mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
link ac_bags
This commit is contained in:
@@ -306,6 +306,12 @@ ac_set_ovl_insect.c:
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ac_t_anrium1.c:
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.text: [0x804A7750, 0x804A78A4]
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.data: [0x8068E9C8, 0x8068EA08]
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ac_t_bag1.c:
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.text: [0x804A78A4, 0x804A79F8]
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.data: [0x8068EA08, 0x8068EA48]
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ac_t_bag2.c:
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.text: [0x804A79F8, 0x804A7B4C]
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.data: [0x8068EA48, 0x8068EA88]
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ac_t_pistol.c:
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.text: [0x804A95F4, 0x804A9858]
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.rodata: [0x80645EF8, 0x80645F00]
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@@ -3,6 +3,7 @@
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#include "types.h"
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#include "m_actor.h"
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#include "ac_tools.h"
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#ifdef __cplusplus
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extern "C" {
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@@ -10,6 +11,15 @@ extern "C" {
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extern ACTOR_PROFILE T_Bag1_Profile;
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typedef void (*BAG1_PROC)(ACTOR*);
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typedef struct t_bag1_s{
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TOOLS_ACTOR tools_class;
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u8 pad2[0x8];
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BAG1_PROC proc;
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int current_id;
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}BAG1_ACTOR;
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#ifdef __cplusplus
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}
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#endif
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@@ -3,6 +3,7 @@
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#include "types.h"
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#include "m_actor.h"
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#include "ac_tools.h"
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#ifdef __cplusplus
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extern "C" {
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@@ -10,6 +11,15 @@ extern "C" {
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extern ACTOR_PROFILE T_Bag2_Profile;
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typedef void (*BAG2_PROC)(ACTOR*);
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typedef struct t_bag2_s{
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TOOLS_ACTOR tools_class;
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u8 pad2[0x8];
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BAG2_PROC proc;
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int current_id;
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}BAG2_ACTOR;
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#ifdef __cplusplus
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}
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#endif
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@@ -0,0 +1,90 @@
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#include "ac_t_bag1.h"
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#include "m_name_table.h"
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#include "sys_matrix.h"
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#include "m_lib.h"
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#include "m_rcp.h"
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static void aTBG1_actor_ct(ACTOR* actor, GAME*);
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static void aTBG1_actor_move(ACTOR* actor, GAME*);
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static void aTBG1_actor_draw(ACTOR* actor, GAME*);
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static void aTBG1_setupAction(ACTOR*, int);
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ACTOR_PROFILE T_Bag1_Profile = {
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mAc_PROFILE_T_BAG1,
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ACTOR_PART_BG,
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ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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EMPTY_NO,
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ACTOR_OBJ_BANK_16,
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sizeof(BAG1_ACTOR),
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&aTBG1_actor_ct,
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NONE_ACTOR_PROC,
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&aTBG1_actor_move,
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&aTBG1_actor_draw,
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NULL
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};
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extern Gfx crw_bag1_body_model[];
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static void aTBG1_actor_ct(ACTOR* actor, GAME*){
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aTBG1_setupAction(actor,4);
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}
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static void aTBG1_destruct(ACTOR* actor){
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Actor_delete(actor);
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}
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static void aTBG1_setupAction(ACTOR*actor, int action){
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BAG1_ACTOR* bag = (BAG1_ACTOR*)actor;
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static BAG1_PROC process[] = {
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(BAG1_PROC)none_proc1,(BAG1_PROC)none_proc1,(BAG1_PROC)none_proc1,aTBG1_destruct,(BAG1_PROC)none_proc1,NULL
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};
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bag->proc = process[action];
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bag->current_id = action;
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bag->tools_class.process_id = action;
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}
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static void aTBG1_actor_move(ACTOR* actor, GAME*){
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BAG1_ACTOR* bag = (BAG1_ACTOR*)actor;
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if(bag->tools_class.process_id != bag->current_id){
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aTBG1_setupAction(actor, bag->tools_class.process_id);
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}
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bag->proc(actor);
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}
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static void aTBG1_actor_draw(ACTOR* actor, GAME* game){
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BAG1_ACTOR* bag = (BAG1_ACTOR*)actor;
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GRAPH* graph;
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Gfx* gfxp;
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if(bag->tools_class.enable == 1){
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graph = game->graph;
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OPEN_DISP(graph);
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Matrix_put(&bag->tools_class.matrix_work);
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Matrix_Position_Zero(&bag->tools_class.actor_class.world.position);
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bag->tools_class.enable = 0;
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_texture_z_light_fog_prim_npc(graph);
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gfxp = NOW_POLY_OPA_DISP;
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gSPMatrix(gfxp++, _Matrix_to_Mtx_new(graph),G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gfxp++, crw_bag1_body_model);
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SET_POLY_OPA_DISP(gfxp);
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CLOSE_DISP(graph);
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}
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}
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@@ -0,0 +1,90 @@
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#include "ac_t_bag2.h"
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#include "m_name_table.h"
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#include "sys_matrix.h"
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#include "m_lib.h"
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#include "m_rcp.h"
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static void aTBG2_actor_ct(ACTOR* actor, GAME*);
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static void aTBG2_actor_move(ACTOR* actor, GAME*);
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static void aTBG2_actor_draw(ACTOR* actor, GAME*);
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static void aTBG2_setupAction(ACTOR*, int);
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ACTOR_PROFILE T_Bag2_Profile = {
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mAc_PROFILE_T_BAG2,
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ACTOR_PART_BG,
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ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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EMPTY_NO,
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ACTOR_OBJ_BANK_16,
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sizeof(BAG2_ACTOR),
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&aTBG2_actor_ct,
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NONE_ACTOR_PROC,
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&aTBG2_actor_move,
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&aTBG2_actor_draw,
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NULL
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};
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extern Gfx crw_bag2_body_model[];
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static void aTBG2_actor_ct(ACTOR* actor, GAME*){
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aTBG2_setupAction(actor,4);
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}
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static void aTBG2_destruct(ACTOR* actor){
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Actor_delete(actor);
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}
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static void aTBG2_setupAction(ACTOR*actor, int action){
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BAG2_ACTOR* bag = (BAG2_ACTOR*)actor;
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static BAG2_PROC process[] = {
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(BAG2_PROC)none_proc1,(BAG2_PROC)none_proc1,(BAG2_PROC)none_proc1,aTBG2_destruct,(BAG2_PROC)none_proc1,NULL
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};
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bag->proc = process[action];
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bag->current_id = action;
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bag->tools_class.process_id = action;
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}
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static void aTBG2_actor_move(ACTOR* actor, GAME*){
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BAG2_ACTOR* bag = (BAG2_ACTOR*)actor;
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if(bag->tools_class.process_id != bag->current_id){
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aTBG2_setupAction(actor, bag->tools_class.process_id);
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}
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bag->proc(actor);
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}
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static void aTBG2_actor_draw(ACTOR* actor, GAME* game){
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BAG2_ACTOR* bag = (BAG2_ACTOR*)actor;
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GRAPH* graph;
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Gfx* gfxp;
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if(bag->tools_class.enable == 1){
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graph = game->graph;
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OPEN_DISP(graph);
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Matrix_put(&bag->tools_class.matrix_work);
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Matrix_Position_Zero(&bag->tools_class.actor_class.world.position);
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bag->tools_class.enable = 0;
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_texture_z_light_fog_prim_npc(graph);
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gfxp = NOW_POLY_OPA_DISP;
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gSPMatrix(gfxp++, _Matrix_to_Mtx_new(graph),G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(gfxp++, crw_bag2_body_model);
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SET_POLY_OPA_DISP(gfxp);
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CLOSE_DISP(graph);
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}
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}
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