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https://github.com/openmoh/openmohaa.git
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683 lines
16 KiB
C
683 lines
16 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// cg_localents.c -- every frame, generate renderer commands for locally
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// processed entities, like smoke puffs, gibs, shells, etc.
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#include "cg_local.h"
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#define MAX_LOCAL_ENTITIES 512
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localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES];
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localEntity_t cg_activeLocalEntities; // double linked list
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localEntity_t *cg_freeLocalEntities; // single linked list
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/*
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===================
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CG_InitLocalEntities
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This is called at startup and for tournement restarts
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===================
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*/
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void CG_InitLocalEntities( void ) {
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int i;
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memset( cg_localEntities, 0, sizeof( cg_localEntities ) );
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cg_activeLocalEntities.next = &cg_activeLocalEntities;
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cg_activeLocalEntities.prev = &cg_activeLocalEntities;
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cg_freeLocalEntities = cg_localEntities;
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for ( i = 0 ; i < MAX_LOCAL_ENTITIES - 1 ; i++ ) {
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cg_localEntities[i].next = &cg_localEntities[i+1];
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}
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}
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/*
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==================
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CG_FreeLocalEntity
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==================
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*/
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void CG_FreeLocalEntity( localEntity_t *le ) {
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if ( !le->prev ) {
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CG_Error( "CG_FreeLocalEntity: not active" );
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}
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// remove from the doubly linked active list
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le->prev->next = le->next;
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le->next->prev = le->prev;
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// the free list is only singly linked
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le->next = cg_freeLocalEntities;
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cg_freeLocalEntities = le;
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}
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/*
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===================
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CG_AllocLocalEntity
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Will allways succeed, even if it requires freeing an old active entity
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===================
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*/
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localEntity_t *CG_AllocLocalEntity( void ) {
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localEntity_t *le;
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if ( !cg_freeLocalEntities ) {
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// no free entities, so free the one at the end of the chain
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// remove the oldest active entity
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CG_FreeLocalEntity( cg_activeLocalEntities.prev );
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}
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le = cg_freeLocalEntities;
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cg_freeLocalEntities = cg_freeLocalEntities->next;
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memset( le, 0, sizeof( *le ) );
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// link into the active list
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le->next = cg_activeLocalEntities.next;
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le->prev = &cg_activeLocalEntities;
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cg_activeLocalEntities.next->prev = le;
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cg_activeLocalEntities.next = le;
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return le;
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}
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/*
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====================================================================================
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FRAGMENT PROCESSING
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A fragment localentity interacts with the environment in some way (hitting walls),
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or generates more localentities along a trail.
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====================================================================================
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*/
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/*
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================
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CG_BloodTrail
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Leave expanding blood puffs behind gibs
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================
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*/
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void CG_BloodTrail( localEntity_t *le ) {
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//int t;
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//int t2;
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//int step;
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//vec3_t newOrigin;
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//localEntity_t *blood;
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//step = 150;
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//t = step * ( (cg.time - cg.frametime + step ) / step );
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//t2 = step * ( cg.time / step );
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//for ( ; t <= t2; t += step ) {
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// BG_EvaluateTrajectory( &le->pos, t, newOrigin );
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// blood = CG_SmokePuff( newOrigin, vec3_origin,
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// 20, // radius
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// 1, 1, 1, 1, // color
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// 2000, // trailTime
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// t, // startTime
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// 0, // fadeInTime
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// 0, // flags
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// cgs.media.bloodTrailShader );
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// // use the optimized version
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// blood->leType = LE_FALL_SCALE_FADE;
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// // drop a total of 40 units over its lifetime
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// blood->pos.trDelta[2] = 40;
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//}
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}
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/*
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================
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CG_FragmentBounceMark
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================
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*/
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void CG_FragmentBounceMark( localEntity_t *le, trace_t *trace ) {
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//int radius;
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//if ( le->leMarkType == LEMT_BLOOD ) {
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// radius = 16 + (rand()&31);
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// CG_ImpactMark( cgs.media.bloodMarkShader, trace->endpos, trace->plane.normal, random()*360,
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// 1,1,1,1, qtrue, radius, qfalse );
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//} else if ( le->leMarkType == LEMT_BURN ) {
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// radius = 8 + (rand()&15);
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// CG_ImpactMark( cgs.media.burnMarkShader, trace->endpos, trace->plane.normal, random()*360,
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// 1,1,1,1, qtrue, radius, qfalse );
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//}
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//// don't allow a fragment to make multiple marks, or they
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//// pile up while settling
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//le->leMarkType = LEMT_NONE;
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}
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/*
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================
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CG_FragmentBounceSound
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================
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*/
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void CG_FragmentBounceSound( localEntity_t *le, trace_t *trace ) {
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// don't allow a fragment to make multiple bounce sounds,
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// or it gets too noisy as they settle
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le->leBounceSoundType = LEBS_NONE;
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}
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/*
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================
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CG_ReflectVelocity
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================
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*/
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void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) {
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vec3_t velocity;
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float dot;
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int hitTime;
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// reflect the velocity on the trace plane
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hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction;
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BG_EvaluateTrajectoryDelta( &le->pos, hitTime, velocity );
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dot = DotProduct( velocity, trace->plane.normal );
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VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta );
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VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta );
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VectorCopy( trace->endpos, le->pos.trDelta );
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le->pos.trTime = cg.time;
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// check for stop, making sure that even on low FPS systems it doesn't bobble
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if ( trace->allsolid ||
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( trace->plane.normal[2] > 0 &&
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( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) {
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} else {
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}
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}
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/*
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================
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CG_AddFragment
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================
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*/
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void CG_AddFragment( localEntity_t *le ) {
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vec3_t newOrigin;
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trace_t trace;
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refEntity_t *e;
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tiki_t *tiki;
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// if that's a tiki, we need to animate it
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if(le->tiki) {
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float time = 0;
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int anim = 0;
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e = &le->refEntity;
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tiki = le->tiki;
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e->bones = cgi.TIKI_GetBones(tiki->numBones);
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cgi.TIKI_AppendFrameBoundsAndRadius(tiki,anim,time,&e->radius,e->bounds);
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cgi.TIKI_SetChannels(tiki,anim,time,1,e->bones);
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cgi.TIKI_Animate(tiki,e->bones);
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}
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// calculate new position
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BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );
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// trace a line from previous position to new position
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CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID );
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if ( trace.fraction == 1.0 ) {
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// still in free fall
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VectorCopy( newOrigin, le->refEntity.origin );
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if ( le->leFlags & LEF_TUMBLE ) {
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vec3_t angles;
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BG_EvaluateTrajectory( &le->angles, cg.time, angles );
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AnglesToAxis( angles, le->refEntity.axis );
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}
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cgi.R_AddRefEntityToScene( &le->refEntity );
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// add a blood trail
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if ( le->leBounceSoundType == LEBS_BLOOD ) {
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CG_BloodTrail( le );
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}
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return;
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}
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// if it is in a nodrop zone, remove it
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// this keeps gibs from waiting at the bottom of pits of death
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// and floating levels
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if ( cgi.CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
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CG_FreeLocalEntity( le );
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return;
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}
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// leave a mark
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CG_FragmentBounceMark( le, &trace );
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// do a bouncy sound
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CG_FragmentBounceSound( le, &trace );
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// reflect the velocity on the trace plane
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CG_ReflectVelocity( le, &trace );
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cgi.R_AddRefEntityToScene( &le->refEntity );
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}
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/*
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=====================================================================
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TRIVIAL LOCAL ENTITIES
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These only do simple scaling or modulation before passing to the renderer
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=====================================================================
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*/
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/*
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====================
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CG_AddFadeRGB
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====================
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*/
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void CG_AddFadeRGB( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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re = &le->refEntity;
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c = ( le->endTime - cg.time ) * le->lifeRate;
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c *= 0xff;
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re->shaderRGBA[0] = le->color[0] * c;
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re->shaderRGBA[1] = le->color[1] * c;
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re->shaderRGBA[2] = le->color[2] * c;
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re->shaderRGBA[3] = le->color[3] * c;
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cgi.R_AddRefEntityToScene( re );
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}
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/*
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==================
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CG_AddMoveScaleFade
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==================
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*/
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static void CG_AddMoveScaleFade( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) {
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// fade / grow time
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c = 1.0 - (float) ( le->fadeInTime - cg.time ) / ( le->fadeInTime - le->startTime );
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}
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else {
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// fade / grow time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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}
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) {
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re->radius = le->radius * ( 1.0 - c ) + 8;
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}
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BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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cgi.R_AddRefEntityToScene( re );
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}
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/*
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===================
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CG_AddScaleFade
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For rocket smokes that hang in place, fade out, and are
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removed if the view passes through them.
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There are often many of these, so it needs to be simple.
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===================
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*/
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static void CG_AddScaleFade( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade / grow time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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re->radius = le->radius * ( 1.0 - c ) + 8;
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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cgi.R_AddRefEntityToScene( re );
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}
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/*
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=================
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CG_AddFallScaleFade
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This is just an optimized CG_AddMoveScaleFade
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For blood mists that drift down, fade out, and are
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removed if the view passes through them.
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There are often 100+ of these, so it needs to be simple.
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=================
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*/
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static void CG_AddFallScaleFade( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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re->origin[ 2 ] = le->pos.trDelta[ 2 ] - ( 1.0 - c ) * le->pos.trDelta[ 2 ];
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re->radius = le->radius * ( 1.0 - c ) + 16;
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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cgi.R_AddRefEntityToScene( re );
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}
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/*
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================
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CG_AddExplosion
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================
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*/
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static void CG_AddExplosion( localEntity_t *ex ) {
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refEntity_t *ent;
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ent = &ex->refEntity;
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// add the entity
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cgi.R_AddRefEntityToScene(ent);
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// add the dlight
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if ( ex->light ) {
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float light;
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light = (float)( cg.time - ex->startTime ) / ( ex->endTime - ex->startTime );
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if ( light < 0.5 ) {
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light = 1.0;
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} else {
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light = 1.0 - ( light - 0.5 ) * 2;
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}
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light = ex->light * light;
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cgi.R_AddLightToScene(ent->origin, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] );
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}
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}
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/*
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================
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CG_AddSpriteExplosion
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================
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*/
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static void CG_AddSpriteExplosion( localEntity_t *le ) {
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refEntity_t re;
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float c;
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re = le->refEntity;
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c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime );
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if ( c > 1 ) {
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c = 1.0; // can happen during connection problems
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}
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re.shaderRGBA[0] = 0xff;
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re.shaderRGBA[1] = 0xff;
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re.shaderRGBA[2] = 0xff;
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re.shaderRGBA[3] = 0xff * c * 0.33;
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re.reType = RT_SPRITE;
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re.radius = 42 * ( 1.0 - c ) + 30;
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cgi.R_AddRefEntityToScene( &re );
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// add the dlight
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if ( le->light ) {
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float light;
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light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime );
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if ( light < 0.5 ) {
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light = 1.0;
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} else {
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light = 1.0 - ( light - 0.5 ) * 2;
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}
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light = le->light * light;
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cgi.R_AddLightToScene(re.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] );
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}
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}
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/*
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===================
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CG_AddScorePlum
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===================
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*/
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#define NUMBER_SIZE 8
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void CG_AddScorePlum( localEntity_t *le ) {
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//refEntity_t *re;
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//vec3_t origin, delta, dir, vec, up = {0, 0, 1};
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//float c, len;
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//int i, score, digits[10], numdigits, negative;
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//re = &le->refEntity;
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//c = ( le->endTime - cg.time ) * le->lifeRate;
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//score = le->radius;
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//if (score < 0) {
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// re->shaderRGBA[0] = 0xff;
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// re->shaderRGBA[1] = 0x11;
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// re->shaderRGBA[2] = 0x11;
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//}
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//else {
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// re->shaderRGBA[0] = 0xff;
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// re->shaderRGBA[1] = 0xff;
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// re->shaderRGBA[2] = 0xff;
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// if (score >= 50) {
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// re->shaderRGBA[1] = 0;
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// } else if (score >= 20) {
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// re->shaderRGBA[0] = re->shaderRGBA[1] = 0;
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// } else if (score >= 10) {
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// re->shaderRGBA[2] = 0;
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// } else if (score >= 2) {
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// re->shaderRGBA[0] = re->shaderRGBA[2] = 0;
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// }
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//}
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//if (c < 0.25)
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// re->shaderRGBA[3] = 0xff * 4 * c;
|
|
//else
|
|
// re->shaderRGBA[3] = 0xff;
|
|
|
|
//re->radius = NUMBER_SIZE / 2;
|
|
|
|
//VectorCopy(le->pos.trBase, origin);
|
|
//origin[2] += 110 - c * 100;
|
|
|
|
//VectorSubtract(cg.refdef.vieworg, origin, dir);
|
|
//CrossProduct(dir, up, vec);
|
|
//VectorNormalize(vec);
|
|
|
|
//VectorMA(origin, -10 + 20 * sin(c * 2 * M_PI), vec, origin);
|
|
|
|
//// if the view would be "inside" the sprite, kill the sprite
|
|
//// so it doesn't add too much overdraw
|
|
//VectorSubtract( origin, cg.refdef.vieworg, delta );
|
|
//len = VectorLength( delta );
|
|
//if ( len < 20 ) {
|
|
// CG_FreeLocalEntity( le );
|
|
// return;
|
|
//}
|
|
|
|
//negative = qfalse;
|
|
//if (score < 0) {
|
|
// negative = qtrue;
|
|
// score = -score;
|
|
//}
|
|
|
|
//for (numdigits = 0; !(numdigits && !score); numdigits++) {
|
|
// digits[numdigits] = score % 10;
|
|
// score = score / 10;
|
|
//}
|
|
|
|
//if (negative) {
|
|
// digits[numdigits] = 10;
|
|
// numdigits++;
|
|
//}
|
|
|
|
//for (i = 0; i < numdigits; i++) {
|
|
// VectorMA(origin, (float) (((float) numdigits / 2) - i) * NUMBER_SIZE, vec, re->origin);
|
|
// re->customShader = cgs.media.numberShaders[digits[numdigits-1-i]];
|
|
// cgi.R_AddRefEntityToScene( re );
|
|
//}
|
|
}
|
|
|
|
|
|
|
|
|
|
//==============================================================================
|
|
|
|
/*
|
|
===================
|
|
CG_AddLocalEntities
|
|
|
|
===================
|
|
*/
|
|
void CG_AddLocalEntities( void ) {
|
|
localEntity_t *le, *next;
|
|
|
|
// walk the list backwards, so any new local entities generated
|
|
// (trails, marks, etc) will be present this frame
|
|
le = cg_activeLocalEntities.prev;
|
|
for ( ; le != &cg_activeLocalEntities ; le = next ) {
|
|
// grab next now, so if the local entity is freed we
|
|
// still have it
|
|
next = le->prev;
|
|
|
|
if ( cg.time >= le->endTime ) {
|
|
CG_FreeLocalEntity( le );
|
|
continue;
|
|
}
|
|
switch ( le->leType ) {
|
|
default:
|
|
CG_Error( "Bad leType: %i", le->leType );
|
|
break;
|
|
case LE_SKIP:
|
|
// do nothing
|
|
break;
|
|
case LE_MARK:
|
|
break;
|
|
|
|
case LE_SPRITE_EXPLOSION:
|
|
CG_AddSpriteExplosion( le );
|
|
break;
|
|
|
|
case LE_EXPLOSION:
|
|
CG_AddExplosion( le );
|
|
break;
|
|
|
|
case LE_FRAGMENT: // gibs and brass
|
|
CG_AddFragment( le );
|
|
break;
|
|
|
|
case LE_MOVE_SCALE_FADE: // water bubbles
|
|
CG_AddMoveScaleFade( le );
|
|
break;
|
|
|
|
case LE_FADE_RGB: // teleporters, railtrails
|
|
CG_AddFadeRGB( le );
|
|
break;
|
|
|
|
case LE_FALL_SCALE_FADE: // gib blood trails
|
|
CG_AddFallScaleFade( le );
|
|
break;
|
|
|
|
case LE_SCALE_FADE: // rocket trails
|
|
CG_AddScaleFade( le );
|
|
break;
|
|
|
|
case LE_SCOREPLUM:
|
|
CG_AddScorePlum( le );
|
|
break;
|
|
|
|
#ifdef MISSIONPACK
|
|
case LE_KAMIKAZE:
|
|
CG_AddKamikaze( le );
|
|
break;
|
|
case LE_INVULIMPACT:
|
|
CG_AddInvulnerabilityImpact( le );
|
|
break;
|
|
case LE_INVULJUICED:
|
|
CG_AddInvulnerabilityJuiced( le );
|
|
break;
|
|
case LE_SHOWREFENTITY:
|
|
CG_AddRefEntity( le );
|
|
break;
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|