mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-27 18:51:53 +00:00
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped. Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing. Weakening was made instantaneous. Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death. umm... bunch of overlays related fixes... I think that's everything. :/ git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
564 lines
16 KiB
Plaintext
564 lines
16 KiB
Plaintext
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/obj/item/weapon/bedsheet/ex_act(severity)
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if (severity <= 2)
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del(src)
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return
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return
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/obj/item/weapon/bedsheet/attack_self(mob/user as mob)
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user.drop_item()
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src.layer = 5
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add_fingerprint(user)
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return
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/obj/item/weapon/handcuffs/attack(mob/M as mob, mob/user as mob)
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if(istype(src, /obj/item/weapon/handcuffs/cyborg) && isrobot(user))
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if(!M.handcuffed)
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var/turf/p_loc = user.loc
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var/turf/p_loc_m = M.loc
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playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
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for(var/mob/O in viewers(user, null))
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O.show_message("\red <B>[user] is trying to put handcuffs on [M]!</B>", 1)
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spawn(30)
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if(!M) return
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if(p_loc == user.loc && p_loc_m == M.loc)
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M.handcuffed = new /obj/item/weapon/handcuffs(M)
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M.update_inv_handcuffed()
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else
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if ((CLUMSY in usr.mutations) && prob(50))
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usr << "\red Uh ... how do those things work?!"
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if (istype(M, /mob/living/carbon/human))
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if(!M.handcuffed)
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var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
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O.source = user
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O.target = user
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O.item = user.get_active_hand()
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O.s_loc = user.loc
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O.t_loc = user.loc
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O.place = "handcuff"
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M.requests += O
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spawn( 0 )
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O.process()
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return
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return
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
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usr << "\red You don't have the dexterity to do this!"
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return
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if (istype(M, /mob/living/carbon/human))
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if(!M.handcuffed)
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been handcuffed (attempt) by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Attempted to handcuff [M.name] ([M.ckey])</font>")
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log_attack("<font color='red'>[user.name] ([user.ckey]) Attempted to handcuff [M.name] ([M.ckey])</font>")
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var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
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O.source = user
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O.target = M
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O.item = user.get_active_hand()
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O.s_loc = user.loc
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O.t_loc = M.loc
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O.place = "handcuff"
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M.requests += O
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spawn( 0 )
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if(istype(src, /obj/item/weapon/handcuffs/cable))
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feedback_add_details("handcuffs","C")
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playsound(src.loc, 'cablecuff.ogg', 30, 1, -2)
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else
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feedback_add_details("handcuffs","H")
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playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
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O.process()
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return
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else
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if(!M.handcuffed)
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var/obj/effect/equip_e/monkey/O = new /obj/effect/equip_e/monkey( )
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O.source = user
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O.target = M
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O.item = user.get_active_hand()
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O.s_loc = user.loc
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O.t_loc = M.loc
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O.place = "handcuff"
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M.requests += O
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spawn( 0 )
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if(istype(src, /obj/item/weapon/handcuffs/cable))
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playsound(src.loc, 'cablecuff.ogg', 30, 1, -2)
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else
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playsound(src.loc, 'handcuffs.ogg', 30, 1, -2)
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O.process()
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return
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return
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/obj/item/weapon/extinguisher/New()
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var/datum/reagents/R = new/datum/reagents(50)
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reagents = R
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R.my_atom = src
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R.add_reagent("water", 50)
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/obj/item/weapon/extinguisher/mini/New()
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var/datum/reagents/R = new/datum/reagents(30)
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reagents = R
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R.my_atom = src
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R.add_reagent("water", 30)
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/obj/item/weapon/extinguisher/examine()
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set src in usr
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usr << text("\icon[] [] contains [] units of water left!", src, src.name, src.reagents.total_volume)
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..()
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return
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/obj/item/weapon/extinguisher/afterattack(atom/target, mob/user , flag)
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//TODO; Add support for reagents in water.
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if( istype(target, /obj/structure/reagent_dispensers/watertank) && get_dist(src,target) <= 1)
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var/obj/o = target
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o.reagents.trans_to(src, 50)
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user << "\blue \The [src] is now refilled"
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playsound(src.loc, 'refill.ogg', 50, 1, -6)
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return
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if (!safety)
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if (src.reagents.total_volume < 1)
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usr << "\red \The [src] is empty."
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return
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if (world.time < src.last_use + 20)
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return
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src.last_use = world.time
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playsound(src.loc, 'extinguish.ogg', 75, 1, -3)
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var/direction = get_dir(src,target)
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if(usr.buckled && isobj(usr.buckled) && !usr.buckled.anchored )
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spawn(0)
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var/obj/B = usr.buckled
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var/movementdirection = turn(direction,180)
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B.Move(get_step(usr,movementdirection), movementdirection)
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sleep(1)
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B.Move(get_step(usr,movementdirection), movementdirection)
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sleep(1)
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B.Move(get_step(usr,movementdirection), movementdirection)
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sleep(1)
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B.Move(get_step(usr,movementdirection), movementdirection)
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sleep(2)
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B.Move(get_step(usr,movementdirection), movementdirection)
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sleep(2)
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B.Move(get_step(usr,movementdirection), movementdirection)
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sleep(3)
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B.Move(get_step(usr,movementdirection), movementdirection)
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sleep(3)
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B.Move(get_step(usr,movementdirection), movementdirection)
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sleep(3)
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B.Move(get_step(usr,movementdirection), movementdirection)
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var/turf/T = get_turf(target)
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var/turf/T1 = get_step(T,turn(direction, 90))
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var/turf/T2 = get_step(T,turn(direction, -90))
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var/list/the_targets = list(T,T1,T2)
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for(var/a=0, a<5, a++)
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spawn(0)
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var/obj/effect/effect/water/W = new /obj/effect/effect/water( get_turf(src) )
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var/turf/my_target = pick(the_targets)
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var/datum/reagents/R = new/datum/reagents(5)
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if(!W) return
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W.reagents = R
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R.my_atom = W
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if(!W || !src) return
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src.reagents.trans_to(W,1)
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for(var/b=0, b<5, b++)
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step_towards(W,my_target)
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if(!W) return
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W.reagents.reaction(get_turf(W))
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for(var/atom/atm in get_turf(W))
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if(!W) return
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W.reagents.reaction(atm)
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if(W.loc == my_target) break
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sleep(2)
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if((istype(usr.loc, /turf/space)) || (usr.lastarea.has_gravity == 0))
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user.inertia_dir = get_dir(target, user)
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step(user, user.inertia_dir)
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/*
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if(istype(usr.loc, /turf/space)|| (user.flags & NOGRAV))
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user.inertia_dir = get_dir(target, user)
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step(user, user.inertia_dir)
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*/
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else
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return ..()
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return
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/obj/item/weapon/extinguisher/attack_self(mob/user as mob)
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if (safety)
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src.icon_state = "fire_extinguisher1"
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src.desc = "The safety is off."
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user << "The safety is off."
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safety = 0
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else
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src.icon_state = "fire_extinguisher0"
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src.desc = "The safety is on."
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user << "The safety is on."
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safety = 1
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return
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/obj/item/weapon/extinguisher/mini/attack_self(mob/user as mob)
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if (safety)
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src.icon_state = "miniFE1"
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src.desc = "The safety is off."
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user << "The safety is off."
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safety = 0
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else
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src.icon_state = "miniFE0"
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src.desc = "The safety is on."
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user << "The safety is on."
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safety = 1
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return
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/obj/item/weapon/pen/attack(mob/M as mob, mob/user as mob)
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if(!ismob(M))
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return
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user << "\red You stab [M] with the pen."
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M << "\red You feel a tiny prick!"
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been stabbed with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to stab [M.name] ([M.ckey])</font>")
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log_attack("<font color='red'>[user.name] ([user.ckey]) Used the [src.name] to stab [M.name] ([M.ckey])</font>")
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return
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/obj/item/weapon/pen/sleepypen
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origin_tech = "syndicate=5"
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/obj/item/weapon/pen/sleepypen/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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return
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/obj/item/weapon/pen/sleepypen/New()
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var/datum/reagents/R = new/datum/reagents(30) //Used to be 300
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reagents = R
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R.my_atom = src
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R.add_reagent("chloralhydrate", 22) //Used to be 100 sleep toxin//30 Chloral seems to be fatal, reducing it to 22./N
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// R.add_reagent("impedrezene", 100)
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// R.add_reagent("cryptobiolin", 100)
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..()
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return
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/obj/item/weapon/pen/sleepypen/attack(mob/M as mob, mob/user as mob)
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if(!(istype(M,/mob)))
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return
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..()
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if(reagents.total_volume)
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if(M.reagents) reagents.trans_to(M, 50) //used to be 150
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return
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//NEW STYLE PARAPEN
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/obj/item/weapon/pen/paralysis/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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return
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/obj/item/weapon/pen/paralysis/attack(mob/M as mob, mob/user as mob)
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if(!(istype(M,/mob)))
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return
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..()
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if(reagents.total_volume)
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if(M.reagents) reagents.trans_to(M, 50)
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return
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/obj/item/weapon/pen/paralysis/New()
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var/datum/reagents/R = new/datum/reagents(50)
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reagents = R
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R.my_atom = src
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R.add_reagent("zombiepowder", 10)
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R.add_reagent("impedrezene", 25)
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R.add_reagent("cryptobiolin", 15)
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..()
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return
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/obj/item/weapon/Bump(mob/M as mob)
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spawn(0)
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..()
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return
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/obj/effect/manifest/New()
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src.invisibility = 101
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return
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/obj/effect/manifest/proc/manifest()
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var/dat = "<B>Crew Manifest</B>:<BR>"
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for(var/mob/living/carbon/human/M in world)
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dat += text(" <B>[]</B> - []<BR>", M.name, M.get_assignment())
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var/obj/item/weapon/paper/P = new /obj/item/weapon/paper( src.loc )
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P.info = dat
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P.name = "paper- 'Crew Manifest'"
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//SN src = null
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del(src)
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return
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//What the fuck is this code
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/mob/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (user.intent != "harm")
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if (istype(src.l_hand,/obj/item/latexballon) && src.l_hand:air_contents && is_sharp(W))
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return src.l_hand.attackby(W)
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if (istype(src.r_hand,/obj/item/latexballon) && src.r_hand:air_contents && is_sharp(W))
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return src.r_hand.attackby(W)
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var/shielded = 0
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if (locate(/obj/item/weapon/grab, src))
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var/mob/safe = null
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if (istype(src.l_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = src.l_hand
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if ((G.state == 3 && get_dir(src, user) == src.dir))
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safe = G.affecting
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if (istype(src.r_hand, /obj/item/weapon/grab))
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var/obj/item/weapon/grab/G = src.r_hand
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if ((G.state == 3 && get_dir(src, user) == src.dir))
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safe = G.affecting
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if (safe)
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return safe.attackby(W, user)
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if ((!( shielded ) || !( W.flags ) & 32))
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spawn( 0 )
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if (W)
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W.attack(src, user)
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return
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return
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/obj/item/weapon/teleportation_scroll/attack_self(mob/user as mob)
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user.machine = src
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var/dat = "<B>Teleportation Scroll:</B><BR>"
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dat += "Number of uses: [src.uses]<BR>"
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dat += "<HR>"
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dat += "<B>Four uses use them wisely:</B><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_teleport=1'>Teleport</A><BR>"
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dat += "Kind regards,<br>Wizards Federation<br><br>P.S. Don't forget to bring your gear, you'll need it to cast most spells.<HR>"
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user << browse(dat, "window=scroll")
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onclose(user, "scroll")
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return
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/obj/item/weapon/teleportation_scroll/Topic(href, href_list)
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..()
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if (usr.stat || usr.restrained())
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return
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var/mob/living/carbon/human/H = usr
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if (!( istype(H, /mob/living/carbon/human)))
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return 1
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if ((usr.contents.Find(src) || (in_range(src, usr) && istype(src.loc, /turf))))
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usr.machine = src
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if (href_list["spell_teleport"])
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if (src.uses >= 1)
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src.uses -= 1
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usr.teleportscroll()
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if (istype(src.loc, /mob))
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attack_self(src.loc)
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else
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for(var/mob/M in viewers(1, src))
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if (M.client)
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src.attack_self(M)
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return
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/obj/item/brain/examine() // -- TLE
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set src in oview(12)
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if (!( usr ))
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return
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usr << "This is \icon[src] \an [name]."
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if(brainmob)//if thar be a brain inside... the brain.
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usr << "You can feel the small spark of life still left in this one."
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else
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usr << "This one seems particularly lifeless. Perhaps it will regain some of its luster later. Probably not."
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/obj/item/brain/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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if(!istype(M, /mob))
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return
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add_fingerprint(user)
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if(!(user.zone_sel.selecting == ("head")) || !istype(M, /mob/living/carbon/human))
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return ..()
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if(!(locate(/obj/machinery/optable, M.loc) && M.resting))
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return ..()
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var/mob/living/carbon/human/H = M
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if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
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// you can't stab someone in the eyes wearing a mask!
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user << "\blue You're going to need to remove their head cover first."
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return
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//since these people will be dead M != usr
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if(M:brain_op_stage == 4.0)
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for(var/mob/O in viewers(M, null))
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if(O == (user || M))
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continue
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if(M == user)
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O.show_message(text("\red [user] inserts [src] into his head!"), 1)
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else
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O.show_message(text("\red [M] has [src] inserted into his head by [user]."), 1)
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if(M != user)
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M << "\red [user] inserts [src] into your head!"
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user << "\red You insert [src] into [M]'s head!"
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else
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user << "\red You insert [src] into your head!"
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//this might actually be outdated since barring badminnery, a debrain'd body will have any client sucked out to the brain's internal mob. Leaving it anyway to be safe. --NEO
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if(M.key)//Revised. /N
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M.ghostize(1)
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if(brainmob.mind)
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brainmob.mind.transfer_to(M)
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else
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M.key = brainmob.key
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M:brain_op_stage = 3.0
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del(src)
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else
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..()
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return
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/obj/item/weapon/stamp/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/item/weapon/dice/attack_self(mob/user as mob) // Roll the dice -- TLE
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var/temp_sides
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if(src.sides < 1)
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temp_sides = 2
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else
|
|
temp_sides = src.sides
|
|
var/result = rand(1,temp_sides)
|
|
var/comment = ""
|
|
if(temp_sides == 20 && result == 20)
|
|
comment = "Nat 20!"
|
|
else if(temp_sides == 20 && result == 1)
|
|
comment = "Ouch, bad luck."
|
|
user << text("\red You throw a [src]. It lands on a [result]. [comment]")
|
|
icon_state = "[name][result]"
|
|
for(var/mob/O in viewers(user, null))
|
|
if(O == (user))
|
|
continue
|
|
else
|
|
O.show_message(text("\red [user] has thrown a [src]. It lands on [result]. [comment]"), 1)
|
|
|
|
/obj/item/latexballon
|
|
name = "Latex glove"
|
|
desc = "" //todo
|
|
icon_state = "latexballon"
|
|
item_state = "lgloves"
|
|
force = 0
|
|
throwforce = 0
|
|
w_class = 1.0
|
|
throw_speed = 1
|
|
throw_range = 15
|
|
var/state
|
|
var/datum/gas_mixture/air_contents = null
|
|
|
|
/obj/item/latexballon/proc/blow(obj/item/weapon/tank/tank)
|
|
if (icon_state == "latexballon_bursted")
|
|
return
|
|
src.air_contents = tank.remove_air_volume(3)
|
|
icon_state = "latexballon_blow"
|
|
item_state = "latexballon"
|
|
|
|
/obj/item/latexballon/proc/burst()
|
|
if (!air_contents)
|
|
return
|
|
playsound(src, 'Gunshot.ogg', 100, 1)
|
|
icon_state = "latexballon_bursted"
|
|
item_state = "lgloves"
|
|
loc.assume_air(air_contents)
|
|
|
|
/obj/item/latexballon/ex_act(severity)
|
|
burst()
|
|
switch(severity)
|
|
if (1)
|
|
del(src)
|
|
if (2)
|
|
if (prob(50))
|
|
del(src)
|
|
|
|
/obj/item/latexballon/bullet_act()
|
|
burst()
|
|
|
|
/obj/item/latexballon/temperature_expose(datum/gas_mixture/air, temperature, volume)
|
|
if(temperature > T0C+100)
|
|
burst()
|
|
return
|
|
|
|
/obj/item/latexballon/attackby(obj/item/W as obj, mob/user as mob)
|
|
if (is_sharp(W))
|
|
burst()
|
|
|
|
//Is this even used for anything besides balloons? Yes I took out the W:lit stuff because : really shouldnt be used.
|
|
/proc/is_sharp(obj/item/W as obj) // For the record, WHAT THE HELL IS THIS METHOD OF DOING IT?
|
|
return ( \
|
|
istype(W, /obj/item/weapon/screwdriver) || \
|
|
istype(W, /obj/item/weapon/pen) || \
|
|
istype(W, /obj/item/weapon/weldingtool) || \
|
|
istype(W, /obj/item/weapon/lighter/zippo) || \
|
|
istype(W, /obj/item/weapon/match) || \
|
|
istype(W, /obj/item/clothing/mask/cigarette) || \
|
|
istype(W, /obj/item/weapon/wirecutters) || \
|
|
istype(W, /obj/item/weapon/circular_saw) || \
|
|
istype(W, /obj/item/weapon/melee/energy/sword) || \
|
|
istype(W, /obj/item/weapon/melee/energy/blade) || \
|
|
istype(W, /obj/item/weapon/shovel) || \
|
|
istype(W, /obj/item/weapon/kitchenknife) || \
|
|
istype(W, /obj/item/weapon/butch) || \
|
|
istype(W, /obj/item/weapon/scalpel) || \
|
|
istype(W, /obj/item/weapon/kitchen/utensil/knife) || \
|
|
istype(W, /obj/item/weapon/shard) || \
|
|
istype(W, /obj/item/weapon/reagent_containers/syringe) || \
|
|
istype(W, /obj/item/weapon/kitchen/utensil/fork) && W.icon_state != "forkloaded" || \
|
|
istype(W, /obj/item/weapon/twohanded/fireaxe) \
|
|
)
|
|
|
|
proc/is_hot(obj/item/W as obj)
|
|
switch(W.type)
|
|
if(/obj/item/weapon/weldingtool)
|
|
var/obj/item/weapon/weldingtool/WT = W
|
|
if(WT.isOn())
|
|
return 3800
|
|
else
|
|
return 0
|
|
if(/obj/item/weapon/lighter)
|
|
if(W:lit)
|
|
return 1500
|
|
else
|
|
return 0
|
|
if(/obj/item/weapon/match)
|
|
if(W:lit)
|
|
return 1000
|
|
else
|
|
return 0
|
|
if(/obj/item/clothing/mask/cigarette)
|
|
if(W:lit)
|
|
return 1000
|
|
else
|
|
return 0
|
|
if(/obj/item/weapon/pickaxe/plasmacutter)
|
|
return 3800
|
|
if(/obj/item/weapon/melee/energy)
|
|
return 3500
|
|
else
|
|
return 0
|
|
|
|
return 0
|
|
|