refactoring
This commit is contained in:
parent
a1f9155498
commit
8e68a47712
@ -65,7 +65,7 @@ void HudRenderer::drawDebug(Level* level, Assets* assets, int fps, bool occlusio
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}
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void HudRenderer::draw(Level* level, Assets* assets, bool devdata){
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void HudRenderer::draw(Level* level, Assets* assets){
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uicamera->fov = Window::height;
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glDisable(GL_DEPTH_TEST);
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@ -81,7 +81,7 @@ void HudRenderer::draw(Level* level, Assets* assets, bool devdata){
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batch->texture(nullptr);
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batch->color = vec4(1.0f);
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if (Events::_cursor_locked && !devdata) {
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if (Events::_cursor_locked && !level->player->debug) {
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glLineWidth(2);
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batch->line(Window::width/2, Window::height/2-6, Window::width/2, Window::height/2+6, 0.2f, 0.2f, 0.2f, 1.0f);
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batch->line(Window::width/2+6, Window::height/2, Window::width/2-6, Window::height/2, 0.2f, 0.2f, 0.2f, 1.0f);
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@ -215,7 +215,7 @@ void HudRenderer::draw(Level* level, Assets* assets, bool devdata){
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// batch->render();
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if (Events::_cursor_locked && !devdata){
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if (Events::_cursor_locked && !level->player->debug){
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// Shader* crosshairShader = assets->getShader("crosshair");
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// crosshairShader->use();
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// crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
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@ -14,7 +14,7 @@ class HudRenderer {
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public:
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HudRenderer();
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~HudRenderer();
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void draw(Level* level, Assets* assets, bool devdata);
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void draw(Level* level, Assets* assets);
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void drawDebug(Level* level, Assets* assets, int fps, bool occlusion);
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};
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@ -11,7 +11,7 @@ Player::Player(glm::vec3 position, float speed, Camera* camera) :
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camera(camera),
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choosenBlock(1),
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camX(0.0f), camY(0.0f){
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hitbox = new Hitbox(position, vec3(0.2f,0.9f,0.2f));
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hitbox = new Hitbox(position, vec3(0.3f,0.9f,0.3f));
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}
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Player::~Player(){
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@ -15,6 +15,7 @@ public:
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Hitbox* hitbox;
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bool flight = false;
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bool noclip = false;
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bool debug = false;
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int choosenBlock;
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float camX, camY;
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float cameraShaking = 0.0f;
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@ -5,7 +5,6 @@
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#include <iostream>
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#define E 0.03
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#define DEFAULT_FRICTION 10.0
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PhysicsSolver::PhysicsSolver(vec3 gravity) : gravity(gravity) {
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}
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@ -28,89 +27,7 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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float pz = pos.z;
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if (collisions) {
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if (vel.x < 0.0){
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for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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int x = floor(pos.x-half.x-E);
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if (chunks->isObstacle(x,y,z)){
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vel.x *= 0.0;
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pos.x = x + 1 + half.x + E;
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break;
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}
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}
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}
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}
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if (vel.x > 0.0){
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for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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int x = floor(pos.x+half.x+E);
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if (chunks->isObstacle(x,y,z)){
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vel.x *= 0.0;
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pos.x = x - half.x - E;
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break;
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}
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}
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}
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}
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if (vel.z < 0.0){
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for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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int z = floor(pos.z-half.z-E);
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if (chunks->isObstacle(x,y,z)){
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vel.z *= 0.0;
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pos.z = z + 1 + half.z + E;
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break;
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}
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}
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}
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}
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if (vel.z > 0.0){
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for (int y = floor(pos.y-half.y+E); y <= floor(pos.y+half.y-E); y++){
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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int z = floor(pos.z+half.z+E);
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if (chunks->isObstacle(x,y,z)){
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vel.z *= 0.0;
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pos.z = z - half.z - E;
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break;
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}
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}
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}
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}
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if (vel.y < 0.0){
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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bool broken = false;
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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int y = floor(pos.y-half.y-E);
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if (chunks->isObstacle(x,y,z)){
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vel.y *= 0.0;
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pos.y = y + 1 + half.y;
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int f = DEFAULT_FRICTION;
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vel.x *= max(0.0, 1.0 - dt * f);
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vel.z *= max(0.0, 1.0 - dt * f);
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hitbox->grounded = true;
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broken = true;
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break;
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}
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}
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if (broken)
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break;
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}
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}
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if (vel.y > 0.0){
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for (int x = floor(pos.x-half.x+E); x <= floor(pos.x+half.x-E); x++){
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for (int z = floor(pos.z-half.z+E); z <= floor(pos.z+half.z-E); z++){
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int y = floor(pos.y+half.y+E);
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if (chunks->isObstacle(x,y,z)){
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vel.y *= 0.0;
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pos.y = y - half.y - E;
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break;
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}
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}
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}
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}
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colisionCalc(chunks, hitbox, &vel, &pos, half);
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}
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vel.x *= max(0.0, 1.0 - dt * linear_damping);
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@ -152,6 +69,85 @@ void PhysicsSolver::step(Chunks* chunks, Hitbox* hitbox, float delta, unsigned s
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}
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}
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void PhysicsSolver::colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3* pos, vec3 half){
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if (vel->x < 0.0){
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for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
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for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
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int x = floor(pos->x-half.x-E);
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if (chunks->isObstacle(x,y,z)){
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vel->x *= 0.0;
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pos->x = x + 1 + half.x + E;
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break;
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}
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}
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}
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}
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if (vel->x > 0.0){
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for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
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for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
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int x = floor(pos->x+half.x+E);
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if (chunks->isObstacle(x,y,z)){
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vel->x *= 0.0;
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pos->x = x - half.x - E;
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break;
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}
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}
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}
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}
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if (vel->z < 0.0){
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for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
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for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
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int z = floor(pos->z-half.z-E);
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if (chunks->isObstacle(x,y,z)){
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vel->z *= 0.0;
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pos->z = z + 1 + half.z + E;
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break;
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}
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}
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}
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}
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if (vel->z > 0.0){
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for (int y = floor(pos->y-half.y+E); y <= floor(pos->y+half.y-E); y++){
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for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
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int z = floor(pos->z+half.z+E);
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if (chunks->isObstacle(x,y,z)){
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vel->z *= 0.0;
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pos->z = z - half.z - E;
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break;
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}
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}
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}
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}
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if (vel->y < 0.0){
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for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
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for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
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int y = floor(pos->y-half.y-E);
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if (chunks->isObstacle(x,y,z)){
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vel->y *= 0.0;
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pos->y = y + 1 + half.y;
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hitbox->grounded = true;
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break;
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}
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}
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}
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}
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if (vel->y > 0.0){
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for (int x = floor(pos->x-half.x+E); x <= floor(pos->x+half.x-E); x++){
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for (int z = floor(pos->z-half.z+E); z <= floor(pos->z+half.z-E); z++){
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int y = floor(pos->y+half.y+E);
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if (chunks->isObstacle(x,y,z)){
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vel->y *= 0.0;
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pos->y = y - half.y - E;
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break;
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}
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}
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}
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}
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}
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bool PhysicsSolver::isBlockInside(int x, int y, int z, Hitbox* hitbox) {
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vec3& pos = hitbox->position;
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vec3& half = hitbox->halfsize;
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@ -21,6 +21,7 @@ public:
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bool shifting,
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float gravityScale,
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bool collisions);
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void colisionCalc(Chunks* chunks, Hitbox* hitbox, vec3* vel, vec3* pos, vec3 half);
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bool isBlockInside(int x, int y, int z, Hitbox* hitbox);
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};
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@ -19,8 +19,8 @@
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#define RUN_ZOOM 1.1f
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#define C_ZOOM 0.1f
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#define ZOOM_SPEED 16.0f
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#define PLAYER_GROUNDED_DAMPING 1.0f
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#define PLAYER_NOT_GROUNDED_DAMPING 10.0f
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#define PLAYER_GROUND_DAMPING 10.0f
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#define PLAYER_AIR_DAMPING 7.0f
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#define CAMERA_SHAKING_OFFSET 0.025f
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#define CAMERA_SHAKING_OFFSET_Y 0.031f
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#define CAMERA_SHAKING_SPEED 1.6f
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@ -35,13 +35,14 @@ PlayerController::PlayerController(Level* level) : level(level) {
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void PlayerController::update_controls(float delta){
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Player* player = level->player;
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for (int i = 1; i < 10; i++){
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if (Events::jpressed(GLFW_KEY_0+i)){
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player->choosenBlock = i;
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/*block choose*/{
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for (int i = 1; i < 10; i++){
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if (Events::jpressed(GLFW_KEY_0+i)){
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player->choosenBlock = i;
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}
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}
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}
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}//end
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// Controls
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Camera* camera = player->camera;
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Hitbox* hitbox = player->hitbox;
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bool sprint = Events::pressed(GLFW_KEY_LEFT_CONTROL);
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@ -65,18 +66,20 @@ void PlayerController::update_controls(float delta){
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if (player->flight && hitbox->grounded)
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player->flight = false;
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// Camera shaking
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player->interpVel = player->interpVel * (1.0f - delta * 5) + hitbox->velocity * delta * 0.1f;
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if (hitbox->grounded && player->interpVel.y < 0.0f){
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player->interpVel.y *= -30.0f;
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}
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float factor = hitbox->grounded ? length(vec2(hitbox->velocity.x, hitbox->velocity.z)) : 0.0f;
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player->cameraShakingTimer += delta * factor * CAMERA_SHAKING_SPEED;
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float shakeTimer = player->cameraShakingTimer;
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player->cameraShaking = player->cameraShaking * (1.0f - delta * CAMERA_SHAKING_DELTA_K) + factor * delta * CAMERA_SHAKING_DELTA_K;
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camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
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camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking;
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camera->position -= min(player->interpVel * 0.05f, 1.0f);
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/*camera shaking*/{
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player->interpVel = player->interpVel * (1.0f - delta * 5) + hitbox->velocity * delta * 0.1f;
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if (hitbox->grounded && player->interpVel.y < 0.0f){
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player->interpVel.y *= -30.0f;
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}
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float factor = hitbox->grounded ? length(vec2(hitbox->velocity.x, hitbox->velocity.z)) : 0.0f;
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player->cameraShakingTimer += delta * factor * CAMERA_SHAKING_SPEED;
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float shakeTimer = player->cameraShakingTimer;
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player->cameraShaking = player->cameraShaking * (1.0f - delta * CAMERA_SHAKING_DELTA_K) + factor * delta * CAMERA_SHAKING_DELTA_K;
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camera->position += camera->right * sin(shakeTimer) * CAMERA_SHAKING_OFFSET * player->cameraShaking;
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camera->position += camera->up * abs(cos(shakeTimer)) * CAMERA_SHAKING_OFFSET_Y * player->cameraShaking;
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camera->position -= min(player->interpVel * 0.05f, 1.0f);
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}//end
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if ((Events::jpressed(GLFW_KEY_F) && !player->noclip) ||
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(Events::jpressed(GLFW_KEY_N) && player->flight == player->noclip)){
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@ -89,25 +92,25 @@ void PlayerController::update_controls(float delta){
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player->noclip = !player->noclip;
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}
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// Field of view manipulations
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float dt = min(1.0f, delta * ZOOM_SPEED);
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float zoomValue = 1.0f;
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if (shift){
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speed *= CROUCH_SPEED_MUL;
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camera->position.y += CROUCH_SHIFT_Y;
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zoomValue = CROUCH_ZOOM;
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} else if (sprint){
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speed *= RUN_SPEED_MUL;
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zoomValue = RUN_ZOOM;
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}
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if (zoom)
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zoomValue *= C_ZOOM;
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camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
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/*field of view manipulations*/{
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float dt = min(1.0f, delta * ZOOM_SPEED);
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float zoomValue = 1.0f;
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if (shift){
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speed *= CROUCH_SPEED_MUL;
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camera->position.y += CROUCH_SHIFT_Y;
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zoomValue = CROUCH_ZOOM;
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} else if (sprint){
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speed *= RUN_SPEED_MUL;
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zoomValue = RUN_ZOOM;
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}
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if (zoom)
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zoomValue *= C_ZOOM;
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camera->zoom = zoomValue * dt + camera->zoom * (1.0f - dt);
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}//end
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if (Events::pressed(GLFW_KEY_SPACE) && hitbox->grounded){
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hitbox->velocity.y = JUMP_FORCE;
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}
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vec3 dir(0,0,0);
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if (Events::pressed(GLFW_KEY_W)){
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dir.x += camera->dir.x;
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@ -126,9 +129,9 @@ void PlayerController::update_controls(float delta){
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dir.z -= camera->right.z;
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}
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hitbox->linear_damping = PLAYER_GROUNDED_DAMPING;
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hitbox->linear_damping = PLAYER_GROUND_DAMPING;
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if (player->flight){
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hitbox->linear_damping = PLAYER_NOT_GROUNDED_DAMPING;
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hitbox->linear_damping = PLAYER_AIR_DAMPING;
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hitbox->velocity.y *= 1.0f - delta * 9;
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if (Events::pressed(GLFW_KEY_SPACE)){
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hitbox->velocity.y += speed * delta * 9;
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@ -137,41 +140,38 @@ void PlayerController::update_controls(float delta){
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hitbox->velocity.y -= speed * delta * 9;
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}
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}
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if (!hitbox->grounded)
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hitbox->linear_damping = PLAYER_AIR_DAMPING;
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if (length(dir) > 0.0f){
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dir = normalize(dir);
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if (!hitbox->grounded)
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hitbox->linear_damping = PLAYER_NOT_GROUNDED_DAMPING;
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hitbox->velocity.x += dir.x * speed * delta * 9;
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hitbox->velocity.z += dir.z * speed * delta * 9;
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}
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// camera rotate
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/*camera rotate*/{
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if (Events::_cursor_locked){
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float rotX = -Events::deltaX / Window::height * 2;
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float rotY = -Events::deltaY / Window::height * 2;
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if (zoom){
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rotX /= 4;
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rotY /= 4;
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}
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player->camX += rotX;
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player->camY += rotY;
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if (Events::_cursor_locked){
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float rotX = -Events::deltaX / Window::height * 2;
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float rotY = -Events::deltaY / Window::height * 2;
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if (zoom){
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rotX /= 4;
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rotY /= 4;
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}
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player->camX += rotX;
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player->camY += rotY;
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if (player->camY < -radians(89.9f)){
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player->camY = -radians(89.9f);
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}
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if (player->camY > radians(89.9f)){
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player->camY = radians(89.9f);
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}
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|
||||
if (player->camY < -radians(89.9f)){
|
||||
player->camY = -radians(89.9f);
|
||||
camera->rotation = mat4(1.0f);
|
||||
camera->rotate(player->camY, player->camX, 0);
|
||||
}
|
||||
if (player->camY > radians(89.9f)){
|
||||
player->camY = radians(89.9f);
|
||||
}
|
||||
|
||||
camera->rotation = mat4(1.0f);
|
||||
camera->rotate(player->camY, player->camX, 0);
|
||||
}
|
||||
}//end
|
||||
}
|
||||
// end camera rotate
|
||||
|
||||
void PlayerController::update_interaction(){
|
||||
Chunks* chunks = level->chunks;
|
||||
|
||||
@ -77,9 +77,13 @@ void write_world(World* world, Level* level){
|
||||
|
||||
void update_level(World* world, Level* level, float delta, long frame, VoxelRenderer* renderer) {
|
||||
level->playerController->update_controls(delta);
|
||||
if (Events::_cursor_locked)
|
||||
if (Events::_cursor_locked){
|
||||
level->playerController->update_interaction();
|
||||
|
||||
} else
|
||||
{
|
||||
level->playerController->selectedBlockId = -1;
|
||||
}
|
||||
|
||||
vec3 position = level->player->hitbox->position;
|
||||
level->chunks->setCenter(world->wfile, position.x, position.z);
|
||||
}
|
||||
@ -119,7 +123,6 @@ void mainloop(Level* level, Assets* assets) {
|
||||
float lastTime = glfwGetTime();
|
||||
float delta = 0.0f;
|
||||
bool occlusion = true;
|
||||
bool devdata = false;
|
||||
Window::swapInterval(1);
|
||||
while (!Window::isShouldClose()){
|
||||
frame++;
|
||||
@ -137,7 +140,7 @@ void mainloop(Level* level, Assets* assets) {
|
||||
occlusion = !occlusion;
|
||||
}
|
||||
if (Events::jpressed(GLFW_KEY_F3)){
|
||||
devdata = !devdata;
|
||||
level->player->debug = !level->player->debug;
|
||||
}
|
||||
if (Events::jpressed(GLFW_KEY_F5)){
|
||||
for (unsigned i = 0; i < level->chunks->volume; i++) {
|
||||
@ -159,9 +162,9 @@ void mainloop(Level* level, Assets* assets) {
|
||||
for (int i = 0; i < freeLoaders; i++)
|
||||
level->chunksController->loadVisible(world->wfile);
|
||||
|
||||
worldRenderer.draw(world, camera, occlusion, devdata);
|
||||
hud.draw(level, assets, devdata);
|
||||
if (devdata) {
|
||||
worldRenderer.draw(world, camera, occlusion);
|
||||
hud.draw(level, assets);
|
||||
if (level->player->debug) {
|
||||
hud.drawDebug(level, assets, fps, occlusion);
|
||||
}
|
||||
|
||||
|
||||
@ -73,7 +73,7 @@ bool WorldRenderer::drawChunk(size_t index, Camera* camera, Shader* shader, bool
|
||||
}
|
||||
|
||||
|
||||
void WorldRenderer::draw(World* world, Camera* camera, bool occlusion, bool devdata){
|
||||
void WorldRenderer::draw(World* world, Camera* camera, bool occlusion){
|
||||
Chunks* chunks = level->chunks;
|
||||
|
||||
vec4 skyColor(0.7f, 0.81f, 1.0f, 1.0f);
|
||||
@ -149,7 +149,7 @@ void WorldRenderer::draw(World* world, Camera* camera, bool occlusion, bool devd
|
||||
lineBatch->render();
|
||||
}
|
||||
|
||||
if (devdata) {
|
||||
if (level->player->debug) {
|
||||
linesShader->use();
|
||||
linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
|
||||
|
||||
|
||||
@ -37,7 +37,7 @@ public:
|
||||
WorldRenderer(Level* level, Assets* assets);
|
||||
~WorldRenderer();
|
||||
|
||||
void draw(World* world, Camera* camera, bool occlusion, bool devdata);
|
||||
void draw(World* world, Camera* camera, bool occlusion);
|
||||
};
|
||||
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user