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Merge branch 'master' into fruitiex/newpanelhud
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_rocketlauncher.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(ROCKET_LAUNCHER, w_rlauncher, IT_ROCKETS, 9, WEP_FLAG_NORMAL | WEP_FLAG_CANCLIMB | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "rl", "rocketlauncher", "Rocket Launcher");
3 #else
4 .float rl_release;
5 .float rl_detonate_later;
6
7 void W_Rocket_Unregister()
8 {
9         if(self.owner && self.owner.lastrocket == self)
10         {
11                 self.owner.lastrocket = world;
12                 // self.owner.rl_release = 1;
13         }
14 }
15
16 void W_Rocket_Explode (void)
17 {
18         W_Rocket_Unregister();
19
20         if(other.takedamage == DAMAGE_AIM)
21                 if(other.classname == "player")
22                         if(IsDifferentTeam(self.owner, other))
23                                 if(IsFlying(other))
24                                         AnnounceTo(self.owner, "airshot");
25
26         self.event_damage = SUB_Null;
27         self.takedamage = DAMAGE_NO;
28         RadiusDamage (self, self.owner, cvar("g_balance_rocketlauncher_damage"), cvar("g_balance_rocketlauncher_edgedamage"), cvar("g_balance_rocketlauncher_radius"), world, cvar("g_balance_rocketlauncher_force"), self.projectiledeathtype, other);
29
30         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
31         {
32                 if(self.owner.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
33                 {
34                         self.owner.cnt = WEP_ROCKET_LAUNCHER;
35                         ATTACK_FINISHED(self.owner) = time;
36                         self.owner.switchweapon = w_getbestweapon(self.owner);
37                 }
38                 if(g_laserguided_missile)
39                         ATTACK_FINISHED(self.owner) = time + cvar("g_balance_rocketlauncher_refire") * W_WeaponRateFactor();
40         }
41         remove (self);
42 }
43
44 entity FindLaserTarget(entity e, float dist_variance, float dot_variance)
45 {
46         entity head, selected;
47         vector dir;
48         float dist, maxdist,// bestdist,
49                 dot,// bestdot,
50                 points, bestpoints;
51         //bestdist = 9999;
52         //bestdot = -2;
53         bestpoints = 0;
54         maxdist = 800;
55         selected = world;
56
57         makevectors(e.angles);
58
59         head = find(world, classname, "laser_target");
60         while(head)
61         {
62                 points = 0;
63                 dir = normalize(head.origin - self.origin);
64                 dot = dir * v_forward;
65                 dist = vlen(head.origin - self.origin);
66                 if(dist > maxdist)
67                         dist = maxdist;
68
69                 // gain points for being in front
70                 points = points + ((dot+1)*0.5) * 500
71                         * (1 + crandom()*dot_variance);
72                 // gain points for being close away
73                 points = points + (1 - dist/maxdist) * 1000
74                         * (1 + crandom()*dot_variance);
75
76                 traceline(e.origin, head.origin, TRUE, self);
77                 if(trace_fraction < 1)
78                 {
79                         points = 0;
80                 }
81
82                 if(points > bestpoints)//random() > 0.5)//
83                 {
84                         bestpoints = points;
85                         selected = head;
86                 }
87
88                 head = find(head, classname, "laser_target");
89         }
90
91         //bprint(selected.owner.netname);
92         //bprint("\n");
93         return selected;
94 }
95
96 void W_Rocket_RemoteExplode()
97 {
98         if(self.owner.deadflag == DEAD_NO)
99         if(self.owner.lastrocket)
100         {
101                 if((self.spawnshieldtime >= 0)
102                         ? (time >= self.spawnshieldtime) // timer
103                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > cvar("g_balance_rocketlauncher_radius")) // safety device
104                 )
105                 {
106                         other = world;
107                         self.projectiledeathtype |= HITTYPE_BOUNCE;
108                         W_Rocket_Explode ();
109                 }
110                 else
111                 {
112                 }
113         }
114 }
115
116 vector rocket_steerto(vector thisdir, vector goaldir, float maxturn_cos)
117 {
118         if(thisdir * goaldir > maxturn_cos)
119                 return goaldir;
120         float f, m2;
121         vector v;
122         // solve:
123         //   g = normalize(thisdir + goaldir * X)
124         //   thisdir * g = maxturn
125         //
126         //   gg = thisdir + goaldir * X
127         //   (thisdir * gg)^2 = maxturn^2 * (gg * gg)
128         //
129         //   (1 + (thisdir * goaldir) * X)^2 = maxturn^2 * (1 + X*X + 2 * X * thisdir * goaldir)
130         f = thisdir * goaldir;
131         //   (1 + f * X)^2 = maxturn^2 * (1 + X*X + 2 * X * f)
132         //   0 = (m^2 - f^2) * x^2 + (2 * f * (m^2 - 1)) * x + (m^2 - 1)
133         m2 = maxturn_cos * maxturn_cos;
134         v = solve_quadratic(m2 - f * f, 2 * f * (m2 - 1), m2 - 1);
135         return normalize(thisdir + goaldir * v_y); // the larger solution!
136 }
137
138 void W_Rocket_Think (void)
139 {
140         entity e;
141         vector desireddir, olddir, newdir, desiredorigin, goal;
142 #if 0
143         float cosminang, cosmaxang, cosang;
144 #endif
145         float turnrate, velspeed, f;
146         self.nextthink = time;
147         if (time > self.cnt)
148         {
149                 other = world;
150                 self.projectiledeathtype |= HITTYPE_BOUNCE;
151                 W_Rocket_Explode ();
152                 return;
153         }
154
155         if(g_laserguided_missile)
156         {
157                 // accelerate
158                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
159                 velspeed = cvar("g_balance_rocketlauncher_laserguided_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
160                 if (velspeed > 0)
161                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_laserguided_speedaccel") * frametime, velspeed);
162         }
163         else
164         {
165                 // accelerate
166                 makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
167                 velspeed = cvar("g_balance_rocketlauncher_speed") * g_weaponspeedfactor - (self.velocity * v_forward);
168                 if (velspeed > 0)
169                         self.velocity = self.velocity + v_forward * min(cvar("g_balance_rocketlauncher_speedaccel") * g_weaponspeedfactor * frametime, velspeed);
170         }
171
172         // laser guided, or remote detonation
173         if (self.owner.weapon == WEP_ROCKET_LAUNCHER)
174         {
175                 if(g_laserguided_missile)
176                 {
177                         if(self.rl_detonate_later)
178                                 W_Rocket_RemoteExplode();
179
180                         if(cvar("g_balance_rocketlauncher_laserguided_allow_steal"))
181                         {
182                                 if(self.owner.laser_on)
183                                 {
184                                         if(self.attack_finished_single < time)
185                                         {
186                                                 self.attack_finished_single = time + 0.2 + random()*0.3;
187                                                 self.enemy = FindLaserTarget(self, 0.7, 0.7);
188                                         }
189
190                                         if(!self.enemy)
191                                                 self.enemy = self.owner.weaponentity.lasertarget;
192                                 }
193                                 else self.enemy = world;
194                         }
195                         else // don't allow stealing: always target my owner's laser (if it exists)
196                                 self.enemy = self.owner.weaponentity.lasertarget;
197
198                         if(self.enemy != world)
199                         {
200                                 //bprint("Targeting ", self.enemy.owner.netname, "'s laser\n");
201                                 velspeed = vlen(self.velocity);
202                                 e = self.enemy;//self.owner.weaponentity.lasertarget;
203                                 turnrate = cvar("g_balance_rocketlauncher_laserguided_turnrate");//0.65;                                                // how fast to turn
204                                 desireddir = normalize(e.origin - self.origin);         // get direction from my position to the laser target
205                                 olddir = normalize(self.velocity);                                      // get my current direction
206                                 newdir = normalize(olddir + desireddir * turnrate);     // take the average of the 2 directions; not the best method but simple & easy
207                                 self.velocity = newdir * velspeed;                                      // make me fly in the new direction at my flight speed
208                                 self.angles = vectoangles(self.velocity);                       // turn model in the new flight direction
209
210                                 ATTACK_FINISHED(self.owner) = time + 0.2 * W_WeaponRateFactor();
211                         }
212                 }
213                 else
214                 {
215                         if(self == self.owner.lastrocket)
216                         if not(self.owner.rl_release)
217                         if not(self.BUTTON_ATCK2)
218                         if(cvar("g_balance_rocketlauncher_guiderate"))
219                         if(time > self.pushltime)
220                         if(self.owner.deadflag == DEAD_NO)
221                         {
222                                 f = cvar("g_balance_rocketlauncher_guideratedelay");
223                                 if(f)
224                                         f = bound(0, (time - self.pushltime) / f, 1);
225                                 else
226                                         f = 1;
227
228                                 velspeed = vlen(self.velocity);
229
230                                 makevectors(self.owner.v_angle);
231                                 desireddir = WarpZone_RefSys_TransformVelocity(self.owner, self, v_forward);
232                                 desiredorigin = WarpZone_RefSys_TransformOrigin(self.owner, self, self.owner.origin + self.owner.view_ofs);
233                                 olddir = normalize(self.velocity);
234
235 #if 0
236                                 // disabled this code because it doesn't do what I want it to do :P
237                                 cosminang = cos(cvar("g_balance_rocketlauncher_guidefadeangle") * DEG2RAD);
238                                 cosmaxang = cos(cvar("g_balance_rocketlauncher_guidemaxangle") * DEG2RAD);
239                                 cosang = desireddir * normalize(self.origin - desiredorigin);
240                                 if(cosminang == cosmaxang)
241                                         f *= (cosang >= cosminang);
242                                 else
243                                         f *= bound(0, (cosang - cosmaxang) / (cosminang - cosmaxang), 1);
244 #endif
245
246                                 // now it gets tricky... we want to move like some curve to approximate the target direction
247                                 // but we are limiting the rate at which we can turn!
248                                 goal = desiredorigin + ((self.origin - desiredorigin) * desireddir + cvar("g_balance_rocketlauncher_guidegoal")) * desireddir;
249                                 newdir = rocket_steerto(olddir, normalize(goal - self.origin), cos(cvar("g_balance_rocketlauncher_guiderate") * f * frametime * DEG2RAD));
250
251                                 self.velocity = newdir * velspeed;
252                                 self.angles = vectoangles(self.velocity);
253
254                                 if(!self.count)
255                                 {
256                                         pointparticles(particleeffectnum("rocket_guide"), self.origin, self.velocity, 1);
257                                         // TODO add a better sound here
258                                         sound (self.owner, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
259                                         self.count = 1;
260                                 }
261                         }
262
263                         if(self.rl_detonate_later)
264                                 W_Rocket_RemoteExplode();
265                 }
266         }
267
268         if(self.csqcprojectile_clientanimate == 0)
269                 UpdateCSQCProjectile(self);
270 }
271
272 void W_Rocket_Touch (void)
273 {
274         W_Rocket_Unregister();
275
276         PROJECTILE_TOUCH;
277         W_Rocket_Explode ();
278 }
279
280 void W_Rocket_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
281 {
282         if (self.health <= 0)
283                 return;
284         self.health = self.health - damage;
285         self.angles = vectoangles(self.velocity);
286         if (self.health <= 0)
287                 W_PrepareExplosionByDamage(attacker, W_Rocket_Explode);
288 }
289
290 void W_Rocket_Attack (void)
291 {
292         local entity missile;
293         local entity flash;
294
295         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
296                 self.ammo_rockets = self.ammo_rockets - cvar("g_balance_rocketlauncher_ammo");
297
298         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", cvar("g_balance_rocketlauncher_damage"));
299         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
300
301         missile = WarpZone_RefSys_SpawnSameRefSys(self);
302         missile.owner = self;
303         self.lastrocket = missile;
304         if(cvar("g_balance_rocketlauncher_detonatedelay") >= 0)
305                 missile.spawnshieldtime = time + cvar("g_balance_rocketlauncher_detonatedelay");
306         else
307                 missile.spawnshieldtime = -1;
308         missile.pushltime = time + cvar("g_balance_rocketlauncher_guidedelay");
309         missile.classname = "rocket";
310         missile.bot_dodge = TRUE;
311         missile.bot_dodgerating = cvar("g_balance_rocketlauncher_damage") * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
312
313         missile.takedamage = DAMAGE_YES;
314         missile.damageforcescale = cvar("g_balance_rocketlauncher_damageforcescale");
315         missile.health = cvar("g_balance_rocketlauncher_health");
316         missile.event_damage = W_Rocket_Damage;
317
318         missile.movetype = MOVETYPE_FLY;
319         PROJECTILE_MAKETRIGGER(missile);
320         missile.projectiledeathtype = WEP_ROCKET_LAUNCHER;
321         setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
322
323         setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
324         if(g_laserguided_missile && self.laser_on)
325                 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_laserguided_speedstart"), 0);
326         else
327                 W_SetupProjectileVelocity(missile, cvar("g_balance_rocketlauncher_speedstart"), 0);
328         missile.angles = vectoangles (missile.velocity);
329
330         missile.touch = W_Rocket_Touch;
331         missile.think = W_Rocket_Think;
332         missile.nextthink = time;
333         missile.cnt = time + cvar("g_balance_rocketlauncher_lifetime");
334         missile.flags = FL_PROJECTILE;
335
336         CSQCProjectile(missile, cvar("g_balance_rocketlauncher_guiderate") == 0 && cvar("g_balance_rocketlauncher_speedaccel") == 0 && !g_laserguided_missile, PROJECTILE_ROCKET, FALSE); // because of fly sound
337
338         // muzzle flash for 1st person view
339         flash = spawn ();
340         setmodel (flash, "models/flash.md3"); // precision set below
341         SUB_SetFade (flash, time, 0.1);
342         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
343         W_AttachToShotorg(flash, '5 0 0');
344
345         // common properties
346 }
347
348 void spawnfunc_weapon_rocketlauncher (void); // defined in t_items.qc
349
350 float w_rlauncher(float req)
351 {
352         entity rock;
353         float rockfound;
354         if (req == WR_AIM)
355         {
356                 // aim and decide to fire if appropriate
357                 self.BUTTON_ATCK = bot_aim(cvar("g_balance_rocketlauncher_speed"), 0, cvar("g_balance_rocketlauncher_lifetime"), FALSE);
358                 if(skill >= 2) // skill 0 and 1 bots won't detonate rockets!
359                 {
360                         // decide whether to detonate rockets
361                         local entity missile, targetlist, targ;
362                         local float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
363                         local float selfdamage, teamdamage, enemydamage;
364                         edgedamage = cvar("g_balance_rocketlauncher_edgedamage");
365                         coredamage = cvar("g_balance_rocketlauncher_damage");
366                         edgeradius = cvar("g_balance_rocketlauncher_radius");
367                         recipricoledgeradius = 1 / edgeradius;
368                         selfdamage = 0;
369                         teamdamage = 0;
370                         enemydamage = 0;
371                         targetlist = findchainfloat(bot_attack, TRUE);
372                         missile = find(world, classname, "rocket");
373                         while (missile)
374                         {
375                                 if (missile.owner != self)
376                                 {
377                                         missile = find(missile, classname, "rocket");
378                                         continue;
379                                 }
380                                 targ = targetlist;
381                                 while (targ)
382                                 {
383                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - missile.origin);
384                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
385                                         // count potential damage according to type of target
386                                         if (targ == self)
387                                                 selfdamage = selfdamage + d;
388                                         else if (targ.team == self.team && teams_matter)
389                                                 teamdamage = teamdamage + d;
390                                         else if (bot_shouldattack(targ))
391                                                 enemydamage = enemydamage + d;
392                                         targ = targ.chain;
393                                 }
394                                 missile = find(missile, classname, "rocket");
395                         }
396                         local float desirabledamage;
397                         desirabledamage = enemydamage;
398                         if (teamplay != 1 && time > self.invincible_finished && time > self.spawnshieldtime)
399                                 desirabledamage = desirabledamage - selfdamage * cvar("g_balance_selfdamagepercent");
400                         if (self.team && teamplay != 1)
401                                 desirabledamage = desirabledamage - teamdamage;
402
403                         missile = find(world, classname, "rocket");
404                         while (missile)
405                         {
406                                 if (missile.owner != self)
407                                 {
408                                         missile = find(missile, classname, "rocket");
409                                         continue;
410                                 }
411                                 makevectors(missile.v_angle);
412                                 targ = targetlist;
413                                 if (skill > 9) // normal players only do this for the target they are tracking
414                                 {
415                                         targ = targetlist;
416                                         while (targ)
417                                         {
418                                                 if (
419                                                         (v_forward * normalize(missile.origin - targ.origin)< 0.1)
420                                                         && desirabledamage > 0.1*coredamage
421                                                 )self.BUTTON_ATCK2 = TRUE;
422                                                 targ = targ.chain;
423                                         }
424                                 }else{
425                                         local float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
426                                         //As the distance gets larger, a correct detonation gets near imposible
427                                         //Bots are assumed to use the rocket spawnfunc_light to see if the rocket gets near a player
428                                         if(v_forward * normalize(missile.origin - self.enemy.origin)< 0.1)
429                                                 if(self.enemy.classname == "player")
430                                                         if(desirabledamage >= 0.1*coredamage)
431                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
432                                                                         self.BUTTON_ATCK2 = TRUE;
433                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
434                                 }
435
436                                 missile = find(missile, classname, "rocket");
437                         }
438                         // if we would be doing at X percent of the core damage, detonate it
439                         // but don't fire a new shot at the same time!
440                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
441                                 self.BUTTON_ATCK2 = TRUE;
442                         if ((skill > 6.5) && (selfdamage > self.health))
443                                 self.BUTTON_ATCK2 = FALSE;
444                         //if(self.BUTTON_ATCK2 == TRUE)
445                         //      dprint(ftos(desirabledamage),"\n");
446                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
447                 }
448         }
449         else if (req == WR_THINK)
450         {
451                 if(g_laserguided_missile)
452                 {
453                         if (self.BUTTON_ATCK && self.rl_release)
454                         {
455                                 rockfound = 0;
456                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
457                                 {
458                                         if(!rock.rl_detonate_later)
459                                         {
460                                                 rock.rl_detonate_later = TRUE;
461                                                 rockfound = 1;
462                                         }
463                                 }
464                                 if(rockfound)
465                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
466                                 else
467                                 {
468                                         if (weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
469                                         {
470                                                 W_Rocket_Attack();
471                                                 weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
472                                         }
473                                 }
474                                 self.rl_release = 0;
475                         }
476                         if (!self.BUTTON_ATCK)
477                                 self.rl_release = 1;
478                         if (self.BUTTON_ATCK2)
479                         if(self.exteriorweaponentity.attack_finished_single < time)
480                         {
481                                 self.exteriorweaponentity.attack_finished_single = time + 0.4;
482                                 self.laser_on = !self.laser_on;
483                                 // UGLY WORKAROUND: play this on CHAN_WEAPON2 so it can't cut off fire sounds
484                                 sound (self, CHAN_WEAPON2, "weapons/rocket_mode.wav", VOL_BASE, ATTN_NORM);
485                         }
486                 }
487                 else
488                 {
489                         if (self.BUTTON_ATCK)
490                         {
491                                 if(self.rl_release || cvar("g_balance_rocketlauncher_guidestop"))
492                                 if(weapon_prepareattack(0, cvar("g_balance_rocketlauncher_refire")))
493                                 {
494                                         W_Rocket_Attack();
495                                         weapon_thinkf(WFRAME_FIRE1, cvar("g_balance_rocketlauncher_animtime"), w_ready);
496                                         self.rl_release = 0;
497                                 }
498                         }
499                         else
500                                 self.rl_release = 1;
501
502                         if (self.BUTTON_ATCK2)
503                         {
504                                 rockfound = 0;
505                                 for(rock = world; (rock = find(rock, classname, "rocket")); ) if(rock.owner == self)
506                                 {
507                                         if(!rock.rl_detonate_later)
508                                         {
509                                                 rock.rl_detonate_later = TRUE;
510                                                 rockfound = 1;
511                                         }
512                                 }
513                                 if(rockfound)
514                                         sound (self, CHAN_WEAPON2, "weapons/rocket_det.wav", VOL_BASE, ATTN_NORM);
515                         }
516                 }
517         }
518         else if (req == WR_PRECACHE)
519         {
520                 precache_model ("models/flash.md3");
521                 precache_model ("models/weapons/g_rl.md3");
522                 precache_model ("models/weapons/v_rl.md3");
523                 precache_model ("models/weapons/h_rl.iqm");
524                 precache_sound ("weapons/rocket_det.wav");
525                 precache_sound ("weapons/rocket_fire.wav");
526                 precache_sound ("weapons/rocket_mode.wav");
527                 if (g_laserguided_missile)
528                 {
529                         precache_model ("models/laser_dot.mdl"); // rocket launcher
530                 }
531         }
532         else if (req == WR_SETUP)
533         {
534                 weapon_setup(WEP_ROCKET_LAUNCHER);
535                 self.rl_release = 1;
536         }
537         else if (req == WR_CHECKAMMO1)
538         {
539                 // don't switch while guiding a missile
540                 if ((ATTACK_FINISHED(self) <= time || self.weapon != WEP_ROCKET_LAUNCHER)
541                         && self.ammo_rockets < cvar("g_balance_rocketlauncher_ammo"))
542                         return FALSE;
543         }
544         else if (req == WR_CHECKAMMO2)
545                 return FALSE;
546         else if (req == WR_SUICIDEMESSAGE)
547                 w_deathtypestring = "exploded";
548         else if (req == WR_KILLMESSAGE)
549         {
550                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
551                         w_deathtypestring = "got too close to #'s rocket";
552                 else if(w_deathtype & HITTYPE_SPLASH)
553                         w_deathtypestring = "almost dodged #'s rocket";
554                 else
555                         w_deathtypestring = "ate #'s rocket";
556         }
557         else if (req == WR_RESETPLAYER)
558         {
559                 self.rl_release = 0;
560         }
561         return TRUE;
562 };
563 #endif