diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/shared/sdk/sdk_playeranimstate.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/shared/sdk/sdk_playeranimstate.cpp')
| -rw-r--r-- | mp/src/game/shared/sdk/sdk_playeranimstate.cpp | 621 |
1 files changed, 621 insertions, 0 deletions
diff --git a/mp/src/game/shared/sdk/sdk_playeranimstate.cpp b/mp/src/game/shared/sdk/sdk_playeranimstate.cpp new file mode 100644 index 00000000..950c73ce --- /dev/null +++ b/mp/src/game/shared/sdk/sdk_playeranimstate.cpp @@ -0,0 +1,621 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "base_playeranimstate.h"
+#include "tier0/vprof.h"
+#include "animation.h"
+#include "studio.h"
+#include "apparent_velocity_helper.h"
+#include "utldict.h"
+
+#include "sdk_playeranimstate.h"
+#include "weapon_sdkbase.h"
+#include "weapon_basesdkgrenade.h"
+
+#ifdef CLIENT_DLL
+ #include "c_sdk_player.h"
+ #include "bone_setup.h"
+ #include "interpolatedvar.h"
+#else
+ #include "sdk_player.h"
+#endif
+
+#define ANIM_TOPSPEED_WALK 100
+#define ANIM_TOPSPEED_RUN 250
+#define ANIM_TOPSPEED_RUN_CROUCH 85
+
+#define DEFAULT_IDLE_NAME "idle_upper_"
+#define DEFAULT_CROUCH_IDLE_NAME "crouch_idle_upper_"
+#define DEFAULT_CROUCH_WALK_NAME "crouch_walk_upper_"
+#define DEFAULT_WALK_NAME "walk_upper_"
+#define DEFAULT_RUN_NAME "run_upper_"
+
+#define DEFAULT_FIRE_IDLE_NAME "idle_shoot_"
+#define DEFAULT_FIRE_CROUCH_NAME "crouch_idle_shoot_"
+#define DEFAULT_FIRE_CROUCH_WALK_NAME "crouch_walk_shoot_"
+#define DEFAULT_FIRE_WALK_NAME "walk_shoot_"
+#define DEFAULT_FIRE_RUN_NAME "run_shoot_"
+
+
+#define FIRESEQUENCE_LAYER (AIMSEQUENCE_LAYER+NUM_AIMSEQUENCE_LAYERS)
+#define RELOADSEQUENCE_LAYER (FIRESEQUENCE_LAYER + 1)
+#define GRENADESEQUENCE_LAYER (RELOADSEQUENCE_LAYER + 1)
+#define NUM_LAYERS_WANTED (GRENADESEQUENCE_LAYER + 1)
+
+
+
+// ------------------------------------------------------------------------------------------------ //
+// CSDKPlayerAnimState declaration.
+// ------------------------------------------------------------------------------------------------ //
+
+class CSDKPlayerAnimState : public CBasePlayerAnimState, public ISDKPlayerAnimState
+{
+public:
+ DECLARE_CLASS( CSDKPlayerAnimState, CBasePlayerAnimState );
+ friend ISDKPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ISDKPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
+
+ CSDKPlayerAnimState();
+
+ virtual void DoAnimationEvent( PlayerAnimEvent_t event, int nData );
+ virtual bool IsThrowingGrenade();
+ virtual int CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle );
+ virtual void ClearAnimationState();
+ virtual bool CanThePlayerMove();
+ virtual float GetCurrentMaxGroundSpeed();
+ virtual Activity CalcMainActivity();
+ virtual void DebugShowAnimState( int iStartLine );
+ virtual void ComputeSequences( CStudioHdr *pStudioHdr );
+ virtual void ClearAnimationLayers();
+
+
+ void InitSDK( CBaseAnimatingOverlay *pPlayer, ISDKPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences );
+
+protected:
+
+ int CalcFireLayerSequence(PlayerAnimEvent_t event);
+ void ComputeFireSequence(CStudioHdr *pStudioHdr);
+
+ void ComputeReloadSequence(CStudioHdr *pStudioHdr);
+ int CalcReloadLayerSequence();
+
+ bool IsOuterGrenadePrimed();
+ void ComputeGrenadeSequence( CStudioHdr *pStudioHdr );
+ int CalcGrenadePrimeSequence();
+ int CalcGrenadeThrowSequence();
+ int GetOuterGrenadeThrowCounter();
+
+ const char* GetWeaponSuffix();
+ bool HandleJumping();
+
+ void UpdateLayerSequenceGeneric( CStudioHdr *pStudioHdr, int iLayer, bool &bEnabled, float &flCurCycle, int &iSequence, bool bWaitAtEnd );
+
+private:
+
+ // Current state variables.
+ bool m_bJumping; // Set on a jump event.
+ float m_flJumpStartTime;
+ bool m_bFirstJumpFrame;
+
+ // Aim sequence plays reload while this is on.
+ bool m_bReloading;
+ float m_flReloadCycle;
+ int m_iReloadSequence;
+
+ // This is set to true if ANY animation is being played in the fire layer.
+ bool m_bFiring; // If this is on, then it'll continue the fire animation in the fire layer
+ // until it completes.
+ int m_iFireSequence; // (For any sequences in the fire layer, including grenade throw).
+ float m_flFireCycle;
+
+ // These control grenade animations.
+ bool m_bThrowingGrenade;
+ bool m_bPrimingGrenade;
+ float m_flGrenadeCycle;
+ int m_iGrenadeSequence;
+ int m_iLastThrowGrenadeCounter; // used to detect when the guy threw the grenade.
+
+ ISDKPlayerAnimStateHelpers *m_pHelpers;
+};
+
+
+ISDKPlayerAnimState* CreatePlayerAnimState( CBaseAnimatingOverlay *pEntity, ISDKPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences )
+{
+ CSDKPlayerAnimState *pRet = new CSDKPlayerAnimState;
+ pRet->InitSDK( pEntity, pHelpers, legAnimType, bUseAimSequences );
+ return pRet;
+}
+
+// ------------------------------------------------------------------------------------------------ //
+// CSDKPlayerAnimState implementation.
+// ------------------------------------------------------------------------------------------------ //
+
+CSDKPlayerAnimState::CSDKPlayerAnimState()
+{
+ m_pOuter = NULL;
+ m_bReloading = false;
+}
+
+
+void CSDKPlayerAnimState::InitSDK( CBaseAnimatingOverlay *pEntity, ISDKPlayerAnimStateHelpers *pHelpers, LegAnimType_t legAnimType, bool bUseAimSequences )
+{
+ CModAnimConfig config;
+ config.m_flMaxBodyYawDegrees = 90;
+ config.m_LegAnimType = legAnimType;
+ config.m_bUseAimSequences = bUseAimSequences;
+
+ m_pHelpers = pHelpers;
+
+ BaseClass::Init( pEntity, config );
+}
+
+
+void CSDKPlayerAnimState::ClearAnimationState()
+{
+ m_bJumping = false;
+ m_bFiring = false;
+ m_bReloading = false;
+ m_bThrowingGrenade = m_bPrimingGrenade = false;
+ m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter();
+
+ BaseClass::ClearAnimationState();
+}
+
+
+void CSDKPlayerAnimState::DoAnimationEvent( PlayerAnimEvent_t event, int nData )
+{
+ Assert( event != PLAYERANIMEVENT_THROW_GRENADE );
+
+ if ( event == PLAYERANIMEVENT_FIRE_GUN_PRIMARY ||
+ event == PLAYERANIMEVENT_FIRE_GUN_SECONDARY )
+ {
+ // Regardless of what we're doing in the fire layer, restart it.
+ m_flFireCycle = 0;
+ m_iFireSequence = CalcFireLayerSequence( event );
+ m_bFiring = m_iFireSequence != -1;
+ }
+ else if ( event == PLAYERANIMEVENT_JUMP )
+ {
+ // Play the jump animation.
+ m_bJumping = true;
+ m_bFirstJumpFrame = true;
+ m_flJumpStartTime = gpGlobals->curtime;
+ }
+ else if ( event == PLAYERANIMEVENT_RELOAD )
+ {
+ m_iReloadSequence = CalcReloadLayerSequence();
+ if ( m_iReloadSequence != -1 )
+ {
+ m_bReloading = true;
+ m_flReloadCycle = 0;
+ }
+ }
+ else
+ {
+ Assert( !"CSDKPlayerAnimState::DoAnimationEvent" );
+ }
+}
+
+
+float g_flThrowGrenadeFraction = 0.25;
+bool CSDKPlayerAnimState::IsThrowingGrenade()
+{
+ if ( m_bThrowingGrenade )
+ {
+ // An animation event would be more appropriate here.
+ return m_flGrenadeCycle < g_flThrowGrenadeFraction;
+ }
+ else
+ {
+ bool bThrowPending = (m_iLastThrowGrenadeCounter != GetOuterGrenadeThrowCounter());
+ return bThrowPending || IsOuterGrenadePrimed();
+ }
+}
+
+
+int CSDKPlayerAnimState::CalcReloadLayerSequence()
+{
+ const char *pSuffix = GetWeaponSuffix();
+ if ( !pSuffix )
+ return -1;
+
+ CWeaponSDKBase *pWeapon = m_pHelpers->SDKAnim_GetActiveWeapon();
+ if ( !pWeapon )
+ return -1;
+
+ // First, look for reload_<weapon name>.
+ char szName[512];
+ Q_snprintf( szName, sizeof( szName ), "reload_%s", pSuffix );
+ int iReloadSequence = m_pOuter->LookupSequence( szName );
+ if ( iReloadSequence != -1 )
+ return iReloadSequence;
+
+ //SDKTODO
+/*
+ // Ok, look for generic categories.. pistol, shotgun, rifle, etc.
+ if ( pWeapon->GetSDKWpnData().m_WeaponType == WEAPONTYPE_PISTOL )
+ {
+ Q_snprintf( szName, sizeof( szName ), "reload_pistol" );
+ iReloadSequence = m_pOuter->LookupSequence( szName );
+ if ( iReloadSequence != -1 )
+ return iReloadSequence;
+ }
+ */
+
+ // Fall back to reload_m4.
+ iReloadSequence = CalcSequenceIndex( "reload_m4" );
+ if ( iReloadSequence > 0 )
+ return iReloadSequence;
+
+ return -1;
+}
+
+
+#ifdef CLIENT_DLL
+ void CSDKPlayerAnimState::UpdateLayerSequenceGeneric( CStudioHdr *pStudioHdr, int iLayer, bool &bEnabled, float &flCurCycle, int &iSequence, bool bWaitAtEnd )
+ {
+ if ( !bEnabled )
+ return;
+
+ // Increment the fire sequence's cycle.
+ flCurCycle += m_pOuter->GetSequenceCycleRate( pStudioHdr, iSequence ) * gpGlobals->frametime;
+ if ( flCurCycle > 1 )
+ {
+ if ( bWaitAtEnd )
+ {
+ flCurCycle = 1;
+ }
+ else
+ {
+ // Not firing anymore.
+ bEnabled = false;
+ iSequence = 0;
+ return;
+ }
+ }
+
+ // Now dump the state into its animation layer.
+ C_AnimationLayer *pLayer = m_pOuter->GetAnimOverlay( iLayer );
+
+ pLayer->m_flCycle = flCurCycle;
+ pLayer->m_nSequence = iSequence;
+
+ pLayer->m_flPlaybackRate = 1.0;
+ pLayer->m_flWeight = 1.0f;
+ pLayer->m_nOrder = iLayer;
+ }
+#endif
+
+
+
+bool CSDKPlayerAnimState::IsOuterGrenadePrimed()
+{
+ CBaseCombatCharacter *pChar = m_pOuter->MyCombatCharacterPointer();
+ if ( pChar )
+ {
+ CBaseSDKGrenade *pGren = dynamic_cast<CBaseSDKGrenade*>( pChar->GetActiveWeapon() );
+ return pGren && pGren->IsPinPulled();
+ }
+ else
+ {
+ return NULL;
+ }
+}
+
+
+void CSDKPlayerAnimState::ComputeGrenadeSequence( CStudioHdr *pStudioHdr )
+{
+#ifdef CLIENT_DLL
+ if ( m_bThrowingGrenade )
+ {
+ UpdateLayerSequenceGeneric( pStudioHdr, GRENADESEQUENCE_LAYER, m_bThrowingGrenade, m_flGrenadeCycle, m_iGrenadeSequence, false );
+ }
+ else
+ {
+ // Priming the grenade isn't an event.. we just watch the player for it.
+ // Also play the prime animation first if he wants to throw the grenade.
+ bool bThrowPending = (m_iLastThrowGrenadeCounter != GetOuterGrenadeThrowCounter());
+ if ( IsOuterGrenadePrimed() || bThrowPending )
+ {
+ if ( !m_bPrimingGrenade )
+ {
+ // If this guy just popped into our PVS, and he's got his grenade primed, then
+ // let's assume that it's all the way primed rather than playing the prime
+ // animation from the start.
+ if ( TimeSinceLastAnimationStateClear() < 0.4f )
+ m_flGrenadeCycle = 1;
+ else
+ m_flGrenadeCycle = 0;
+
+ m_iGrenadeSequence = CalcGrenadePrimeSequence();
+ }
+
+ m_bPrimingGrenade = true;
+ UpdateLayerSequenceGeneric( pStudioHdr, GRENADESEQUENCE_LAYER, m_bPrimingGrenade, m_flGrenadeCycle, m_iGrenadeSequence, true );
+
+ // If we're waiting to throw and we're done playing the prime animation...
+ if ( bThrowPending && m_flGrenadeCycle == 1 )
+ {
+ m_iLastThrowGrenadeCounter = GetOuterGrenadeThrowCounter();
+
+ // Now play the throw animation.
+ m_iGrenadeSequence = CalcGrenadeThrowSequence();
+ if ( m_iGrenadeSequence != -1 )
+ {
+ // Configure to start playing
+ m_bThrowingGrenade = true;
+ m_bPrimingGrenade = false;
+ m_flGrenadeCycle = 0;
+ }
+ }
+ }
+ else
+ {
+ m_bPrimingGrenade = false;
+ }
+ }
+#endif
+}
+
+
+int CSDKPlayerAnimState::CalcGrenadePrimeSequence()
+{
+ return CalcSequenceIndex( "idle_shoot_gren1" );
+}
+
+
+int CSDKPlayerAnimState::CalcGrenadeThrowSequence()
+{
+ return CalcSequenceIndex( "idle_shoot_gren2" );
+}
+
+
+int CSDKPlayerAnimState::GetOuterGrenadeThrowCounter()
+{
+ CSDKPlayer *pPlayer = dynamic_cast<CSDKPlayer*>( m_pOuter );
+ if ( pPlayer )
+ return pPlayer->m_iThrowGrenadeCounter;
+ else
+ return 0;
+}
+
+
+void CSDKPlayerAnimState::ComputeReloadSequence( CStudioHdr *pStudioHdr )
+{
+#ifdef CLIENT_DLL
+ UpdateLayerSequenceGeneric( pStudioHdr, RELOADSEQUENCE_LAYER, m_bReloading, m_flReloadCycle, m_iReloadSequence, false );
+#else
+ // Server doesn't bother with different fire sequences.
+#endif
+}
+
+
+int CSDKPlayerAnimState::CalcAimLayerSequence( float *flCycle, float *flAimSequenceWeight, bool bForceIdle )
+{
+ const char *pSuffix = GetWeaponSuffix();
+ if ( !pSuffix )
+ return 0;
+
+ if ( bForceIdle )
+ {
+ switch ( GetCurrentMainSequenceActivity() )
+ {
+ case ACT_CROUCHIDLE:
+ return CalcSequenceIndex( "%s%s", DEFAULT_CROUCH_IDLE_NAME, pSuffix );
+
+ default:
+ return CalcSequenceIndex( "%s%s", DEFAULT_IDLE_NAME, pSuffix );
+ }
+ }
+ else
+ {
+ switch ( GetCurrentMainSequenceActivity() )
+ {
+ case ACT_RUN:
+ return CalcSequenceIndex( "%s%s", DEFAULT_RUN_NAME, pSuffix );
+
+ case ACT_WALK:
+ case ACT_RUNTOIDLE:
+ case ACT_IDLETORUN:
+ return CalcSequenceIndex( "%s%s", DEFAULT_WALK_NAME, pSuffix );
+
+ case ACT_CROUCHIDLE:
+ return CalcSequenceIndex( "%s%s", DEFAULT_CROUCH_IDLE_NAME, pSuffix );
+
+ case ACT_RUN_CROUCH:
+ return CalcSequenceIndex( "%s%s", DEFAULT_CROUCH_WALK_NAME, pSuffix );
+
+ case ACT_IDLE:
+ default:
+ return CalcSequenceIndex( "%s%s", DEFAULT_IDLE_NAME, pSuffix );
+ }
+ }
+}
+
+
+const char* CSDKPlayerAnimState::GetWeaponSuffix()
+{
+ // Figure out the weapon suffix.
+ CWeaponSDKBase *pWeapon = m_pHelpers->SDKAnim_GetActiveWeapon();
+ if ( !pWeapon )
+ return "Pistol";
+
+ const char *pSuffix = pWeapon->GetSDKWpnData().m_szAnimExtension;
+
+ return pSuffix;
+}
+
+
+int CSDKPlayerAnimState::CalcFireLayerSequence(PlayerAnimEvent_t event)
+{
+ // Figure out the weapon suffix.
+ CWeaponSDKBase *pWeapon = m_pHelpers->SDKAnim_GetActiveWeapon();
+ if ( !pWeapon )
+ return 0;
+
+ const char *pSuffix = GetWeaponSuffix();
+ if ( !pSuffix )
+ return 0;
+
+ // Don't rely on their weapon here because the player has usually switched to their
+ // pistol or rifle by the time the PLAYERANIMEVENT_THROW_GRENADE message gets to the client.
+ if ( event == PLAYERANIMEVENT_THROW_GRENADE )
+ {
+ pSuffix = "Gren";
+ }
+
+ switch ( GetCurrentMainSequenceActivity() )
+ {
+ case ACT_PLAYER_RUN_FIRE:
+ case ACT_RUN:
+ return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_RUN_NAME, pSuffix );
+
+ case ACT_PLAYER_WALK_FIRE:
+ case ACT_WALK:
+ return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_WALK_NAME, pSuffix );
+
+ case ACT_PLAYER_CROUCH_FIRE:
+ case ACT_CROUCHIDLE:
+ return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_CROUCH_NAME, pSuffix );
+
+ case ACT_PLAYER_CROUCH_WALK_FIRE:
+ case ACT_RUN_CROUCH:
+ return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_CROUCH_WALK_NAME, pSuffix );
+
+ default:
+ case ACT_PLAYER_IDLE_FIRE:
+ return CalcSequenceIndex( "%s%s", DEFAULT_FIRE_IDLE_NAME, pSuffix );
+ }
+}
+
+
+bool CSDKPlayerAnimState::CanThePlayerMove()
+{
+ return m_pHelpers->SDKAnim_CanMove();
+}
+
+
+float CSDKPlayerAnimState::GetCurrentMaxGroundSpeed()
+{
+ Activity currentActivity = m_pOuter->GetSequenceActivity( m_pOuter->GetSequence() );
+ if ( currentActivity == ACT_WALK || currentActivity == ACT_IDLE )
+ return ANIM_TOPSPEED_WALK;
+ else if ( currentActivity == ACT_RUN )
+ return ANIM_TOPSPEED_RUN;
+ else if ( currentActivity == ACT_RUN_CROUCH )
+ return ANIM_TOPSPEED_RUN_CROUCH;
+ else
+ return 0;
+}
+
+
+bool CSDKPlayerAnimState::HandleJumping()
+{
+ if ( m_bJumping )
+ {
+ if ( m_bFirstJumpFrame )
+ {
+ m_bFirstJumpFrame = false;
+ RestartMainSequence(); // Reset the animation.
+ }
+
+ // Don't check if he's on the ground for a sec.. sometimes the client still has the
+ // on-ground flag set right when the message comes in.
+ if ( gpGlobals->curtime - m_flJumpStartTime > 0.2f )
+ {
+ if ( m_pOuter->GetFlags() & FL_ONGROUND )
+ {
+ m_bJumping = false;
+ RestartMainSequence(); // Reset the animation.
+ }
+ }
+ }
+
+ // Are we still jumping? If so, keep playing the jump animation.
+ return m_bJumping;
+}
+
+
+Activity CSDKPlayerAnimState::CalcMainActivity()
+{
+ float flOuterSpeed = GetOuterXYSpeed();
+
+ if ( HandleJumping() )
+ {
+ return ACT_HOP;
+ }
+ else
+ {
+ Activity idealActivity = ACT_IDLE;
+
+ if ( m_pOuter->GetFlags() & FL_DUCKING )
+ {
+ if ( flOuterSpeed > MOVING_MINIMUM_SPEED )
+ idealActivity = ACT_RUN_CROUCH;
+ else
+ idealActivity = ACT_CROUCHIDLE;
+ }
+ else
+ {
+ if ( flOuterSpeed > MOVING_MINIMUM_SPEED )
+ {
+ if ( flOuterSpeed > ARBITRARY_RUN_SPEED )
+ idealActivity = ACT_RUN;
+ else
+ idealActivity = ACT_WALK;
+ }
+ else
+ {
+ idealActivity = ACT_IDLE;
+ }
+ }
+
+ return idealActivity;
+ }
+}
+
+
+void CSDKPlayerAnimState::DebugShowAnimState( int iStartLine )
+{
+#ifdef CLIENT_DLL
+ engine->Con_NPrintf( iStartLine++, "fire : %s, cycle: %.2f\n", m_bFiring ? GetSequenceName( m_pOuter->GetModelPtr(), m_iFireSequence ) : "[not firing]", m_flFireCycle );
+ engine->Con_NPrintf( iStartLine++, "reload: %s, cycle: %.2f\n", m_bReloading ? GetSequenceName( m_pOuter->GetModelPtr(), m_iReloadSequence ) : "[not reloading]", m_flReloadCycle );
+ BaseClass::DebugShowAnimState( iStartLine );
+#endif
+}
+
+
+void CSDKPlayerAnimState::ComputeSequences( CStudioHdr *pStudioHdr )
+{
+ BaseClass::ComputeSequences( pStudioHdr );
+
+ ComputeFireSequence( pStudioHdr );
+ ComputeReloadSequence( pStudioHdr );
+ ComputeGrenadeSequence( pStudioHdr );
+}
+
+
+void CSDKPlayerAnimState::ClearAnimationLayers()
+{
+ if ( !m_pOuter )
+ return;
+
+ m_pOuter->SetNumAnimOverlays( NUM_LAYERS_WANTED );
+ for ( int i=0; i < m_pOuter->GetNumAnimOverlays(); i++ )
+ {
+ m_pOuter->GetAnimOverlay( i )->SetOrder( CBaseAnimatingOverlay::MAX_OVERLAYS );
+ }
+}
+
+
+void CSDKPlayerAnimState::ComputeFireSequence( CStudioHdr *pStudioHdr )
+{
+#ifdef CLIENT_DLL
+ UpdateLayerSequenceGeneric( pStudioHdr, FIRESEQUENCE_LAYER, m_bFiring, m_flFireCycle, m_iFireSequence, false );
+#else
+ // Server doesn't bother with different fire sequences.
+#endif
+}
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