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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 03:24:15 +01:00
More CCarCtrl
This commit is contained in:
parent
3c0bbb10f3
commit
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@ -60,9 +60,9 @@ enum eCarDrivingStyle : uint8
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class CAutoPilot {
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public:
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uint32 m_nCurrentRouteNode;
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uint32 m_nNextRouteNode;
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uint32 m_nPrevRouteNode;
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int32 m_nCurrentRouteNode;
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int32 m_nNextRouteNode;
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int32 m_nPrevRouteNode;
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uint32 m_nTimeEnteredCurve;
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uint32 m_nTimeToSpendOnCurrentCurve;
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uint32 m_nCurrentPathNodeInfo;
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@ -83,8 +83,8 @@ public:
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uint8 m_nCruiseSpeed;
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uint8 m_bSlowedDownBecauseOfCars : 1;
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uint8 m_bSlowedDownBecauseOfPeds : 1;
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uint8 m_flag4 : 1;
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uint8 m_flag8 : 1;
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uint8 m_bStayInCurrentLevel : 1;
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uint8 m_bStayInFastLane : 1;
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uint8 m_flag10 : 1;
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CVector m_vecDestinationCoors;
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void *m_aPathFindNodesInfo[8];
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@ -114,7 +114,7 @@ public:
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m_pTargetCar = 0;
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m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
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m_nAntiReverseTimer = m_nTimeToStartMission;
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m_flag8 = false;
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m_bStayInFastLane = false;
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}
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void ModifySpeed(float);
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@ -45,6 +45,11 @@
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#define OBJECT_WIDTH_TO_WEAVE 0.3f
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#define PED_WIDTH_TO_WEAVE 0.8f
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#define PATH_DIRECTION_NONE 0
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#define PATH_DIRECTION_STRAIGHT 1
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#define PATH_DIRECTION_RIGHT 2
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#define PATH_DIRECTION_LEFT 4
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int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
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int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
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int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
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@ -68,9 +73,9 @@ WRAPPER void CCarCtrl::JoinCarWithRoadSystem(CVehicle*) { EAXJMP(0x41F820); }
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WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); }
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WRAPPER void CCarCtrl::RemoveFromInterestingVehicleList(CVehicle* v) { EAXJMP(0x41F7A0); }
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WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); }
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WRAPPER void CCarCtrl::PickNextNodeAccordingStrategy(CVehicle*) { EAXJMP(0x41BA50); }
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WRAPPER void CCarCtrl::DragCarToPoint(CVehicle*, CVector*) { EAXJMP(0x41D450); }
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WRAPPER void CCarCtrl::Init(void) { EAXJMP(0x41D280); }
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WRAPPER bool CCarCtrl::PickNextNodeToFollowPath(CVehicle*) { EAXJMP(0x41CD50); }
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void
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CCarCtrl::GenerateRandomCars()
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@ -1419,6 +1424,223 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float*
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}
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}
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bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
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{
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switch (pVehicle->AutoPilot.m_nCarMission){
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case MISSION_RAMPLAYER_FARAWAY:
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case MISSION_BLOCKPLAYER_FARAWAY:
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PickNextNodeToChaseCar(pVehicle,
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FindPlayerCoors().x,
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FindPlayerCoors().y,
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#ifdef FIX_PATHFIND_BUG
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FindPlayerCoors().z,
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#endif
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FindPlayerVehicle());
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return false;
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case MISSION_GOTOCOORDS:
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case MISSION_GOTOCOORDS_ACCURATE:
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return PickNextNodeToFollowPath(pVehicle);
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case MISSION_RAMCAR_FARAWAY:
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case MISSION_BLOCKCAR_FARAWAY:
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PickNextNodeToChaseCar(pVehicle,
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pVehicle->AutoPilot.m_pTargetCar->GetPosition().x,
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pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
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#ifdef FIX_PATHFIND_BUG
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pVehicle->AutoPilot.m_pTargetCar->GetPosition().z,
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#endif
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pVehicle->AutoPilot.m_pTargetCar);
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return false;
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default:
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PickNextNodeRandomly(pVehicle);
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return false;
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}
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}
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void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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{
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int32 prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
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int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode;
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uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks;
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CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ?
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pCurLink->numRightLanes : pCurLink->numLeftLanes;
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uint8 allowedDirections = PATH_DIRECTION_NONE;
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uint8 nextLane = pVehicle->AutoPilot.m_nNextLane;
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if (nextLane == 0)
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/* We are always allowed to turn left from leftmost lane */
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allowedDirections |= PATH_DIRECTION_LEFT;
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if (nextLane == lanesOnCurrentPath - 1)
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/* We are always allowed to turn right from rightmost lane */
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allowedDirections |= PATH_DIRECTION_RIGHT;
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if (lanesOnCurrentPath < 3 || allowedDirections == PATH_DIRECTION_NONE)
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/* We are always allowed to go straight on one/two-laned road */
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/* or if we are in one of middle lanes of the road */
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allowedDirections |= PATH_DIRECTION_STRAIGHT;
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int attempt;
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pVehicle->AutoPilot.m_nPrevRouteNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
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pVehicle->AutoPilot.m_nCurrentRouteNode = pVehicle->AutoPilot.m_nNextRouteNode;
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CPathNode* pPrevPathNode = &ThePaths.m_pathNodes[prevNode];
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CPathNode* pCurPathNode = &ThePaths.m_pathNodes[curNode];
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int16 nextLink;
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CCarPathLink* pNextLink;
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CPathNode* pNextPathNode;
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bool goingAgainstOneWayRoad;
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uint8 direction;
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for(attempt = 0; attempt < 15; attempt++){
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if (attempt != 0){
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if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode){
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if (direction & allowedDirections){
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pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
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if ((!pNextPathNode->bDeadEnd || pPrevPathNode->bDeadEnd) &&
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(!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
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(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
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!goingAgainstOneWayRoad)
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break;
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}
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}
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}
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nextLink = CGeneral::GetRandomNumber() % totalLinks;
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pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink];
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direction = FindPathDirection(prevNode, curNode, pVehicle->AutoPilot.m_nNextRouteNode);
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pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
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goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
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}
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if (attempt >= 15) {
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/* If we failed 15 times, then remove dead end and current lane limitations */
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for (attempt = 0; attempt < 15; attempt++) {
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if (attempt != 0) {
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if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode) {
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pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
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if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
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(!pNextPathNode->bBetweenLevels || pNextPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
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!goingAgainstOneWayRoad)
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break;
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}
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}
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nextLink = CGeneral::GetRandomNumber() % totalLinks;
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pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink];
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pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
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goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
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}
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}
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if (attempt >= 15) {
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/* If we failed again, remove no U-turn limitation and remove randomness */
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for (nextLink = 0; nextLink < totalLinks; nextLink++) {
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pVehicle->AutoPilot.m_nNextRouteNode = ThePaths.m_connections[nextLink + pCurPathNode->firstLink];
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pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
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goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
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if (!goingAgainstOneWayRoad) {
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pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
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if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
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(!pNextPathNode->bBetweenLevels || pNextPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel))
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/* Nice way to exit loop but this will fail because this is used for indexing! */
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nextLink = 1000;
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}
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}
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if (nextLink < 999)
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/* If everything else failed, turn vehicle around */
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pVehicle->AutoPilot.m_nNextRouteNode = prevNode;
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}
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pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
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pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
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if (prevNode == pVehicle->AutoPilot.m_nNextRouteNode){
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/* We can no longer shift vehicle without physics if we have to turn it around. */
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pVehicle->m_status = STATUS_PHYSICS;
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SwitchVehicleToRealPhysics(pVehicle);
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}
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pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
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pVehicle->AutoPilot.m_nPreviousPathNodeInfo = pVehicle->AutoPilot.m_nCurrentPathNodeInfo;
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pVehicle->AutoPilot.m_nCurrentPathNodeInfo = pVehicle->AutoPilot.m_nNextPathNodeInfo;
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pVehicle->AutoPilot.m_nPreviousDirection = pVehicle->AutoPilot.m_nCurrentDirection;
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pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
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pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
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pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink];
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uint8 lanesOnNextNode;
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if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode){
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pVehicle->AutoPilot.m_nNextDirection = 1;
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lanesOnNextNode = pNextLink->numLeftLanes;
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}else{
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pVehicle->AutoPilot.m_nNextDirection = -1;
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lanesOnNextNode = pNextLink->numRightLanes;
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}
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->dirX;
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->dirX;
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if (lanesOnNextNode >= 0){
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if ((CGeneral::GetRandomNumber() & 0x600) == 0){
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/* 25% chance vehicle will try to switch lane */
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CVector2D dist = pNextPathNode->pos - pCurPathNode->pos;
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if (dist.MagnitudeSqr() >= SQR(14.0f)){
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if (CGeneral::GetRandomTrueFalse())
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pVehicle->AutoPilot.m_nNextLane += 1;
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else
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pVehicle->AutoPilot.m_nNextLane -= 1;
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}
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}
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pVehicle->AutoPilot.m_nNextLane = min(lanesOnNextNode - 1, pVehicle->AutoPilot.m_nNextLane);
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pVehicle->AutoPilot.m_nNextLane = max(0, pVehicle->AutoPilot.m_nNextLane);
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}else{
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pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane;
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}
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if (pVehicle->AutoPilot.m_bStayInFastLane)
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pVehicle->AutoPilot.m_nNextLane = 0;
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CVector positionOnCurrentLinkIncludingLane(
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pCurLink->posX + GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nCurrentLane, pCurLink), /* ...what about Y? */
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pCurLink->posY - GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nCurrentLane, pCurLink) * currentPathLinkForwardX,
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0.0f);
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CVector positionOnNextLinkIncludingLane(
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pNextLink->posX + GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nNextLane, pNextLink),
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pNextLink->posY - GetOffsetOfLaneFromCenterOfRoad(pVehicle->AutoPilot.m_nNextLane, pNextLink) * nextPathLinkForwardX,
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0.0f);
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float directionCurrentLinkX = pCurLink->dirX * pVehicle->AutoPilot.m_nCurrentDirection;
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float directionCurrentLinkY = pCurLink->dirY * pVehicle->AutoPilot.m_nCurrentDirection;
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float directionNextLinkX = pNextLink->dirX * pVehicle->AutoPilot.m_nNextDirection;
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float directionNextLinkY = pNextLink->dirY * pVehicle->AutoPilot.m_nNextDirection;
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/* We want to make a path between two links that may not have the same forward directions a curve. */
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pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
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&positionOnCurrentLinkIncludingLane,
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&positionOnNextLinkIncludingLane,
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directionCurrentLinkX, directionCurrentLinkY,
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directionNextLinkX, directionNextLinkY
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) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
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if (pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve < 10)
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/* Oh hey there Obbe */
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debug("fout\n");
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pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = max(10, pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
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}
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uint8 CCarCtrl::FindPathDirection(int32 prevNode, int32 curNode, int32 nextNode)
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{
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CVector2D prevToCur = ThePaths.m_pathNodes[curNode].pos - ThePaths.m_pathNodes[prevNode].pos;
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CVector2D curToNext = ThePaths.m_pathNodes[nextNode].pos - ThePaths.m_pathNodes[curNode].pos;
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float distPrevToCur = prevToCur.Magnitude();
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if (distPrevToCur == 0.0f)
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return PATH_DIRECTION_NONE;
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/* We are trying to determine angle between prevToCur and curToNext. */
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/* To find it, we consider a to be an angle between y axis and prevToCur */
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/* and b to be an angle between x axis and curToNext */
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/* Then the angle we are looking for is (pi/2 + a + b). */
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float sin_a = prevToCur.x / distPrevToCur;
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float cos_a = prevToCur.y / distPrevToCur;
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float distCurToNext = curToNext.Magnitude();
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if (distCurToNext == 0.0f)
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return PATH_DIRECTION_NONE;
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float sin_b = curToNext.y / distCurToNext;
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float cos_b = curToNext.x / distCurToNext;
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/* sin(a) * sin(b) - cos(a) * cos(b) = -cos(a+b) = sin(pi/2+a+b) */
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float sin_direction = sin_a * sin_b - cos_a * cos_b;
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if (sin_direction > 0.77f) /* Roughly between -50 and -130 degrees */
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return PATH_DIRECTION_LEFT;
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if (sin_direction < -0.77f) /* Roughly between 50 and 130 degrees */
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return PATH_DIRECTION_RIGHT;
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return PATH_DIRECTION_STRAIGHT;
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}
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#ifdef FIX_PATHFIND_BUG
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//TODO: implement
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#else
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WRAPPER void CCarCtrl::PickNextNodeToChaseCar(CVehicle*, float, float, CVehicle*) { EAXJMP(0x41C480); }
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#endif
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bool
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CCarCtrl::MapCouldMoveInThisArea(float x, float y)
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{
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@ -1434,4 +1656,5 @@ InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP);
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InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP);
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InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP);
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InjectHook(0x41A590, &CCarCtrl::FindAngleToWeaveThroughTraffic, PATCH_JUMP);
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InjectHook(0x41BA50, &CCarCtrl::PickNextNodeAccordingStrategy, PATCH_JUMP);
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ENDPATCHES
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@ -11,6 +11,12 @@ enum{
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#define LANE_WIDTH 5.0f
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#ifdef FIX_BUGS
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#define FIX_PATHFIND_BUG
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#endif
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#undef FIX_PATHFIND_BUG
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class CCarCtrl
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{
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enum eCarClass {
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@ -56,7 +62,7 @@ public:
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static bool IsThisVehicleInteresting(CVehicle*);
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static int32 CountCarsOfType(int32 mi);
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static void SlowCarOnRailsDownForTrafficAndLights(CVehicle*);
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static void PickNextNodeAccordingStrategy(CVehicle*);
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static bool PickNextNodeAccordingStrategy(CVehicle*);
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static void DragCarToPoint(CVehicle*, CVector*);
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static float FindMaximumSpeedForThisCarInTraffic(CVehicle*);
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static void SlowCarDownForCarsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float);
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@ -71,6 +77,14 @@ public:
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static void WeaveForPed(CEntity*, CVehicle*, float*, float*);
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static void WeaveThroughObjectsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float*);
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static void WeaveForObject(CEntity*, CVehicle*, float*, float*);
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#ifdef FIX_PATHFIND_BUG
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static void PickNextNodeToChaseCar(CVehicle*, float, float, float, CVehicle*);
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#else
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static void PickNextNodeToChaseCar(CVehicle*, float, float, CVehicle*);
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#endif
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static bool PickNextNodeToFollowPath(CVehicle*);
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static void PickNextNodeRandomly(CVehicle*);
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static uint8 FindPathDirection(int32, int32, int32);
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static float GetOffsetOfLaneFromCenterOfRoad(int8 lane, CCarPathLink* pLink)
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{
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@ -1127,7 +1127,7 @@ enum {
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COMMAND_GET_DEBUG_CAMERA_POINT_AT,
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COMMAND_ATTACH_CHAR_TO_CAR,
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COMMAND_DETACH_CHAR_FROM_CAR,
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COMMAND_SET_CAR_CHANGE_LANE,
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COMMAND_SET_CAR_STAY_IN_FAST_LANE,
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COMMAND_CLEAR_CHAR_LAST_WEAPON_DAMAGE,
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COMMAND_CLEAR_CAR_LAST_WEAPON_DAMAGE,
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COMMAND_GET_RANDOM_COP_IN_AREA,
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@ -105,7 +105,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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AutoPilot.m_nCarMission = MISSION_NONE;
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AutoPilot.m_nTempAction = TEMPACT_NONE;
|
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AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
|
||||
AutoPilot.m_flag4 = false;
|
||||
AutoPilot.m_bStayInCurrentLevel = false;
|
||||
AutoPilot.m_flag10 = false;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user