mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
661 lines
17 KiB
Plaintext
661 lines
17 KiB
Plaintext
// attach a wire to a power machine - leads from the turf you are standing on
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/obj/machinery/power/attackby(obj/item/weapon/W, mob/user)
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if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/coil = W
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var/turf/T = user.loc
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if(T.intact || !istype(T, /turf/simulated/floor))
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return
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if(get_dist(src, user) > 1)
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return
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if(!directwired) // only for attaching to directwired machines
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return
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coil.turf_place(T, user)
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return
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else
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..()
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return
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// the power cable object
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/obj/structure/cable
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level = 1
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anchored =1
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var/datum/powernet/powernet
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name = "power cable"
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desc = "A flexible superconducting cable for heavy-duty power transfer"
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icon = 'icons/obj/power_cond_white.dmi'
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icon_state = "0-1"
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var/d1 = 0
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var/d2 = 1
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layer = 2.44 //Just below unary stuff, which is at 2.45 and above pipes, which are at 2.4
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color = COLOR_RED
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var/obj/structure/powerswitch/power_switch
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/obj/structure/cable/yellow
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color = COLOR_YELLOW
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/obj/structure/cable/green
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color = COLOR_GREEN
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/obj/structure/cable/blue
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color = COLOR_BLUE
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/obj/structure/cable/pink
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color = COLOR_PINK
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/obj/structure/cable/orange
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color = COLOR_ORANGE
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/obj/structure/cable/cyan
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color = COLOR_CYAN
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/obj/structure/cable/white
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color = COLOR_WHITE
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/obj/structure/cable/New()
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..()
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// ensure d1 & d2 reflect the icon_state for entering and exiting cable
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var/dash = findtext(icon_state, "-")
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d1 = text2num( copytext( icon_state, 1, dash ) )
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d2 = text2num( copytext( icon_state, dash+1 ) )
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var/turf/T = src.loc // hide if turf is not intact
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if(level==1) hide(T.intact)
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cable_list += src
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update_icon()
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/obj/structure/cable/Del() // called when a cable is deleted
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if(!defer_powernet_rebuild) // set if network will be rebuilt manually
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if(powernet)
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powernet.cut_cable(src) // update the powernets
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cable_list -= src
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..() // then go ahead and delete the cable
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/obj/structure/cable/hide(var/i)
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if(level == 1 && istype(loc, /turf))
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invisibility = i ? 101 : 0
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updateicon()
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/obj/structure/cable/proc/updateicon()
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icon_state = "[d1]-[d2]"
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alpha = invisibility ? 127 : 255
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// returns the powernet this cable belongs to
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/obj/structure/cable/proc/get_powernet() //TODO: remove this as it is obsolete
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return powernet
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/obj/structure/cable/attack_tk(mob/user)
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return
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/obj/structure/cable/attackby(obj/item/W, mob/user)
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var/turf/T = src.loc
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if(T.intact)
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return
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if(istype(W, /obj/item/weapon/wirecutters))
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///// Z-Level Stuff
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if(src.d1 == 12 || src.d2 == 12)
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user << "<span class='warning'>You must cut this cable from above.</span>"
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return
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///// Z-Level Stuff
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// if(power_switch)
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// user << "\red This piece of cable is tied to a power switch. Flip the switch to remove it."
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// return
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if (shock(user, 50))
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return
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if(src.d1) // 0-X cables are 1 unit, X-X cables are 2 units long
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new/obj/item/weapon/cable_coil(T, 2, color)
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else
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new/obj/item/weapon/cable_coil(T, 1, color)
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for(var/mob/O in viewers(src, null))
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O.show_message("<span class='warning'>[user] cuts the cable.</span>", 1)
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///// Z-Level Stuff
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if(src.d1 == 11 || src.d2 == 11)
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var/turf/controllerlocation = locate(1, 1, z)
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for(var/obj/effect/landmark/zcontroller/controller in controllerlocation)
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if(controller.down)
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var/turf/below = locate(src.x, src.y, controller.down_target)
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for(var/obj/structure/cable/c in below)
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if(c.d1 == 12 || c.d2 == 12)
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c.Del()
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///// Z-Level Stuff
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del(src)
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return // not needed, but for clarity
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else if(istype(W, /obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/coil = W
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coil.cable_join(src, user)
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else if(istype(W, /obj/item/device/multitool))
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var/datum/powernet/PN = get_powernet() // find the powernet
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if(PN && (PN.avail > 0)) // is it powered?
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user << "<span class='warning'>[PN.avail]W in power network.</span>"
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else
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user << "<span class='warning'>The cable is not powered.</span>"
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shock(user, 5, 0.2)
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else
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if (W.flags & CONDUCT)
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shock(user, 50, 0.7)
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src.add_fingerprint(user)
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// shock the user with probability prb
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/obj/structure/cable/proc/shock(mob/user, prb, var/siemens_coeff = 1.0)
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if(!prob(prb))
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return 0
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if (electrocute_mob(user, powernet, src, siemens_coeff))
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, src)
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s.start()
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return 1
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else
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return 0
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/obj/structure/cable/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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if(2.0)
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if (prob(50))
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new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
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del(src)
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if(3.0)
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if (prob(25))
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new/obj/item/weapon/cable_coil(src.loc, src.d1 ? 2 : 1, color)
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del(src)
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return
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// the cable coil object, used for laying cable
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#define MAXCOIL 30
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/obj/item/weapon/cable_coil
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name = "cable coil"
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icon = 'icons/obj/power.dmi'
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icon_state = "coil"
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var/amount = MAXCOIL
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item_color = COLOR_RED
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desc = "A coil of power cable."
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throwforce = 10
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w_class = 2.0
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throw_speed = 2
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throw_range = 5
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matter = list("metal" = 50, "glass" = 20)
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flags = TABLEPASS | FPRINT | CONDUCT
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slot_flags = SLOT_BELT
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item_state = "coil"
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attack_verb = list("whipped", "lashed", "disciplined", "flogged")
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suicide_act(mob/user)
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viewers(user) << "<span class='warning'><b>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</b></span>"
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return(OXYLOSS)
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/obj/item/weapon/cable_coil/New(loc, length = MAXCOIL, var/param_color = null)
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..()
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src.amount = length
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if (param_color)
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color = param_color
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else
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color = item_color
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pixel_x = rand(-2,2)
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pixel_y = rand(-2,2)
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updateicon()
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update_wclass()
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/obj/item/weapon/cable_coil/proc/updateicon()
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if (!color)
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color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_ORANGE, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
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item_color = color
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if(amount == 1)
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icon_state = "coil1"
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name = "cable piece"
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else if(amount == 2)
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icon_state = "coil2"
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name = "cable piece"
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else
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icon_state = "coil"
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name = "cable coil"
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/obj/item/weapon/cable_coil/proc/update_wclass()
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if(amount == 1)
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w_class = 1.0
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else
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w_class = 2.0
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/obj/item/weapon/cable_coil/examine()
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set src in view(1)
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if(amount == 1)
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usr << "A short piece of power cable."
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else if(amount == 2)
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usr << "A piece of power cable."
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else
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usr << "A coil of power cable. There are [amount] lengths of cable in the coil."
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/obj/item/weapon/cable_coil/verb/make_restraint()
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set name = "Make Cable Restraints"
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set category = "Object"
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var/mob/M = usr
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if(ishuman(M) && !M.restrained() && !M.stat && !M.paralysis && ! M.stunned)
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if(!istype(usr.loc,/turf)) return
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if(src.amount <= 14)
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usr << "<span class='warning'>You need at least 15 lengths to make restraints!</span>"
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return
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var/obj/item/weapon/handcuffs/cable/B = new /obj/item/weapon/handcuffs/cable(usr.loc)
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B.color = item_color
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usr << "<span class='notice'>You wind some cable together to make some restraints.</span>"
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src.use(15)
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else
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usr << "<span class='notice'>\blue You cannot do that.</span>"
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..()
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/obj/item/weapon/cable_coil/attackby(obj/item/weapon/W, mob/user)
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..()
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if( istype(W, /obj/item/weapon/wirecutters) && src.amount > 1)
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src.amount--
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new/obj/item/weapon/cable_coil(user.loc, 1,item_color)
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user << "<span class='notice'>You cut a piece off the cable coil.</span>"
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src.updateicon()
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src.update_wclass()
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return
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else if( istype(W, /obj/item/weapon/cable_coil) )
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var/obj/item/weapon/cable_coil/C = W
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if(C.amount == MAXCOIL)
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user << "<span class='notice'>The coil is too long, you cannot add any more cable to it.</span>"
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return
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if( (C.amount + src.amount <= MAXCOIL) )
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C.amount += src.amount
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user << "<span class='notice'>You join the cable coils together.</span>"
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C.updateicon()
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C.update_wclass()
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del(src)
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return
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else
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user << "<span class='notice'>You transfer [MAXCOIL - C.amount ] length\s of cable from one coil to the other.</span>"
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src.amount -= (MAXCOIL-C.amount)
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src.updateicon()
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src.update_wclass()
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C.amount = MAXCOIL
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C.updateicon()
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C.update_wclass()
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return
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/obj/item/weapon/cable_coil/proc/use(var/used)
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if(src.amount < used)
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return 0
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else if (src.amount == used)
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del(src)
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else
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amount -= used
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updateicon()
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update_wclass()
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return 1
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// called when cable_coil is clicked on a turf/simulated/floor
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/obj/item/weapon/cable_coil/proc/turf_place(turf/simulated/floor/F, mob/user)
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if(!isturf(user.loc))
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return
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if(get_dist(F,user) > 1)
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user << "<span class='warning'>You can't lay cable at a place that far away.</span>"
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return
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if(F.intact) // if floor is intact, complain
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user << "<span class='warning'>You can't lay cable there unless the floor tiles are removed.</span>"
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return
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else
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var/dirn
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if(user.loc == F)
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dirn = user.dir // if laying on the tile we're on, lay in the direction we're facing
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else
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dirn = get_dir(F, user)
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for(var/obj/structure/cable/LC in F)
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if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0))
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user << "<span class='warning'>There's already a cable at that position.</span>"
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return
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///// Z-Level Stuff
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// check if the target is open space
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if(istype(F, /turf/simulated/floor/open))
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for(var/obj/structure/cable/LC in F)
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if((LC.d1 == dirn && LC.d2 == 11 ) || ( LC.d2 == dirn && LC.d1 == 11))
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user << "<span class='warning'>There's already a cable at that position.</span>"
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return
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var/turf/simulated/floor/open/temp = F
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var/obj/structure/cable/C = new(F)
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var/obj/structure/cable/D = new(temp.floorbelow)
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C.cableColor(item_color)
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C.d1 = 11
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C.d2 = dirn
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C.add_fingerprint(user)
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C.updateicon()
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C.powernet = new()
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powernets += C.powernet
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C.powernet.cables += C
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworksOnTurf()
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D.cableColor(item_color)
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D.d1 = 12
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D.d2 = 0
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D.add_fingerprint(user)
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D.updateicon()
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D.powernet = C.powernet
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D.powernet.cables += D
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D.mergeConnectedNetworksOnTurf()
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// do the normal stuff
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else
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///// Z-Level Stuff
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for(var/obj/structure/cable/LC in F)
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if((LC.d1 == dirn && LC.d2 == 0 ) || ( LC.d2 == dirn && LC.d1 == 0))
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user << "There's already a cable at that position."
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return
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var/obj/structure/cable/C = new(F)
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C.cableColor(item_color)
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C.d1 = 0
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C.d2 = dirn
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C.add_fingerprint(user)
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C.updateicon()
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C.powernet = new()
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powernets += C.powernet
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C.powernet.cables += C
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C.mergeConnectedNetworks(C.d2)
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C.mergeConnectedNetworksOnTurf()
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use(1)
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if (C.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(C.loc, 1, C.color)
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del(C)
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//src.laying = 1
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//last = C
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// called when cable_coil is click on an installed obj/cable
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/obj/item/weapon/cable_coil/proc/cable_join(obj/structure/cable/C, mob/user)
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var/turf/U = user.loc
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if(!isturf(U))
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return
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var/turf/T = C.loc
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if(!isturf(T) || T.intact) // sanity checks, also stop use interacting with T-scanner revealed cable
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return
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if(get_dist(C, user) > 1) // make sure it's close enough
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user << "<span class='warning'>You can't lay cable at a place that far away.</span>"
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return
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if(U == T) // do nothing if we clicked a cable we're standing on
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return // may change later if can think of something logical to do
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var/dirn = get_dir(C, user)
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if(C.d1 == dirn || C.d2 == dirn) // one end of the clicked cable is pointing towards us
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if(U.intact) // can't place a cable if the floor is complete
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user << "<span class='warning'>You can't lay cable there unless the floor tiles are removed.</span>"
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return
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else
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// cable is pointing at us, we're standing on an open tile
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// so create a stub pointing at the clicked cable on our tile
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var/fdirn = turn(dirn, 180) // the opposite direction
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for(var/obj/structure/cable/LC in U) // check to make sure there's not a cable there already
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if(LC.d1 == fdirn || LC.d2 == fdirn)
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user << "<span class='warning'>There's already a cable at that position.</span>"
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return
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var/obj/structure/cable/NC = new(U)
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NC.cableColor(item_color)
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NC.d1 = 0
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NC.d2 = fdirn
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NC.add_fingerprint()
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NC.updateicon()
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if(C.powernet)
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NC.powernet = C.powernet
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NC.powernet.cables += NC
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NC.mergeConnectedNetworks(NC.d2)
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NC.mergeConnectedNetworksOnTurf()
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use(1)
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if (NC.shock(user, 50))
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if (prob(50)) //fail
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new/obj/item/weapon/cable_coil(NC.loc, 1, NC.color)
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del(NC)
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return
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else if(C.d1 == 0) // exisiting cable doesn't point at our position, so see if it's a stub
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// if so, make it a full cable pointing from it's old direction to our dirn
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var/nd1 = C.d2 // these will be the new directions
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var/nd2 = dirn
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if(nd1 > nd2) // swap directions to match icons/states
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nd1 = dirn
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nd2 = C.d2
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for(var/obj/structure/cable/LC in T) // check to make sure there's no matching cable
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if(LC == C) // skip the cable we're interacting with
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continue
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if((LC.d1 == nd1 && LC.d2 == nd2) || (LC.d1 == nd2 && LC.d2 == nd1) ) // make sure no cable matches either direction
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user << "<span class='warning'>There's already a cable at that position.</span>"
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return
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C.cableColor(item_color)
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C.d1 = nd1
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C.d2 = nd2
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|
|
|
C.add_fingerprint()
|
|
C.updateicon()
|
|
|
|
|
|
C.mergeConnectedNetworks(C.d1)
|
|
C.mergeConnectedNetworks(C.d2)
|
|
C.mergeConnectedNetworksOnTurf()
|
|
|
|
use(1)
|
|
if (C.shock(user, 50))
|
|
if (prob(50)) //fail
|
|
new/obj/item/weapon/cable_coil(C.loc, 2, C.color)
|
|
del(C)
|
|
|
|
return
|
|
|
|
/obj/structure/cable/proc/mergeConnectedNetworks(var/direction)
|
|
var/turf/TB
|
|
if(!(d1 == direction || d2 == direction))
|
|
return
|
|
TB = get_step(src, direction)
|
|
|
|
for(var/obj/structure/cable/TC in TB)
|
|
|
|
if(!TC)
|
|
continue
|
|
|
|
if(src == TC)
|
|
continue
|
|
|
|
var/fdir = (!direction)? 0 : turn(direction, 180)
|
|
|
|
if(TC.d1 == fdir || TC.d2 == fdir)
|
|
|
|
if(!TC.powernet)
|
|
TC.powernet = new()
|
|
powernets += TC.powernet
|
|
TC.powernet.cables += TC
|
|
|
|
if(powernet)
|
|
merge_powernets(powernet,TC.powernet)
|
|
else
|
|
powernet = TC.powernet
|
|
powernet.cables += src
|
|
|
|
|
|
|
|
|
|
/obj/structure/cable/proc/mergeConnectedNetworksOnTurf()
|
|
if(!powernet)
|
|
powernet = new()
|
|
powernets += powernet
|
|
powernet.cables += src
|
|
|
|
for(var/AM in loc)
|
|
if(istype(AM,/obj/structure/cable))
|
|
var/obj/structure/cable/C = AM
|
|
if(C.powernet == powernet) continue
|
|
if(C.powernet)
|
|
merge_powernets(powernet, C.powernet)
|
|
else
|
|
C.powernet = powernet
|
|
powernet.cables += C
|
|
|
|
else if(istype(AM,/obj/machinery/power/apc))
|
|
var/obj/machinery/power/apc/N = AM
|
|
if(!N.terminal) continue
|
|
if(N.terminal.powernet)
|
|
merge_powernets(powernet, N.terminal.powernet)
|
|
else
|
|
N.terminal.powernet = powernet
|
|
powernet.nodes[N.terminal] = N.terminal
|
|
|
|
else if(istype(AM,/obj/machinery/power))
|
|
var/obj/machinery/power/M = AM
|
|
if(M.powernet == powernet) continue
|
|
if(M.powernet)
|
|
merge_powernets(powernet, M.powernet)
|
|
else
|
|
M.powernet = powernet
|
|
powernet.nodes[M] = M
|
|
|
|
|
|
obj/structure/cable/proc/cableColor(var/colorC)
|
|
var/color_n = "#DD0000"
|
|
if(colorC)
|
|
color_n = colorC
|
|
color = color_n
|
|
|
|
/obj/item/weapon/cable_coil/cut
|
|
item_state = "coil2"
|
|
|
|
/obj/item/weapon/cable_coil/cut/New(loc)
|
|
..()
|
|
src.amount = rand(1,2)
|
|
pixel_x = rand(-2,2)
|
|
pixel_y = rand(-2,2)
|
|
updateicon()
|
|
update_wclass()
|
|
|
|
/obj/item/weapon/cable_coil/yellow
|
|
item_color = COLOR_YELLOW
|
|
|
|
/obj/item/weapon/cable_coil/blue
|
|
item_color = COLOR_BLUE
|
|
|
|
/obj/item/weapon/cable_coil/green
|
|
item_color = COLOR_GREEN
|
|
|
|
/obj/item/weapon/cable_coil/pink
|
|
item_color = COLOR_PINK
|
|
|
|
/obj/item/weapon/cable_coil/orange
|
|
item_color = COLOR_ORANGE
|
|
|
|
/obj/item/weapon/cable_coil/cyan
|
|
item_color = COLOR_CYAN
|
|
|
|
/obj/item/weapon/cable_coil/white
|
|
item_color = COLOR_WHITE
|
|
|
|
/obj/item/weapon/cable_coil/random/New()
|
|
item_color = pick(COLOR_RED, COLOR_BLUE, COLOR_GREEN, COLOR_WHITE, COLOR_PINK, COLOR_YELLOW, COLOR_CYAN)
|
|
..()
|
|
|
|
/obj/item/weapon/cable_coil/attack(mob/M as mob, mob/user as mob)
|
|
if(hasorgans(M))
|
|
|
|
var/datum/organ/external/S = M:get_organ(user.zone_sel.selecting)
|
|
if(!(S.status & ORGAN_ROBOT) || user.a_intent != "help")
|
|
return ..()
|
|
|
|
if(istype(M,/mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = M
|
|
if(H.species.flags & IS_SYNTHETIC)
|
|
if(M == user)
|
|
user << "\red You can't repair damage to your own body - it's against OH&S."
|
|
return
|
|
|
|
if(S.burn_dam > 0 && use(1))
|
|
S.heal_damage(0,15,0,1)
|
|
user.visible_message("\red \The [user] repairs some burn damage on \the [M]'s [S.display_name] with \the [src].")
|
|
return
|
|
else
|
|
user << "Nothing to fix!"
|
|
|
|
else
|
|
return ..()
|