misc.qc 16 KB

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  1. /* Copyright (C) 1996-1997 Id Software, Inc.
  2. This program is free software; you can redistribute it and/or modify
  3. it under the terms of the GNU General Public License as published by
  4. the Free Software Foundation; either version 2 of the License, or
  5. (at your option) any later version.
  6. This program is distributed in the hope that it will be useful,
  7. but WITHOUT ANY WARRANTY; without even the implied warranty of
  8. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  9. GNU General Public License for more details.
  10. You should have received a copy of the GNU General Public License
  11. along with this program; if not, write to the Free Software
  12. Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  13. See file, 'COPYING', for details.
  14. */
  15. /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
  16. Used as a positional target for spotlights, etc.
  17. */
  18. void() info_null =
  19. {
  20. remove(self);
  21. };
  22. /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
  23. Used as a positional target for lightning.
  24. */
  25. void() info_notnull =
  26. {
  27. };
  28. //============================================================================
  29. float START_OFF = 1;
  30. void() light_use =
  31. {
  32. if (self.spawnflags & START_OFF)
  33. {
  34. lightstyle(self.style, "m");
  35. self.spawnflags = self.spawnflags - START_OFF;
  36. }
  37. else
  38. {
  39. lightstyle(self.style, "a");
  40. self.spawnflags = self.spawnflags + START_OFF;
  41. }
  42. };
  43. /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
  44. Non-displayed light.
  45. Default light value is 300
  46. Default style is 0
  47. If targeted, it will toggle between on or off.
  48. */
  49. void() light =
  50. {
  51. if (!self.targetname)
  52. { // inert light
  53. remove(self);
  54. return;
  55. }
  56. if (self.style >= 32)
  57. {
  58. self.use = light_use;
  59. if (self.spawnflags & START_OFF)
  60. lightstyle(self.style, "a");
  61. else
  62. lightstyle(self.style, "m");
  63. }
  64. };
  65. /*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
  66. Non-displayed light.
  67. Default light value is 300
  68. Default style is 0
  69. If targeted, it will toggle between on or off.
  70. Makes steady fluorescent humming sound
  71. */
  72. void() light_fluoro =
  73. {
  74. if (self.style >= 32)
  75. {
  76. self.use = light_use;
  77. if (self.spawnflags & START_OFF)
  78. lightstyle(self.style, "a");
  79. else
  80. lightstyle(self.style, "m");
  81. }
  82. precache_sound ("ambience/fl_hum1.wav");
  83. ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
  84. };
  85. /*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
  86. Non-displayed light.
  87. Default light value is 300
  88. Default style is 10
  89. Makes sparking, broken fluorescent sound
  90. */
  91. void() light_fluorospark =
  92. {
  93. if (!self.style)
  94. self.style = 10;
  95. precache_sound ("ambience/buzz1.wav");
  96. ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
  97. };
  98. /*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
  99. Sphere globe light.
  100. Default light value is 300
  101. Default style is 0
  102. */
  103. void() light_globe =
  104. {
  105. precache_model ("progs/s_light.spr");
  106. setmodel (self, "progs/s_light.spr");
  107. makestatic (self);
  108. };
  109. void() FireAmbient =
  110. {
  111. precache_sound ("ambience/fire1.wav");
  112. // attenuate fast
  113. ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
  114. };
  115. /*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
  116. Short wall torch
  117. Default light value is 200
  118. Default style is 0
  119. */
  120. void() light_torch_small_walltorch =
  121. {
  122. precache_model ("progs/flame.mdl");
  123. setmodel (self, "progs/flame.mdl");
  124. FireAmbient ();
  125. makestatic (self);
  126. };
  127. /*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
  128. Large yellow flame ball
  129. */
  130. void() light_flame_large_yellow =
  131. {
  132. precache_model ("progs/flame2.mdl");
  133. setmodel (self, "progs/flame2.mdl");
  134. self.frame = 1;
  135. FireAmbient ();
  136. makestatic (self);
  137. };
  138. /*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
  139. Small yellow flame ball
  140. */
  141. void() light_flame_small_yellow =
  142. {
  143. precache_model ("progs/flame2.mdl");
  144. setmodel (self, "progs/flame2.mdl");
  145. FireAmbient ();
  146. makestatic (self);
  147. };
  148. /*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
  149. Small white flame ball
  150. */
  151. void() light_flame_small_white =
  152. {
  153. precache_model ("progs/flame2.mdl");
  154. setmodel (self, "progs/flame2.mdl");
  155. FireAmbient ();
  156. makestatic (self);
  157. };
  158. //============================================================================
  159. /*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
  160. Lava Balls
  161. */
  162. void() fire_fly;
  163. void() fire_touch;
  164. void() misc_fireball =
  165. {
  166. precache_model ("progs/lavaball.mdl");
  167. self.classname = "fireball";
  168. self.nextthink = time + (random() * 5);
  169. self.think = fire_fly;
  170. if (!self.speed)
  171. self.speed == 1000;
  172. };
  173. void() fire_fly =
  174. {
  175. local entity fireball;
  176. fireball = spawn();
  177. fireball.solid = SOLID_TRIGGER;
  178. fireball.movetype = MOVETYPE_TOSS;
  179. fireball.velocity = '0 0 1000';
  180. fireball.velocity_x = (random() * 100) - 50;
  181. fireball.velocity_y = (random() * 100) - 50;
  182. fireball.velocity_z = self.speed + (random() * 200);
  183. fireball.classname = "fireball";
  184. setmodel (fireball, "progs/lavaball.mdl");
  185. setsize (fireball, '0 0 0', '0 0 0');
  186. setorigin (fireball, self.origin);
  187. fireball.nextthink = time + 5;
  188. fireball.think = SUB_Remove;
  189. fireball.touch = fire_touch;
  190. self.nextthink = time + (random() * 5) + 3;
  191. self.think = fire_fly;
  192. };
  193. void() fire_touch =
  194. {
  195. T_Damage (other, self, self, 20);
  196. remove(self);
  197. };
  198. //============================================================================
  199. void() barrel_explode =
  200. {
  201. self.takedamage = DAMAGE_NO;
  202. self.classname = "explo_box";
  203. // did say self.owner
  204. T_RadiusDamage (self, self, 160, world);
  205. sound (self, CHAN_VOICE, "weapons/r_exp3.wav", 1, ATTN_NORM);
  206. particle (self.origin, '0 0 0', 75, 255);
  207. self.origin_z = self.origin_z + 32;
  208. BecomeExplosion ();
  209. };
  210. /*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
  211. TESTING THING
  212. */
  213. void() misc_explobox =
  214. {
  215. local float oldz;
  216. self.solid = SOLID_BBOX;
  217. self.movetype = MOVETYPE_NONE;
  218. precache_model ("maps/b_explob.bsp");
  219. setmodel (self, "maps/b_explob.bsp");
  220. precache_sound ("weapons/r_exp3.wav");
  221. self.health = 20;
  222. self.th_die = barrel_explode;
  223. self.takedamage = DAMAGE_AIM;
  224. self.origin_z = self.origin_z + 2;
  225. oldz = self.origin_z;
  226. droptofloor();
  227. if (oldz - self.origin_z > 250)
  228. {
  229. dprint ("item fell out of level at ");
  230. dprint (vtos(self.origin));
  231. dprint ("\n");
  232. remove(self);
  233. }
  234. };
  235. /*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
  236. Smaller exploding box, REGISTERED ONLY
  237. */
  238. void() misc_explobox2 =
  239. {
  240. local float oldz;
  241. self.solid = SOLID_BBOX;
  242. self.movetype = MOVETYPE_NONE;
  243. precache_model2 ("maps/b_exbox2.bsp");
  244. setmodel (self, "maps/b_exbox2.bsp");
  245. precache_sound ("weapons/r_exp3.wav");
  246. self.health = 20;
  247. self.th_die = barrel_explode;
  248. self.takedamage = DAMAGE_AIM;
  249. self.origin_z = self.origin_z + 2;
  250. oldz = self.origin_z;
  251. droptofloor();
  252. if (oldz - self.origin_z > 250)
  253. {
  254. dprint ("item fell out of level at ");
  255. dprint (vtos(self.origin));
  256. dprint ("\n");
  257. remove(self);
  258. }
  259. };
  260. //============================================================================
  261. float SPAWNFLAG_SUPERSPIKE = 1;
  262. float SPAWNFLAG_LASER = 2;
  263. void(vector org, vector vec) LaunchLaser;
  264. void() spikeshooter_use =
  265. {
  266. if (self.spawnflags & SPAWNFLAG_LASER)
  267. {
  268. sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
  269. LaunchLaser (self.origin, self.movedir);
  270. }
  271. else
  272. {
  273. sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
  274. launch_spike (self.origin, self.movedir);
  275. newmis.velocity = self.movedir * 500;
  276. if (self.spawnflags & SPAWNFLAG_SUPERSPIKE)
  277. newmis.touch = superspike_touch;
  278. }
  279. };
  280. void() shooter_think =
  281. {
  282. spikeshooter_use ();
  283. self.nextthink = time + self.wait;
  284. newmis.velocity = self.movedir * 500;
  285. };
  286. /*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
  287. When triggered, fires a spike in the direction set in QuakeEd.
  288. Laser is only for REGISTERED.
  289. */
  290. void() trap_spikeshooter =
  291. {
  292. SetMovedir ();
  293. self.use = spikeshooter_use;
  294. if (self.spawnflags & SPAWNFLAG_LASER)
  295. {
  296. precache_model2 ("progs/laser.mdl");
  297. precache_sound2 ("enforcer/enfire.wav");
  298. precache_sound2 ("enforcer/enfstop.wav");
  299. }
  300. else
  301. precache_sound ("weapons/spike2.wav");
  302. };
  303. /*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
  304. Continuously fires spikes.
  305. "wait" time between spike (1.0 default)
  306. "nextthink" delay before firing first spike, so multiple shooters can be stagered.
  307. */
  308. void() trap_shooter =
  309. {
  310. trap_spikeshooter ();
  311. if (self.wait == 0)
  312. self.wait = 1;
  313. self.nextthink = self.nextthink + self.wait + self.ltime;
  314. self.think = shooter_think;
  315. };
  316. /*
  317. ===============================================================================
  318. ===============================================================================
  319. */
  320. void() make_bubbles;
  321. void() bubble_remove;
  322. void() bubble_bob;
  323. /*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
  324. testing air bubbles
  325. */
  326. void() air_bubbles =
  327. {
  328. if (deathmatch)
  329. {
  330. remove (self);
  331. return;
  332. }
  333. precache_model ("progs/s_bubble.spr");
  334. self.nextthink = time + 1;
  335. self.think = make_bubbles;
  336. };
  337. void() make_bubbles =
  338. {
  339. local entity bubble;
  340. bubble = spawn();
  341. setmodel (bubble, "progs/s_bubble.spr");
  342. setorigin (bubble, self.origin);
  343. bubble.movetype = MOVETYPE_NOCLIP;
  344. bubble.solid = SOLID_NOT;
  345. bubble.velocity = '0 0 15';
  346. bubble.nextthink = time + 0.5;
  347. bubble.think = bubble_bob;
  348. bubble.touch = bubble_remove;
  349. bubble.classname = "bubble";
  350. bubble.frame = 0;
  351. bubble.cnt = 0;
  352. setsize (bubble, '-8 -8 -8', '8 8 8');
  353. self.nextthink = time + random() + 0.5;
  354. self.think = make_bubbles;
  355. };
  356. void() bubble_split =
  357. {
  358. local entity bubble;
  359. bubble = spawn();
  360. setmodel (bubble, "progs/s_bubble.spr");
  361. setorigin (bubble, self.origin);
  362. bubble.movetype = MOVETYPE_NOCLIP;
  363. bubble.solid = SOLID_NOT;
  364. bubble.velocity = self.velocity;
  365. bubble.nextthink = time + 0.5;
  366. bubble.think = bubble_bob;
  367. bubble.touch = bubble_remove;
  368. bubble.classname = "bubble";
  369. bubble.frame = 1;
  370. bubble.cnt = 10;
  371. setsize (bubble, '-8 -8 -8', '8 8 8');
  372. self.frame = 1;
  373. self.cnt = 10;
  374. if (self.waterlevel != 3)
  375. remove (self);
  376. };
  377. void() bubble_remove =
  378. {
  379. if (other.classname == self.classname)
  380. {
  381. // dprint ("bump");
  382. return;
  383. }
  384. remove(self);
  385. };
  386. void() bubble_bob =
  387. {
  388. local float rnd1, rnd2, rnd3;
  389. local vector vtmp1, modi;
  390. self.cnt = self.cnt + 1;
  391. if (self.cnt == 4)
  392. bubble_split();
  393. if (self.cnt == 20)
  394. remove(self);
  395. rnd1 = self.velocity_x + (-10 + (random() * 20));
  396. rnd2 = self.velocity_y + (-10 + (random() * 20));
  397. rnd3 = self.velocity_z + 10 + random() * 10;
  398. if (rnd1 > 10)
  399. rnd1 = 5;
  400. if (rnd1 < -10)
  401. rnd1 = -5;
  402. if (rnd2 > 10)
  403. rnd2 = 5;
  404. if (rnd2 < -10)
  405. rnd2 = -5;
  406. if (rnd3 < 10)
  407. rnd3 = 15;
  408. if (rnd3 > 30)
  409. rnd3 = 25;
  410. self.velocity_x = rnd1;
  411. self.velocity_y = rnd2;
  412. self.velocity_z = rnd3;
  413. self.nextthink = time + 0.5;
  414. self.think = bubble_bob;
  415. };
  416. /*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
  417. ~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
  418. /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
  419. Just for the debugging level. Don't use
  420. */
  421. void() viewthing =
  422. {
  423. self.movetype = MOVETYPE_NONE;
  424. self.solid = SOLID_NOT;
  425. precache_model ("progs/player.mdl");
  426. setmodel (self, "progs/player.mdl");
  427. };
  428. /*
  429. ==============================================================================
  430. SIMPLE BMODELS
  431. ==============================================================================
  432. */
  433. void() func_wall_use =
  434. { // change to alternate textures
  435. self.frame = 1 - self.frame;
  436. };
  437. /*QUAKED func_wall (0 .5 .8) ?
  438. This is just a solid wall if not inhibitted
  439. */
  440. void() func_wall =
  441. {
  442. self.angles = '0 0 0';
  443. self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
  444. self.solid = SOLID_BSP;
  445. self.use = func_wall_use;
  446. setmodel (self, self.model);
  447. };
  448. /*QUAKED func_illusionary (0 .5 .8) ?
  449. A simple entity that looks solid but lets you walk through it.
  450. */
  451. void() func_illusionary =
  452. {
  453. self.angles = '0 0 0';
  454. self.movetype = MOVETYPE_NONE;
  455. self.solid = SOLID_NOT;
  456. setmodel (self, self.model);
  457. makestatic ();
  458. };
  459. /*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
  460. This bmodel will appear if the episode has allready been completed, so players can't reenter it.
  461. */
  462. void() func_episodegate =
  463. {
  464. if (!(serverflags & self.spawnflags))
  465. return; // can still enter episode
  466. self.angles = '0 0 0';
  467. self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
  468. self.solid = SOLID_BSP;
  469. self.use = func_wall_use;
  470. setmodel (self, self.model);
  471. };
  472. /*QUAKED func_bossgate (0 .5 .8) ?
  473. This bmodel appears unless players have all of the episode sigils.
  474. */
  475. void() func_bossgate =
  476. {
  477. if ( (serverflags & 15) == 15)
  478. return; // all episodes completed
  479. self.angles = '0 0 0';
  480. self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
  481. self.solid = SOLID_BSP;
  482. self.use = func_wall_use;
  483. setmodel (self, self.model);
  484. };
  485. //============================================================================
  486. /*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
  487. */
  488. void() ambient_suck_wind =
  489. {
  490. precache_sound ("ambience/suck1.wav");
  491. ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
  492. };
  493. /*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
  494. */
  495. void() ambient_drone =
  496. {
  497. precache_sound ("ambience/drone6.wav");
  498. ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
  499. };
  500. /*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
  501. */
  502. void() ambient_flouro_buzz =
  503. {
  504. precache_sound ("ambience/buzz1.wav");
  505. ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
  506. };
  507. /*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
  508. */
  509. void() ambient_drip =
  510. {
  511. precache_sound ("ambience/drip1.wav");
  512. ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
  513. };
  514. /*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
  515. */
  516. void() ambient_comp_hum =
  517. {
  518. precache_sound ("ambience/comp1.wav");
  519. ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
  520. };
  521. /*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
  522. */
  523. void() ambient_thunder =
  524. {
  525. precache_sound ("ambience/thunder1.wav");
  526. ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
  527. };
  528. /*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
  529. */
  530. void() ambient_light_buzz =
  531. {
  532. precache_sound ("ambience/fl_hum1.wav");
  533. ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
  534. };
  535. /*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
  536. */
  537. void() ambient_swamp1 =
  538. {
  539. precache_sound ("ambience/swamp1.wav");
  540. ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
  541. };
  542. /*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
  543. */
  544. void() ambient_swamp2 =
  545. {
  546. precache_sound ("ambience/swamp2.wav");
  547. ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
  548. };
  549. //============================================================================
  550. void() noise_think =
  551. {
  552. self.nextthink = time + 0.5;
  553. sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM);
  554. sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM);
  555. sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM);
  556. sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM);
  557. sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM);
  558. sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM);
  559. sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM);
  560. };
  561. /*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
  562. For optimzation testing, starts a lot of sounds.
  563. */
  564. void() misc_noisemaker =
  565. {
  566. precache_sound2 ("enforcer/enfire.wav");
  567. precache_sound2 ("enforcer/enfstop.wav");
  568. precache_sound2 ("enforcer/sight1.wav");
  569. precache_sound2 ("enforcer/sight2.wav");
  570. precache_sound2 ("enforcer/sight3.wav");
  571. precache_sound2 ("enforcer/sight4.wav");
  572. precache_sound2 ("enforcer/pain1.wav");
  573. precache_sound2 ("enforcer/pain2.wav");
  574. precache_sound2 ("enforcer/death1.wav");
  575. precache_sound2 ("enforcer/idle1.wav");
  576. self.nextthink = time + 0.1 + random();
  577. self.think = noise_think;
  578. };