Enable client-side attachments, add detachment code
This commit is contained in:
parent
ba3fd63e29
commit
d7d759b43f
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@ -583,7 +583,7 @@ private:
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std::map<std::string, core::vector2d<v3f> > m_bone_posrot;
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ClientActiveObject* m_attachment_parent;
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std::string m_attachment_bone;
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v3f m_attacmhent_position;
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v3f m_attachment_position;
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v3f m_attachment_rotation;
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int m_anim_frame;
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int m_anim_num_frames;
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@ -626,7 +626,7 @@ public:
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// Nothing to do for m_bone_posrot
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m_attachment_parent(NULL),
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m_attachment_bone(""),
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m_attacmhent_position(v3f(0,0,0)),
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m_attachment_position(v3f(0,0,0)),
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m_attachment_rotation(v3f(0,0,0)),
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m_anim_frame(0),
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m_anim_num_frames(1),
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@ -852,7 +852,6 @@ public:
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if(mesh)
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{
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m_animated_meshnode = smgr->addAnimatedMeshSceneNode(mesh, NULL);
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m_animated_meshnode->setMD2Animation(scene::EMAT_STAND);
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m_animated_meshnode->animateJoints(); // Needed for some animations
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m_animated_meshnode->setScale(v3f(m_prop.visual_size.X,
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m_prop.visual_size.Y,
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@ -1053,8 +1052,12 @@ public:
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updateNodePos();
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}
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if(m_animated_meshnode)
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errorstream<<"Attachment position: "<<m_animated_meshnode->getPosition().X<<","<<m_animated_meshnode->getPosition().Y<<","<<m_animated_meshnode->getPosition().Z<<std::endl;
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// REMAINING ATTACHMENT ISSUES:
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// Absolute Position of attachments is printed differently here than what it's set to in the SetAttachment function.
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// Apparently here it prints the origin of the parent, but ignores the offset it was actually set to.
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//if(m_animated_meshnode != NULL && m_attachment_parent != NULL)
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// errorstream<<"Attachment position, step: "<<m_animated_meshnode->getAbsolutePosition().X<<","<<m_animated_meshnode->getAbsolutePosition().Y<<","<<m_animated_meshnode->getAbsolutePosition().Z<<std::endl;
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}
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void updateTexturePos()
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@ -1280,11 +1283,42 @@ public:
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// http://gamedev.stackexchange.com/questions/27363/finding-the-endpoint-of-a-named-bone-in-irrlicht
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// Irrlicht documentation: http://irrlicht.sourceforge.net/docu/
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if (m_attachment_parent != NULL && !m_attachment_parent->isLocalPlayer())
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if(m_attachment_parent == NULL || m_attachment_parent->isLocalPlayer()) // Detach
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{
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if(m_meshnode)
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{
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v3f old_position = m_meshnode->getAbsolutePosition();
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v3f old_rotation = m_meshnode->getRotation();
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m_meshnode->setParent(m_smgr->getRootSceneNode());
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m_meshnode->setPosition(old_position);
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m_meshnode->setRotation(old_rotation);
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m_meshnode->updateAbsolutePosition();
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}
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if(m_animated_meshnode)
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{
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v3f old_position = m_animated_meshnode->getAbsolutePosition();
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v3f old_rotation = m_animated_meshnode->getRotation();
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m_animated_meshnode->setParent(m_smgr->getRootSceneNode());
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m_animated_meshnode->setPosition(old_position);
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m_animated_meshnode->setRotation(old_rotation);
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m_animated_meshnode->updateAbsolutePosition();
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}
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if(m_spritenode)
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{
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v3f old_position = m_spritenode->getAbsolutePosition();
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v3f old_rotation = m_spritenode->getRotation();
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m_spritenode->setParent(m_smgr->getRootSceneNode());
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m_spritenode->setPosition(old_position);
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m_spritenode->setRotation(old_rotation);
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m_spritenode->updateAbsolutePosition();
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}
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}
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else // Attach
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{
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// REMAINING ATTACHMENT ISSUES:
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// The code below should cause the child to get attached, but for some reason it's not working
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// A debug print confirms both position and absolute position are set accordingly, but the object still shows at origin 0,0,0
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// A debug print confirms both position and absolute position are set accordingly, but the object still doesn't show
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// Position and Absolute Position were tested to be set properly here
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scene::IMeshSceneNode *parent_mesh = NULL;
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if(m_attachment_parent->getMeshSceneNode())
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@ -1299,94 +1333,92 @@ public:
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scene::IBoneSceneNode *parent_bone = NULL;
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if(parent_animated_mesh && m_attachment_bone != "")
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parent_bone = parent_animated_mesh->getJointNode(m_attachment_bone.c_str());
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if(!parent_bone) // Should be false if the bone doesn't exist on the mesh
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parent_bone = NULL;
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// TODO: Perhaps use polymorphism here to save code duplication
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if(m_meshnode){
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if(parent_bone){
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m_meshnode->setPosition(parent_bone->getPosition());
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m_meshnode->setRotation(parent_bone->getRotation());
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m_meshnode->setParent(parent_bone);
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m_meshnode->setPosition(m_attachment_position);
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m_meshnode->setRotation(m_attachment_rotation);
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m_meshnode->updateAbsolutePosition();
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//m_meshnode->setParent(parent_bone);
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}
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else
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{
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if(parent_mesh){
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m_meshnode->setPosition(parent_mesh->getPosition());
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m_meshnode->setRotation(parent_mesh->getRotation());
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m_meshnode->setParent(parent_mesh);
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m_meshnode->setPosition(m_attachment_position);
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m_meshnode->setRotation(m_attachment_rotation);
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m_meshnode->updateAbsolutePosition();
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//m_meshnode->setParent(parent_mesh);
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}
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else if(parent_animated_mesh){
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m_meshnode->setPosition(parent_animated_mesh->getPosition());
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m_meshnode->setRotation(parent_animated_mesh->getRotation());
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m_meshnode->setParent(parent_animated_mesh);
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m_meshnode->setPosition(m_attachment_position);
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m_meshnode->setRotation(m_attachment_rotation);
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m_meshnode->updateAbsolutePosition();
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//m_meshnode->setParent(parent_animated_mesh);
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}
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else if(parent_sprite){
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m_meshnode->setPosition(parent_sprite->getPosition());
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m_meshnode->setRotation(parent_sprite->getRotation());
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m_meshnode->setParent(parent_sprite);
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m_meshnode->setPosition(m_attachment_position);
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m_meshnode->setRotation(m_attachment_rotation);
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m_meshnode->updateAbsolutePosition();
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//m_meshnode->setParent(parent_sprite);
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}
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}
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}
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if(m_animated_meshnode){
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if(parent_bone){
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m_animated_meshnode->setPosition(parent_bone->getPosition());
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m_animated_meshnode->setRotation(parent_bone->getRotation());
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m_animated_meshnode->setParent(parent_bone);
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m_animated_meshnode->setPosition(m_attachment_position);
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m_animated_meshnode->setRotation(m_attachment_rotation);
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m_animated_meshnode->updateAbsolutePosition();
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//m_animated_meshnode->setParent(parent_bone);
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}
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else
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{
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if(parent_mesh){
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m_animated_meshnode->setPosition(parent_mesh->getPosition());
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m_animated_meshnode->setRotation(parent_mesh->getRotation());
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m_animated_meshnode->setParent(parent_mesh);
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m_animated_meshnode->setPosition(m_attachment_position);
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m_animated_meshnode->setRotation(m_attachment_rotation);
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m_animated_meshnode->updateAbsolutePosition();
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//m_animated_meshnode->setParent(parent_mesh);
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}
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else if(parent_animated_mesh){
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m_animated_meshnode->setPosition(parent_animated_mesh->getPosition());
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m_animated_meshnode->setRotation(parent_animated_mesh->getRotation());
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m_animated_meshnode->setParent(parent_animated_mesh);
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m_animated_meshnode->setPosition(m_attachment_position);
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m_animated_meshnode->setRotation(m_attachment_rotation);
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m_animated_meshnode->updateAbsolutePosition();
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//m_animated_meshnode->setParent(parent_animated_mesh);
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}
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else if(parent_sprite){
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m_animated_meshnode->setPosition(parent_sprite->getPosition());
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m_animated_meshnode->setRotation(parent_sprite->getRotation());
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m_animated_meshnode->setParent(parent_sprite);
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m_animated_meshnode->setPosition(m_attachment_position);
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m_animated_meshnode->setRotation(m_attachment_rotation);
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m_animated_meshnode->updateAbsolutePosition();
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//m_animated_meshnode->setParent(parent_sprite);
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}
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}
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}
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if(m_spritenode){
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if(parent_bone){
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m_spritenode->setPosition(parent_bone->getPosition());
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m_spritenode->setRotation(parent_bone->getRotation());
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m_spritenode->setParent(parent_bone);
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m_spritenode->setPosition(m_attachment_position);
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m_spritenode->setRotation(m_attachment_rotation);
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m_spritenode->updateAbsolutePosition();
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//m_spritenode->setParent(parent_bone);
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}
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else
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{
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if(parent_mesh){
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m_spritenode->setPosition(parent_mesh->getPosition());
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m_spritenode->setRotation(parent_mesh->getRotation());
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m_spritenode->setParent(parent_mesh);
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m_spritenode->setPosition(m_attachment_position);
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m_spritenode->setRotation(m_attachment_rotation);
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m_spritenode->updateAbsolutePosition();
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//m_spritenode->setParent(parent_mesh);
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}
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else if(parent_animated_mesh){
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m_spritenode->setPosition(parent_animated_mesh->getPosition());
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m_spritenode->setRotation(parent_animated_mesh->getRotation());
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m_spritenode->setParent(parent_animated_mesh);
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m_spritenode->setPosition(m_attachment_position);
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m_spritenode->setRotation(m_attachment_rotation);
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m_spritenode->updateAbsolutePosition();
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//m_spritenode->setParent(parent_animated_mesh);
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}
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else if(parent_sprite){
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m_spritenode->setPosition(parent_sprite->getPosition());
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m_spritenode->setRotation(parent_sprite->getRotation());
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m_spritenode->setParent(parent_sprite);
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m_spritenode->setPosition(m_attachment_position);
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m_spritenode->setRotation(m_attachment_rotation);
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m_spritenode->updateAbsolutePosition();
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//m_spritenode->setParent(parent_sprite);
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}
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}
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}
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@ -1468,8 +1500,7 @@ public:
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m_frame_speed = readF1000(is);
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m_frame_blend = readF1000(is);
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updateAnimations();
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expireVisuals();
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expireVisuals(); // Automatically calls the proper function next
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}
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else if(cmd == GENERIC_CMD_SET_BONE_POSROT)
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{
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@ -1478,8 +1509,7 @@ public:
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v3f rotation = readV3F1000(is);
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m_bone_posrot[bone] = core::vector2d<v3f>(position, rotation);
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updateBonePosRot();
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expireVisuals();
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expireVisuals(); // Automatically calls the proper function next
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}
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else if(cmd == GENERIC_CMD_SET_ATTACHMENT)
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{
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@ -1489,10 +1519,10 @@ public:
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obj = NULL;
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m_attachment_parent = obj;
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m_attachment_bone = deSerializeString(is);
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m_attacmhent_position = readV3F1000(is);
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m_attachment_position = readV3F1000(is);
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m_attachment_rotation = readV3F1000(is);
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updateAttachments();
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expireVisuals(); // Automatically calls the proper function next
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}
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else if(cmd == GENERIC_CMD_PUNCHED)
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{
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@ -356,7 +356,10 @@ LuaEntitySAO::LuaEntitySAO(ServerEnvironment *env, v3f pos,
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m_last_sent_velocity(0,0,0),
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m_last_sent_position_timer(0),
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m_last_sent_move_precision(0),
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m_armor_groups_sent(false)
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m_armor_groups_sent(false),
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m_animations_sent(false),
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m_animations_bone_sent(false),
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m_attachment_sent(false)
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{
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// Only register type if no environment supplied
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if(env == NULL){
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@ -514,6 +517,32 @@ void LuaEntitySAO::step(float dtime, bool send_recommended)
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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if(m_animations_sent == false){
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m_animations_sent = true;
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std::string str = gob_cmd_set_animations(m_animation_frames, m_animation_speed, m_animation_blend);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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if(m_animations_bone_sent == false){
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m_animations_bone_sent = true;
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for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
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std::string str = gob_cmd_set_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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}
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if(m_attachment_sent == false){
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m_attachment_sent = true;
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std::string str = gob_cmd_set_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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}
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std::string LuaEntitySAO::getClientInitializationData()
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@ -672,18 +701,16 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
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void LuaEntitySAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
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{
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std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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m_animation_frames = frames;
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m_animation_speed = frame_speed;
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m_animation_blend = frame_blend;
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m_animations_sent = false;
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}
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void LuaEntitySAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
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{
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std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
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m_animations_bone_sent = false;
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}
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void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
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@ -700,10 +727,11 @@ void LuaEntitySAO::setAttachment(ServerActiveObject *parent, std::string bone, v
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m_parent = parent;
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// Client attachment:
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std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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m_attachment_parent_id = parent->getId();
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m_attachment_bone = bone;
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m_attachment_position = position;
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m_attachment_rotation = rotation;
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m_attachment_sent = false;
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}
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ObjectProperties* LuaEntitySAO::accessObjectProperties()
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@ -831,6 +859,9 @@ PlayerSAO::PlayerSAO(ServerEnvironment *env_, Player *player_, u16 peer_id_,
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m_properties_sent(true),
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m_privs(privs),
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m_is_singleplayer(is_singleplayer),
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m_animations_sent(false),
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m_animations_bone_sent(false),
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m_attachment_sent(false),
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// public
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m_teleported(false),
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m_inventory_not_sent(false),
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@ -1051,6 +1082,32 @@ void PlayerSAO::step(float dtime, bool send_recommended)
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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if(m_animations_sent == false){
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m_animations_sent = true;
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std::string str = gob_cmd_set_animations(m_animation_frames, m_animation_speed, m_animation_blend);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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if(m_animations_bone_sent == false){
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m_animations_bone_sent = true;
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for(std::map<std::string, core::vector2d<v3f> >::const_iterator ii = m_animation_bone.begin(); ii != m_animation_bone.end(); ++ii){
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std::string str = gob_cmd_set_bone_posrot((*ii).first, (*ii).second.X, (*ii).second.Y);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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}
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if(m_attachment_sent == false){
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m_attachment_sent = true;
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std::string str = gob_cmd_set_attachment(m_attachment_parent_id, m_attachment_bone, m_attachment_position, m_attachment_rotation);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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}
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}
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void PlayerSAO::setBasePosition(const v3f &position)
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@ -1176,18 +1233,18 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
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void PlayerSAO::setAnimations(v2f frames, float frame_speed, float frame_blend)
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{
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std::string str = gob_cmd_set_animations(frames, frame_speed, frame_blend);
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// create message and add to list
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ActiveObjectMessage aom(getId(), true, str);
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m_messages_out.push_back(aom);
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// store these so they can be updated to clients
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m_animation_frames = frames;
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m_animation_speed = frame_speed;
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m_animation_blend = frame_blend;
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m_animations_sent = false;
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}
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void PlayerSAO::setBonePosRot(std::string bone, v3f position, v3f rotation)
|
||||
{
|
||||
std::string str = gob_cmd_set_bone_posrot(bone, position, rotation);
|
||||
// create message and add to list
|
||||
ActiveObjectMessage aom(getId(), true, str);
|
||||
m_messages_out.push_back(aom);
|
||||
// store these so they can be updated to clients
|
||||
m_animation_bone[bone] = core::vector2d<v3f>(position, rotation);
|
||||
m_animations_bone_sent = false;
|
||||
}
|
||||
|
||||
void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f position, v3f rotation)
|
||||
|
@ -1204,10 +1261,11 @@ void PlayerSAO::setAttachment(ServerActiveObject *parent, std::string bone, v3f
|
|||
m_parent = parent;
|
||||
|
||||
// Client attachment:
|
||||
std::string str = gob_cmd_set_attachment(parent->getId(), bone, position, rotation);
|
||||
// create message and add to list
|
||||
ActiveObjectMessage aom(getId(), true, str);
|
||||
m_messages_out.push_back(aom);
|
||||
m_attachment_parent_id = parent->getId();
|
||||
m_attachment_bone = bone;
|
||||
m_attachment_position = position;
|
||||
m_attachment_rotation = rotation;
|
||||
m_attachment_sent = false;
|
||||
}
|
||||
|
||||
ObjectProperties* PlayerSAO::accessObjectProperties()
|
||||
|
|
|
@ -99,7 +99,21 @@ private:
|
|||
float m_last_sent_position_timer;
|
||||
float m_last_sent_move_precision;
|
||||
bool m_armor_groups_sent;
|
||||
|
||||
v2f m_animation_frames;
|
||||
float m_animation_speed;
|
||||
float m_animation_blend;
|
||||
bool m_animations_sent;
|
||||
|
||||
std::map<std::string, core::vector2d<v3f> > m_animation_bone;
|
||||
bool m_animations_bone_sent;
|
||||
|
||||
ServerActiveObject *m_parent;
|
||||
int m_attachment_parent_id;
|
||||
std::string m_attachment_bone;
|
||||
v3f m_attachment_position;
|
||||
v3f m_attachment_rotation;
|
||||
bool m_attachment_sent;
|
||||
};
|
||||
|
||||
/*
|
||||
|
@ -236,13 +250,30 @@ private:
|
|||
bool m_position_not_sent;
|
||||
ItemGroupList m_armor_groups;
|
||||
bool m_armor_groups_sent;
|
||||
ServerActiveObject *m_parent;
|
||||
|
||||
|
||||
|
||||
bool m_properties_sent;
|
||||
struct ObjectProperties m_prop;
|
||||
// Cached privileges for enforcement
|
||||
std::set<std::string> m_privs;
|
||||
bool m_is_singleplayer;
|
||||
|
||||
v2f m_animation_frames;
|
||||
float m_animation_speed;
|
||||
float m_animation_blend;
|
||||
bool m_animations_sent;
|
||||
|
||||
std::map<std::string, core::vector2d<v3f> > m_animation_bone;
|
||||
bool m_animations_bone_sent;
|
||||
|
||||
ServerActiveObject *m_parent;
|
||||
int m_attachment_parent_id;
|
||||
std::string m_attachment_bone;
|
||||
v3f m_attachment_position;
|
||||
v3f m_attachment_rotation;
|
||||
bool m_attachment_sent;
|
||||
|
||||
public:
|
||||
// Some flags used by Server
|
||||
bool m_teleported;
|
||||
|
|
Loading…
Reference in New Issue