Update copyright header. Normalize line endings to LF.
This commit is contained in:
@@ -1,284 +1,284 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see LICENSE.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public abstract class AttackBaseInfo : ITraitInfo
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{
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[WeaponReference]
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public readonly string PrimaryWeapon = null;
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[WeaponReference]
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public readonly string SecondaryWeapon = null;
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public readonly int Recoil = 0;
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public readonly int[] PrimaryLocalOffset = { };
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public readonly int[] SecondaryLocalOffset = { };
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public readonly int[] PrimaryOffset = { 0, 0 };
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public readonly int[] SecondaryOffset = null;
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public readonly bool MuzzleFlash = false;
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public readonly int FireDelay = 0;
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public readonly bool AlignIdleTurrets = false;
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public readonly bool CanAttackGround = true;
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public readonly float ScanTimeAverage = 2f;
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public readonly float ScanTimeSpread = .5f;
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public abstract object Create(ActorInitializer init);
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public float GetMaximumRange()
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{
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var priRange = PrimaryWeapon != null ? Rules.Weapons[PrimaryWeapon.ToLowerInvariant()].Range : 0;
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var secRange = SecondaryWeapon != null ? Rules.Weapons[SecondaryWeapon.ToLowerInvariant()].Range : 0;
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return Math.Max(priRange, secRange);
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}
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}
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public abstract class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderVoice, ISync
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{
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[Sync]
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int nextScanTime = 0;
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public bool IsAttacking { get; internal set; }
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public List<Weapon> Weapons = new List<Weapon>();
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public List<Turret> Turrets = new List<Turret>();
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readonly Actor self;
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public AttackBase(Actor self)
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{
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this.self = self;
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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Turrets.Add(new Turret(info.PrimaryOffset));
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if (info.SecondaryOffset != null)
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Turrets.Add(new Turret(info.SecondaryOffset));
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if (info.PrimaryWeapon != null)
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Weapons.Add(new Weapon(info.PrimaryWeapon,
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Turrets[0], info.PrimaryLocalOffset));
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if (info.SecondaryWeapon != null)
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Weapons.Add(new Weapon(info.SecondaryWeapon,
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info.SecondaryOffset != null ? Turrets[1] : Turrets[0], info.SecondaryLocalOffset));
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}
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protected virtual bool CanAttack(Actor self, Target target)
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{
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if (!target.IsValid) return false;
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if (Weapons.All(w => w.IsReloading)) return false;
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if (self.TraitsImplementing<IDisable>().Any(d => d.Disabled)) return false;
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if (target.IsActor && target.Actor.HasTrait<ITargetable>() &&
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!target.Actor.Trait<ITargetable>().TargetableBy(target.Actor,self))
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return false;
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return true;
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}
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public bool ShouldExplode(Actor self) { return !IsReloading(); }
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public bool IsReloading() { return Weapons.Any(w => w.IsReloading); }
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List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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public virtual void Tick(Actor self)
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{
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--nextScanTime;
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foreach (var w in Weapons)
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w.Tick();
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for (var i = 0; i < delayedActions.Count; i++)
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{
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var x = delayedActions[i];
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if (--x.First <= 0)
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x.Second();
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delayedActions[i] = x;
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}
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delayedActions.RemoveAll(a => a.First <= 0);
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}
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internal void ScheduleDelayedAction(int t, Action a)
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{
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if (t > 0)
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delayedActions.Add(Pair.New(t, a));
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else
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a();
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}
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public virtual void DoAttack(Actor self, Target target)
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{
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if( !CanAttack( self, target ) ) return;
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var move = self.TraitOrDefault<IMove>();
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var facing = self.TraitOrDefault<IFacing>();
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foreach (var w in Weapons)
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w.CheckFire(self, this, move, facing, target);
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}
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public virtual int FireDelay( Actor self, Target target, AttackBaseInfo info )
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{
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return info.FireDelay;
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}
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bool IsHeal { get { return Weapons[ 0 ].Info.Warheads[ 0 ].Damage < 0; } }
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new AttackOrderTargeter( "Attack", 6, IsHeal ); }
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}
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public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued )
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{
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if( order is AttackOrderTargeter )
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{
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if( target.IsActor )
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return new Order("Attack", self, queued) { TargetActor = target.Actor };
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else
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return new Order( "Attack", self, queued ) { TargetLocation = Util.CellContaining( target.CenterLocation ) };
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}
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return null;
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}
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public virtual void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Attack" || order.OrderString == "AttackHold")
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{
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var target = Target.FromOrder(order);
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self.SetTargetLine(target, Color.Red);
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AttackTarget(target, order.Queued, order.OrderString == "Attack");
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}
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else
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{
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/* hack */
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if (self.HasTrait<Turreted>() && self.Info.Traits.Get<AttackBaseInfo>().AlignIdleTurrets)
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self.Trait<Turreted>().desiredFacing = null;
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}
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}
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return (order.OrderString == "Attack" || order.OrderString == "AttackHold") ? "Attack" : null;
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}
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public abstract IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
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public bool HasAnyValidWeapons(Target t) { return Weapons.Any(w => w.IsValidAgainst(self.World, t)); }
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public float GetMaximumRange() { return Weapons.Max(w => w.Info.Range); }
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public Weapon ChooseWeaponForTarget(Target t) { return Weapons.FirstOrDefault(w => w.IsValidAgainst(self.World, t)); }
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public void AttackTarget( Target target, bool queued, bool allowMove )
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{
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if( !target.IsValid ) return;
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self.QueueActivity(queued, GetAttackActivity(self, target, allowMove));
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}
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public void ScanAndAttack(Actor self, bool allowMovement, bool holdStill)
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{
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var targetActor = ScanForTarget(self, null);
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if (targetActor != null)
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AttackTarget(Target.FromActor(targetActor), false, allowMovement && !holdStill);
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}
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public Actor ScanForTarget(Actor self, Actor currentTarget)
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{
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var range = GetMaximumRange();
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if (self.IsIdle || currentTarget == null || !Combat.IsInRange(self.CenterLocation, range, currentTarget))
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if(nextScanTime <= 0)
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return ChooseTarget(self, range);
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return currentTarget;
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}
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public void ScanAndAttack(Actor self, bool allowMovement)
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{
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ScanAndAttack(self, allowMovement, false);
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}
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Actor ChooseTarget(Actor self, float range)
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{
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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nextScanTime = (int)(25 * (info.ScanTimeAverage +
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(self.World.SharedRandom.NextDouble() * 2 - 1) * info.ScanTimeSpread));
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var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
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return inRange
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.Where(a => a.Owner != null && self.Owner.Stances[a.Owner] == Stance.Enemy)
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.Where(a => !a.HasTrait<AutoTargetIgnore>())
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.Where(a => HasAnyValidWeapons(Target.FromActor(a)))
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.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)
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.FirstOrDefault();
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}
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class AttackOrderTargeter : IOrderTargeter
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{
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readonly bool isHeal;
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public AttackOrderTargeter( string order, int priority, bool isHeal )
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{
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this.OrderID = order;
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this.OrderPriority = priority;
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this.isHeal = isHeal;
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}
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public string OrderID { get; private set; }
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public int OrderPriority { get; private set; }
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public bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor)
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{
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IsQueued = forceQueued;
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cursor = isHeal ? "heal" : "attack";
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if( self == target ) return false;
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if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromActor( target ) ) ) return false;
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var playerRelationship = self.Owner.Stances[ target.Owner ];
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if( isHeal )
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return playerRelationship == Stance.Ally || forceAttack;
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else
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return playerRelationship == Stance.Enemy || forceAttack;
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}
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public bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor)
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{
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if (!self.World.Map.IsInMap(location))
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return false;
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IsQueued = forceQueued;
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cursor = isHeal ? "heal" : "attack";
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if( isHeal ) return false;
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if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromCell( location ) ) ) return false;
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if( forceAttack )
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if( self.Info.Traits.Get<AttackBaseInfo>().CanAttackGround )
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return true;
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return false;
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}
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public bool IsQueued { get; protected set; }
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public abstract class AttackBaseInfo : ITraitInfo
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{
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[WeaponReference]
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public readonly string PrimaryWeapon = null;
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[WeaponReference]
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public readonly string SecondaryWeapon = null;
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public readonly int Recoil = 0;
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public readonly int[] PrimaryLocalOffset = { };
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public readonly int[] SecondaryLocalOffset = { };
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public readonly int[] PrimaryOffset = { 0, 0 };
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public readonly int[] SecondaryOffset = null;
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public readonly bool MuzzleFlash = false;
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public readonly int FireDelay = 0;
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public readonly bool AlignIdleTurrets = false;
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public readonly bool CanAttackGround = true;
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public readonly float ScanTimeAverage = 2f;
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public readonly float ScanTimeSpread = .5f;
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public abstract object Create(ActorInitializer init);
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public float GetMaximumRange()
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{
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var priRange = PrimaryWeapon != null ? Rules.Weapons[PrimaryWeapon.ToLowerInvariant()].Range : 0;
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var secRange = SecondaryWeapon != null ? Rules.Weapons[SecondaryWeapon.ToLowerInvariant()].Range : 0;
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return Math.Max(priRange, secRange);
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}
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}
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}
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}
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public abstract class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderVoice, ISync
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{
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[Sync]
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int nextScanTime = 0;
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public bool IsAttacking { get; internal set; }
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public List<Weapon> Weapons = new List<Weapon>();
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public List<Turret> Turrets = new List<Turret>();
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readonly Actor self;
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public AttackBase(Actor self)
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{
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this.self = self;
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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Turrets.Add(new Turret(info.PrimaryOffset));
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if (info.SecondaryOffset != null)
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Turrets.Add(new Turret(info.SecondaryOffset));
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if (info.PrimaryWeapon != null)
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Weapons.Add(new Weapon(info.PrimaryWeapon,
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Turrets[0], info.PrimaryLocalOffset));
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if (info.SecondaryWeapon != null)
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Weapons.Add(new Weapon(info.SecondaryWeapon,
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info.SecondaryOffset != null ? Turrets[1] : Turrets[0], info.SecondaryLocalOffset));
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}
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protected virtual bool CanAttack(Actor self, Target target)
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{
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if (!target.IsValid) return false;
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if (Weapons.All(w => w.IsReloading)) return false;
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if (self.TraitsImplementing<IDisable>().Any(d => d.Disabled)) return false;
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if (target.IsActor && target.Actor.HasTrait<ITargetable>() &&
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!target.Actor.Trait<ITargetable>().TargetableBy(target.Actor,self))
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return false;
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return true;
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}
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public bool ShouldExplode(Actor self) { return !IsReloading(); }
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public bool IsReloading() { return Weapons.Any(w => w.IsReloading); }
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List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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public virtual void Tick(Actor self)
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{
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--nextScanTime;
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foreach (var w in Weapons)
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w.Tick();
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for (var i = 0; i < delayedActions.Count; i++)
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{
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var x = delayedActions[i];
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if (--x.First <= 0)
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x.Second();
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delayedActions[i] = x;
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}
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delayedActions.RemoveAll(a => a.First <= 0);
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}
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internal void ScheduleDelayedAction(int t, Action a)
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{
|
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if (t > 0)
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delayedActions.Add(Pair.New(t, a));
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else
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a();
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}
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public virtual void DoAttack(Actor self, Target target)
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{
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if( !CanAttack( self, target ) ) return;
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var move = self.TraitOrDefault<IMove>();
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var facing = self.TraitOrDefault<IFacing>();
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foreach (var w in Weapons)
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w.CheckFire(self, this, move, facing, target);
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}
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public virtual int FireDelay( Actor self, Target target, AttackBaseInfo info )
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{
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return info.FireDelay;
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}
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bool IsHeal { get { return Weapons[ 0 ].Info.Warheads[ 0 ].Damage < 0; } }
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new AttackOrderTargeter( "Attack", 6, IsHeal ); }
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}
|
||||
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public Order IssueOrder( Actor self, IOrderTargeter order, Target target, bool queued )
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{
|
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if( order is AttackOrderTargeter )
|
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{
|
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if( target.IsActor )
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return new Order("Attack", self, queued) { TargetActor = target.Actor };
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else
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return new Order( "Attack", self, queued ) { TargetLocation = Util.CellContaining( target.CenterLocation ) };
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}
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return null;
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}
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public virtual void ResolveOrder(Actor self, Order order)
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{
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if (order.OrderString == "Attack" || order.OrderString == "AttackHold")
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{
|
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var target = Target.FromOrder(order);
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self.SetTargetLine(target, Color.Red);
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AttackTarget(target, order.Queued, order.OrderString == "Attack");
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}
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else
|
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{
|
||||
/* hack */
|
||||
if (self.HasTrait<Turreted>() && self.Info.Traits.Get<AttackBaseInfo>().AlignIdleTurrets)
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self.Trait<Turreted>().desiredFacing = null;
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||||
}
|
||||
}
|
||||
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public string VoicePhraseForOrder(Actor self, Order order)
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{
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return (order.OrderString == "Attack" || order.OrderString == "AttackHold") ? "Attack" : null;
|
||||
}
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||||
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public abstract IActivity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
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public bool HasAnyValidWeapons(Target t) { return Weapons.Any(w => w.IsValidAgainst(self.World, t)); }
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||||
public float GetMaximumRange() { return Weapons.Max(w => w.Info.Range); }
|
||||
|
||||
public Weapon ChooseWeaponForTarget(Target t) { return Weapons.FirstOrDefault(w => w.IsValidAgainst(self.World, t)); }
|
||||
|
||||
public void AttackTarget( Target target, bool queued, bool allowMove )
|
||||
{
|
||||
if( !target.IsValid ) return;
|
||||
self.QueueActivity(queued, GetAttackActivity(self, target, allowMove));
|
||||
}
|
||||
|
||||
public void ScanAndAttack(Actor self, bool allowMovement, bool holdStill)
|
||||
{
|
||||
var targetActor = ScanForTarget(self, null);
|
||||
if (targetActor != null)
|
||||
AttackTarget(Target.FromActor(targetActor), false, allowMovement && !holdStill);
|
||||
}
|
||||
|
||||
public Actor ScanForTarget(Actor self, Actor currentTarget)
|
||||
{
|
||||
var range = GetMaximumRange();
|
||||
|
||||
if (self.IsIdle || currentTarget == null || !Combat.IsInRange(self.CenterLocation, range, currentTarget))
|
||||
if(nextScanTime <= 0)
|
||||
return ChooseTarget(self, range);
|
||||
|
||||
return currentTarget;
|
||||
}
|
||||
|
||||
public void ScanAndAttack(Actor self, bool allowMovement)
|
||||
{
|
||||
ScanAndAttack(self, allowMovement, false);
|
||||
}
|
||||
|
||||
Actor ChooseTarget(Actor self, float range)
|
||||
{
|
||||
var info = self.Info.Traits.Get<AttackBaseInfo>();
|
||||
nextScanTime = (int)(25 * (info.ScanTimeAverage +
|
||||
(self.World.SharedRandom.NextDouble() * 2 - 1) * info.ScanTimeSpread));
|
||||
|
||||
var inRange = self.World.FindUnitsInCircle(self.CenterLocation, Game.CellSize * range);
|
||||
|
||||
return inRange
|
||||
.Where(a => a.Owner != null && self.Owner.Stances[a.Owner] == Stance.Enemy)
|
||||
.Where(a => !a.HasTrait<AutoTargetIgnore>())
|
||||
.Where(a => HasAnyValidWeapons(Target.FromActor(a)))
|
||||
.OrderBy(a => (a.CenterLocation - self.CenterLocation).LengthSquared)
|
||||
.FirstOrDefault();
|
||||
}
|
||||
|
||||
class AttackOrderTargeter : IOrderTargeter
|
||||
{
|
||||
readonly bool isHeal;
|
||||
|
||||
public AttackOrderTargeter( string order, int priority, bool isHeal )
|
||||
{
|
||||
this.OrderID = order;
|
||||
this.OrderPriority = priority;
|
||||
this.isHeal = isHeal;
|
||||
}
|
||||
|
||||
public string OrderID { get; private set; }
|
||||
public int OrderPriority { get; private set; }
|
||||
|
||||
public bool CanTargetActor(Actor self, Actor target, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor)
|
||||
{
|
||||
IsQueued = forceQueued;
|
||||
|
||||
cursor = isHeal ? "heal" : "attack";
|
||||
if( self == target ) return false;
|
||||
if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromActor( target ) ) ) return false;
|
||||
|
||||
var playerRelationship = self.Owner.Stances[ target.Owner ];
|
||||
|
||||
if( isHeal )
|
||||
return playerRelationship == Stance.Ally || forceAttack;
|
||||
|
||||
else
|
||||
return playerRelationship == Stance.Enemy || forceAttack;
|
||||
}
|
||||
|
||||
public bool CanTargetLocation(Actor self, int2 location, List<Actor> actorsAtLocation, bool forceAttack, bool forceMove, bool forceQueued, ref string cursor)
|
||||
{
|
||||
if (!self.World.Map.IsInMap(location))
|
||||
return false;
|
||||
|
||||
IsQueued = forceQueued;
|
||||
|
||||
cursor = isHeal ? "heal" : "attack";
|
||||
if( isHeal ) return false;
|
||||
if( !self.Trait<AttackBase>().HasAnyValidWeapons( Target.FromCell( location ) ) ) return false;
|
||||
|
||||
if( forceAttack )
|
||||
if( self.Info.Traits.Get<AttackBaseInfo>().CanAttackGround )
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool IsQueued { get; protected set; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user