mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
710 lines
No EOL
18 KiB
Text
710 lines
No EOL
18 KiB
Text
class Weapon : StateProvider native
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{
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enum EFireMode
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{
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PrimaryFire,
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AltFire,
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EitherFire
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};
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const ZOOM_INSTANT = 1;
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const ZOOM_NOSCALETURNING = 2;
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native uint WeaponFlags;
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native class<Ammo> AmmoType1, AmmoType2; // Types of ammo used by self weapon
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native int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
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native int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to self weapon
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native int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
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native int Kickback;
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native float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
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native sound UpSound, ReadySound; // Sounds when coming up and idle
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native class<Weapon> SisterWeaponType; // Another weapon to pick up with self one
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native class<Actor> ProjectileType; // Projectile used by primary attack
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native class<Actor> AltProjectileType; // Projectile used by alternate attack
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native int SelectionOrder; // Lower-numbered weapons get picked first
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native int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
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native double MoveCombatDist; // Used by bots, but do they *really* need it?
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native int ReloadCounter; // For A_CheckForReload
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native int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
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native float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
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native float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
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native Ammo Ammo1, Ammo2; // In-inventory instance variables
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native Weapon SisterWeapon;
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native float FOVScale;
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native int Crosshair; // 0 to use player's crosshair
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native bool GivenAsMorphWeapon;
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native bool bAltFire; // Set when self weapon's alternate fire is used.
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native readonly bool bDehAmmo;
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Default
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{
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Inventory.PickupSound "misc/w_pkup";
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Weapon.DefaultKickback;
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Weapon.BobSpeed 1.0;
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Weapon.BobRangeX 1.0;
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Weapon.BobRangeY 1.0;
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+WEAPONSPAWN
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DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
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}
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States
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{
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LightDone:
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SHTG E 0 A_Light0;
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Stop;
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}
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native bool CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo = false, int ammocount = -1);
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native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1);
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virtual State GetReadyState ()
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{
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return FindState('Ready');
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}
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virtual State GetUpState ()
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{
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return FindState('Select');
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}
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virtual State GetDownState ()
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{
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return FindState('Deselect');
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}
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virtual State GetAtkState (bool hold)
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{
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State s = null;
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if (hold) s = FindState('Hold');
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if (s == null) s = FindState('Fire');
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return s;
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}
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virtual State GetAltAtkState (bool hold)
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{
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State s = null;
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if (hold) s = FindState('AltHold');
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if (s == null) s = FindState('AltFire');
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return s;
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}
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action void A_GunFlash(statelabel flashlabel = null, int flags = 0)
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{
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let player = player;
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if (null == player || player.ReadyWeapon == null)
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{
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return;
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}
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if (!(flags & GFF_NOEXTCHANGE))
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{
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player.mo.PlayAttacking2 ();
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}
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if (flashlabel == null)
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{
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if (player.ReadyWeapon.bAltFire)
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{
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flashlabel = 'AltFlash';
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}
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if (flashlabel == null)
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{
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flashlabel = 'Flash';
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}
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}
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player.SetPsprite(PSP_FLASH, player.ReadyWeapon.FindState(flashlabel));
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_Lower
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//
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//---------------------------------------------------------------------------
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action void A_Lower(int lowerspeed = 6)
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{
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let player = player;
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if (null == player)
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{
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return;
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}
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if (null == player.ReadyWeapon)
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{
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player.BringUpWeapon();
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return;
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}
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let psp = player.GetPSprite(PSP_WEAPON);
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if (player.morphTics || player.cheats & CF_INSTANTWEAPSWITCH)
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{
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psp.y = WEAPONBOTTOM;
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}
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else
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{
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psp.y += lowerspeed;
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}
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if (psp.y < WEAPONBOTTOM)
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{ // Not lowered all the way yet
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return;
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}
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if (player.playerstate == PST_DEAD)
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{ // Player is dead, so don't bring up a pending weapon
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// Player is dead, so keep the weapon off screen
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player.SetPsprite(PSP_FLASH, null);
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psp.SetState(player.ReadyWeapon.FindState('DeadLowered'));
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return;
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}
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// [RH] Clear the flash state. Only needed for Strife.
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player.SetPsprite(PSP_FLASH, null);
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player.BringUpWeapon ();
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return;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_Raise
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//
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//---------------------------------------------------------------------------
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action void A_Raise(int raisespeed = 6)
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{
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let player = player;
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if (null == player)
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{
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return;
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}
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if (player.PendingWeapon != WP_NOCHANGE)
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{
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player.DropWeapon();
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return;
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}
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if (player.ReadyWeapon == null)
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{
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return;
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}
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let psp = player.GetPSprite(PSP_WEAPON);
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psp.y -= raisespeed;
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if (psp.y > WEAPONTOP)
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{ // Not raised all the way yet
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return;
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}
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psp.y = WEAPONTOP;
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psp.SetState(player.ReadyWeapon.GetReadyState());
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return;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_CheckReload
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//
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// Present in Doom, but unused. Also present in Strife, and actually used.
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//
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//---------------------------------------------------------------------------
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action void A_CheckReload()
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{
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let player = self.player;
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if (player != NULL)
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{
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player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire ? Weapon.AltFire : Weapon.PrimaryFire, true);
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}
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}
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//===========================================================================
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//
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// A_ZoomFactor
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//
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//===========================================================================
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action void A_ZoomFactor(double zoom = 1, int flags = 0)
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{
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let player = self.player;
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if (player != NULL && player.ReadyWeapon != NULL)
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{
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zoom = 1 / clamp(zoom, 0.1, 50.0);
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if (flags & 1)
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{ // Make the zoom instant.
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self.player.FOV = self.player.DesiredFOV * zoom;
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}
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if (flags & 2)
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{ // Disable pitch/yaw scaling.
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zoom = -zoom;
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}
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self.player.ReadyWeapon.FOVScale = zoom;
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}
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}
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//===========================================================================
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//
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// A_SetCrosshair
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//
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//===========================================================================
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action void A_SetCrosshair(int xhair)
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{
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let player = self.player;
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if (player != NULL && player.ReadyWeapon != NULL)
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{
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player.ReadyWeapon.Crosshair = xhair;
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}
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}
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//===========================================================================
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//
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// AWeapon :: TryPickup
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//
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// If you can't see the weapon when it's active, then you can't pick it up.
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//
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//===========================================================================
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override bool TryPickupRestricted (in out Actor toucher)
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{
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// Wrong class, but try to pick up for ammo
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if (ShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1));
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gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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//===========================================================================
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//
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// AWeapon :: TryPickup
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//
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//===========================================================================
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override bool TryPickup (in out Actor toucher)
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{
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State ReadyState = FindState('Ready');
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if (ReadyState != NULL && ReadyState.ValidateSpriteFrame())
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{
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return Super.TryPickup (toucher);
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}
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return false;
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}
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//===========================================================================
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//
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// AWeapon :: Use
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//
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// Make the player switch to self weapon.
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//
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//===========================================================================
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override bool Use (bool pickup)
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{
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Weapon useweap = self;
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// Powered up weapons cannot be used directly.
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if (bPowered_Up) return false;
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// If the player is powered-up, use the alternate version of the
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// weapon, if one exists.
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if (SisterWeapon != NULL &&
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SisterWeapon.bPowered_Up &&
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Owner.FindInventory ("PowerWeaponLevel2", true))
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{
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useweap = SisterWeapon;
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}
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if (Owner.player != NULL && Owner.player.ReadyWeapon != useweap)
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{
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Owner.player.PendingWeapon = useweap;
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}
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// Return false so that the weapon is not removed from the inventory.
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return false;
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}
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//===========================================================================
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//
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// AWeapon :: Destroy
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//
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//===========================================================================
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override void OnDestroy()
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{
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let sister = SisterWeapon;
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if (sister != NULL)
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{
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// avoid recursion
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sister.SisterWeapon = NULL;
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if (sister != self)
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{ // In case we are our own sister, don't crash.
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sister.Destroy();
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}
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}
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Super.OnDestroy();
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}
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//===========================================================================
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//
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// AWeapon :: HandlePickup
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//
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// Try to leach ammo from the weapon if you have it already.
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//
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//===========================================================================
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override bool HandlePickup (Inventory item)
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{
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if (item.GetClass() == GetClass())
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{
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if (Weapon(item).PickupForAmmo (self))
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{
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item.bPickupGood = true;
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}
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if (MaxAmount > 1) //[SP] If amount<maxamount do another pickup test of the weapon itself!
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{
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return Super.HandlePickup (item);
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}
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return true;
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}
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return false;
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}
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//===========================================================================
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//
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// AWeapon :: PickupForAmmo
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//
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// The player already has self weapon, so try to pick it up for ammo.
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//
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//===========================================================================
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protected bool PickupForAmmo (Weapon ownedWeapon)
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{
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bool gotstuff = false;
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// Don't take ammo if the weapon sticks around.
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if (!ShouldStay ())
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{
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int oldamount1 = 0;
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int oldamount2 = 0;
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if (ownedWeapon.Ammo1 != NULL) oldamount1 = ownedWeapon.Ammo1.Amount;
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if (ownedWeapon.Ammo2 != NULL) oldamount2 = ownedWeapon.Ammo2.Amount;
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if (AmmoGive1 > 0) gotstuff = AddExistingAmmo (ownedWeapon.Ammo1, AmmoGive1);
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if (AmmoGive2 > 0) gotstuff |= AddExistingAmmo (ownedWeapon.Ammo2, AmmoGive2);
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let Owner = ownedWeapon.Owner;
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if (gotstuff && Owner != NULL && Owner.player != NULL)
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{
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if (ownedWeapon.Ammo1 != NULL && oldamount1 == 0)
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{
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PlayerPawn(Owner).CheckWeaponSwitch(ownedWeapon.Ammo1.GetClass());
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}
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else if (ownedWeapon.Ammo2 != NULL && oldamount2 == 0)
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{
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PlayerPawn(Owner).CheckWeaponSwitch(ownedWeapon.Ammo2.GetClass());
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}
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}
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}
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return gotstuff;
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}
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//===========================================================================
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//
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// AWeapon :: CreateCopy
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//
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//===========================================================================
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override Inventory CreateCopy (Actor other)
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{
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let copy = Weapon(Super.CreateCopy (other));
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if (copy != self && copy != null)
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{
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copy.AmmoGive1 = AmmoGive1;
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copy.AmmoGive2 = AmmoGive2;
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}
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return copy;
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}
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//===========================================================================
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//
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// AWeapon :: CreateTossable
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//
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// A weapon that's tossed out should contain no ammo, so you can't cheat
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// by dropping it and then picking it back up.
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//
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//===========================================================================
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override Inventory CreateTossable ()
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{
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// Only drop the weapon that is meant to be placed in a level. That is,
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// only drop the weapon that normally gives you ammo.
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if (SisterWeapon != NULL &&
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Default.AmmoGive1 == 0 && Default.AmmoGive2 == 0 &&
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(SisterWeapon.Default.AmmoGive1 > 0 || SisterWeapon.Default.AmmoGive2 > 0))
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{
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return SisterWeapon.CreateTossable ();
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}
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let copy = Weapon(Super.CreateTossable ());
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if (copy != NULL)
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{
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// If self weapon has a sister, remove it from the inventory too.
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if (SisterWeapon != NULL)
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{
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SisterWeapon.SisterWeapon = NULL;
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SisterWeapon.Destroy ();
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}
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// To avoid exploits, the tossed weapon must not have any ammo.
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copy.AmmoGive1 = 0;
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copy.AmmoGive2 = 0;
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}
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return copy;
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}
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//===========================================================================
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//
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// AWeapon :: AttachToOwner
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//
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//===========================================================================
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override void AttachToOwner (Actor other)
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{
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Super.AttachToOwner (other);
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Ammo1 = AddAmmo (Owner, AmmoType1, AmmoGive1);
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Ammo2 = AddAmmo (Owner, AmmoType2, AmmoGive2);
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SisterWeapon = AddWeapon (SisterWeaponType);
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if (Owner.player != NULL)
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{
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if (!Owner.player.GetNeverSwitch() && !bNo_Auto_Switch)
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{
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Owner.player.PendingWeapon = self;
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}
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if (Owner.player.mo == players[consoleplayer].camera)
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{
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StatusBar.ReceivedWeapon (self);
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}
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}
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GivenAsMorphWeapon = false; // will be set explicitly by morphing code
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}
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//===========================================================================
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//
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// AWeapon :: AddAmmo
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//
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// Give some ammo to the owner, even if it's just 0.
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//
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//===========================================================================
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protected Ammo AddAmmo (Actor other, Class<Ammo> ammotype, int amount)
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{
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Ammo ammoitem;
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if (ammotype == NULL)
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{
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return NULL;
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}
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// [BC] This behavior is from the original Doom. Give 5/2 times as much ammoitem when
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// we pick up a weapon in deathmatch.
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if (( deathmatch ) && ( gameinfo.gametype & GAME_DoomChex ))
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amount = amount * 5 / 2;
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// extra ammoitem in baby mode and nightmare mode
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if (!bIgnoreSkill)
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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}
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ammoitem = Ammo(other.FindInventory (ammotype));
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if (ammoitem == NULL)
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{
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ammoitem = Ammo(Spawn (ammotype));
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ammoitem.Amount = MIN (amount, ammoitem.MaxAmount);
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ammoitem.AttachToOwner (other);
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}
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else if (ammoitem.Amount < ammoitem.MaxAmount)
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{
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ammoitem.Amount += amount;
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if (ammoitem.Amount > ammoitem.MaxAmount)
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{
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ammoitem.Amount = ammoitem.MaxAmount;
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}
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}
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return ammoitem;
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}
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//===========================================================================
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//
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// AWeapon :: AddExistingAmmo
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//
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// Give the owner some more ammo he already has.
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//
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//===========================================================================
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protected bool AddExistingAmmo (Inventory ammo, int amount)
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{
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if (ammo != NULL && (ammo.Amount < ammo.MaxAmount || sv_unlimited_pickup))
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{
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// extra ammo in baby mode and nightmare mode
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if (!bIgnoreSkill)
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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}
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ammo.Amount += amount;
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if (ammo.Amount > ammo.MaxAmount && !sv_unlimited_pickup)
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{
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ammo.Amount = ammo.MaxAmount;
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}
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return true;
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}
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return false;
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}
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//===========================================================================
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//
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// AWeapon :: AddWeapon
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//
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// Give the owner a weapon if they don't have it already.
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//
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//===========================================================================
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protected Weapon AddWeapon (Class<Weapon> weapontype)
|
|
{
|
|
Weapon weap;
|
|
|
|
if (weapontype == NULL)
|
|
{
|
|
return NULL;
|
|
}
|
|
weap = Weapon(Owner.FindInventory (weapontype));
|
|
if (weap == NULL)
|
|
{
|
|
weap = Weapon(Spawn (weapontype));
|
|
weap.AttachToOwner (Owner);
|
|
}
|
|
return weap;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// AWeapon :: ShouldStay
|
|
//
|
|
//===========================================================================
|
|
|
|
override bool ShouldStay ()
|
|
{
|
|
if (((multiplayer &&
|
|
(!deathmatch && !alwaysapplydmflags)) || sv_weaponstay) &&
|
|
!bDropped)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// AWeapon :: EndPowerUp
|
|
//
|
|
// The Tome of Power just expired.
|
|
//
|
|
//===========================================================================
|
|
|
|
virtual void EndPowerup ()
|
|
{
|
|
let player = Owner.player;
|
|
if (SisterWeapon != NULL && bPowered_Up)
|
|
{
|
|
if (GetReadyState() != SisterWeapon.GetReadyState())
|
|
{
|
|
if (player.PendingWeapon == NULL || player.PendingWeapon == WP_NOCHANGE)
|
|
player.PendingWeapon = SisterWeapon;
|
|
}
|
|
else
|
|
{
|
|
let psp = player.FindPSprite(PSP_WEAPON);
|
|
if (psp != null && psp.Caller == player.ReadyWeapon)
|
|
{
|
|
// If the weapon changes but the state does not, we have to manually change the PSprite's caller here.
|
|
psp.Caller = SisterWeapon;
|
|
player.ReadyWeapon = SisterWeapon;
|
|
}
|
|
else
|
|
{
|
|
// Something went wrong. Initiate a regular weapon change.
|
|
player.PendingWeapon = SisterWeapon;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
class WeaponGiver : Weapon
|
|
{
|
|
double AmmoFactor;
|
|
|
|
Default
|
|
{
|
|
Weapon.AmmoGive1 -1;
|
|
Weapon.AmmoGive2 -1;
|
|
}
|
|
|
|
override bool TryPickup(in out Actor toucher)
|
|
{
|
|
DropItem di = GetDropItems();
|
|
Weapon weap;
|
|
|
|
if (di != NULL)
|
|
{
|
|
Class<Weapon> ti = di.Name;
|
|
if (ti != NULL)
|
|
{
|
|
if (master == NULL)
|
|
{
|
|
// save the spawned weapon in 'master' to avoid constant respawning if it cannot be picked up.
|
|
master = weap = Weapon(Spawn(di.Name));
|
|
if (weap != NULL)
|
|
{
|
|
weap.bAlwaysPickup = false; // use the flag of self item only.
|
|
weap.bDropped = bDropped;
|
|
|
|
// If our ammo gives are non-negative, transfer them to the real weapon.
|
|
if (AmmoGive1 >= 0) weap.AmmoGive1 = AmmoGive1;
|
|
if (AmmoGive2 >= 0) weap.AmmoGive2 = AmmoGive2;
|
|
|
|
// If AmmoFactor is non-negative, modify the given ammo amounts.
|
|
if (AmmoFactor > 0)
|
|
{
|
|
weap.AmmoGive1 = int(weap.AmmoGive1 * AmmoFactor);
|
|
weap.AmmoGive2 = int(weap.AmmoGive2 * AmmoFactor);
|
|
}
|
|
weap.BecomeItem();
|
|
}
|
|
else return false;
|
|
}
|
|
|
|
weap = Weapon(master);
|
|
bool res = false;
|
|
if (weap != null)
|
|
{
|
|
res = weap.CallTryPickup(toucher);
|
|
if (res)
|
|
{
|
|
GoAwayAndDie();
|
|
master = NULL;
|
|
}
|
|
}
|
|
return res;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
}
|
|
|
|
struct WeaponSlots native
|
|
{
|
|
native bool, int, int LocateWeapon(class<Weapon> weap);
|
|
} |