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https://github.com/ZDoom/gzdoom.git
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- made the automap an object.
This simplifies handling a lot because it allows to make the level the owner of its map.
This commit is contained in:
parent
625e9f2525
commit
05830455e7
14 changed files with 830 additions and 782 deletions
1433
src/am_map.cpp
1433
src/am_map.cpp
File diff suppressed because it is too large
Load diff
53
src/am_map.h
53
src/am_map.h
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@ -22,31 +22,44 @@
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#ifndef __AMMAP_H__
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#define __AMMAP_H__
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#include "dobject.h"
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struct event_t;
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class FSerializer;
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struct FLevelLocals;
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class DAutomapBase : public DObject
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{
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DECLARE_ABSTRACT_CLASS(DAutomapBase, DObject);
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public:
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FLevelLocals *Level; // temporary location so that it can be set from the outside.
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// Called by main loop.
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virtual bool Responder(event_t* ev, bool last) = 0;
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// Called by main loop.
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virtual void Ticker(void) = 0;
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// Called by main loop,
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// called instead of view drawer if automap active.
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virtual void Drawer(int bottom) = 0;
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virtual void NewResolution() = 0;
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virtual void LevelInit() = 0;
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virtual void UpdateShowAllLines() = 0;
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virtual void GoBig() = 0;
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virtual void ResetFollowLocation() = 0;
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virtual int addMark() = 0;
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virtual bool clearMarks() = 0;
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virtual DVector2 GetPosition() = 0;
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virtual void startDisplay() = 0;
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};
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void AM_StaticInit();
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void AM_ClearColorsets(); // reset data for a restart.
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// Called by main loop.
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bool AM_Responder (event_t* ev, bool last);
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// Called by main loop.
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void AM_Ticker (void);
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// Called by main loop,
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// called instead of view drawer if automap active.
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void AM_Drawer (int bottom);
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// Called to force the automap to quit
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// if the level is completed while it is up.
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void AM_Stop (void);
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void AM_NewResolution ();
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void AM_ToggleMap ();
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void AM_LevelInit ();
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void AM_SerializeMarkers(FSerializer &arc);
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DAutomapBase *AM_Create(FLevelLocals *Level);
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void AM_Stop();
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void AM_ToggleMap();
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#endif
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@ -758,7 +758,7 @@ void D_Display ()
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screen->DrawBlend(viewsec);
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if (automapactive)
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{
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AM_Drawer (hud_althud? viewheight : StatusBar->GetTopOfStatusbar());
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currentUILevel->automap->Drawer (hud_althud? viewheight : StatusBar->GetTopOfStatusbar());
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}
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// for timing the statusbar code.
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@ -955,7 +955,7 @@ bool G_Responder (event_t *ev)
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{
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if (ST_Responder (ev))
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return true; // status window ate it
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if (!viewactive && AM_Responder (ev, false))
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if (!viewactive && currentUILevel->automap->Responder (ev, false))
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return true; // automap ate it
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}
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else if (gamestate == GS_FINALE)
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@ -986,7 +986,7 @@ bool G_Responder (event_t *ev)
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// the events *last* so that any bound keys get precedence.
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if (gamestate == GS_LEVEL && viewactive)
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return AM_Responder (ev, true);
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return currentUILevel->automap->Responder (ev, true);
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return (ev->type == EV_KeyDown ||
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ev->type == EV_Mouse);
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@ -1179,7 +1179,7 @@ void G_Ticker ()
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{
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case GS_LEVEL:
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P_Ticker ();
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AM_Ticker ();
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currentUILevel->automap->Ticker ();
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break;
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case GS_TITLELEVEL:
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@ -1019,9 +1019,8 @@ void G_DoLoadLevel (int position, bool autosave, bool newGame)
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E_NewGame(EventHandlerType::Global);
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}
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P_SetupLevel (level.MapName, position, newGame);
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P_SetupLevel (&level, position, newGame);
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AM_LevelInit();
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// [RH] Start lightning, if MAPINFO tells us to
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if (level.flags & LEVEL_STARTLIGHTNING)
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@ -1126,6 +1125,7 @@ void G_DoLoadLevel (int position, bool autosave, bool newGame)
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{
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I_Error("no start for player %d found.", pnumerr);
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}
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P_ResetSightCounters(true);
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}
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@ -1452,8 +1452,6 @@ int G_FinishTravel ()
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void FLevelLocals::Init()
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{
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level_info_t *info;
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BaseBlendA = 0.0f; // Remove underwater blend effect, if any
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gravity = sv_gravity * 35/TICRATE;
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@ -1465,7 +1463,6 @@ void FLevelLocals::Init()
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info = FindLevelInfo (MapName);
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info = info;
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skyspeed1 = info->skyspeed1;
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skyspeed2 = info->skyspeed2;
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skytexture1 = TexMan.GetTextureID(info->SkyPic1, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_ReturnFirst);
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@ -1976,6 +1973,7 @@ void FLevelLocals::Mark()
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GC::Mark(SpotState);
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GC::Mark(FraggleScriptThinker);
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GC::Mark(ACSThinker);
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GC::Mark(automap);
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canvasTextureInfo.Mark();
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for (auto &c : CorpseQueue)
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{
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@ -87,6 +87,7 @@ class DACSThinker;
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class DFraggleThinker;
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class DSpotState;
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struct FStrifeDialogueNode;
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class DAutomapBase;
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typedef TMap<int, int> FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS)
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typedef TMap<FName, int> FDialogueMap; // maps actor class names to dialogue array index
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@ -235,10 +236,10 @@ public:
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{
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return FLineIdIterator(tagManager, tag);
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}
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template<class T> TThinkerIterator<T> GetThinkerIterator(FName subtype = NAME_None)
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template<class T> TThinkerIterator<T> GetThinkerIterator(FName subtype = NAME_None, int statnum = MAX_STATNUM+1)
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{
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if (subtype == NAME_None) return TThinkerIterator<T>();
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else return TThinkerIterator<T>(subtype);
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if (subtype == NAME_None) return TThinkerIterator<T>(statnum);
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else return TThinkerIterator<T>(subtype, statnum);
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}
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FActorIterator GetActorIterator(int tid)
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{
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@ -357,6 +358,7 @@ public:
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static const int BODYQUESIZE = 32;
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TObjPtr<AActor*> bodyque[BODYQUESIZE];
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TObjPtr<DAutomapBase*> automap;
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int bodyqueslot;
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int NumMapSections;
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@ -1075,3 +1075,4 @@ xx(lightflags)
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xx(lighttype)
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xx(InternalDynamicLight)
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xx(_a_chase_default)
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xx(MapMarker)
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@ -965,7 +965,8 @@ void G_SerializeLevel(FSerializer &arc, FLevelLocals *Level, bool hubload)
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("fragglethinker", Level->FraggleScriptThinker)
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("acsthinker", Level->ACSThinker)
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("impactdecalcount", Level->ImpactDecalCount)
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("scrolls", Level->Scrolls);
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("scrolls", Level->Scrolls)
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("automap", Level->automap);
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// Hub transitions must keep the current total time
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@ -988,7 +989,10 @@ void G_SerializeLevel(FSerializer &arc, FLevelLocals *Level, bool hubload)
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arc("zones", Level->Zones);
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arc("lineportals", Level->linePortals);
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arc("sectorportals", Level->sectorPortals);
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if (arc.isReading()) Level->FinalizePortals();
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if (arc.isReading())
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{
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Level->FinalizePortals();
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}
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// [ZZ] serialize health groups
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P_SerializeHealthGroups(arc);
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@ -998,12 +1002,12 @@ void G_SerializeLevel(FSerializer &arc, FLevelLocals *Level, bool hubload)
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arc("polyobjs", Level->Polyobjects);
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SerializeSubsectors(arc, "subsectors");
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StatusBar->SerializeMessages(arc);
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AM_SerializeMarkers(arc);
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FRemapTable::StaticSerializeTranslations(arc);
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Level->canvasTextureInfo.Serialize(arc);
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P_SerializePlayers(Level, arc, hubload);
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P_SerializeSounds(arc);
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// Regenerate some data that wasn't saved
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if (arc.isReading())
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{
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for (auto &sec : Level->sectors)
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@ -1012,12 +1016,17 @@ void G_SerializeLevel(FSerializer &arc, FLevelLocals *Level, bool hubload)
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}
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].mo != NULL)
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if (playeringame[i] && players[i].mo != nullptr)
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{
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FWeaponSlots::SetupWeaponSlots(players[i].mo);
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}
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}
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AActor::RecreateAllAttachedLights();
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InitPortalGroups(Level);
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Level->automap->Level = Level; // Temporary workaround. At the moment this cannot be deserialized yet.
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Level->automap->UpdateShowAllLines();
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}
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AActor::RecreateAllAttachedLights();
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InitPortalGroups(Level);
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}
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@ -71,6 +71,7 @@
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#include "a_specialspot.h"
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#include "maploader/maploader.h"
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#include "p_acs.h"
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#include "am_map.h"
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#include "fragglescript/t_script.h"
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void P_ClearUDMFKeys();
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void FLevelLocals::ClearLevelData()
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{
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ClearAllSubsectorLinks(); // can't be done as part of the polyobj deletion process.
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total_monsters = total_items = total_secrets =
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killed_monsters = found_items = found_secrets =
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wminfo.maxfrags = 0;
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P_ClearUDMFKeys();
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interpolator.ClearInterpolations(); // [RH] Nothing to interpolate on a fresh level.
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level.ClearAllSubsectorLinks(); // can't be done as part of the polyobj deletion process.
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SN_StopAllSequences ();
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DThinker::DestroyAllThinkers ();
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//
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//===========================================================================
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void P_SetupLevel(const char *lumpname, int position, bool newGame)
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void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
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{
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int i;
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level.ShaderStartTime = I_msTimeFS(); // indicate to the shader system that the level just started
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Level->ShaderStartTime = I_msTimeFS(); // indicate to the shader system that the level just started
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// This is motivated as follows:
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level.maptype = MAPTYPE_UNKNOWN;
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Level->maptype = MAPTYPE_UNKNOWN;
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wminfo.partime = 180;
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if (!savegamerestore)
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{
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level.SetMusicVolume(level.MusicVolume);
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Level->SetMusicVolume(Level->MusicVolume);
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].killcount = players[i].secretcount
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// Free all level data from the previous map
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P_FreeLevelData();
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MapData *map = P_OpenMapData(lumpname, true);
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MapData *map = P_OpenMapData(Level->MapName, true);
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if (map == nullptr)
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{
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I_Error("Unable to open map '%s'\n", lumpname);
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I_Error("Unable to open map '%s'\n", Level->MapName.GetChars());
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}
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// [ZZ] init per-map static handlers. we need to call this before everything is set up because otherwise scripts don't receive PlayerEntered event
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E_InitStaticHandlers(true);
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// generate a checksum for the level, to be included and checked with savegames.
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map->GetChecksum(level.md5);
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map->GetChecksum(Level->md5);
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// find map num
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level.lumpnum = map->lumpnum;
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Level->lumpnum = map->lumpnum;
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if (newGame)
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{
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E_NewGame(EventHandlerType::PerMap);
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}
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MapLoader loader(&level);
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loader.LoadLevel(map, lumpname, position);
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MapLoader loader(Level);
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loader.LoadLevel(map, Level->MapName.GetChars(), position);
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delete map;
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// if deathmatch, randomly spawn the active players
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@ -448,7 +450,7 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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}
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}
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// the same, but for random single/coop player starts
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else if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
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else if (Level->flags2 & LEVEL2_RANDOMPLAYERSTARTS)
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{
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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@ -456,14 +458,14 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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{
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players[i].mo = nullptr;
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FPlayerStart *mthing = G_PickPlayerStart(i);
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P_SpawnPlayer(mthing, i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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P_SpawnPlayer(mthing, i, (Level->flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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}
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}
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}
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// [SP] move unfriendly players around
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// horribly hacky - yes, this needs rewritten.
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if (level.deathmatchstarts.Size() > 0)
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if (Level->deathmatchstarts.Size() > 0)
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{
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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@ -522,7 +524,7 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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// This check was previously done at run time each time the heightsec was checked.
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// However, since 3D floors are static data, we can easily precalculate this and store it in the sector's flags for quick access.
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for (auto &s : level.sectors)
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for (auto &s : Level->sectors)
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{
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if (s.heightsec != nullptr)
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{
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@ -537,17 +539,18 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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}
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}
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P_ResetSightCounters(true);
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// Create a backup of the map data so the savegame code can toss out all fields that haven't changed in order to reduce processing time and file size.
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// Note that we want binary identity here, so assignment is not sufficient because it won't initialize any padding bytes.
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// Note that none of these structures may contain non POD fields anyway.
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level.loadsectors.Resize(level.sectors.Size());
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memcpy(&level.loadsectors[0], &level.sectors[0], level.sectors.Size() * sizeof(level.sectors[0]));
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level.loadlines.Resize(level.lines.Size());
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memcpy(&level.loadlines[0], &level.lines[0], level.lines.Size() * sizeof(level.lines[0]));
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level.loadsides.Resize(level.sides.Size());
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memcpy(&level.loadsides[0], &level.sides[0], level.sides.Size() * sizeof(level.sides[0]));
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Level->loadsectors.Resize(Level->sectors.Size());
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memcpy(&Level->loadsectors[0], &Level->sectors[0], Level->sectors.Size() * sizeof(Level->sectors[0]));
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Level->loadlines.Resize(Level->lines.Size());
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memcpy(&Level->loadlines[0], &Level->lines[0], Level->lines.Size() * sizeof(Level->lines[0]));
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Level->loadsides.Resize(Level->sides.Size());
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memcpy(&Level->loadsides[0], &Level->sides[0], Level->sides.Size() * sizeof(Level->sides[0]));
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Level->automap = AM_Create(Level);
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Level->automap->LevelInit();
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}
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//
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@ -146,7 +146,7 @@ bool P_CheckMapData(const char * mapname);
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// [RH] The only parameter used is mapname, so I removed playermask and skill.
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// On September 1, 1998, I added the position to indicate which set
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// of single-player start spots should be spawned in the level.
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void P_SetupLevel (const char *mapname, int position, bool newGame);
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void P_SetupLevel (FLevelLocals *Level, int position, bool newGame);
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void P_FreeLevelData();
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@ -46,6 +46,7 @@
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#include "d_player.h"
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#include "p_setup.h"
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#include "i_music.h"
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#include "am_map.h"
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DVector2 AM_GetPosition();
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int Net_GetLatency(int *ld, int *ad);
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@ -2529,15 +2530,17 @@ DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, FormatMapName, FormatMapName)
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ACTION_RETURN_STRING(rets);
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}
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static void GetAutomapPosition(DVector2 *pos)
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static void GetAutomapPosition(FLevelLocals *self, DVector2 *pos)
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{
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*pos = AM_GetPosition();
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*pos = self->automap->GetPosition();
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}
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DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, GetAutomapPosition, GetAutomapPosition)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_VEC2(AM_GetPosition());
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PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
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DVector2 result;
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GetAutomapPosition(self, &result);
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ACTION_RETURN_VEC2(result);
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}
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static int ZGetUDMFInt(FLevelLocals *self, int type, int index, int key)
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@ -66,6 +66,8 @@
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#include "r_videoscale.h"
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#include "i_time.h"
|
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#include "version.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "am_map.h"
|
||||
|
||||
EXTERN_CVAR(Bool, cl_capfps)
|
||||
EXTERN_CVAR(Int, menu_resolution_custom_width)
|
||||
|
@ -592,7 +594,8 @@ void V_OutputResized (int width, int height)
|
|||
C_NewModeAdjust();
|
||||
// Reload crosshair if transitioned to a different size
|
||||
ST_LoadCrosshair(true);
|
||||
AM_NewResolution();
|
||||
if (currentUILevel && currentUILevel->automap)
|
||||
currentUILevel->automap->NewResolution();
|
||||
}
|
||||
|
||||
void V_CalcCleanFacs (int designwidth, int designheight, int realwidth, int realheight, int *cleanx, int *cleany, int *_cx1, int *_cx2)
|
||||
|
|
|
@ -687,7 +687,7 @@ struct LevelLocals native
|
|||
native static void StartSlideshow(Name whichone = 'none');
|
||||
native static void WorldDone();
|
||||
native static void RemoveAllBots(bool fromlist);
|
||||
native static Vector2 GetAutomapPosition();
|
||||
native ui Vector2 GetAutomapPosition();
|
||||
native void SetInterMusic(String nextmap);
|
||||
native String FormatMapName(int mapnamecolor);
|
||||
native bool IsJumpingAllowed() const;
|
||||
|
@ -722,8 +722,8 @@ struct LevelLocals native
|
|||
return String.Format("%02d:%02d:%02d", sec / 3600, (sec % 3600) / 60, sec % 60);
|
||||
}
|
||||
|
||||
native bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = crushDoom);
|
||||
native bool CreateFloor(sector sec, EFloor floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
|
||||
native bool CreateCeiling(sector sec, int type, line ln, double speed, double speed2, double height = 0, int crush = -1, int silent = 0, int change = 0, int crushmode = 0 /*Floor.crushDoom*/);
|
||||
native bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false);
|
||||
|
||||
}
|
||||
|
||||
|
@ -926,7 +926,7 @@ class Floor : MovingFloor native
|
|||
genFloorChg
|
||||
};
|
||||
|
||||
deprecated("3.8") static bool CreateFloor(sector sec, EFloor floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false)
|
||||
deprecated("3.8") static bool CreateFloor(sector sec, int floortype, line ln, double speed, double height = 0, int crush = -1, int change = 0, bool crushmode = false, bool hereticlower = false)
|
||||
{
|
||||
return level.CreateFloor(sec, floortype, ln, speed, height, crush, change, crushmode, hereticlower);
|
||||
}
|
||||
|
|
|
@ -31,11 +31,6 @@
|
|||
**
|
||||
*/
|
||||
|
||||
/*
|
||||
|
||||
DVector2 AM_GetPosition();
|
||||
*/
|
||||
|
||||
class AltHud ui
|
||||
{
|
||||
TextureID tnt1a0;
|
||||
|
|
Loading…
Reference in a new issue