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- The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them.
SVN r3750 (trunk)
This commit is contained in:
parent
71601f91d1
commit
0c8e4c37d9
8 changed files with 40 additions and 27 deletions
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@ -400,12 +400,25 @@ enum EMapThingFlags
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STF_ALTSHADOW = 0x0200,
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};
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// A simplified mapthing for player starts
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struct FPlayerStart
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{
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fixed_t x, y, z;
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short angle, type;
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FPlayerStart() { }
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FPlayerStart(const FMapThing *mthing)
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: x(mthing->x), y(mthing->y), z(mthing->z),
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angle(mthing->angle),
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type(mthing->type)
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{ }
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};
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// Player spawn spots for deathmatch.
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extern TArray<FMapThing> deathmatchstarts;
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extern TArray<FPlayerStart> deathmatchstarts;
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// Player spawn spots.
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extern FMapThing playerstarts[MAXPLAYERS];
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extern TArray<FMapThing> AllPlayerStarts;
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extern FPlayerStart playerstarts[MAXPLAYERS];
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extern TArray<FPlayerStart> AllPlayerStarts;
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#endif // __DOOMDATA__
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@ -1375,7 +1375,7 @@ void G_PlayerReborn (int player)
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// because something is occupying it
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//
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bool G_CheckSpot (int playernum, FMapThing *mthing)
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bool G_CheckSpot (int playernum, FPlayerStart *mthing)
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{
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fixed_t x;
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fixed_t y;
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@ -1424,7 +1424,7 @@ bool G_CheckSpot (int playernum, FMapThing *mthing)
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//
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// [RH] Returns the distance of the closest player to the given mapthing
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static fixed_t PlayersRangeFromSpot (FMapThing *spot)
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static fixed_t PlayersRangeFromSpot (FPlayerStart *spot)
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{
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fixed_t closest = INT_MAX;
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fixed_t distance;
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@ -1446,10 +1446,10 @@ static fixed_t PlayersRangeFromSpot (FMapThing *spot)
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}
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// [RH] Select the deathmatch spawn spot farthest from everyone.
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static FMapThing *SelectFarthestDeathmatchSpot (size_t selections)
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static FPlayerStart *SelectFarthestDeathmatchSpot (size_t selections)
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{
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fixed_t bestdistance = 0;
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FMapThing *bestspot = NULL;
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FPlayerStart *bestspot = NULL;
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unsigned int i;
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for (i = 0; i < selections; i++)
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@ -1467,7 +1467,7 @@ static FMapThing *SelectFarthestDeathmatchSpot (size_t selections)
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}
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// [RH] Select a deathmatch spawn spot at random (original mechanism)
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static FMapThing *SelectRandomDeathmatchSpot (int playernum, unsigned int selections)
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static FPlayerStart *SelectRandomDeathmatchSpot (int playernum, unsigned int selections)
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{
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unsigned int i, j;
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@ -1487,7 +1487,7 @@ static FMapThing *SelectRandomDeathmatchSpot (int playernum, unsigned int select
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void G_DeathMatchSpawnPlayer (int playernum)
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{
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unsigned int selections;
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FMapThing *spot;
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FPlayerStart *spot;
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selections = deathmatchstarts.Size ();
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// [RH] We can get by with just 1 deathmatch start
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@ -1528,13 +1528,13 @@ void G_DeathMatchSpawnPlayer (int playernum)
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//
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// G_PickPlayerStart
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//
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FMapThing *G_PickPlayerStart(int playernum, int flags)
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FPlayerStart *G_PickPlayerStart(int playernum, int flags)
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{
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if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM))
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{
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if (!(flags & PPS_NOBLOCKINGCHECK))
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{
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TArray<FMapThing *> good_starts;
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TArray<FPlayerStart *> good_starts;
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unsigned int i;
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// Find all unblocked player starts.
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@ -1629,7 +1629,7 @@ void G_DoReborn (int playernum, bool freshbot)
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}
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else
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{ // try to spawn at any random player's spot
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FMapThing *start = G_PickPlayerStart(playernum, PPS_FORCERANDOM);
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FPlayerStart *start = G_PickPlayerStart(playernum, PPS_FORCERANDOM);
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AActor *mo = P_SpawnPlayer(start, playernum);
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if (mo != NULL) P_PlayerStartStomp(mo);
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}
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@ -32,7 +32,7 @@ struct PNGHandle;
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//
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void G_DeathMatchSpawnPlayer (int playernum);
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struct FMapThing *G_PickPlayerStart (int playernum, int flags = 0);
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struct FPlayerStart *G_PickPlayerStart (int playernum, int flags = 0);
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enum
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{
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PPS_FORCERANDOM = 1,
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@ -158,7 +158,7 @@ void P_TeleportToPlayerStarts (AActor *victim)
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fixed_t destX,destY;
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angle_t destAngle;
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FMapThing *start = G_PickPlayerStart(0, PPS_FORCERANDOM | PPS_NOBLOCKINGCHECK);
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FPlayerStart *start = G_PickPlayerStart(0, PPS_FORCERANDOM | PPS_NOBLOCKINGCHECK);
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destX = start->x;
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destY = start->y;
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destAngle = ANG45 * (start->angle/45);
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@ -38,7 +38,7 @@ bool AArtiTeleport::Use (bool pickup)
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}
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else
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{
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FMapThing *start = G_PickPlayerStart(int(Owner->player - players));
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FPlayerStart *start = G_PickPlayerStart(int(Owner->player - players));
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destX = start->x;
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destY = start->y;
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destAngle = ANG45 * (start->angle/45);
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@ -116,9 +116,7 @@ void P_UnPredictPlayer ();
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extern fixed_t FloatBobOffsets[64];
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struct FMapThing;
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APlayerPawn *P_SpawnPlayer (FMapThing *mthing, int playernum, bool tempplayer=false);
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APlayerPawn *P_SpawnPlayer (struct FPlayerStart *mthing, int playernum, bool tempplayer=false);
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void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
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int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);
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@ -4074,7 +4074,7 @@ EXTERN_CVAR (Bool, chasedemo)
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extern bool demonew;
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APlayerPawn *P_SpawnPlayer (FMapThing *mthing, int playernum, bool tempplayer)
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APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, bool tempplayer)
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{
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player_t *p;
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APlayerPawn *mobj, *oldactor;
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@ -4356,7 +4356,8 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// count deathmatch start positions
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if (mthing->type == 11)
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{
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deathmatchstarts.Push (*mthing);
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FPlayerStart start(mthing);
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deathmatchstarts.Push(start);
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return NULL;
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}
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@ -4480,11 +4481,12 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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return NULL;
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// save spots for respawning in network games
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playerstarts[pnum] = *mthing;
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AllPlayerStarts.Push(*mthing);
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FPlayerStart start(mthing);
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playerstarts[pnum] = start;
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AllPlayerStarts.Push(start);
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if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
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{
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return P_SpawnPlayer(&playerstarts[pnum], pnum);
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return P_SpawnPlayer(&start, pnum);
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}
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return NULL;
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}
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@ -182,9 +182,9 @@ BYTE* rejectmatrix;
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bool ForceNodeBuild;
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// Maintain single and multi player starting spots.
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TArray<FMapThing> deathmatchstarts (16);
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FMapThing playerstarts[MAXPLAYERS];
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TArray<FMapThing> AllPlayerStarts;
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TArray<FPlayerStart> deathmatchstarts (16);
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FPlayerStart playerstarts[MAXPLAYERS];
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TArray<FPlayerStart> AllPlayerStarts;
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static void P_AllocateSideDefs (int count);
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@ -3988,7 +3988,7 @@ void P_SetupLevel (char *lumpname, int position)
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if (playeringame[i])
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{
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players[i].mo = NULL;
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FMapThing *mthing = G_PickPlayerStart(i);
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FPlayerStart *mthing = G_PickPlayerStart(i);
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P_SpawnPlayer(mthing, i);
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}
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}
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