X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=cl_tent.c;h=9be371d831deb4ddd65acc707a3bc1f42985ccbd;hb=3de1b2e0ce016d1b23e3f9d7ad0700c38af2a432;hp=a3795adfc083f306ff5c774d29069d4a521534ff;hpb=c98b091c10dc46797648b3ade88ec24076eb092c;p=xonotic%2Fdarkplaces.git diff --git a/cl_tent.c b/cl_tent.c index a3795adf..9be371d8 100644 --- a/cl_tent.c +++ b/cl_tent.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -21,6 +21,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" +cvar_t r_glowinglightning = {CVAR_SAVE, "r_glowinglightning", "1"}; + int num_temp_entities; entity_t cl_temp_entities[MAX_TEMP_ENTITIES]; beam_t cl_beams[MAX_BEAMS]; @@ -40,6 +42,7 @@ CL_ParseTEnt */ void CL_InitTEnts (void) { + Cvar_RegisterVariable(&r_glowinglightning); cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav"); cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav"); cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav"); @@ -62,14 +65,8 @@ void CL_ParseBeam (model_t *m) int i; ent = MSG_ReadShort (); - - start[0] = MSG_ReadCoord (); - start[1] = MSG_ReadCoord (); - start[2] = MSG_ReadCoord (); - - end[0] = MSG_ReadCoord (); - end[1] = MSG_ReadCoord (); - end[2] = MSG_ReadCoord (); + MSG_ReadVector(start); + MSG_ReadVector(end); // override any beam with the same entity for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) @@ -99,10 +96,26 @@ void CL_ParseBeam (model_t *m) Con_Printf ("beam list overflow!\n"); } +//void R_BlastParticles(vec3_t org, vec_t radius, vec_t power); void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count); void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel); void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type); +// attempts to find the nearest non-solid location, used for explosions mainly +void FindNonSolidLocation(vec3_t pos) +{ + if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; + pos[0]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; + pos[0]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; + pos[0]-=1; + pos[1]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; + pos[1]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; + pos[1]-=1; + pos[2]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; + pos[2]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; + pos[2]-=1; +} + /* ================= CL_ParseTEnt @@ -114,37 +127,30 @@ void CL_ParseTEnt (void) vec3_t pos; vec3_t dir; vec3_t pos2; - dlight_t *dl; int rnd; int colorStart, colorLength, count; - float velspeed; + float velspeed, radius; byte *tempcolor; type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); R_RunParticleEffect (pos, vec3_origin, 20, 30); S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); R_RunParticleEffect (pos, vec3_origin, 226, 20); S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); // LordHavoc: changed to spark shower - R_SparkShower(pos, vec3_origin, 15, 0); + R_SparkShower(pos, vec3_origin, 15); //R_RunParticleEffect (pos, vec3_origin, 0, 10); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); @@ -160,18 +166,11 @@ void CL_ParseTEnt (void) } break; case TE_SPIKEQUAD: // quad spike hitting wall - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); // LordHavoc: changed to spark shower - R_SparkShower(pos, vec3_origin, 15, 0); + R_SparkShower(pos, vec3_origin, 15); //R_RunParticleEffect (pos, vec3_origin, 0, 10); - dl = CL_AllocDlight (0); - VectorCopy (pos, dl->origin); - dl->radius = 200; - dl->die = cl.time + 0.2; - dl->decay = 1000; - dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8; + CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); @@ -187,11 +186,9 @@ void CL_ParseTEnt (void) } break; case TE_SUPERSPIKE: // super spike hitting wall - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); // LordHavoc: changed to dust shower - R_SparkShower(pos, vec3_origin, 30, 0); + R_SparkShower(pos, vec3_origin, 30); //R_RunParticleEffect (pos, vec3_origin, 0, 20); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); @@ -207,18 +204,11 @@ void CL_ParseTEnt (void) } break; case TE_SUPERSPIKEQUAD: // quad super spike hitting wall - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); // LordHavoc: changed to dust shower - R_SparkShower(pos, vec3_origin, 30, 0); + R_SparkShower(pos, vec3_origin, 30); //R_RunParticleEffect (pos, vec3_origin, 0, 20); - dl = CL_AllocDlight (0); - VectorCopy (pos, dl->origin); - dl->radius = 200; - dl->die = cl.time + 0.2; - dl->decay = 1000; - dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8; + CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else @@ -234,47 +224,37 @@ void CL_ParseTEnt (void) break; // LordHavoc: added for improved blood splatters case TE_BLOOD: // blood puff - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); dir[0] = MSG_ReadChar (); dir[1] = MSG_ReadChar (); dir[2] = MSG_ReadChar (); count = MSG_ReadByte (); // amount of particles - R_SparkShower(pos, dir, count, 1); + R_BloodPuff(pos, dir, count); + break; + case TE_BLOOD2: // blood puff + MSG_ReadVector(pos); + R_BloodPuff(pos, vec3_origin, 10); break; case TE_SPARK: // spark shower - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); dir[0] = MSG_ReadChar (); dir[1] = MSG_ReadChar (); dir[2] = MSG_ReadChar (); count = MSG_ReadByte (); // amount of particles - R_SparkShower(pos, dir, count, 0); + R_SparkShower(pos, dir, count); break; // LordHavoc: added for improved gore case TE_BLOODSHOWER: // vaporized body - pos[0] = MSG_ReadCoord (); // mins - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); - dir[0] = MSG_ReadCoord (); // maxs - dir[1] = MSG_ReadCoord (); - dir[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); // mins + MSG_ReadVector(pos2); // maxs velspeed = MSG_ReadCoord (); // speed count = MSG_ReadShort (); // number of particles - R_BloodShower(pos, dir, velspeed, count); + R_BloodShower(pos, pos2, velspeed, count); break; case TE_PARTICLECUBE: // general purpose particle effect - pos[0] = MSG_ReadCoord (); // mins - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); - pos2[0] = MSG_ReadCoord (); // maxs - pos2[1] = MSG_ReadCoord (); - pos2[2] = MSG_ReadCoord (); - dir[0] = MSG_ReadCoord (); // dir - dir[1] = MSG_ReadCoord (); - dir[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); // mins + MSG_ReadVector(pos2); // maxs + MSG_ReadVector(dir); // dir count = MSG_ReadShort (); // number of particles colorStart = MSG_ReadByte (); // color colorLength = MSG_ReadByte (); // gravity (1 or 0) @@ -283,136 +263,112 @@ void CL_ParseTEnt (void) break; case TE_PARTICLERAIN: // general purpose particle effect - pos[0] = MSG_ReadCoord (); // mins - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); - pos2[0] = MSG_ReadCoord (); // maxs - pos2[1] = MSG_ReadCoord (); - pos2[2] = MSG_ReadCoord (); - dir[0] = MSG_ReadCoord (); // dir - dir[1] = MSG_ReadCoord (); - dir[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); // mins + MSG_ReadVector(pos2); // maxs + MSG_ReadVector(dir); // dir count = MSG_ReadShort (); // number of particles colorStart = MSG_ReadByte (); // color R_ParticleRain(pos, pos2, dir, count, colorStart, 0); break; case TE_PARTICLESNOW: // general purpose particle effect - pos[0] = MSG_ReadCoord (); // mins - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); - pos2[0] = MSG_ReadCoord (); // maxs - pos2[1] = MSG_ReadCoord (); - pos2[2] = MSG_ReadCoord (); - dir[0] = MSG_ReadCoord (); // dir - dir[1] = MSG_ReadCoord (); - dir[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); // mins + MSG_ReadVector(pos2); // maxs + MSG_ReadVector(dir); // dir count = MSG_ReadShort (); // number of particles colorStart = MSG_ReadByte (); // color R_ParticleRain(pos, pos2, dir, count, colorStart, 1); break; case TE_GUNSHOT: // bullet hitting wall - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); // LordHavoc: changed to dust shower - R_SparkShower(pos, vec3_origin, 15, 0); + R_SparkShower(pos, vec3_origin, 15); //R_RunParticleEffect (pos, vec3_origin, 0, 20); break; case TE_GUNSHOTQUAD: // quad bullet hitting wall - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); - R_SparkShower(pos, vec3_origin, 15, 0); - dl = CL_AllocDlight (0); - VectorCopy (pos, dl->origin); - dl->radius = 200; - dl->die = cl.time + 0.2; - dl->decay = 1000; - dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8; + MSG_ReadVector(pos); + R_SparkShower(pos, vec3_origin, 15); + CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2); break; case TE_EXPLOSION: // rocket explosion - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); + FindNonSolidLocation(pos); R_ParticleExplosion (pos, false); - dl = CL_AllocDlight (0); - VectorCopy (pos, dl->origin); - dl->radius = 350; - dl->die = cl.time + 0.5; - dl->decay = 700; - dl->color[0] = 1.0;dl->color[1] = 0.8;dl->color[2] = 0.4; +// R_BlastParticles (pos, 120, 120); + CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_EXPLOSIONQUAD: // quad rocket explosion - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); + FindNonSolidLocation(pos); R_ParticleExplosion (pos, false); - dl = CL_AllocDlight (0); - VectorCopy (pos, dl->origin); - dl->radius = 600; - dl->die = cl.time + 0.5; - dl->decay = 1200; - dl->color[0] = 0.5;dl->color[1] = 0.4;dl->color[2] = 1.0; +// R_BlastParticles (pos, 120, 480); + CL_AllocDlight (NULL, pos, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; /* case TE_SMOKEEXPLOSION: // rocket explosion with a cloud of smoke - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); + FindNonSolidLocation(pos); R_ParticleExplosion (pos, true); - dl = CL_AllocDlight (0); - VectorCopy (pos, dl->origin); - dl->radius = 350; - dl->die = cl.time + 0.5; - dl->decay = 300; - dl->color[0] = 1.0;dl->color[1] = 0.8;dl->color[2] = 0.4; + CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; */ case TE_EXPLOSION3: // Nehahra movie colored lighting explosion - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); + FindNonSolidLocation(pos); R_ParticleExplosion (pos, false); - dl = CL_AllocDlight (0); - VectorCopy (pos, dl->origin); - dl->radius = 350; - dl->die = cl.time + 0.5; - dl->decay = 700; - dl->color[0] = MSG_ReadCoord();dl->color[1] = MSG_ReadCoord();dl->color[2] = MSG_ReadCoord(); +// R_BlastParticles (pos, 120, 120); + CL_AllocDlight (NULL, pos, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_EXPLOSIONRGB: // colored lighting explosion - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); + FindNonSolidLocation(pos); R_ParticleExplosion (pos, false); - dl = CL_AllocDlight (0); - VectorCopy (pos, dl->origin); - dl->radius = 350; - dl->die = cl.time + 0.5; - dl->decay = 700; - dl->color[0] = MSG_ReadByte() * (1.0 / 255.0);dl->color[1] = MSG_ReadByte() * (1.0 / 255.0);dl->color[2] = MSG_ReadByte() * (1.0 / 255.0); +// R_BlastParticles (pos, 120, 120); + CL_AllocDlight (NULL, pos, 350, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); + FindNonSolidLocation(pos); R_BlobExplosion (pos); +// R_BlastParticles (pos, 120, 120); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); + CL_AllocDlight (NULL, pos, 600, 0.8f, 0.4f, 1.0f, 1200, 0.5); + S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); + break; + + case TE_SMALLFLASH: + MSG_ReadVector(pos); + FindNonSolidLocation(pos); + CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2); + break; + + case TE_CUSTOMFLASH: + MSG_ReadVector(pos); + FindNonSolidLocation(pos); + radius = MSG_ReadByte() * 8; + velspeed = (MSG_ReadByte() + 1) * (1.0 / 256.0); + CL_AllocDlight (NULL, pos, radius, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), radius / velspeed, velspeed); + break; + + case TE_FLAMEJET: + MSG_ReadVector(pos); + MSG_ReadVector(dir); + count = MSG_ReadByte(); + R_Flames(pos, dir, count); break; case TE_LIGHTNING1: // lightning bolts @@ -433,7 +389,7 @@ void CL_ParseTEnt (void) break; // PGM 01/21/97 -// LordHavoc: ONLY for compatibility with the Nehahra movie... hack hack hack +// LordHavoc: for compatibility with the Nehahra movie... case TE_LIGHTNING4NEH: CL_ParseBeam (Mod_ForName(MSG_ReadString(), true)); break; @@ -453,19 +409,14 @@ void CL_ParseTEnt (void) break; case TE_EXPLOSION2: // color mapped explosion - pos[0] = MSG_ReadCoord (); - pos[1] = MSG_ReadCoord (); - pos[2] = MSG_ReadCoord (); + MSG_ReadVector(pos); + FindNonSolidLocation(pos); colorStart = MSG_ReadByte (); colorLength = MSG_ReadByte (); R_ParticleExplosion2 (pos, colorStart, colorLength); - dl = CL_AllocDlight (0); - VectorCopy (pos, dl->origin); - dl->radius = 350; - dl->die = cl.time + 0.5; - dl->decay = 700; - tempcolor = (byte *)&d_8to24table[colorStart+(colorLength >> 1)]; - dl->color[0] = tempcolor[0];dl->color[1] = tempcolor[1];dl->color[2] = tempcolor[2]; +// R_BlastParticles (pos, 80, 80); + tempcolor = (byte *)&d_8to24table[(rand()%colorLength) + colorStart]; + CL_AllocDlight (NULL, pos, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; @@ -484,20 +435,18 @@ entity_t *CL_NewTempEntity (void) { entity_t *ent; - if (cl_numvisedicts == MAX_VISEDICTS) + if (cl_numvisedicts >= MAX_VISEDICTS) return NULL; - if (num_temp_entities == MAX_TEMP_ENTITIES) + if (num_temp_entities >= MAX_TEMP_ENTITIES) return NULL; - ent = &cl_temp_entities[num_temp_entities]; + ent = &cl_temp_entities[num_temp_entities++]; memset (ent, 0, sizeof(*ent)); - num_temp_entities++; - cl_visedicts[cl_numvisedicts] = ent; - cl_numvisedicts++; - - ent->colormap = vid.colormap; - ent->scale = 1; - ent->alpha = 1; - ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1; + cl_visedicts[cl_numvisedicts++] = ent; + + ent->render.colormap = -1; // no special coloring + ent->render.scale = 1; + ent->render.alpha = 1; + ent->render.colormod[0] = ent->render.colormod[1] = ent->render.colormod[2] = 1; return ent; } @@ -516,7 +465,6 @@ void CL_UpdateTEnts (void) entity_t *ent; float yaw, pitch; float forward; - dlight_t *dl; num_temp_entities = 0; @@ -526,13 +474,11 @@ void CL_UpdateTEnts (void) if (!b->model || b->endtime < cl.time) continue; - // if coming from the player, update the start position + // if coming from the player, update the start position if (b->entity == cl.viewentity) - { - VectorCopy (cl_entities[cl.viewentity].origin, b->start); - } + VectorCopy (cl_entities[cl.viewentity].render.origin, b->start); - // calculate pitch and yaw + // calculate pitch and yaw VectorSubtract (b->end, b->start, dist); if (dist[1] == 0 && dist[0] == 0) @@ -555,7 +501,7 @@ void CL_UpdateTEnts (void) pitch += 360; } - // add new entities for the lightning + // add new entities for the lightning VectorCopy (b->start, org); d = VectorNormalizeLength(dist); while (d > 0) @@ -563,24 +509,21 @@ void CL_UpdateTEnts (void) ent = CL_NewTempEntity (); if (!ent) return; - VectorCopy (org, ent->origin); - ent->model = b->model; - ent->effects = EF_FULLBRIGHT; - ent->angles[0] = pitch; - ent->angles[1] = yaw; - ent->angles[2] = rand()%360; - - dl = CL_AllocDlight (0); - VectorCopy (ent->origin, dl->origin); - dl->radius = 100 + (rand()&31); - dl->die = cl.time + 0.001; - dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 1; + VectorCopy (org, ent->render.origin); + ent->render.model = b->model; + ent->render.effects = EF_FULLBRIGHT; + ent->render.angles[0] = pitch; + ent->render.angles[1] = yaw; + ent->render.angles[2] = rand()%360; + + if (r_glowinglightning.value > 0) + CL_AllocDlight(ent, ent->render.origin, lhrandom(100, 120), r_glowinglightning.value * 0.25f, r_glowinglightning.value * 0.25f, r_glowinglightning.value * 0.25f, 0, 0); VectorMA(org, 30, dist, org); d -= 30; } } - + }