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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/grenade_bugbait.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/grenade_bugbait.cpp')
| -rw-r--r-- | mp/src/game/server/hl2/grenade_bugbait.cpp | 652 |
1 files changed, 326 insertions, 326 deletions
diff --git a/mp/src/game/server/hl2/grenade_bugbait.cpp b/mp/src/game/server/hl2/grenade_bugbait.cpp index 68364db7..12e3dda1 100644 --- a/mp/src/game/server/hl2/grenade_bugbait.cpp +++ b/mp/src/game/server/hl2/grenade_bugbait.cpp @@ -1,326 +1,326 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Bugbait weapon to summon and direct antlions
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "grenade_bugbait.h"
-#include "decals.h"
-#include "smoke_trail.h"
-#include "soundent.h"
-#include "engine/IEngineSound.h"
-#include "npc_bullseye.h"
-#include "entitylist.h"
-#include "antlion_maker.h"
-#include "eventqueue.h"
-
-#ifdef PORTAL
- #include "portal_util_shared.h"
-#endif
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-// Setup the sensor list template
-
-CEntityClassList<CBugBaitSensor> g_BugBaitSensorList;
-template <> CBugBaitSensor *CEntityClassList<CBugBaitSensor>::m_pClassList = NULL;
-
-CBugBaitSensor* GetBugBaitSensorList()
-{
- return g_BugBaitSensorList.m_pClassList;
-}
-
-CBugBaitSensor::CBugBaitSensor( void )
-{
- g_BugBaitSensorList.Insert( this );
-}
-
-CBugBaitSensor::~CBugBaitSensor( void )
-{
- g_BugBaitSensorList.Remove( this );
-}
-
-BEGIN_DATADESC( CBugBaitSensor )
-
- // This is re-set up in the constructor
- //DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ),
-
- DEFINE_KEYFIELD( m_bEnabled, FIELD_BOOLEAN, "Enabled" ),
- DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ),
-
- DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
- DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
-
- // Function Pointers
- DEFINE_OUTPUT( m_OnBaited, "OnBaited" ),
-
-END_DATADESC()
-
-LINK_ENTITY_TO_CLASS( point_bugbait, CBugBaitSensor );
-
-//=============================================================================
-// Bugbait grenade
-//=============================================================================
-
-#define GRENADE_MODEL "models/weapons/w_bugbait.mdl"
-
-BEGIN_DATADESC( CGrenadeBugBait )
-
- DEFINE_FIELD( m_flGracePeriodEndsAt, FIELD_TIME ),
- DEFINE_FIELD( m_pSporeTrail, FIELD_CLASSPTR ),
-
- // Function Pointers
- DEFINE_ENTITYFUNC( BugBaitTouch ),
- DEFINE_THINKFUNC( ThinkBecomeSolid ),
-
-END_DATADESC()
-
-
-LINK_ENTITY_TO_CLASS( npc_grenade_bugbait, CGrenadeBugBait );
-
-//Radius of the bugbait's effect on other creatures
-ConVar bugbait_radius( "bugbait_radius", "512" );
-ConVar bugbait_hear_radius( "bugbait_hear_radius", "2500" );
-ConVar bugbait_distract_time( "bugbait_distract_time", "5" );
-ConVar bugbait_grenade_radius( "bugbait_grenade_radius", "150" );
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CGrenadeBugBait::Spawn( void )
-{
- Precache();
-
- SetModel( GRENADE_MODEL );
- SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
- SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_DEFAULT );
- SetSolid( SOLID_BBOX );
-
- UTIL_SetSize( this, Vector( -2, -2, -2), Vector( 2, 2, 2 ) );
-
- SetTouch( &CGrenadeBugBait::BugBaitTouch );
-
- m_takedamage = DAMAGE_NO;
-
- m_pSporeTrail = NULL;
-
- /*
- m_pSporeTrail = SporeTrail::CreateSporeTrail();
-
- m_pSporeTrail->m_bEmit = true;
- m_pSporeTrail->m_flSpawnRate = 100.0f;
- m_pSporeTrail->m_flParticleLifetime = 1.0f;
- m_pSporeTrail->m_flStartSize = 1.0f;
- m_pSporeTrail->m_flEndSize = 1.0f;
- m_pSporeTrail->m_flSpawnRadius = 8.0f;
-
- m_pSporeTrail->m_vecEndColor = Vector( 0, 0, 0 );
- */
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CGrenadeBugBait::Precache( void )
-{
- PrecacheModel( GRENADE_MODEL );
-
- PrecacheScriptSound( "GrenadeBugBait.Splat" );
-
- BaseClass::Precache();
-}
-
-#define NUM_SPLASHES 6
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CGrenadeBugBait::BugBaitTouch( CBaseEntity *pOther )
-{
- // Don't hit triggers or water
- Assert( pOther );
- if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER|FSOLID_VOLUME_CONTENTS) )
- return;
-
- if ( m_pSporeTrail != NULL )
- {
- m_pSporeTrail->m_bEmit = false;
- }
-
- //Do effect for the hit
- SporeExplosion *pSporeExplosion = SporeExplosion::CreateSporeExplosion();
-
- if ( pSporeExplosion )
- {
- Vector dir = -GetAbsVelocity();
- VectorNormalize( dir );
-
- QAngle angles;
- VectorAngles( dir, angles );
-
- pSporeExplosion->SetLocalAngles( angles );
- pSporeExplosion->SetLocalOrigin( GetAbsOrigin() );
- pSporeExplosion->m_flSpawnRate = 8.0f;
- pSporeExplosion->m_flParticleLifetime = 2.0f;
- pSporeExplosion->SetRenderColor( 0.0f, 0.5f, 0.25f, 0.15f );
-
- pSporeExplosion->m_flStartSize = 32.0f;
- pSporeExplosion->m_flEndSize = 64.0f;
- pSporeExplosion->m_flSpawnRadius = 32.0f;
-
- pSporeExplosion->SetLifetime( bugbait_distract_time.GetFloat() );
- }
-
- trace_t tr;
- Vector traceDir = GetAbsVelocity();
-
- VectorNormalize( traceDir );
-
- UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + traceDir * 64, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
-
- if ( tr.fraction < 1.0f )
- {
- UTIL_DecalTrace( &tr, "BeerSplash" ); //TODO: Use real decal
- }
-
- //Make a splat sound
- CPASAttenuationFilter filter( this );
- EmitSound( filter, entindex(), "GrenadeBugBait.Splat" );
-
- //Make sure we want to call antlions
- if ( ActivateBugbaitTargets( GetThrower(), GetAbsOrigin(), false ) == false )
- {
- //Alert any antlions around
- CSoundEnt::InsertSound( SOUND_BUGBAIT, GetAbsOrigin(), bugbait_hear_radius.GetInt(), bugbait_distract_time.GetFloat(), GetThrower() );
- }
-
- // Tell all spawners to now fight to this position
- g_AntlionMakerManager.BroadcastFightGoal( GetAbsOrigin() );
-
- //Go away
- UTIL_Remove( this );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Activate any nearby bugbait targets
-// Returns true if the bugbait target wants to suppress the call.
-//-----------------------------------------------------------------------------
-bool CGrenadeBugBait::ActivateBugbaitTargets( CBaseEntity *pOwner, Vector vecOrigin, bool bSqueezed )
-{
- //Attempt to activate any spawners in a radius around the bugbait
- CBaseEntity* pList[100];
- Vector delta( bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat() );
- bool suppressCall = false;
-
- int count = UTIL_EntitiesInBox( pList, 100, vecOrigin - delta, vecOrigin + delta, 0 );
-
- // If the bugbait's been thrown, look for nearby targets to affect
- if ( !bSqueezed )
- {
- for ( int i = 0; i < count; i++ )
- {
- // If close enough, make combine soldiers freak out when hit
- if ( UTIL_DistApprox( pList[i]->WorldSpaceCenter(), vecOrigin ) < bugbait_grenade_radius.GetFloat() )
- {
- // Must be a soldier
- if ( FClassnameIs( pList[i], "npc_combine_s") )
- {
- CAI_BaseNPC *pCombine = pList[i]->MyNPCPointer();
-
- if ( pCombine != NULL )
- {
- trace_t tr;
- UTIL_TraceLine( vecOrigin, pCombine->EyePosition(), MASK_ALL, pOwner, COLLISION_GROUP_NONE, &tr);
-
- if ( tr.fraction == 1.0 || tr.m_pEnt == pCombine )
- {
- // Randomize the start time a little so multiple combine hit by
- // the same bugbait don't all dance in synch.
- g_EventQueue.AddEvent( pCombine, "HitByBugbait", RandomFloat(0, 0.5), pOwner, pOwner );
- }
- }
- }
- }
- }
- }
- // Iterate over all sensors to see if they detected this impact
- for ( CBugBaitSensor *pSensor = GetBugBaitSensorList(); pSensor != NULL; pSensor = pSensor->m_pNext )
- {
- if ( pSensor == NULL )
- continue;
-
- if ( pSensor->IsDisabled() )
- continue;
-
- if ( bSqueezed && pSensor->DetectsSqueeze() == false )
- continue;
-
- if ( !bSqueezed && pSensor->DetectsThrown() == false )
- continue;
-
- //Make sure we're within range of the sensor
- if ( pSensor->GetRadius() > ( pSensor->GetAbsOrigin() - vecOrigin ).Length() )
- {
- //Tell the sensor it's been hit
- if ( pSensor->Baited( pOwner ) )
- {
- //If we're suppressing the call to antlions, then don't make a bugbait sound
- if ( pSensor->SuppressCall() )
- {
- suppressCall = true;
- }
- }
- }
- }
-
- return suppressCall;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CGrenadeBugBait::ThinkBecomeSolid( void )
-{
- SetThink( NULL );
- RemoveSolidFlags( FSOLID_NOT_SOLID );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : duration -
-//-----------------------------------------------------------------------------
-void CGrenadeBugBait::SetGracePeriod( float duration )
-{
- SetThink( &CGrenadeBugBait::ThinkBecomeSolid );
- SetNextThink( gpGlobals->curtime + duration );
-
- // Become unsolid
- AddSolidFlags( FSOLID_NOT_SOLID );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : &position -
-// &angles -
-// &velocity -
-// &angVelocity -
-// *owner -
-// Output : CBaseGrenade
-//-----------------------------------------------------------------------------
-CGrenadeBugBait *BugBaitGrenade_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const QAngle &angVelocity, CBaseEntity *owner )
-{
- CGrenadeBugBait *pGrenade = (CGrenadeBugBait *) CBaseEntity::Create( "npc_grenade_bugbait", position, angles, owner );
-
- if ( pGrenade != NULL )
- {
- pGrenade->SetLocalAngularVelocity( angVelocity );
- pGrenade->SetAbsVelocity( velocity );
- pGrenade->SetThrower( ToBaseCombatCharacter( owner ) );
- }
-
- return pGrenade;
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Bugbait weapon to summon and direct antlions +// +//=============================================================================// + +#include "cbase.h" +#include "grenade_bugbait.h" +#include "decals.h" +#include "smoke_trail.h" +#include "soundent.h" +#include "engine/IEngineSound.h" +#include "npc_bullseye.h" +#include "entitylist.h" +#include "antlion_maker.h" +#include "eventqueue.h" + +#ifdef PORTAL + #include "portal_util_shared.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// Setup the sensor list template + +CEntityClassList<CBugBaitSensor> g_BugBaitSensorList; +template <> CBugBaitSensor *CEntityClassList<CBugBaitSensor>::m_pClassList = NULL; + +CBugBaitSensor* GetBugBaitSensorList() +{ + return g_BugBaitSensorList.m_pClassList; +} + +CBugBaitSensor::CBugBaitSensor( void ) +{ + g_BugBaitSensorList.Insert( this ); +} + +CBugBaitSensor::~CBugBaitSensor( void ) +{ + g_BugBaitSensorList.Remove( this ); +} + +BEGIN_DATADESC( CBugBaitSensor ) + + // This is re-set up in the constructor + //DEFINE_FIELD( m_pNext, FIELD_CLASSPTR ), + + DEFINE_KEYFIELD( m_bEnabled, FIELD_BOOLEAN, "Enabled" ), + DEFINE_KEYFIELD( m_flRadius, FIELD_FLOAT, "radius" ), + + DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ), + DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ), + DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), + + // Function Pointers + DEFINE_OUTPUT( m_OnBaited, "OnBaited" ), + +END_DATADESC() + +LINK_ENTITY_TO_CLASS( point_bugbait, CBugBaitSensor ); + +//============================================================================= +// Bugbait grenade +//============================================================================= + +#define GRENADE_MODEL "models/weapons/w_bugbait.mdl" + +BEGIN_DATADESC( CGrenadeBugBait ) + + DEFINE_FIELD( m_flGracePeriodEndsAt, FIELD_TIME ), + DEFINE_FIELD( m_pSporeTrail, FIELD_CLASSPTR ), + + // Function Pointers + DEFINE_ENTITYFUNC( BugBaitTouch ), + DEFINE_THINKFUNC( ThinkBecomeSolid ), + +END_DATADESC() + + +LINK_ENTITY_TO_CLASS( npc_grenade_bugbait, CGrenadeBugBait ); + +//Radius of the bugbait's effect on other creatures +ConVar bugbait_radius( "bugbait_radius", "512" ); +ConVar bugbait_hear_radius( "bugbait_hear_radius", "2500" ); +ConVar bugbait_distract_time( "bugbait_distract_time", "5" ); +ConVar bugbait_grenade_radius( "bugbait_grenade_radius", "150" ); + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CGrenadeBugBait::Spawn( void ) +{ + Precache(); + + SetModel( GRENADE_MODEL ); + SetCollisionGroup( COLLISION_GROUP_PROJECTILE ); + SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_DEFAULT ); + SetSolid( SOLID_BBOX ); + + UTIL_SetSize( this, Vector( -2, -2, -2), Vector( 2, 2, 2 ) ); + + SetTouch( &CGrenadeBugBait::BugBaitTouch ); + + m_takedamage = DAMAGE_NO; + + m_pSporeTrail = NULL; + + /* + m_pSporeTrail = SporeTrail::CreateSporeTrail(); + + m_pSporeTrail->m_bEmit = true; + m_pSporeTrail->m_flSpawnRate = 100.0f; + m_pSporeTrail->m_flParticleLifetime = 1.0f; + m_pSporeTrail->m_flStartSize = 1.0f; + m_pSporeTrail->m_flEndSize = 1.0f; + m_pSporeTrail->m_flSpawnRadius = 8.0f; + + m_pSporeTrail->m_vecEndColor = Vector( 0, 0, 0 ); + */ +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CGrenadeBugBait::Precache( void ) +{ + PrecacheModel( GRENADE_MODEL ); + + PrecacheScriptSound( "GrenadeBugBait.Splat" ); + + BaseClass::Precache(); +} + +#define NUM_SPLASHES 6 + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CGrenadeBugBait::BugBaitTouch( CBaseEntity *pOther ) +{ + // Don't hit triggers or water + Assert( pOther ); + if ( pOther->IsSolidFlagSet(FSOLID_TRIGGER|FSOLID_VOLUME_CONTENTS) ) + return; + + if ( m_pSporeTrail != NULL ) + { + m_pSporeTrail->m_bEmit = false; + } + + //Do effect for the hit + SporeExplosion *pSporeExplosion = SporeExplosion::CreateSporeExplosion(); + + if ( pSporeExplosion ) + { + Vector dir = -GetAbsVelocity(); + VectorNormalize( dir ); + + QAngle angles; + VectorAngles( dir, angles ); + + pSporeExplosion->SetLocalAngles( angles ); + pSporeExplosion->SetLocalOrigin( GetAbsOrigin() ); + pSporeExplosion->m_flSpawnRate = 8.0f; + pSporeExplosion->m_flParticleLifetime = 2.0f; + pSporeExplosion->SetRenderColor( 0.0f, 0.5f, 0.25f, 0.15f ); + + pSporeExplosion->m_flStartSize = 32.0f; + pSporeExplosion->m_flEndSize = 64.0f; + pSporeExplosion->m_flSpawnRadius = 32.0f; + + pSporeExplosion->SetLifetime( bugbait_distract_time.GetFloat() ); + } + + trace_t tr; + Vector traceDir = GetAbsVelocity(); + + VectorNormalize( traceDir ); + + UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() + traceDir * 64, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr ); + + if ( tr.fraction < 1.0f ) + { + UTIL_DecalTrace( &tr, "BeerSplash" ); //TODO: Use real decal + } + + //Make a splat sound + CPASAttenuationFilter filter( this ); + EmitSound( filter, entindex(), "GrenadeBugBait.Splat" ); + + //Make sure we want to call antlions + if ( ActivateBugbaitTargets( GetThrower(), GetAbsOrigin(), false ) == false ) + { + //Alert any antlions around + CSoundEnt::InsertSound( SOUND_BUGBAIT, GetAbsOrigin(), bugbait_hear_radius.GetInt(), bugbait_distract_time.GetFloat(), GetThrower() ); + } + + // Tell all spawners to now fight to this position + g_AntlionMakerManager.BroadcastFightGoal( GetAbsOrigin() ); + + //Go away + UTIL_Remove( this ); +} + +//----------------------------------------------------------------------------- +// Purpose: Activate any nearby bugbait targets +// Returns true if the bugbait target wants to suppress the call. +//----------------------------------------------------------------------------- +bool CGrenadeBugBait::ActivateBugbaitTargets( CBaseEntity *pOwner, Vector vecOrigin, bool bSqueezed ) +{ + //Attempt to activate any spawners in a radius around the bugbait + CBaseEntity* pList[100]; + Vector delta( bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat(), bugbait_grenade_radius.GetFloat() ); + bool suppressCall = false; + + int count = UTIL_EntitiesInBox( pList, 100, vecOrigin - delta, vecOrigin + delta, 0 ); + + // If the bugbait's been thrown, look for nearby targets to affect + if ( !bSqueezed ) + { + for ( int i = 0; i < count; i++ ) + { + // If close enough, make combine soldiers freak out when hit + if ( UTIL_DistApprox( pList[i]->WorldSpaceCenter(), vecOrigin ) < bugbait_grenade_radius.GetFloat() ) + { + // Must be a soldier + if ( FClassnameIs( pList[i], "npc_combine_s") ) + { + CAI_BaseNPC *pCombine = pList[i]->MyNPCPointer(); + + if ( pCombine != NULL ) + { + trace_t tr; + UTIL_TraceLine( vecOrigin, pCombine->EyePosition(), MASK_ALL, pOwner, COLLISION_GROUP_NONE, &tr); + + if ( tr.fraction == 1.0 || tr.m_pEnt == pCombine ) + { + // Randomize the start time a little so multiple combine hit by + // the same bugbait don't all dance in synch. + g_EventQueue.AddEvent( pCombine, "HitByBugbait", RandomFloat(0, 0.5), pOwner, pOwner ); + } + } + } + } + } + } + // Iterate over all sensors to see if they detected this impact + for ( CBugBaitSensor *pSensor = GetBugBaitSensorList(); pSensor != NULL; pSensor = pSensor->m_pNext ) + { + if ( pSensor == NULL ) + continue; + + if ( pSensor->IsDisabled() ) + continue; + + if ( bSqueezed && pSensor->DetectsSqueeze() == false ) + continue; + + if ( !bSqueezed && pSensor->DetectsThrown() == false ) + continue; + + //Make sure we're within range of the sensor + if ( pSensor->GetRadius() > ( pSensor->GetAbsOrigin() - vecOrigin ).Length() ) + { + //Tell the sensor it's been hit + if ( pSensor->Baited( pOwner ) ) + { + //If we're suppressing the call to antlions, then don't make a bugbait sound + if ( pSensor->SuppressCall() ) + { + suppressCall = true; + } + } + } + } + + return suppressCall; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CGrenadeBugBait::ThinkBecomeSolid( void ) +{ + SetThink( NULL ); + RemoveSolidFlags( FSOLID_NOT_SOLID ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : duration - +//----------------------------------------------------------------------------- +void CGrenadeBugBait::SetGracePeriod( float duration ) +{ + SetThink( &CGrenadeBugBait::ThinkBecomeSolid ); + SetNextThink( gpGlobals->curtime + duration ); + + // Become unsolid + AddSolidFlags( FSOLID_NOT_SOLID ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : &position - +// &angles - +// &velocity - +// &angVelocity - +// *owner - +// Output : CBaseGrenade +//----------------------------------------------------------------------------- +CGrenadeBugBait *BugBaitGrenade_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const QAngle &angVelocity, CBaseEntity *owner ) +{ + CGrenadeBugBait *pGrenade = (CGrenadeBugBait *) CBaseEntity::Create( "npc_grenade_bugbait", position, angles, owner ); + + if ( pGrenade != NULL ) + { + pGrenade->SetLocalAngularVelocity( angVelocity ); + pGrenade->SetAbsVelocity( velocity ); + pGrenade->SetThrower( ToBaseCombatCharacter( owner ) ); + } + + return pGrenade; +} + |