2020-06-24 19:21:02 +00:00
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#pragma once
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2020-07-06 20:23:18 +00:00
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#include "screenjob.h"
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2020-07-06 16:08:31 +00:00
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#include "constants.h"
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2020-08-26 15:12:48 +00:00
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#include "packet.h"
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2020-10-21 17:14:41 +00:00
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#include "types.h"
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2020-07-06 20:23:18 +00:00
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2020-07-07 20:41:31 +00:00
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struct MapRecord;
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2020-07-06 20:23:18 +00:00
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BEGIN_DUKE_NS
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2020-10-21 17:14:41 +00:00
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2020-07-06 20:23:18 +00:00
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// dumping ground for all external function prototypes to keep them out of the important headers.
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2020-07-07 07:39:33 +00:00
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// This list is not sorted in any way.
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void lava_cleararrays();
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2021-11-18 18:44:26 +00:00
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void addjaildoor(int p1, int p2, int iht, int jlt, int p3, sectortype* h);
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void addminecart(int p1, int p2, sectortype* i, int iht, int p3, sectortype* childsectnum);
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2021-12-21 20:14:27 +00:00
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void addtorch(DDukeActor* i);
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void addlightning(DDukeActor* i);
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2020-07-06 20:23:18 +00:00
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2020-06-24 19:21:02 +00:00
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void movecyclers(void);
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void movedummyplayers(void);
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void resetlanepics(void);
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void moveplayers();
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void doanimations();
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void movefx();
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2022-09-08 11:16:27 +00:00
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void moveclouds(double interpfrac);
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2022-01-02 14:44:52 +00:00
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void movefta();
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2020-06-24 19:21:02 +00:00
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2022-01-21 00:04:08 +00:00
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void clearcameras(int i, player_struct* p);
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2020-10-21 17:14:41 +00:00
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void RANDOMSCRAP(DDukeActor* i);
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2020-10-24 08:37:20 +00:00
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void movecrane(DDukeActor* i, int crane);
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2020-10-21 19:57:18 +00:00
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void detonate(DDukeActor* i, int explosion);
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2022-01-19 18:15:23 +00:00
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void movemasterswitch(DDukeActor* i);
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2020-10-21 20:17:25 +00:00
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void movetrash(DDukeActor* i);
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void movewaterdrip(DDukeActor* i, int drip);
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void movedoorshock(DDukeActor* i);
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2020-10-21 20:22:12 +00:00
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void movetouchplate(DDukeActor* i, int plate);
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void movecanwithsomething(DDukeActor* i);
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2020-10-21 20:29:35 +00:00
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void bounce(DDukeActor* i);
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void movetongue(DDukeActor* i, int tongue, int jaw);
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2022-08-22 21:57:39 +00:00
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void rpgexplode(DDukeActor* i, int j, const DVector3& pos, int EXPLOSION2, int EXPLOSIONBOT2, int newextra, int playsound);
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2020-10-21 20:22:12 +00:00
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void moveooz(DDukeActor* i, int seenine, int seeninedead, int ooz, int explosion);
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2020-10-24 07:35:43 +00:00
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void lotsofstuff(DDukeActor* s, int n, int spawntype);
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2020-10-21 20:34:45 +00:00
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bool respawnmarker(DDukeActor* i, int yellow, int green);
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bool rat(DDukeActor* i, bool makesound);
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bool queball(DDukeActor* i, int pocket, int queball, int stripeball);
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2020-10-21 20:59:56 +00:00
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void forcesphere(DDukeActor* i, int forcesphere);
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void recon(DDukeActor* i, int explosion, int firelaser, int attacksnd, int painsnd, int roamsnd, int shift, int (*getspawn)(DDukeActor* i));
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2020-10-21 21:04:14 +00:00
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void ooz(DDukeActor* i);
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void reactor(DDukeActor* i, int REACTOR, int REACTOR2, int REACTORBURNT, int REACTOR2BURNT, int REACTORSPARK, int REACTOR2SPARK);
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void camera(DDukeActor* i);
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2022-10-24 07:00:31 +00:00
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void bloodsplats(DDukeActor* actor);
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2020-10-21 21:11:06 +00:00
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void forcesphereexplode(DDukeActor* i);
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void watersplash2(DDukeActor* i);
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void frameeffect1(DDukeActor* i);
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bool money(DDukeActor* i, int BLOODPOOL);
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2020-10-21 21:18:24 +00:00
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bool jibs(DDukeActor* i, int JIBS6, bool timeout, bool callsetsprite, bool floorcheck, bool zcheck1, bool zcheck2);
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2022-01-26 23:41:33 +00:00
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bool bloodpool(DDukeActor* i, bool puke);
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2020-10-21 21:18:24 +00:00
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void shell(DDukeActor* i, bool morecheck);
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void glasspieces(DDukeActor* i);
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2020-06-24 19:21:02 +00:00
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2022-01-19 09:48:18 +00:00
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void handle_se00(DDukeActor* i);
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2020-10-21 21:39:12 +00:00
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void handle_se01(DDukeActor* i);
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2020-10-21 21:56:46 +00:00
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void handle_se14(DDukeActor* i, bool checkstat, int RPG, int JIBS6);
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2020-10-21 22:00:43 +00:00
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void handle_se30(DDukeActor* i, int JIBS6);
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2020-10-21 22:10:43 +00:00
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void handle_se02(DDukeActor* i);
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void handle_se03(DDukeActor* i);
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void handle_se04(DDukeActor* i);
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2020-10-21 22:14:54 +00:00
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void handle_se05(DDukeActor* i, int FIRELASER);
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void handle_se08(DDukeActor* i, bool checkhitag1);
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void handle_se10(DDukeActor* i, const int *);
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2020-10-21 22:20:47 +00:00
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void handle_se11(DDukeActor* i);
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void handle_se12(DDukeActor* i, int planeonly = 0);
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void handle_se13(DDukeActor* i);
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2020-10-21 22:25:11 +00:00
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void handle_se15(DDukeActor* i);
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void handle_se16(DDukeActor* i, int REACTOR, int REACTOR2);
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void handle_se17(DDukeActor* i);
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2020-10-21 22:30:22 +00:00
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void handle_se18(DDukeActor* i, bool morecheck);
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void handle_se19(DDukeActor* i, int BIGFORCE);
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2020-10-21 22:35:30 +00:00
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void handle_se20(DDukeActor* i);
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void handle_se21(DDukeActor* i);
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void handle_se22(DDukeActor* i);
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2022-09-12 19:59:34 +00:00
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void handle_se24(DDukeActor* actor, bool scroll, double shift);
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2022-09-12 21:35:48 +00:00
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void handle_se25(DDukeActor* a, int snd1, int snd2);
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2020-10-21 22:35:30 +00:00
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void handle_se26(DDukeActor* i);
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2020-10-21 22:40:57 +00:00
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void handle_se27(DDukeActor* i);
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2022-09-11 21:51:48 +00:00
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void handle_se29(DDukeActor* actor);
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2020-10-21 23:04:13 +00:00
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void handle_se31(DDukeActor* a, bool choosedir);
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2020-10-21 22:40:57 +00:00
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void handle_se32(DDukeActor* i);
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void handle_se35(DDukeActor* i, int SMALLSMOKE, int EXPLOSION2);
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void handle_se128(DDukeActor* i);
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void handle_se130(DDukeActor* i, int countmax, int EXPLOSION2);
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2020-06-24 19:21:02 +00:00
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2020-10-24 08:30:17 +00:00
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void respawn_rrra(DDukeActor* oldact, DDukeActor* newact);
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2020-10-22 17:08:10 +00:00
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void check_fta_sounds_d(DDukeActor* i);
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void check_fta_sounds_r(DDukeActor* i);
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2020-06-24 19:21:02 +00:00
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2020-10-21 23:12:16 +00:00
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int dodge(DDukeActor*);
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2020-10-22 14:40:48 +00:00
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void alterang(int ang, DDukeActor* actor, int g_p);
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2020-11-01 16:57:40 +00:00
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void fall_common(DDukeActor* actor, int g_p, int JIBS6, int DRONE, int BLOODPOOL, int SHOTSPARK1, int squished, int thud, int(*fallspecial)(DDukeActor*, int));
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2022-02-07 10:04:19 +00:00
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void checkavailweapon(player_struct* p);
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2020-10-21 17:14:41 +00:00
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void deletesprite(DDukeActor* num);
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2022-02-07 10:04:19 +00:00
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void addammo(int weapon, player_struct* p, int amount);
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2020-06-24 19:21:02 +00:00
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2020-10-21 17:38:53 +00:00
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int ssp(DDukeActor* i, unsigned int cliptype); //The set sprite function
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2020-10-24 07:40:10 +00:00
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void insertspriteq(DDukeActor *i);
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2020-10-22 17:27:59 +00:00
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int wakeup(DDukeActor* sn, int pn);
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2020-07-06 20:23:18 +00:00
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int timedexit(int snum);
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2020-10-23 17:50:18 +00:00
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void dokneeattack(int snum, const std::initializer_list<int>& respawnlist);
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2020-07-06 20:23:18 +00:00
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int endoflevel(int snum);
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2022-09-14 19:25:27 +00:00
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void playerisdead(int snum, int psectlotag, double fz, double cz);
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2020-07-06 20:23:18 +00:00
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void footprints(int snum);
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int makepainsounds(int snum, int type);
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void playerCrouch(int snum);
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2022-09-14 20:04:41 +00:00
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void playerJump(int snum, double fz, double cz);
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2020-11-29 08:00:00 +00:00
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2020-08-29 11:32:14 +00:00
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void checklook(int snum, ESyncBits actions);
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2020-07-06 20:23:18 +00:00
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void playerCenterView(int snum);
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2020-08-29 11:32:14 +00:00
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void playerLookUp(int snum, ESyncBits actions);
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void playerLookDown(int snum, ESyncBits actions);
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void playerAimUp(int snum, ESyncBits actions);
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void playerAimDown(int snum, ESyncBits actions);
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2022-09-13 21:07:08 +00:00
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void tracers(const DVector3& start, const DVector3& dest, int n);
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2020-11-01 19:57:02 +00:00
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DDukeActor* aim(DDukeActor* s, int aang);
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2022-02-07 10:04:19 +00:00
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void checkweapons(player_struct* const p);
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2022-09-12 16:26:27 +00:00
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int findotherplayer(int p, double* d);
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2022-02-07 10:04:19 +00:00
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void quickkill(player_struct* p);
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int setpal(player_struct* p);
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2020-07-06 20:23:18 +00:00
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int madenoise(int playerNum);
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2021-11-18 18:57:14 +00:00
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int haskey(sectortype* sect, int snum);
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2022-09-13 18:54:34 +00:00
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void shootbloodsplat(DDukeActor* i, int p, const DVector3& pos, DAngle ang, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST);
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2020-07-06 20:23:18 +00:00
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2021-11-17 23:32:46 +00:00
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void breakwall(int newpn, DDukeActor* spr, walltype* dawallnum);
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2022-01-09 22:03:11 +00:00
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int callsound(sectortype* sectnum,DDukeActor* snum, bool endstate = false);
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2022-09-13 22:11:16 +00:00
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double hitasprite(DDukeActor* snum,DDukeActor **hitSprite);
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2022-09-12 16:26:27 +00:00
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int findplayer(const DDukeActor* s, double* dist);
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2020-07-06 20:23:18 +00:00
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void operatejaildoors(int hitag);
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void allignwarpelevators(void);
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bool isablockdoor(int tileNum);
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2020-10-23 15:46:46 +00:00
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bool activatewarpelevators(DDukeActor* s, int w);
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2020-07-06 20:23:18 +00:00
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int check_activator_motion(int lotag);
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void operateactivators(int l, int w);
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2020-10-23 18:02:57 +00:00
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void operateforcefields_common(DDukeActor* s, int low, const std::initializer_list<int>& tiles);
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2020-07-06 20:23:18 +00:00
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void operatemasterswitches(int lotag);
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2021-11-18 17:51:19 +00:00
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void operatesectors(sectortype* s, DDukeActor* i);
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2020-07-06 20:23:18 +00:00
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void hud_input(int playerNum);
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2022-09-12 17:47:07 +00:00
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int getanimationindex(int animtype, sectortype* animindex);
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2020-07-06 20:23:18 +00:00
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bool isanearoperator(int lotag);
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bool isanunderoperator(int lotag);
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2022-09-12 17:47:07 +00:00
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int setanimation(sectortype* animsect, int animtype, walltype* animtarget, double thegoal, double thevel);
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int setanimation(sectortype* animsect, int animtype, sectortype* animtarget, double thegoal, double thevel);
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2021-11-17 23:42:52 +00:00
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void dofurniture(walltype* wallNum, sectortype* sectnum, int playerNum);
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2020-07-06 20:23:18 +00:00
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void dotorch();
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2022-09-13 22:15:45 +00:00
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double hitawall(player_struct* pl, walltype** hitWall);
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2022-09-13 22:05:32 +00:00
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double hits(DDukeActor* snum);
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2020-07-06 20:23:18 +00:00
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2021-11-18 19:51:09 +00:00
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DDukeActor* LocateTheLocator(int n, sectortype* sectnum);
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2020-07-06 20:23:18 +00:00
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void clearcamera(player_struct* ps);
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2020-10-23 18:27:05 +00:00
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void LoadActor(DDukeActor* i, int p, int x);
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2022-09-14 20:49:01 +00:00
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void execute(DDukeActor* s, int p, double d);
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2020-10-21 23:11:38 +00:00
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void makeitfall(DDukeActor* s);
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2022-09-12 20:37:08 +00:00
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DAngle furthestangle(DDukeActor* snum, int angDiv);
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2020-10-21 23:10:56 +00:00
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void getglobalz(DDukeActor* s);
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2020-11-01 16:57:40 +00:00
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void OnEvent(int id, int pnum = -1, DDukeActor* snum = nullptr, int dist = -1);
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2020-07-06 15:30:23 +00:00
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2022-10-07 16:51:29 +00:00
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DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, int s_pn, int8_t s_shd, const DVector2& scale, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat);
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2022-11-14 22:55:46 +00:00
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DDukeActor* CreateActor(sectortype* whatsectp, const DVector3& pos, PClassActor* cls, int8_t s_shd, const DVector2& scale, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat);
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2022-11-15 09:17:23 +00:00
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DDukeActor* SpawnActor(sectortype* whatsectp, const DVector3& pos, PClassActor* cls, int8_t s_shd, const DVector2& scale, DAngle s_ang, double s_vel, double s_zvel, DDukeActor* s_ow, int8_t s_stat = -1);
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2022-10-07 16:51:29 +00:00
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2021-11-18 16:55:08 +00:00
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void ceilingglass(DDukeActor* snum, sectortype* sectnum, int cnt);
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2020-10-25 05:40:05 +00:00
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void spriteglass(DDukeActor* snum, int cnt);
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2021-11-17 23:38:20 +00:00
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void lotsofcolourglass(DDukeActor* snum, walltype* wallNum, int cnt);
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void lotsofglass(DDukeActor* snum, walltype* wallnum, int cnt);
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2022-02-07 10:04:19 +00:00
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void checkplayerhurt_d(player_struct* p, const Collision& coll);
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void checkplayerhurt_r(player_struct* p, const Collision& coll);
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2021-11-19 09:41:50 +00:00
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DDukeActor* dospawnsprite(DDukeActor* actj, int pn);
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2021-12-04 12:02:38 +00:00
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void spriteinit_d(DDukeActor*);
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void spriteinit_r(DDukeActor*);
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DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>* actors);
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DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>* actors);
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2020-07-06 16:08:31 +00:00
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2020-10-22 16:51:20 +00:00
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void addspritetodelete(int spnum=0);
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2022-02-07 10:04:19 +00:00
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void checkavailinven(player_struct* p);
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2022-01-19 08:41:48 +00:00
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bool initspriteforspawn(DDukeActor* spn);
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2020-11-02 17:58:23 +00:00
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void spawninitdefault(DDukeActor* actj, DDukeActor* act);
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2020-11-02 20:21:52 +00:00
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void spawntransporter(DDukeActor* actj, DDukeActor* acti, bool beam);
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2021-11-19 09:41:50 +00:00
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int spawnbloodpoolpart1(DDukeActor* acti);
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2020-11-02 20:21:52 +00:00
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void initfootprint(DDukeActor* actj, DDukeActor* acti);
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2020-11-02 20:37:37 +00:00
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void initshell(DDukeActor* actj, DDukeActor* acti, bool isshell);
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void initwaterdrip(DDukeActor* actj, DDukeActor* acti);
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int initreactor(DDukeActor* actj, DDukeActor* acti, bool isrecon);
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2021-12-04 12:02:38 +00:00
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void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors);
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2020-07-15 16:10:31 +00:00
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int startrts(int lumpNum, int localPlayer);
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2020-07-06 16:08:31 +00:00
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2020-07-06 19:10:20 +00:00
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void pickrandomspot(int pn);
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2022-07-25 22:12:57 +00:00
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void premapcontroller(DDukeActor* ac);
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2020-07-06 19:10:20 +00:00
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void resetinventory(int pn);
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void resetplayerstats(int pn);
|
|
|
|
void resetweapons(int pn);
|
|
|
|
void resetprestat(int snum, int g);
|
|
|
|
void prelevel_common(int g);
|
2020-07-07 11:19:09 +00:00
|
|
|
void cacheit_d();
|
|
|
|
void cacheit_r();
|
2020-07-06 19:10:20 +00:00
|
|
|
|
2022-02-07 10:04:19 +00:00
|
|
|
void FTA(int q, player_struct* p);
|
2020-10-27 05:50:06 +00:00
|
|
|
void OnMotorcycle(player_struct *pl, DDukeActor* snum);
|
2020-07-06 21:33:33 +00:00
|
|
|
void OffMotorcycle(player_struct *pl);
|
2020-10-23 19:53:39 +00:00
|
|
|
void OnBoat(player_struct *pl, DDukeActor* snum);
|
2020-07-06 21:33:33 +00:00
|
|
|
void OffBoat(player_struct *pl);
|
|
|
|
|
2020-11-02 23:20:51 +00:00
|
|
|
void cameratext(DDukeActor* i);
|
2020-07-19 09:57:00 +00:00
|
|
|
void dobonus(int bonusonly, const CompletionFunc& completion);
|
2020-07-07 02:54:12 +00:00
|
|
|
|
2022-09-07 05:34:55 +00:00
|
|
|
void drawweapon(double interpfrac);
|
2022-09-07 05:49:17 +00:00
|
|
|
void drawoverlays(double interpfrac);
|
2020-07-07 02:54:12 +00:00
|
|
|
void drawbackground(void);
|
2022-09-08 11:16:27 +00:00
|
|
|
void displayrooms(int32_t playerNum, double interpfrac, bool sceneonly);
|
2020-07-07 02:54:12 +00:00
|
|
|
void setgamepalette(int palid);
|
2020-07-07 11:19:09 +00:00
|
|
|
void resetmys();
|
2020-07-07 15:56:20 +00:00
|
|
|
void resettimevars();
|
|
|
|
bool setnextmap(bool checksecretexit);
|
2021-12-04 12:02:38 +00:00
|
|
|
void prelevel_d(int g, TArray<DDukeActor*>&);
|
|
|
|
void prelevel_r(int g, TArray<DDukeActor*>&);
|
2020-07-19 09:57:00 +00:00
|
|
|
void e4intro(const CompletionFunc& completion);
|
2020-09-03 21:10:28 +00:00
|
|
|
void exitlevel(MapRecord *next);
|
2020-09-09 20:42:01 +00:00
|
|
|
void enterlevel(MapRecord* mi, int gm);
|
2020-07-18 22:26:36 +00:00
|
|
|
void donewgame(MapRecord* map, int sk);
|
2020-08-23 18:44:17 +00:00
|
|
|
int playercolor2lookup(int color);
|
2020-07-15 16:10:31 +00:00
|
|
|
void PlayerColorChanged(void);
|
2021-01-02 00:04:03 +00:00
|
|
|
bool movementBlocked(player_struct *p);
|
2020-07-19 17:13:27 +00:00
|
|
|
void loadcons();
|
2020-09-11 20:54:52 +00:00
|
|
|
void recordoldspritepos();
|
2021-05-15 15:15:29 +00:00
|
|
|
void DrawStatusBar();
|
2020-07-07 02:54:12 +00:00
|
|
|
|
2022-09-30 17:06:44 +00:00
|
|
|
inline int32_t krand(void)
|
|
|
|
{
|
|
|
|
randomseed = (randomseed * 27584621) + 1;
|
|
|
|
return ((uint32_t)randomseed) >> 16;
|
|
|
|
}
|
|
|
|
|
|
|
|
inline double krandf(double span)
|
|
|
|
{
|
|
|
|
return (krand() & 0x7fff) * span / 32767;
|
|
|
|
}
|
|
|
|
|
2022-08-22 18:08:45 +00:00
|
|
|
inline double zrand(double spread)
|
2022-02-12 11:37:27 +00:00
|
|
|
{
|
2022-08-22 18:08:45 +00:00
|
|
|
int r = krand() % FloatToFixed<8>(spread);
|
|
|
|
return FixedToFloat<8>(r);
|
2022-02-12 11:37:27 +00:00
|
|
|
}
|
|
|
|
|
2020-07-06 20:23:18 +00:00
|
|
|
END_DUKE_NS
|