
|
||||
for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6579,7 +6579,7 @@ void T_Scroll(scroll_t *s)
|
|||
sector_t *psec;
|
||||
psec = sectors + sect;
|
||||
|
||||
for (node = psec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = psec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6601,7 +6601,7 @@ void T_Scroll(scroll_t *s)
|
|||
|
||||
if (!is3dblock)
|
||||
{
|
||||
for (node = sec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = sec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6642,7 +6642,7 @@ void T_Scroll(scroll_t *s)
|
|||
sector_t *psec;
|
||||
psec = sectors + sect;
|
||||
|
||||
for (node = psec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = psec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6664,7 +6664,7 @@ void T_Scroll(scroll_t *s)
|
|||
|
||||
if (!is3dblock)
|
||||
{
|
||||
for (node = sec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = sec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -7014,7 +7014,7 @@ void T_Friction(friction_t *f)
|
|||
{
|
||||
if (thing->floorz != P_GetSpecialTopZ(thing, referrer, sec))
|
||||
{
|
||||
node = node->m_snext;
|
||||
node = node->m_thinglist_next;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -7032,7 +7032,7 @@ void T_Friction(friction_t *f)
|
|||
thing->movefactor = f->movefactor;
|
||||
}
|
||||
}
|
||||
node = node->m_snext;
|
||||
node = node->m_thinglist_next;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -7372,7 +7372,7 @@ void T_Pusher(pusher_t *p)
|
|||
|
||||
// constant pushers p_wind and p_current
|
||||
node = sec->touching_thinglist; // things touching this sector
|
||||
for (; node; node = node->m_snext)
|
||||
for (; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
if (thing->flags & (MF_NOGRAVITY | MF_NOCLIP)
|
||||
|
|
84
src/p_user.c
84
src/p_user.c
|
@ -1684,7 +1684,7 @@ static void P_CheckBustableBlocks(player_t *player)
|
|||
player->mo->y += player->mo->momy;
|
||||
P_SetThingPosition(player->mo);
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
@ -1801,7 +1801,7 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
player->mo->z += player->mo->momz;
|
||||
P_SetThingPosition(player->mo);
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
@ -2849,86 +2849,10 @@ static boolean PIT_CheckSolidsTeeter(mobj_t *thing)
|
|||
//
|
||||
static void P_DoTeeter(player_t *player)
|
||||
{
|
||||
msecnode_t *node;
|
||||
boolean teeter = false;
|
||||
boolean roverfloor; // solid 3d floors?
|
||||
boolean checkedforteeter = false;
|
||||
const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter.
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
{
|
||||
// Ledge teetering. Check if any nearby sectors are low enough from your current one.
|
||||
checkedforteeter = true;
|
||||
roverfloor = false;
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
if (P_CheckSolidLava(player->mo, rover))
|
||||
;
|
||||
else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND))
|
||||
continue; // intangible 3d floor
|
||||
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (*rover->bottomheight > node->m_sector->ceilingheight) // Above the ceiling
|
||||
continue;
|
||||
|
||||
if (*rover->bottomheight > player->mo->z + player->mo->height + tiptop
|
||||
|| (*rover->topheight < player->mo->z
|
||||
&& player->mo->z + player->mo->height < node->m_sector->ceilingheight - tiptop))
|
||||
{
|
||||
teeter = true;
|
||||
roverfloor = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
teeter = false;
|
||||
roverfloor = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (*rover->topheight < node->m_sector->floorheight) // Below the floor
|
||||
continue;
|
||||
|
||||
if (*rover->topheight < player->mo->z - tiptop
|
||||
|| (*rover->bottomheight > player->mo->z + player->mo->height
|
||||
&& player->mo->z > node->m_sector->floorheight + tiptop))
|
||||
{
|
||||
teeter = true;
|
||||
roverfloor = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
teeter = false;
|
||||
roverfloor = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!teeter && !roverfloor)
|
||||
{
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (node->m_sector->ceilingheight > player->mo->z + player->mo->height + tiptop)
|
||||
teeter = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (node->m_sector->floorheight < player->mo->z - tiptop)
|
||||
teeter = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (checkedforteeter && !teeter) // Backup code
|
||||
{
|
||||
subsector_t *subsec[4]; // changed abcd into array instead
|
||||
UINT8 i;
|
||||
|
@ -3147,7 +3071,7 @@ teeterdone:
|
|||
if ((player->mo->state == &states[S_PLAY_STND] || player->mo->state == &states[S_PLAY_TAP1] || player->mo->state == &states[S_PLAY_TAP2] || player->mo->state == &states[S_PLAY_SUPERSTAND]))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_TEETER1);
|
||||
}
|
||||
else if (checkedforteeter && (player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERTEETER]))
|
||||
else if ((player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERTEETER]))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
||||
}
|
||||
|
||||
|
@ -7037,7 +6961,7 @@ static void P_MovePlayer(player_t *player)
|
|||
player->mo->y += player->mo->momy;
|
||||
P_SetThingPosition(player->mo);
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
|
20
src/r_defs.h
20
src/r_defs.h
|
@ -500,10 +500,10 @@ typedef struct subsector_s
|
|||
// Sector list node showing all sectors an object appears in.
|
||||
//
|
||||
// There are two threads that flow through these nodes. The first thread
|
||||
// starts at touching_thinglist in a sector_t and flows through the m_snext
|
||||
// starts at touching_thinglist in a sector_t and flows through the m_thinglist_next
|
||||
// links to find all mobjs that are entirely or partially in the sector.
|
||||
// The second thread starts at touching_sectorlist in an mobj_t and flows
|
||||
// through the m_tnext links to find all sectors a thing touches. This is
|
||||
// through the m_sectorlist_next links to find all sectors a thing touches. This is
|
||||
// useful when applying friction or push effects to sectors. These effects
|
||||
// can be done as thinkers that act upon all objects touching their sectors.
|
||||
// As an mobj moves through the world, these nodes are created and
|
||||
|
@ -515,10 +515,10 @@ typedef struct msecnode_s
|
|||
{
|
||||
sector_t *m_sector; // a sector containing this object
|
||||
struct mobj_s *m_thing; // this object
|
||||
struct msecnode_s *m_tprev; // prev msecnode_t for this thing
|
||||
struct msecnode_s *m_tnext; // next msecnode_t for this thing
|
||||
struct msecnode_s *m_sprev; // prev msecnode_t for this sector
|
||||
struct msecnode_s *m_snext; // next msecnode_t for this sector
|
||||
struct msecnode_s *m_sectorlist_prev; // prev msecnode_t for this thing
|
||||
struct msecnode_s *m_sectorlist_next; // next msecnode_t for this thing
|
||||
struct msecnode_s *m_thinglist_prev; // prev msecnode_t for this sector
|
||||
struct msecnode_s *m_thinglist_next; // next msecnode_t for this sector
|
||||
boolean visited; // used in search algorithms
|
||||
} msecnode_t;
|
||||
|
||||
|
@ -526,10 +526,10 @@ typedef struct mprecipsecnode_s
|
|||
{
|
||||
sector_t *m_sector; // a sector containing this object
|
||||
struct precipmobj_s *m_thing; // this object
|
||||
struct mprecipsecnode_s *m_tprev; // prev msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_tnext; // next msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_sprev; // prev msecnode_t for this sector
|
||||
struct mprecipsecnode_s *m_snext; // next msecnode_t for this sector
|
||||
struct mprecipsecnode_s *m_sectorlist_prev; // prev msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_sectorlist_next; // next msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_thinglist_prev; // prev msecnode_t for this sector
|
||||
struct mprecipsecnode_s *m_thinglist_next; // next msecnode_t for this sector
|
||||
boolean visited; // used in search algorithms
|
||||
} mprecipsecnode_t;
|
||||
|
||||
|
|
119
src/r_segs.c
119
src/r_segs.c
|
@ -1453,34 +1453,45 @@ static void R_RenderSegLoop (void)
|
|||
frontscale[rw_x] = rw_scale;
|
||||
|
||||
// draw the wall tiers
|
||||
if (midtexture && yl <= yh && yh < vid.height && yh > 0)
|
||||
if (midtexture)
|
||||
{
|
||||
// single sided line
|
||||
dc_yl = yl;
|
||||
dc_yh = yh;
|
||||
dc_texturemid = rw_midtexturemid;
|
||||
dc_source = R_GetColumn(midtexture,texturecolumn);
|
||||
dc_texheight = textureheight[midtexture]>>FRACBITS;
|
||||
if (yl <= yh && yh >= 0 && yl < viewheight)
|
||||
{
|
||||
dc_yl = yl;
|
||||
dc_yh = yh;
|
||||
dc_texturemid = rw_midtexturemid;
|
||||
dc_source = R_GetColumn(midtexture,texturecolumn);
|
||||
dc_texheight = textureheight[midtexture]>>FRACBITS;
|
||||
|
||||
//profile stuff ---------------------------------------------------------
|
||||
//profile stuff ---------------------------------------------------------
|
||||
#ifdef TIMING
|
||||
ProfZeroTimer();
|
||||
ProfZeroTimer();
|
||||
#endif
|
||||
colfunc();
|
||||
colfunc();
|
||||
#ifdef TIMING
|
||||
RDMSR(0x10,&mycount);
|
||||
mytotal += mycount; //64bit add
|
||||
RDMSR(0x10,&mycount);
|
||||
mytotal += mycount; //64bit add
|
||||
|
||||
if (nombre--==0)
|
||||
I_Error("R_DrawColumn CPU Spy reports: 0x%d %d\n", *((INT32 *)&mytotal+1),
|
||||
(INT32)mytotal);
|
||||
if (nombre--==0)
|
||||
I_Error("R_DrawColumn CPU Spy reports: 0x%d %d\n", *((INT32 *)&mytotal+1),
|
||||
(INT32)mytotal);
|
||||
#endif
|
||||
//profile stuff ---------------------------------------------------------
|
||||
//profile stuff ---------------------------------------------------------
|
||||
|
||||
// dont draw anything more for this column, since
|
||||
// a midtexture blocks the view
|
||||
ceilingclip[rw_x] = (INT16)viewheight;
|
||||
floorclip[rw_x] = -1;
|
||||
// dont draw anything more for this column, since
|
||||
// a midtexture blocks the view
|
||||
ceilingclip[rw_x] = (INT16)viewheight;
|
||||
floorclip[rw_x] = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// note: don't use min/max macros, since casting from INT32 to INT16 is involved here
|
||||
if (markceiling)
|
||||
ceilingclip[rw_x] = (yh >= 0) ? ((yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1)) : -1;
|
||||
if (markfloor)
|
||||
floorclip[rw_x] = (yh < viewheight) ? ((yh < -1) ? -1 : (INT16)((INT16)yh + 1)) : (INT16)viewheight;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1494,21 +1505,28 @@ static void R_RenderSegLoop (void)
|
|||
if (mid >= floorclip[rw_x])
|
||||
mid = floorclip[rw_x]-1;
|
||||
|
||||
if (mid >= yl && yh < vid.height && yh > 0)
|
||||
if (mid >= yl) // back ceiling lower than front ceiling ?
|
||||
{
|
||||
dc_yl = yl;
|
||||
dc_yh = mid;
|
||||
dc_texturemid = rw_toptexturemid;
|
||||
dc_source = R_GetColumn(toptexture,texturecolumn);
|
||||
dc_texheight = textureheight[toptexture]>>FRACBITS;
|
||||
colfunc();
|
||||
ceilingclip[rw_x] = (INT16)mid;
|
||||
if (yl >= viewheight) // entirely off bottom of screen
|
||||
ceilingclip[rw_x] = (INT16)viewheight;
|
||||
else if (mid >= 0) // safe to draw top texture
|
||||
{
|
||||
dc_yl = yl;
|
||||
dc_yh = mid;
|
||||
dc_texturemid = rw_toptexturemid;
|
||||
dc_source = R_GetColumn(toptexture,texturecolumn);
|
||||
dc_texheight = textureheight[toptexture]>>FRACBITS;
|
||||
colfunc();
|
||||
ceilingclip[rw_x] = (INT16)mid;
|
||||
}
|
||||
else // entirely off top of screen
|
||||
ceilingclip[rw_x] = -1;
|
||||
}
|
||||
else
|
||||
ceilingclip[rw_x] = (INT16)((INT16)yl - 1);
|
||||
ceilingclip[rw_x] = (yh >= 0) ? ((yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1)) : -1;
|
||||
}
|
||||
else if (markceiling) // no top wall
|
||||
ceilingclip[rw_x] = (INT16)((INT16)yl - 1);
|
||||
ceilingclip[rw_x] = (yh >= 0) ? ((yl > viewheight) ? (INT16)viewheight : (INT16)((INT16)yl - 1)) : -1;
|
||||
|
||||
if (bottomtexture)
|
||||
{
|
||||
|
@ -1520,22 +1538,29 @@ static void R_RenderSegLoop (void)
|
|||
if (mid <= ceilingclip[rw_x])
|
||||
mid = ceilingclip[rw_x]+1;
|
||||
|
||||
if (mid <= yh && yh < vid.height && yh > 0)
|
||||
if (mid <= yh) // back floor higher than front floor ?
|
||||
{
|
||||
dc_yl = mid;
|
||||
dc_yh = yh;
|
||||
dc_texturemid = rw_bottomtexturemid;
|
||||
dc_source = R_GetColumn(bottomtexture,
|
||||
texturecolumn);
|
||||
dc_texheight = textureheight[bottomtexture]>>FRACBITS;
|
||||
colfunc();
|
||||
floorclip[rw_x] = (INT16)mid;
|
||||
if (yh < 0) // entirely off top of screen
|
||||
floorclip[rw_x] = -1;
|
||||
else if (mid < viewheight) // safe to draw bottom texture
|
||||
{
|
||||
dc_yl = mid;
|
||||
dc_yh = yh;
|
||||
dc_texturemid = rw_bottomtexturemid;
|
||||
dc_source = R_GetColumn(bottomtexture,
|
||||
texturecolumn);
|
||||
dc_texheight = textureheight[bottomtexture]>>FRACBITS;
|
||||
colfunc();
|
||||
floorclip[rw_x] = (INT16)mid;
|
||||
}
|
||||
else // entirely off bottom of screen
|
||||
floorclip[rw_x] = (INT16)viewheight;
|
||||
}
|
||||
else
|
||||
floorclip[rw_x] = (INT16)((INT16)yh + 1);
|
||||
floorclip[rw_x] = (yh < viewheight) ? ((yh < -1) ? -1 : (INT16)((INT16)yh + 1)) : (INT16)viewheight;
|
||||
}
|
||||
else if (markfloor) // no bottom wall
|
||||
floorclip[rw_x] = (INT16)((INT16)yh + 1);
|
||||
floorclip[rw_x] = (yh < viewheight) ? ((yh < -1) ? -1 : (INT16)((INT16)yh + 1)) : (INT16)viewheight;
|
||||
}
|
||||
|
||||
if (maskedtexture || numthicksides)
|
||||
|
@ -1858,12 +1883,13 @@ void R_StoreWallRange(INT32 start, INT32 stop)
|
|||
// a single sided line is terminal, so it must mark ends
|
||||
markfloor = markceiling = true;
|
||||
#ifdef ESLOPE
|
||||
if (!(linedef->flags & ML_EFFECT1)) {
|
||||
if (linedef->flags & ML_EFFECT2) {
|
||||
if (linedef->flags & ML_DONTPEGBOTTOM)
|
||||
rw_midtexturemid = frontsector->floorheight + textureheight[sidedef->midtexture] - viewz;
|
||||
else
|
||||
rw_midtexturemid = frontsector->ceilingheight;
|
||||
rw_midtexturemid = frontsector->ceilingheight - viewz;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
if (linedef->flags & ML_DONTPEGBOTTOM)
|
||||
{
|
||||
|
@ -2482,6 +2508,15 @@ void R_StoreWallRange(INT32 start, INT32 stop)
|
|||
#ifdef ESLOPE
|
||||
maskedtextureheight = ds_p->maskedtextureheight; // note to red, this == &(ds_p->maskedtextureheight[0])
|
||||
|
||||
#ifdef POLYOBJECTS
|
||||
if (curline->polyseg) { // use REAL front and back floors please, so midtexture rendering isn't mucked up
|
||||
rw_midtextureslide = rw_midtexturebackslide = 0;
|
||||
if (!!(linedef->flags & ML_DONTPEGBOTTOM) ^ !!(linedef->flags & ML_EFFECT3))
|
||||
rw_midtexturemid = rw_midtextureback = max(curline->frontsector->floorheight, curline->backsector->floorheight) - viewz;
|
||||
else
|
||||
rw_midtexturemid = rw_midtextureback = min(curline->frontsector->ceilingheight, curline->backsector->ceilingheight) - viewz;
|
||||
} else
|
||||
#endif
|
||||
// Set midtexture starting height
|
||||
if (linedef->flags & ML_EFFECT2) { // Ignore slopes when texturing
|
||||
rw_midtextureslide = rw_midtexturebackslide = 0;
|
||||
|
|
Loading…
Reference in a new issue