Port of the TG radio system. Tasty and I tested it out and it works smooth and clean :)

We were able to restore functionality after we blew up half the radio equipment, as well.
AI satellite is now the Comms satellite.
This commit is contained in:
SkyMarshal
2012-01-17 00:12:30 -07:00
parent 26e12e26d0
commit 0d7ce5f347
38 changed files with 4268 additions and 1979 deletions
-5
View File
@@ -372,11 +372,6 @@
return src.attack_hand(user)
/obj/item/weapon/stamp/New()
..()
return
/obj/item/weapon/dice/attack_self(mob/user as mob) // Roll the dice -- TLE
var/temp_sides
if(src.sides < 1)
@@ -16,6 +16,12 @@ CLIPBOARDS
..()
src.pixel_y = rand(-8, 8)
src.pixel_x = rand(-9, 9)
spawn(2)
if(src.info)
src.overlays += "paper_words"
return
/obj/item/weapon/paper/update_icon() //derp.
if(src.info)
src.overlays += "paper_words"
return
+1
View File
@@ -5,6 +5,7 @@
item_state = "headset"
g_amt = 0
m_amt = 75
subspace_transmission = 1
var
translate_binary = 0
translate_hive = 0
+3 -3
View File
@@ -31,7 +31,7 @@
if (!src.listening)
return
var/turf/T = get_turf(src)
/* var/turf/T = get_turf(src)
var/list/hear = hearers(7, T)
var/list/V
//find mobs in lockers, cryo and intellycards
@@ -43,8 +43,8 @@
if (!V) //lasy initialisation
V = view(7, T)
if (get_turf(M) in V) //this slow, but I don't think we'd have a lot of wardrobewhores every round --rastaf0
hear+=M
return hear
hear+=M */
return get_mobs_in_view(4,src)
hear_talk(mob/M as mob, msg)
+359 -182
View File
@@ -1,3 +1,8 @@
var/GLOBAL_RADIO_TYPE = 1 // radio type to use
// 0 = old radios
// 1 = new radios (subspace technology)
/obj/item/device/radio
icon = 'radio.dmi'
name = "station bounced radio"
@@ -16,7 +21,7 @@
listening = 1
freerange = 0 // 0 - Sanitize frequencies, 1 - Full range
list/channels = list() //see communications.dm for full list. First channes is a "default" for :h
scrambleoverride = 0 //For use by jammers.
subspace_transmission = 0
// "Example" = FREQ_LISTENING|FREQ_BROADCASTING
flags = 450 // hello i'm a fucking idiot why is this 450?? CODE GODS PLEASE EXPLAIN~
throw_speed = 2
@@ -28,7 +33,7 @@
WIRE_SIGNAL = 1 //sends a signal, like to set off a bomb or electrocute someone
WIRE_RECEIVE = 2
WIRE_TRANSMIT = 4
TRANSMISSION_DELAY = 0 // only 2/second/radio
TRANSMISSION_DELAY = 5 // only 2/second/radio
FREQ_LISTENING = 1
//FREQ_BROADCASTING = 2
@@ -179,195 +184,359 @@
add_fingerprint(usr)
/obj/item/device/radio/talk_into(mob/M as mob, message, channel)
var/datum/radio_frequency/connection = null
if(channel && channels && channels.len > 0)
if (channel == "department")
//world << "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\""
channel = channels[1]
connection = secure_radio_connections[channel]
else
connection = radio_connection
channel = null
if (!istype(connection))
return
var/display_freq = connection.frequency
var/scramble = 0
if(ScrambledFrequencies.len || scrambleoverride)
if(ScrambledFrequencies["[display_freq]"] || scrambleoverride)
scramble = 1
if(prob(35+(25*scrambleoverride)))
M << "\blue The radio made a popping sound and nothing was transmitted."
if(GLOBAL_RADIO_TYPE == 1) // NEW RADIO SYSTEMS: By Doohl
/* Quick introduction:
This new radio system uses a very robust FTL signaling technology unoriginally
dubbed "subspace" which is somewhat similar to 'blue-space' but can't
actually transmit large mass. Headsets are the only radio devices capable
of sending subspace transmissions to the Communications Satellite.
A headset sends a signal to a subspace listener/reciever elsewhere in space,
the signal gets processed and logged, and an audible transmission gets sent
to each individual headset.
*/
//#### Grab the connection datum ####//
var/datum/radio_frequency/connection = null
if(channel && channels && channels.len > 0)
if (channel == "department")
//world << "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\""
channel = channels[1]
connection = secure_radio_connections[channel]
else
connection = radio_connection
channel = null
if (!istype(connection))
return
//world << "DEBUG: used channel=\"[channel]\" frequency= \"[display_freq]\" connection.devices.len = [connection.devices.len]"
var/eqjobname
if (ishuman(M))
eqjobname = M:get_assignment()
else if (iscarbon(M))
eqjobname = "No id" //only humans can wear ID
else if (isAI(M))
eqjobname = "AI"
else if (isrobot(M))
eqjobname = "Cyborg"//Androids don't really describe these too well, in my opinion.
else if (istype(M, /mob/living/silicon/pai))
eqjobname = "Personal AI"
else
eqjobname = "Unknown"
//#### Tagging the signal with all appropriate identity values ####//
if (!(wires & WIRE_TRANSMIT))
return
// ||-- The mob's name identity --||
var/displayname = M.name // grab the display name (name you get when you hover over someone's icon)
var/real_name = M.real_name // mob's real name
var/mobkey = "none" // player key associated with mob
var/voicemask = 0 // the speaker is wearing a voice mask
if(M.client)
mobkey = M.key // assign the mob's key
var/list/receive = list()
//for (var/obj/item/device/radio/R in radio_connection.devices)
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"])
receive |= R.send_hear(display_freq)
var/jobname // the mob's "job"
//world << "DEBUG: receive.len=[receive.len]"
var/list/heard_masked = list() // masked name or no real name
var/list/heard_normal = list() // normal message
var/list/heard_voice = list() // voice message
var/list/heard_garbled = list() // garbled message
var/turf/cl = get_turf(M)
var/zlev = 25
// --- Human: use their actual job ---
if (ishuman(M))
jobname = M:get_assignment()
for (var/mob/R in receive)
var/turf/gl = get_turf(R)
if(zlev == 25 && !(scrambleoverride || scramble) && (gl.z == cl.z) || !istype(src, /obj/item/device/radio/headset))
zlev = 85
if (R.client && R.client.STFU_radio) //Adminning with 80 people on can be fun when you're trying to talk and all you can hear is radios.
continue
if (R.say_understands(M) && ((gl.z == cl.z) || !istype(src, /obj/item/device/radio/headset)))
if ((!ishuman(M) || istype(M.wear_mask, /obj/item/clothing/mask/gas/voice)) && !scramble)
heard_masked += R
else if (!scramble)
heard_normal += R
else
heard_garbled += R
// --- Carbon Nonhuman ---
else if (iscarbon(M)) // Nonhuman carbon mob
jobname = "No id"
// --- AI ---
else if (isAI(M))
jobname = "AI"
// --- Cyborg ---
else if (isrobot(M))
jobname = "Cyborg"
// --- Personal AI (pAI) ---
else if (istype(M, /mob/living/silicon/pai))
jobname = "Personal AI"
// --- Unidentifiable mob ---
else
if (M.voice_message && (gl.z == cl.z))
heard_voice += R
jobname = "Unknown"
// --- Modifications to the mob's identity ---
// The mob is disguising their identity:
if (istype(M.wear_mask, /obj/item/clothing/mask/gas/voice)&&M.wear_mask:vchange)
displayname = M.wear_mask:voice
jobname = "Unknown"
voicemask = 1
/* ###### Radio headsets can only broadcast through subspace ###### */
if(subspace_transmission)
// First, we want to generate a new radio signal
var/datum/signal/signal = new
signal.transmission_method = 2 // 2 would be a subspace transmission.
// transmission_method could probably be enumerated through #define. Would be neater.
// --- Finally, tag the actual signal with the appropriate values ---
signal.data = list(
// Identity-associated tags:
"mob" = M, // store a reference to the mob
"mobtype" = M.type, // the mob's type
"realname" = real_name, // the mob's real name
"name" = displayname, // the mob's display name
"job" = jobname, // the mob's job
"key" = mobkey, // the mob's key
"vmessage" = M.voice_message, // the message to display if the voice wasn't understood
"vname" = M.voice_name, // the name to display if the voice wasn't understood
"vmask" = voicemask, // 1 if the mob is using a voice gas mask
// We store things that would otherwise be kept in the actual mob
// so that they can be logged even AFTER the mob is deleted or something
// Other tags:
"compression" = rand(45,50), // compressed radio signal
"message" = message, // the actual sent message
"connection" = connection, // the radio connection to use
"radio" = src, // stores the radio used for transmission
"slow" = 0, // how much to sleep() before broadcasting - simulates net lag
"traffic" = 0 // dictates the total traffic sum that the signal went through
)
signal.frequency = connection.frequency // Quick frequency set
//#### Sending the signal to all subspace receivers ####//
for(var/obj/machinery/telecomms/receiver/R in world)
R.receive_signal(signal)
// Receiving code can be located in _____.dm
return
/* ###### Intercoms and station-bounced radios ###### */
var/filter_type = 2
/* --- Intercoms can only broadcast to other intercoms, but bounced radios can broadcast to bounced radios and intercoms --- */
if(istype(src, /obj/item/device/radio/intercom))
filter_type = 1
var/datum/signal/signal = new
signal.transmission_method = 2
/* --- Try to send a normal subspace broadcast first */
signal.data = list(
"mob" = M, // store a reference to the mob
"mobtype" = M.type, // the mob's type
"realname" = real_name, // the mob's real name
"name" = displayname, // the mob's display name
"job" = jobname, // the mob's job
"key" = mobkey, // the mob's key
"vmessage" = M.voice_message, // the message to display if the voice wasn't understood
"vname" = M.voice_name, // the name to display if the voice wasn't understood
"vmask" = voicemask, // 1 if the mob is using a voice gas mas
"compression" = 0, // uncompressed radio signal
"message" = message, // the actual sent message
"connection" = connection, // the radio connection to use
"radio" = src, // stores the radio used for transmission
"slow" = 0,
"traffic" = 0
)
signal.frequency = connection.frequency // Quick frequency set
for(var/obj/machinery/telecomms/receiver/R in world)
R.receive_signal(signal)
sleep(rand(10,25)) // wait a little...
if(signal.data["done"])
del(signal) // delete the signal - we're done here.
return
// Oh my god; the comms are down or something because the signal hasn't been broadcasted yet.
// Send a mundane broadcast with limited targets:
Broadcast_Message(connection, M, voicemask, M.voice_message,
src, message, displayname, jobname, real_name, M.voice_name,
filter_type, signal.data["compression"])
else // OLD RADIO SYSTEMS: By Goons?
var/datum/radio_frequency/connection = null
if(channel && channels && channels.len > 0)
if (channel == "department")
//world << "DEBUG: channel=\"[channel]\" switching to \"[channels[1]]\""
channel = channels[1]
connection = secure_radio_connections[channel]
else
connection = radio_connection
channel = null
if (!istype(connection))
return
var/display_freq = connection.frequency
//world << "DEBUG: used channel=\"[channel]\" frequency= \"[display_freq]\" connection.devices.len = [connection.devices.len]"
var/eqjobname
if (ishuman(M))
eqjobname = M:get_assignment()
else if (iscarbon(M))
eqjobname = "No id" //only humans can wear ID
else if (isAI(M))
eqjobname = "AI"
else if (isrobot(M))
eqjobname = "Cyborg"//Androids don't really describe these too well, in my opinion.
else if (istype(M, /mob/living/silicon/pai))
eqjobname = "Personal AI"
else
eqjobname = "Unknown"
if (!(wires & WIRE_TRANSMIT))
return
var/list/receive = list()
//for (var/obj/item/device/radio/R in radio_connection.devices)
for (var/obj/item/device/radio/R in connection.devices["[RADIO_CHAT]"]) // Modified for security headset code -- TLE
//if(R.accept_rad(src, message))
receive |= R.send_hear(display_freq)
//world << "DEBUG: receive.len=[receive.len]"
var/list/heard_masked = list() // masked name or no real name
var/list/heard_normal = list() // normal message
var/list/heard_voice = list() // voice message
var/list/heard_garbled = list() // garbled message
for (var/mob/R in receive)
if (R.client && R.client.STFU_radio) //Adminning with 80 people on can be fun when you're trying to talk and all you can hear is radios.
continue
if (R.say_understands(M))
if (!ishuman(M) || istype(M.wear_mask, /obj/item/clothing/mask/gas/voice))
heard_masked += R
else
heard_normal += R
else
heard_garbled += R
if (M.voice_message)
heard_voice += R
else
heard_garbled += R
if (length(heard_masked) || length(heard_normal) || length(heard_voice) || length(heard_garbled))
var/part_a = "<span class='radio'><span class='name'>"
//var/part_b = "</span><b> \icon[src]\[[format_frequency(frequency)]\]</b> <span class='message'>"
var/freq_text
switch(display_freq)
if(SYND_FREQ)
freq_text = "#unkn"
if(COMM_FREQ)
freq_text = "Command"
if(1351)
freq_text = "Science"
if(1355)
freq_text = "Medical"
if(1357)
freq_text = "Engineering"
if(1359)
freq_text = "Security"
if(1349)
freq_text = "Mining"
if(1347)
freq_text = "Cargo"
if(connection.frequency == NUKE_FREQ)
freq_text = "Agent"
//There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO
if(!freq_text)
freq_text = format_frequency(display_freq)
var/part_b = "</span><b> \icon[src]\[[freq_text]\]</b> <span class='message'>" // Tweaked for security headsets -- TLE
var/part_c = "</span></span>"
if (display_freq==SYND_FREQ)
part_a = "<span class='syndradio'><span class='name'>"
if (display_freq==NUKE_FREQ)
part_a = "<span class='nukeradio'><span class='name'>"
else if (display_freq==COMM_FREQ)
part_a = "<span class='comradio'><span class='name'>"
else if (display_freq in DEPT_FREQS)
part_a = "<span class='deptradio'><span class='name'>"
var/quotedmsg = M.say_quote(message)
//This following recording is intended for research and feedback in the use of department radio channels.
var/part_blackbox_b = "</span><b> \[[freq_text]\]</b> <span class='message'>" // Tweaked for security headsets -- TLE
var/blackbox_msg = "[part_a][M.name][part_blackbox_b][quotedmsg][part_c]"
//var/blackbox_admin_msg = "[part_a][M.name] (Real name: [M.real_name])[part_blackbox_b][quotedmsg][part_c]"
for (var/obj/machinery/blackbox_recorder/BR in world)
//BR.messages_admin += blackbox_admin_msg
if (length(heard_masked) || length(heard_normal) || length(heard_voice) || length(heard_garbled))
var/part_a = "<span class='radio'><span class='name'>"
//var/part_b = "</span><b> \icon[src]\[[format_frequency(frequency)]\]</b> <span class='message'>"
var/freq_text
switch(display_freq)
if(1459)
BR.msg_common += blackbox_msg
if(SYND_FREQ)
freq_text = "#unkn"
if(COMM_FREQ)
freq_text = "Command"
if(1351)
BR.msg_science += blackbox_msg
if(1353)
BR.msg_command += blackbox_msg
freq_text = "Science"
if(1355)
BR.msg_medical += blackbox_msg
freq_text = "Medical"
if(1357)
BR.msg_engineering += blackbox_msg
freq_text = "Engineering"
if(1359)
BR.msg_security += blackbox_msg
if(1441)
BR.msg_deathsquad += blackbox_msg
if(1213)
BR.msg_syndicate += blackbox_msg
freq_text = "Security"
if(1349)
BR.msg_mining += blackbox_msg
freq_text = "Mining"
if(1347)
BR.msg_cargo += blackbox_msg
else
BR.messages += blackbox_msg
freq_text = "Cargo"
if(connection.frequency == NUKE_FREQ)
freq_text = "Agent"
//There's probably a way to use the list var of channels in code\game\communications.dm to make the dept channels non-hardcoded, but I wasn't in an experimentive mood. --NEO
//End of research and feedback code.
if(!freq_text)
freq_text = format_frequency(display_freq)
if (length(heard_masked))
var/N = M.name
var/J = eqjobname
if (istype(M.wear_mask, /obj/item/clothing/mask/gas/voice)&&M.wear_mask:vchange)
//To properly have the ninja show up on radio. Could also be useful for similar items.
//Would not be necessary but the mob could be wearing a mask that is not a voice changer.
N = M.wear_mask:voice
J = "Unknown"
var/rendered = "[part_a][N][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_masked)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[N] ([J]) </a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
var/part_b = "</span><b> \icon[src]\[[freq_text]\]</b> <span class='message'>" // Tweaked for security headsets -- TLE
var/part_c = "</span></span>"
if (length(heard_normal))
var/rendered = "[part_a][M.real_name][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_normal)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.real_name] ([eqjobname]) </a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
if (display_freq==SYND_FREQ)
part_a = "<span class='syndradio'><span class='name'>"
else if (display_freq==NUKE_FREQ)
part_a = "<span class='nukeradio'><span class='name'>"
else if (display_freq==COMM_FREQ)
part_a = "<span class='comradio'><span class='name'>"
else if (display_freq in DEPT_FREQS)
part_a = "<span class='deptradio'><span class='name'>"
if (length(heard_voice))
var/rendered = "[part_a][M.voice_name][part_b][M.voice_message][part_c]"
var/quotedmsg = M.say_quote(message)
for (var/mob/R in heard_voice)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.voice_name] ([eqjobname]) </a>[part_b][M.voice_message][part_c]", 2)
else
R.show_message(rendered, 2)
//This following recording is intended for research and feedback in the use of department radio channels.
if (length(heard_garbled))
quotedmsg = M.say_quote(stars(message, zlev))
var/rendered = "[part_a]Unknown[part_b][quotedmsg][part_c]"
var/part_blackbox_b = "</span><b> \[[freq_text]\]</b> <span class='message'>" // Tweaked for security headsets -- TLE
var/blackbox_msg = "[part_a][M.name][part_blackbox_b][quotedmsg][part_c]"
//var/blackbox_admin_msg = "[part_a][M.name] (Real name: [M.real_name])[part_blackbox_b][quotedmsg][part_c]"
for (var/obj/machinery/blackbox_recorder/BR in world)
//BR.messages_admin += blackbox_admin_msg
switch(display_freq)
if(1459)
BR.msg_common += blackbox_msg
if(1351)
BR.msg_science += blackbox_msg
if(1353)
BR.msg_command += blackbox_msg
if(1355)
BR.msg_medical += blackbox_msg
if(1357)
BR.msg_engineering += blackbox_msg
if(1359)
BR.msg_security += blackbox_msg
if(1441)
BR.msg_deathsquad += blackbox_msg
if(1213)
BR.msg_syndicate += blackbox_msg
if(1349)
BR.msg_mining += blackbox_msg
if(1347)
BR.msg_cargo += blackbox_msg
else
BR.messages += blackbox_msg
for (var/mob/R in heard_garbled)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.voice_name]</a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
//End of research and feedback code.
if (length(heard_masked))
var/N = M.name
var/J = eqjobname
if (istype(M.wear_mask, /obj/item/clothing/mask/gas/voice)&&M.wear_mask:vchange)
//To properly have the ninja show up on radio. Could also be useful for similar items.
//Would not be necessary but the mob could be wearing a mask that is not a voice changer.
N = M.wear_mask:voice
J = "Unknown"
var/rendered = "[part_a][N][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_masked)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[N] ([J]) </a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
if (length(heard_normal))
var/rendered = "[part_a][M.real_name][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_normal)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.real_name] ([eqjobname]) </a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
if (length(heard_voice))
var/rendered = "[part_a][M.voice_name][part_b][M.voice_message][part_c]"
for (var/mob/R in heard_voice)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.voice_name] ([eqjobname]) </a>[part_b][M.voice_message][part_c]", 2)
else
R.show_message(rendered, 2)
if (length(heard_garbled))
quotedmsg = M.say_quote(stars(message))
var/rendered = "[part_a][M.voice_name][part_b][quotedmsg][part_c]"
for (var/mob/R in heard_voice)
if(istype(R, /mob/living/silicon/ai))
R.show_message("[part_a]<a href='byond://?src=\ref[src];track2=\ref[R];track=\ref[M]'>[M.voice_name]</a>[part_b][quotedmsg][part_c]", 2)
else
R.show_message(rendered, 2)
/obj/item/device/radio/hear_talk(mob/M as mob, msg)
if (broadcasting)
@@ -410,6 +579,7 @@
if (!accept)
return
/* // UURAAAGH ALL THE CPUS, WASTED. ALL OF THEM. NO. -- Doohl
var/turf/T = get_turf(src)
var/list/hear = hearers(1, T)
var/list/V
@@ -423,16 +593,12 @@
V = view(1, T)
if (get_turf(M) in V) //this slow, but I don't think we'd have a lot of wardrobewhores every round --rastaf0
hear+=M
return hear
*/
/obj/item/device/radio/proc/config(op)
for (var/ch_name in channels)
radio_controller.remove_object(src, radiochannels[ch_name])
secure_radio_connections = new
channels = op
for (var/ch_name in op)
secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
return
/* Instead, let's individually search potential containers for mobs! More verbose but a LOT more efficient and less laggy */
// Check gamehelpers.dm for the proc definition:
return get_mobs_in_view(1, src)
/obj/item/device/radio/examine()
set src in view()
@@ -451,14 +617,16 @@
if (!( istype(W, /obj/item/weapon/screwdriver) ))
return
b_stat = !( b_stat )
if (b_stat)
user.show_message("\blue The radio can now be attached and modified!")
else
user.show_message("\blue The radio can no longer be modified or attached!")
updateDialog()
//Foreach goto(83)
add_fingerprint(user)
return
if(!istype(src, /obj/item/device/radio/beacon))
if (b_stat)
user.show_message("\blue The radio can now be attached and modified!")
else
user.show_message("\blue The radio can no longer be modified or attached!")
updateDialog()
//Foreach goto(83)
add_fingerprint(user)
return
else return
/obj/item/device/radio/emp_act(severity)
broadcasting = 0
@@ -466,3 +634,12 @@
for (var/ch_name in channels)
channels[ch_name] = 0
..()
/obj/item/device/radio/proc/config(op)
for (var/ch_name in channels)
radio_controller.remove_object(src, radiochannels[ch_name])
secure_radio_connections = new
channels = op
for (var/ch_name in op)
secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
return