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CCopPed done and #include cleanup
This commit is contained in:
@ -4,6 +4,8 @@
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#include "Phones.h"
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#include "General.h"
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#include "PlayerPed.h"
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#include "Wanted.h"
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#include "DMAudio.h"
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#include "World.h"
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#include "Vehicle.h"
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#include "SurfaceTable.h"
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@ -3,15 +3,19 @@
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#include "World.h"
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#include "PlayerPed.h"
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#include "CopPed.h"
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#include "Wanted.h"
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#include "DMAudio.h"
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#include "ModelIndices.h"
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#include "Vehicle.h"
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#include "RpAnimBlend.h"
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#include "AnimBlendAssociation.h"
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#include "General.h"
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#include "ZoneCull.h"
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#include "PathFind.h"
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#include "RoadBlocks.h"
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WRAPPER void CCopPed::ProcessControl() { EAXJMP(0x4C1400); }
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#include "CarCtrl.h"
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#include "Renderer.h"
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#include "Camera.h"
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CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
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{
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@ -62,12 +66,12 @@ CCopPed::CCopPed(eCopType copType) : CPed(PEDTYPE_COP)
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field_1356 = 0;
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m_attackTimer = 0;
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m_bBeatingSuspect = false;
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m_bZoneDisabledButClose = false;
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m_bStopAndShootDisabledZone = false;
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m_bZoneDisabled = false;
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field_1364 = -1;
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m_pPointGunAt = nil;
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// VC also initializes in here, but it keeps object
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// VC also initializes in here, but as nil
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#ifdef FIX_BUGS
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m_wRoadblockNode = -1;
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#endif
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@ -171,7 +175,7 @@ CCopPed::ClearPursuit(void)
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bIsRunning = false;
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bNotAllowedToDuck = false;
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bKindaStayInSamePlace = false;
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m_bZoneDisabledButClose = false;
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m_bStopAndShootDisabledZone = false;
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m_bZoneDisabled = false;
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ClearObjective();
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if (IsPedInControl()) {
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@ -213,7 +217,7 @@ CCopPed::SetPursuit(bool ignoreCopLimit)
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SetObjectiveTimer(0);
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bNotAllowedToDuck = true;
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bIsRunning = true;
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m_bZoneDisabledButClose = false;
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m_bStopAndShootDisabledZone = false;
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}
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}
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}
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@ -315,13 +319,15 @@ CCopPed::CopAI(void)
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m_prevObjective = OBJECTIVE_NONE;
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m_nLastPedState = PED_NONE;
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SetAttackTimer(0);
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// Safe distance for disabled zone? Or to just make game easier?
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if (m_fDistanceToTarget > 15.0f)
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m_bZoneDisabledButClose = true;
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m_bStopAndShootDisabledZone = true;
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}
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} else if (m_bZoneDisabled && !CCullZones::NoPolice()) {
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m_bZoneDisabled = false;
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m_bIsDisabledCop = false;
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m_bZoneDisabledButClose = false;
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m_bStopAndShootDisabledZone = false;
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bKindaStayInSamePlace = false;
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bCrouchWhenShooting = false;
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bDuckAndCover = false;
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@ -524,7 +530,7 @@ CCopPed::CopAI(void)
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if (!anotherCopChasesHim) {
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SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, nearPed);
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nearPed->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, this);
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nearPed->m_ped_flagE2 = true;
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nearPed->bBeingChasedByPolice = true;
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return;
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}
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}
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@ -551,6 +557,186 @@ CCopPed::CopAI(void)
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}
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}
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void
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CCopPed::ProcessControl(void)
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{
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if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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CPed::ProcessControl();
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if (bWasPostponed)
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return;
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if (m_nPedState == PED_DEAD) {
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ClearPursuit();
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m_objective = OBJECTIVE_NONE;
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return;
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}
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if (m_nPedState == PED_DIE)
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return;
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if (m_nPedState == PED_ARREST_PLAYER) {
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ArrestPlayer();
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return;
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}
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GetWeapon()->Update(m_audioEntityId);
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if (m_moved.Magnitude() > 0.0f)
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Avoid();
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CPhysical *playerOrHisVeh = FindPlayerVehicle() ? (CPhysical*)FindPlayerVehicle() : (CPhysical*)FindPlayerPed();
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CPlayerPed *player = FindPlayerPed();
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m_fDistanceToTarget = (playerOrHisVeh->GetPosition() - GetPosition()).Magnitude();
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if (player->m_nPedState == PED_ARRESTED || player->DyingOrDead()) {
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if (m_fDistanceToTarget < 5.0f) {
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SetArrestPlayer(player);
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return;
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}
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if (IsPedInControl())
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SetIdle();
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}
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if (m_bIsInPursuit) {
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if (player->m_nPedState != PED_ARRESTED && !player->DyingOrDead()) {
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switch (m_nCopType) {
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case COP_FBI:
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Say(SOUND_PED_PURSUIT_FBI);
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break;
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case COP_SWAT:
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Say(SOUND_PED_PURSUIT_SWAT);
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break;
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case COP_ARMY:
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Say(SOUND_PED_PURSUIT_ARMY);
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break;
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default:
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Say(SOUND_PED_PURSUIT_COP);
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break;
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}
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}
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}
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if (IsPedInControl()) {
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CopAI();
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/* switch (m_nCopType)
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{
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case COP_FBI:
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CopAI();
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break;
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case COP_SWAT:
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CopAI();
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break;
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case COP_ARMY:
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CopAI();
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break;
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default:
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CopAI();
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break;
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} */
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} else if (InVehicle()) {
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if (m_pMyVehicle->pDriver == this && m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE &&
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CanPedDriveOff() && m_pMyVehicle->VehicleCreatedBy != MISSION_VEHICLE) {
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CCarCtrl::JoinCarWithRoadSystem(m_pMyVehicle);
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m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 17;
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}
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}
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if (IsPedInControl() || m_nPedState == PED_DRIVING)
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ScanForCrimes();
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// They may have used goto to jump here in case of PED_ATTACK.
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if (m_nPedState == PED_IDLE || m_nPedState == PED_ATTACK) {
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if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT &&
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player && player->EnteringCar() && m_fDistanceToTarget < 1.3f) {
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SetArrestPlayer(player);
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}
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} else {
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if (m_nPedState == PED_SEEK_POS) {
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if (player->m_nPedState == PED_ARRESTED) {
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SetIdle();
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SetLookFlag(player, false);
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SetLookTimer(1000);
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RestorePreviousObjective();
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} else {
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if (player->m_pMyVehicle && player->m_pMyVehicle->m_nNumGettingIn != 0) {
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// This is 1.3f when arresting in car without seeking first (in above)
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#if defined(VC_PED_PORTS) || defined(FIX_BUGS)
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m_distanceToCountSeekDone = 1.3f;
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#else
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m_distanceToCountSeekDone = 2.0f;
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#endif
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}
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if (bDuckAndCover) {
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if (!bNotAllowedToDuck && Seek()) {
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SetMoveState(PEDMOVE_STILL);
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SetMoveAnim();
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SetPointGunAt(m_pedInObjective);
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}
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} else if (Seek()) {
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CVehicle *playerVeh = FindPlayerVehicle();
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if (!playerVeh && player && player->EnteringCar()) {
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SetArrestPlayer(player);
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} else if (1.5f + GetPosition().z <= m_vecSeekPos.z || GetPosition().z - 0.3f >= m_vecSeekPos.z) {
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SetMoveState(PEDMOVE_STILL);
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} else if (playerVeh && playerVeh->CanPedEnterCar() && playerVeh->m_nNumGettingIn == 0) {
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SetCarJack(playerVeh);
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}
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}
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}
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} else if (m_nPedState == PED_SEEK_ENTITY) {
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if (!m_pSeekTarget) {
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RestorePreviousState();
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} else {
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m_vecSeekPos = m_pSeekTarget->GetPosition();
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if (Seek()) {
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if (m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT && m_fDistanceToTarget < 2.5f && player) {
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if (player->m_nPedState == PED_ARRESTED || player->m_nPedState == PED_ENTER_CAR ||
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(player->m_nPedState == PED_CARJACK && m_fDistanceToTarget < 1.3f)) {
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SetArrestPlayer(player);
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} else
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RestorePreviousState();
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} else {
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RestorePreviousState();
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}
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}
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}
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}
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}
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if (!m_bStopAndShootDisabledZone)
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return;
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bool dontShoot = false;
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if (GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(this)) {
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if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) {
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CEntity *foundBuilding = nil;
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CColPoint foundCol;
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CVector lookPos = GetPosition() + CVector(0.0f, 0.0f, 0.7f);
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CVector camPos = TheCamera.GetGameCamPosition();
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CWorld::ProcessLineOfSight(camPos, lookPos, foundCol, foundBuilding,
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true, false, false, false, false, false, false);
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// He's at least 15.0 far, in disabled zone, collided into somewhere (that's why m_bStopAndShootDisabledZone set),
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// and now has building on front of him. He's stupid, we don't need him.
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if (foundBuilding) {
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FlagToDestroyWhenNextProcessed();
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dontShoot = true;
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}
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}
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} else {
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FlagToDestroyWhenNextProcessed();
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dontShoot = true;
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}
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if (!dontShoot) {
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bStopAndShoot = true;
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bKindaStayInSamePlace = true;
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bIsPointingGunAt = true;
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SetAttack(m_pedInObjective);
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}
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}
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#include <new>
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class CCopPed_ : public CCopPed
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@ -558,11 +744,13 @@ class CCopPed_ : public CCopPed
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public:
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CCopPed *ctor(eCopType type) { return ::new (this) CCopPed(type); };
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void dtor(void) { CCopPed::~CCopPed(); }
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void ProcessControl_(void) { CCopPed::ProcessControl(); }
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};
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STARTPATCHES
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InjectHook(0x4C11B0, &CCopPed_::ctor, PATCH_JUMP);
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InjectHook(0x4C13E0, &CCopPed_::dtor, PATCH_JUMP);
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InjectHook(0x4C1400, &CCopPed_::ProcessControl_, PATCH_JUMP);
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InjectHook(0x4C28C0, &CCopPed::ClearPursuit, PATCH_JUMP);
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InjectHook(0x4C2B00, &CCopPed::SetArrestPlayer, PATCH_JUMP);
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InjectHook(0x4C27D0, &CCopPed::SetPursuit, PATCH_JUMP);
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@ -17,10 +17,10 @@ public:
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int8 field_1343;
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float m_fDistanceToTarget;
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int8 m_bIsInPursuit;
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int8 m_bIsDisabledCop; // What disabled cop actually is?
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int8 m_bIsDisabledCop;
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int8 field_1350;
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bool m_bBeatingSuspect;
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int8 m_bZoneDisabledButClose;
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int8 m_bStopAndShootDisabledZone;
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int8 m_bZoneDisabled;
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int8 field_1354;
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int8 field_1355;
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@ -1,6 +1,7 @@
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#include "common.h"
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#include "patcher.h"
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#include "EmergencyPed.h"
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#include "DMAudio.h"
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#include "ModelIndices.h"
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#include "Vehicle.h"
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#include "Fire.h"
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@ -7,13 +7,21 @@
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#include "World.h"
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#include "RpAnimBlend.h"
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#include "Ped.h"
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#include "Wanted.h"
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#include "PlayerPed.h"
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#include "PedType.h"
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#include "AnimBlendClumpData.h"
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#include "AnimBlendAssociation.h"
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#include "Fire.h"
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#include "DMAudio.h"
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#include "General.h"
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#include "SurfaceTable.h"
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#include "VisibilityPlugins.h"
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#include "AudioManager.h"
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#include "HandlingMgr.h"
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#include "Replay.h"
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#include "Camera.h"
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#include "Radar.h"
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#include "PedPlacement.h"
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#include "Shadows.h"
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#include "Weather.h"
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@ -552,7 +560,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bScriptObjectiveCompleted = false;
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bKindaStayInSamePlace = false;
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m_ped_flagE2 = false;
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bBeingChasedByPolice = false;
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bNotAllowedToDuck = false;
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bCrouchWhenShooting = false;
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bIsDucking = false;
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@ -9597,7 +9605,7 @@ CPed::ProcessControl(void)
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float neededTurnToCriminal = angleToLookCriminal - angleToFace;
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if (neededTurnToCriminal > DEGTORAD(150.0f) && neededTurnToCriminal < DEGTORAD(210.0f)) {
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((CCopPed*)this)->m_bZoneDisabledButClose = true;
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((CCopPed*)this)->m_bStopAndShootDisabledZone = true;
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}
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}
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}
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@ -3,14 +3,9 @@
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#include "Physical.h"
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#include "Weapon.h"
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#include "PedStats.h"
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#include "PedType.h"
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#include "PedIK.h"
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#include "AnimManager.h"
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#include "AnimBlendClumpData.h"
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#include "AnimBlendAssociation.h"
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#include "WeaponInfo.h"
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#include "Fire.h"
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#include "DMAudio.h"
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#include "EventList.h"
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#define FEET_OFFSET 1.04f
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@ -19,6 +14,10 @@
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struct CPathNode;
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class CAccident;
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class CObject;
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class CFire;
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struct AnimBlendFrameData;
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class CAnimBlendAssociation;
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enum eCrimeType;
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struct PedAudioData
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{
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@ -339,7 +338,7 @@ public:
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uint8 bScriptObjectiveCompleted : 1;
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uint8 bKindaStayInSamePlace : 1;
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uint8 m_ped_flagE2 : 1; // bBeingChasedByPolice?
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uint8 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members
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uint8 bNotAllowedToDuck : 1;
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uint8 bCrouchWhenShooting : 1;
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uint8 bIsDucking : 1;
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|
@ -80,7 +80,7 @@ CPedIK::RotateTorso(AnimBlendFrameData *animBlend, LimbOrientation *limb, bool c
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}
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void
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CPedIK::GetComponentPosition(RwV3d *pos, PedNode node)
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CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
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{
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RwFrame *f;
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RwMatrix *mat;
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|
@ -1,6 +1,5 @@
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#pragma once
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#include "common.h"
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#include "PedModelInfo.h"
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#include "AnimBlendClumpData.h"
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struct LimbOrientation
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@ -52,7 +51,7 @@ public:
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bool PointGunInDirection(float phi, float theta);
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bool PointGunInDirectionUsingArm(float phi, float theta);
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bool PointGunAtPosition(CVector const& position);
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void GetComponentPosition(RwV3d *pos, PedNode node);
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void GetComponentPosition(RwV3d *pos, uint32 node);
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static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
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void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
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void ExtractYawAndPitchLocal(RwMatrixTag *mat, float *yaw, float *pitch);
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|
@ -1,5 +1,6 @@
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#include "common.h"
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#include "patcher.h"
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#include "Ped.h"
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#include "PedPlacement.h"
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#include "World.h"
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|
@ -1,7 +1,5 @@
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#pragma once
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#include "Ped.h"
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class CPedPlacement {
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public:
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static void FindZCoorForPed(CVector* pos);
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|
@ -1,11 +1,16 @@
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#include "common.h"
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#include "patcher.h"
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#include "PlayerPed.h"
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#include "Wanted.h"
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#include "Fire.h"
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#include "DMAudio.h"
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#include "Pad.h"
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#include "Camera.h"
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#include "WeaponEffects.h"
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#include "ModelIndices.h"
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||||
#include "World.h"
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||||
#include "RpAnimBlend.h"
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#include "AnimBlendAssociation.h"
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||||
#include "General.h"
|
||||
#include "Pools.h"
|
||||
#include "Darkel.h"
|
||||
|
@ -1,8 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
#include "Ped.h"
|
||||
#include "Wanted.h"
|
||||
#include "Pad.h"
|
||||
|
||||
class CPad;
|
||||
class CCopPed;
|
||||
class CWanted;
|
||||
|
||||
class CPlayerPed : public CPed
|
||||
{
|
||||
|
@ -4,6 +4,8 @@
|
||||
#include "General.h"
|
||||
#include "World.h"
|
||||
#include "Population.h"
|
||||
#include "CopPed.h"
|
||||
#include "Wanted.h"
|
||||
#include "FileMgr.h"
|
||||
#include "Gangs.h"
|
||||
#include "ModelIndices.h"
|
||||
@ -11,6 +13,7 @@
|
||||
#include "CivilianPed.h"
|
||||
#include "EmergencyPed.h"
|
||||
#include "Replay.h"
|
||||
#include "Camera.h"
|
||||
#include "CutsceneMgr.h"
|
||||
#include "CarCtrl.h"
|
||||
#include "IniFile.h"
|
||||
@ -110,7 +113,8 @@ CPopulation::ChooseCivilianOccupation(int32 group)
|
||||
return ms_pPedGroups[group].models[CGeneral::GetRandomNumberInRange(0, NUMMODELSPERPEDGROUP)];
|
||||
}
|
||||
|
||||
eCopType
|
||||
// returns eCopType
|
||||
int32
|
||||
CPopulation::ChoosePolicePedOccupation()
|
||||
{
|
||||
CGeneral::GetRandomNumber();
|
||||
@ -512,9 +516,9 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors)
|
||||
|
||||
uint32 weapon;
|
||||
if (CGeneral::GetRandomNumberInRange(0, 100) >= 50)
|
||||
weapon = ped->GiveWeapon(CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2, 25001);
|
||||
weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2, 25001);
|
||||
else
|
||||
weapon = ped->GiveWeapon(CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1, 25001);
|
||||
weapon = ped->GiveWeapon((eWeaponType)CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1, 25001);
|
||||
ped->SetCurrentWeapon(weapon);
|
||||
return ped;
|
||||
}
|
||||
|
@ -2,11 +2,11 @@
|
||||
|
||||
#include "Game.h"
|
||||
#include "PedType.h"
|
||||
#include "CopPed.h"
|
||||
|
||||
class CPed;
|
||||
class CVehicle;
|
||||
class CDummyObject;
|
||||
class CObject;
|
||||
|
||||
struct PedGroup
|
||||
{
|
||||
@ -71,7 +71,7 @@ public:
|
||||
static bool IsPointInSafeZone(CVector *coors);
|
||||
static void RemovePed(CPed *ent);
|
||||
static int32 ChooseCivilianOccupation(int32);
|
||||
static eCopType ChoosePolicePedOccupation();
|
||||
static int32 ChoosePolicePedOccupation();
|
||||
static int32 ChooseGangOccupation(int);
|
||||
static void FindCollisionZoneForCoors(CVector*, int*, eLevelName*);
|
||||
static void FindClosestZoneForCoors(CVector*, int*, eLevelName, eLevelName);
|
||||
|
Reference in New Issue
Block a user