]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/fireball.qc
take3: format 903 files
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / fireball.qc
index 8c671444343e8fcf511343e7c91fb8f7900ddc92..5049f885bd9637721bfd50e5087ad2b17fbe793f 100644 (file)
@@ -1,66 +1,10 @@
-#ifndef IMPLEMENTATION
-CLASS(Fireball, Weapon)
-/* ammotype  */ //ATTRIB(Fireball, ammo_field, .int, ammo_none)
-/* impulse   */ ATTRIB(Fireball, impulse, int, 9)
-/* flags     */ ATTRIB(Fireball, spawnflags, int, WEP_FLAG_SUPERWEAPON | WEP_TYPE_SPLASH);
-/* rating    */ ATTRIB(Fireball, bot_pickupbasevalue, float, BOT_PICKUP_RATING_MID);
-/* color     */ ATTRIB(Fireball, wpcolor, vector, '1 0.5 0');
-/* modelname */ ATTRIB(Fireball, mdl, string, "fireball");
-#ifndef MENUQC
-/* model     */ ATTRIB(Fireball, m_model, Model, MDL_FIREBALL_ITEM);
-#endif
-/* crosshair */ ATTRIB(Fireball, w_crosshair, string, "gfx/crosshairfireball");
-/* crosshair */ //ATTRIB(Fireball, w_crosshair_size, float, 0.65);
-/* wepimg    */ ATTRIB(Fireball, model2, string, "weaponfireball");
-/* refname   */ ATTRIB(Fireball, netname, string, "fireball");
-/* wepname   */ ATTRIB(Fireball, m_name, string, _("Fireball"));
-
-#define X(BEGIN, P, END, class, prefix) \
-       BEGIN(class) \
-               P(class, prefix, animtime, float, BOTH) \
-               P(class, prefix, bfgdamage, float, PRI) \
-               P(class, prefix, bfgforce, float, PRI) \
-               P(class, prefix, bfgradius, float, PRI) \
-               P(class, prefix, damageforcescale, float, BOTH) \
-               P(class, prefix, damagetime, float, SEC) \
-               P(class, prefix, damage, float, BOTH) \
-               P(class, prefix, edgedamage, float, PRI) \
-               P(class, prefix, force, float, PRI) \
-               P(class, prefix, health, float, PRI) \
-               P(class, prefix, laserburntime, float, BOTH) \
-               P(class, prefix, laserdamage, float, BOTH) \
-               P(class, prefix, laseredgedamage, float, BOTH) \
-               P(class, prefix, laserradius, float, BOTH) \
-               P(class, prefix, lifetime, float, BOTH) \
-               P(class, prefix, radius, float, PRI) \
-               P(class, prefix, refire2, float, PRI) \
-               P(class, prefix, refire, float, BOTH) \
-               P(class, prefix, speed, float, BOTH) \
-               P(class, prefix, speed_up, float, SEC) \
-               P(class, prefix, speed_z, float, SEC) \
-               P(class, prefix, spread, float, BOTH) \
-               P(class, prefix, switchdelay_drop, float, NONE) \
-               P(class, prefix, switchdelay_raise, float, NONE) \
-               P(class, prefix, weaponreplace, string,NONE) \
-               P(class, prefix, weaponstartoverride, float, NONE) \
-               P(class, prefix, weaponstart, float, NONE) \
-               P(class, prefix, weaponthrowable, float, NONE) \
-       END()
-       W_PROPS(X, Fireball, fireball)
-#undef X
-
-ENDCLASS(Fireball)
-REGISTER_WEAPON(FIREBALL, fireball, NEW(Fireball));
+#include "fireball.qh"
 
 #ifdef SVQC
-.float bot_primary_fireballmooth; // whatever a mooth is
-.vector fireball_impactvec;
-.float fireball_primarytime[MAX_WEAPONSLOTS];
-#endif
-#endif
-#ifdef IMPLEMENTATION
-#ifdef SVQC
-spawnfunc(weapon_fireball) { weapon_defaultspawnfunc(this, WEP_FIREBALL); }
+spawnfunc(weapon_fireball)
+{
+       weapon_defaultspawnfunc(this, WEP_FIREBALL);
+}
 
 void W_Fireball_Explode(entity this, entity directhitentity)
 {
@@ -76,36 +20,45 @@ void W_Fireball_Explode(entity this, entity directhitentity)
        // 1. dist damage
        d = (this.realowner.health + this.realowner.armorvalue);
        RadiusDamage(this, this.realowner, WEP_CVAR_PRI(fireball, damage), WEP_CVAR_PRI(fireball, edgedamage), WEP_CVAR_PRI(fireball, radius), NULL, NULL, WEP_CVAR_PRI(fireball, force), this.projectiledeathtype, directhitentity);
-       if(this.realowner.health + this.realowner.armorvalue >= d)
-       if(!this.cnt)
-       {
-               modeleffect_spawn("models/sphere/sphere.md3", 0, 0, this.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
-
-               // 2. bfg effect
-               // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
-               for(e = findradius(this.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain)
-               if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
-               {
-                       // can we see fireball?
-                       traceline(e.origin + e.view_ofs, this.origin, MOVE_NORMAL, e);
-                       if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
-                               continue;
-                       // can we see player who shot fireball?
-                       traceline(e.origin + e.view_ofs, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e);
-                       if(trace_ent != this.realowner)
-                       if(/* trace_startsolid || */ trace_fraction != 1)
-                               continue;
-                       dist = vlen(this.origin - e.origin - e.view_ofs);
-                       points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
-                       if(points <= 0)
-                               continue;
-                       dir = normalize(e.origin + e.view_ofs - this.origin);
-
-                       if(accuracy_isgooddamage(this.realowner, e))
-                               accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
-
-                       Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
-                       Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
+       if (this.realowner.health + this.realowner.armorvalue >= d) {
+               if (!this.cnt) {
+                       modeleffect_spawn("models/sphere/sphere.md3", 0, 0, this.origin, '0 0 0', '0 0 0', '0 0 0', 0, WEP_CVAR_PRI(fireball, bfgradius), 0.2, 0.05, 0.25);
+
+                       // 2. bfg effect
+                       // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
+                       for (e = findradius(this.origin, WEP_CVAR_PRI(fireball, bfgradius)); e; e = e.chain) {
+                               if (e != this.realowner) {
+                                       if (e.takedamage == DAMAGE_AIM) {
+                                               if (!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this)) {
+                                                       // can we see fireball?
+                                                       traceline(e.origin + e.view_ofs, this.origin, MOVE_NORMAL, e);
+                                                       if ( /* trace_startsolid || */ trace_fraction != 1) { // startsolid should be never happening anyway
+                                                               continue;
+                                                       }
+                                                       // can we see player who shot fireball?
+                                                       traceline(e.origin + e.view_ofs, this.realowner.origin + this.realowner.view_ofs, MOVE_NORMAL, e);
+                                                       if (trace_ent != this.realowner) {
+                                                               if ( /* trace_startsolid || */ trace_fraction != 1) {
+                                                                       continue;
+                                                               }
+                                                       }
+                                                       dist = vlen(this.origin - e.origin - e.view_ofs);
+                                                       points = (1 - sqrt(dist / WEP_CVAR_PRI(fireball, bfgradius)));
+                                                       if (points <= 0) {
+                                                               continue;
+                                                       }
+                                                       dir = normalize(e.origin + e.view_ofs - this.origin);
+
+                                                       if (accuracy_isgooddamage(this.realowner, e)) {
+                                                               accuracy_add(this.realowner, WEP_FIREBALL.m_id, 0, WEP_CVAR_PRI(fireball, bfgdamage) * points);
+                                                       }
+
+                                                       Damage(e, this, this.realowner, WEP_CVAR_PRI(fireball, bfgdamage) * points, this.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, WEP_CVAR_PRI(fireball, bfgforce) * dir);
+                                                       Send_Effect(EFFECT_FIREBALL_BFGDAMAGE, e.origin, -1 * dir, 1);
+                                               }
+                                       }
+                               }
+                       }
                }
        }
 
@@ -134,38 +87,40 @@ void W_Fireball_LaserPlay(entity this, float dt, float dist, float damage, float
        float d;
        vector p;
 
-       if(damage <= 0)
+       if (damage <= 0) {
                return;
+       }
 
        RandomSelection_Init();
-       for(e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain)
-       if(e != this.realowner) if(e.takedamage == DAMAGE_AIM) if(!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this))
-       {
-               p = e.origin;
-               p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
-               p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
-               p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
-               d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
-               if(d < dist)
-               {
-                       e.fireball_impactvec = p;
-                       RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
+       for (e = WarpZone_FindRadius(this.origin, dist, true); e; e = e.chain) {
+               if (e != this.realowner) {
+                       if (e.takedamage == DAMAGE_AIM) {
+                               if (!IS_PLAYER(e) || !this.realowner || DIFF_TEAM(e, this)) {
+                                       p = e.origin;
+                                       p.x += e.mins.x + random() * (e.maxs.x - e.mins.x);
+                                       p.y += e.mins.y + random() * (e.maxs.y - e.mins.y);
+                                       p.z += e.mins.z + random() * (e.maxs.z - e.mins.z);
+                                       d = vlen(WarpZone_UnTransformOrigin(e, this.origin) - p);
+                                       if (d < dist) {
+                                               e.fireball_impactvec = p;
+                                               RandomSelection_AddEnt(e, 1 / (1 + d), !Fire_IsBurning(e));
+                                       }
+                               }
+                       }
                }
        }
-       if(RandomSelection_chosen_ent)
-       {
+       if (RandomSelection_chosen_ent) {
                d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, this.origin) - RandomSelection_chosen_ent.fireball_impactvec);
                d = damage + (edgedamage - damage) * (d / dist);
                Fire_AddDamage(RandomSelection_chosen_ent, this.realowner, d * burntime, burntime, this.projectiledeathtype | HITTYPE_BOUNCE);
-               //trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
+               // trailparticles(this, particleeffectnum(EFFECT_FIREBALL_LASER), this.origin, RandomSelection_chosen_ent.fireball_impactvec);
                Send_Effect(EFFECT_FIREBALL_LASER, this.origin, RandomSelection_chosen_ent.fireball_impactvec - this.origin, 1);
        }
 }
 
 void W_Fireball_Think(entity this)
 {
-       if(time > this.pushltime)
-       {
+       if (time > this.pushltime) {
                this.cnt = 1;
                this.projectiledeathtype |= HITTYPE_SPLASH;
                W_Fireball_Explode(this, NULL);
@@ -179,15 +134,15 @@ void W_Fireball_Think(entity this)
 
 void W_Fireball_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
 {
-       if(this.health <= 0)
+       if (this.health <= 0) {
                return;
+       }
 
-       if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+       if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) { // no exceptions
                return; // g_projectiles_damage says to halt
-
+       }
        this.health = this.health - damage;
-       if(this.health <= 0)
-       {
+       if (this.health <= 0) {
                this.cnt = 1;
                W_PrepareExplosionByDamage(this, attacker, W_Fireball_Explode_think);
        }
@@ -223,7 +178,8 @@ void W_Fireball_Attack1(entity actor, .entity weaponentity)
        setsize(proj, '-16 -16 -16', '16 16 16');
        proj.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, proj);
-    proj.missile_flags = MIF_SPLASH | MIF_PROXY;
+       IL_PUSH(g_bot_dodge, proj);
+       proj.missile_flags = MIF_SPLASH | MIF_PROXY;
 
        CSQCProjectile(proj, true, PROJECTILE_FIREBALL, true);
 
@@ -270,23 +226,21 @@ void W_Fireball_Attack1_Frame0(Weapon thiswep, entity actor, .entity weaponentit
 
 void W_Fireball_Firemine_Think(entity this)
 {
-       if(time > this.pushltime)
-       {
+       if (time > this.pushltime) {
                delete(this);
                return;
        }
 
        // make it "hot" once it leaves its owner
-       if(this.owner)
-       {
-               if(vdist(this.origin - this.owner.origin - this.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius)))
-               {
+       if (this.owner) {
+               if (vdist(this.origin - this.owner.origin - this.owner.view_ofs, >, WEP_CVAR_SEC(fireball, laserradius))) {
                        this.cnt += 1;
-                       if(this.cnt == 3)
+                       if (this.cnt == 3) {
                                this.owner = NULL;
-               }
-               else
+                       }
+               } else {
                        this.cnt = 0;
+               }
        }
 
        W_Fireball_LaserPlay(this, 0.1, WEP_CVAR_SEC(fireball, laserradius), WEP_CVAR_SEC(fireball, laserdamage), WEP_CVAR_SEC(fireball, laseredgedamage), WEP_CVAR_SEC(fireball, laserburntime));
@@ -297,11 +251,11 @@ void W_Fireball_Firemine_Think(entity this)
 void W_Fireball_Firemine_Touch(entity this, entity toucher)
 {
        PROJECTILE_TOUCH(this, toucher);
-       if(toucher.takedamage == DAMAGE_AIM)
-       if(Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0)
-       {
-               delete(this);
-               return;
+       if (toucher.takedamage == DAMAGE_AIM) {
+               if (Fire_AddDamage(toucher, this.realowner, WEP_CVAR_SEC(fireball, damage), WEP_CVAR_SEC(fireball, damagetime), this.projectiledeathtype) >= 0) {
+                       delete(this);
+                       return;
+               }
        }
        this.projectiledeathtype |= HITTYPE_BOUNCE;
 }
@@ -312,9 +266,8 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity)
        vector f_diff;
        float c;
 
-       c = actor.bulletcounter % 4;
-       switch(c)
-       {
+       c = actor.(weaponentity).bulletcounter % 4;
+       switch (c) {
                case 0:
                        f_diff = '-1.25 -3.75 0';
                        break;
@@ -354,85 +307,76 @@ void W_Fireball_Attack2(entity actor, .entity weaponentity)
        proj.angles = vectoangles(proj.velocity);
        proj.flags = FL_PROJECTILE;
        IL_PUSH(g_projectiles, proj);
-    proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
+       IL_PUSH(g_bot_dodge, proj);
+       proj.missile_flags = MIF_SPLASH | MIF_PROXY | MIF_ARC;
 
        CSQCProjectile(proj, true, PROJECTILE_FIREMINE, true);
 
        MUTATOR_CALLHOOK(EditProjectile, actor, proj);
 }
 
-METHOD(Fireball, wr_aim, void(entity thiswep, entity actor))
+METHOD(Fireball, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
-    PHYS_INPUT_BUTTON_ATCK(actor) = false;
-    PHYS_INPUT_BUTTON_ATCK2(actor) = false;
-    if(actor.bot_primary_fireballmooth == 0)
-    {
-        if(bot_aim(actor, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false))
-        {
-            PHYS_INPUT_BUTTON_ATCK(actor) = true;
-            if(random() < 0.02) actor.bot_primary_fireballmooth = 0;
-        }
-    }
-    else
-    {
-        if(bot_aim(actor, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true))
-        {
-            PHYS_INPUT_BUTTON_ATCK2(actor) = true;
-            if(random() < 0.01) actor.bot_primary_fireballmooth = 1;
-        }
-    }
+       PHYS_INPUT_BUTTON_ATCK(actor) = false;
+       PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+       if (actor.bot_primary_fireballmooth == 0) {
+               if (bot_aim(actor, weaponentity, WEP_CVAR_PRI(fireball, speed), 0, WEP_CVAR_PRI(fireball, lifetime), false)) {
+                       PHYS_INPUT_BUTTON_ATCK(actor) = true;
+                       if (random() < 0.02) { actor.bot_primary_fireballmooth = 0; }
+               }
+       } else {
+               if (bot_aim(actor, weaponentity, WEP_CVAR_SEC(fireball, speed), WEP_CVAR_SEC(fireball, speed_up), WEP_CVAR_SEC(fireball, lifetime), true)) {
+                       PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+                       if (random() < 0.01) { actor.bot_primary_fireballmooth = 1; }
+               }
+       }
 }
 METHOD(Fireball, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
-    if(fire & 1)
-    {
-       int slot = weaponslot(weaponentity);
-        if(time >= actor.fireball_primarytime[slot])
-        if(weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire)))
-        {
-            W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
-            actor.fireball_primarytime[slot] = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
-        }
-    }
-    else if(fire & 2)
-    {
-        if(weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire)))
-        {
-            W_Fireball_Attack2(actor, weaponentity);
-            weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
-        }
-    }
-}
-METHOD(Fireball, wr_setup, void(entity thiswep, entity actor))
-{
-    actor.ammo_field = ammo_none;
+       if (fire & 1) {
+               if (time >= actor.(weaponentity).fireball_primarytime) {
+                       if (weapon_prepareattack(thiswep, actor, weaponentity, false, WEP_CVAR_PRI(fireball, refire))) {
+                               W_Fireball_Attack1_Frame0(thiswep, actor, weaponentity, fire);
+                               actor.(weaponentity).fireball_primarytime = time + WEP_CVAR_PRI(fireball, refire2) * W_WeaponRateFactor(actor);
+                       }
+               }
+       } else if (fire & 2) {
+               if (weapon_prepareattack(thiswep, actor, weaponentity, true, WEP_CVAR_SEC(fireball, refire))) {
+                       W_Fireball_Attack2(actor, weaponentity);
+                       weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(fireball, animtime), w_ready);
+               }
+       }
 }
-METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    return true; // infinite ammo
+       return true; // infinite ammo
 }
-METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor))
+METHOD(Fireball, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    return true; // fireball has infinite ammo
+       return true; // fireball has infinite ammo
 }
 METHOD(Fireball, wr_resetplayer, void(entity thiswep, entity actor))
 {
-       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       actor.fireball_primarytime[slot] = time;
+       for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) {
+               .entity weaponentity = weaponentities[slot];
+               actor.(weaponentity).fireball_primarytime = time;
+       }
 }
 METHOD(Fireball, wr_suicidemessage, Notification(entity thiswep))
 {
-    if(w_deathtype & HITTYPE_SECONDARY)
-        return WEAPON_FIREBALL_SUICIDE_FIREMINE;
-    else
-        return WEAPON_FIREBALL_SUICIDE_BLAST;
+       if (w_deathtype & HITTYPE_SECONDARY) {
+               return WEAPON_FIREBALL_SUICIDE_FIREMINE;
+       } else {
+               return WEAPON_FIREBALL_SUICIDE_BLAST;
+       }
 }
 METHOD(Fireball, wr_killmessage, Notification(entity thiswep))
 {
-    if(w_deathtype & HITTYPE_SECONDARY)
-        return WEAPON_FIREBALL_MURDER_FIREMINE;
-    else
-        return WEAPON_FIREBALL_MURDER_BLAST;
+       if (w_deathtype & HITTYPE_SECONDARY) {
+               return WEAPON_FIREBALL_MURDER_FIREMINE;
+       } else {
+               return WEAPON_FIREBALL_MURDER_BLAST;
+       }
 }
 
 #endif
@@ -440,19 +384,16 @@ METHOD(Fireball, wr_killmessage, Notification(entity thiswep))
 
 METHOD(Fireball, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    vector org2;
-    if(w_deathtype & HITTYPE_SECONDARY)
-    {
-        // firemine goes out silently
-    }
-    else
-    {
-        org2 = w_org + w_backoff * 16;
-        pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
-        if(!w_issilent)
-            sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
-    }
+       vector org2;
+       if (w_deathtype & HITTYPE_SECONDARY) {
+               // firemine goes out silently
+       } else {
+               org2 = w_org + w_backoff * 16;
+               pointparticles(EFFECT_FIREBALL_EXPLODE, org2, '0 0 0', 1);
+               if (!w_issilent) {
+                       sound(actor, CH_SHOTS, SND_FIREBALL_IMPACT2, VOL_BASE, ATTEN_NORM * 0.25); // long range boom
+               }
+       }
 }
 
 #endif
-#endif