682 lines
19 KiB
C
682 lines
19 KiB
C
//=======================================================================
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// Copyright XashXT Group 2007 ©
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// cl_input.c - movement commands
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//=======================================================================
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#include "common.h"
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#include "client.h"
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typedef struct
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{
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int down[2]; // key nums holding it down
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uint downtime; // msec timestamp
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uint msec; // msec down this frame
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int state;
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} kbutton_t;
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cvar_t *cl_run;
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cvar_t *cl_upspeed;
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cvar_t *cl_yawspeed;
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cvar_t *cl_sidespeed;
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cvar_t *cl_pitchspeed;
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cvar_t *cl_forwardspeed;
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cvar_t *cl_anglespeedkey;
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cvar_t *cl_nodelta;
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cvar_t *v_centermove;
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cvar_t *v_centerspeed;
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cvar_t *cl_mouseaccel;
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cvar_t *cl_sensitivity;
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cvar_t *ui_sensitivity;
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cvar_t *m_filter; // mouse filtering
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uint frame_msec;
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kbutton_t in_left, in_right, in_forward, in_back;
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kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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kbutton_t in_strafe, in_speed, in_use, in_attack, in_attack2;
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kbutton_t in_up, in_down, in_reload;
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/*
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============================================================
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MOUSE EVENTS
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============================================================
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*/
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/*
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=================
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CL_MouseEvent
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=================
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*/
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void CL_MouseEvent( int mx, int my, int time )
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{
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cl.mouse_x[cl.mouse_step] += mx;
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cl.mouse_y[cl.mouse_step] += my;
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}
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/*
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=================
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CL_MouseMove
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=================
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*/
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void CL_MouseMove( usercmd_t *cmd )
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{
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float mx, my, rate;
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float accel_sensitivity;
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// allow mouse smoothing
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if( m_filter->integer )
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{
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mx = (cl.mouse_x[0] + cl.mouse_x[1]) * 0.5;
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my = (cl.mouse_y[0] + cl.mouse_y[1]) * 0.5;
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}
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else
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{
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mx = cl.mouse_x[cl.mouse_step];
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my = cl.mouse_y[cl.mouse_step];
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}
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cl.mouse_step ^= 1;
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cl.mouse_x[cl.mouse_step] = 0;
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cl.mouse_y[cl.mouse_step] = 0;
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rate = com.sqrt( mx * mx + my * my ) / (float)frame_msec;
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if( cls.key_dest != key_menu )
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{
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if( cl.frame.ps.health <= 0 ) return;
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if( cl.mouse_sens == 0.0f ) cl.mouse_sens = 1.0f;
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accel_sensitivity = cl_sensitivity->value + rate * cl_mouseaccel->value;
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accel_sensitivity *= cl.mouse_sens; // scale by fov
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mx *= accel_sensitivity;
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my *= accel_sensitivity;
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if( !mx && !my ) return;
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// add mouse X/Y movement to cmd
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if( cl_mouselook->value ) cl.viewangles[YAW] -= m_yaw->value * mx;
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else if( in_strafe.state & 1 ) cmd->sidemove = cmd->sidemove + m_side->value * mx;
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if( cl_mouselook->value ) cl.viewangles[PITCH] += m_pitch->value * my;
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else if( in_strafe.state & 1 ) cmd->forwardmove = cmd->forwardmove - m_forward->value * my;
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}
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else
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{
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accel_sensitivity = ui_sensitivity->value + rate * cl_mouseaccel->value;
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cls.mouse_x = mx * accel_sensitivity;
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cls.mouse_y = my * accel_sensitivity;
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}
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}
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/*
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===============================================================================
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KEY BUTTONS
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Continuous button event tracking is complicated by the fact that two different
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input sources (say, mouse button 1 and the control key) can both press the
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same button, but the button should only be released when both of the
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pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it appends
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its key number as a parameter to the command so it can be matched up with
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the release.
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state bit 0 is the current state of the key
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state bit 1 is edge triggered on the up to down transition
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state bit 2 is edge triggered on the down to up transition
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CL_KeyEvent( int key, bool down, uint time );
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+mlook src time
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===============================================================================
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*/
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void IN_KeyDown( kbutton_t *b )
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{
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int k;
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char *c;
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c = Cmd_Argv(1);
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if (c[0]) k = com.atoi(c);
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else k = -1; // typed manually at the console for continuous down
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if (k == b->down[0] || k == b->down[1])
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return; // repeating key
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if( !b->down[0] ) b->down[0] = k;
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else if( !b->down[1] ) b->down[1] = k;
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else
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{
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MsgDev( D_ERROR, "IN_KeyDown: three keys down for a button!\n" );
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return;
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}
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if( b->state & 1 ) return; // still down
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// save timestamp
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c = Cmd_Argv( 2 );
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b->downtime = com.atoi(c);
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if( !b->downtime ) b->downtime = host.frametime[0] - 100; // 100 msec auto-repeat
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b->state |= 1 + 2; // down + impulse down
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}
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void IN_KeyUp( kbutton_t *b )
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{
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int k;
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char *c;
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uint uptime;
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c = Cmd_Argv( 1 );
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if( c[0] ) k = com.atoi( c );
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else
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{
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// typed manually at the console, assume for unsticking, so clear all
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b->down[0] = b->down[1] = 0;
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b->state = 4; // impulse up
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return;
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}
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if( b->down[0] == k ) b->down[0] = 0;
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else if( b->down[1] == k ) b->down[1] = 0;
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else return; // key up without coresponding down (menu pass through)
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if( b->down[0] || b->down[1] )
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return; // some other key is still holding it down
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if(!(b->state & 1)) return; // still up (this should not happen)
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// save timestamp
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c = Cmd_Argv( 2 );
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uptime = com.atoi(c);
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if( uptime ) b->msec += uptime - b->downtime;
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else b->msec += 10;
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b->state &= ~1; // now up
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b->state |= 4; // impulse up
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}
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/*
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===============
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CL_KeyState
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Returns the fraction of the frame that the key was down
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===============
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*/
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float CL_KeyState( kbutton_t *key )
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{
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float val;
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int msec;
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key->state &= 1; // clear impulses
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msec = key->msec;
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key->msec = 0;
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if( key->state )
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{
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// still down
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msec += host.frametime[0] - key->downtime;
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key->downtime = host.frametime[0];
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}
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#if 0
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if (msec)
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{
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Msg ("%i \n", msec);
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}
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#endif
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val = (float)msec / frame_msec;
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if (val < 0)
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val = 0;
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if (val > 1)
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val = 1;
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return val;
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}
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void IN_UpDown(void) {IN_KeyDown(&in_up);}
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void IN_UpUp(void) {IN_KeyUp(&in_up);}
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void IN_DownDown(void) {IN_KeyDown(&in_down);}
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void IN_DownUp(void) {IN_KeyUp(&in_down);}
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void IN_LeftDown(void) {IN_KeyDown(&in_left);}
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void IN_LeftUp(void) {IN_KeyUp(&in_left);}
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void IN_RightDown(void) {IN_KeyDown(&in_right);}
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void IN_RightUp(void) {IN_KeyUp(&in_right);}
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void IN_ForwardDown(void) {IN_KeyDown(&in_forward);}
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void IN_ForwardUp(void) {IN_KeyUp(&in_forward);}
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void IN_BackDown(void) {IN_KeyDown(&in_back);}
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void IN_BackUp(void) {IN_KeyUp(&in_back);}
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void IN_LookupDown(void) {IN_KeyDown(&in_lookup);}
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void IN_LookupUp(void) {IN_KeyUp(&in_lookup);}
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void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);}
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void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);}
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void IN_MoveleftDown(void) {IN_KeyDown(&in_moveleft);}
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void IN_MoveleftUp(void) {IN_KeyUp(&in_moveleft);}
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void IN_MoverightDown(void) {IN_KeyDown(&in_moveright);}
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void IN_MoverightUp(void) {IN_KeyUp(&in_moveright);}
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void IN_SpeedDown(void) {IN_KeyDown(&in_speed);}
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void IN_SpeedUp(void) {IN_KeyUp(&in_speed);}
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void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);}
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void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);}
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void IN_AttackDown(void) {IN_KeyDown(&in_attack);}
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void IN_AttackUp(void) {IN_KeyUp(&in_attack); }
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void IN_Attack2Down(void) {IN_KeyDown(&in_attack2);}
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void IN_Attack2Up(void) {IN_KeyUp(&in_attack2);}
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void IN_UseDown (void) {IN_KeyDown(&in_use);}
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void IN_UseUp (void) {IN_KeyUp(&in_use);}
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void IN_ReloadDown(void) {IN_KeyDown(&in_reload);}
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void IN_ReloadUp(void) {IN_KeyUp(&in_reload);}
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void IN_MLookDown( void ){Cvar_SetValue( "cl_mouselook", 1 );}
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void IN_MLookUp( void ){ IN_CenterView(); Cvar_SetValue( "cl_mouselook", 0 );}
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void IN_CenterView (void) {cl.viewangles[PITCH] = -SHORT2ANGLE(cl.frame.ps.delta_angles[PITCH]);}
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//==========================================================================
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/*
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================
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CL_AdjustAngles
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Moves the local angle positions
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================
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*/
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void CL_AdjustAngles( void )
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{
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float speed;
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if( cl.frame.ps.health <= 0 ) return;
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if( in_speed.state & 1 )
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speed = cls.frametime * cl_anglespeedkey->value;
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else speed = cls.frametime;
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if(!(in_strafe.state & 1))
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{
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cl.viewangles[YAW] -= speed * cl_yawspeed->value * CL_KeyState( &in_right );
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cl.viewangles[YAW] += speed * cl_yawspeed->value * CL_KeyState( &in_left );
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}
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cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * CL_KeyState( &in_lookup );
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cl.viewangles[PITCH] += speed * cl_pitchspeed->value * CL_KeyState( &in_lookdown );
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}
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/*
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================
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CL_BaseMove
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Send the intended movement message to the server
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================
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*/
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void CL_BaseMove( usercmd_t *cmd )
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{
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CL_AdjustAngles ();
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memset( cmd, 0, sizeof( *cmd ));
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VectorCopy (cl.viewangles, cmd->angles);
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if( in_strafe.state & 1 )
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{
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cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
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cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
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}
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cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
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cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
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cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
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cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
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cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
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cmd->forwardmove -= cl_forwardspeed->value * CL_KeyState (&in_back);
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// adjust for speed key / running
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if( in_speed.state & 1 ^ cl_run->integer )
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{
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cmd->forwardmove *= 2;
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cmd->sidemove *= 2;
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cmd->upmove *= 2;
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}
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}
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void CL_ClampPitch (void)
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{
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float pitch;
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pitch = SHORT2ANGLE(cl.frame.ps.delta_angles[PITCH]);
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if( pitch > 180 ) pitch -= 360;
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if( cl.viewangles[PITCH] + pitch < -360 ) cl.viewangles[PITCH] += 360; // wrapped
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if( cl.viewangles[PITCH] + pitch > 360 ) cl.viewangles[PITCH] -= 360; // wrapped
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if( cl.viewangles[PITCH] + pitch > 89 ) cl.viewangles[PITCH] = 89 - pitch;
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if( cl.viewangles[PITCH] + pitch < -89 ) cl.viewangles[PITCH] = -89 - pitch;
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}
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/*
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==============
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CL_ButtonBits
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==============
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*/
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int CL_ButtonBits( int bResetState )
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{
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int bits = 0;
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if( in_attack.state & 3 )
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bits |= IN_ATTACK;
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if( in_attack2.state & 3 )
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bits |= IN_ATTACK2;
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if( in_use.state & 3 )
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bits |= IN_USE;
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if (in_speed.state & 3)
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bits |= IN_RUN;
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if( in_reload.state & 3)
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bits |= IN_RELOAD;
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if( bResetState )
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{
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in_attack.state &= ~2;
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in_attack2.state &= ~2;
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in_use.state &= ~2;
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in_speed.state &= ~2;
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in_reload.state &= ~2;
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}
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return bits;
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}
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/*
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============
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CL_ResetButtonBits
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============
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*/
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void CL_ResetButtonBits( int bits )
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{
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int bitsNew = CL_ButtonBits( 0 ) ^ bits;
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// has the attack button been changed
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if( bitsNew & IN_ATTACK )
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{
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// was it pressed? or let go?
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if( bits & IN_ATTACK )
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{
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IN_KeyDown( &in_attack );
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}
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else
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{
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// totally clear state
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in_attack.state &= ~7;
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}
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}
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}
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/*
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==============
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CL_FinishMove
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==============
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*/
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void CL_FinishMove( usercmd_t *cmd )
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{
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int i, ms;
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// send milliseconds of time to apply the move
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ms = cls.frametime * 1000;
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if( ms > 250 ) ms = 100; // time was unreasonable
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cmd->msec = ms;
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CL_ClampPitch();
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for( i = 0; i < 3; i++ )
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cmd->angles[i] = ANGLE2SHORT( cl.viewangles[i] );
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// HACKHACK: client lightlevel
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cmd->lightlevel = (byte)cl_lightlevel->value;
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if( cls.key_dest == key_game )
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cmd->buttons = CL_ButtonBits( 1 );
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// process commands with user dll's
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cl.data.fov = cl.frame.ps.fov;
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cl.data.iKeyBits = CL_ButtonBits( 0 );
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cl.data.iWeaponBits = cl.frame.ps.weapons;
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cl.data.mouse_sensitivity = cl.mouse_sens;
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VectorCopy( cl.viewangles, cl.data.angles );
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VectorCopy( cl.refdef.origin, cl.data.origin );
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cls.dllFuncs.pfnUpdateClientData( &cl.data, ( cl.time * 0.001f ));
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CL_ResetButtonBits( cl.data.iKeyBits );
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cl.refdef.fov_x = cl.data.fov;
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cl.mouse_sens = cl.data.mouse_sensitivity;
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}
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/*
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=================
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CL_CreateCmd
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=================
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*/
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usercmd_t CL_CreateCmd( void )
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{
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usercmd_t cmd;
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frame_msec = host.frametime[0] - host.frametime[1];
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if( frame_msec < 1 ) frame_msec = 1;
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if( frame_msec > 200 ) frame_msec = 200;
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// get basic movement from mouse
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CL_BaseMove( &cmd );
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CL_MouseMove( &cmd );
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CL_FinishMove( &cmd );
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host.frametime[1] = host.frametime[0];
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return cmd;
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}
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/*
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=================
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CL_SendCmd
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Called every frame to builds and sends a command packet to the server.
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=================
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*/
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void CL_SendCmd( void )
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{
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sizebuf_t buf;
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byte data[128];
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int i;
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usercmd_t *cmd, *oldcmd;
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usercmd_t nullcmd;
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int checksumIndex;
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int curtime;
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// build a command even if not connected
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// save this command off for prediction
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i = cls.netchan.outgoing_sequence & (CMD_BACKUP-1);
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cmd = &cl.cmds[i];
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curtime = Sys_Milliseconds();
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*cmd = CL_CreateCmd ();
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if(cls.state == ca_disconnected || cls.state == ca_connecting)
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return;
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// ignore commands for demo mode
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if(cls.state == ca_cinematic || cls.demoplayback)
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return;
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if( cls.state == ca_connected )
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{
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if (cls.netchan.message.cursize || cls.realtime - cls.netchan.last_sent > 1000 )
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Netchan_Transmit( &cls.netchan, 0, NULL );
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return;
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}
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// send a userinfo update if needed
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if (userinfo_modified)
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{
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userinfo_modified = false;
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MSG_WriteByte (&cls.netchan.message, clc_userinfo);
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MSG_WriteString (&cls.netchan.message, Cvar_Userinfo());
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}
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|
// begin a client move command
|
|
MSG_Init( &buf, data, sizeof( data ));
|
|
MSG_WriteByte( &buf, clc_move );
|
|
|
|
// save the position for a checksum byte
|
|
checksumIndex = buf.cursize;
|
|
MSG_WriteByte( &buf, 0 );
|
|
|
|
// let the server know what the last frame we
|
|
// got was, so the next message can be delta compressed
|
|
if (cl_nodelta->value || !cl.frame.valid || cls.demowaiting)
|
|
{
|
|
MSG_WriteLong (&buf, -1); // no compression
|
|
}
|
|
else
|
|
{
|
|
MSG_WriteLong (&buf, cl.frame.serverframe);
|
|
}
|
|
|
|
// send this and the previous cmds in the message, so
|
|
// if the last packet was dropped, it can be recovered
|
|
i = (cls.netchan.outgoing_sequence-2) & (CMD_BACKUP-1);
|
|
cmd = &cl.cmds[i];
|
|
memset (&nullcmd, 0, sizeof(nullcmd));
|
|
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
i = (cls.netchan.outgoing_sequence-1) & (CMD_BACKUP-1);
|
|
cmd = &cl.cmds[i];
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
i = (cls.netchan.outgoing_sequence) & (CMD_BACKUP-1);
|
|
cmd = &cl.cmds[i];
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
|
|
// calculate a checksum over the move commands
|
|
buf.data[checksumIndex] = CRC_Sequence( buf.data + checksumIndex + 1, buf.cursize - checksumIndex - 1, cls.netchan.outgoing_sequence);
|
|
|
|
// deliver the message
|
|
Netchan_Transmit( &cls.netchan, buf.cursize, buf.data );
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_InitInput
|
|
============
|
|
*/
|
|
void CL_InitInput( void )
|
|
{
|
|
// mouse variables
|
|
m_filter = Cvar_Get("m_filter", "0", 0, "enable mouse filter" );
|
|
cl_sensitivity = Cvar_Get( "cl_sensitivity", "3", CVAR_ARCHIVE, "mouse in-game sensitivity" );
|
|
ui_sensitivity = Cvar_Get( "ui_sensitivity", "0.5", CVAR_ARCHIVE, "mouse in-menu sensitivity" );
|
|
cl_mouseaccel = Cvar_Get( "cl_mouseaccelerate", "0", CVAR_ARCHIVE, "mouse accelerate factor" );
|
|
|
|
// centering
|
|
v_centermove = Cvar_Get ("v_centermove", "0.15", 0, "client center moving" );
|
|
v_centerspeed = Cvar_Get ("v_centerspeed", "500", 0, "client center speed" );
|
|
cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0, "disable delta-compression for usercommnds" );
|
|
|
|
Cmd_AddCommand ("centerview", IN_CenterView, "gradually recenter view (stop looking up/down)" );
|
|
|
|
// input commands
|
|
Cmd_AddCommand ("+moveup",IN_UpDown, "swim upward");
|
|
Cmd_AddCommand ("-moveup",IN_UpUp, "stop swimming upward");
|
|
Cmd_AddCommand ("+movedown",IN_DownDown, "swim downward");
|
|
Cmd_AddCommand ("-movedown",IN_DownUp, "stop swimming downward");
|
|
Cmd_AddCommand ("+left",IN_LeftDown, "turn left");
|
|
Cmd_AddCommand ("-left",IN_LeftUp, "stop turning left");
|
|
Cmd_AddCommand ("+right",IN_RightDown, "turn right");
|
|
Cmd_AddCommand ("-right",IN_RightUp, "stop turning right");
|
|
Cmd_AddCommand ("+forward",IN_ForwardDown, "move forward");
|
|
Cmd_AddCommand ("-forward",IN_ForwardUp, "stop moving forward");
|
|
Cmd_AddCommand ("+back",IN_BackDown, "move backward");
|
|
Cmd_AddCommand ("-back",IN_BackUp, "stop moving backward");
|
|
Cmd_AddCommand ("+lookup", IN_LookupDown, "look upward");
|
|
Cmd_AddCommand ("-lookup", IN_LookupUp, "stop looking upward");
|
|
Cmd_AddCommand ("+lookdown", IN_LookdownDown, "look downward");
|
|
Cmd_AddCommand ("-lookdown", IN_LookdownUp, "stop looking downward");
|
|
Cmd_AddCommand ("+strafe", IN_StrafeDown, "activate strafing mode (move instead of turn)\n");
|
|
Cmd_AddCommand ("-strafe", IN_StrafeUp, "deactivate strafing mode");
|
|
Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "strafe left");
|
|
Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "stop strafing left");
|
|
Cmd_AddCommand ("+moveright", IN_MoverightDown, "strafe right");
|
|
Cmd_AddCommand ("-moveright", IN_MoverightUp, "stop strafing right");
|
|
Cmd_AddCommand ("+speed", IN_SpeedDown, "activate run mode (faster movement and turning)");
|
|
Cmd_AddCommand ("-speed", IN_SpeedUp, "deactivate run mode");
|
|
Cmd_AddCommand ("+attack", IN_AttackDown, "begin firing");
|
|
Cmd_AddCommand ("-attack", IN_AttackUp, "stop firing");
|
|
Cmd_AddCommand ("+attack2", IN_Attack2Down, "begin alternate firing");
|
|
Cmd_AddCommand ("-attack2", IN_Attack2Up, "stop alternate firing");
|
|
Cmd_AddCommand ("+use", IN_UseDown, "use item (doors, monsters, inventory, etc" );
|
|
Cmd_AddCommand ("-use", IN_UseUp, "stop using item" );
|
|
Cmd_AddCommand ("+reload", IN_ReloadDown, "reload current weapon" );
|
|
Cmd_AddCommand ("-reload", IN_ReloadUp, "continue reload weapon" );
|
|
Cmd_AddCommand ("+mlook", IN_MLookDown, "activate mouse looking mode, do not recenter view" );
|
|
Cmd_AddCommand ("-mlook", IN_MLookUp, "deactivate mouse looking mode" );
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_InitServerCommands
|
|
============
|
|
*/
|
|
void CL_InitServerCommands( void )
|
|
{
|
|
Cmd_AddCommand ("impulse", NULL, "send impulse to a client" );
|
|
Cmd_AddCommand ("noclip", NULL, "enable or disable no clipping mode" );
|
|
Cmd_AddCommand ("give", NULL, "give specified item or weapon" );
|
|
Cmd_AddCommand ("god", NULL, "classic cheat" );
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_ShutdownInput
|
|
============
|
|
*/
|
|
void CL_ShutdownInput( void )
|
|
{
|
|
Cmd_RemoveCommand ("centerview" );
|
|
|
|
// input commands
|
|
Cmd_RemoveCommand ("+moveup" );
|
|
Cmd_RemoveCommand ("-moveup" );
|
|
Cmd_RemoveCommand ("+movedown" );
|
|
Cmd_RemoveCommand ("-movedown" );
|
|
Cmd_RemoveCommand ("+left" );
|
|
Cmd_RemoveCommand ("-left" );
|
|
Cmd_RemoveCommand ("+right" );
|
|
Cmd_RemoveCommand ("-right" );
|
|
Cmd_RemoveCommand ("+forward" );
|
|
Cmd_RemoveCommand ("-forward" );
|
|
Cmd_RemoveCommand ("+back" );
|
|
Cmd_RemoveCommand ("-back" );
|
|
Cmd_RemoveCommand ("+lookup" );
|
|
Cmd_RemoveCommand ("-lookup" );
|
|
Cmd_RemoveCommand ("+lookdown" );
|
|
Cmd_RemoveCommand ("-lookdown" );
|
|
Cmd_RemoveCommand ("+strafe" );
|
|
Cmd_RemoveCommand ("-strafe" );
|
|
Cmd_RemoveCommand ("+moveleft" );
|
|
Cmd_RemoveCommand ("-moveleft" );
|
|
Cmd_RemoveCommand ("+moveright" );
|
|
Cmd_RemoveCommand ("-moveright" );
|
|
Cmd_RemoveCommand ("+speed" );
|
|
Cmd_RemoveCommand ("-speed" );
|
|
Cmd_RemoveCommand ("+attack" );
|
|
Cmd_RemoveCommand ("-attack" );
|
|
Cmd_RemoveCommand ("+attack2" );
|
|
Cmd_RemoveCommand ("-attack2" );
|
|
Cmd_RemoveCommand ("+reload" );
|
|
Cmd_RemoveCommand ("-reload" );
|
|
Cmd_RemoveCommand ("+use" );
|
|
Cmd_RemoveCommand ("-use" );
|
|
Cmd_RemoveCommand ("+mlook" );
|
|
Cmd_RemoveCommand ("-mlook" );
|
|
} |