mirror of
https://github.com/ineedbots/t4_bot_warfare.git
synced 2025-04-22 07:55:43 +00:00
greatly reduce var usage
This commit is contained in:
parent
bb74baec06
commit
30eae3d3d9
@ -365,12 +365,8 @@ add_bot()
|
||||
/*
|
||||
A server thread for monitoring all bot's difficulty levels for custom server settings.
|
||||
*/
|
||||
diffBots()
|
||||
diffBots_loop()
|
||||
{
|
||||
for(;;)
|
||||
{
|
||||
wait 1.5;
|
||||
|
||||
var_allies_hard = getDVarInt("bots_skill_allies_hard");
|
||||
var_allies_med = getDVarInt("bots_skill_allies_med");
|
||||
var_axis_hard = getDVarInt("bots_skill_axis_hard");
|
||||
@ -441,16 +437,25 @@ diffBots()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
A server thread for monitoring all bot's difficulty levels for custom server settings.
|
||||
*/
|
||||
diffBots()
|
||||
{
|
||||
for(;;)
|
||||
{
|
||||
wait 1.5;
|
||||
|
||||
diffBots_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
A server thread for monitoring all bot's teams for custom server settings.
|
||||
*/
|
||||
teamBots()
|
||||
teamBots_loop()
|
||||
{
|
||||
for(;;)
|
||||
{
|
||||
wait 1.5;
|
||||
teamAmount = getDvarInt("bots_team_amount");
|
||||
toTeam = getDvar("bots_team");
|
||||
|
||||
@ -570,21 +575,25 @@ teamBots()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
A server thread for monitoring all bot's teams for custom server settings.
|
||||
*/
|
||||
teamBots()
|
||||
{
|
||||
for(;;)
|
||||
{
|
||||
wait 1.5;
|
||||
|
||||
teamBots_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
A server thread for monitoring all bot's in game. Will add and kick bots according to server settings.
|
||||
*/
|
||||
addBots()
|
||||
addBots_loop()
|
||||
{
|
||||
level endon("game_ended");
|
||||
|
||||
bot_wait_for_host();
|
||||
|
||||
for(;;)
|
||||
{
|
||||
wait 1.5;
|
||||
|
||||
botsToAdd = GetDvarInt("bots_manage_add");
|
||||
|
||||
if(botsToAdd > 0)
|
||||
@ -685,6 +694,22 @@ addBots()
|
||||
tempBot RemoveTestClient();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
A server thread for monitoring all bot's in game. Will add and kick bots according to server settings.
|
||||
*/
|
||||
addBots()
|
||||
{
|
||||
level endon("game_ended");
|
||||
|
||||
bot_wait_for_host();
|
||||
|
||||
for(;;)
|
||||
{
|
||||
wait 1.5;
|
||||
|
||||
addBots_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -207,19 +207,8 @@ onPlayerSpawned()
|
||||
/*
|
||||
Bot moves towards the point
|
||||
*/
|
||||
doBotMovement()
|
||||
doBotMovement_loop(data)
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
FORWARDAMOUNT = 25;
|
||||
wasMantling = false;
|
||||
|
||||
for (i=0;;i+=0.05)
|
||||
{
|
||||
wait 0.05;
|
||||
|
||||
waittillframeend;
|
||||
move_To = self.bot.moveTo;
|
||||
angles = self GetPlayerAngles();
|
||||
dir = (0, 0, 0);
|
||||
@ -247,35 +236,35 @@ doBotMovement()
|
||||
// climb through windows
|
||||
if (self isMantling())
|
||||
{
|
||||
wasMantling = true;
|
||||
data.wasMantling = true;
|
||||
self crouch();
|
||||
}
|
||||
else if (wasMantling)
|
||||
else if (data.wasMantling)
|
||||
{
|
||||
wasMantling = false;
|
||||
data.wasMantling = false;
|
||||
self stand();
|
||||
}
|
||||
|
||||
startPos = self.origin + (0, 0, 50);
|
||||
startPosForward = startPos + anglesToForward((0, angles[1], 0)) * FORWARDAMOUNT;
|
||||
startPosForward = startPos + anglesToForward((0, angles[1], 0)) * 25;
|
||||
bt = bulletTrace(startPos, startPosForward, false, self);
|
||||
if (bt["fraction"] >= 1)
|
||||
{
|
||||
// check if need to jump
|
||||
bt = bulletTrace(startPosForward, startPosForward - (0, 0, 40), false, self);
|
||||
|
||||
if (bt["fraction"] < 1 && bt["normal"][2] > 0.9 && i > 1.5 && !self isOnLadder())
|
||||
if (bt["fraction"] < 1 && bt["normal"][2] > 0.9 && data.i > 1.5 && !self isOnLadder())
|
||||
{
|
||||
i = 0;
|
||||
data.i = 0;
|
||||
self thread jump();
|
||||
}
|
||||
}
|
||||
// check if need to knife glass
|
||||
else if (bt["surfacetype"] == "glass")
|
||||
{
|
||||
if (i > 1.5)
|
||||
if (data.i > 1.5)
|
||||
{
|
||||
i = 0;
|
||||
data.i = 0;
|
||||
self thread knife();
|
||||
}
|
||||
}
|
||||
@ -289,6 +278,25 @@ doBotMovement()
|
||||
// move!
|
||||
self botMovement(int(dir[0]), int(dir[1]));
|
||||
}
|
||||
|
||||
/*
|
||||
Bot moves towards the point
|
||||
*/
|
||||
doBotMovement()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
data = spawnStruct();
|
||||
data.wasMantling = false;
|
||||
|
||||
for (data.i = 0; true; data.i += 0.05)
|
||||
{
|
||||
wait 0.05;
|
||||
|
||||
waittillframeend;
|
||||
self doBotMovement_loop(data);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -374,8 +382,7 @@ watchC4Thrown(c4)
|
||||
break;
|
||||
}
|
||||
|
||||
weap = self getCurrentWeapon();
|
||||
if ( weap != "satchel_charge_mp" )
|
||||
if ( self getCurrentWeapon() != "satchel_charge_mp" )
|
||||
self notify( "alt_detonate" );
|
||||
else
|
||||
self thread pressFire();
|
||||
@ -438,12 +445,7 @@ watchHoldBreath()
|
||||
/*
|
||||
When the bot enters laststand, we fix the weapons
|
||||
*/
|
||||
onLastStand()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
while (true)
|
||||
onLastStand_loop()
|
||||
{
|
||||
while (!self inLastStand())
|
||||
wait 0.05;
|
||||
@ -470,6 +472,19 @@ onLastStand()
|
||||
if (isDefined(self.previousPrimary) && self.previousPrimary != "none")
|
||||
self changeToWeap(self.previousPrimary);
|
||||
}
|
||||
|
||||
/*
|
||||
When the bot enters laststand, we fix the weapons
|
||||
*/
|
||||
onLastStand()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
while (true)
|
||||
{
|
||||
self onLastStand_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -524,14 +539,8 @@ sprint_watch()
|
||||
/*
|
||||
Update's the bot if it is reloading.
|
||||
*/
|
||||
reload_watch()
|
||||
reload_watch_loop()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
for(;;)
|
||||
{
|
||||
self waittill("reload_start");
|
||||
self.bot.isreloading = true;
|
||||
|
||||
while(true)
|
||||
@ -551,24 +560,32 @@ reload_watch()
|
||||
}
|
||||
self.bot.isreloading = false;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Bots will update its needed stance according to the nodes on the level. Will also allow the bot to sprint when it can.
|
||||
Update's the bot if it is reloading.
|
||||
*/
|
||||
stance()
|
||||
reload_watch()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
for(;;)
|
||||
{
|
||||
self waittill_either("finished_static_waypoints", "new_static_waypoint");
|
||||
self waittill("reload_start");
|
||||
|
||||
self reload_watch_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Bots will update its needed stance according to the nodes on the level. Will also allow the bot to sprint when it can.
|
||||
*/
|
||||
stance_loop()
|
||||
{
|
||||
self.bot.climbing = false;
|
||||
|
||||
if(self.bot.isfrozen)
|
||||
continue;
|
||||
return;
|
||||
|
||||
toStance = "stand";
|
||||
if(self.bot.next_wp != -1)
|
||||
@ -607,22 +624,37 @@ stance()
|
||||
chance *= 2;
|
||||
|
||||
if(toStance != "stand" || self.bot.isreloading || self.bot.issprinting || self.bot.isfraggingafter || self.bot.issmokingafter)
|
||||
continue;
|
||||
return;
|
||||
|
||||
if(randomInt(100) > chance)
|
||||
continue;
|
||||
return;
|
||||
|
||||
if(isDefined(self.bot.target) && self canFire(curweap) && self isInRange(self.bot.target.dist, curweap))
|
||||
continue;
|
||||
return;
|
||||
|
||||
if(self.bot.sprintendtime != -1 && time - self.bot.sprintendtime < 2000)
|
||||
continue;
|
||||
return;
|
||||
|
||||
if(!isDefined(self.bot.towards_goal) || DistanceSquared(self.origin, self.bot.towards_goal) < level.bots_minSprintDistance || getConeDot(self.bot.towards_goal, self.origin, self GetPlayerAngles()) < 0.75)
|
||||
continue;
|
||||
return;
|
||||
|
||||
self thread sprint();
|
||||
}
|
||||
|
||||
/*
|
||||
Bots will update its needed stance according to the nodes on the level. Will also allow the bot to sprint when it can.
|
||||
*/
|
||||
stance()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
for(;;)
|
||||
{
|
||||
self waittill_either("finished_static_waypoints", "new_static_waypoint");
|
||||
|
||||
self stance_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -849,18 +881,8 @@ targetObjUpdateNoTrace(obj)
|
||||
/*
|
||||
The main target thread, will update the bot's main target. Will auto target enemy players and handle script targets.
|
||||
*/
|
||||
target()
|
||||
target_loop()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
for(;;)
|
||||
{
|
||||
wait 0.05;
|
||||
|
||||
if(self isFlared())
|
||||
continue;
|
||||
|
||||
myEye = self GetEyePos();
|
||||
theTime = getTime();
|
||||
myAngles = self GetPlayerAngles();
|
||||
@ -1016,7 +1038,7 @@ target()
|
||||
}
|
||||
|
||||
if(hasTarget && isDefined(bestTargets[self.bot.target.entity getEntityNumber()+""]))
|
||||
continue;
|
||||
return;
|
||||
|
||||
closest = 2147483647;
|
||||
toBeTarget = undefined;
|
||||
@ -1045,6 +1067,24 @@ target()
|
||||
self notify("new_enemy");
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
The main target thread, will update the bot's main target. Will auto target enemy players and handle script targets.
|
||||
*/
|
||||
target()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
for(;;)
|
||||
{
|
||||
wait 0.05;
|
||||
|
||||
if(self isFlared())
|
||||
continue;
|
||||
|
||||
self target_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -1103,11 +1143,10 @@ watchToLook()
|
||||
if(self.bot.target.dist <= level.bots_maxKnifeDistance)
|
||||
continue;
|
||||
|
||||
curweap = self getCurrentWEapon();
|
||||
if(!self canFire(curweap))
|
||||
if(!self canFire(self getCurrentWEapon()))
|
||||
continue;
|
||||
|
||||
if(!self isInRange(self.bot.target.dist, curweap))
|
||||
if(!self isInRange(self.bot.target.dist, self getCurrentWEapon()))
|
||||
continue;
|
||||
|
||||
if (self.bot.is_cur_sniper)
|
||||
@ -1119,8 +1158,7 @@ watchToLook()
|
||||
if (!getDvarInt("bots_play_jumpdrop"))
|
||||
continue;
|
||||
|
||||
thetime = getTime();
|
||||
if(isDefined(self.bot.jump_time) && thetime - self.bot.jump_time <= 5000)
|
||||
if(isDefined(self.bot.jump_time) && getTime() - self.bot.jump_time <= 5000)
|
||||
continue;
|
||||
|
||||
if(self.bot.target.rand <= self.pers["bots"]["behavior"]["strafe"])
|
||||
@ -1128,7 +1166,7 @@ watchToLook()
|
||||
if(self getStance() != "stand")
|
||||
continue;
|
||||
|
||||
self.bot.jump_time = thetime;
|
||||
self.bot.jump_time = getTime();
|
||||
self jump();
|
||||
}
|
||||
else
|
||||
@ -1136,7 +1174,7 @@ watchToLook()
|
||||
if(getConeDot(self.bot.target.last_seen_pos, self.origin, self getPlayerAngles()) < 0.8 || self.bot.target.dist <= level.bots_noADSDistance)
|
||||
continue;
|
||||
|
||||
self.bot.jump_time = thetime;
|
||||
self.bot.jump_time = getTime();
|
||||
self prone();
|
||||
self notify("kill_goal");
|
||||
wait 2.5;
|
||||
@ -1145,7 +1183,6 @@ watchToLook()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
Assigns the bot's after target (bot will keep firing at a target after no sight or death)
|
||||
*/
|
||||
@ -1177,18 +1214,8 @@ clear_bot_after_target()
|
||||
/*
|
||||
This is the bot's main aimming thread. The bot will aim at its targets or a node its going towards. Bots will aim, fire, ads, grenade.
|
||||
*/
|
||||
aim()
|
||||
aim_loop()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
for(;;)
|
||||
{
|
||||
wait 0.05;
|
||||
|
||||
if(level.inPrematchPeriod || level.gameEnded || self.bot.isfrozen || self isFlared())
|
||||
continue;
|
||||
|
||||
aimspeed = self.pers["bots"]["skill"]["aim_time"];
|
||||
|
||||
if(self IsGased() || self isArtShocked())
|
||||
@ -1278,7 +1305,7 @@ aim()
|
||||
}
|
||||
|
||||
self thread bot_lookat(last_pos + (0, 0, self getEyeHeight() + nadeAimOffset), aimspeed);
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
|
||||
if (trace_time)
|
||||
@ -1286,12 +1313,12 @@ aim()
|
||||
if(isplay)
|
||||
{
|
||||
if (!target IsPlayerModelOK())
|
||||
continue;
|
||||
return;
|
||||
|
||||
aimpos = target getTagOrigin( bone );
|
||||
|
||||
if (!isDefined(aimpos))
|
||||
continue;
|
||||
return;
|
||||
|
||||
aimpos += offset;
|
||||
aimpos += aimoffset;
|
||||
@ -1320,13 +1347,11 @@ aim()
|
||||
{
|
||||
self clear_bot_after_target();
|
||||
self thread knife();
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
|
||||
if(!self canFire(curweap) || !self isInRange(dist, curweap))
|
||||
continue;
|
||||
|
||||
//c4 logic here, but doesnt work anyway
|
||||
return;
|
||||
|
||||
canADS = (self canAds(dist, curweap) && conedot > 0.75);
|
||||
if (canADS)
|
||||
@ -1353,7 +1378,7 @@ aim()
|
||||
self thread start_bot_after_target(target);
|
||||
}
|
||||
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1375,7 +1400,7 @@ aim()
|
||||
self thread bot_lookat(aimpos, aimspeed);
|
||||
|
||||
if(!self canFire(curweap) || !self isInRange(dist, curweap))
|
||||
continue;
|
||||
return;
|
||||
|
||||
canADS = (self canAds(dist, curweap) && conedot > 0.75);
|
||||
if (canADS)
|
||||
@ -1396,7 +1421,7 @@ aim()
|
||||
if((!canADS || adsAmount >= 1.0 || self InLastStand() || self GetStance() == "prone") && (conedot > 0.95 || dist < level.bots_maxKnifeDistance) && getDvarInt("bots_play_fire"))
|
||||
self botFire();
|
||||
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
|
||||
if (self.bot.next_wp != -1 && isDefined(level.waypoints[self.bot.next_wp].angles) && false)
|
||||
@ -1422,6 +1447,24 @@ aim()
|
||||
self thread bot_lookat(lookat + (0, 0, self getEyeHeight()), aimspeed);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
This is the bot's main aimming thread. The bot will aim at its targets or a node its going towards. Bots will aim, fire, ads, grenade.
|
||||
*/
|
||||
aim()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
for(;;)
|
||||
{
|
||||
wait 0.05;
|
||||
|
||||
if(level.inPrematchPeriod || level.gameEnded || self.bot.isfrozen || self isFlared())
|
||||
continue;
|
||||
|
||||
self aim_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -1529,52 +1572,29 @@ killWalkCauseNoWaypoints()
|
||||
/*
|
||||
This is the main walking logic for the bot.
|
||||
*/
|
||||
walk()
|
||||
walk_loop()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
for(;;)
|
||||
{
|
||||
wait 0.05;
|
||||
|
||||
self botMoveTo(self.origin);
|
||||
|
||||
if (!getDvarInt("bots_play_move"))
|
||||
continue;
|
||||
|
||||
if(level.inPrematchPeriod || level.gameEnded || self.bot.isfrozen || self.bot.stop_move)
|
||||
continue;
|
||||
|
||||
if(self isFlared())
|
||||
{
|
||||
self.bot.last_next_wp = -1;
|
||||
self.bot.last_second_next_wp = -1;
|
||||
self botMoveTo(self.origin + self GetVelocity()*500);
|
||||
continue;
|
||||
}
|
||||
|
||||
hasTarget = isDefined(self.bot.target) && isDefined(self.bot.target.entity);
|
||||
if(hasTarget)
|
||||
{
|
||||
curweap = self getCurrentWeapon();
|
||||
|
||||
if ((isPlayer(self.bot.target.entity) && self.bot.target.entity isInVehicle()) || self.bot.target.entity.classname == "script_vehicle")
|
||||
continue;
|
||||
return;
|
||||
|
||||
if(self.bot.isfraggingafter || self.bot.issmokingafter)
|
||||
{
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
|
||||
if(self.bot.target.isplay && self.bot.target.trace_time && self canFire(curweap) && self isInRange(self.bot.target.dist, curweap))
|
||||
{
|
||||
if (self InLastStand() || self GetStance() == "prone" || (self.bot.is_cur_sniper && self PlayerADS() > 0))
|
||||
continue;
|
||||
return;
|
||||
|
||||
if(self.bot.target.rand <= self.pers["bots"]["behavior"]["strafe"])
|
||||
self strafe(self.bot.target.entity);
|
||||
continue;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1640,6 +1660,37 @@ walk()
|
||||
self.bot.next_wp = -1;
|
||||
self.bot.second_next_wp = -1;
|
||||
}
|
||||
|
||||
/*
|
||||
This is the main walking logic for the bot.
|
||||
*/
|
||||
walk()
|
||||
{
|
||||
self endon("disconnect");
|
||||
self endon("death");
|
||||
|
||||
for(;;)
|
||||
{
|
||||
wait 0.05;
|
||||
|
||||
self botMoveTo(self.origin);
|
||||
|
||||
if (!getDvarInt("bots_play_move"))
|
||||
continue;
|
||||
|
||||
if(level.inPrematchPeriod || level.gameEnded || self.bot.isfrozen || self.bot.stop_move)
|
||||
continue;
|
||||
|
||||
if(self isFlared())
|
||||
{
|
||||
self.bot.last_next_wp = -1;
|
||||
self.bot.last_second_next_wp = -1;
|
||||
self botMoveTo(self.origin + self GetVelocity()*500);
|
||||
continue;
|
||||
}
|
||||
|
||||
self walk_loop();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -1770,12 +1821,12 @@ doWalk(goal, dist, isScriptGoal)
|
||||
self endon("kill_goal");
|
||||
self endon("goal_internal");//so that the watchOnGoal notify can happen same frame, not a frame later
|
||||
|
||||
distsq = dist*dist;
|
||||
dist *= dist;
|
||||
if (isScriptGoal)
|
||||
self thread doWalkScriptNotify();
|
||||
|
||||
self thread killWalkOnEvents();
|
||||
self thread watchOnGoal(goal, distsq);
|
||||
self thread watchOnGoal(goal, dist);
|
||||
|
||||
current = self initAStar(goal);
|
||||
// skip waypoints we already completed to prevent rubber banding
|
||||
@ -1785,9 +1836,7 @@ doWalk(goal, dist, isScriptGoal)
|
||||
if (current >= 0)
|
||||
{
|
||||
// check if a waypoint is closer than the goal
|
||||
wpOrg = level.waypoints[self.bot.astar[current]].origin;
|
||||
ppt = PlayerPhysicsTrace(self.origin + (0,0,32), wpOrg, false, self);
|
||||
if (DistanceSquared(self.origin, wpOrg) < DistanceSquared(self.origin, goal) || DistanceSquared(wpOrg, ppt) > 1.0)
|
||||
if (DistanceSquared(self.origin, level.waypoints[self.bot.astar[current]].origin) < DistanceSquared(self.origin, goal) || DistanceSquared(level.waypoints[self.bot.astar[current]].origin, PlayerPhysicsTrace(self.origin + (0,0,32), level.waypoints[self.bot.astar[current]].origin, false, self)) > 1.0)
|
||||
{
|
||||
while(current >= 0)
|
||||
{
|
||||
@ -1811,7 +1860,7 @@ doWalk(goal, dist, isScriptGoal)
|
||||
self.bot.second_next_wp = -1;
|
||||
self notify("finished_static_waypoints");
|
||||
|
||||
if(DistanceSquared(self.origin, goal) > distsq)
|
||||
if(DistanceSquared(self.origin, goal) > dist)
|
||||
{
|
||||
self.bot.last_next_wp = -1;
|
||||
self.bot.last_second_next_wp = -1;
|
||||
@ -1821,7 +1870,7 @@ doWalk(goal, dist, isScriptGoal)
|
||||
self notify("finished_goal");
|
||||
|
||||
wait 1;
|
||||
if(DistanceSquared(self.origin, goal) > distsq)
|
||||
if(DistanceSquared(self.origin, goal) > dist)
|
||||
self notify("bad_path_internal");
|
||||
}
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
Loading…
x
Reference in New Issue
Block a user