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https://github.com/DrBeef/Raze.git
synced 2025-01-20 16:10:52 +00:00
- remove C-style struct parameters.
This commit is contained in:
parent
ef9534d9fa
commit
9392e31b33
20 changed files with 63 additions and 63 deletions
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@ -86,7 +86,7 @@ void deletesprite(DDukeActor *const actor)
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//
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//---------------------------------------------------------------------------
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void addammo(int weapon, struct player_struct* player, int amount)
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void addammo(int weapon, player_struct* player, int amount)
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{
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player->ammo_amount[weapon] += amount;
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@ -100,7 +100,7 @@ void addammo(int weapon, struct player_struct* player, int amount)
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//
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//---------------------------------------------------------------------------
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void checkavailinven(struct player_struct* player)
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void checkavailinven(player_struct* player)
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{
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if (player->firstaid_amount > 0)
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@ -126,7 +126,7 @@ void checkavailinven(struct player_struct* player)
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//
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//---------------------------------------------------------------------------
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void checkavailweapon(struct player_struct* player)
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void checkavailweapon(player_struct* player)
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{
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int i, snum;
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int weap;
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@ -161,7 +161,7 @@ void check_fta_sounds_d(DDukeActor* actor)
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//
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//---------------------------------------------------------------------------
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void addweapon_d(struct player_struct *p, int weapon)
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void addweapon_d(player_struct *p, int weapon)
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{
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if ( p->gotweapon[weapon] == 0 )
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{
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@ -441,7 +441,7 @@ void moveminecart(void)
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void thunder(void)
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{
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struct player_struct* p;
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player_struct* p;
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int r1, r2;
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int i = 0;
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uint8_t shade;
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@ -114,7 +114,7 @@ void check_fta_sounds_r(DDukeActor* actor)
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//
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//---------------------------------------------------------------------------
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void addweapon_r(struct player_struct* p, int weapon)
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void addweapon_r(player_struct* p, int weapon)
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{
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int cw = p->curr_weapon;
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if (p->OnMotorcycle || p->OnBoat)
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@ -60,8 +60,8 @@ bool ceilingspace_d(sectortype*);
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bool ceilingspace_r(sectortype*);
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bool floorspace_d(sectortype*);
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bool floorspace_r(sectortype*);
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void addweapon_d(struct player_struct* p, int weapon);
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void addweapon_r(struct player_struct* p, int weapon);
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void addweapon_d(player_struct* p, int weapon);
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void addweapon_r(player_struct* p, int weapon);
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void hitradius_d(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
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void hitradius_r(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
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void lotsofmoney_d(DDukeActor* s, int n);
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@ -80,16 +80,16 @@ void respawnhitag_d(DDukeActor* g_sp);
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void respawnhitag_r(DDukeActor* g_sp);
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void move_d(DDukeActor* i, int g_p, int g_x);
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void move_r(DDukeActor* i, int g_p, int g_x);
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void incur_damage_d(struct player_struct* p);
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void incur_damage_r(struct player_struct* p);
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void incur_damage_d(player_struct* p);
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void incur_damage_r(player_struct* p);
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void shoot_d(DDukeActor* i, int atwith);
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void shoot_r(DDukeActor* i, int atwith);
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void selectweapon_d(int snum, int j);
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void selectweapon_r(int snum, int j);
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int doincrements_d(struct player_struct* p);
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int doincrements_r(struct player_struct* p);
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void checkweapons_d(struct player_struct* p);
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void checkweapons_r(struct player_struct* p);
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int doincrements_d(player_struct* p);
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int doincrements_r(player_struct* p);
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void checkweapons_d(player_struct* p);
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void checkweapons_r(player_struct* p);
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void processinput_d(int snum);
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void processinput_r(int snum);
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void displayweapon_d(int snum, double smoothratio);
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@ -88,7 +88,7 @@ struct Dispatcher
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bool (*ceilingspace)(sectortype* sectp);
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bool (*floorspace)(sectortype* sectp);
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void (*addweapon)(struct player_struct *p, int weapon);
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void (*addweapon)(player_struct *p, int weapon);
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void (*hitradius)(DDukeActor* i, int r, int hp1, int hp2, int hp3, int hp4);
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void (*lotsofmoney)(DDukeActor *s, int n);
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void (*lotsofmail)(DDukeActor *s, int n);
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@ -101,11 +101,11 @@ struct Dispatcher
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void (*move)(DDukeActor* i, int g_p, int g_x);
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// player
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void (*incur_damage)(struct player_struct* p);
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void (*incur_damage)(player_struct* p);
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void (*shoot)(DDukeActor*, int);
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void (*selectweapon)(int snum, int j);
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int (*doincrements)(struct player_struct* p);
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void (*checkweapons)(struct player_struct* p);
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int (*doincrements)(player_struct* p);
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void (*checkweapons)(player_struct* p);
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void (*processinput)(int snum);
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void (*displayweapon)(int snum, double smoothratio);
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void (*displaymasks)(int snum, int p, double smoothratio);
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@ -103,9 +103,9 @@ void check_fta_sounds_r(DDukeActor* i);
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int dodge(DDukeActor*);
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void alterang(int ang, DDukeActor* actor, int g_p);
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void fall_common(DDukeActor* actor, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(DDukeActor*, int));
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void checkavailweapon(struct player_struct* p);
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void checkavailweapon(player_struct* p);
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void deletesprite(DDukeActor* num);
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void addammo(int weapon, struct player_struct* p, int amount);
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void addammo(int weapon, player_struct* p, int amount);
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int ssp(DDukeActor* i, unsigned int cliptype); //The set sprite function
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void insertspriteq(DDukeActor *i);
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@ -129,10 +129,10 @@ void playerAimUp(int snum, ESyncBits actions);
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void playerAimDown(int snum, ESyncBits actions);
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void tracers(int x1, int y1, int z1, int x2, int y2, int z2, int n);
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DDukeActor* aim(DDukeActor* s, int aang);
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void checkweapons(struct player_struct* const p);
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void checkweapons(player_struct* const p);
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int findotherplayer(int p, int* d);
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void quickkill(struct player_struct* p);
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int setpal(struct player_struct* p);
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void quickkill(player_struct* p);
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int setpal(player_struct* p);
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int madenoise(int playerNum);
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int haskey(sectortype* sect, int snum);
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void shootbloodsplat(DDukeActor* i, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST);
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@ -158,7 +158,7 @@ int setanimation(sectortype* animsect, int animtype, walltype* animtarget, int t
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int setanimation(sectortype* animsect, int animtype, sectortype* animtarget, int thegoal, int thevel);
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void dofurniture(walltype* wallNum, sectortype* sectnum, int playerNum);
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void dotorch();
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int hitawall(struct player_struct* pl, walltype** hitWall);
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int hitawall(player_struct* pl, walltype** hitWall);
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int hits(DDukeActor* snum);
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DDukeActor* LocateTheLocator(int n, sectortype* sectnum);
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@ -177,8 +177,8 @@ void ceilingglass(DDukeActor* snum, sectortype* sectnum, int cnt);
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void spriteglass(DDukeActor* snum, int cnt);
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void lotsofcolourglass(DDukeActor* snum, walltype* wallNum, int cnt);
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void lotsofglass(DDukeActor* snum, walltype* wallnum, int cnt);
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void checkplayerhurt_d(struct player_struct* p, const Collision& coll);
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void checkplayerhurt_r(struct player_struct* p, const Collision& coll);
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void checkplayerhurt_d(player_struct* p, const Collision& coll);
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void checkplayerhurt_r(player_struct* p, const Collision& coll);
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DDukeActor* dospawnsprite(DDukeActor* actj, int pn);
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void spriteinit_d(DDukeActor*);
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@ -187,7 +187,7 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>* actors);
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void addspritetodelete(int spnum=0);
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void checkavailinven(struct player_struct* p);
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void checkavailinven(player_struct* p);
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bool initspriteforspawn(DDukeActor* spn);
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void spawninitdefault(DDukeActor* actj, DDukeActor* act);
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void spawntransporter(DDukeActor* actj, DDukeActor* acti, bool beam);
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@ -210,7 +210,7 @@ void prelevel_common(int g);
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void cacheit_d();
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void cacheit_r();
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void FTA(int q, struct player_struct* p);
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void FTA(int q, player_struct* p);
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void OnMotorcycle(player_struct *pl, DDukeActor* snum);
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void OffMotorcycle(player_struct *pl);
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void OnBoat(player_struct *pl, DDukeActor* snum);
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@ -70,7 +70,7 @@ FString GameInterface::GetCoordString()
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GameStats GameInterface::getStats()
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{
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struct player_struct* p = &ps[myconnectindex];
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player_struct* p = &ps[myconnectindex];
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return { p->actors_killed, p->max_actors_killed, p->secret_rooms, p->max_secret_rooms, p->player_par / REALGAMETICSPERSEC, p->frag };
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}
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@ -122,7 +122,7 @@ void GameInterface::ExitFromMenu()
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//
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//---------------------------------------------------------------------------
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void FTA(int q, struct player_struct* p)
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void FTA(int q, player_struct* p)
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{
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if (q < 0 || gamestate != GS_LEVEL)
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return;
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@ -236,7 +236,7 @@ void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
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void drawoverlays(double smoothratio)
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{
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struct player_struct* pp;
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player_struct* pp;
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int cposx, cposy, cang;
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pp = &ps[screenpeek];
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@ -205,7 +205,7 @@ void displayweapon_d(int snum, double smoothratio)
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int o, pal;
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double weapon_sway, weapon_xoffset, gun_pos, looking_arc, kickback_pic, random_club_frame, hard_landing, look_anghalf, horiz16th, plravel;
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int8_t shade;
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struct player_struct *p;
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player_struct* p;
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p = &ps[snum];
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auto kb = &p->kickback_pic;
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@ -60,7 +60,7 @@ void hud_input(int plnum)
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{
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int i, k;
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uint8_t dainv;
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struct player_struct* p;
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player_struct* p;
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p = &ps[plnum];
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auto pact = p->GetActor();
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@ -78,7 +78,7 @@ void PlayerColorChanged(void)
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//
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//---------------------------------------------------------------------------
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int setpal(struct player_struct* p)
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int setpal(player_struct* p)
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{
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int palette;
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if (p->DrugMode) palette = DRUGPAL;
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@ -96,7 +96,7 @@ int setpal(struct player_struct* p)
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//
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//---------------------------------------------------------------------------
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void quickkill(struct player_struct* p)
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void quickkill(player_struct* p)
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{
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SetPlayerPal(p, PalEntry(48, 48, 48, 48));
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@ -211,7 +211,7 @@ int hitasprite(DDukeActor* actor, DDukeActor** hitsp)
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//
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//---------------------------------------------------------------------------
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int hitawall(struct player_struct* p, walltype** hitw)
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int hitawall(player_struct* p, walltype** hitw)
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{
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HitInfo hit{};
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@ -50,7 +50,7 @@ void operateweapon_ww(int snum, ESyncBits actions);
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//
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//---------------------------------------------------------------------------
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void incur_damage_d(struct player_struct* p)
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void incur_damage_d(player_struct* p)
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{
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int damage = 0L, shield_damage = 0L;
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@ -1427,7 +1427,7 @@ void selectweapon_d(int snum, int weap) // playernum, weaponnum
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//
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//---------------------------------------------------------------------------
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int doincrements_d(struct player_struct* p)
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int doincrements_d(player_struct* p)
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{
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int snum;
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@ -1626,7 +1626,7 @@ int doincrements_d(struct player_struct* p)
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//
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//---------------------------------------------------------------------------
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void checkweapons_d(struct player_struct* p)
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void checkweapons_d(player_struct* p)
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{
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static const uint16_t weapon_sprites[MAX_WEAPONS] = { KNEE, FIRSTGUNSPRITE, SHOTGUNSPRITE,
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CHAINGUNSPRITE, RPGSPRITE, HEAVYHBOMB, SHRINKERSPRITE, DEVISTATORSPRITE,
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@ -2707,7 +2707,7 @@ void processinput_d(int snum)
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Collision chz, clz;
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bool shrunk;
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int psectlotag;
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struct player_struct* p;
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player_struct* p;
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p = &ps[snum];
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auto pact = p->GetActor();
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@ -41,7 +41,7 @@ BEGIN_DUKE_NS
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//
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//---------------------------------------------------------------------------
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void incur_damage_r(struct player_struct* p)
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void incur_damage_r(player_struct* p)
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{
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int damage = 0, shield_damage = 0;
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int gut = 0;
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@ -1229,7 +1229,7 @@ void selectweapon_r(int snum, int weap)
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//
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//---------------------------------------------------------------------------
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int doincrements_r(struct player_struct* p)
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int doincrements_r(player_struct* p)
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{
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int snum;
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auto pact = p->GetActor();
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@ -1493,7 +1493,7 @@ int doincrements_r(struct player_struct* p)
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//
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//---------------------------------------------------------------------------
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void checkweapons_r(struct player_struct* p)
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void checkweapons_r(player_struct* p)
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{
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static const uint16_t weapon_sprites[MAX_WEAPONS] = { KNEE, FIRSTGUNSPRITE, SHOTGUNSPRITE,
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CHAINGUNSPRITE, RPGSPRITE, HEAVYHBOMB, SHRINKERSPRITE, DEVISTATORSPRITE,
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@ -4040,7 +4040,7 @@ HORIZONLY:
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//
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//---------------------------------------------------------------------------
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void OnMotorcycle(struct player_struct *p, DDukeActor* motosprite)
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void OnMotorcycle(player_struct *p, DDukeActor* motosprite)
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{
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if (!p->OnMotorcycle && !(p->cursector->lotag == 2))
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{
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@ -4071,7 +4071,7 @@ void OnMotorcycle(struct player_struct *p, DDukeActor* motosprite)
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//
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//---------------------------------------------------------------------------
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void OffMotorcycle(struct player_struct *p)
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void OffMotorcycle(player_struct *p)
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{
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auto pact = p->GetActor();
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if (p->OnMotorcycle)
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@ -4120,7 +4120,7 @@ void OffMotorcycle(struct player_struct *p)
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//
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//---------------------------------------------------------------------------
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void OnBoat(struct player_struct *p, DDukeActor* boat)
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void OnBoat(player_struct *p, DDukeActor* boat)
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{
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if (!p->OnBoat)
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{
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@ -4149,7 +4149,7 @@ void OnBoat(struct player_struct *p, DDukeActor* boat)
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//
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//---------------------------------------------------------------------------
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void OffBoat(struct player_struct *p)
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void OffBoat(player_struct *p)
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{
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if (p->OnBoat)
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{
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@ -49,7 +49,7 @@ int operateTripbomb(int snum);
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//
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//---------------------------------------------------------------------------
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void DoFire(struct player_struct* p, int snum)
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void DoFire(player_struct* p, int snum)
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{
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int i;
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@ -106,7 +106,7 @@ void DoFire(struct player_struct* p, int snum)
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//
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//---------------------------------------------------------------------------
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void DoSpawn(struct player_struct *p, int snum)
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void DoSpawn(player_struct *p, int snum)
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{
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if(!aplWeaponSpawn(p->curr_weapon, snum))
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return;
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@ -68,7 +68,7 @@ void resetmys()
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void fakedomovethingscorrect(void)
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{
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int i;
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struct player_struct *p;
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player_struct* p;
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if (numplayers < 2) return;
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@ -100,7 +100,7 @@ void fakedomovethingscorrect(void)
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void fakedomovethings(void)
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{
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input *syn;
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struct player_struct *p;
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player_struct* p;
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int i, j, k, doubvel, fz, cz, x, y;
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Collision clz, chz;
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int psect, psectlotag, tempsect, backcstat;
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@ -86,7 +86,7 @@ void premapcontroller(DDukeActor* ac)
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void pickrandomspot(int snum)
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{
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struct player_struct *p;
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player_struct* p;
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int i;
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p = &ps[snum];
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@ -111,7 +111,7 @@ void pickrandomspot(int snum)
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void resetplayerstats(int snum)
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{
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struct player_struct *p;
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player_struct* p;
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p = &ps[snum];
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@ -298,7 +298,7 @@ void resetplayerstats(int snum)
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void resetweapons(int snum)
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{
|
||||
int weapon;
|
||||
struct player_struct *p;
|
||||
player_struct* p;
|
||||
|
||||
p = &ps[snum];
|
||||
|
||||
|
@ -345,7 +345,7 @@ void resetweapons(int snum)
|
|||
|
||||
void resetinventory(int snum)
|
||||
{
|
||||
struct player_struct* p;
|
||||
player_struct* p;
|
||||
|
||||
p = &ps[snum];
|
||||
|
||||
|
@ -419,7 +419,7 @@ void resetinventory(int snum)
|
|||
|
||||
void resetprestat(int snum,int g)
|
||||
{
|
||||
struct player_struct *p;
|
||||
player_struct* p;
|
||||
int i;
|
||||
|
||||
p = &ps[snum];
|
||||
|
@ -992,7 +992,7 @@ static TArray<DDukeActor*> spawnactors(SpawnSpriteDef& sprites)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
static int LoadTheMap(MapRecord *mi, struct player_struct *p, int gamemode)
|
||||
static int LoadTheMap(MapRecord *mi, player_struct*p, int gamemode)
|
||||
{
|
||||
int16_t lbang;
|
||||
if (isShareware() && (mi->flags & MI_USERMAP))
|
||||
|
|
|
@ -408,7 +408,7 @@ void spriteinit_r(DDukeActor* actor, TArray<DDukeActor*>& actors)
|
|||
|
||||
void prelevel_r(int g, TArray<DDukeActor*>& actors)
|
||||
{
|
||||
struct player_struct* p;
|
||||
player_struct* p;
|
||||
int i;
|
||||
int j;
|
||||
int lotaglist;
|
||||
|
|
|
@ -226,7 +226,7 @@ void displayrooms(int snum, double smoothratio, bool sceneonly)
|
|||
int cposx, cposy, cposz, fz, cz;
|
||||
binangle cang, rotscrnang;
|
||||
fixedhoriz choriz;
|
||||
struct player_struct* p;
|
||||
player_struct* p;
|
||||
|
||||
p = &ps[snum];
|
||||
|
||||
|
|
|
@ -884,7 +884,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void checkplayerhurt_d(struct player_struct* p, const Collision& coll)
|
||||
void checkplayerhurt_d(player_struct* p, const Collision& coll)
|
||||
{
|
||||
if (coll.type == kHitSprite)
|
||||
{
|
||||
|
@ -1501,7 +1501,7 @@ void clearcameras(int i, player_struct* p)
|
|||
void checksectors_d(int snum)
|
||||
{
|
||||
int i = -1, oldz;
|
||||
struct player_struct* p;
|
||||
player_struct* p;
|
||||
walltype* hitscanwall;
|
||||
HitInfo near;
|
||||
|
||||
|
|
|
@ -1366,7 +1366,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
void checkplayerhurt_r(struct player_struct* p, const Collision &coll)
|
||||
void checkplayerhurt_r(player_struct* p, const Collision &coll)
|
||||
{
|
||||
if (coll.type == kHitSprite)
|
||||
{
|
||||
|
@ -2403,7 +2403,7 @@ void checkhitsprite_r(DDukeActor* targ, DDukeActor* proj)
|
|||
void checksectors_r(int snum)
|
||||
{
|
||||
int oldz;
|
||||
struct player_struct* p;
|
||||
player_struct* p;
|
||||
walltype* hitscanwall;
|
||||
HitInfo near;
|
||||
|
||||
|
|
Loading…
Reference in a new issue