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Merge branch 'Lyberta/URS3' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / all.qc
1 #include "all.qh"
2 #ifndef WEAPONS_ALL_C
3 #define WEAPONS_ALL_C
4
5 #if defined(CSQC)
6         #include <client/defs.qh>
7         #include "../constants.qh"
8         #include "../stats.qh"
9         #include <lib/warpzone/anglestransform.qh>
10         #include <lib/warpzone/common.qh>
11         #include <lib/warpzone/client.qh>
12         #include "../util.qh"
13         #include <client/autocvars.qh>
14         #include "../deathtypes/all.qh"
15         #include <lib/csqcmodel/interpolate.qh>
16         #include "../physics/movetypes/movetypes.qh"
17         #include <client/main.qh>
18         #include <lib/csqcmodel/cl_model.qh>
19 #elif defined(MENUQC)
20 #elif defined(SVQC)
21         #include <common/items/_mod.qh>
22     #include <lib/warpzone/anglestransform.qh>
23     #include <lib/warpzone/common.qh>
24     #include <lib/warpzone/util_server.qh>
25     #include <lib/warpzone/server.qh>
26     #include "../constants.qh"
27     #include "../stats.qh"
28     #include "../teams.qh"
29     #include <common/util.qh>
30     #include "../monsters/_mod.qh"
31     #include "config.qh"
32     #include <server/weapons/csqcprojectile.qh>
33     #include <server/weapons/tracing.qh>
34     #include "../t_items.qh"
35     #include <server/autocvars.qh>
36     #include <server/constants.qh>
37     #include <server/defs.qh>
38     #include "../notifications/all.qh"
39     #include "../deathtypes/all.qh"
40     #include <server/mutators/_mod.qh>
41     #include "../mapinfo.qh"
42     #include <server/command/_mod.qh>
43     #include <lib/csqcmodel/sv_model.qh>
44     #include <server/portals.qh>
45     #include <server/g_hook.qh>
46 #endif
47 #ifdef GAMEQC
48         #include "calculations.qc"
49 #endif
50 #ifdef SVQC
51         #include "config.qc"
52 #endif
53
54 #include "weapon/_mod.inc"
55
56
57 // WEAPON PLUGIN SYSTEM
58
59 WepSet _WepSet_FromWeapon(int a)
60 {
61         a -= WEP_FIRST;
62         if (Weapons_MAX > 24)
63                 if (a >= 24)
64                 {
65                         a -= 24;
66                         if (Weapons_MAX > 48)
67                                 if (a >= 24)
68                                 {
69                                         a -= 24;
70                                         return '0 0 1' * (2 ** a);
71                                 }
72                         return '0 1 0' * (2 ** a);
73                 }
74         return '1 0 0' * (2 ** a);
75 }
76 #ifdef SVQC
77         void WriteWepSet(float dst, WepSet w)
78         {
79                 if (Weapons_MAX > 48) WriteInt72_t(dst, w);
80                 else if (Weapons_MAX > 24) WriteInt48_t(dst, w);
81                 else WriteInt24_t(dst, w.x);
82         }
83 #endif
84 #ifdef CSQC
85         WepSet WepSet_GetFromStat()
86         {
87                 return STAT(WEAPONS);
88         }
89         WepSet WepSet_GetFromStat_InMap()
90         {
91                 return STAT(WEAPONSINMAP);
92         }
93         WepSet ReadWepSet()
94         {
95                 if (Weapons_MAX > 48) return ReadInt72_t();
96                 if (Weapons_MAX > 24) return ReadInt48_t();
97                 return ReadInt24_t() * '1 0 0';
98         }
99 #endif
100
101 string W_FixWeaponOrder(string order, float complete)
102 {
103         return fixPriorityList(order, WEP_FIRST, WEP_LAST, WEP_IMPULSE_BEGIN - WEP_FIRST, complete);
104 }
105 string W_NameWeaponOrder_MapFunc(string s)
106 {
107         int i = stof(s);
108         if (s == "0" || i)
109         {
110                 entity wi = Weapons_from(i);
111                 if (wi != WEP_Null) return wi.netname;
112         }
113         return s;
114 }
115
116 string W_UndeprecateName(string s)
117 {
118         switch (s)
119         {
120                 case "nex": return "vortex";
121                 case "rocketlauncher": return "devastator";
122                 case "laser": return "blaster";
123                 case "minstanex": return "vaporizer";
124                 case "grenadelauncher": return "mortar";
125                 case "uzi": return "machinegun";
126                 default: return s;
127         }
128 }
129 string W_NameWeaponOrder(string order)
130 {
131         return mapPriorityList(order, W_NameWeaponOrder_MapFunc);
132 }
133 string W_NumberWeaponOrder_MapFunc(string s)
134 {
135         if (s == "0" || stof(s)) return s;
136         s = W_UndeprecateName(s);
137         FOREACH(Weapons, it != WEP_Null && it.netname == s, return ftos(i));
138         return s;
139 }
140 string W_NumberWeaponOrder(string order)
141 {
142         return mapPriorityList(order, W_NumberWeaponOrder_MapFunc);
143 }
144
145 float W_FixWeaponOrder_BuildImpulseList_buf[Weapons_MAX];
146 string W_FixWeaponOrder_BuildImpulseList_order;
147 void W_FixWeaponOrder_BuildImpulseList_swap(int i, int j, entity pass)
148 {
149         float h;
150         h = W_FixWeaponOrder_BuildImpulseList_buf[i];
151         W_FixWeaponOrder_BuildImpulseList_buf[i] = W_FixWeaponOrder_BuildImpulseList_buf[j];
152         W_FixWeaponOrder_BuildImpulseList_buf[j] = h;
153 }
154 float W_FixWeaponOrder_BuildImpulseList_cmp(int i, int j, entity pass)
155 {
156         int si = W_FixWeaponOrder_BuildImpulseList_buf[i];
157         Weapon e1 = Weapons_from(si);
158         int sj = W_FixWeaponOrder_BuildImpulseList_buf[j];
159         Weapon e2 = Weapons_from(sj);
160         int d = (e1.impulse + 9) % 10 - (e2.impulse + 9) % 10;
161         if (d != 0) return -d;  // high impulse first!
162         return strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
163                 sprintf(" %d ", si), 0)
164                -
165                strstrofs(strcat(" ", W_FixWeaponOrder_BuildImpulseList_order, " "),
166                 sprintf(" %d ", sj), 0)
167         ;  // low char index first!
168 }
169 string W_FixWeaponOrder_BuildImpulseList(string o)
170 {
171         int i;
172         W_FixWeaponOrder_BuildImpulseList_order = o;
173         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
174                 W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST] = i;
175         heapsort(WEP_LAST - WEP_FIRST + 1, W_FixWeaponOrder_BuildImpulseList_swap, W_FixWeaponOrder_BuildImpulseList_cmp,
176                 NULL);
177         o = "";
178         for (i = WEP_FIRST; i <= WEP_LAST; ++i)
179                 o = strcat(o, " ", ftos(W_FixWeaponOrder_BuildImpulseList_buf[i - WEP_FIRST]));
180         W_FixWeaponOrder_BuildImpulseList_order = string_null;
181         return substring(o, 1, -1);
182 }
183
184 string W_FixWeaponOrder_AllowIncomplete(entity this, string order)
185 {
186         return W_FixWeaponOrder(order, 0);
187 }
188
189 string W_FixWeaponOrder_ForceComplete(string order)
190 {
191         if (order == "") order = W_NumberWeaponOrder(cvar_defstring("cl_weaponpriority"));
192         return W_FixWeaponOrder(order, 1);
193 }
194
195 void W_RandomWeapons(entity e, int n)
196 {
197         WepSet remaining = e.weapons;
198         WepSet result = '0 0 0';
199         for (int j = 0; j < n; ++j)
200         {
201                 RandomSelection_Init();
202                 FOREACH(Weapons, it != WEP_Null, {
203                         if (remaining & (it.m_wepset))
204                                 RandomSelection_AddEnt(it, 1, 1);
205                 });
206                 Weapon w = RandomSelection_chosen_ent;
207                 result |= WepSet_FromWeapon(w);
208                 remaining &= ~WepSet_FromWeapon(w);
209         }
210         e.weapons = result;
211 }
212
213 string GetAmmoPicture(int ammotype)
214 {
215         switch (ammotype)
216         {
217                 case RESOURCE_SHELLS:  return ITEM_Shells.m_icon;
218                 case RESOURCE_BULLETS: return ITEM_Bullets.m_icon;
219                 case RESOURCE_ROCKETS: return ITEM_Rockets.m_icon;
220                 case RESOURCE_CELLS:   return ITEM_Cells.m_icon;
221                 case RESOURCE_PLASMA:  return ITEM_Plasma.m_icon;
222                 case RESOURCE_FUEL:    return ITEM_JetpackFuel.m_icon;
223                 default: return "";  // wtf, no ammo type?
224         }
225 }
226
227 #ifdef CSQC
228 int GetAmmoTypeFromNum(int i)
229 {
230         switch (i)
231         {
232                 case 0: return RESOURCE_SHELLS;
233                 case 1: return RESOURCE_BULLETS;
234                 case 2: return RESOURCE_ROCKETS;
235                 case 3: return RESOURCE_CELLS;
236                 case 4: return RESOURCE_PLASMA;
237                 case 5: return RESOURCE_FUEL;
238                 default: return RESOURCE_NONE;
239         }
240 }
241
242 int GetAmmoStat(int ammotype)
243 {
244         switch (ammotype)
245         {
246                 case RESOURCE_SHELLS: return STAT_SHELLS;
247                 case RESOURCE_BULLETS: return STAT_NAILS;
248                 case RESOURCE_ROCKETS: return STAT_ROCKETS;
249                 case RESOURCE_CELLS: return STAT_CELLS;
250                 case RESOURCE_PLASMA: return STAT_PLASMA.m_id;
251                 case RESOURCE_FUEL: return STAT_FUEL.m_id;
252                 default: return -1;
253         }
254 }
255 #endif
256
257 string W_Sound(string w_snd)
258 {
259         string output = strcat("weapons/", w_snd);
260         MUTATOR_CALLHOOK(WeaponSound, w_snd, output);
261         return M_ARGV(1, string);
262 }
263
264 string W_Model(string w_mdl)
265 {
266         string output = strcat("models/weapons/", w_mdl);
267         MUTATOR_CALLHOOK(WeaponModel, w_mdl, output);
268         return M_ARGV(1, string);
269 }
270
271 #ifdef GAMEQC
272 vector shotorg_adjustfromclient(vector vecs, float y_is_right, float algn)
273 {
274         switch (algn)
275         {
276                 default:
277                 case 3:
278                         // right alignment
279                         break;
280                 case 4:
281                         // left
282                         vecs.y = -vecs.y;
283                         break;
284                 case 1:
285                 case 2:
286                         // center
287                         vecs.y = 0;
288                         vecs.z -= 2;
289                         break;
290         }
291         return vecs;
292 }
293
294 vector shotorg_adjust_values(vector vecs, bool y_is_right, bool visual, int algn)
295 {
296 #ifdef SVQC
297         string s;
298 #endif
299         if (visual)
300         {
301                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
302         }
303 #ifdef SVQC
304         else if (autocvar_g_shootfromeye)
305         {
306                 vecs.y = vecs.z = 0;
307         }
308         else if (autocvar_g_shootfromcenter)
309         {
310                 vecs.y = 0;
311                 vecs.z -= 2;
312         }
313         else if ((s = autocvar_g_shootfromfixedorigin) != "")
314         {
315                 vector v = stov(s);
316                 if (y_is_right) v.y = -v.y;
317                 if (v.x != 0) vecs.x = v.x;
318                 vecs.y = v.y;
319                 vecs.z = v.z;
320         }
321 #endif
322         else  // just do the same as top
323         {
324                 vecs = shotorg_adjustfromclient(vecs, y_is_right, algn);
325         }
326
327         return vecs;
328 }
329
330 #define shotorg_adjust shotorg_adjust_values
331
332 /**
333  * supported formats:
334  *
335  * 1. simple animated model, muzzle flash handling on h_ model:
336  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
337  *      tags:
338  *        shot = muzzle end (shot origin, also used for muzzle flashes)
339  *        shell = casings ejection point (must be on the right hand side of the gun)
340  *        weapon = attachment for v_tuba.md3
341  *    v_tuba.md3 - first and third person model
342  *    g_tuba.md3 - pickup model
343  *
344  * 2. simple animated model, muzzle flash handling on v_ model:
345  *    h_tuba.dpm, h_tuba.dpm.framegroups - invisible model controlling the animation
346  *      tags:
347  *        weapon = attachment for v_tuba.md3
348  *    v_tuba.md3 - first and third person model
349  *      tags:
350  *        shot = muzzle end (shot origin, also used for muzzle flashes)
351  *        shell = casings ejection point (must be on the right hand side of the gun)
352  *    g_tuba.md3 - pickup model
353  *
354  * 3. fully animated model, muzzle flash handling on h_ model:
355  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
356  *      tags:
357  *        shot = muzzle end (shot origin, also used for muzzle flashes)
358  *        shell = casings ejection point (must be on the right hand side of the gun)
359  *        handle = corresponding to the origin of v_tuba.md3 (used for muzzle flashes)
360  *    v_tuba.md3 - third person model
361  *    g_tuba.md3 - pickup model
362  *
363  * 4. fully animated model, muzzle flash handling on v_ model:
364  *    h_tuba.dpm, h_tuba.dpm.framegroups - animated first person model
365  *      tags:
366  *        shot = muzzle end (shot origin)
367  *        shell = casings ejection point (must be on the right hand side of the gun)
368  *    v_tuba.md3 - third person model
369  *      tags:
370  *        shot = muzzle end (for muzzle flashes)
371  *    g_tuba.md3 - pickup model
372  *
373  * writes:
374  *   this.origin, this.angles
375  *   this.weaponchild
376  *   this.movedir, this.view_ofs
377  *   attachment stuff
378  *   anim stuff
379  * to free:
380  *   call again with ""
381  *   remove the ent
382  */
383 void CL_WeaponEntity_SetModel(entity this, string name, bool _anim)
384 {
385         if (name == "")
386         {
387                 vector oldmin = this.mins, oldmax = this.maxs;
388                 setmodel(this, MDL_Null);
389                 setsize(this, oldmin, oldmax);
390                 if (this.weaponchild) delete(this.weaponchild);
391                 this.weaponchild = NULL;
392                 this.movedir = '0 0 0';
393                 this.spawnorigin = '0 0 0';
394                 this.oldorigin = '0 0 0';
395                 this.anim_fire1  = '0 1 0.01';
396                 this.anim_fire2  = '0 1 0.01';
397                 this.anim_idle   = '0 1 0.01';
398                 this.anim_reload = '0 1 0.01';
399         }
400         else
401         {
402                 // if there is a child entity, hide it until we're sure we use it
403                 if (this.weaponchild) this.weaponchild.model = "";
404                 _setmodel(this, W_Model(strcat("v_", name, ".md3")));
405                 int v_shot_idx;  // used later
406                 (v_shot_idx = gettagindex(this, "shot")) || (v_shot_idx = gettagindex(this, "tag_shot"));
407
408                 _setmodel(this, W_Model(strcat("h_", name, ".iqm")));
409                 // preset some defaults that work great for renamed zym files (which don't need an animinfo)
410                 this.anim_fire1  = animfixfps(this, '0 1 0.01', '0 0 0');
411                 this.anim_fire2  = animfixfps(this, '1 1 0.01', '0 0 0');
412                 this.anim_idle   = animfixfps(this, '2 1 0.01', '0 0 0');
413                 this.anim_reload = animfixfps(this, '3 1 0.01', '0 0 0');
414
415                 // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
416                 // if we don't, this is a "real" animated model
417                 string t;
418                 if ((t = "weapon", gettagindex(this, t)) || (t = "tag_weapon", gettagindex(this, t)))
419                 {
420                         if (!this.weaponchild)
421                         {
422                                 this.weaponchild = new(weaponchild);
423 #ifdef CSQC
424                                 this.weaponchild.drawmask = MASK_NORMAL;
425                                 this.weaponchild.renderflags |= RF_VIEWMODEL;
426 #endif
427                         }
428                         _setmodel(this.weaponchild, W_Model(strcat("v_", name, ".md3")));
429                         setsize(this.weaponchild, '0 0 0', '0 0 0');
430                         setattachment(this.weaponchild, this, t);
431                 }
432                 else
433                 {
434                         if (this.weaponchild) delete(this.weaponchild);
435                         this.weaponchild = NULL;
436                 }
437
438                 setsize(this, '0 0 0', '0 0 0');
439                 setorigin(this, '0 0 0');
440                 this.angles = '0 0 0';
441                 this.frame = 0;
442 #ifdef SVQC
443                 this.viewmodelforclient = NULL;
444 #else
445                 this.renderflags &= ~RF_VIEWMODEL;
446 #endif
447                 if (v_shot_idx)  // v_ model attached to invisible h_ model
448                 {
449                         this.movedir = gettaginfo(this.weaponchild, v_shot_idx);
450                 }
451                 else
452                 {
453                         int idx;
454                         if ((idx = gettagindex(this, "shot")) || (idx = gettagindex(this, "tag_shot")))
455                         {
456                                 this.movedir = gettaginfo(this, idx);
457                         }
458                         else
459                         {
460                                 LOG_WARNF("weapon model %s does not support the 'shot' tag, will display shots TOTALLY wrong",
461                                         this.model);
462                                 this.movedir = '0 0 0';
463                         }
464                 }
465                 {
466                         int idx = 0;
467                         // v_ model attached to invisible h_ model
468                         if (this.weaponchild
469                             && ((idx = gettagindex(this.weaponchild, "shell")) || (idx = gettagindex(this.weaponchild, "tag_shell"))))
470                         {
471                                 this.spawnorigin = gettaginfo(this.weaponchild, idx);
472                         }
473                         else if ((idx = gettagindex(this, "shell")) || (idx = gettagindex(this, "tag_shell")))
474                         {
475                                 this.spawnorigin = gettaginfo(this, idx);
476                         }
477                         else
478                         {
479                                 LOG_WARNF("weapon model %s does not support the 'shell' tag, will display casings wrong",
480                                         this.model);
481                                 this.spawnorigin = this.movedir;
482                         }
483                 }
484                 if (v_shot_idx)
485                 {
486                         this.oldorigin = '0 0 0';  // use regular attachment
487                 }
488                 else
489                 {
490                         int idx;
491                         if (this.weaponchild)
492                                 (idx = gettagindex(this, "weapon")) || (idx = gettagindex(this, "tag_weapon"));
493                         else
494                                 (idx = gettagindex(this, "handle")) || (idx = gettagindex(this, "tag_handle"));
495                         if (idx)
496                         {
497                                 this.oldorigin = this.movedir - gettaginfo(this, idx);
498                         }
499                         else
500                         {
501                                 LOG_WARNF(
502                                         "weapon model %s does not support the 'handle' tag "
503                                         "and neither does the v_ model support the 'shot' tag, "
504                                         "will display muzzle flashes TOTALLY wrong\n",
505                                         this.model);
506                                 this.oldorigin = '0 0 0';  // there is no way to recover from this
507                         }
508                 }
509
510 #ifdef SVQC
511                 this.viewmodelforclient = this.owner;
512 #else
513                 this.renderflags |= RF_VIEWMODEL;
514 #endif
515         }
516
517         this.view_ofs = '0 0 0';
518
519         if (this.movedir.x >= 0)
520         {
521                 //int algn = STAT(GUNALIGN, this.owner);
522                 int algn = W_GunAlign(this, STAT(GUNALIGN, this.owner));
523         #ifdef SVQC
524                 this.m_gunalign = algn;
525         #endif
526                 vector v = this.movedir;
527                 this.movedir = shotorg_adjust(v, false, false, algn);
528                 this.view_ofs = shotorg_adjust(v, false, true, algn) - v;
529         }
530         int compressed_shotorg = compressShotOrigin(this.movedir);
531         // make them match perfectly
532 #ifdef SVQC
533     // null during init
534     if (this.owner) this.owner.stat_shotorg = compressed_shotorg;
535         this.movedir = decompressShotOrigin(compressed_shotorg);
536 #else
537         this.movedir = decompressShotOrigin(compressed_shotorg);
538 #endif
539
540         this.spawnorigin += this.view_ofs;  // offset the casings origin by the same amount
541
542         // check if an instant weapon switch occurred
543         setorigin(this, this.view_ofs);
544         if (!_anim) return;
545         // reset animstate now
546         this.wframe = WFRAME_IDLE;
547         setanim(this, this.anim_idle, true, false, true);
548 }
549 #endif
550
551 #ifdef GAMEQC
552
553 REGISTER_NET_TEMP(wframe)
554 #ifdef CSQC
555 NET_HANDLE(wframe, bool isNew)
556 {
557         vector a;
558         a.x = ReadCoord();
559     a.y = ReadCoord();
560     a.z = ReadCoord();
561     int slot = ReadByte();
562         bool restartanim = ReadByte();
563         entity wepent = viewmodels[slot];
564         if(a.x == wepent.anim_idle_x) // we don't need to enforce idle animation
565                 wepent.animstate_looping = false;
566         else
567                 anim_set(wepent, a, !restartanim, restartanim, restartanim);
568         wepent.state = ReadByte();
569         wepent.weapon_nextthink = ReadFloat();
570         switch (wepent.state)
571         {
572                 case WS_RAISE:
573                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_raise;
574                         break;
575                 case WS_DROP:
576                         wepent.weapon_switchdelay = wepent.activeweapon.switchdelay_drop;
577                         break;
578         default:
579             wepent.weapon_switchdelay = 0;
580             break;
581         }
582         return true;
583 }
584 #endif
585
586 #ifdef SVQC
587 void wframe_send(entity actor, entity weaponentity, vector a, bool restartanim)
588 {
589         if (!IS_REAL_CLIENT(actor)) return;
590         int channel = MSG_ONE;
591         msg_entity = actor;
592         WriteHeader(channel, wframe);
593         WriteCoord(channel, a.x);
594         WriteCoord(channel, a.y);
595         WriteCoord(channel, a.z);
596         WriteByte(channel, weaponslot(weaponentity.weaponentity_fld));
597         WriteByte(channel, restartanim);
598         WriteByte(channel, weaponentity.state);
599         WriteFloat(channel, weaponentity.weapon_nextthink);
600 }
601 #endif
602
603 REGISTER_NET_C2S(w_whereis)
604 #ifdef SVQC
605 void Weapon_whereis(Weapon this, entity cl);
606 NET_HANDLE(w_whereis, bool)
607 {
608         Weapon wpn = ReadRegistered(Weapons);
609         if (wpn != WEP_Null) Weapon_whereis(wpn, sender);
610         return true;
611 }
612 #else
613 void w_whereis(Weapon this)
614 {
615         int channel = MSG_C2S;
616         WriteHeader(channel, w_whereis);
617         WriteRegistered(Weapons, channel, this);
618 }
619 CLIENT_COMMAND(weapon_find, "Show spawn locations of a weapon")
620 {
621         switch (request)
622         {
623                 case CMD_REQUEST_COMMAND:
624                 {
625                         string s = argv(1);
626                         if (s == "all")
627                         {
628                                 FOREACH(Weapons, it != WEP_Null, w_whereis(it));
629                                 return;
630                         }
631                         if (s == "unowned")
632                         {
633                                 FOREACH(Weapons, it != WEP_Null && !(STAT(WEAPONS) & it.m_wepset), w_whereis(it));
634                                 return;
635                         }
636                         FOREACH(Weapons, it != WEP_Null && it.netname == s,
637                         {
638                                 w_whereis(it);
639                                 return;
640                         });
641                 }
642                 default:
643                 {
644                         LOG_INFOF("Incorrect parameters for ^2%s^7", "weapon_find");
645                 }
646                 case CMD_REQUEST_USAGE:
647                 {
648                         LOG_INFO("Usage:^3 cl_cmd weapon_find weapon");
649                         LOG_INFO("  Where 'weapon' is the lowercase weapon name, 'all' or 'unowned'.");
650                         return;
651                 }
652         }
653 }
654 #endif
655
656
657 #endif
658
659 #endif