mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-05-22 22:24:16 -04:00
Cleanup ac_ev_majin
This commit is contained in:
@@ -9,11 +9,15 @@
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extern "C" {
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#endif
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typedef struct actor_ev_majin_actor_s{
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typedef struct ev_majin_actor_s EV_MAJIN_ACTOR;
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typedef void (*aEMJ_PROC)(EV_MAJIN_ACTOR* majin, GAME_PLAY* play);
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struct ev_majin_actor_s {
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NPC_ACTOR npc_class;
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int unk994;
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aNPC_SUB_PROC think_proc;
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}EV_NPCMAJIN_ACTOR;
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int action;
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aEMJ_PROC act_proc;
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};
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extern ACTOR_PROFILE Ev_Majin_Profile;
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@@ -22,4 +26,3 @@ extern ACTOR_PROFILE Ev_Majin_Profile;
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#endif
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#endif
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@@ -954,11 +954,6 @@ struct npc_actor_s {
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int _990;
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};
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typedef struct npc_destruct_table_proc {
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aNPC_SUB_PROC unk0;
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aNPC_SUB_PROC unk4;
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} NPC_DT_PROCS;
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typedef struct {
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aNPC_se_data_c* lfoot_data;
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aNPC_se_data_c* rfoot_data;
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@@ -1,73 +1,100 @@
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#include "ac_ev_majin.h"
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#include "m_common_data.h"
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#include "m_name_table.h"
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#include "m_demo.h"
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#include "ac_groundhog_control.h"
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extern void aEMJ_actor_ct(ACTOR*, GAME*);
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extern void aEMJ_actor_dt(ACTOR*, GAME*);
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extern void aEMJ_actor_init(ACTOR*, GAME*);
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extern void aEMJ_actor_save(ACTOR*, GAME*);
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enum {
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aEMJ_ACT_APPEAR,
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aEMJ_ACT_WAIT,
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aEMJ_ACT_RETIRE,
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ACTOR_PROFILE Ev_Majin_Profile = {
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mAc_PROFILE_EV_MAJIN, ACTOR_PART_NPC, ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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SP_NPC_EV_MAJIN, ACTOR_OBJ_BANK_KEEP, sizeof(EV_NPCMAJIN_ACTOR),
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aEMJ_actor_ct, aEMJ_actor_dt, aEMJ_actor_init,
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NONE_ACTOR_PROC, aEMJ_actor_save,
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aEMJ_ACT_NUM
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};
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extern void aEMJ_actor_move(ACTOR*, GAME*);
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extern void aEMJ_actor_draw(ACTOR*, GAME*);
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static void aEMJ_actor_ct(ACTOR*, GAME*);
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static void aEMJ_actor_dt(ACTOR*, GAME*);
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static void aEMJ_actor_init(ACTOR*, GAME*);
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static void aEMJ_actor_save(ACTOR*, GAME*);
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ACTOR_PROFILE Ev_Majin_Profile = {
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// clang-format off
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mAc_PROFILE_EV_MAJIN,
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ACTOR_PART_NPC,
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ACTOR_STATE_NO_DRAW_WHILE_CULLED | ACTOR_STATE_NO_MOVE_WHILE_CULLED,
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SP_NPC_EV_MAJIN,
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ACTOR_OBJ_BANK_KEEP,
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sizeof(EV_MAJIN_ACTOR),
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aEMJ_actor_ct,
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aEMJ_actor_dt,
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aEMJ_actor_init,
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mActor_NONE_PROC1,
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aEMJ_actor_save,
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// clang-format on
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};
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static void aEMJ_actor_move(ACTOR*, GAME*);
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static void aEMJ_actor_draw(ACTOR*, GAME*);
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static int aEMJ_talk_init(ACTOR*, GAME*);
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static int aEMJ_talk_end_chk(ACTOR*, GAME*);
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static void aEMJ_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int);
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void aEMJ_actor_ct(ACTOR* actor, GAME* game) {
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static void aEMJ_actor_ct(ACTOR* actor, GAME* game) {
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static aNPC_ct_data_c ct_data = {
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&aEMJ_actor_move, &aEMJ_actor_draw, 5, mActor_NONE_PROC1, &aEMJ_talk_init, &aEMJ_talk_end_chk, 0,
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// clang-format off
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aEMJ_actor_move,
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aEMJ_actor_draw,
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aNPC_CT_SCHED_TYPE_SPECIAL,
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(aNPC_TALK_REQUEST_PROC)none_proc1,
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aEMJ_talk_init,
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aEMJ_talk_end_chk,
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0,
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// clang-format on
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};
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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EV_MAJIN_ACTOR* majin = (EV_MAJIN_ACTOR*)actor;
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if (Common_Get(clip.npc_clip)->birth_check_proc(actor, game) == TRUE) {
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if (NPC_CLIP->birth_check_proc(actor, game) == TRUE) {
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majin->npc_class.schedule.schedule_proc = aEMJ_schedule_proc;
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Common_Get(clip.npc_clip)->ct_proc(actor, game, &ct_data);
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majin->npc_class.head.lock_flag = 1;
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NPC_CLIP->ct_proc(actor, game, &ct_data);
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majin->npc_class.head.lock_flag = TRUE;
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majin->npc_class.talk_info.default_turn_animation = aNPC_ANIM_WAIT_R1;
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majin->npc_class.talk_info.default_animation = aNPC_ANIM_WAIT_R1;
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majin->npc_class.talk_info.turn = 2;
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majin->npc_class.talk_info.turn = aNPC_TALK_TURN_NONE;
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}
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}
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void aEMJ_actor_save(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->save_proc(actor, game);
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static void aEMJ_actor_save(ACTOR* actor, GAME* game) {
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NPC_CLIP->save_proc(actor, game);
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}
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void aEMJ_actor_dt(ACTOR* actor, GAME* game) {
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if (Common_Get(clip.groundhog_control_clip) != NULL) {
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Common_Get(clip.groundhog_control_clip)->groundhog_npc_actor = NULL;
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static void aEMJ_actor_dt(ACTOR* actor, GAME* game) {
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if (CLIP(groundhog_control_clip) != NULL) {
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CLIP(groundhog_control_clip)->groundhog_npc_actor = NULL;
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}
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Common_Get(clip.npc_clip)->dt_proc(actor, game);
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Common_Get(clip.effect_clip)->effect_kill_proc(eEC_EFFECT_RESET_HOLE, RSV_NO);
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NPC_CLIP->dt_proc(actor, game);
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eEC_CLIP->effect_kill_proc(eEC_EFFECT_RESET_HOLE, RSV_NO);
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}
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void aEMJ_actor_init(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->init_proc(actor, game);
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static void aEMJ_actor_init(ACTOR* actor, GAME* game) {
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NPC_CLIP->init_proc(actor, game);
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}
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void aEMJ_set_animation(ACTOR* actor, int idx) {
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static void aEMJ_set_animation(EV_MAJIN_ACTOR* majin, int idx) {
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static s16 animeSeqNo[] = { aNPC_ANIM_APPEAR1, aNPC_ANIM_WAIT_R1, aNPC_ANIM_GO_UG1 };
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Common_Get(clip.npc_clip)->animation_init_proc(actor, animeSeqNo[idx], 0);
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NPC_CLIP->animation_init_proc((ACTOR*)majin, animeSeqNo[idx], FALSE);
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}
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void aEMJ_actor_move(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->move_proc(actor, game);
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actor->shape_info.draw_shadow = 0;
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static void aEMJ_actor_move(ACTOR* actor, GAME* game) {
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NPC_CLIP->move_proc(actor, game);
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actor->shape_info.draw_shadow = FALSE;
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}
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void aEMJ_actor_draw(ACTOR* actor, GAME* game) {
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Common_Get(clip.npc_clip)->draw_proc(actor, game);
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static void aEMJ_actor_draw(ACTOR* actor, GAME* game) {
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NPC_CLIP->draw_proc(actor, game);
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}
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#include "../src/actor/npc/event/ac_ev_majin_move.c_inc"
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@@ -1,126 +1,126 @@
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void aEMJ_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int);
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void aEMJ_setup_think_proc(NPC_ACTOR*, int);
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void aEMJ_force_talk_request(NPC_ACTOR*, GAME_PLAY*);
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void aEMJ_set_request_act(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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static void aEMJ_schedule_proc(NPC_ACTOR*, GAME_PLAY*, int);
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static void aEMJ_setup_think_proc(EV_MAJIN_ACTOR*, int);
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static void aEMJ_force_talk_request(ACTOR*, GAME*);
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static void aEMJ_set_request_act(EV_MAJIN_ACTOR* majin, GAME_PLAY* play) {
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majin->npc_class.request.act_priority = 4;
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majin->npc_class.request.act_idx = 22;
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majin->npc_class.request.act_type = 2;
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majin->npc_class.request.act_idx = aNPC_ACT_SPECIAL;
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majin->npc_class.request.act_type = aNPC_ACT_TYPE_SEARCH;
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}
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void aEMJ_act_init_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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static void aEMJ_act_init_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_MAJIN_ACTOR* majin = (EV_MAJIN_ACTOR*)actor;
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majin->npc_class.action.step = 0;
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}
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void aEMJ_act_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
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static aNPC_SUB_PROC act_proc[] = { aEMJ_act_init_proc, (aNPC_SUB_PROC)mActor_NONE_PROC1,
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(aNPC_SUB_PROC)mActor_NONE_PROC1 };
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static void aEMJ_act_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
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static aNPC_SUB_PROC act_proc[] = { aEMJ_act_init_proc, (aNPC_SUB_PROC)none_proc1,
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(aNPC_SUB_PROC)none_proc1, };
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act_proc[idx](actor, play);
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(*act_proc[idx])(actor, play);
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}
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void aEMJ_appear(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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static void aEMJ_appear(EV_MAJIN_ACTOR* majin, GAME_PLAY* play) {
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if (majin->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
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aEMJ_setup_think_proc(actor, 1);
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aEMJ_setup_think_proc(majin, aEMJ_ACT_WAIT);
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}
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}
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void aEMJ_retire(NPC_ACTOR* actor, GAME_PLAY* play) {
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if (actor->draw.main_animation_state == cKF_STATE_STOPPED) {
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((NPC_ACTOR*)(actor->actor_class.parent_actor))->npc_info.animal = (Animal_c*)1;
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Actor_delete(&actor->actor_class);
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static void aEMJ_retire(EV_MAJIN_ACTOR* majin, GAME_PLAY* play) {
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if (majin->npc_class.draw.main_animation_state == cKF_STATE_STOPPED) {
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GROUNDHOG_CONTROL_ACTOR* ctrl = (GROUNDHOG_CONTROL_ACTOR*)majin->npc_class.actor_class.parent_actor;
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ctrl->event_state = aGHC_EVENT_STATE_MAJIN_DONE;
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Actor_delete((ACTOR*)majin);
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}
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}
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void aEMJ_think_main_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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static void aEMJ_think_main_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_MAJIN_ACTOR* majin = (EV_MAJIN_ACTOR*)actor;
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if (actor->action.idx == 0x16) {
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majin->think_proc(actor, play);
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if (actor->action.idx == aNPC_ACT_SPECIAL) {
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(*majin->act_proc)(majin, play);
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} else {
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if (actor->action.step == aNPC_ACTION_END_STEP) {
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aEMJ_set_request_act(actor, play);
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aEMJ_set_request_act(majin, play);
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}
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}
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}
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void aEMJ_think_init_proc(ACTOR* actor, GAME* game) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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GAME_PLAY* play = (GAME_PLAY*)game;
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static void aEMJ_think_init_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_MAJIN_ACTOR* majin = (EV_MAJIN_ACTOR*)actor;
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majin->npc_class.action.act_proc = aEMJ_act_proc;
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aEMJ_set_request_act(&majin->npc_class, play);
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Common_Get(clip).effect_clip->effect_make_proc(0x5D, actor->world.position, 3, actor->shape_info.rotation.y,
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&play->game, 0xFFFF, 0, 0);
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aEMJ_setup_think_proc(&majin->npc_class, 0);
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aEMJ_set_request_act(majin, play);
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eEC_CLIP->effect_make_proc(eEC_EFFECT_RESET_HOLE, actor->actor_class.world.position, 3, actor->actor_class.shape_info.rotation.y,
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&play->game, RSV_NO, 0, 0);
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aEMJ_setup_think_proc(majin, aEMJ_ACT_APPEAR);
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}
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void aEMJ_setup_think_proc(NPC_ACTOR* actor, int idx) {
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static NPC_DT_PROCS dt_tbl[] = {
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{ aEMJ_appear, (aNPC_SUB_PROC)none_proc1 },
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{ (aNPC_SUB_PROC)none_proc1, aEMJ_force_talk_request },
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{ aEMJ_retire, (aNPC_SUB_PROC)none_proc1 },
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typedef struct {
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aEMJ_PROC act_proc;
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aNPC_TALK_REQUEST_PROC talk_request_proc;
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} aEMJ_talk_data_c;
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static void aEMJ_setup_think_proc(EV_MAJIN_ACTOR* majin, int idx) {
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static aEMJ_talk_data_c dt_tbl[] = {
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{ aEMJ_appear, (aNPC_TALK_REQUEST_PROC)none_proc1 },
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{ (aEMJ_PROC)none_proc1, aEMJ_force_talk_request },
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{ aEMJ_retire, (aNPC_TALK_REQUEST_PROC)none_proc1 },
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};
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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aEMJ_talk_data_c* data_p = &dt_tbl[idx];
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NPC_DT_PROCS* current = &dt_tbl[idx];
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majin->unk994 = idx;
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majin->think_proc = current->unk0;
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actor->talk_info.talk_request_proc = (mActor_proc)current->unk4;
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aEMJ_set_animation(&actor->actor_class, idx);
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majin->action = idx;
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majin->act_proc = data_p->act_proc;
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majin->npc_class.talk_info.talk_request_proc = data_p->talk_request_proc;
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aEMJ_set_animation(majin, idx);
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}
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void aEMJ_think_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
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static void aEMJ_think_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
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static aNPC_SUB_PROC think_proc[] = {
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(aNPC_SUB_PROC)(aEMJ_think_init_proc),
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aEMJ_think_init_proc,
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aEMJ_think_main_proc,
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};
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think_proc[idx](actor, play);
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(*think_proc[idx])(actor, play);
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}
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void aEMJ_schedule_init_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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static void aEMJ_schedule_init_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_MAJIN_ACTOR* majin = (EV_MAJIN_ACTOR*)actor;
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majin->npc_class.think.think_proc = aEMJ_think_proc;
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majin->npc_class.condition_info.hide_request = 0;
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majin->npc_class.condition_info.hide_request = FALSE;
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majin->npc_class.palActorIgnoreTimer = -1;
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majin->npc_class.actor_class.world.position.x += 20.0f;
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majin->npc_class.actor_class.world.position.z += 20.0f;
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Common_Get(clip.npc_clip)->think_proc(actor, play, 9, 0);
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NPC_CLIP->think_proc(actor, play, aNPC_THINK_SPECIAL, aNPC_THINK_TYPE_INIT);
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}
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void aEMJ_schedule_main_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
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if (Common_Get(clip.npc_clip)->think_proc(actor, play, -1, 1) == 0) {
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Common_Get(clip.npc_clip)->think_proc(actor, play, -1, 2);
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static void aEMJ_schedule_main_proc(NPC_ACTOR* actor, GAME_PLAY* play) {
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EV_MAJIN_ACTOR* majin = (EV_MAJIN_ACTOR*)actor;
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if (NPC_CLIP->think_proc(actor, play, -1, aNPC_THINK_TYPE_CHK_INTERRUPT) == FALSE) {
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NPC_CLIP->think_proc(actor, play, -1, aNPC_THINK_TYPE_MAIN);
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}
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}
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void aEMJ_schedule_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
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static void aEMJ_schedule_proc(NPC_ACTOR* actor, GAME_PLAY* play, int idx) {
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static aNPC_SUB_PROC sche_proc[] = { aEMJ_schedule_init_proc, aEMJ_schedule_main_proc };
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sche_proc[idx](actor, play);
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(*sche_proc[idx])(actor, play);
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}
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void aEMJ_set_force_talk_info() {
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static void aEMJ_set_force_talk_info() {
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int msg_num;
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switch (Common_Get(weather)) {
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case mEnv_WEATHER_CLEAR:
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msg_num = RANDOM(3.0f) + 0x3DAF;
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msg_num = 0x3DAF + RANDOM(3);
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break;
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case mEnv_WEATHER_SNOW:
|
||||
msg_num = RANDOM(3.0f) + 0x3DB2;
|
||||
msg_num = 0x3DB2 + RANDOM(3);
|
||||
break;
|
||||
|
||||
default:
|
||||
@@ -132,25 +132,25 @@ void aEMJ_set_force_talk_info() {
|
||||
mDemo_Set_msg_num(msg_num);
|
||||
}
|
||||
|
||||
void aEMJ_force_talk_request(NPC_ACTOR* actor, GAME_PLAY* play) {
|
||||
mDemo_Request(10, &actor->actor_class, aEMJ_set_force_talk_info);
|
||||
static void aEMJ_force_talk_request(ACTOR* actorx, GAME* game) {
|
||||
mDemo_Request(mDemo_TYPE_SPEECH, actorx, aEMJ_set_force_talk_info);
|
||||
}
|
||||
|
||||
int aEMJ_talk_init(ACTOR* actor, GAME* play) {
|
||||
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
|
||||
EV_MAJIN_ACTOR* majin = (EV_MAJIN_ACTOR*)actor;
|
||||
|
||||
majin->npc_class.talk_info.talk_request_proc = (mActor_proc)none_proc1;
|
||||
mDemo_Set_ListenAble();
|
||||
return 1;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
int aEMJ_talk_end_chk(ACTOR* actor, GAME* play) {
|
||||
EV_NPCMAJIN_ACTOR* majin = (EV_NPCMAJIN_ACTOR*)actor;
|
||||
int res = 0;
|
||||
EV_MAJIN_ACTOR* majin = (EV_MAJIN_ACTOR*)actor;
|
||||
int res = FALSE;
|
||||
|
||||
if (mDemo_Check(10, actor) == 0) {
|
||||
aEMJ_setup_think_proc(&majin->npc_class, 2);
|
||||
res = 1;
|
||||
if (!mDemo_Check(mDemo_TYPE_SPEECH, actor)) {
|
||||
aEMJ_setup_think_proc(majin, aEMJ_ACT_RETIRE);
|
||||
res = TRUE;
|
||||
}
|
||||
|
||||
return res;
|
||||
|
||||
Reference in New Issue
Block a user