/// <summary> /// SV_Physics_Pusher /// </summary> static void Physics_Pusher(edict_t ent) { float oldltime = ent.v.ltime; float thinktime = ent.v.nextthink; float movetime; if (thinktime < ent.v.ltime + Host.FrameTime) { movetime = thinktime - ent.v.ltime; if (movetime < 0) { movetime = 0; } } else { movetime = (float)Host.FrameTime; } if (movetime != 0) { PushMove(ent, movetime); // advances ent.v.ltime if not blocked } if (thinktime > oldltime && thinktime <= ent.v.ltime) { ent.v.nextthink = 0; Progs.GlobalStruct.time = (float)sv.time; Progs.GlobalStruct.self = EdictToProg(ent); Progs.GlobalStruct.other = EdictToProg(sv.edicts[0]); Progs.Execute(ent.v.think); if (ent.free) { return; } } }
/// <summary> /// SV_RunThink /// Runs thinking code if time. There is some play in the exact time the think /// function will be called, because it is called before any movement is done /// in a frame. Not used for pushmove objects, because they must be exact. /// Returns false if the entity removed itself. /// </summary> static bool RunThink(edict_t ent) { float thinktime; thinktime = ent.v.nextthink; if (thinktime <= 0 || thinktime > sv.time + Host.FrameTime) { return(true); } if (thinktime < sv.time) { thinktime = (float)sv.time; // don't let things stay in the past. } // it is possible to start that way // by a trigger with a local time. ent.v.nextthink = 0; Progs.GlobalStruct.time = thinktime; Progs.GlobalStruct.self = EdictToProg(ent); Progs.GlobalStruct.other = EdictToProg(sv.edicts[0]); Progs.Execute(ent.v.think); return(!ent.free); }
/* * ================= * PF_findradius * * Returns a chain of entities that have origins within a spherical area * * findradius (origin, radius) * ================= */ static unsafe void PF_findradius() { edict_t chain = Server.sv.edicts[0]; float *org = GetVector(OFS.OFS_PARM0); float rad = GetFloat(OFS.OFS_PARM1); Vector3 vorg; Copy(org, out vorg); for (int i = 1; i < Server.sv.num_edicts; i++) { edict_t ent = Server.sv.edicts[i]; if (ent.free) { continue; } if (ent.v.solid == Solids.SOLID_NOT) { continue; } Vector3 v = vorg - (Common.ToVector(ref ent.v.origin) + (Common.ToVector(ref ent.v.mins) + Common.ToVector(ref ent.v.maxs)) * 0.5f); if (v.Length > rad) { continue; } ent.v.chain = Server.EdictToProg(chain); chain = ent; } ReturnEdict(chain); }
/// <summary> /// SV_MoveToGoal /// </summary> public static void MoveToGoal() { edict_t ent = ProgToEdict(Progs.GlobalStruct.self); edict_t goal = ProgToEdict(ent.v.goalentity); float dist = QBuiltins.GetFloat(OFS.OFS_PARM0); if (((int)ent.v.flags & (EdictFlags.FL_ONGROUND | EdictFlags.FL_FLY | EdictFlags.FL_SWIM)) == 0) { QBuiltins.ReturnFloat(0); return; } // if the next step hits the enemy, return immediately if (ProgToEdict(ent.v.enemy) != sv.edicts[0] && CloseEnough(ent, goal, dist)) { return; } // bump around... if ((Sys.Random() & 3) == 1 || !StepDirection(ent, ent.v.ideal_yaw, dist)) { NewChaseDir(ent, goal, dist); } }
/// <summary> /// SV_WriteClientdataToMessage /// </summary> public static void WriteClientDataToMessage(edict_t ent, MsgWriter msg) { // // send a damage message // if (ent.v.dmg_take != 0 || ent.v.dmg_save != 0) { edict_t other = ProgToEdict(ent.v.dmg_inflictor); msg.WriteByte(Protocol.svc_damage); msg.WriteByte((int)ent.v.dmg_save); msg.WriteByte((int)ent.v.dmg_take); msg.WriteCoord(other.v.origin.x + 0.5f * (other.v.mins.x + other.v.maxs.x)); msg.WriteCoord(other.v.origin.y + 0.5f * (other.v.mins.y + other.v.maxs.y)); msg.WriteCoord(other.v.origin.z + 0.5f * (other.v.mins.z + other.v.maxs.z)); ent.v.dmg_take = 0; ent.v.dmg_save = 0; } // // send the current viewpos offset from the view entity // SetIdealPitch(); // how much to look up / down ideally // a fixangle might get lost in a dropped packet. Oh well. if (ent.v.fixangle != 0) { msg.WriteByte(Protocol.svc_setangle); msg.WriteAngle(ent.v.angles.x); msg.WriteAngle(ent.v.angles.y); msg.WriteAngle(ent.v.angles.z); ent.v.fixangle = 0; } int bits = 0; if (ent.v.view_ofs.z != Protocol.DEFAULT_VIEWHEIGHT) { bits |= Protocol.SU_VIEWHEIGHT; } if (ent.v.idealpitch != 0) { bits |= Protocol.SU_IDEALPITCH; } // stuff the sigil bits into the high bits of items for sbar, or else // mix in items2 float val = Progs.GetEdictFieldFloat(ent, "items2", 0); int items; if (val != 0) { items = (int)ent.v.items | ((int)val << 23); } else { items = (int)ent.v.items | ((int)Progs.GlobalStruct.serverflags << 28); } bits |= Protocol.SU_ITEMS; if (((int)ent.v.flags & EdictFlags.FL_ONGROUND) != 0) { bits |= Protocol.SU_ONGROUND; } if (ent.v.waterlevel >= 2) { bits |= Protocol.SU_INWATER; } if (ent.v.punchangle.x != 0) { bits |= Protocol.SU_PUNCH1; } if (ent.v.punchangle.y != 0) { bits |= Protocol.SU_PUNCH2; } if (ent.v.punchangle.z != 0) { bits |= Protocol.SU_PUNCH3; } if (ent.v.velocity.x != 0) { bits |= Protocol.SU_VELOCITY1; } if (ent.v.velocity.y != 0) { bits |= Protocol.SU_VELOCITY2; } if (ent.v.velocity.z != 0) { bits |= Protocol.SU_VELOCITY3; } if (ent.v.weaponframe != 0) { bits |= Protocol.SU_WEAPONFRAME; } if (ent.v.armorvalue != 0) { bits |= Protocol.SU_ARMOR; } // if (ent.v.weapon) bits |= Protocol.SU_WEAPON; // send the data msg.WriteByte(Protocol.svc_clientdata); msg.WriteShort(bits); if ((bits & Protocol.SU_VIEWHEIGHT) != 0) { msg.WriteChar((int)ent.v.view_ofs.z); } if ((bits & Protocol.SU_IDEALPITCH) != 0) { msg.WriteChar((int)ent.v.idealpitch); } if ((bits & Protocol.SU_PUNCH1) != 0) { msg.WriteChar((int)ent.v.punchangle.x); } if ((bits & Protocol.SU_VELOCITY1) != 0) { msg.WriteChar((int)(ent.v.velocity.x / 16)); } if ((bits & Protocol.SU_PUNCH2) != 0) { msg.WriteChar((int)ent.v.punchangle.y); } if ((bits & Protocol.SU_VELOCITY2) != 0) { msg.WriteChar((int)(ent.v.velocity.y / 16)); } if ((bits & Protocol.SU_PUNCH3) != 0) { msg.WriteChar((int)ent.v.punchangle.z); } if ((bits & Protocol.SU_VELOCITY3) != 0) { msg.WriteChar((int)(ent.v.velocity.z / 16)); } // always sent msg.WriteLong(items); if ((bits & Protocol.SU_WEAPONFRAME) != 0) { msg.WriteByte((int)ent.v.weaponframe); } if ((bits & Protocol.SU_ARMOR) != 0) { msg.WriteByte((int)ent.v.armorvalue); } if ((bits & Protocol.SU_WEAPON) != 0) { msg.WriteByte(ModelIndex(Progs.GetString(ent.v.weaponmodel))); } msg.WriteShort((int)ent.v.health); msg.WriteByte((int)ent.v.currentammo); msg.WriteByte((int)ent.v.ammo_shells); msg.WriteByte((int)ent.v.ammo_nails); msg.WriteByte((int)ent.v.ammo_rockets); msg.WriteByte((int)ent.v.ammo_cells); if (Common.GameKind == GameKind.StandardQuake) { msg.WriteByte((int)ent.v.weapon); } else { for (int i = 0; i < 32; i++) { if ((((int)ent.v.weapon) & (1 << i)) != 0) { msg.WriteByte(i); break; } } } }
static trace_t Move(ref v3f start, ref v3f mins, ref v3f maxs, ref v3f end, int type, edict_t passedict) { Vector3 vstart, vmins, vmaxs, vend; Mathlib.Copy(ref start, out vstart); Mathlib.Copy(ref mins, out vmins); Mathlib.Copy(ref maxs, out vmaxs); Mathlib.Copy(ref end, out vend); return(Move(ref vstart, ref vmins, ref vmaxs, ref vend, type, passedict)); }
/// <summary> /// SV_Physics_Client /// Player character actions /// </summary> static void Physics_Client(edict_t ent, int num) { if (!svs.clients[num - 1].active) { return; // unconnected slot } // // call standard client pre-think // Progs.GlobalStruct.time = (float)sv.time; Progs.GlobalStruct.self = EdictToProg(ent); Progs.Execute(Progs.GlobalStruct.PlayerPreThink); // // do a move // CheckVelocity(ent); // // decide which move function to call // switch ((int)ent.v.movetype) { case Movetypes.MOVETYPE_NONE: if (!RunThink(ent)) { return; } break; case Movetypes.MOVETYPE_WALK: if (!RunThink(ent)) { return; } if (!CheckWater(ent) && ((int)ent.v.flags & EdictFlags.FL_WATERJUMP) == 0) { AddGravity(ent); } CheckStuck(ent); WalkMove(ent); break; case Movetypes.MOVETYPE_TOSS: case Movetypes.MOVETYPE_BOUNCE: Physics_Toss(ent); break; case Movetypes.MOVETYPE_FLY: if (!RunThink(ent)) { return; } FlyMove(ent, (float)Host.FrameTime, null); break; case Movetypes.MOVETYPE_NOCLIP: if (!RunThink(ent)) { return; } Mathlib.VectorMA(ref ent.v.origin, (float)Host.FrameTime, ref ent.v.velocity, out ent.v.origin); break; default: Sys.Error("SV_Physics_client: bad movetype {0}", (int)ent.v.movetype); break; } // // call standard player post-think // LinkEdict(ent, true); Progs.GlobalStruct.time = (float)sv.time; Progs.GlobalStruct.self = EdictToProg(ent); Progs.Execute(Progs.GlobalStruct.PlayerPostThink); }
/// <summary> /// SV_Physics_Toss /// Toss, bounce, and fly movement. When onground, do nothing. /// </summary> private static void Physics_Toss(edict_t ent) { // regular thinking if (!RunThink(ent)) { return; } // if onground, return without moving if (((int)ent.v.flags & EdictFlags.FL_ONGROUND) != 0) { return; } CheckVelocity(ent); // add gravity if (ent.v.movetype != Movetypes.MOVETYPE_FLY && ent.v.movetype != Movetypes.MOVETYPE_FLYMISSILE) { AddGravity(ent); } // move angles Mathlib.VectorMA(ref ent.v.angles, (float)Host.FrameTime, ref ent.v.avelocity, out ent.v.angles); // move origin v3f move; Mathlib.VectorScale(ref ent.v.velocity, (float)Host.FrameTime, out move); trace_t trace = PushEntity(ent, ref move); if (trace.fraction == 1) { return; } if (ent.free) { return; } float backoff; if (ent.v.movetype == Movetypes.MOVETYPE_BOUNCE) { backoff = 1.5f; } else { backoff = 1; } ClipVelocity(ref ent.v.velocity, ref trace.plane.normal, out ent.v.velocity, backoff); // stop if on ground if (trace.plane.normal.Z > 0.7f) { if (ent.v.velocity.z < 60 || ent.v.movetype != Movetypes.MOVETYPE_BOUNCE) { ent.v.flags = (int)ent.v.flags | EdictFlags.FL_ONGROUND; ent.v.groundentity = EdictToProg(trace.ent); ent.v.velocity = default(v3f); ent.v.avelocity = default(v3f); } } // check for in water CheckWaterTransition(ent); }
/// <summary> /// SV_ClipToLinks /// Mins and maxs enclose the entire area swept by the move /// </summary> static void ClipToLinks(areanode_t node, moveclip_t clip) { link_t next; trace_t trace; // touch linked edicts for (link_t l = node.solid_edicts.Next; l != node.solid_edicts; l = next) { next = l.Next; edict_t touch = (edict_t)l.Owner;// EDICT_FROM_AREA(l); if (touch.v.solid == Solids.SOLID_NOT) { continue; } if (touch == clip.passedict) { continue; } if (touch.v.solid == Solids.SOLID_TRIGGER) { Sys.Error("Trigger in clipping list"); } if (clip.type == MOVE_NOMONSTERS && touch.v.solid != Solids.SOLID_BSP) { continue; } if (clip.boxmins.X > touch.v.absmax.x || clip.boxmins.Y > touch.v.absmax.y || clip.boxmins.Z > touch.v.absmax.z || clip.boxmaxs.X < touch.v.absmin.x || clip.boxmaxs.Y < touch.v.absmin.y || clip.boxmaxs.Z < touch.v.absmin.z) { continue; } if (clip.passedict != null && clip.passedict.v.size.x != 0 && touch.v.size.x == 0) { continue; // points never interact } // might intersect, so do an exact clip if (clip.trace.allsolid) { return; } if (clip.passedict != null) { if (ProgToEdict(touch.v.owner) == clip.passedict) { continue; // don't clip against own missiles } if (ProgToEdict(clip.passedict.v.owner) == touch) { continue; // don't clip against owner } } if (((int)touch.v.flags & EdictFlags.FL_MONSTER) != 0) { trace = ClipMoveToEntity(touch, ref clip.start, ref clip.mins2, ref clip.maxs2, ref clip.end); } else { trace = ClipMoveToEntity(touch, ref clip.start, ref clip.mins, ref clip.maxs, ref clip.end); } if (trace.allsolid || trace.startsolid || trace.fraction < clip.trace.fraction) { trace.ent = touch; if (clip.trace.startsolid) { clip.trace = trace; clip.trace.startsolid = true; } else { clip.trace = trace; } } else if (trace.startsolid) { clip.trace.startsolid = true; } } // recurse down both sides if (node.axis == -1) { return; } if (Mathlib.Comp(ref clip.boxmaxs, node.axis) > node.dist) { ClipToLinks(node.children[0], clip); } if (Mathlib.Comp(ref clip.boxmins, node.axis) < node.dist) { ClipToLinks(node.children[1], clip); } }
static void PF_Spawn() { edict_t ed = Server.AllocEdict(); ReturnEdict(ed); }
/// <summary> /// SV_FixCheckBottom /// </summary> static void FixCheckBottom(edict_t ent) { ent.v.flags = (int)ent.v.flags | EdictFlags.FL_PARTIALGROUND; }
/// <summary> /// SV_movestep /// Called by monster program code. /// The move will be adjusted for slopes and stairs, but if the move isn't /// possible, no move is done, false is returned, and /// pr_global_struct.trace_normal is set to the normal of the blocking wall /// </summary> public static bool MoveStep(edict_t ent, ref v3f move, bool relink) { trace_t trace; // try the move v3f oldorg = ent.v.origin; v3f neworg; Mathlib.VectorAdd(ref ent.v.origin, ref move, out neworg); // flying monsters don't step up if (((int)ent.v.flags & (EdictFlags.FL_SWIM | EdictFlags.FL_FLY)) != 0) { // try one move with vertical motion, then one without for (int i = 0; i < 2; i++) { Mathlib.VectorAdd(ref ent.v.origin, ref move, out neworg); edict_t enemy = ProgToEdict(ent.v.enemy); if (i == 0 && enemy != sv.edicts[0]) { float dz = ent.v.origin.z - enemy.v.origin.z; if (dz > 40) { neworg.z -= 8; } if (dz < 30) { neworg.z += 8; } } trace = Move(ref ent.v.origin, ref ent.v.mins, ref ent.v.maxs, ref neworg, 0, ent); if (trace.fraction == 1) { if (((int)ent.v.flags & EdictFlags.FL_SWIM) != 0 && PointContents(ref trace.endpos) == Contents.CONTENTS_EMPTY) { return(false); // swim monster left water } Mathlib.Copy(ref trace.endpos, out ent.v.origin); if (relink) { LinkEdict(ent, true); } return(true); } if (enemy == sv.edicts[0]) { break; } } return(false); } // push down from a step height above the wished position neworg.z += STEPSIZE; v3f end = neworg; end.z -= STEPSIZE * 2; trace = Move(ref neworg, ref ent.v.mins, ref ent.v.maxs, ref end, 0, ent); if (trace.allsolid) { return(false); } if (trace.startsolid) { neworg.z -= STEPSIZE; trace = Move(ref neworg, ref ent.v.mins, ref ent.v.maxs, ref end, 0, ent); if (trace.allsolid || trace.startsolid) { return(false); } } if (trace.fraction == 1) { // if monster had the ground pulled out, go ahead and fall if (((int)ent.v.flags & EdictFlags.FL_PARTIALGROUND) != 0) { Mathlib.VectorAdd(ref ent.v.origin, ref move, out ent.v.origin); if (relink) { LinkEdict(ent, true); } ent.v.flags = (int)ent.v.flags & ~EdictFlags.FL_ONGROUND; return(true); } return(false); // walked off an edge } // check point traces down for dangling corners Mathlib.Copy(ref trace.endpos, out ent.v.origin); if (!CheckBottom(ent)) { if (((int)ent.v.flags & EdictFlags.FL_PARTIALGROUND) != 0) { // entity had floor mostly pulled out from underneath it // and is trying to correct if (relink) { LinkEdict(ent, true); } return(true); } ent.v.origin = oldorg; return(false); } if (((int)ent.v.flags & EdictFlags.FL_PARTIALGROUND) != 0) { ent.v.flags = (int)ent.v.flags & ~EdictFlags.FL_PARTIALGROUND; } ent.v.groundentity = EdictToProg(trace.ent); // the move is ok if (relink) { LinkEdict(ent, true); } return(true); }
/// <summary> /// SV_NewChaseDir /// </summary> static void NewChaseDir(edict_t actor, edict_t enemy, float dist) { float olddir = Mathlib.AngleMod((int)(actor.v.ideal_yaw / 45) * 45); float turnaround = Mathlib.AngleMod(olddir - 180); float deltax = enemy.v.origin.x - actor.v.origin.x; float deltay = enemy.v.origin.y - actor.v.origin.y; v3f d; if (deltax > 10) { d.y = 0; } else if (deltax < -10) { d.y = 180; } else { d.y = DI_NODIR; } if (deltay < -10) { d.z = 270; } else if (deltay > 10) { d.z = 90; } else { d.z = DI_NODIR; } // try direct route float tdir; if (d.y != DI_NODIR && d.z != DI_NODIR) { if (d.y == 0) { tdir = (d.z == 90 ? 45 : 315); } else { tdir = (d.z == 90 ? 135 : 215); } if (tdir != turnaround && StepDirection(actor, tdir, dist)) { return; } } // try other directions if (((Sys.Random() & 3) & 1) != 0 || Math.Abs(deltay) > Math.Abs(deltax)) { tdir = d.y; d.y = d.z; d.z = tdir; } if (d.y != DI_NODIR && d.y != turnaround && StepDirection(actor, d.y, dist)) { return; } if (d.z != DI_NODIR && d.z != turnaround && StepDirection(actor, d.z, dist)) { return; } // there is no direct path to the player, so pick another direction if (olddir != DI_NODIR && StepDirection(actor, olddir, dist)) { return; } if ((Sys.Random() & 1) != 0) //randomly determine direction of search { for (tdir = 0; tdir <= 315; tdir += 45) { if (tdir != turnaround && StepDirection(actor, tdir, dist)) { return; } } } else { for (tdir = 315; tdir >= 0; tdir -= 45) { if (tdir != turnaround && StepDirection(actor, tdir, dist)) { return; } } } if (turnaround != DI_NODIR && StepDirection(actor, turnaround, dist)) { return; } actor.v.ideal_yaw = olddir; // can't move // if a bridge was pulled out from underneath a monster, it may not have // a valid standing position at all if (!CheckBottom(actor)) { FixCheckBottom(actor); } }
/// <summary> /// SV_CheckBottom /// </summary> public static bool CheckBottom(edict_t ent) { v3f mins, maxs; Mathlib.VectorAdd(ref ent.v.origin, ref ent.v.mins, out mins); Mathlib.VectorAdd(ref ent.v.origin, ref ent.v.maxs, out maxs); // if all of the points under the corners are solid world, don't bother // with the tougher checks // the corners must be within 16 of the midpoint Vector3 start; start.Z = mins.z - 1; for (int x = 0; x <= 1; x++) { for (int y = 0; y <= 1; y++) { start.X = (x != 0 ? maxs.x : mins.x); start.Y = (y != 0 ? maxs.y : mins.y); if (PointContents(ref start) != Contents.CONTENTS_SOLID) { goto RealCheck; } } } return(true); // we got out easy RealCheck: // // check it for real... // start.Z = mins.z; // the midpoint must be within 16 of the bottom start.X = (mins.x + maxs.x) * 0.5f; start.Y = (mins.y + maxs.y) * 0.5f; Vector3 stop = start; stop.Z -= 2 * STEPSIZE; trace_t trace = Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref stop, 1, ent); if (trace.fraction == 1.0) { return(false); } float mid = trace.endpos.Z; float bottom = mid; // the corners must be within 16 of the midpoint for (int x = 0; x <= 1; x++) { for (int y = 0; y <= 1; y++) { start.X = stop.X = (x != 0 ? maxs.x : mins.x); start.Y = stop.Y = (y != 0 ? maxs.y : mins.y); trace = Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref stop, 1, ent); if (trace.fraction != 1.0 && trace.endpos.Z > bottom) { bottom = trace.endpos.Z; } if (trace.fraction == 1.0 || mid - trace.endpos.Z > STEPSIZE) { return(false); } } } return(true); }
/// <summary> /// SV_LinkEdict /// /// Needs to be called any time an entity changes origin, mins, maxs, or solid /// flags ent->v.modified /// sets ent->v.absmin and ent->v.absmax /// if touchtriggers, calls prog functions for the intersected triggers /// </summary> public static void LinkEdict(edict_t ent, bool touch_triggers) { if (ent.area.Prev != null) { UnlinkEdict(ent); // unlink from old position } if (ent == sv.edicts[0]) { return; // don't add the world } if (ent.free) { return; } // set the abs box Mathlib.VectorAdd(ref ent.v.origin, ref ent.v.mins, out ent.v.absmin); Mathlib.VectorAdd(ref ent.v.origin, ref ent.v.maxs, out ent.v.absmax); // // to make items easier to pick up and allow them to be grabbed off // of shelves, the abs sizes are expanded // if (((int)ent.v.flags & EdictFlags.FL_ITEM) != 0) { ent.v.absmin.x -= 15; ent.v.absmin.y -= 15; ent.v.absmax.x += 15; ent.v.absmax.y += 15; } else { // because movement is clipped an epsilon away from an actual edge, // we must fully check even when bounding boxes don't quite touch ent.v.absmin.x -= 1; ent.v.absmin.y -= 1; ent.v.absmin.z -= 1; ent.v.absmax.x += 1; ent.v.absmax.y += 1; ent.v.absmax.z += 1; } // link to PVS leafs ent.num_leafs = 0; if (ent.v.modelindex != 0) { FindTouchedLeafs(ent, sv.worldmodel.nodes[0]); } if (ent.v.solid == Solids.SOLID_NOT) { return; } // find the first node that the ent's box crosses areanode_t node = _AreaNodes[0]; while (true) { if (node.axis == -1) { break; } if (Mathlib.Comp(ref ent.v.absmin, node.axis) > node.dist) { node = node.children[0]; } else if (Mathlib.Comp(ref ent.v.absmax, node.axis) < node.dist) { node = node.children[1]; } else { break; // crosses the node } } // link it in if (ent.v.solid == Solids.SOLID_TRIGGER) { ent.area.InsertBefore(node.trigger_edicts); } else { ent.area.InsertBefore(node.solid_edicts); } // if touch_triggers, touch all entities at this node and decend for more if (touch_triggers) { TouchLinks(ent, _AreaNodes[0]); } }
static void PF_Remove() { edict_t ed = GetEdict(OFS.OFS_PARM0); Server.FreeEdict(ed); }
/// <summary> /// SV_Move /// mins and maxs are relative /// if the entire move stays in a solid volume, trace.allsolid will be set /// if the starting point is in a solid, it will be allowed to move out to an open area /// nomonsters is used for line of sight or edge testing, where mosnters /// shouldn't be considered solid objects /// passedict is explicitly excluded from clipping checks (normally NULL) /// </summary> public static trace_t Move(ref Vector3 start, ref Vector3 mins, ref Vector3 maxs, ref Vector3 end, int type, edict_t passedict) { moveclip_t clip = new moveclip_t(); // clip to world clip.trace = ClipMoveToEntity(sv.edicts[0], ref start, ref mins, ref maxs, ref end); clip.start = start; clip.end = end; clip.mins = mins; clip.maxs = maxs; clip.type = type; clip.passedict = passedict; if (type == MOVE_MISSILE) { clip.mins2 = Vector3.One * -15; clip.maxs2 = Vector3.One * 15; } else { clip.mins2 = mins; clip.maxs2 = maxs; } // create the bounding box of the entire move MoveBounds(ref start, ref clip.mins2, ref clip.maxs2, ref end, out clip.boxmins, out clip.boxmaxs); // clip to entities ClipToLinks(_AreaNodes[0], clip); return(clip.trace); }
/// <summary> /// PF_checkbottom /// </summary> static void PF_checkbottom() { edict_t ent = GetEdict(OFS.OFS_PARM0); ReturnFloat(Server.CheckBottom(ent) ? 1 : 0); }
/// <summary> /// SV_PushMove /// </summary> static void PushMove(edict_t pusher, float movetime) { if (pusher.v.velocity.IsEmpty) { pusher.v.ltime += movetime; return; } v3f move, mins, maxs; Mathlib.VectorScale(ref pusher.v.velocity, movetime, out move); Mathlib.VectorAdd(ref pusher.v.absmin, ref move, out mins); Mathlib.VectorAdd(ref pusher.v.absmax, ref move, out maxs); v3f pushorig = pusher.v.origin; edict_t[] moved_edict = new edict_t[QDef.MAX_EDICTS]; v3f[] moved_from = new v3f[QDef.MAX_EDICTS]; // move the pusher to it's final position Mathlib.VectorAdd(ref pusher.v.origin, ref move, out pusher.v.origin); pusher.v.ltime += movetime; LinkEdict(pusher, false); // see if any solid entities are inside the final position int num_moved = 0; for (int e = 1; e < sv.num_edicts; e++) { edict_t check = sv.edicts[e]; if (check.free) { continue; } if (check.v.movetype == Movetypes.MOVETYPE_PUSH || check.v.movetype == Movetypes.MOVETYPE_NONE || check.v.movetype == Movetypes.MOVETYPE_NOCLIP) { continue; } // if the entity is standing on the pusher, it will definately be moved if (!(((int)check.v.flags & EdictFlags.FL_ONGROUND) != 0 && ProgToEdict(check.v.groundentity) == pusher)) { if (check.v.absmin.x >= maxs.x || check.v.absmin.y >= maxs.y || check.v.absmin.z >= maxs.z || check.v.absmax.x <= mins.x || check.v.absmax.y <= mins.y || check.v.absmax.z <= mins.z) { continue; } // see if the ent's bbox is inside the pusher's final position if (TestEntityPosition(check) == null) { continue; } } // remove the onground flag for non-players if (check.v.movetype != Movetypes.MOVETYPE_WALK) { check.v.flags = (int)check.v.flags & ~EdictFlags.FL_ONGROUND; } v3f entorig = check.v.origin; moved_from[num_moved] = entorig; moved_edict[num_moved] = check; num_moved++; // try moving the contacted entity pusher.v.solid = Solids.SOLID_NOT; PushEntity(check, ref move); pusher.v.solid = Solids.SOLID_BSP; // if it is still inside the pusher, block edict_t block = TestEntityPosition(check); if (block != null) { // fail the move if (check.v.mins.x == check.v.maxs.x) { continue; } if (check.v.solid == Solids.SOLID_NOT || check.v.solid == Solids.SOLID_TRIGGER) { // corpse check.v.mins.x = check.v.mins.y = 0; check.v.maxs = check.v.mins; continue; } check.v.origin = entorig; LinkEdict(check, true); pusher.v.origin = pushorig; LinkEdict(pusher, false); pusher.v.ltime -= movetime; // if the pusher has a "blocked" function, call it // otherwise, just stay in place until the obstacle is gone if (pusher.v.blocked != 0) { Progs.GlobalStruct.self = EdictToProg(pusher); Progs.GlobalStruct.other = EdictToProg(check); Progs.Execute(pusher.v.blocked); } // move back any entities we already moved for (int i = 0; i < num_moved; i++) { moved_edict[i].v.origin = moved_from[i]; LinkEdict(moved_edict[i], false); } return; } } }
/* * ============= * PF_aim * * Pick a vector for the player to shoot along * vector aim(entity, missilespeed) * ============= */ static void PF_aim() { edict_t ent = GetEdict(OFS.OFS_PARM0); float speed = GetFloat(OFS.OFS_PARM1); Vector3 start = Common.ToVector(ref ent.v.origin); start.Z += 20; // try sending a trace straight Vector3 dir; Mathlib.Copy(ref Progs.GlobalStruct.v_forward, out dir); Vector3 end = start + dir * 2048; trace_t tr = Server.Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref end, 0, ent); if (tr.ent != null && tr.ent.v.takedamage == Damages.DAMAGE_AIM && (Host.TeamPlay == 0 || ent.v.team <= 0 || ent.v.team != tr.ent.v.team)) { ReturnVector(ref Progs.GlobalStruct.v_forward); return; } // try all possible entities Vector3 bestdir = dir; float bestdist = Server.Aim; edict_t bestent = null; for (int i = 1; i < Server.sv.num_edicts; i++) { edict_t check = Server.sv.edicts[i]; if (check.v.takedamage != Damages.DAMAGE_AIM) { continue; } if (check == ent) { continue; } if (Host.TeamPlay != 0 && ent.v.team > 0 && ent.v.team == check.v.team) { continue; // don't aim at teammate } v3f tmp; Mathlib.VectorAdd(ref check.v.mins, ref check.v.maxs, out tmp); Mathlib.VectorMA(ref check.v.origin, 0.5f, ref tmp, out tmp); Mathlib.Copy(ref tmp, out end); dir = end - start; Mathlib.Normalize(ref dir); float dist = Vector3.Dot(dir, Common.ToVector(ref Progs.GlobalStruct.v_forward)); if (dist < bestdist) { continue; // to far to turn } tr = Server.Move(ref start, ref Common.ZeroVector, ref Common.ZeroVector, ref end, 0, ent); if (tr.ent == check) { // can shoot at this one bestdist = dist; bestent = check; } } if (bestent != null) { v3f dir2, end2; Mathlib.VectorSubtract(ref bestent.v.origin, ref ent.v.origin, out dir2); float dist = Mathlib.DotProduct(ref dir2, ref Progs.GlobalStruct.v_forward); Mathlib.VectorScale(ref Progs.GlobalStruct.v_forward, dist, out end2); end2.z = dir2.z; Mathlib.Normalize(ref end2); ReturnVector(ref end2); } else { ReturnVector(ref bestdir); } }
/// <summary> /// SV_Physics_None /// Non moving objects can only think /// </summary> static void Physics_None(edict_t ent) { // regular thinking RunThink(ent); }
/// <summary> /// RETURN_EDICT(e) (((int *)pr_globals)[OFS_RETURN] = EDICT_TO_PROG(e)) /// </summary> public static unsafe void ReturnEdict(edict_t e) { int prog = Server.EdictToProg(e); ReturnInt(prog); }
/// <summary> /// SV_Physics /// </summary> public static void Physics() { // let the progs know that a new frame has started Progs.GlobalStruct.self = EdictToProg(sv.edicts[0]); Progs.GlobalStruct.other = Progs.GlobalStruct.self; Progs.GlobalStruct.time = (float)sv.time; Progs.Execute(Progs.GlobalStruct.StartFrame); // // treat each object in turn // for (int i = 0; i < sv.num_edicts; i++) { edict_t ent = sv.edicts[i]; if (ent.free) { continue; } if (Progs.GlobalStruct.force_retouch != 0) { LinkEdict(ent, true); // force retouch even for stationary } if (i > 0 && i <= svs.maxclients) { Physics_Client(ent, i); } else { switch ((int)ent.v.movetype) { case Movetypes.MOVETYPE_PUSH: Physics_Pusher(ent); break; case Movetypes.MOVETYPE_NONE: Physics_None(ent); break; case Movetypes.MOVETYPE_NOCLIP: Physics_Noclip(ent); break; case Movetypes.MOVETYPE_STEP: Physics_Step(ent); break; case Movetypes.MOVETYPE_TOSS: case Movetypes.MOVETYPE_BOUNCE: case Movetypes.MOVETYPE_FLY: case Movetypes.MOVETYPE_FLYMISSILE: Physics_Toss(ent); break; default: Sys.Error("SV_Physics: bad movetype {0}", (int)ent.v.movetype); break; } } } if (Progs.GlobalStruct.force_retouch != 0) { Progs.GlobalStruct.force_retouch -= 1; } sv.time += Host.FrameTime; }
static void SetMinMaxSize(edict_t e, ref Vector3 min, ref Vector3 max, bool rotate) { if (min.X > max.X || min.Y > max.Y || min.Z > max.Z) { Progs.RunError("backwards mins/maxs"); } rotate = false; // FIXME: implement rotation properly again Vector3 rmin = min, rmax = max; if (!rotate) { //rmin = min; //rmax = max; } else { // find min / max for rotations //angles = e.v.angles; //a = angles[1] / 180 * M_PI; //xvector[0] = cos(a); //xvector[1] = sin(a); //yvector[0] = -sin(a); //yvector[1] = cos(a); //VectorCopy(min, bounds[0]); //VectorCopy(max, bounds[1]); //rmin[0] = rmin[1] = rmin[2] = 9999; //rmax[0] = rmax[1] = rmax[2] = -9999; //for (i = 0; i <= 1; i++) //{ // base[0] = bounds[i][0]; // for (j = 0; j <= 1; j++) // { // base[1] = bounds[j][1]; // for (k = 0; k <= 1; k++) // { // base[2] = bounds[k][2]; // // transform the point // transformed[0] = xvector[0] * base[0] + yvector[0] * base[1]; // transformed[1] = xvector[1] * base[0] + yvector[1] * base[1]; // transformed[2] = base[2]; // for (l = 0; l < 3; l++) // { // if (transformed[l] < rmin[l]) // rmin[l] = transformed[l]; // if (transformed[l] > rmax[l]) // rmax[l] = transformed[l]; // } // } // } //} } // set derived values Mathlib.Copy(ref rmin, out e.v.mins); Mathlib.Copy(ref rmax, out e.v.maxs); Vector3 s = max - min; Mathlib.Copy(ref s, out e.v.size); Server.LinkEdict(e, false); }
/// <summary> /// SV_WalkMove /// Only used by players /// </summary> static void WalkMove(edict_t ent) { // // do a regular slide move unless it looks like you ran into a step // int oldonground = (int)ent.v.flags & EdictFlags.FL_ONGROUND; ent.v.flags = (int)ent.v.flags & ~EdictFlags.FL_ONGROUND; v3f oldorg = ent.v.origin; v3f oldvel = ent.v.velocity; trace_t steptrace = new trace_t(); int clip = FlyMove(ent, (float)Host.FrameTime, steptrace); if ((clip & 2) == 0) { return; // move didn't block on a step } if (ent.v.movetype != Movetypes.MOVETYPE_WALK) { return; // gibbed by a trigger } if (_NoStep.Value != 0) { return; } if (((int)_Player.v.flags & EdictFlags.FL_WATERJUMP) != 0) { return; } v3f nosteporg = ent.v.origin; v3f nostepvel = ent.v.velocity; // // try moving up and forward to go up a step // ent.v.origin = oldorg; // back to start pos v3f upmove = Common.ZeroVector3f; v3f downmove = upmove; upmove.z = STEPSIZE; downmove.z = (float)(-STEPSIZE + oldvel.z * Host.FrameTime); // move up PushEntity(ent, ref upmove); // FIXME: don't link? // move forward ent.v.velocity.x = oldvel.x; ent.v.velocity.y = oldvel.y; ent.v.velocity.z = 0; clip = FlyMove(ent, (float)Host.FrameTime, steptrace); // check for stuckness, possibly due to the limited precision of floats // in the clipping hulls if (clip != 0) { if (Math.Abs(oldorg.y - ent.v.origin.y) < 0.03125 && Math.Abs(oldorg.x - ent.v.origin.x) < 0.03125) { // stepping up didn't make any progress clip = TryUnstick(ent, ref oldvel); } } // extra friction based on view angle if ((clip & 2) != 0) { WallFriction(ent, steptrace); } // move down trace_t downtrace = PushEntity(ent, ref downmove); // FIXME: don't link? if (downtrace.plane.normal.Z > 0.7) { if (ent.v.solid == Solids.SOLID_BSP) { ent.v.flags = (int)ent.v.flags | EdictFlags.FL_ONGROUND; ent.v.groundentity = EdictToProg(downtrace.ent); } } else { // if the push down didn't end up on good ground, use the move without // the step up. This happens near wall / slope combinations, and can // cause the player to hop up higher on a slope too steep to climb ent.v.origin = nosteporg; ent.v.velocity = nostepvel; } }
/// <summary> /// ED_LoadFromFile /// The entities are directly placed in the array, rather than allocated with /// ED_Alloc, because otherwise an error loading the map would have entity /// number references out of order. /// /// Creates a server's entity / program execution context by /// parsing textual entity definitions out of an ent file. /// /// Used for both fresh maps and savegame loads. A fresh map would also need /// to call ED_CallSpawnFunctions () to let the objects initialize themselves. /// </summary> public static void LoadFromFile(string data) { edict_t ent = null; int inhibit = 0; Progs.GlobalStruct.time = (float)Server.sv.time; // parse ents while (true) { // parse the opening brace data = Common.Parse(data); if (data == null) { break; } if (Common.Token != "{") { Sys.Error("ED_LoadFromFile: found {0} when expecting {", Common.Token); } if (ent == null) { ent = Server.EdictNum(0); } else { ent = Server.AllocEdict(); } data = ParseEdict(data, ent); // remove things from different skill levels or deathmatch if (Host.Deathmatch != 0) { if (((int)ent.v.spawnflags & SpawnFlags.SPAWNFLAG_NOT_DEATHMATCH) != 0) { Server.FreeEdict(ent); inhibit++; continue; } } else if ((Host.CurrentSkill == 0 && ((int)ent.v.spawnflags & SpawnFlags.SPAWNFLAG_NOT_EASY) != 0) || (Host.CurrentSkill == 1 && ((int)ent.v.spawnflags & SpawnFlags.SPAWNFLAG_NOT_MEDIUM) != 0) || (Host.CurrentSkill >= 2 && ((int)ent.v.spawnflags & SpawnFlags.SPAWNFLAG_NOT_HARD) != 0)) { Server.FreeEdict(ent); inhibit++; continue; } // // immediately call spawn function // if (ent.v.classname == 0) { Con.Print("No classname for:\n"); Print(ent); Server.FreeEdict(ent); continue; } // look for the spawn function int func = IndexOfFunction(GetString(ent.v.classname)); if (func == -1) { Con.Print("No spawn function for:\n"); Print(ent); Server.FreeEdict(ent); continue; } Progs.GlobalStruct.self = Server.EdictToProg(ent); Execute(func); } Con.DPrint("{0} entities inhibited\n", inhibit); }
/// <summary> /// SV_FlyMove /// The basic solid body movement clip that slides along multiple planes /// Returns the clipflags if the velocity was modified (hit something solid) /// 1 = floor /// 2 = wall / step /// 4 = dead stop /// If steptrace is not NULL, the trace of any vertical wall hit will be stored /// </summary> static int FlyMove(edict_t ent, float time, trace_t steptrace) { v3f original_velocity = ent.v.velocity; v3f primal_velocity = ent.v.velocity; int numbumps = 4; int blocked = 0; Vector3[] planes = new Vector3[MAX_CLIP_PLANES]; int numplanes = 0; float time_left = time; for (int bumpcount = 0; bumpcount < numbumps; bumpcount++) { if (ent.v.velocity.IsEmpty) { break; } v3f end; Mathlib.VectorMA(ref ent.v.origin, time_left, ref ent.v.velocity, out end); trace_t trace = Move(ref ent.v.origin, ref ent.v.mins, ref ent.v.maxs, ref end, 0, ent); if (trace.allsolid) { // entity is trapped in another solid ent.v.velocity = default(v3f); return(3); } if (trace.fraction > 0) { // actually covered some distance Mathlib.Copy(ref trace.endpos, out ent.v.origin); original_velocity = ent.v.velocity; numplanes = 0; } if (trace.fraction == 1) { break; // moved the entire distance } if (trace.ent == null) { Sys.Error("SV_FlyMove: !trace.ent"); } if (trace.plane.normal.Z > 0.7) { blocked |= 1; // floor if (trace.ent.v.solid == Solids.SOLID_BSP) { ent.v.flags = (int)ent.v.flags | EdictFlags.FL_ONGROUND; ent.v.groundentity = EdictToProg(trace.ent); } } if (trace.plane.normal.Z == 0) { blocked |= 2; // step if (steptrace != null) { steptrace.CopyFrom(trace); // save for player extrafriction } } // // run the impact function // Impact(ent, trace.ent); if (ent.free) { break; // removed by the impact function } time_left -= time_left * trace.fraction; // cliped to another plane if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't really happen ent.v.velocity = default(v3f); return(3); } planes[numplanes] = trace.plane.normal; numplanes++; // // modify original_velocity so it parallels all of the clip planes // v3f new_velocity = default(v3f); int i, j; for (i = 0; i < numplanes; i++) { ClipVelocity(ref original_velocity, ref planes[i], out new_velocity, 1); for (j = 0; j < numplanes; j++) { if (j != i) { float dot = new_velocity.x * planes[j].X + new_velocity.y * planes[j].Y + new_velocity.z * planes[j].Z; if (dot < 0) { break; // not ok } } } if (j == numplanes) { break; } } if (i != numplanes) { // go along this plane ent.v.velocity = new_velocity; } else { // go along the crease if (numplanes != 2) { ent.v.velocity = default(v3f); return(7); } Vector3 dir = Vector3.Cross(planes[0], planes[1]); float d = dir.X * ent.v.velocity.x + dir.Y * ent.v.velocity.y + dir.Z * ent.v.velocity.z; Mathlib.Copy(ref dir, out ent.v.velocity); Mathlib.VectorScale(ref ent.v.velocity, d, out ent.v.velocity); } // // if original velocity is against the original velocity, stop dead // to avoid tiny occilations in sloping corners // if (Mathlib.DotProduct(ref ent.v.velocity, ref primal_velocity) <= 0) { ent.v.velocity = default(v3f); return(blocked); } } return(blocked); }
/// <summary> /// ED_ParseEdict /// Parses an edict out of the given string, returning the new position /// ed should be a properly initialized empty edict. /// Used for initial level load and for savegames. /// </summary> public static string ParseEdict(string data, edict_t ent) { bool init = false; // clear it if (ent != Server.sv.edicts[0]) // hack { ent.Clear(); } // go through all the dictionary pairs bool anglehack; while (true) { // parse key data = Common.Parse(data); if (Common.Token.StartsWith("}")) { break; } if (data == null) { Sys.Error("ED_ParseEntity: EOF without closing brace"); } string token = Common.Token; // anglehack is to allow QuakeEd to write single scalar angles // and allow them to be turned into vectors. (FIXME...) if (token == "angle") { token = "angles"; anglehack = true; } else { anglehack = false; } // FIXME: change light to _light to get rid of this hack if (token == "light") { token = "light_lev"; // hack for single light def } string keyname = token.TrimEnd(); // parse value data = Common.Parse(data); if (data == null) { Sys.Error("ED_ParseEntity: EOF without closing brace"); } if (Common.Token.StartsWith("}")) { Sys.Error("ED_ParseEntity: closing brace without data"); } init = true; // keynames with a leading underscore are used for utility comments, // and are immediately discarded by quake if (keyname[0] == '_') { continue; } ddef_t key = FindField(keyname); if (key == null) { Con.Print("'{0}' is not a field\n", keyname); continue; } token = Common.Token; if (anglehack) { token = "0 " + token + " 0"; } if (!ParsePair(ent, key, token)) { Host.Error("ED_ParseEdict: parse error"); } } if (!init) { ent.free = true; } return(data); }
/// <summary> /// EDICT_TO_PROG(e) /// </summary> public static int EdictToProg(edict_t e) { return(Array.IndexOf(_Server.edicts, e)); // todo: optimize this }
/// <summary> /// SV_WriteEntitiesToClient /// </summary> static void WriteEntitiesToClient(edict_t clent, MsgWriter msg) { // find the client's PVS Vector3 org = Common.ToVector(ref clent.v.origin) + Common.ToVector(ref clent.v.view_ofs); byte[] pvs = FatPVS(ref org); // send over all entities (except the client) that touch the pvs for (int e = 1; e < sv.num_edicts; e++) { edict_t ent = sv.edicts[e]; // ignore if not touching a PV leaf if (ent != clent) // clent is ALLWAYS sent { // ignore ents without visible models string mname = Progs.GetString(ent.v.model); if (String.IsNullOrEmpty(mname)) { continue; } int i; for (i = 0; i < ent.num_leafs; i++) { if ((pvs[ent.leafnums[i] >> 3] & (1 << (ent.leafnums[i] & 7))) != 0) { break; } } if (i == ent.num_leafs) { continue; // not visible } } if (msg.Capacity - msg.Length < 16) { Con.Print("packet overflow\n"); return; } // send an update int bits = 0; v3f miss; Mathlib.VectorSubtract(ref ent.v.origin, ref ent.baseline.origin, out miss); if (miss.x < -0.1f || miss.x > 0.1f) { bits |= Protocol.U_ORIGIN1; } if (miss.y < -0.1f || miss.y > 0.1f) { bits |= Protocol.U_ORIGIN2; } if (miss.z < -0.1f || miss.z > 0.1f) { bits |= Protocol.U_ORIGIN3; } if (ent.v.angles.x != ent.baseline.angles.x) { bits |= Protocol.U_ANGLE1; } if (ent.v.angles.y != ent.baseline.angles.y) { bits |= Protocol.U_ANGLE2; } if (ent.v.angles.z != ent.baseline.angles.z) { bits |= Protocol.U_ANGLE3; } if (ent.v.movetype == Movetypes.MOVETYPE_STEP) { bits |= Protocol.U_NOLERP; // don't mess up the step animation } if (ent.baseline.colormap != ent.v.colormap) { bits |= Protocol.U_COLORMAP; } if (ent.baseline.skin != ent.v.skin) { bits |= Protocol.U_SKIN; } if (ent.baseline.frame != ent.v.frame) { bits |= Protocol.U_FRAME; } if (ent.baseline.effects != ent.v.effects) { bits |= Protocol.U_EFFECTS; } if (ent.baseline.modelindex != ent.v.modelindex) { bits |= Protocol.U_MODEL; } if (e >= 256) { bits |= Protocol.U_LONGENTITY; } if (bits >= 256) { bits |= Protocol.U_MOREBITS; } // // write the message // msg.WriteByte(bits | Protocol.U_SIGNAL); if ((bits & Protocol.U_MOREBITS) != 0) { msg.WriteByte(bits >> 8); } if ((bits & Protocol.U_LONGENTITY) != 0) { msg.WriteShort(e); } else { msg.WriteByte(e); } if ((bits & Protocol.U_MODEL) != 0) { msg.WriteByte((int)ent.v.modelindex); } if ((bits & Protocol.U_FRAME) != 0) { msg.WriteByte((int)ent.v.frame); } if ((bits & Protocol.U_COLORMAP) != 0) { msg.WriteByte((int)ent.v.colormap); } if ((bits & Protocol.U_SKIN) != 0) { msg.WriteByte((int)ent.v.skin); } if ((bits & Protocol.U_EFFECTS) != 0) { msg.WriteByte((int)ent.v.effects); } if ((bits & Protocol.U_ORIGIN1) != 0) { msg.WriteCoord(ent.v.origin.x); } if ((bits & Protocol.U_ANGLE1) != 0) { msg.WriteAngle(ent.v.angles.x); } if ((bits & Protocol.U_ORIGIN2) != 0) { msg.WriteCoord(ent.v.origin.y); } if ((bits & Protocol.U_ANGLE2) != 0) { msg.WriteAngle(ent.v.angles.y); } if ((bits & Protocol.U_ORIGIN3) != 0) { msg.WriteCoord(ent.v.origin.z); } if ((bits & Protocol.U_ANGLE3) != 0) { msg.WriteAngle(ent.v.angles.z); } } }