#ifdef REGISTER_WEAPON REGISTER_WEAPON(CRYLINK, w_crylink, IT_CELLS, 6, WEP_FLAG_NORMAL | WEP_FLAG_RELOADABLE | WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "crylink", "crylink", _("Crylink")); #else #ifdef SVQC .float gravity; .float crylink_waitrelease; .entity crylink_lastgroup; .entity queuenext; .entity queueprev; void W_Crylink_CheckLinks(entity e) { float i; entity p; if(e == world) error("W_Crylink_CheckLinks: entity is world"); if(e.classname != "spike" || wasfreed(e)) error(sprintf("W_Crylink_CheckLinks: entity is not a spike but a %s (freed: %d)", e.classname, wasfreed(e))); p = e; for(i = 0; i < 1000; ++i) { if(p.queuenext.queueprev != p || p.queueprev.queuenext != p) error("W_Crylink_CheckLinks: queue is inconsistent"); p = p.queuenext; if(p == e) break; } if(i >= 1000) error("W_Crylink_CheckLinks: infinite chain"); } void W_Crylink_Dequeue_Raw(entity own, entity prev, entity me, entity next) { W_Crylink_CheckLinks(next); if(me == own.crylink_lastgroup) own.crylink_lastgroup = ((me == next) ? world : next); prev.queuenext = next; next.queueprev = prev; me.classname = "spike_oktoremove"; if(me != next) W_Crylink_CheckLinks(next); } void W_Crylink_Dequeue(entity e) { W_Crylink_Dequeue_Raw(e.realowner, e.queueprev, e, e.queuenext); } void W_Crylink_Reset(void) { W_Crylink_Dequeue(self); remove(self); } // force projectile to explode void W_Crylink_LinkExplode (entity e, entity e2) { float a; if(e == e2) return; a = bound(0, 1 - (time - e.fade_time) * e.fade_rate, 1); if(e == e.realowner.crylink_lastgroup) e.realowner.crylink_lastgroup = world; if(e.projectiledeathtype & HITTYPE_SECONDARY) RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_damage * a, autocvar_g_balance_crylink_secondary_edgedamage * a, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * a, e.projectiledeathtype, other); else RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_damage * a, autocvar_g_balance_crylink_primary_edgedamage * a, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * a, e.projectiledeathtype, other); W_Crylink_LinkExplode(e.queuenext, e2); e.classname = "spike_oktoremove"; remove (e); } // adjust towards center // returns the origin where they will meet... and the time till the meeting is // stored in w_crylink_linkjoin_time. // could possibly network this origin and time, and display a special particle // effect when projectiles meet there :P // jspeed: MINIMUM jing speed // jtime: MAXIMUM jing time (0: none) float w_crylink_linkjoin_time; vector W_Crylink_LinkJoin(entity e, float jspeed, float jtime) { vector avg_origin, avg_velocity; vector targ_origin; float avg_dist, n; entity p; // FIXME remove this debug code W_Crylink_CheckLinks(e); w_crylink_linkjoin_time = 0; avg_origin = e.origin; avg_velocity = e.velocity; n = 1; for(p = e; (p = p.queuenext) != e; ) { avg_origin += WarpZone_RefSys_TransformOrigin(p, e, p.origin); avg_velocity += WarpZone_RefSys_TransformVelocity(p, e, p.velocity); ++n; } avg_origin *= (1.0 / n); avg_velocity *= (1.0 / n); if(n < 2) return avg_origin; // nothing to do // yes, mathematically we can do this in ONE step, but beware of 32bit floats... avg_dist = pow(vlen(e.origin - avg_origin), 2); for(p = e; (p = p.queuenext) != e; ) avg_dist += pow(vlen(WarpZone_RefSys_TransformOrigin(p, e, p.origin) - avg_origin), 2); avg_dist *= (1.0 / n); avg_dist = sqrt(avg_dist); if(avg_dist == 0) return avg_origin; // no change needed if(jspeed == 0 && jtime == 0) { e.velocity = avg_velocity; UpdateCSQCProjectile(e); for(p = e; (p = p.queuenext) != e; ) { p.velocity = WarpZone_RefSys_TransformVelocity(e, p, avg_velocity); UpdateCSQCProjectile(p); } targ_origin = avg_origin + 1000000000 * normalize(avg_velocity); // HUUUUUUGE } else { if(jtime) { if(jspeed) w_crylink_linkjoin_time = min(jtime, avg_dist / jspeed); else w_crylink_linkjoin_time = jtime; } else w_crylink_linkjoin_time = avg_dist / jspeed; targ_origin = avg_origin + w_crylink_linkjoin_time * avg_velocity; e.velocity = (targ_origin - e.origin) * (1.0 / w_crylink_linkjoin_time); UpdateCSQCProjectile(e); for(p = e; (p = p.queuenext) != e; ) { p.velocity = WarpZone_RefSys_TransformVelocity(e, p, (targ_origin - WarpZone_RefSys_TransformOrigin(p, e, p.origin)) * (1.0 / w_crylink_linkjoin_time)); UpdateCSQCProjectile(p); } // analysis: // jspeed -> +infinity: // w_crylink_linkjoin_time -> +0 // targ_origin -> avg_origin // p->velocity -> HUEG towards center // jspeed -> 0: // w_crylink_linkjoin_time -> +/- infinity // targ_origin -> avg_velocity * +/- infinity // p->velocity -> avg_velocity // jspeed -> -infinity: // w_crylink_linkjoin_time -> -0 // targ_origin -> avg_origin // p->velocity -> HUEG away from center } W_Crylink_CheckLinks(e); return targ_origin; } void W_Crylink_LinkJoinEffect_Think() { // is there at least 2 projectiles very close? entity e, p; float n; e = self.owner.crylink_lastgroup; n = 0; if(e) { if(vlen(e.origin - self.origin) < vlen(e.velocity) * frametime) ++n; for(p = e; (p = p.queuenext) != e; ) { if(vlen(p.origin - self.origin) < vlen(p.velocity) * frametime) ++n; } if(n >= 2) { if(e.projectiledeathtype & HITTYPE_SECONDARY) { if(autocvar_g_balance_crylink_secondary_joinexplode) { n = n / autocvar_g_balance_crylink_secondary_shots; RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_damage * n, autocvar_g_balance_crylink_secondary_joinexplode_edgedamage * n, autocvar_g_balance_crylink_secondary_joinexplode_radius * n, e.realowner, autocvar_g_balance_crylink_secondary_joinexplode_force * n, e.projectiledeathtype, other); pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n); } } else { if(autocvar_g_balance_crylink_primary_joinexplode) { n = n / autocvar_g_balance_crylink_primary_shots; RadiusDamage (e, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_damage * n, autocvar_g_balance_crylink_primary_joinexplode_edgedamage * n, autocvar_g_balance_crylink_primary_joinexplode_radius * n, e.realowner, autocvar_g_balance_crylink_primary_joinexplode_force * n, e.projectiledeathtype, other); pointparticles(particleeffectnum("crylink_joinexplode"), self.origin, '0 0 0', n); } } } } remove(self); } // NO bounce protection, as bounces are limited! void W_Crylink_Touch (void) { float finalhit; float f; PROJECTILE_TOUCH; float a; a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1); finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); if(finalhit) f = 1; else f = autocvar_g_balance_crylink_primary_bouncedamagefactor; if(a) f *= a; if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_primary_damage * f, autocvar_g_balance_crylink_primary_edgedamage * f, autocvar_g_balance_crylink_primary_radius, world, autocvar_g_balance_crylink_primary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_primary_linkexplode) { if(self == self.realowner.crylink_lastgroup) self.realowner.crylink_lastgroup = world; W_Crylink_LinkExplode(self.queuenext, self); self.classname = "spike_oktoremove"; remove (self); return; } else if(finalhit) { // just unlink W_Crylink_Dequeue(self); remove(self); return; } self.cnt = self.cnt - 1; self.angles = vectoangles(self.velocity); self.owner = world; self.projectiledeathtype |= HITTYPE_BOUNCE; // commented out as it causes a little hitch... //if(proj.cnt == 0) // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE); } void W_Crylink_Touch2 (void) { float finalhit; float f; PROJECTILE_TOUCH; float a; a = bound(0, 1 - (time - self.fade_time) * self.fade_rate, 1); finalhit = ((self.cnt <= 0) || (other.takedamage != DAMAGE_NO)); if(finalhit) f = 1; else f = autocvar_g_balance_crylink_secondary_bouncedamagefactor; if(a) f *= a; if (RadiusDamage (self, self.realowner, autocvar_g_balance_crylink_secondary_damage * f, autocvar_g_balance_crylink_secondary_edgedamage * f, autocvar_g_balance_crylink_secondary_radius, world, autocvar_g_balance_crylink_secondary_force * f, self.projectiledeathtype, other) && autocvar_g_balance_crylink_secondary_linkexplode) { if(self == self.realowner.crylink_lastgroup) self.realowner.crylink_lastgroup = world; W_Crylink_LinkExplode(self.queuenext, self); self.classname = "spike_oktoremove"; remove (self); return; } else if(finalhit) { // just unlink W_Crylink_Dequeue(self); remove(self); return; } self.cnt = self.cnt - 1; self.angles = vectoangles(self.velocity); self.owner = world; self.projectiledeathtype |= HITTYPE_BOUNCE; // commented out as it causes a little hitch... //if(proj.cnt == 0) // CSQCProjectile(proj, TRUE, PROJECTILE_CRYLINK, TRUE); } void W_Crylink_Fadethink (void) { W_Crylink_Dequeue(self); remove(self); } void W_Crylink_Attack (void) { float counter, shots; entity proj, prevproj, firstproj; vector s; vector forward, right, up; float maxdmg; W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_reload_ammo); maxdmg = autocvar_g_balance_crylink_primary_damage*autocvar_g_balance_crylink_primary_shots; maxdmg *= 1 + autocvar_g_balance_crylink_primary_bouncedamagefactor * autocvar_g_balance_crylink_primary_bounces; if(autocvar_g_balance_crylink_primary_joinexplode) maxdmg += autocvar_g_balance_crylink_primary_joinexplode_damage; W_SetupShot (self, FALSE, 2, "weapons/crylink_fire.wav", CH_WEAPON_A, maxdmg); forward = v_forward; right = v_right; up = v_up; shots = autocvar_g_balance_crylink_primary_shots; pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); proj = prevproj = firstproj = world; for(counter = 0; counter < shots; ++counter) { proj = spawn (); proj.reset = W_Crylink_Reset; proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; proj.bot_dodgerating = autocvar_g_balance_crylink_primary_damage; if(shots == 1) { proj.queuenext = proj; proj.queueprev = proj; } else if(counter == 0) { // first projectile, store in firstproj for now firstproj = proj; } else if(counter == shots - 1) { // last projectile, link up with first projectile prevproj.queuenext = proj; firstproj.queueprev = proj; proj.queuenext = firstproj; proj.queueprev = prevproj; } else { // else link up with previous projectile prevproj.queuenext = proj; proj.queueprev = prevproj; } prevproj = proj; proj.movetype = MOVETYPE_BOUNCEMISSILE; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_CRYLINK; //proj.gravity = 0.001; setorigin (proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); s = '0 0 0'; if (counter == 0) s = '0 0 0'; else { makevectors('0 360 0' * (0.75 + (counter - 0.5) / (shots - 1))); s_y = v_forward_x; s_z = v_forward_y; } s = s * autocvar_g_balance_crylink_primary_spread * g_weaponspreadfactor; W_SetupProjectileVelocityEx(proj, w_shotdir + right * s_y + up * s_z, v_up, autocvar_g_balance_crylink_primary_speed, 0, 0, 0, FALSE); proj.touch = W_Crylink_Touch; proj.think = W_Crylink_Fadethink; if(counter == 0) { proj.fade_time = time + autocvar_g_balance_crylink_primary_middle_lifetime; proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_middle_fadetime; proj.nextthink = time + autocvar_g_balance_crylink_primary_middle_lifetime + autocvar_g_balance_crylink_primary_middle_fadetime; } else { proj.fade_time = time + autocvar_g_balance_crylink_primary_other_lifetime; proj.fade_rate = 1 / autocvar_g_balance_crylink_primary_other_fadetime; proj.nextthink = time + autocvar_g_balance_crylink_primary_other_lifetime + autocvar_g_balance_crylink_primary_other_fadetime; } proj.teleport_time = time + autocvar_g_balance_crylink_primary_joindelay; proj.cnt = autocvar_g_balance_crylink_primary_bounces; //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles (proj.velocity); //proj.glow_size = 20; proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE); other = proj; MUTATOR_CALLHOOK(EditProjectile); } if(autocvar_g_balance_crylink_primary_joinspread != 0 || autocvar_g_balance_crylink_primary_jointime != 0) { self.crylink_lastgroup = proj; W_Crylink_CheckLinks(proj); self.crylink_waitrelease = 1; } } void W_Crylink_Attack2 (void) { float counter, shots; entity proj, prevproj, firstproj; float maxdmg; W_DecreaseAmmo(ammo_cells, autocvar_g_balance_crylink_secondary_ammo, autocvar_g_balance_crylink_reload_ammo); maxdmg = autocvar_g_balance_crylink_secondary_damage*autocvar_g_balance_crylink_secondary_shots; maxdmg *= 1 + autocvar_g_balance_crylink_secondary_bouncedamagefactor * autocvar_g_balance_crylink_secondary_bounces; if(autocvar_g_balance_crylink_secondary_joinexplode) maxdmg += autocvar_g_balance_crylink_secondary_joinexplode_damage; W_SetupShot (self, FALSE, 2, "weapons/crylink_fire2.wav", CH_WEAPON_A, maxdmg); shots = autocvar_g_balance_crylink_secondary_shots; pointparticles(particleeffectnum("crylink_muzzleflash"), w_shotorg, w_shotdir * 1000, shots); proj = prevproj = firstproj = world; for(counter = 0; counter < shots; ++counter) { proj = spawn (); proj.reset = W_Crylink_Reset; proj.realowner = proj.owner = self; proj.classname = "spike"; proj.bot_dodge = TRUE; proj.bot_dodgerating = autocvar_g_balance_crylink_secondary_damage; if(shots == 1) { proj.queuenext = proj; proj.queueprev = proj; } else if(counter == 0) { // first projectile, store in firstproj for now firstproj = proj; } else if(counter == shots - 1) { // last projectile, link up with first projectile prevproj.queuenext = proj; firstproj.queueprev = proj; proj.queuenext = firstproj; proj.queueprev = prevproj; } else { // else link up with previous projectile prevproj.queuenext = proj; proj.queueprev = prevproj; } prevproj = proj; proj.movetype = MOVETYPE_BOUNCEMISSILE; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = WEP_CRYLINK | HITTYPE_SECONDARY; //proj.gravity = 0.001; setorigin (proj, w_shotorg); setsize(proj, '0 0 0', '0 0 0'); W_SetupProjectileVelocityEx(proj, (w_shotdir + (((counter + 0.5) / shots) * 2 - 1) * v_right * autocvar_g_balance_crylink_secondary_spread * g_weaponspreadfactor), v_up, autocvar_g_balance_crylink_secondary_speed, 0, 0, 0, FALSE); proj.touch = W_Crylink_Touch2; proj.think = W_Crylink_Fadethink; if(counter == (shots - 1) / 2) { proj.fade_time = time + autocvar_g_balance_crylink_secondary_middle_lifetime; proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_middle_fadetime; proj.nextthink = time + autocvar_g_balance_crylink_secondary_middle_lifetime + autocvar_g_balance_crylink_secondary_middle_fadetime; } else { proj.fade_time = time + autocvar_g_balance_crylink_secondary_line_lifetime; proj.fade_rate = 1 / autocvar_g_balance_crylink_secondary_line_fadetime; proj.nextthink = time + autocvar_g_balance_crylink_secondary_line_lifetime + autocvar_g_balance_crylink_secondary_line_fadetime; } proj.teleport_time = time + autocvar_g_balance_crylink_secondary_joindelay; proj.cnt = autocvar_g_balance_crylink_secondary_bounces; //proj.scale = 1 + 1 * proj.cnt; proj.angles = vectoangles (proj.velocity); //proj.glow_size = 20; proj.flags = FL_PROJECTILE; proj.missile_flags = MIF_SPLASH; CSQCProjectile(proj, TRUE, (proj.cnt ? PROJECTILE_CRYLINK_BOUNCING : PROJECTILE_CRYLINK), TRUE); other = proj; MUTATOR_CALLHOOK(EditProjectile); } if(autocvar_g_balance_crylink_secondary_joinspread != 0 || autocvar_g_balance_crylink_secondary_jointime != 0) { self.crylink_lastgroup = proj; W_Crylink_CheckLinks(proj); self.crylink_waitrelease = 2; } } void spawnfunc_weapon_crylink (void) { weapon_defaultspawnfunc(WEP_CRYLINK); } float w_crylink(float req) { float ammo_amount; if (req == WR_AIM) { if (random() < 0.10) self.BUTTON_ATCK = bot_aim(autocvar_g_balance_crylink_primary_speed, 0, autocvar_g_balance_crylink_primary_middle_lifetime, FALSE); else self.BUTTON_ATCK2 = bot_aim(autocvar_g_balance_crylink_secondary_speed, 0, autocvar_g_balance_crylink_secondary_middle_lifetime, FALSE); } else if (req == WR_THINK) { if(autocvar_g_balance_crylink_reload_ammo && self.clip_load < min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo)) // forced reload weapon_action(self.weapon, WR_RELOAD); if (self.BUTTON_ATCK) { if (self.crylink_waitrelease != 1) if (weapon_prepareattack(0, autocvar_g_balance_crylink_primary_refire)) { W_Crylink_Attack(); weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_crylink_primary_animtime, w_ready); } } if(self.BUTTON_ATCK2 && autocvar_g_balance_crylink_secondary) { if (self.crylink_waitrelease != 2) if (weapon_prepareattack(1, autocvar_g_balance_crylink_secondary_refire)) { W_Crylink_Attack2(); weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_crylink_secondary_animtime, w_ready); } } if ((self.crylink_waitrelease == 1 && !self.BUTTON_ATCK) || (self.crylink_waitrelease == 2 && !self.BUTTON_ATCK2)) { if (!self.crylink_lastgroup || time > self.crylink_lastgroup.teleport_time) { // fired and released now! if(self.crylink_lastgroup) { vector pos; entity linkjoineffect; if(self.crylink_waitrelease == 1) { pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_primary_joinspread * autocvar_g_balance_crylink_primary_speed, autocvar_g_balance_crylink_primary_jointime); } else { pos = W_Crylink_LinkJoin(self.crylink_lastgroup, autocvar_g_balance_crylink_secondary_joinspread * autocvar_g_balance_crylink_secondary_speed, autocvar_g_balance_crylink_secondary_jointime); } linkjoineffect = spawn(); linkjoineffect.think = W_Crylink_LinkJoinEffect_Think; linkjoineffect.classname = "linkjoineffect"; linkjoineffect.nextthink = time + w_crylink_linkjoin_time; linkjoineffect.owner = self; setorigin(linkjoineffect, pos); } self.crylink_waitrelease = 0; if(!w_crylink(WR_CHECKAMMO1) && !w_crylink(WR_CHECKAMMO2)) if not(self.items & IT_UNLIMITED_WEAPON_AMMO) { // ran out of ammo! self.cnt = WEP_CRYLINK; self.switchweapon = w_getbestweapon(self); } } } } else if (req == WR_PRECACHE) { precache_model ("models/weapons/g_crylink.md3"); precache_model ("models/weapons/v_crylink.md3"); precache_model ("models/weapons/h_crylink.iqm"); precache_sound ("weapons/crylink_fire.wav"); precache_sound ("weapons/crylink_fire2.wav"); precache_sound ("weapons/crylink_linkjoin.wav"); //precache_sound ("weapons/reload.wav"); // until weapons have individual reload sounds, precache the reload sound somewhere else } else if (req == WR_SETUP) { weapon_setup(WEP_CRYLINK); self.current_ammo = ammo_cells; } else if (req == WR_CHECKAMMO1) { // don't "run out of ammo" and switch weapons while waiting for release if(self.crylink_lastgroup && self.crylink_waitrelease) return TRUE; ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_primary_ammo; ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_primary_ammo; return ammo_amount; } else if (req == WR_CHECKAMMO2) { // don't "run out of ammo" and switch weapons while waiting for release if(self.crylink_lastgroup && self.crylink_waitrelease) return TRUE; ammo_amount = self.ammo_cells >= autocvar_g_balance_crylink_secondary_ammo; ammo_amount += self.(weapon_load[WEP_CRYLINK]) >= autocvar_g_balance_crylink_secondary_ammo; return ammo_amount; } else if (req == WR_RELOAD) { W_Reload(min(autocvar_g_balance_crylink_primary_ammo, autocvar_g_balance_crylink_secondary_ammo), autocvar_g_balance_crylink_reload_ammo, autocvar_g_balance_crylink_reload_time, "weapons/reload.wav"); } return TRUE; } #endif #ifdef CSQC float w_crylink(float req) { if(req == WR_IMPACTEFFECT) { vector org2; org2 = w_org + w_backoff * 2; if(w_deathtype & HITTYPE_SECONDARY) { pointparticles(particleeffectnum("crylink_impact"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/crylink_impact2.wav", VOL_BASE, ATTN_NORM); } else { pointparticles(particleeffectnum("crylink_impactbig"), org2, '0 0 0', 1); if(!w_issilent) sound(self, CH_SHOTS, "weapons/crylink_impact.wav", VOL_BASE, ATTN_NORM); } } else if(req == WR_PRECACHE) { precache_sound("weapons/crylink_impact2.wav"); precache_sound("weapons/crylink_impact.wav"); } else if (req == WR_SUICIDEMESSAGE) { w_deathtypestring = _("%s succeeded at self-destructing themself with the Crylink"); } else if (req == WR_KILLMESSAGE) { if(w_deathtype & HITTYPE_BOUNCE) w_deathtypestring = _("%s could not hide from %s's Crylink"); // unchecked: SPLASH (SECONDARY can't be) else if(w_deathtype & HITTYPE_SPLASH) w_deathtypestring = _("%s was too close to %s's Crylink"); // unchecked: SECONDARY else w_deathtypestring = _("%s took a close look at %s's Crylink"); // unchecked: SECONDARY } return TRUE; } #endif #endif