Optimized code, added NaN catcher
parent
253351ef7f
commit
d0fc69d458
195
api.lua
195
api.lua
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@ -1,5 +1,5 @@
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-- Mobs Api (5th June 2016)
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-- Mobs Api (7th June 2016)
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mobs = {}
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mobs.mod = "redo"
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@ -17,18 +17,23 @@ local enable_pathfinding = true
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local stuck_timeout = 3 -- how long before mob gets stuck in place and starts searching
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local stuck_path_timeout = 10 -- how long will mob follow path before giving up
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-- internal functions
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-- localize functions
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local pi = math.pi
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local square = math.sqrt
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local sin = math.sin
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local cos = math.cos
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local abs = math.abs
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local atann = math.atan
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local random = math.random
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local floor = math.floor
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local atan = function(x)
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if x ~= x then
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--error("atan bassed NaN")
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print ("atan based NaN")
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--print ("atan based NaN")
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return 0
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else
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return math.atan(x)
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return atann(x)
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end
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end
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@ -36,7 +41,7 @@ do_attack = function(self, player)
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if self.state ~= "attack" then
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if math.random(0,100) < 90
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if random(0,100) < 90
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and self.sounds.war_cry then
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minetest.sound_play(self.sounds.war_cry,{
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@ -57,9 +62,9 @@ set_velocity = function(self, v)
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local yaw = (self.object:getyaw() + self.rotate) or 0
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self.object:setvelocity({
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x = math.sin(yaw) * -v,
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x = sin(yaw) * -v,
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y = self.object:getvelocity().y,
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z = math.cos(yaw) * v
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z = cos(yaw) * v
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})
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end
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@ -220,15 +225,15 @@ function update_tag(self)
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local col = "#00FF00"
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local qua = self.hp_max / 4
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if self.health <= math.floor(qua * 3) then
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if self.health <= floor(qua * 3) then
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col = "#FFFF00"
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end
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if self.health <= math.floor(qua * 2) then
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if self.health <= floor(qua * 2) then
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col = "#FF6600"
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end
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if self.health <= math.floor(qua) then
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if self.health <= floor(qua) then
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col = "#FF0000"
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end
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@ -277,18 +282,18 @@ function check_for_death(self)
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for n = 1, #self.drops do
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if math.random(1, self.drops[n].chance) == 1 then
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if random(1, self.drops[n].chance) == 1 then
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obj = minetest.add_item(pos,
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ItemStack(self.drops[n].name .. " "
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.. math.random(self.drops[n].min, self.drops[n].max)))
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.. random(self.drops[n].min, self.drops[n].max)))
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if obj then
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obj:setvelocity({
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x = math.random(-10, 10) / 9,
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x = random(-10, 10) / 9,
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y = 5,
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z = math.random(-10, 10) / 9,
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z = random(-10, 10) / 9,
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})
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end
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end
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@ -337,8 +342,8 @@ local function is_at_cliff(self)
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end
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local yaw = self.object:getyaw()
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
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local pos = self.object:getpos()
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local ypos = pos.y + self.collisionbox[2] -- just above floor
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@ -460,8 +465,8 @@ do_jump = function(self)
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-- where is front
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local yaw = self.object:getyaw()
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local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
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local dir_x = -sin(yaw) * (self.collisionbox[4] + 0.5)
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local dir_z = cos(yaw) * (self.collisionbox[4] + 0.5)
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-- what is in front of mob?
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local nod = node_ok({
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@ -526,9 +531,10 @@ function entity_physics(pos, radius)
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obj_pos = objs[n]:getpos()
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dist = math.max(1, get_distance(pos, obj_pos))
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dist = get_distance(pos, obj_pos)
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if dist < 1 then dist = 1 end
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local damage = math.floor((4 / dist) * radius)
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local damage = floor((4 / dist) * radius)
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local ent = objs[n]:get_luaentity()
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if objs[n]:is_player() then
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@ -679,16 +685,16 @@ local function breed(self)
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mob:set_properties({
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textures = textures,
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visual_size = {
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x = self.base_size.x / 2,
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y = self.base_size.y / 2
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x = self.base_size.x * .5,
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y = self.base_size.y * .5,
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},
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collisionbox = {
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self.base_colbox[1] / 2,
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self.base_colbox[2] / 2,
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self.base_colbox[3] / 2,
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self.base_colbox[4] / 2,
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self.base_colbox[5] / 2,
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self.base_colbox[6] / 2
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self.base_colbox[1] * .5,
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self.base_colbox[2] * .5,
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self.base_colbox[3] * .5,
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self.base_colbox[4] * .5,
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self.base_colbox[5] * .5,
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self.base_colbox[6] * .5,
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},
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})
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ent2.child = true
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@ -709,7 +715,7 @@ function replace(self, pos)
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if self.replace_rate
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and self.child == false
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and math.random(1, self.replace_rate) == 1 then
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and random(1, self.replace_rate) == 1 then
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local pos = self.object:getpos()
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@ -754,7 +760,7 @@ function smart_mobs(self, s, p, dist, dtime)
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local s1 = self.path.lastpos
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-- is it becoming stuck?
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if math.abs(s1.x - s.x) + math.abs(s1.z - s.z) < 1.5 then
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if abs(s1.x - s.x) + abs(s1.z - s.z) < 1.5 then
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self.path.stuck_timer = self.path.stuck_timer + dtime
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else
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self.path.stuck_timer = 0
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@ -775,9 +781,9 @@ function smart_mobs(self, s, p, dist, dtime)
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-- round position to center of node to avoid stuck in walls
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-- also adjust height for player models!
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s.x = math.floor(s.x + 0.5)
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s.y = math.floor(s.y + 0.5) - sheight
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s.z = math.floor(s.z + 0.5)
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s.x = floor(s.x + 0.5)
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s.y = floor(s.y + 0.5) - sheight
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s.z = floor(s.z + 0.5)
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local ssight, sground
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ssight, sground = minetest.line_of_sight(s, {
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@ -790,17 +796,17 @@ function smart_mobs(self, s, p, dist, dtime)
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local p1 = self.attack:getpos()
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p1.x = math.floor(p1.x + 0.5)
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p1.y = math.floor(p1.y + 0.5)
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p1.z = math.floor(p1.z + 0.5)
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p1.x = floor(p1.x + 0.5)
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p1.y = floor(p1.y + 0.5)
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p1.z = floor(p1.z + 0.5)
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self.path.way = minetest.find_path(s, p1, 16, 2, 6, "Dijkstra") --"A*_noprefetch")
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-- attempt to unstick mob that is "daydreaming"
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self.object:setpos({
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x = s.x + 0.1 * (math.random() * 2 - 1),
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x = s.x + 0.1 * (random() * 2 - 1),
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y = s.y + 1,
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z = s.z + 0.1 * (math.random() * 2 - 1)
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z = s.z + 0.1 * (random() * 2 - 1)
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})
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self.state = ""
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@ -846,9 +852,9 @@ function smart_mobs(self, s, p, dist, dtime)
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local yaw1 = self.object:getyaw() + pi / 2
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local p1 = {
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x = s.x + math.cos(yaw1),
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x = s.x + cos(yaw1),
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y = s.y,
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z = s.z + math.sin(yaw1)
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z = s.z + sin(yaw1)
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}
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if not minetest.is_protected(p1, "") then
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@ -1077,8 +1083,8 @@ local follow_flop = function(self)
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z = p.z - s.z
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}
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if vec.x ~= 0
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and vec.z ~= 0 then
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-- if vec.x ~= 0
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-- and vec.z ~= 0 then
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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@ -1087,7 +1093,7 @@ local follow_flop = function(self)
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end
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self.object:setyaw(yaw)
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end
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-- end
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-- anyone but standing npc's can move along
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if dist > self.reach
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@ -1163,7 +1169,7 @@ local do_states = function(self, dtime)
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if self.state == "stand" then
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if math.random(1, 4) == 1 then
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if random(1, 4) == 1 then
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local lp = nil
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local s = self.object:getpos()
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@ -1190,17 +1196,17 @@ local do_states = function(self, dtime)
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z = lp.z - s.z
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}
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if vec.x ~= 0
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and vec.z ~= 0 then
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-- if vec.x ~= 0
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-- and vec.z ~= 0 then
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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if lp.x > s.x then
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yaw = yaw + pi
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end
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end
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-- end
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else
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yaw = (math.random(0, 360) - 180) / 180 * pi
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yaw = (random(0, 360) - 180) / 180 * pi
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end
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self.object:setyaw(yaw)
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@ -1214,7 +1220,7 @@ local do_states = function(self, dtime)
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or self.order ~= "stand" then
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if self.walk_chance ~= 0
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and math.random(1, 100) <= self.walk_chance
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and random(1, 100) <= self.walk_chance
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and is_at_cliff(self) == false then
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set_velocity(self, self.walk_velocity)
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@ -1237,8 +1243,8 @@ local do_states = function(self, dtime)
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z = lp.z - s.z
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}
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if vec.x ~= 0
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and vec.z ~= 0 then
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-- if vec.x ~= 0
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-- and vec.z ~= 0 then
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yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
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@ -1247,12 +1253,12 @@ local do_states = function(self, dtime)
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end
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self.object:setyaw(yaw)
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end
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-- end
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-- otherwise randomly turn
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elseif math.random(1, 100) <= 30 then
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elseif random(1, 100) <= 30 then
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local yaw = (math.random(0, 360) - 180) / 180 * pi
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local yaw = (random(0, 360) - 180) / 180 * pi
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self.object:setyaw(yaw)
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end
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@ -1270,7 +1276,7 @@ local do_states = function(self, dtime)
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end
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if temp_is_cliff
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or math.random(1, 100) <= 30 then
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or random(1, 100) <= 30 then
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set_velocity(self, 0)
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self.state = "stand"
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@ -1339,8 +1345,8 @@ local do_states = function(self, dtime)
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z = p.z - s.z
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}
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if vec.x ~= 0
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and vec.z ~= 0 then
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-- if vec.x ~= 0
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-- and vec.z ~= 0 then
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yaw = atan(vec.z / vec.x) + pi / 2 - self.rotate
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@ -1349,7 +1355,7 @@ local do_states = function(self, dtime)
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end
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self.object:setyaw(yaw)
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end
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-- end
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if dist > self.reach then
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@ -1390,6 +1396,7 @@ local do_states = function(self, dtime)
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self.object:settexturemod("")
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else
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self.object:settexturemod("^[brighten")
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--self.object:settexturemod("^[colorize:#ff880070")
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end
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self.blinkstatus = not self.blinkstatus
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@ -1442,9 +1449,9 @@ local do_states = function(self, dtime)
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local nod = node_ok(s)
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local p1 = s
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local me_y = math.floor(p1.y)
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local me_y = floor(p1.y)
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local p2 = p
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local p_y = math.floor(p2.y + 1)
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local p_y = floor(p2.y + 1)
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local v = self.object:getvelocity()
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if nod.name == self.fly_in then
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@ -1505,7 +1512,7 @@ local do_states = function(self, dtime)
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return
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end
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if math.abs(p1.x-s.x) + math.abs(p1.z - s.z) < 0.6 then
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if abs(p1.x-s.x) + abs(p1.z - s.z) < 0.6 then
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-- reached waypoint, remove it from queue
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table.remove(self.path.way, 1)
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end
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@ -1520,8 +1527,8 @@ local do_states = function(self, dtime)
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z = p.z - s.z
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}
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if vec.x ~= 0
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and vec.z ~= 0 then
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-- if vec.x ~= 0
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-- and vec.z ~= 0 then
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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@ -1530,7 +1537,7 @@ local do_states = function(self, dtime)
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end
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self.object:setyaw(yaw)
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end
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-- end
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-- move towards enemy if beyond mob reach
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if dist > self.reach then
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@ -1582,7 +1589,7 @@ local do_states = function(self, dtime)
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self.timer = 0
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if self.double_melee_attack
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and math.random(1, 2) == 1 then
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and random(1, 2) == 1 then
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set_animation(self, "punch2")
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else
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set_animation(self, "punch")
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@ -1638,8 +1645,8 @@ local do_states = function(self, dtime)
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z = p.z - s.z
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}
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if vec.x ~= 0
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and vec.z ~= 0 then
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-- if vec.x ~= 0
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-- and vec.z ~= 0 then
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yaw = (atan(vec.z / vec.x) + pi / 2) - self.rotate
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@ -1648,13 +1655,13 @@ local do_states = function(self, dtime)
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end
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self.object:setyaw(yaw)
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end
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-- end
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set_velocity(self, 0)
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if self.shoot_interval
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and self.timer > self.shoot_interval
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and math.random(1, 100) <= 60 then
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and random(1, 100) <= 60 then
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self.timer = 0
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set_animation(self, "shoot")
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@ -1737,7 +1744,7 @@ local falling = function(self, pos)
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if d > 5 then
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self.health = self.health - math.floor(d - 5)
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self.health = self.health - floor(d - 5)
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effect(pos, 5, "tnt_smoke.png")
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@ -1810,14 +1817,14 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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if weapon:get_definition()
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and weapon:get_definition().tool_capabilities then
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weapon:add_wear(math.floor((punch_interval / 75) * 9000))
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weapon:add_wear(floor((punch_interval / 75) * 9000))
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hitter:set_wielded_item(weapon)
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end
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-- weapon sounds
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if weapon:get_definition().sounds ~= nil then
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local s = math.random(0, #weapon:get_definition().sounds)
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local s = random(0, #weapon:get_definition().sounds)
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minetest.sound_play(weapon:get_definition().sounds[s], {
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object = hitter,
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@ -1831,7 +1838,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
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end
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-- do damage
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self.health = self.health - math.floor(damage)
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self.health = self.health - floor(damage)
|
||||
|
||||
-- exit here if dead
|
||||
if check_for_death(self) then
|
||||
|
@ -1894,8 +1901,8 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|||
z = lp.z - s.z
|
||||
}
|
||||
|
||||
if vec.x ~= 0
|
||||
and vec.z ~= 0 then
|
||||
-- if vec.x ~= 0
|
||||
-- and vec.z ~= 0 then
|
||||
|
||||
local yaw = atan(vec.z / vec.x) + 3 * pi / 2 - self.rotate
|
||||
|
||||
|
@ -1904,7 +1911,7 @@ local mob_punch = function(self, hitter, tflp, tool_capabilities, dir)
|
|||
end
|
||||
|
||||
self.object:setyaw(yaw)
|
||||
end
|
||||
-- end
|
||||
|
||||
self.state = "runaway"
|
||||
self.runaway_timer = 0
|
||||
|
@ -1964,7 +1971,7 @@ local mob_activate = function(self, staticdata, dtime_s, def)
|
|||
-- select random texture, set model and size
|
||||
if not self.base_texture then
|
||||
|
||||
self.base_texture = def.textures[math.random(1, #def.textures)]
|
||||
self.base_texture = def.textures[random(1, #def.textures)]
|
||||
self.base_mesh = def.mesh
|
||||
self.base_size = self.visual_size
|
||||
self.base_colbox = self.collisionbox
|
||||
|
@ -1992,8 +1999,8 @@ local mob_activate = function(self, staticdata, dtime_s, def)
|
|||
if self.child == true then
|
||||
|
||||
vis_size = {
|
||||
x = self.base_size.x / 2,
|
||||
y = self.base_size.y / 2
|
||||
x = self.base_size.x * .5,
|
||||
y = self.base_size.y * .5,
|
||||
}
|
||||
|
||||
if def.child_texture then
|
||||
|
@ -2001,17 +2008,17 @@ local mob_activate = function(self, staticdata, dtime_s, def)
|
|||
end
|
||||
|
||||
colbox = {
|
||||
self.base_colbox[1] / 2,
|
||||
self.base_colbox[2] / 2,
|
||||
self.base_colbox[3] / 2,
|
||||
self.base_colbox[4] / 2,
|
||||
self.base_colbox[5] / 2,
|
||||
self.base_colbox[6] / 2
|
||||
self.base_colbox[1] * .5,
|
||||
self.base_colbox[2] * .5,
|
||||
self.base_colbox[3] * .5,
|
||||
self.base_colbox[4] * .5,
|
||||
self.base_colbox[5] * .5,
|
||||
self.base_colbox[6] * .5
|
||||
}
|
||||
end
|
||||
|
||||
if self.health == 0 then
|
||||
self.health = math.random (self.hp_min, self.hp_max)
|
||||
self.health = random (self.hp_min, self.hp_max)
|
||||
end
|
||||
|
||||
-- rnd: pathfinding init
|
||||
|
@ -2026,7 +2033,7 @@ local mob_activate = function(self, staticdata, dtime_s, def)
|
|||
self.object:set_armor_groups({immortal = 1, fleshy = self.armor})
|
||||
self.old_y = self.object:getpos().y
|
||||
self.old_health = self.health
|
||||
self.object:setyaw((math.random(0, 360) - 180) / 180 * pi)
|
||||
self.object:setyaw((random(0, 360) - 180) / 180 * pi)
|
||||
self.sounds.distance = self.sounds.distance or 10
|
||||
self.textures = textures
|
||||
self.mesh = mesh
|
||||
|
@ -2120,7 +2127,7 @@ local mob_step = function(self, dtime)
|
|||
|
||||
-- mob plays random sound at times
|
||||
if self.sounds.random
|
||||
and math.random(1, 100) == 1 then
|
||||
and random(1, 100) == 1 then
|
||||
|
||||
minetest.sound_play(self.sounds.random, {
|
||||
object = self.object,
|
||||
|
@ -2496,7 +2503,7 @@ function mobs:explosion(pos, radius, fire, smoke, sound)
|
|||
-- after effects
|
||||
if fire > 0
|
||||
and (minetest.registered_nodes[n].groups.flammable
|
||||
or math.random(1, 100) <= 30) then
|
||||
or random(1, 100) <= 30) then
|
||||
|
||||
minetest.set_node(p, {name = "fire:basic_flame"})
|
||||
else
|
||||
|
@ -2741,7 +2748,7 @@ function mobs:capture_mob(self, clicker, chance_hand, chance_net, chance_lasso,
|
|||
if chance == 0 then return end
|
||||
|
||||
-- calculate chance.. add to inventory if successful?
|
||||
if math.random(1, 100) <= chance then
|
||||
if random(1, 100) <= chance then
|
||||
|
||||
clicker:get_inventory():add_item("main", mobname)
|
||||
|
||||
|
@ -2859,12 +2866,12 @@ function mobs:feed_tame(self, clicker, feed_count, breed, tame)
|
|||
|
||||
local tag = self.nametag or ""
|
||||
|
||||
local formspec = "size[8,4]"
|
||||
minetest.show_formspec(name, "mobs_nametag", "size[8,4]"
|
||||
.. default.gui_bg
|
||||
.. default.gui_bg_img
|
||||
.. "field[0.5,1;7.5,0;name;Enter name:;" .. tag .. "]"
|
||||
.. "button_exit[2.5,3.5;3,1;mob_rename;Rename]"
|
||||
minetest.show_formspec(name, "mobs_nametag", formspec)
|
||||
.. "button_exit[2.5,3.5;3,1;mob_rename;Rename]")
|
||||
|
||||
end
|
||||
|
||||
return false
|
||||
|
|
Loading…
Reference in New Issue